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Dec 9

MoReact: Generating Reactive Motion from Textual Descriptions

Modeling and generating human reactions poses a significant challenge with broad applications for computer vision and human-computer interaction. Existing methods either treat multiple individuals as a single entity, directly generating interactions, or rely solely on one person's motion to generate the other's reaction, failing to integrate the rich semantic information that underpins human interactions. Yet, these methods often fall short in adaptive responsiveness, i.e., the ability to accurately respond to diverse and dynamic interaction scenarios. Recognizing this gap, our work introduces an approach tailored to address the limitations of existing models by focusing on text-driven human reaction generation. Our model specifically generates realistic motion sequences for individuals that responding to the other's actions based on a descriptive text of the interaction scenario. The goal is to produce motion sequences that not only complement the opponent's movements but also semantically fit the described interactions. To achieve this, we present MoReact, a diffusion-based method designed to disentangle the generation of global trajectories and local motions sequentially. This approach stems from the observation that generating global trajectories first is crucial for guiding local motion, ensuring better alignment with given action and text. Furthermore, we introduce a novel interaction loss to enhance the realism of generated close interactions. Our experiments, utilizing data adapted from a two-person motion dataset, demonstrate the efficacy of our approach for this novel task, which is capable of producing realistic, diverse, and controllable reactions that not only closely match the movements of the counterpart but also adhere to the textual guidance. Please find our webpage at https://xiyan-xu.github.io/MoReactWebPage.

  • 4 authors
·
Sep 28

Dynamic Typography: Bringing Words to Life

Text animation serves as an expressive medium, transforming static communication into dynamic experiences by infusing words with motion to evoke emotions, emphasize meanings, and construct compelling narratives. Crafting animations that are semantically aware poses significant challenges, demanding expertise in graphic design and animation. We present an automated text animation scheme, termed "Dynamic Typography", which combines two challenging tasks. It deforms letters to convey semantic meaning and infuses them with vibrant movements based on user prompts. Our technique harnesses vector graphics representations and an end-to-end optimization-based framework. This framework employs neural displacement fields to convert letters into base shapes and applies per-frame motion, encouraging coherence with the intended textual concept. Shape preservation techniques and perceptual loss regularization are employed to maintain legibility and structural integrity throughout the animation process. We demonstrate the generalizability of our approach across various text-to-video models and highlight the superiority of our end-to-end methodology over baseline methods, which might comprise separate tasks. Through quantitative and qualitative evaluations, we demonstrate the effectiveness of our framework in generating coherent text animations that faithfully interpret user prompts while maintaining readability. Our code is available at: https://animate-your-word.github.io/demo/.

  • 7 authors
·
Apr 17, 2024 4

EvAnimate: Event-conditioned Image-to-Video Generation for Human Animation

Conditional human animation transforms a static reference image into a dynamic sequence by applying motion cues such as poses. These motion cues are typically derived from video data but are susceptible to limitations including low temporal resolution, motion blur, overexposure, and inaccuracies under low-light conditions. In contrast, event cameras provide data streams with exceptionally high temporal resolution, a wide dynamic range, and inherent resistance to motion blur and exposure issues. In this work, we propose EvAnimate, a framework that leverages event streams as motion cues to animate static human images. Our approach employs a specialized event representation that transforms asynchronous event streams into 3-channel slices with controllable slicing rates and appropriate slice density, ensuring compatibility with diffusion models. Subsequently, a dual-branch architecture generates high-quality videos by harnessing the inherent motion dynamics of the event streams, thereby enhancing both video quality and temporal consistency. Specialized data augmentation strategies further enhance cross-person generalization. Finally, we establish a new benchmarking, including simulated event data for training and validation, and a real-world event dataset capturing human actions under normal and extreme scenarios. The experiment results demonstrate that EvAnimate achieves high temporal fidelity and robust performance in scenarios where traditional video-derived cues fall short.

  • 4 authors
·
Mar 24

LivePortrait: Efficient Portrait Animation with Stitching and Retargeting Control

Portrait Animation aims to synthesize a lifelike video from a single source image, using it as an appearance reference, with motion (i.e., facial expressions and head pose) derived from a driving video, audio, text, or generation. Instead of following mainstream diffusion-based methods, we explore and extend the potential of the implicit-keypoint-based framework, which effectively balances computational efficiency and controllability. Building upon this, we develop a video-driven portrait animation framework named LivePortrait with a focus on better generalization, controllability, and efficiency for practical usage. To enhance the generation quality and generalization ability, we scale up the training data to about 69 million high-quality frames, adopt a mixed image-video training strategy, upgrade the network architecture, and design better motion transformation and optimization objectives. Additionally, we discover that compact implicit keypoints can effectively represent a kind of blendshapes and meticulously propose a stitching and two retargeting modules, which utilize a small MLP with negligible computational overhead, to enhance the controllability. Experimental results demonstrate the efficacy of our framework even compared to diffusion-based methods. The generation speed remarkably reaches 12.8ms on an RTX 4090 GPU with PyTorch. The inference code and models are available at https://github.com/KwaiVGI/LivePortrait

  • 7 authors
·
Jul 3, 2024 1

Generative AI for Character Animation: A Comprehensive Survey of Techniques, Applications, and Future Directions

Generative AI is reshaping art, gaming, and most notably animation. Recent breakthroughs in foundation and diffusion models have reduced the time and cost of producing animated content. Characters are central animation components, involving motion, emotions, gestures, and facial expressions. The pace and breadth of advances in recent months make it difficult to maintain a coherent view of the field, motivating the need for an integrative review. Unlike earlier overviews that treat avatars, gestures, or facial animation in isolation, this survey offers a single, comprehensive perspective on all the main generative AI applications for character animation. We begin by examining the state-of-the-art in facial animation, expression rendering, image synthesis, avatar creation, gesture modeling, motion synthesis, object generation, and texture synthesis. We highlight leading research, practical deployments, commonly used datasets, and emerging trends for each area. To support newcomers, we also provide a comprehensive background section that introduces foundational models and evaluation metrics, equipping readers with the knowledge needed to enter the field. We discuss open challenges and map future research directions, providing a roadmap to advance AI-driven character-animation technologies. This survey is intended as a resource for researchers and developers entering the field of generative AI animation or adjacent fields. Resources are available at: https://github.com/llm-lab-org/Generative-AI-for-Character-Animation-Survey.

  • 20 authors
·
Apr 26 2

Dispider: Enabling Video LLMs with Active Real-Time Interaction via Disentangled Perception, Decision, and Reaction

Active Real-time interaction with video LLMs introduces a new paradigm for human-computer interaction, where the model not only understands user intent but also responds while continuously processing streaming video on the fly. Unlike offline video LLMs, which analyze the entire video before answering questions, active real-time interaction requires three capabilities: 1) Perception: real-time video monitoring and interaction capturing. 2) Decision: raising proactive interaction in proper situations, 3) Reaction: continuous interaction with users. However, inherent conflicts exist among the desired capabilities. The Decision and Reaction require a contrary Perception scale and grain, and the autoregressive decoding blocks the real-time Perception and Decision during the Reaction. To unify the conflicted capabilities within a harmonious system, we present Dispider, a system that disentangles Perception, Decision, and Reaction. Dispider features a lightweight proactive streaming video processing module that tracks the video stream and identifies optimal moments for interaction. Once the interaction is triggered, an asynchronous interaction module provides detailed responses, while the processing module continues to monitor the video in the meantime. Our disentangled and asynchronous design ensures timely, contextually accurate, and computationally efficient responses, making Dispider ideal for active real-time interaction for long-duration video streams. Experiments show that Dispider not only maintains strong performance in conventional video QA tasks, but also significantly surpasses previous online models in streaming scenario responses, thereby validating the effectiveness of our architecture. The code and model are released at https://github.com/Mark12Ding/Dispider.

