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How Avatars Learned to Talk: Six Years of Audio-Driven Human Animation (2019–2026)

From speech-driven 3D meshes to real-time diffusion portraits to video foundation models — the fifty-five papers that defined how machines make a face (and a body) speak.

How Avatars Learned to Talk: Six Years of Audio-Driven Human Animation (2019–2026)

Given a single portrait image, a speech audio clip, and optionally a set of other control signals, our approach produces a high-quality lifelike talking face video of 512$ $ 512 resolution at up to 40 FPS. The method is generic and robust, and the generated talking faces can faithfully mimic human facial expressions and head movements, reaching a high level of realism and liveliness. (All the photorealistic portrait images in this paper are virtual, non-existing identities generated by . See our project page for the generated video samples with audios.) From VASA-1.

Give a machine a voice clip and a single photo, and today it will hand you back a minute of video: the person in the photo talking, blinking, tilting their head, gesturing, emoting — often at real-time frame rates, sometimes at 4K, occasionally carrying on a two-person conversation. Six years ago the same task produced a blurry mouth pasted onto a static frame. This is the story of how the field got from there to here: a steady march from explicit geometry to learned pixels, and from mimicking lip motion to planning what a character should do.

Two shifts organize everything below. The first is representation — what the model actually manipulates: 3D mesh vertices → warped 2D pixels → neural radiance fields → 3D Gaussian splats → raw video latents inside a diffusion model. The second is ambition — how much of the human it animates: lips → the full face → head pose → the upper body → co-speech gesture → multiple people → and finally cognition, where an avatar reasons about what to express rather than just tracking the audio's rhythm.

The hinge of the whole arc is VASA-1 — one portrait, one audio clip, lifelike talking faces generated in real time — which is why it anchors this survey.

Introduction — From Phonemes to Foundation Models

The problem, in one line. Given audio — and usually a reference image or a 3D template — synthesize a face or body that speaks: correct lip synchronization, plausible expression, natural head motion, and a preserved identity.

Why it is hard. The mapping is fundamentally ill-posed — a single audio track is consistent with an infinity of valid facial motions. Models trained to regress motion directly from audio therefore collapse toward the average of all those possibilities: the notorious "regression-to-mean" that produces mushy, under-articulated, uncanny faces. It is the recurring villain of this story:

  • it motivates the 3D-mesh era's discrete motion priors (§1), and
  • it is ultimately what the diffusion era's probabilistic sampling defeats (§5).

The arc, in three eras.

  1. Explicit-model era (~2019–2024) — the avatar is built on a hand-designed representation: a 3D mesh, warped 2D pixels, or a neural/Gaussian 3D field.
  2. Diffusion-portrait inflection (2024) — end-to-end latent diffusion swallows the pipeline and drops intermediate 3D entirely.
  3. Foundation-model & frontier era (2025–2026) — avatar generation becomes large multimodal video models pushing on length, multi-person scenes, cognition, and production deployment.

Running transverse to all three is a fourth thread — gesture and body (§4) — whose origins are as old as the field itself.

A shared vocabulary recurs throughout:

  • Lip-sync — SyncNet-derived metrics (LSE-C, LSE-D) and landmark distance (LMD)
  • Image / video quality — FID and FVD
  • Identity — face-embedding similarity

One caveat worth carrying with you: these numbers correlate only loosely with perceived realism, so nearly every paper leans on human preference studies too. As you read, keep one eye on the driving signal as it evolves — phonemes → learned speech features (DeepSpeech, Wav2Vec, Whisper) → raw multimodal conditioning — and one eye on what each method chooses to disentangle: identity, motion, pose, and emotion.

Teaching Geometry to Speak: the 3D Mesh Era (2019–2023)

The premise. Treat the problem as speech → 3D face mesh: predict how the vertices of a face model move, frame by frame, given audio. The output is identity-agnostic and trivially riggable — but it is geometry, not photorealism: no skin, no lighting, no hair.

VOCA begins it, with a dataset. It paired 29 minutes of 4D face scans from 12 speakers with synchronized audio, then trained a network that factors identity from motion via subject conditioning — so a single model can animate any FLAME template from arbitrary speech, and even interpolate between speaking styles.

VOCA

VOCA · 2019-05

Capture, Learning, and Synthesis of 3D Speaking Styles

VOCA is a speech-driven 3D facial animation method that animates unseen adult faces from arbitrary speech. It factors identity from motion using a new 4D dataset to capture speaking styles and supports animator control over shape and pose. It enables realistic talking avatars without retargeting.

