Source-linked AI summary
FaceDiffuser: Speech-Driven 3D Facial Animation Synthesis Using Diffusion
Stefan Stan, Kazi Injamamul Haque, Zerrin Yumak
TL;DR
Prior speech-driven facial-animation methods are largely deterministic, despite non-verbal facial cues being non-deterministic, and rig-compatible methods are scarce. FaceDiffuser uses diffusion with HuBERT and supports vertex and blendshape data; the authors report better or comparable results to state-of-the-art methods, with short datasets limiting long-term context.
Problem
Many prior end-to-end methods produce the same animation for a given speech input, although non-verbal facial cues are non-deterministic, and rig-compatible approaches are scarce.
Source: §1 · p. 2Method
FaceDiffuser uses a diffusion model with a pretrained HuBERT audio encoder to generate speech-driven facial animations for vertex-based and blendshape-based data.
Source: §1 · p. 2, §4.1 · p. 4Results
Takeaways & Limitations
The approach is reported to generalise to high-dimensional vertex data and low-dimensional blendshape data with minimal changes, and the paper introduces a rigged-character dataset.
Source: §8 · p. 9The available sequences are too short to capture the full range of expressions, so the model cannot capture long-term context from the data.
Source: §7 · p. 9
Abstract
from arXiv · showhide
Speech-driven 3D facial animation synthesis has been a challenging task both in industry and research. Recent methods mostly focus on deterministic deep learning methods meaning that given a speech input, the output is always the same. However, in reality, the non-verbal facial cues that reside throughout the face are non-deterministic in nature. In addition, majority of the approaches focus on 3D vertex based datasets and methods that are compatible with existing facial animation pipelines with rigged characters is scarce. To eliminate these issues, we present FaceDiffuser, a non-deterministic deep learning model to generate speech-driven facial animations that is trained with both 3D vertex and blendshape based datasets. Our method is based on the diffusion technique and uses the pre-trained large speech representation model HuBERT to encode the audio input. To the best of our knowledge, we are the first to employ the diffusion method for the task of speech-driven 3D facial animation synthesis. We have run extensive objective and subjective analyses and show that our approach achieves better or comparable results in comparison to the state-of-the-art methods. We also introduce a new in-house dataset that is based on a blendshape based rigged character. We recommend watching the accompanying supplementary video. The code and the dataset will be publicly available.
1 INTRODUCTION
The paper presents FaceDiffuser, an end-to-end diffusion model for non-deterministic speech-driven 3D facial animation. It targets the deterministic nature of prior deep-learning methods and supports both vertex-based and rigged-character animation.
1 INTRODUCTION
- Existing workflows rely on time-consuming expert keyframing or specialised capture systems, while phoneme-based methods require manually specified co-articulation rules.Deep-learning approaches learn speech-to-animation mappings automatically.Source: §1 · p. 2
- Prior end-to-end deep-learning methods produce the same animation for a given speech input, although non-verbal facial cues are non-deterministic.The paper identifies non-verbal cues throughout the face as non-deterministic in nature.Source: §1 · p. 2
- FaceDiffuser is the first diffusion-based method for speech-driven 3D facial animation, generating animations for both vertex-based and rigged characters.It combines a HuBERT audio encoder with a specialised diffusion model.Source: §1 · p. 2
- The authors report better or comparable results to state-of-the-art methods across their objective and subjective analyses.Their stated contributions include better objective metrics on multiple temporal, high-dimensional 3D vertex datasets.Source: §1 · p. 2
2 RELATED WORK
Prior work spans 3D speech-driven animation and diffusion-based motion synthesis, but the paper identifies a gap in non-deterministic, diffusion-based 3D facial animation driven by speech.