  • 8 authors
·
Jan 6 5

Animate-X++: Universal Character Image Animation with Dynamic Backgrounds

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Furthermore, previous methods could only generate videos with static backgrounds, which limits the realism of the videos. For the first challenge, our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X++, a universal animation framework based on DiT for various character types, including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of DiT by simulating possible inputs in advance that may arise during inference. For the second challenge, we introduce a multi-task training strategy that jointly trains the animation and TI2V tasks. Combined with the proposed partial parameter training, this approach achieves not only character animation but also text-driven background dynamics, making the videos more realistic. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A2Bench) to evaluate the performance of Animate-X++ on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X++.

  • 7 authors
·
Aug 12

AnimateAnywhere: Rouse the Background in Human Image Animation

Human image animation aims to generate human videos of given characters and backgrounds that adhere to the desired pose sequence. However, existing methods focus more on human actions while neglecting the generation of background, which typically leads to static results or inharmonious movements. The community has explored camera pose-guided animation tasks, yet preparing the camera trajectory is impractical for most entertainment applications and ordinary users. As a remedy, we present an AnimateAnywhere framework, rousing the background in human image animation without requirements on camera trajectories. In particular, based on our key insight that the movement of the human body often reflects the motion of the background, we introduce a background motion learner (BML) to learn background motions from human pose sequences. To encourage the model to learn more accurate cross-frame correspondences, we further deploy an epipolar constraint on the 3D attention map. Specifically, the mask used to suppress geometrically unreasonable attention is carefully constructed by combining an epipolar mask and the current 3D attention map. Extensive experiments demonstrate that our AnimateAnywhere effectively learns the background motion from human pose sequences, achieving state-of-the-art performance in generating human animation results with vivid and realistic backgrounds. The source code and model will be available at https://github.com/liuxiaoyu1104/AnimateAnywhere.

  • 8 authors
·
Apr 28

MVPortrait: Text-Guided Motion and Emotion Control for Multi-view Vivid Portrait Animation

Recent portrait animation methods have made significant strides in generating realistic lip synchronization. However, they often lack explicit control over head movements and facial expressions, and cannot produce videos from multiple viewpoints, resulting in less controllable and expressive animations. Moreover, text-guided portrait animation remains underexplored, despite its user-friendly nature. We present a novel two-stage text-guided framework, MVPortrait (Multi-view Vivid Portrait), to generate expressive multi-view portrait animations that faithfully capture the described motion and emotion. MVPortrait is the first to introduce FLAME as an intermediate representation, effectively embedding facial movements, expressions, and view transformations within its parameter space. In the first stage, we separately train the FLAME motion and emotion diffusion models based on text input. In the second stage, we train a multi-view video generation model conditioned on a reference portrait image and multi-view FLAME rendering sequences from the first stage. Experimental results exhibit that MVPortrait outperforms existing methods in terms of motion and emotion control, as well as view consistency. Furthermore, by leveraging FLAME as a bridge, MVPortrait becomes the first controllable portrait animation framework that is compatible with text, speech, and video as driving signals.

  • 7 authors
·
Mar 25

Cinemo: Consistent and Controllable Image Animation with Motion Diffusion Models

Diffusion models have achieved great progress in image animation due to powerful generative capabilities. However, maintaining spatio-temporal consistency with detailed information from the input static image over time (e.g., style, background, and object of the input static image) and ensuring smoothness in animated video narratives guided by textual prompts still remains challenging. In this paper, we introduce Cinemo, a novel image animation approach towards achieving better motion controllability, as well as stronger temporal consistency and smoothness. In general, we propose three effective strategies at the training and inference stages of Cinemo to accomplish our goal. At the training stage, Cinemo focuses on learning the distribution of motion residuals, rather than directly predicting subsequent via a motion diffusion model. Additionally, a structural similarity index-based strategy is proposed to enable Cinemo to have better controllability of motion intensity. At the inference stage, a noise refinement technique based on discrete cosine transformation is introduced to mitigate sudden motion changes. Such three strategies enable Cinemo to produce highly consistent, smooth, and motion-controllable results. Compared to previous methods, Cinemo offers simpler and more precise user controllability. Extensive experiments against several state-of-the-art methods, including both commercial tools and research approaches, across multiple metrics, demonstrate the effectiveness and superiority of our proposed approach.

  • 7 authors
·
Jul 22, 2024 2

AnimateZero: Video Diffusion Models are Zero-Shot Image Animators

Large-scale text-to-video (T2V) diffusion models have great progress in recent years in terms of visual quality, motion and temporal consistency. However, the generation process is still a black box, where all attributes (e.g., appearance, motion) are learned and generated jointly without precise control ability other than rough text descriptions. Inspired by image animation which decouples the video as one specific appearance with the corresponding motion, we propose AnimateZero to unveil the pre-trained text-to-video diffusion model, i.e., AnimateDiff, and provide more precise appearance and motion control abilities for it. For appearance control, we borrow intermediate latents and their features from the text-to-image (T2I) generation for ensuring the generated first frame is equal to the given generated image. For temporal control, we replace the global temporal attention of the original T2V model with our proposed positional-corrected window attention to ensure other frames align with the first frame well. Empowered by the proposed methods, AnimateZero can successfully control the generating progress without further training. As a zero-shot image animator for given images, AnimateZero also enables multiple new applications, including interactive video generation and real image animation. The detailed experiments demonstrate the effectiveness of the proposed method in both T2V and related applications.

  • 7 authors
·
Dec 6, 2023 1

X-NeMo: Expressive Neural Motion Reenactment via Disentangled Latent Attention

We propose X-NeMo, a novel zero-shot diffusion-based portrait animation pipeline that animates a static portrait using facial movements from a driving video of a different individual. Our work first identifies the root causes of the key issues in prior approaches, such as identity leakage and difficulty in capturing subtle and extreme expressions. To address these challenges, we introduce a fully end-to-end training framework that distills a 1D identity-agnostic latent motion descriptor from driving image, effectively controlling motion through cross-attention during image generation. Our implicit motion descriptor captures expressive facial motion in fine detail, learned end-to-end from a diverse video dataset without reliance on pretrained motion detectors. We further enhance expressiveness and disentangle motion latents from identity cues by supervising their learning with a dual GAN decoder, alongside spatial and color augmentations. By embedding the driving motion into a 1D latent vector and controlling motion via cross-attention rather than additive spatial guidance, our design eliminates the transmission of spatial-aligned structural clues from the driving condition to the diffusion backbone, substantially mitigating identity leakage. Extensive experiments demonstrate that X-NeMo surpasses state-of-the-art baselines, producing highly expressive animations with superior identity resemblance. Our code and models are available for research.

  • 9 authors
·
Jul 30

Follow-Your-Click: Open-domain Regional Image Animation via Short Prompts

Despite recent advances in image-to-video generation, better controllability and local animation are less explored. Most existing image-to-video methods are not locally aware and tend to move the entire scene. However, human artists may need to control the movement of different objects or regions. Additionally, current I2V methods require users not only to describe the target motion but also to provide redundant detailed descriptions of frame contents. These two issues hinder the practical utilization of current I2V tools. In this paper, we propose a practical framework, named Follow-Your-Click, to achieve image animation with a simple user click (for specifying what to move) and a short motion prompt (for specifying how to move). Technically, we propose the first-frame masking strategy, which significantly improves the video generation quality, and a motion-augmented module equipped with a short motion prompt dataset to improve the short prompt following abilities of our model. To further control the motion speed, we propose flow-based motion magnitude control to control the speed of target movement more precisely. Our framework has simpler yet precise user control and better generation performance than previous methods. Extensive experiments compared with 7 baselines, including both commercial tools and research methods on 8 metrics, suggest the superiority of our approach. Project Page: https://follow-your-click.github.io/

  • 11 authors
·
Mar 13, 2024 5

MagicAnime: A Hierarchically Annotated, Multimodal and Multitasking Dataset with Benchmarks for Cartoon Animation Generation

Generating high-quality cartoon animations multimodal control is challenging due to the complexity of non-human characters, stylistically diverse motions and fine-grained emotions. There is a huge domain gap between real-world videos and cartoon animation, as cartoon animation is usually abstract and has exaggerated motion. Meanwhile, public multimodal cartoon data are extremely scarce due to the difficulty of large-scale automatic annotation processes compared with real-life scenarios. To bridge this gap, We propose the MagicAnime dataset, a large-scale, hierarchically annotated, and multimodal dataset designed to support multiple video generation tasks, along with the benchmarks it includes. Containing 400k video clips for image-to-video generation, 50k pairs of video clips and keypoints for whole-body annotation, 12k pairs of video clips for video-to-video face animation, and 2.9k pairs of video and audio clips for audio-driven face animation. Meanwhile, we also build a set of multi-modal cartoon animation benchmarks, called MagicAnime-Bench, to support the comparisons of different methods in the tasks above. Comprehensive experiments on four tasks, including video-driven face animation, audio-driven face animation, image-to-video animation, and pose-driven character animation, validate its effectiveness in supporting high-fidelity, fine-grained, and controllable generation.