Abstract

Audio-driven 3D facial animation has been widely explored, but achieving realistic, human-like performance is still unsolved. This is due to the lack of available 3D datasets, models, and standard evaluation metrics. To address this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans captured at 60 fps and synchronized audio from 12 speakers. We then train a neural network on our dataset that factors identity from facial motion. The learned model, VOCA (Voice Operated Character Animation) takes any speech signal as input - even speech in languages other than English - and realistically animates a wide range of adult faces. Conditioning on subject labels during training allows the model to learn a variety of realistic speaking styles. VOCA also provides animator controls to alter speaking style, identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball rotations) during animation. To our knowledge, VOCA is the only realistic 3D facial animation model that is readily applicable to unseen subjects without retargeting. This makes VOCA suitable for tasks like in-game video, virtual reality avatars, or any scenario in which the speaker, speech, or language is not known in advance. We make the dataset and model available for research purposes at http://voca.is.tue.mpg.de.

talking-headspeech-drivenface-animation

441 citations

MeshTalk solved the era's first embarrassment: audio only tightly controls the lower face, so naive models left the upper face static and dead. Its categorical latent space disentangles audio-correlated motion (lips, jaw) from audio-uncorrelated motion (blinks, brows), producing believable full-face animation for any identity.

MeshTalk

MeshTalk · 2021-04

MeshTalk: 3D Face Animation from Speech using Cross-Modality Disentanglement

MeshTalk generates realistic 3D face animations from speech by disentangling lip motion and upper-face movements like blinks using a cross-modality latent space. It works for any identity without person-specific training, enabling natural full-face animation driven by audio alone.

Abstract

This paper presents a generic method for generating full facial 3D animation from speech. Existing approaches to audio-driven facial animation exhibit uncanny or static upper face animation, fail to produce accurate and plausible co-articulation or rely on person-specific models that limit their scalability. To improve upon existing models, we propose a generic audio-driven facial animation approach that achieves highly realistic motion synthesis results for the entire face. At the core of our approach is a categorical latent space for facial animation that disentangles audio-correlated and audio-uncorrelated information based on a novel cross-modality loss. Our approach ensures highly accurate lip motion, while also synthesizing plausible animation of the parts of the face that are uncorrelated to the audio signal, such as eye blinks and eye brow motion. We demonstrate that our approach outperforms several baselines and obtains state-of-the-art quality both qualitatively and quantitatively. A perceptual user study demonstrates that our approach is deemed more realistic than the current state-of-the-art in over 75% of cases. We recommend watching the supplemental video before reading the paper: https://github.com/facebookresearch/meshtalk

audio-drivenspeech-drivenface-animation

★ 403 · Attribution-NonCommercial 4.0 International (Creative Commons)

FaceFormer attacked the field's chronic data scarcity with a Transformer: an autoregressive model that consumes long-range audio context, reuses pretrained speech representations, and uses a biased attention scheme to keep audio and motion aligned over time.

FaceFormer

FaceFormer · 2021-12

FaceFormer: Speech-Driven 3D Facial Animation with Transformers

FaceFormer is a Transformer-based model that generates 3D facial animations from speech by using long-range audio context and pre-trained speech features. It includes biased attention for better audio-motion alignment and temporal consistency, improving lip sync and animation quality.

Abstract

Speech-driven 3D facial animation is challenging due to the complex geometry of human faces and the limited availability of 3D audio-visual data. Prior works typically focus on learning phoneme-level features of short audio windows with limited context, occasionally resulting in inaccurate lip movements. To tackle this limitation, we propose a Transformer-based autoregressive model, FaceFormer, which encodes the long-term audio context and autoregressively predicts a sequence of animated 3D face meshes. To cope with the data scarcity issue, we integrate the self-supervised pre-trained speech representations. Also, we devise two biased attention mechanisms well suited to this specific task, including the biased cross-modal multi-head (MH) attention and the biased causal MH self-attention with a periodic positional encoding strategy. The former effectively aligns the audio-motion modalities, whereas the latter offers abilities to generalize to longer audio sequences. Extensive experiments and a perceptual user study show that our approach outperforms the existing state-of-the-arts. The code will be made available.

speech-drivenface-animation3d-avatar

CodeTalker confronted regression-to-mean head-on. Instead of regressing continuous vertex offsets, it casts speech-to-motion as a discrete query over a learned codebook of real facial motions (a VQ prior) — sharpening articulation and killing the over-smoothing that plagued earlier regressors.

CodeTalker

CodeTalker · 2023-01

CodeTalker: Speech-Driven 3D Facial Animation with Discrete Motion Prior

CodeTalker creates realistic 3D facial animations from speech by mapping audio to discrete motion codes learned from real facial motions. This reduces over-smoothing, improves expression vividness, and achieves accurate lip-sync and natural upper-face dynamics, surpassing prior regression-based methods.

Abstract

Speech-driven 3D facial animation has been widely studied, yet there is still a gap to achieving realism and vividness due to the highly ill-posed nature and scarcity of audio-visual data. Existing works typically formulate the cross-modal mapping into a regression task, which suffers from the regression-to-mean problem leading to over-smoothed facial motions. In this paper, we propose to cast speech-driven facial animation as a code query task in a finite proxy space of the learned codebook, which effectively promotes the vividness of the generated motions by reducing the cross-modal mapping uncertainty. The codebook is learned by self-reconstruction over real facial motions and thus embedded with realistic facial motion priors. Over the discrete motion space, a temporal autoregressive model is employed to sequentially synthesize facial motions from the input speech signal, which guarantees lip-sync as well as plausible facial expressions. We demonstrate that our approach outperforms current state-of-the-art methods both qualitatively and quantitatively. Also, a user study further justifies our superiority in perceptual quality.

speech-drivenface-animation3d-avatar

244 citations · ★ 619 · MIT

Thread to watch: the mesh lineage never disappears — it re-emerges, industrialized, as NVIDIA's production Audio2Face-3D in §7.