2 RELATED WORK
- Speech-driven facial animation work includes 2D talking heads and 3D synthesis from vertex or blendshape data, while 3D face reconstruction from video is not speech-driven.The paper focuses on 3D speech-driven synthesis and reviews that literature alongside diffusion-based motion synthesis.Source: §2 · p. 2
2.1 Speech-driven 3D Facial Animation
- Procedural phoneme-based methods provide animation control and easy artist-friendly pipeline integration but require explicit co-articulation rules; separate machine-learning approaches learn speech-animation mappings from data, while recent synthesis uses deep-learning models.Most deep-learning approaches use 3D vertex-based datasets and are incompatible with traditional rigged-character pipelines, except a few examples.Source: §2.1 · pp. 2–3
- Existing non-deterministic facial-animation methods use VQ-VAE, but the reviewed methods do not use diffusion to generate varied 3D facial animations from speech.The cited examples include Learning2Listen, CodeTalker [54], and TalkShow.Source: §2.1 · p. 3
2.2 Diffusion for Motion Synthesis
- Diffusion models learn to reverse a gradual noising process and have been used for image generation and motion synthesis.Related motion work includes text-, music-, audio-, and speech-conditioned body animation, while DAE-Talker [12] applies diffusion to talking-head animation.Source: §2.2 · p. 3
3 PROBLEM FORMULATION
The problem formulation conditions facial-animation prediction on speech, a noised animation sequence, and a diffusion timestep. It accommodates vertex-based and blendshape or facial-control representations.
3 PROBLEM FORMULATION
- Each animation frame is represented either by vertex positions of size V x 3 or by a vector of C rig-control or blendshape values.N denotes the number of visual frames sampled at the dataset-specific frame rate.Source: §3 · p. 3
- The formulation predicts an animation sequence from audio A, with style S and a same-shaped noise sequence drawn from N (0, 1) also guiding predictions.The style is a one-hot subject vector for vertex-based datasets in these experiments.Source: §3 · p. 3
- Vertex-based models predict displacements relative to neutral face templates, whereas blendshape or facial-control models do not require that step.For rigged faces, the neutral face is not a variable in this setting.Source: §3 · p. 3
- FaceDiffuser maps audio A, the animation sequence after t diffusion steps, and timestep t to a predicted animation sequence.The training diagram shows audio and noised-animation embeddings feeding the decoder, whose output is compared with ground truth.Source: §3 · p. 3, Figure 2 · p. 4
4 PROPOSED APPROACH
FaceDiffuser trains a shared architecture for vertex and blendshape data, predicting animation data from audio and noised motion. At inference, it iteratively denoises from randomly sampled noise.
4.1 Training
- The general model supports vertex and blendshape datasets with slight hyperparameter changes; V-FaceDiffuser and B-FaceDiffuser denote the respective configurations.The vertex configuration adds a Noise Encoder that projects high-dimensional vertex data into a low-dimensional latent representation.Source: §4.1 · p. 4
- The model uses pretrained HuBERT audio embeddings and a GRU-based facial decoder followed by a fully connected layer to predict the output sequence.A style embedding can be added through an element-wise product with the decoder hidden states.Source: §4.1 · p. 4
- Training predicts animation data rather than the added noise, which the authors say permits acceptable predictions from early denoising steps and faster sampling.Following MDM [49] and EDGE, the model is conditioned on input audio; completing inference yields the best results.Source: §4.1 · p. 4
4.2 Inference
- Inference iterates backward from timestep T to 1, starting with noise sampled from N (0, 1) and gradually improving predictions.The predicted motion is diffused again and supplied to the next iteration.Source: §4.2 · p. 5, Figure 3 · p. 5
5 EXPERIMENTAL SETUP
The experiments evaluate FaceDiffuser on vertex and blendshape facial-animation datasets, comparing vertex results with prior methods and blendshape results with a non-diffusion baseline.