  • 8 authors
·
Jul 27

Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation

Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.

  • 7 authors
·
Jan 16, 2024

AnimateScene: Camera-controllable Animation in Any Scene

3D scene reconstruction and 4D human animation have seen rapid progress and broad adoption in recent years. However, seamlessly integrating reconstructed scenes with 4D human animation to produce visually engaging results remains challenging. One key difficulty lies in placing the human at the correct location and scale within the scene while avoiding unrealistic interpenetration. Another challenge is that the human and the background may exhibit different lighting and style, leading to unrealistic composites. In addition, appealing character motion videos are often accompanied by camera movements, which means that the viewpoints need to be reconstructed along a specified trajectory. We present AnimateScene, which addresses the above issues in a unified framework. First, we design an accurate placement module that automatically determines a plausible 3D position for the human and prevents any interpenetration within the scene during motion. Second, we propose a training-free style alignment method that adapts the 4D human representation to match the background's lighting and style, achieving coherent visual integration. Finally, we design a joint post-reconstruction method for both the 4D human and the 3D scene that allows camera trajectories to be inserted, enabling the final rendered video to feature visually appealing camera movements. Extensive experiments show that AnimateScene generates dynamic scene videos with high geometric detail and spatiotemporal coherence across various camera and action combinations.

  • 12 authors
·
Aug 7

LivePhoto: Real Image Animation with Text-guided Motion Control

Despite the recent progress in text-to-video generation, existing studies usually overlook the issue that only spatial contents but not temporal motions in synthesized videos are under the control of text. Towards such a challenge, this work presents a practical system, named LivePhoto, which allows users to animate an image of their interest with text descriptions. We first establish a strong baseline that helps a well-learned text-to-image generator (i.e., Stable Diffusion) take an image as a further input. We then equip the improved generator with a motion module for temporal modeling and propose a carefully designed training pipeline to better link texts and motions. In particular, considering the facts that (1) text can only describe motions roughly (e.g., regardless of the moving speed) and (2) text may include both content and motion descriptions, we introduce a motion intensity estimation module as well as a text re-weighting module to reduce the ambiguity of text-to-motion mapping. Empirical evidence suggests that our approach is capable of well decoding motion-related textual instructions into videos, such as actions, camera movements, or even conjuring new contents from thin air (e.g., pouring water into an empty glass). Interestingly, thanks to the proposed intensity learning mechanism, our system offers users an additional control signal (i.e., the motion intensity) besides text for video customization.

  • 7 authors
·
Dec 5, 2023 3

AniClipart: Clipart Animation with Text-to-Video Priors

Clipart, a pre-made graphic art form, offers a convenient and efficient way of illustrating visual content. Traditional workflows to convert static clipart images into motion sequences are laborious and time-consuming, involving numerous intricate steps like rigging, key animation and in-betweening. Recent advancements in text-to-video generation hold great potential in resolving this problem. Nevertheless, direct application of text-to-video generation models often struggles to retain the visual identity of clipart images or generate cartoon-style motions, resulting in unsatisfactory animation outcomes. In this paper, we introduce AniClipart, a system that transforms static clipart images into high-quality motion sequences guided by text-to-video priors. To generate cartoon-style and smooth motion, we first define B\'{e}zier curves over keypoints of the clipart image as a form of motion regularization. We then align the motion trajectories of the keypoints with the provided text prompt by optimizing the Video Score Distillation Sampling (VSDS) loss, which encodes adequate knowledge of natural motion within a pretrained text-to-video diffusion model. With a differentiable As-Rigid-As-Possible shape deformation algorithm, our method can be end-to-end optimized while maintaining deformation rigidity. Experimental results show that the proposed AniClipart consistently outperforms existing image-to-video generation models, in terms of text-video alignment, visual identity preservation, and motion consistency. Furthermore, we showcase the versatility of AniClipart by adapting it to generate a broader array of animation formats, such as layered animation, which allows topological changes.

  • 4 authors
·
Apr 18, 2024 1

Animate-X: Universal Character Image Animation with Enhanced Motion Representation

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X, a universal animation framework based on LDM for various character types (collectively named X), including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of LDM by simulating possible inputs in advance that may arise during inference. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A^2Bench) to evaluate the performance of Animate-X on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X compared to state-of-the-art methods.

  • 9 authors
·
Oct 14, 2024 5

Anim-Director: A Large Multimodal Model Powered Agent for Controllable Animation Video Generation

Traditional animation generation methods depend on training generative models with human-labelled data, entailing a sophisticated multi-stage pipeline that demands substantial human effort and incurs high training costs. Due to limited prompting plans, these methods typically produce brief, information-poor, and context-incoherent animations. To overcome these limitations and automate the animation process, we pioneer the introduction of large multimodal models (LMMs) as the core processor to build an autonomous animation-making agent, named Anim-Director. This agent mainly harnesses the advanced understanding and reasoning capabilities of LMMs and generative AI tools to create animated videos from concise narratives or simple instructions. Specifically, it operates in three main stages: Firstly, the Anim-Director generates a coherent storyline from user inputs, followed by a detailed director's script that encompasses settings of character profiles and interior/exterior descriptions, and context-coherent scene descriptions that include appearing characters, interiors or exteriors, and scene events. Secondly, we employ LMMs with the image generation tool to produce visual images of settings and scenes. These images are designed to maintain visual consistency across different scenes using a visual-language prompting method that combines scene descriptions and images of the appearing character and setting. Thirdly, scene images serve as the foundation for producing animated videos, with LMMs generating prompts to guide this process. The whole process is notably autonomous without manual intervention, as the LMMs interact seamlessly with generative tools to generate prompts, evaluate visual quality, and select the best one to optimize the final output.

  • 8 authors
·
Aug 19, 2024 2

InterAnimate: Taming Region-aware Diffusion Model for Realistic Human Interaction Animation

Recent video generation research has focused heavily on isolated actions, leaving interactive motions-such as hand-face interactions-largely unexamined. These interactions are essential for emerging biometric authentication systems, which rely on interactive motion-based anti-spoofing approaches. From a security perspective, there is a growing need for large-scale, high-quality interactive videos to train and strengthen authentication models. In this work, we introduce a novel paradigm for animating realistic hand-face interactions. Our approach simultaneously learns spatio-temporal contact dynamics and biomechanically plausible deformation effects, enabling natural interactions where hand movements induce anatomically accurate facial deformations while maintaining collision-free contact. To facilitate this research, we present InterHF, a large-scale hand-face interaction dataset featuring 18 interaction patterns and 90,000 annotated videos. Additionally, we propose InterAnimate, a region-aware diffusion model designed specifically for interaction animation. InterAnimate leverages learnable spatial and temporal latents to effectively capture dynamic interaction priors and integrates a region-aware interaction mechanism that injects these priors into the denoising process. To the best of our knowledge, this work represents the first large-scale effort to systematically study human hand-face interactions. Qualitative and quantitative results show InterAnimate produces highly realistic animations, setting a new benchmark. Code and data will be made public to advance research.