The 2D Shortcut: Lip-Sync and One-Shot Reenactment (2020–2022)

The premise. Parallel to the mesh researchers, a more pragmatic branch skipped 3D entirely and worked directly in pixel space: take a single image or an existing video and warp or inpaint it to match new audio or a driving performance. This is the branch that actually shipped in products.

Wav2Lip is its defining result, introducing a frozen, pretrained lip-sync expert discriminator to supervise the generator. Because the expert already knew what good sync looked like, Wav2Lip produced lip motion "almost as good as real-synced" on arbitrary identities in unconstrained, in-the-wild video — and it remains a production baseline today.

Wav2Lip

Wav2Lip · 2020-08

A Lip Sync Expert Is All You Need for Speech to Lip Generation In The Wild

Wav2Lip generates accurate lip-sync for arbitrary talking-face videos by learning from a strong pre-trained lip-sync expert, enabling natural and precise mouth movements in dynamic and unconstrained settings. This surpasses earlier methods limited by weaker supervision and static-image focus.

Abstract

In this work, we investigate the problem of lip-syncing a talking face video of an arbitrary identity to match a target speech segment. Current works excel at producing accurate lip movements on a static image or videos of specific people seen during the training phase. However, they fail to accurately morph the lip movements of arbitrary identities in dynamic, unconstrained talking face videos, resulting in significant parts of the video being out-of-sync with the new audio. We identify key reasons pertaining to this and hence resolve them by learning from a powerful lip-sync discriminator. Next, we propose new, rigorous evaluation benchmarks and metrics to accurately measure lip synchronization in unconstrained videos. Extensive quantitative evaluations on our challenging benchmarks show that the lip-sync accuracy of the videos generated by our Wav2Lip model is almost as good as real synced videos. We provide a demo video clearly showing the substantial impact of our Wav2Lip model and evaluation benchmarks on our website: \url{cvit.iiit.ac.in/research/projects/cvit-projects/a-lip-sync-expert-is-all-you-need-for-speech-to-lip-generation-in-the-wild}. The code and models are released at this GitHub repository: \url{github.com/Rudrabha/Wav2Lip}. You can also try out the interactive demo at this link: \url{bhaasha.iiit.ac.in/lipsync}.

lip-synctalking-faceaudio-driven

1,188 citations · ★ 13,073 · Research/Personal Use Only

MakeItTalk took the single-image route, disentangling the content of speech (which robustly drives the lips) from speaker identity (which governs the personal style of head and expression motion) via intermediate facial landmarks — and it worked on cartoon portraits as well as photographs.

MakeItTalk

MakeItTalk · 2020-04

MakeItTalk: Speaker-Aware Talking-Head Animation

MakeItTalk animates talking heads from a single image and audio by separating speech content and speaker identity to control lip sync, expressions, and head motion. It supports natural and stylized portraits, enabling personalized and high-quality animations using speaker-aware facial landmarks.

Abstract

We present a method that generates expressive talking heads from a single facial image with audio as the only input. In contrast to previous approaches that attempt to learn direct mappings from audio to raw pixels or points for creating talking faces, our method first disentangles the content and speaker information in the input audio signal. The audio content robustly controls the motion of lips and nearby facial regions, while the speaker information determines the specifics of facial expressions and the rest of the talking head dynamics. Another key component of our method is the prediction of facial landmarks reflecting speaker-aware dynamics. Based on this intermediate representation, our method is able to synthesize photorealistic videos of entire talking heads with full range of motion and also animate artistic paintings, sketches, 2D cartoon characters, Japanese mangas, stylized caricatures in a single unified framework. We present extensive quantitative and qualitative evaluation of our method, in addition to user studies, demonstrating generated talking heads of significantly higher quality compared to prior state-of-the-art.

talking-headaudio-drivenlip-sync

545 citations

PC-AVS tackled head pose without leaning on landmarks or 3DMM parameters, learning an implicitly modularized audio-visual latent — a compact pose code alongside speech content — that keeps lips locked even under extreme head poses.

PC-AVS

PC-AVS · 2021-04

Pose-Controllable Talking Face Generation by Implicitly Modularized Audio-Visual Representation

PC-AVS generates pose-controllable talking faces by learning modular audio-visual embeddings for speech and head pose. It avoids explicit landmarks or 3D models, using a compact latent pose code to achieve robust lip sync and flexible pose control under challenging conditions.