5 EXPERIMENTAL SETUP
- BIWI uses emotional sequences from 14 subjects, with 192 training sentences, 24 validation sentences, and separate seen- and unseen-subject test sets.Source: §5 · p. 5
- Objective analyses use BIWI and Multiface, perceptual studies use BIWI and VOCASET, and qualitative analyses use all datasets.Source: §5 · p. 5
- V-FaceDiffuser projects vertex inputs to 512 dimensions for BIWI and 256 for VOCASET and Multiface, while B-FaceDiffuser needs no projection.Source: Table 1 · p. 5
- BEAT and UUDaMM extend training to lower-dimensional facial controls; prior vertex-focused methods are not directly applicable, so comparison uses a non-diffusion baseline.Source: §5 · p. 5
- Training ran on a shared Linux cluster with an AMD EPYC 7313 CPU, Nvidia A16 GPU, and 1TB RAM.Source: §5 · pp. 5–6
- FaceDiffuser achieves the best results on all four BIWI objective metrics and all Multiface metrics except FDD.Source: Table 2 · p. 6
6 RESULTS
Objective results favor FaceDiffuser on vertex benchmarks, while qualitative and user-study results show lip accuracy alongside diverse upper-face motion and varied preferences; ablations support the diffusion, HuBERT, and GRU choices.
6.1 Quantitative Evaluation
- FaceDiffuser leads all objective metrics on BIWI and all but FDD on Multiface; on blendshape/controller datasets it has higher frame-level errors but better FDD.The blendshape/controller comparison is against a baseline, not state-of-the-art methods.Source: §6.1 · p. 6, Table 3 · p. 6
6.2 Qualitative Evaluation
- Lip shapes stay close to references while upper-face motions vary across outputs and subject-conditioned BIWI inferences; the authors also report generalization across speakers and audio conditions.Reported conditions include unseen speakers, noisy or overlapping-speaker audio, different languages, and text-to-speech audio.Source: Figure 4 · p. 7, Figure 5 · p. 7, §6.2 · p. 7
6.3 Perception Study
- FaceDiffuser beat VOCA on all aspects for BIWI and VOCASET, but trailed FaceFormer and CodeTalker on BIWI and CodeTalker on VOCASET; ground truth led all.On UUDaMM, users clearly preferred the diffusion model over the baseline without diffusion.Source: §6.3 · p. 8, Table 4 · p. 8
6.4 Ablation Study
- Removing diffusion slightly worsened objective metrics; models with diffusion also produced more facial motion resembling the ground-truth mean motion.The ablation used BIWI and UUDaMM.Source: §6.4 · p. 8
- HuBERT improved over Wav2Vec 2.0 as the audio encoder for speech-driven 3D animation synthesis.Source: §6.4 · p. 8
- The GRU decoder achieved lower error values than the tested RNN and transformer decoders on BIWI and UUDaMM.Source: §6.4 · p. 8
7 DISCUSSION AND LIMITATION
The authors report objective gains but acknowledge remaining perceptual-quality and dataset limitations. They also identify long, timestep-dependent diffusion inference as a constraint on real-time use.
- Objective performance exceeds prior methods, but perceptual evaluation still leaves room for improvement.Source: §7 · p. 9
- Short sequences in datasets [53] limit the model’s ability to capture long-term context and the full range of expressions.Source: §7 · p. 9
- Iterative diffusion sampling makes inference time long and dependent on training timesteps, making the approach unsuitable for real-time applications.Source: §7 · p. 9
- The authors suggest richer repeated-content datasets and emotion information to better assess diversity and non-verbal cues; BIWI offers only two binary-emotion conditions.Source: §7 · p. 9
- Tables 5–6 report BIWI objective-metric ablations of the diffusion process, audio encoders, and facial decoders.Source: Table 5 · p. 9, Table 6 · p. 9
8 CONCLUSION
FaceDiffuser applies diffusion to speech-conditioned facial animation and extends to both vertex and blendshape data. The authors report objective gains, diverse outputs, and architectural support from ablations.
- The model generalizes across high-dimensional temporal vertex data and low-dimensional blendshape data with minimal changes.Source: §8 · p. 9
- Quantitative analysis reports better performance than state-of-the-art methods, while the model produces greater motion diversity across style conditions than competitors.Source: §8 · p. 9
- Animations for rigged characters vary across multiple generations conditioned on the same audio, and ablations support the proposed architecture choices.Source: §8 · p. 9
- The paper notes that face data can be used to generate content that jeopardizes privacy and calls for responsible consideration of privacy and ethics.Source: §8 · p. 10
A.1 User studies
The user studies use pairwise animation comparisons to assess lip-sync, realism, and appropriateness. The appendix reports participant counts, demographics, and self-reported familiarity.