  • 13 authors
·
Apr 15

Learning to Animate Images from A Few Videos to Portray Delicate Human Actions

Despite recent progress, video generative models still struggle to animate static images into videos that portray delicate human actions, particularly when handling uncommon or novel actions whose training data are limited. In this paper, we explore the task of learning to animate images to portray delicate human actions using a small number of videos -- 16 or fewer -- which is highly valuable for real-world applications like video and movie production. Learning generalizable motion patterns that smoothly transition from user-provided reference images in a few-shot setting is highly challenging. We propose FLASH (Few-shot Learning to Animate and Steer Humans), which learns generalizable motion patterns by forcing the model to reconstruct a video using the motion features and cross-frame correspondences of another video with the same motion but different appearance. This encourages transferable motion learning and mitigates overfitting to limited training data. Additionally, FLASH extends the decoder with additional layers to propagate details from the reference image to generated frames, improving transition smoothness. Human judges overwhelmingly favor FLASH, with 65.78\% of 488 responses prefer FLASH over baselines. We strongly recommend watching the videos in the website: https://lihaoxin05.github.io/human_action_animation/, as motion artifacts are hard to notice from images.

  • 6 authors
·
Feb 28

Follow-Your-Emoji: Fine-Controllable and Expressive Freestyle Portrait Animation

We present Follow-Your-Emoji, a diffusion-based framework for portrait animation, which animates a reference portrait with target landmark sequences. The main challenge of portrait animation is to preserve the identity of the reference portrait and transfer the target expression to this portrait while maintaining temporal consistency and fidelity. To address these challenges, Follow-Your-Emoji equipped the powerful Stable Diffusion model with two well-designed technologies. Specifically, we first adopt a new explicit motion signal, namely expression-aware landmark, to guide the animation process. We discover this landmark can not only ensure the accurate motion alignment between the reference portrait and target motion during inference but also increase the ability to portray exaggerated expressions (i.e., large pupil movements) and avoid identity leakage. Then, we propose a facial fine-grained loss to improve the model's ability of subtle expression perception and reference portrait appearance reconstruction by using both expression and facial masks. Accordingly, our method demonstrates significant performance in controlling the expression of freestyle portraits, including real humans, cartoons, sculptures, and even animals. By leveraging a simple and effective progressive generation strategy, we extend our model to stable long-term animation, thus increasing its potential application value. To address the lack of a benchmark for this field, we introduce EmojiBench, a comprehensive benchmark comprising diverse portrait images, driving videos, and landmarks. We show extensive evaluations on EmojiBench to verify the superiority of Follow-Your-Emoji.

  • 11 authors
·
Jun 3, 2024

Controllable Longer Image Animation with Diffusion Models

Generating realistic animated videos from static images is an important area of research in computer vision. Methods based on physical simulation and motion prediction have achieved notable advances, but they are often limited to specific object textures and motion trajectories, failing to exhibit highly complex environments and physical dynamics. In this paper, we introduce an open-domain controllable image animation method using motion priors with video diffusion models. Our method achieves precise control over the direction and speed of motion in the movable region by extracting the motion field information from videos and learning moving trajectories and strengths. Current pretrained video generation models are typically limited to producing very short videos, typically less than 30 frames. In contrast, we propose an efficient long-duration video generation method based on noise reschedule specifically tailored for image animation tasks, facilitating the creation of videos over 100 frames in length while maintaining consistency in content scenery and motion coordination. Specifically, we decompose the denoise process into two distinct phases: the shaping of scene contours and the refining of motion details. Then we reschedule the noise to control the generated frame sequences maintaining long-distance noise correlation. We conducted extensive experiments with 10 baselines, encompassing both commercial tools and academic methodologies, which demonstrate the superiority of our method. Our project page: https://wangqiang9.github.io/Controllable.github.io/

  • 5 authors
·
May 27, 2024

Programmable Motion Generation for Open-Set Motion Control Tasks

Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.

  • 5 authors
·
May 29, 2024

ToonTalker: Cross-Domain Face Reenactment

We target cross-domain face reenactment in this paper, i.e., driving a cartoon image with the video of a real person and vice versa. Recently, many works have focused on one-shot talking face generation to drive a portrait with a real video, i.e., within-domain reenactment. Straightforwardly applying those methods to cross-domain animation will cause inaccurate expression transfer, blur effects, and even apparent artifacts due to the domain shift between cartoon and real faces. Only a few works attempt to settle cross-domain face reenactment. The most related work AnimeCeleb requires constructing a dataset with pose vector and cartoon image pairs by animating 3D characters, which makes it inapplicable anymore if no paired data is available. In this paper, we propose a novel method for cross-domain reenactment without paired data. Specifically, we propose a transformer-based framework to align the motions from different domains into a common latent space where motion transfer is conducted via latent code addition. Two domain-specific motion encoders and two learnable motion base memories are used to capture domain properties. A source query transformer and a driving one are exploited to project domain-specific motion to the canonical space. The edited motion is projected back to the domain of the source with a transformer. Moreover, since no paired data is provided, we propose a novel cross-domain training scheme using data from two domains with the designed analogy constraint. Besides, we contribute a cartoon dataset in Disney style. Extensive evaluations demonstrate the superiority of our method over competing methods.

  • 8 authors
·
Aug 24, 2023

Wan-Animate: Unified Character Animation and Replacement with Holistic Replication

We introduce Wan-Animate, a unified framework for character animation and replacement. Given a character image and a reference video, Wan-Animate can animate the character by precisely replicating the expressions and movements of the character in the video to generate high-fidelity character videos. Alternatively, it can integrate the animated character into the reference video to replace the original character, replicating the scene's lighting and color tone to achieve seamless environmental integration. Wan-Animate is built upon the Wan model. To adapt it for character animation tasks, we employ a modified input paradigm to differentiate between reference conditions and regions for generation. This design unifies multiple tasks into a common symbolic representation. We use spatially-aligned skeleton signals to replicate body motion and implicit facial features extracted from source images to reenact expressions, enabling the generation of character videos with high controllability and expressiveness. Furthermore, to enhance environmental integration during character replacement, we develop an auxiliary Relighting LoRA. This module preserves the character's appearance consistency while applying the appropriate environmental lighting and color tone. Experimental results demonstrate that Wan-Animate achieves state-of-the-art performance. We are committed to open-sourcing the model weights and its source code.

FlexiClip: Locality-Preserving Free-Form Character Animation

Animating clipart images with seamless motion while maintaining visual fidelity and temporal coherence presents significant challenges. Existing methods, such as AniClipart, effectively model spatial deformations but often fail to ensure smooth temporal transitions, resulting in artifacts like abrupt motions and geometric distortions. Similarly, text-to-video (T2V) and image-to-video (I2V) models struggle to handle clipart due to the mismatch in statistical properties between natural video and clipart styles. This paper introduces FlexiClip, a novel approach designed to overcome these limitations by addressing the intertwined challenges of temporal consistency and geometric integrity. FlexiClip extends traditional B\'ezier curve-based trajectory modeling with key innovations: temporal Jacobians to correct motion dynamics incrementally, continuous-time modeling via probability flow ODEs (pfODEs) to mitigate temporal noise, and a flow matching loss inspired by GFlowNet principles to optimize smooth motion transitions. These enhancements ensure coherent animations across complex scenarios involving rapid movements and non-rigid deformations. Extensive experiments validate the effectiveness of FlexiClip in generating animations that are not only smooth and natural but also structurally consistent across diverse clipart types, including humans and animals. By integrating spatial and temporal modeling with pre-trained video diffusion models, FlexiClip sets a new standard for high-quality clipart animation, offering robust performance across a wide range of visual content. Project Page: https://creative-gen.github.io/flexiclip.github.io/