Abstract

While accurate lip synchronization has been achieved for arbitrary-subject audio-driven talking face generation, the problem of how to efficiently drive the head pose remains. Previous methods rely on pre-estimated structural information such as landmarks and 3D parameters, aiming to generate personalized rhythmic movements. However, the inaccuracy of such estimated information under extreme conditions would lead to degradation problems. In this paper, we propose a clean yet effective framework to generate pose-controllable talking faces. We operate on raw face images, using only a single photo as an identity reference. The key is to modularize audio-visual representations by devising an implicit low-dimension pose code. Substantially, both speech content and head pose information lie in a joint non-identity embedding space. While speech content information can be defined by learning the intrinsic synchronization between audio-visual modalities, we identify that a pose code will be complementarily learned in a modulated convolution-based reconstruction framework. Extensive experiments show that our method generates accurately lip-synced talking faces whose poses are controllable by other videos. Moreover, our model has multiple advanced capabilities including extreme view robustness and talking face frontalization. Code, models, and demo videos are available at https://hangz-nju-cuhk.github.io/projects/PC-AVS.

talking-faceaudio-drivenlip-sync

★ 961 · CC-BY-4.0

Face-vid2vid reframed talking heads as one-shot reenactment: it decomposes a face into learned 3D keypoints separating identity from motion, enabling free head-pose control from a single source image and roughly 10× bandwidth savings for video conferencing.

Face-vid2vid

Face-vid2vid · 2020-11

One-Shot Free-View Neural Talking-Head Synthesis for Video Conferencing

Face-vid2vid is a one-shot neural talking-head synthesis method that uses a compact 3D keypoint representation to disentangle identity, pose, and expression. It enables realistic motion transfer and free-view head pose control, supporting immersive video conferencing with 10x bandwidth savings.

Abstract

We propose a neural talking-head video synthesis model and demonstrate its application to video conferencing. Our model learns to synthesize a talking-head video using a source image containing the target person's appearance and a driving video that dictates the motion in the output. Our motion is encoded based on a novel keypoint representation, where the identity-specific and motion-related information is decomposed unsupervisedly. Extensive experimental validation shows that our model outperforms competing methods on benchmark datasets. Moreover, our compact keypoint representation enables a video conferencing system that achieves the same visual quality as the commercial H.264 standard while only using one-tenth of the bandwidth. Besides, we show our keypoint representation allows the user to rotate the head during synthesis, which is useful for simulating face-to-face video conferencing experiences.

talking-headface-reenactmenthead-pose

648 citations

SadTalker bridged this branch toward the modern era by predicting 3DMM motion coefficients — ExpNet for expression, PoseVAE for stylized head pose — from a single image and audio, then rendering through a 3D-aware renderer.

SadTalker

SadTalker · 2022-11

SadTalker: Learning Realistic 3D Motion Coefficients for Stylized Audio-Driven Single Image Talking Face Animation

SadTalker generates realistic talking-head videos from a single image and audio by modeling 3D motion coefficients for facial expression and head pose separately. It distinguishes lip-sync and head movements with 3DMM coefficients, then uses a 3D-aware renderer for natural, identity-preserving video animation.

Abstract

Generating talking head videos through a face image and a piece of speech audio still contains many challenges. ie, unnatural head movement, distorted expression, and identity modification. We argue that these issues are mainly because of learning from the coupled 2D motion fields. On the other hand, explicitly using 3D information also suffers problems of stiff expression and incoherent video. We present SadTalker, which generates 3D motion coefficients (head pose, expression) of the 3DMM from audio and implicitly modulates a novel 3D-aware face render for talking head generation. To learn the realistic motion coefficients, we explicitly model the connections between audio and different types of motion coefficients individually. Precisely, we present ExpNet to learn the accurate facial expression from audio by distilling both coefficients and 3D-rendered faces. As for the head pose, we design PoseVAE via a conditional VAE to synthesize head motion in different styles. Finally, the generated 3D motion coefficients are mapped to the unsupervised 3D keypoints space of the proposed face render, and synthesize the final video. We conducted extensive experiments to demonstrate the superiority of our method in terms of motion and video quality.

talking-headaudio-drivenface-animation

481 citations · ★ 13,928 · Apache-2.0

Thread to watch: SadTalker's idea of predicting a compact, disentangled motion code and rendering it generatively is exactly what VASA-1 would later industrialize (§5).

Photoreal 3D: NeRF and the Gaussian Turn (2021–2025)

The mesh and pixel branches shared a ceiling. Mesh geometry was controllable but not photoreal; 2D warping was photoreal but flat — neither gave you a persistent, re-viewable 3D person you could relight or move a camera around. Closing that gap drove the next representational leap: persistent, photorealistic 3D avatars you could rebuild and re-view. Two representations carried it, in sequence:

  • Neural radiance fields (NeRF) — photoreal, but slow and usually per-subject.
  • 3D Gaussian splats — fast, riggable, real-time.

The NeRF lineage

AD-NeRF opened it by conditioning a dynamic radiance field directly on audio features, skipping the landmark/3DMM intermediates that lose information, and modeling head and torso as separate fields so the pose and background become editable.

AD-NeRF

AD-NeRF · 2021-03

AD-NeRF: Audio Driven Neural Radiance Fields for Talking Head Synthesis

AD-NeRF uses audio-driven neural radiance fields to generate high-fidelity talking-head videos by conditioning directly on audio features, bypassing intermediate facial representations. It models head and torso separately, allowing natural upper-body motion with flexible pose and background editing.

