Emotional Speech-driven 3D Body Animation via Disentangled Latent Diffusion
Kiran Chhatre, Radek Daněček, Nikos Athanasiou, Giorgio Becherini, Christopher Peters, Michael J. Black, Timo Bolkart
TL;DR
AMUSE tackles emotional speech-driven 3D body animation by explicitly disentangling speech into content, emotion, and style latent vectors and conditioning a latent diffusion model on these factors. It couples a speech disentanglement module with a SMPL-X-based motion prior and a diffusion denoiser to generate gestures that are synchronized with speech and reflect the intended emotion. The work introduces end-to-end learnable components for content-emotion-style separation, a temporal motion prior, and a diffusion-based generator, enabling emotion editing and gesture style transfer across speakers. Quantitative and perceptual evaluations show AMUSE achieves state-of-the-art performance across beat alignment, gesture diversity, emotion classification accuracy, and semantic relevance, with qualitative results demonstrating realistic, emotion-consistent gestures. This framework enables controllable, diverse, and naturalistic 3D gesture synthesis for applications in AR/VR, games, and virtual assistants, with potential extensions to full-body locomotion and integrated facial expressions.
Abstract
Existing methods for synthesizing 3D human gestures from speech have shown promising results, but they do not explicitly model the impact of emotions on the generated gestures. Instead, these methods directly output animations from speech without control over the expressed emotion. To address this limitation, we present AMUSE, an emotional speech-driven body animation model based on latent diffusion. Our observation is that content (i.e., gestures related to speech rhythm and word utterances), emotion, and personal style are separable. To account for this, AMUSE maps the driving audio to three disentangled latent vectors: one for content, one for emotion, and one for personal style. A latent diffusion model, trained to generate gesture motion sequences, is then conditioned on these latent vectors. Once trained, AMUSE synthesizes 3D human gestures directly from speech with control over the expressed emotions and style by combining the content from the driving speech with the emotion and style of another speech sequence. Randomly sampling the noise of the diffusion model further generates variations of the gesture with the same emotional expressivity. Qualitative, quantitative, and perceptual evaluations demonstrate that AMUSE outputs realistic gesture sequences. Compared to the state of the art, the generated gestures are better synchronized with the speech content, and better represent the emotion expressed by the input speech. Our code is available at amuse.is.tue.mpg.de.