  • 1 authors
·
Jan 15

FloAt: Flow Warping of Self-Attention for Clothing Animation Generation

We propose a diffusion model-based approach, FloAtControlNet to generate cinemagraphs composed of animations of human clothing. We focus on human clothing like dresses, skirts and pants. The input to our model is a text prompt depicting the type of clothing and the texture of clothing like leopard, striped, or plain, and a sequence of normal maps that capture the underlying animation that we desire in the output. The backbone of our method is a normal-map conditioned ControlNet which is operated in a training-free regime. The key observation is that the underlying animation is embedded in the flow of the normal maps. We utilize the flow thus obtained to manipulate the self-attention maps of appropriate layers. Specifically, the self-attention maps of a particular layer and frame are recomputed as a linear combination of itself and the self-attention maps of the same layer and the previous frame, warped by the flow on the normal maps of the two frames. We show that manipulating the self-attention maps greatly enhances the quality of the clothing animation, making it look more natural as well as suppressing the background artifacts. Through extensive experiments, we show that the method proposed beats all baselines both qualitatively in terms of visual results and user study. Specifically, our method is able to alleviate the background flickering that exists in other diffusion model-based baselines that we consider. In addition, we show that our method beats all baselines in terms of RMSE and PSNR computed using the input normal map sequences and the normal map sequences obtained from the output RGB frames. Further, we show that well-established evaluation metrics like LPIPS, SSIM, and CLIP scores that are generally for visual quality are not necessarily suitable for capturing the subtle motions in human clothing animations.

  • 4 authors
·
Nov 22, 2024

FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios

Action customization involves generating videos where the subject performs actions dictated by input control signals. Current methods use pose-guided or global motion customization but are limited by strict constraints on spatial structure, such as layout, skeleton, and viewpoint consistency, reducing adaptability across diverse subjects and scenarios. To overcome these limitations, we propose FlexiAct, which transfers actions from a reference video to an arbitrary target image. Unlike existing methods, FlexiAct allows for variations in layout, viewpoint, and skeletal structure between the subject of the reference video and the target image, while maintaining identity consistency. Achieving this requires precise action control, spatial structure adaptation, and consistency preservation. To this end, we introduce RefAdapter, a lightweight image-conditioned adapter that excels in spatial adaptation and consistency preservation, surpassing existing methods in balancing appearance consistency and structural flexibility. Additionally, based on our observations, the denoising process exhibits varying levels of attention to motion (low frequency) and appearance details (high frequency) at different timesteps. So we propose FAE (Frequency-aware Action Extraction), which, unlike existing methods that rely on separate spatial-temporal architectures, directly achieves action extraction during the denoising process. Experiments demonstrate that our method effectively transfers actions to subjects with diverse layouts, skeletons, and viewpoints. We release our code and model weights to support further research at https://shiyi-zh0408.github.io/projectpages/FlexiAct/

  • 5 authors
·
May 6 1

OmniHuman-1.5: Instilling an Active Mind in Avatars via Cognitive Simulation

Existing video avatar models can produce fluid human animations, yet they struggle to move beyond mere physical likeness to capture a character's authentic essence. Their motions typically synchronize with low-level cues like audio rhythm, lacking a deeper semantic understanding of emotion, intent, or context. To bridge this gap, we propose a framework designed to generate character animations that are not only physically plausible but also semantically coherent and expressive. Our model, OmniHuman-1.5, is built upon two key technical contributions. First, we leverage Multimodal Large Language Models to synthesize a structured textual representation of conditions that provides high-level semantic guidance. This guidance steers our motion generator beyond simplistic rhythmic synchronization, enabling the production of actions that are contextually and emotionally resonant. Second, to ensure the effective fusion of these multimodal inputs and mitigate inter-modality conflicts, we introduce a specialized Multimodal DiT architecture with a novel Pseudo Last Frame design. The synergy of these components allows our model to accurately interpret the joint semantics of audio, images, and text, thereby generating motions that are deeply coherent with the character, scene, and linguistic content. Extensive experiments demonstrate that our model achieves leading performance across a comprehensive set of metrics, including lip-sync accuracy, video quality, motion naturalness and semantic consistency with textual prompts. Furthermore, our approach shows remarkable extensibility to complex scenarios, such as those involving multi-person and non-human subjects. Homepage: https://omnihuman-lab.github.io/v1_5/

  • 9 authors
·
Aug 26 2

HumanVid: Demystifying Training Data for Camera-controllable Human Image Animation

Human image animation involves generating videos from a character photo, allowing user control and unlocking potential for video and movie production. While recent approaches yield impressive results using high-quality training data, the inaccessibility of these datasets hampers fair and transparent benchmarking. Moreover, these approaches prioritize 2D human motion and overlook the significance of camera motions in videos, leading to limited control and unstable video generation.To demystify the training data, we present HumanVid, the first large-scale high-quality dataset tailored for human image animation, which combines crafted real-world and synthetic data. For the real-world data, we compile a vast collection of copyright-free real-world videos from the internet. Through a carefully designed rule-based filtering strategy, we ensure the inclusion of high-quality videos, resulting in a collection of 20K human-centric videos in 1080P resolution. Human and camera motion annotation is accomplished using a 2D pose estimator and a SLAM-based method. For the synthetic data, we gather 2,300 copyright-free 3D avatar assets to augment existing available 3D assets. Notably, we introduce a rule-based camera trajectory generation method, enabling the synthetic pipeline to incorporate diverse and precise camera motion annotation, which can rarely be found in real-world data. To verify the effectiveness of HumanVid, we establish a baseline model named CamAnimate, short for Camera-controllable Human Animation, that considers both human and camera motions as conditions. Through extensive experimentation, we demonstrate that such simple baseline training on our HumanVid achieves state-of-the-art performance in controlling both human pose and camera motions, setting a new benchmark. Code and data will be publicly available at https://github.com/zhenzhiwang/HumanVid/.

  • 11 authors
·
Jul 24, 2024 3

EmoVid: A Multimodal Emotion Video Dataset for Emotion-Centric Video Understanding and Generation

Emotion plays a pivotal role in video-based expression, but existing video generation systems predominantly focus on low-level visual metrics while neglecting affective dimensions. Although emotion analysis has made progress in the visual domain, the video community lacks dedicated resources to bridge emotion understanding with generative tasks, particularly for stylized and non-realistic contexts. To address this gap, we introduce EmoVid, the first multimodal, emotion-annotated video dataset specifically designed for creative media, which includes cartoon animations, movie clips, and animated stickers. Each video is annotated with emotion labels, visual attributes (brightness, colorfulness, hue), and text captions. Through systematic analysis, we uncover spatial and temporal patterns linking visual features to emotional perceptions across diverse video forms. Building on these insights, we develop an emotion-conditioned video generation technique by fine-tuning the Wan2.1 model. The results show a significant improvement in both quantitative metrics and the visual quality of generated videos for text-to-video and image-to-video tasks. EmoVid establishes a new benchmark for affective video computing. Our work not only offers valuable insights into visual emotion analysis in artistically styled videos, but also provides practical methods for enhancing emotional expression in video generation.

