A Practical and Configurable Lip Sync Method for Games

Yuyu Xu, Andrew W. Feng, S. Marsella, Ari Shapiro
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引用次数: 47

Abstract

We demonstrate a lip animation (lip sync) algorithm for real-time applications that can be used to generate synchronized facial movements with audio generated from natural speech or a text-to-speech engine. Our method requires an animator to construct animations using a canonical set of visemes for all pairwise combinations of a reduced phoneme set (phone bigrams). These animations are then stitched together to construct the final animation, adding velocity and lip-pose constraints. This method can be applied to any character that uses the same, small set of visemes. Our method can operate efficiently in multiple languages by reusing phone bigram animations that are shared among languages, and specific word sounds can be identified and changed on a per-character basis. Our method uses no machine learning, which offers two advantages over techniques that do: 1) data can be generated for non-human characters whose faces can not be easily retargeted from a human speaker's face, and 2) the specific facial poses or shapes used for animation can be specified during the setup and rigging stage, and before the lip animation stage, thus making it suitable for game pipelines or circumstances where the speech targets poses are predetermined, such as after acquisition from an online 3D marketplace.
一种实用且可配置的游戏口型同步方法
我们演示了一种用于实时应用的唇动(唇同步)算法,该算法可用于通过自然语音或文本到语音引擎生成的音频生成同步的面部运动。我们的方法要求动画师使用一个规范的音素集来构建动画,这些音素集是一个简化的音素集的所有成对组合。然后将这些动画拼接在一起以构建最终动画,并添加速度和唇姿约束。这种方法可以应用于任何字符,使用相同的,小的viseme集。我们的方法可以在多种语言中有效地运行,通过重用语言之间共享的手机双字母动画,并且可以在每个字符的基础上识别和更改特定的单词发音。我们的方法不使用机器学习,这比使用机器学习的技术有两个优势:1)可以为非人类角色生成数据,这些角色的面部不能轻易地从人类说话者的面部重新定位,2)可以在设置和装配阶段以及嘴唇动画阶段之前指定用于动画的特定面部姿势或形状,从而使其适用于游戏管道或语音目标姿势预先确定的情况,例如从在线3D市场获取后。
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