Abstract

Generating high-fidelity talking head video by fitting with the input audio sequence is a challenging problem that receives considerable attentions recently. In this paper, we address this problem with the aid of neural scene representation networks. Our method is completely different from existing methods that rely on intermediate representations like 2D landmarks or 3D face models to bridge the gap between audio input and video output. Specifically, the feature of input audio signal is directly fed into a conditional implicit function to generate a dynamic neural radiance field, from which a high-fidelity talking-head video corresponding to the audio signal is synthesized using volume rendering. Another advantage of our framework is that not only the head (with hair) region is synthesized as previous methods did, but also the upper body is generated via two individual neural radiance fields. Experimental results demonstrate that our novel framework can (1) produce high-fidelity and natural results, and (2) support free adjustment of audio signals, viewing directions, and background images. Code is available at https://github.com/YudongGuo/AD-NeRF.

talking-headaudio-drivenhead-pose

519 citations · ★ 1,072 · MIT

GeneFace attacked NeRF's weak spot — generalizing to out-of-domain audio — using a variational motion generator plus a domain-adaptive postnet to avoid the "mean face" collapse before rendering.

GeneFace

GeneFace · 2023-01

GeneFace: Generalized and High-Fidelity Audio-Driven 3D Talking Face Synthesis

GeneFace is a NeRF-based system that generates photorealistic 3D talking faces from arbitrary speech audio, uniquely addressing out-of-domain audio generalization and avoiding the common "mean face" averaging issue by using a variational motion generator and domain-adaptive refinement prior to high-fidelity rendering.

Abstract

Generating photo-realistic video portrait with arbitrary speech audio is a crucial problem in film-making and virtual reality. Recently, several works explore the usage of neural radiance field in this task to improve 3D realness and image fidelity. However, the generalizability of previous NeRF-based methods to out-of-domain audio is limited by the small scale of training data. In this work, we propose GeneFace, a generalized and high-fidelity NeRF-based talking face generation method, which can generate natural results corresponding to various out-of-domain audio. Specifically, we learn a variaitional motion generator on a large lip-reading corpus, and introduce a domain adaptative post-net to calibrate the result. Moreover, we learn a NeRF-based renderer conditioned on the predicted facial motion. A head-aware torso-NeRF is proposed to eliminate the head-torso separation problem. Extensive experiments show that our method achieves more generalized and high-fidelity talking face generation compared to previous methods.

talking-faceaudio-drivenlip-sync

206 citations

ER-NeRF made the approach efficient, exploiting the unequal contribution of different facial regions with a region-aware tri-plane hash grid for fast convergence, real-time rendering, and a small model.

ER-NeRF

ER-NeRF · 2023-07

Efficient Region-Aware Neural Radiance Fields for High-Fidelity Talking Portrait Synthesis

ER-NeRF uses region-aware Neural Radiance Fields to efficiently generate high-fidelity talking portraits. It models spatial region contributions explicitly for fast, real-time rendering with precise audio-lip sync and small model size, outperforming prior work in efficiency and visual quality.

Abstract

This paper presents ER-NeRF, a novel conditional Neural Radiance Fields (NeRF) based architecture for talking portrait synthesis that can concurrently achieve fast convergence, real-time rendering, and state-of-the-art performance with small model size. Our idea is to explicitly exploit the unequal contribution of spatial regions to guide talking portrait modeling. Specifically, to improve the accuracy of dynamic head reconstruction, a compact and expressive NeRF-based Tri-Plane Hash Representation is introduced by pruning empty spatial regions with three planar hash encoders. For speech audio, we propose a Region Attention Module to generate region-aware condition feature via an attention mechanism. Different from existing methods that utilize an MLP-based encoder to learn the cross-modal relation implicitly, the attention mechanism builds an explicit connection between audio features and spatial regions to capture the priors of local motions. Moreover, a direct and fast Adaptive Pose Encoding is introduced to optimize the head-torso separation problem by mapping the complex transformation of the head pose into spatial coordinates. Extensive experiments demonstrate that our method renders better high-fidelity and audio-lips synchronized talking portrait videos, with realistic details and high efficiency compared to previous methods.

talking-headaudio-drivenlip-sync

★ 1,258 · MIT

SyncTalk reframed the residual failure mode as synchronization, coordinating dedicated modules for identity, lip motion, expression, and head pose to stabilize the result.

SyncTalk

SyncTalk · 2023-11

SyncTalk: The Devil is in the Synchronization for Talking Head Synthesis

SyncTalk is a NeRF-based method addressing synchronization in talking-head synthesis by coordinating subject identity, lip movement, facial expression, and head pose. It uniquely integrates modules for lip-sync, expression control, and pose stabilization to create realistic, stable speech-driven talking head videos.