  • 5 authors
·
Nov 14 1

JoyVASA: Portrait and Animal Image Animation with Diffusion-Based Audio-Driven Facial Dynamics and Head Motion Generation

Audio-driven portrait animation has made significant advances with diffusion-based models, improving video quality and lipsync accuracy. However, the increasing complexity of these models has led to inefficiencies in training and inference, as well as constraints on video length and inter-frame continuity. In this paper, we propose JoyVASA, a diffusion-based method for generating facial dynamics and head motion in audio-driven facial animation. Specifically, in the first stage, we introduce a decoupled facial representation framework that separates dynamic facial expressions from static 3D facial representations. This decoupling allows the system to generate longer videos by combining any static 3D facial representation with dynamic motion sequences. Then, in the second stage, a diffusion transformer is trained to generate motion sequences directly from audio cues, independent of character identity. Finally, a generator trained in the first stage uses the 3D facial representation and the generated motion sequences as inputs to render high-quality animations. With the decoupled facial representation and the identity-independent motion generation process, JoyVASA extends beyond human portraits to animate animal faces seamlessly. The model is trained on a hybrid dataset of private Chinese and public English data, enabling multilingual support. Experimental results validate the effectiveness of our approach. Future work will focus on improving real-time performance and refining expression control, further expanding the applications in portrait animation. The code is available at: https://github.com/jdh-algo/JoyVASA.

  • 7 authors
·
Nov 14, 2024

Kinetic Typography Diffusion Model

This paper introduces a method for realistic kinetic typography that generates user-preferred animatable 'text content'. We draw on recent advances in guided video diffusion models to achieve visually-pleasing text appearances. To do this, we first construct a kinetic typography dataset, comprising about 600K videos. Our dataset is made from a variety of combinations in 584 templates designed by professional motion graphics designers and involves changing each letter's position, glyph, and size (i.e., flying, glitches, chromatic aberration, reflecting effects, etc.). Next, we propose a video diffusion model for kinetic typography. For this, there are three requirements: aesthetic appearances, motion effects, and readable letters. This paper identifies the requirements. For this, we present static and dynamic captions used as spatial and temporal guidance of a video diffusion model, respectively. The static caption describes the overall appearance of the video, such as colors, texture and glyph which represent a shape of each letter. The dynamic caption accounts for the movements of letters and backgrounds. We add one more guidance with zero convolution to determine which text content should be visible in the video. We apply the zero convolution to the text content, and impose it on the diffusion model. Lastly, our glyph loss, only minimizing a difference between the predicted word and its ground-truth, is proposed to make the prediction letters readable. Experiments show that our model generates kinetic typography videos with legible and artistic letter motions based on text prompts.

  • 4 authors
·
Jul 15, 2024 1

SMF: Template-free and Rig-free Animation Transfer using Kinetic Codes

Animation retargetting applies sparse motion description (e.g., keypoint sequences) to a character mesh to produce a semantically plausible and temporally coherent full-body mesh sequence. Existing approaches come with restrictions -- they require access to template-based shape priors or artist-designed deformation rigs, suffer from limited generalization to unseen motion and/or shapes, or exhibit motion jitter. We propose Self-supervised Motion Fields (SMF), a self-supervised framework that is trained with only sparse motion representations, without requiring dataset-specific annotations, templates, or rigs. At the heart of our method are Kinetic Codes, a novel autoencoder-based sparse motion encoding, that exposes a semantically rich latent space, simplifying large-scale training. Our architecture comprises dedicated spatial and temporal gradient predictors, which are jointly trained in an end-to-end fashion. The combined network, regularized by the Kinetic Codes' latent space, has good generalization across both unseen shapes and new motions. We evaluated our method on unseen motion sampled from AMASS, D4D, Mixamo, and raw monocular video for animation transfer on various characters with varying shapes and topology. We report a new SoTA on the AMASS dataset in the context of generalization to unseen motion. Code, weights, and supplementary are available on the project webpage at https://motionfields.github.io/

  • 3 authors
·
Apr 7

Hallo2: Long-Duration and High-Resolution Audio-Driven Portrait Image Animation

Recent advances in latent diffusion-based generative models for portrait image animation, such as Hallo, have achieved impressive results in short-duration video synthesis. In this paper, we present updates to Hallo, introducing several design enhancements to extend its capabilities. First, we extend the method to produce long-duration videos. To address substantial challenges such as appearance drift and temporal artifacts, we investigate augmentation strategies within the image space of conditional motion frames. Specifically, we introduce a patch-drop technique augmented with Gaussian noise to enhance visual consistency and temporal coherence over long duration. Second, we achieve 4K resolution portrait video generation. To accomplish this, we implement vector quantization of latent codes and apply temporal alignment techniques to maintain coherence across the temporal dimension. By integrating a high-quality decoder, we realize visual synthesis at 4K resolution. Third, we incorporate adjustable semantic textual labels for portrait expressions as conditional inputs. This extends beyond traditional audio cues to improve controllability and increase the diversity of the generated content. To the best of our knowledge, Hallo2, proposed in this paper, is the first method to achieve 4K resolution and generate hour-long, audio-driven portrait image animations enhanced with textual prompts. We have conducted extensive experiments to evaluate our method on publicly available datasets, including HDTF, CelebV, and our introduced "Wild" dataset. The experimental results demonstrate that our approach achieves state-of-the-art performance in long-duration portrait video animation, successfully generating rich and controllable content at 4K resolution for duration extending up to tens of minutes. Project page https://fudan-generative-vision.github.io/hallo2

  • 9 authors
·
Oct 10, 2024

FantasyPortrait: Enhancing Multi-Character Portrait Animation with Expression-Augmented Diffusion Transformers

Producing expressive facial animations from static images is a challenging task. Prior methods relying on explicit geometric priors (e.g., facial landmarks or 3DMM) often suffer from artifacts in cross reenactment and struggle to capture subtle emotions. Furthermore, existing approaches lack support for multi-character animation, as driving features from different individuals frequently interfere with one another, complicating the task. To address these challenges, we propose FantasyPortrait, a diffusion transformer based framework capable of generating high-fidelity and emotion-rich animations for both single- and multi-character scenarios. Our method introduces an expression-augmented learning strategy that utilizes implicit representations to capture identity-agnostic facial dynamics, enhancing the model's ability to render fine-grained emotions. For multi-character control, we design a masked cross-attention mechanism that ensures independent yet coordinated expression generation, effectively preventing feature interference. To advance research in this area, we propose the Multi-Expr dataset and ExprBench, which are specifically designed datasets and benchmarks for training and evaluating multi-character portrait animations. Extensive experiments demonstrate that FantasyPortrait significantly outperforms state-of-the-art methods in both quantitative metrics and qualitative evaluations, excelling particularly in challenging cross reenactment and multi-character contexts. Our project page is https://fantasy-amap.github.io/fantasy-portrait/.

  • 6 authors
·
Jul 17 1

Autonomous Character-Scene Interaction Synthesis from Text Instruction

Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These requirements pose challenges for current models, leading to a notable gap in automating the animation of characters from simple human inputs. This paper addresses this challenge by introducing a comprehensive framework for synthesizing multi-stage scene-aware interaction motions directly from a single text instruction and goal location. Our approach employs an auto-regressive diffusion model to synthesize the next motion segment, along with an autonomous scheduler predicting the transition for each action stage. To ensure that the synthesized motions are seamlessly integrated within the environment, we propose a scene representation that considers the local perception both at the start and the goal location. We further enhance the coherence of the generated motion by integrating frame embeddings with language input. Additionally, to support model training, we present a comprehensive motion-captured dataset comprising 16 hours of motion sequences in 120 indoor scenes covering 40 types of motions, each annotated with precise language descriptions. Experimental results demonstrate the efficacy of our method in generating high-quality, multi-stage motions closely aligned with environmental and textual conditions.

