EmoFace: Emotion-Content Disentangled Speech-Driven 3D Talking Face Animation
Yihong Lin, Liang Peng, Zhaoxin Fan, Xianjia Wu, Jianqiao Hu, Xiandong Li, Wenxiong Kang, Songju Lei
TL;DR
EmoFace tackles the challenge of integrating emotional expression into 3D talking-face animation by disentangling emotion and content from speech into separate branches and fusing them through Mesh Attention powered by SpiralConv3D. The model is trained with a self-growing scheme and intermediate supervision to reduce error accumulation and improve robustness, and is evaluated on the VOCASET and the newly created 3D-RAVDESS dataset, achieving state-of-the-art lip synchronization and full-emotion facial motion. The work also introduces 3D-RAVDESS as a high-quality emotional 3D facial dataset reconstructed from 2D data, enabling rigorous evaluation of emotional expressiveness. Across quantitative metrics (LVE, EVE), qualitative visualizations, and user studies (MOS), EmoFace demonstrates superior realism and emotion-accurate facial dynamics, with ablations confirming the contributions of Mesh Attention and SpiralConv3D as well as the effectiveness of the self-growing training strategy.
Abstract
The creation of increasingly vivid 3D talking face has become a hot topic in recent years. Currently, most speech-driven works focus on lip synchronisation but neglect to effectively capture the correlations between emotions and facial motions. To address this problem, we propose a two-stream network called EmoFace, which consists of an emotion branch and a content branch. EmoFace employs a novel Mesh Attention mechanism to analyse and fuse the emotion features and content features. Particularly, a newly designed spatio-temporal graph-based convolution, SpiralConv3D, is used in Mesh Attention to learn potential temporal and spatial feature dependencies between mesh vertices. In addition, to the best of our knowledge, it is the first time to introduce a new self-growing training scheme with intermediate supervision to dynamically adjust the ratio of groundtruth adopted in the 3D face animation task. Comprehensive quantitative and qualitative evaluations on our high-quality 3D emotional facial animation dataset, 3D-RAVDESS ($4.8863\times 10^{-5}$mm for LVE and $0.9509\times 10^{-5}$mm for EVE), together with the public dataset VOCASET ($2.8669\times 10^{-5}$mm for LVE and $0.4664\times 10^{-5}$mm for EVE), demonstrate that our approach achieves state-of-the-art performance.