Abstract

Achieving high synchronization in the synthesis of realistic, speech-driven talking head videos presents a significant challenge. Traditional Generative Adversarial Networks (GAN) struggle to maintain consistent facial identity, while Neural Radiance Fields (NeRF) methods, although they can address this issue, often produce mismatched lip movements, inadequate facial expressions, and unstable head poses. A lifelike talking head requires synchronized coordination of subject identity, lip movements, facial expressions, and head poses. The absence of these synchronizations is a fundamental flaw, leading to unrealistic and artificial outcomes. To address the critical issue of synchronization, identified as the "devil" in creating realistic talking heads, we introduce SyncTalk. This NeRF-based method effectively maintains subject identity, enhancing synchronization and realism in talking head synthesis. SyncTalk employs a Face-Sync Controller to align lip movements with speech and innovatively uses a 3D facial blendshape model to capture accurate facial expressions. Our Head-Sync Stabilizer optimizes head poses, achieving more natural head movements. The Portrait-Sync Generator restores hair details and blends the generated head with the torso for a seamless visual experience. Extensive experiments and user studies demonstrate that SyncTalk outperforms state-of-the-art methods in synchronization and realism. We recommend watching the supplementary video: https://ziqiaopeng.github.io/synctalk

talking-headlip-syncspeech-driven

The Gaussian turn (December 2023)

In a remarkable single month, the field pivoted from implicit fields to explicit 3D Gaussians.

GaussianAvatars rigs 3D Gaussian splats to a FLAME parametric mesh — via binding inheritance and adaptive density control — for photoreal, precisely controllable expressions and pose without any implicit deformation field.

GaussianAvatars

GaussianAvatars · 2023-12

GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians

GaussianAvatars creates photorealistic, animatable head avatars by rigging 3D Gaussian splats to a parametric morphable face model. This approach combines high-fidelity rendering and precise control over expressions and poses without relying on complex implicit deformation fields.

Abstract

We introduce GaussianAvatars, a new method to create photorealistic head avatars that are fully controllable in terms of expression, pose, and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are rigged to a parametric morphable face model. This combination facilitates photorealistic rendering while allowing for precise animation control via the underlying parametric model, e.g., through expression transfer from a driving sequence or by manually changing the morphable model parameters. We parameterize each splat by a local coordinate frame of a triangle and optimize for explicit displacement offset to obtain a more accurate geometric representation. During avatar reconstruction, we jointly optimize for the morphable model parameters and Gaussian splat parameters in an end-to-end fashion. We demonstrate the animation capabilities of our photorealistic avatar in several challenging scenarios. For instance, we show reenactments from a driving video, where our method outperforms existing works by a significant margin.

head-avataravatarface-animation

306 citations

FlashAvatar embedded a Gaussian field on a face mesh with learned offsets, reconstructing an avatar from a short monocular clip and rendering at 300 FPS on a consumer GPU.

FlashAvatar

FlashAvatar · 2023-12

FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding

FlashAvatar is a fast, high-fidelity 3D head avatar reconstruction method from short monocular videos. It uniquely combines Gaussian fields embedded on a face mesh with learned offsets to capture detailed facial and non-surface features for real-time photorealistic rendering at 300 FPS.

Abstract

We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this, we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions, proper initialization can help reduce the number of Gaussians, thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed. Project page: https://ustc3dv.github.io/FlashAvatar/

avatarhead-avatar3d-avatar

117 citations

HHAvatar extended Gaussian heads to model dynamic hair, separating hair motion from facial dynamics to reach 2K rendering from sparse views.

HHAvatar

HHAvatar · 2023-12

HHAvatar: Gaussian Head Avatar with Dynamic Hairs

HHAvatar creates high-fidelity 3D head avatars with dynamic hair motion using controllable 3D Gaussians. It separates hair dynamics from facial expressions and uses a geometry-guided initialization for stable training, enabling realistic 2K rendering from sparse views with superior detail and hair animation.

Abstract

Creating high-fidelity 3D head avatars has always been a research hotspot, but it remains a great challenge under lightweight sparse view setups. In this paper, we propose HHAvatar represented by controllable 3D Gaussians for high-fidelity head avatar with dynamic hair modeling. We first use 3D Gaussians to represent the appearance of the head, and then jointly optimize neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. To address the problem of dynamic hair modeling, we introduce a hybrid head model into our avatar representation based Gaussian Head Avatar and a training method that considers timing information and an occlusion perception module to model the non-rigid motion of hair. Experiments show that our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions and driving hairs reasonably with the motion of the head

talking-headavatarhead-avatar

43 citations

TalkingGaussian fixed a subtle distortion problem: rather than repainting Gaussian appearance to show motion (which warps dynamic regions), it deforms the primitives themselves, with separate branches for the face and the inside of the mouth.

TalkingGaussian

TalkingGaussian · 2024-04

TalkingGaussian: Structure-Persistent 3D Talking Head Synthesis via Gaussian Splatting

TalkingGaussian synthesizes 3D talking heads by modeling facial motion as smooth deformations of Gaussian primitives, preserving facial features and reducing distortions. It separates face and inside-mouth motion to enhance lip sync and mouth detail, improving quality and speed over prior methods.