  • 7 authors
·
Oct 4, 2024 2

Teller: Real-Time Streaming Audio-Driven Portrait Animation with Autoregressive Motion Generation

In this work, we introduce the first autoregressive framework for real-time, audio-driven portrait animation, a.k.a, talking head. Beyond the challenge of lengthy animation times, a critical challenge in realistic talking head generation lies in preserving the natural movement of diverse body parts. To this end, we propose Teller, the first streaming audio-driven protrait animation framework with autoregressive motion generation. Specifically, Teller first decomposes facial and body detail animation into two components: Facial Motion Latent Generation (FMLG) based on an autoregressive transfromer, and movement authenticity refinement using a Efficient Temporal Module (ETM).Concretely, FMLG employs a Residual VQ model to map the facial motion latent from the implicit keypoint-based model into discrete motion tokens, which are then temporally sliced with audio embeddings. This enables the AR tranformer to learn real-time, stream-based mappings from audio to motion. Furthermore, Teller incorporate ETM to capture finer motion details. This module ensures the physical consistency of body parts and accessories, such as neck muscles and earrings, improving the realism of these movements. Teller is designed to be efficient, surpassing the inference speed of diffusion-based models (Hallo 20.93s vs. Teller 0.92s for one second video generation), and achieves a real-time streaming performance of up to 25 FPS. Extensive experiments demonstrate that our method outperforms recent audio-driven portrait animation models, especially in small movements, as validated by human evaluations with a significant margin in quality and realism.

  • 8 authors
·
Mar 24

DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills

A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing user-specified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.

  • 4 authors
·
Apr 8, 2018

Free-viewpoint Human Animation with Pose-correlated Reference Selection

Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.

  • 9 authors
·
Dec 23, 2024

X-Portrait: Expressive Portrait Animation with Hierarchical Motion Attention

We propose X-Portrait, an innovative conditional diffusion model tailored for generating expressive and temporally coherent portrait animation. Specifically, given a single portrait as appearance reference, we aim to animate it with motion derived from a driving video, capturing both highly dynamic and subtle facial expressions along with wide-range head movements. As its core, we leverage the generative prior of a pre-trained diffusion model as the rendering backbone, while achieve fine-grained head pose and expression control with novel controlling signals within the framework of ControlNet. In contrast to conventional coarse explicit controls such as facial landmarks, our motion control module is learned to interpret the dynamics directly from the original driving RGB inputs. The motion accuracy is further enhanced with a patch-based local control module that effectively enhance the motion attention to small-scale nuances like eyeball positions. Notably, to mitigate the identity leakage from the driving signals, we train our motion control modules with scaling-augmented cross-identity images, ensuring maximized disentanglement from the appearance reference modules. Experimental results demonstrate the universal effectiveness of X-Portrait across a diverse range of facial portraits and expressive driving sequences, and showcase its proficiency in generating captivating portrait animations with consistently maintained identity characteristics.

  • 6 authors
·
Mar 23, 2024

Garment Animation NeRF with Color Editing

Generating high-fidelity garment animations through traditional workflows, from modeling to rendering, is both tedious and expensive. These workflows often require repetitive steps in response to updates in character motion, rendering viewpoint changes, or appearance edits. Although recent neural rendering offers an efficient solution for computationally intensive processes, it struggles with rendering complex garment animations containing fine wrinkle details and realistic garment-and-body occlusions, while maintaining structural consistency across frames and dense view rendering. In this paper, we propose a novel approach to directly synthesize garment animations from body motion sequences without the need for an explicit garment proxy. Our approach infers garment dynamic features from body motion, providing a preliminary overview of garment structure. Simultaneously, we capture detailed features from synthesized reference images of the garment's front and back, generated by a pre-trained image model. These features are then used to construct a neural radiance field that renders the garment animation video. Additionally, our technique enables garment recoloring by decomposing its visual elements. We demonstrate the generalizability of our method across unseen body motions and camera views, ensuring detailed structural consistency. Furthermore, we showcase its applicability to color editing on both real and synthetic garment data. Compared to existing neural rendering techniques, our method exhibits qualitative and quantitative improvements in garment dynamics and wrinkle detail modeling. Code is available at https://github.com/wrk226/GarmentAnimationNeRF.

  • 4 authors
·
Jul 29, 2024

Hallo: Hierarchical Audio-Driven Visual Synthesis for Portrait Image Animation

The field of portrait image animation, driven by speech audio input, has experienced significant advancements in the generation of realistic and dynamic portraits. This research delves into the complexities of synchronizing facial movements and creating visually appealing, temporally consistent animations within the framework of diffusion-based methodologies. Moving away from traditional paradigms that rely on parametric models for intermediate facial representations, our innovative approach embraces the end-to-end diffusion paradigm and introduces a hierarchical audio-driven visual synthesis module to enhance the precision of alignment between audio inputs and visual outputs, encompassing lip, expression, and pose motion. Our proposed network architecture seamlessly integrates diffusion-based generative models, a UNet-based denoiser, temporal alignment techniques, and a reference network. The proposed hierarchical audio-driven visual synthesis offers adaptive control over expression and pose diversity, enabling more effective personalization tailored to different identities. Through a comprehensive evaluation that incorporates both qualitative and quantitative analyses, our approach demonstrates obvious enhancements in image and video quality, lip synchronization precision, and motion diversity. Further visualization and access to the source code can be found at: https://fudan-generative-vision.github.io/hallo.

  • 10 authors
·
Jun 13, 2024

VFX Creator: Animated Visual Effect Generation with Controllable Diffusion Transformer

Crafting magic and illusions is one of the most thrilling aspects of filmmaking, with visual effects (VFX) serving as the powerhouse behind unforgettable cinematic experiences. While recent advances in generative artificial intelligence have driven progress in generic image and video synthesis, the domain of controllable VFX generation remains relatively underexplored. In this work, we propose a novel paradigm for animated VFX generation as image animation, where dynamic effects are generated from user-friendly textual descriptions and static reference images. Our work makes two primary contributions: (i) Open-VFX, the first high-quality VFX video dataset spanning 15 diverse effect categories, annotated with textual descriptions, instance segmentation masks for spatial conditioning, and start-end timestamps for temporal control. (ii) VFX Creator, a simple yet effective controllable VFX generation framework based on a Video Diffusion Transformer. The model incorporates a spatial and temporal controllable LoRA adapter, requiring minimal training videos. Specifically, a plug-and-play mask control module enables instance-level spatial manipulation, while tokenized start-end motion timestamps embedded in the diffusion process, alongside the text encoder, allow precise temporal control over effect timing and pace. Extensive experiments on the Open-VFX test set demonstrate the superiority of the proposed system in generating realistic and dynamic effects, achieving state-of-the-art performance and generalization ability in both spatial and temporal controllability. Furthermore, we introduce a specialized metric to evaluate the precision of temporal control. By bridging traditional VFX techniques with generative approaches, VFX Creator unlocks new possibilities for efficient and high-quality video effect generation, making advanced VFX accessible to a broader audience.

DrawingSpinUp: 3D Animation from Single Character Drawings

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

  • 4 authors
·
Sep 13, 2024 2

FantasyTalking: Realistic Talking Portrait Generation via Coherent Motion Synthesis

Creating a realistic animatable avatar from a single static portrait remains challenging. Existing approaches often struggle to capture subtle facial expressions, the associated global body movements, and the dynamic background. To address these limitations, we propose a novel framework that leverages a pretrained video diffusion transformer model to generate high-fidelity, coherent talking portraits with controllable motion dynamics. At the core of our work is a dual-stage audio-visual alignment strategy. In the first stage, we employ a clip-level training scheme to establish coherent global motion by aligning audio-driven dynamics across the entire scene, including the reference portrait, contextual objects, and background. In the second stage, we refine lip movements at the frame level using a lip-tracing mask, ensuring precise synchronization with audio signals. To preserve identity without compromising motion flexibility, we replace the commonly used reference network with a facial-focused cross-attention module that effectively maintains facial consistency throughout the video. Furthermore, we integrate a motion intensity modulation module that explicitly controls expression and body motion intensity, enabling controllable manipulation of portrait movements beyond mere lip motion. Extensive experimental results show that our proposed approach achieves higher quality with better realism, coherence, motion intensity, and identity preservation. Ours project page: https://fantasy-amap.github.io/fantasy-talking/.