- The three surveys collected 83 responses: 31 for BIWI, 29 for VOCASET, and 23 for UUDaMM; three more were discarded after failed attention checks.Source: §A.1 · p. 12
- Mean familiarity ratings on a five-point scale were 2.71 for virtual humans, 3.52 for 3D animated movies, and 4.06 for video games.Source: §A.1 · p. 12
- The first two surveys use 12 pairwise comparisons and ask about lip-sync quality, perceived realism, and animation appropriateness.Source: §A.1 · p. 12
A.2 Datasets
The appendix describes a dataset of paired audio and facial animation, including its capture characteristics and the subset used for training.
- The dataset contains 14 × 40 × 2 paired audio-animation sequences, with each sentence performed once neutrally and once more emotionally.Source: §A.2.1 · p. 12
- Sequences average about five seconds at 25 fps; the front-facing meshes contain 23,370 3D vertices.Source: §A.2.1 · p. 12
- Training uses the emotional subset, with six subjects and 32 spoken sentences per subject, totaling 192 sequences.Source: §A.2.1 · p. 12
A.2.1 BIWI[19].
The appendix describes the vertex- and blendshape-based datasets and their splits, tests diffusion and noise-encoder settings, and illustrates editing and transfer uses for generated animations.
A.2.1 BIWI[19].
- BIWI-Test-A uses four held-out sentences from each of six subjects, while BIWI-Test-B uses the last four sentences from eight other subjects.BIWI-Test-A is used for objective metrics; BIWI-Test-B is the primary set for experiments, hyperparameter tuning, and ablation.Source: §A.2.1 · p. 12
A.2.2 VOCASET[8].
- VOCASET uses 8 of 12 subjects for training and 2 each for validation and testing, with 320, 40, and 40 sequences, respectively.The split is used to assess generalizability and conduct the user study.Source: §A.2.2 · p. 13
A.2.3 Multiface[53].
- The public Multiface subset has 13 subjects; its split uses 9 subjects for training and validation, with 4 unseen subjects forming Multiface-Test-B.The dataset includes full-head meshes with 6,172 vertices; Multiface-Test-A and -B each contain 45 sequences.Source: §A.2.3 · p. 13
A.2.4 Utrecht University Dyadic Multimodal Motion Capture Dataset
- UUDaMM captures dyadic conversations across face, audio, gesture, and text; facial performance is retargeted to a rigged character with artist-created blendshapes and controls.The dataset contains 9 hours 41 minutes of conversation, including 6 hours 53 minutes of active speech.Source: §A.2.4 · pp. 13–14
A.2.5 BEAT[31].
- BEAT provides facial animation as blendshape weights; experiments use 16 hours of native-English recordings from four subjects, split into 11,398 ten-second training segments.The full recordings total about 76 hours and include four languages and eight emotions.Source: §A.2.5 · p. 14
A.3 Additional Ablation on Diffusion Steps
- 500 and 750 diffusion steps yield acceptable results, while 100 steps perform worst and increasing steps beyond 750 worsens results.All tested configurations produce correct lip-sync; differences mainly concern animation expressivity.Source: §A.3 · p. 14
A.4 Additional Ablation on Noise Encoder
- The proposed noise encoder performs best among tested configurations; more complex encoders increase facial motion but can worsen ground-truth error metrics.Conv1D approaches outperform the MLP, and max pooling performs slightly better than average pooling.Source: §A.4 · pp. 14–15, Table 10 · p. 14, Figure 9 · p. 14
A.5 Additional Use Cases
- ARKit animation curves can be edited to intensify mouth motion, and animations transfer between characters with matching or mappable blendshapes without additional retargeting.The authors caution that limited ARKit expressivity may produce an uncanny-valley effect on photorealistic human characters.Source: §A.5.1 · p. 15, §A.5.2 · p. 15
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