Abstract

Radiance fields have demonstrated impressive performance in synthesizing lifelike 3D talking heads. However, due to the difficulty in fitting steep appearance changes, the prevailing paradigm that presents facial motions by directly modifying point appearance may lead to distortions in dynamic regions. To tackle this challenge, we introduce TalkingGaussian, a deformation-based radiance fields framework for high-fidelity talking head synthesis. Leveraging the point-based Gaussian Splatting, facial motions can be represented in our method by applying smooth and continuous deformations to persistent Gaussian primitives, without requiring to learn the difficult appearance change like previous methods. Due to this simplification, precise facial motions can be synthesized while keeping a highly intact facial feature. Under such a deformation paradigm, we further identify a face-mouth motion inconsistency that would affect the learning of detailed speaking motions. To address this conflict, we decompose the model into two branches separately for the face and inside mouth areas, therefore simplifying the learning tasks to help reconstruct more accurate motion and structure of the mouth region. Extensive experiments demonstrate that our method renders high-quality lip-synchronized talking head videos, with better facial fidelity and higher efficiency compared with previous methods.

talking-head3d-avatarlip-sync

77 citations · MIT License

GAGAvatar removed the per-subject optimization bottleneck, generating an animatable Gaussian head from a single image in one feed-forward pass via a dual-lifting design — no test-time training.

GAGAvatar

GAGAvatar · 2024-10

Generalizable and Animatable Gaussian Head Avatar

GAGAvatar reconstructs animatable 3D head avatars from a single image using a novel dual-lifting Gaussian approach, enabling real-time reenactment without test-time optimization. It uniquely combines high-fidelity reconstruction with efficient expression control for generalized one-shot avatars.

Abstract

In this paper, we propose Generalizable and Animatable Gaussian head Avatar (GAGAvatar) for one-shot animatable head avatar reconstruction. Existing methods rely on neural radiance fields, leading to heavy rendering consumption and low reenactment speeds. To address these limitations, we generate the parameters of 3D Gaussians from a single image in a single forward pass. The key innovation of our work is the proposed dual-lifting method, which produces high-fidelity 3D Gaussians that capture identity and facial details. Additionally, we leverage global image features and the 3D morphable model to construct 3D Gaussians for controlling expressions. After training, our model can reconstruct unseen identities without specific optimizations and perform reenactment rendering at real-time speeds. Experiments show that our method exhibits superior performance compared to previous methods in terms of reconstruction quality and expression accuracy. We believe our method can establish new benchmarks for future research and advance applications of digital avatars. Code and demos are available https://github.com/xg-chu/GAGAvatar.

head-avataravatarface-reconstruction

95 citations · ★ 583 · MIT

VASA-3D closes the lineage by looping back to the hero: it lifts VASA-1's learned 2D motion latent (§5) into a 3D Gaussian head, giving single-image, free-viewpoint, real-time animation.

VASA-3D

VASA-3D · 2025-12

VASA-3D: Lifelike Audio-Driven Gaussian Head Avatars from a Single Image

VASA-3D generates lifelike, audio-driven 3D head avatars from a single portrait image by transferring rich 2D facial motion latents into a detailed 3D Gaussian avatar. It uniquely captures subtle expressions and supports real-time, free-viewpoint animation without multi-view capture data.

Abstract

We propose VASA-3D, an audio-driven, single-shot 3D head avatar generator. This research tackles two major challenges: capturing the subtle expression details present in real human faces, and reconstructing an intricate 3D head avatar from a single portrait image. To accurately model expression details, VASA-3D leverages the motion latent of VASA-1, a method that yields exceptional realism and vividness in 2D talking heads. A critical element of our work is translating this motion latent to 3D, which is accomplished by devising a 3D head model that is conditioned on the motion latent. Customization of this model to a single image is achieved through an optimization framework that employs numerous video frames of the reference head synthesized from the input image. The optimization takes various training losses robust to artifacts and limited pose coverage in the generated training data. Our experiment shows that VASA-3D produces realistic 3D talking heads that cannot be achieved by prior art, and it supports the online generation of 512x512 free-viewpoint videos at up to 75 FPS, facilitating more immersive engagements with lifelike 3D avatars.

audio-driventalking-head3d-avatar

3 citations

Beyond the Face: Gesture, Body, and Conversation (2019–2025)

The premise. A believable talking avatar is more than a mouth. This transverse thread — as old as the field itself — animates the body and co-speech gesture, and treats conversation as dyadic. Its later members lean on the diffusion and vector-quantization machinery detailed in §5, but its roots reach back to 2019.

Speech2Gesture began it, learning a person-specific mapping from speech to hand and arm motion from unlabeled video — using pseudo-ground-truth poses plus adversarial training — and establishing that gesture has an individual style.

Speech2Gesture

Speech2Gesture · 2019-06

Learning Individual Styles of Conversational Gesture

This paper introduces a person-specific speech-to-gesture model that learns to generate individual hand and arm gestures from audio using unlabeled videos. It uniquely captures a speaker's gesture style by translating speech to temporally aligned poses while ensuring realistic motion with adversarial training.