  • 8 authors
·
Apr 7 4

Reenact Anything: Semantic Video Motion Transfer Using Motion-Textual Inversion

Recent years have seen a tremendous improvement in the quality of video generation and editing approaches. While several techniques focus on editing appearance, few address motion. Current approaches using text, trajectories, or bounding boxes are limited to simple motions, so we specify motions with a single motion reference video instead. We further propose to use a pre-trained image-to-video model rather than a text-to-video model. This approach allows us to preserve the exact appearance and position of a target object or scene and helps disentangle appearance from motion. Our method, called motion-textual inversion, leverages our observation that image-to-video models extract appearance mainly from the (latent) image input, while the text/image embedding injected via cross-attention predominantly controls motion. We thus represent motion using text/image embedding tokens. By operating on an inflated motion-text embedding containing multiple text/image embedding tokens per frame, we achieve a high temporal motion granularity. Once optimized on the motion reference video, this embedding can be applied to various target images to generate videos with semantically similar motions. Our approach does not require spatial alignment between the motion reference video and target image, generalizes across various domains, and can be applied to various tasks such as full-body and face reenactment, as well as controlling the motion of inanimate objects and the camera. We empirically demonstrate the effectiveness of our method in the semantic video motion transfer task, significantly outperforming existing methods in this context.

  • 5 authors
·
Aug 1, 2024 2

SynchroRaMa : Lip-Synchronized and Emotion-Aware Talking Face Generation via Multi-Modal Emotion Embedding

Audio-driven talking face generation has received growing interest, particularly for applications requiring expressive and natural human-avatar interaction. However, most existing emotion-aware methods rely on a single modality (either audio or image) for emotion embedding, limiting their ability to capture nuanced affective cues. Additionally, most methods condition on a single reference image, restricting the model's ability to represent dynamic changes in actions or attributes across time. To address these issues, we introduce SynchroRaMa, a novel framework that integrates a multi-modal emotion embedding by combining emotional signals from text (via sentiment analysis) and audio (via speech-based emotion recognition and audio-derived valence-arousal features), enabling the generation of talking face videos with richer and more authentic emotional expressiveness and fidelity. To ensure natural head motion and accurate lip synchronization, SynchroRaMa includes an audio-to-motion (A2M) module that generates motion frames aligned with the input audio. Finally, SynchroRaMa incorporates scene descriptions generated by Large Language Model (LLM) as additional textual input, enabling it to capture dynamic actions and high-level semantic attributes. Conditioning the model on both visual and textual cues enhances temporal consistency and visual realism. Quantitative and qualitative experiments on benchmark datasets demonstrate that SynchroRaMa outperforms the state-of-the-art, achieving improvements in image quality, expression preservation, and motion realism. A user study further confirms that SynchroRaMa achieves higher subjective ratings than competing methods in overall naturalness, motion diversity, and video smoothness. Our project page is available at <https://novicemm.github.io/synchrorama>.

  • 4 authors
·
Sep 24

AnyI2V: Animating Any Conditional Image with Motion Control

Recent advancements in video generation, particularly in diffusion models, have driven notable progress in text-to-video (T2V) and image-to-video (I2V) synthesis. However, challenges remain in effectively integrating dynamic motion signals and flexible spatial constraints. Existing T2V methods typically rely on text prompts, which inherently lack precise control over the spatial layout of generated content. In contrast, I2V methods are limited by their dependence on real images, which restricts the editability of the synthesized content. Although some methods incorporate ControlNet to introduce image-based conditioning, they often lack explicit motion control and require computationally expensive training. To address these limitations, we propose AnyI2V, a training-free framework that animates any conditional images with user-defined motion trajectories. AnyI2V supports a broader range of modalities as the conditional image, including data types such as meshes and point clouds that are not supported by ControlNet, enabling more flexible and versatile video generation. Additionally, it supports mixed conditional inputs and enables style transfer and editing via LoRA and text prompts. Extensive experiments demonstrate that the proposed AnyI2V achieves superior performance and provides a new perspective in spatial- and motion-controlled video generation. Code is available at https://henghuiding.com/AnyI2V/.

  • 4 authors
·
Jul 3 1

DisPose: Disentangling Pose Guidance for Controllable Human Image Animation

Controllable human image animation aims to generate videos from reference images using driving videos. Due to the limited control signals provided by sparse guidance (e.g., skeleton pose), recent works have attempted to introduce additional dense conditions (e.g., depth map) to ensure motion alignment. However, such strict dense guidance impairs the quality of the generated video when the body shape of the reference character differs significantly from that of the driving video. In this paper, we present DisPose to mine more generalizable and effective control signals without additional dense input, which disentangles the sparse skeleton pose in human image animation into motion field guidance and keypoint correspondence. Specifically, we generate a dense motion field from a sparse motion field and the reference image, which provides region-level dense guidance while maintaining the generalization of the sparse pose control. We also extract diffusion features corresponding to pose keypoints from the reference image, and then these point features are transferred to the target pose to provide distinct identity information. To seamlessly integrate into existing models, we propose a plug-and-play hybrid ControlNet that improves the quality and consistency of generated videos while freezing the existing model parameters. Extensive qualitative and quantitative experiments demonstrate the superiority of DisPose compared to current methods. Code: https://github.com/lihxxx/DisPose{https://github.com/lihxxx/DisPose}.

  • 7 authors
·
Dec 12, 2024 2

FairyGen: Storied Cartoon Video from a Single Child-Drawn Character

We propose FairyGen, an automatic system for generating story-driven cartoon videos from a single child's drawing, while faithfully preserving its unique artistic style. Unlike previous storytelling methods that primarily focus on character consistency and basic motion, FairyGen explicitly disentangles character modeling from stylized background generation and incorporates cinematic shot design to support expressive and coherent storytelling. Given a single character sketch, we first employ an MLLM to generate a structured storyboard with shot-level descriptions that specify environment settings, character actions, and camera perspectives. To ensure visual consistency, we introduce a style propagation adapter that captures the character's visual style and applies it to the background, faithfully retaining the character's full visual identity while synthesizing style-consistent scenes. A shot design module further enhances visual diversity and cinematic quality through frame cropping and multi-view synthesis based on the storyboard. To animate the story, we reconstruct a 3D proxy of the character to derive physically plausible motion sequences, which are then used to fine-tune an MMDiT-based image-to-video diffusion model. We further propose a two-stage motion customization adapter: the first stage learns appearance features from temporally unordered frames, disentangling identity from motion; the second stage models temporal dynamics using a timestep-shift strategy with frozen identity weights. Once trained, FairyGen directly renders diverse and coherent video scenes aligned with the storyboard. Extensive experiments demonstrate that our system produces animations that are stylistically faithful, narratively structured natural motion, highlighting its potential for personalized and engaging story animation. The code will be available at https://github.com/GVCLab/FairyGen

  • 2 authors
·
Jun 26 1

In-2-4D: Inbetweening from Two Single-View Images to 4D Generation

We propose a new problem, In-2-4D, for generative 4D (i.e., 3D + motion) inbetweening from a minimalistic input setting: two single-view images capturing an object in two distinct motion states. Given two images representing the start and end states of an object in motion, our goal is to generate and reconstruct the motion in 4D. We utilize a video interpolation model to predict the motion, but large frame-to-frame motions can lead to ambiguous interpretations. To overcome this, we employ a hierarchical approach to identify keyframes that are visually close to the input states and show significant motion, then generate smooth fragments between them. For each fragment, we construct the 3D representation of the keyframe using Gaussian Splatting. The temporal frames within the fragment guide the motion, enabling their transformation into dynamic Gaussians through a deformation field. To improve temporal consistency and refine 3D motion, we expand the self-attention of multi-view diffusion across timesteps and apply rigid transformation regularization. Finally, we merge the independently generated 3D motion segments by interpolating boundary deformation fields and optimizing them to align with the guiding video, ensuring smooth and flicker-free transitions. Through extensive qualitative and quantitiave experiments as well as a user study, we show the effectiveness of our method and its components. The project page is available at https://in-2-4d.github.io/

  • 4 authors
·
Apr 11 2