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Qunfen Lin

dblp:373/5336 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 60% Visual content generation and editing · 20% Virtual and augmented reality · 20%
Artificial intelligence
1 paper
Speech recognition and synthesis · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
facial animation
1.522024
Expressive Talking Avatars · IEEE Trans. Vis. Comput. Graph. 2024
EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024
Visual content generation and editing
3d content creation
0.812024
EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024
Virtual and augmented reality
avatar
0.812024
Expressive Talking Avatars · IEEE Trans. Vis. Comput. Graph. 2024
Computer animation and physical simulation › facial animation
speech-driven facial animation
0.812024
EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024
Natural language and speech › Speech recognition and synthesis
speech-driven animation
0.212024
EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024

Methods — techniques the papers use, named apart from their topics

speech encoder · 1.5emotion encoder · 1.5emotional talking avatar dataset · 0.8audio-driven puppetry · 0.8
YearPublicationVenuePosition
2024 EmoFace: Audio-driven Emotional 3D Face Animation
abstract
Audio-driven emotional 3D face animation aims to generate emotionally expressive talking heads with synchronized lip movements. However, previous research has often overlooked the influence of diverse emotions on facial expressions or proved unsuitable for driving MetaHuman models. In response to this deficiency, we introduce EmoFace, a novel audio-driven methodology for creating facial animations with vivid emotional dynamics. Our approach can generate facial expressions with multiple emotions, and has the ability to generate random yet natural blinks and eye movements, while maintaining accurate lip synchronization. We propose independent speech encoders and emotion encoders to learn the relationship between audio, emotion and corresponding facial controller rigs, and finally map into the sequence of controller values. Additionally, we introduce two post-processing techniques dedicated to enhancing the authenticity of the animation, particularly in blinks and eye movements. Furthermore, recognizing the scarcity of emotional audio-visual data suitable for MetaHuman model manipulation, we contribute an emotional audio-visual dataset and derive control parameters for each frames. Our proposed methodology can be applied in producing dialogues animations of non-playable characters (NPCs) in video games, and driving avatars in virtual reality environments. Our further quantitative and qualitative experiments, as well as an user study comparing with existing researches show that our approach demonstrates superior results in driving 3D facial models. The code and sample data are available at https://github.com/SJTU-Lucy/EmoFace
Chang Liu 0091, Qunfen Lin, Zijiao Zeng
VR2
2024 Expressive Talking Avatars
abstract
Stylized avatars are common virtual representations used in VR to support interaction and communication between remote collaborators. However, explicit expressions are notoriously difficult to create, mainly because most current methods rely on geometric markers and features modeled for human faces, not stylized avatar faces. To cope with the challenge of emotional and expressive generating talking avatars, we build the Emotional Talking Avatar Dataset which is a talking-face video corpus featuring 6 different stylized characters talking with 7 different emotions. Together with the dataset, we also release an emotional talking avatar generation method which enables the manipulation of emotion. We validated the effectiveness of our dataset and our method in generating audio based puppetry examples, including comparisons to state-of-the-art techniques and a user study. Finally, various applications of this method are discussed in the context of animating avatars in VR.
Shuai Tan 0002, Shengran Cheng, Qunfen Lin, Zijiao Zeng, Kenny Mitchell
IEEE Trans. Vis. Comput. Graph.4