Abstract

Human speech is often accompanied by hand and arm gestures. Given audio speech input, we generate plausible gestures to go along with the sound. Specifically, we perform cross-modal translation from "in-the-wild'' monologue speech of a single speaker to their hand and arm motion. We train on unlabeled videos for which we only have noisy pseudo ground truth from an automatic pose detection system. Our proposed model significantly outperforms baseline methods in a quantitative comparison. To support research toward obtaining a computational understanding of the relationship between gesture and speech, we release a large video dataset of person-specific gestures. The project website with video, code and data can be found at http://people.eecs.berkeley.edu/~shiry/speech2gesture .

speech-drivengestureco-speech

395 citations · ★ 394

BEAT drove the next jump with data: 76 hours of multimodal capture (body, face, audio, text, and emotion labels across 30 speakers), plus a semantic-relevance metric for how well gestures match meaning, not just rhythm.

BEAT

BEAT · 2022-03

BEAT: A Large-Scale Semantic and Emotional Multi-Modal Dataset for Conversational Gestures Synthesis

BEAT is a large multi-modal dataset for conversational gesture synthesis, combining body, facial, audio, text, and emotion data from diverse speakers and languages. It supports advanced gesture generation and introduces a new metric for semantic relevance in gestures, enhancing emotion-aware, realistic synthesis.

Abstract

Achieving realistic, vivid, and human-like synthesized conversational gestures conditioned on multi-modal data is still an unsolved problem due to the lack of available datasets, models and standard evaluation metrics. To address this, we build Body-Expression-Audio-Text dataset, BEAT, which has i) 76 hours, high-quality, multi-modal data captured from 30 speakers talking with eight different emotions and in four different languages, ii) 32 millions frame-level emotion and semantic relevance annotations. Our statistical analysis on BEAT demonstrates the correlation of conversational gestures with facial expressions, emotions, and semantics, in addition to the known correlation with audio, text, and speaker identity. Based on this observation, we propose a baseline model, Cascaded Motion Network (CaMN), which consists of above six modalities modeled in a cascaded architecture for gesture synthesis. To evaluate the semantic relevancy, we introduce a metric, Semantic Relevance Gesture Recall (SRGR). Qualitative and quantitative experiments demonstrate metrics' validness, ground truth data quality, and baseline's state-of-the-art performance. To the best of our knowledge, BEAT is the largest motion capture dataset for investigating human gestures, which may contribute to a number of different research fields, including controllable gesture synthesis, cross-modality analysis, and emotional gesture recognition. The data, code and model are available on https://pantomatrix.github.io/BEAT/.

multimodalgestureco-speech

236 citations · afl-3.0

TalkSHOW generated holistic 3D motion — face, hands, and body — treating the face deterministically and the body/hands stochastically to reflect their different coupling to speech.

TalkSHOW

TalkSHOW · 2022-12

Generating Holistic 3D Human Motion from Speech

TalkSHOW generates natural and diverse 3D holistic human motions, including body poses, hand gestures, and facial expressions, directly from speech. It models face motion deterministically and body-hand motion stochastically to capture their different relationships to speech, enabling realistic synchronized animation.

Abstract

This work addresses the problem of generating 3D holistic body motions from human speech. Given a speech recording, we synthesize sequences of 3D body poses, hand gestures, and facial expressions that are realistic and diverse. To achieve this, we first build a high-quality dataset of 3D holistic body meshes with synchronous speech. We then define a novel speech-to-motion generation framework in which the face, body, and hands are modeled separately. The separated modeling stems from the fact that face articulation strongly correlates with human speech, while body poses and hand gestures are less correlated. Specifically, we employ an autoencoder for face motions, and a compositional vector-quantized variational autoencoder (VQ-VAE) for the body and hand motions. The compositional VQ-VAE is key to generating diverse results. Additionally, we propose a cross-conditional autoregressive model that generates body poses and hand gestures, leading to coherent and realistic motions. Extensive experiments and user studies demonstrate that our proposed approach achieves state-of-the-art performance both qualitatively and quantitatively. Our novel dataset and code will be released for research purposes at https://talkshow.is.tue.mpg.de.

speech-drivengestureco-speech

231 citations

EMAGE unified the pieces with masked audio-gesture modeling over a new mesh-level dataset (BEAT2, combining SMPL-X body with FLAME head), generating face, hands, and body from audio plus optional partial gestures.

EMAGE

EMAGE · 2023-12

EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling

EMAGE is a unified framework generating full-body co-speech gestures from audio and partial gestures, covering face, hands, and body. It features a new mesh-level dataset and uses masked gesture modeling to enhance realism and control in synchronized gesture synthesis.

Abstract

We propose EMAGE, a framework to generate full-body human gestures from audio and masked gestures, encompassing facial, local body, hands, and global movements. To achieve this, we first introduce BEAT2 (BEAT-SMPLX-FLAME), a new mesh-level holistic co-speech dataset. BEAT2 combines a MoShed SMPL-X body with FLAME head parameters and further refines the modeling of head, neck, and finger movements, offering a community-standardized, high-quality 3D motion captured dataset. EMAGE leverages masked body gesture priors during training to boost inference performance. It involves a Masked Audio Gesture Transformer, facilitating joint training on audio-to-gesture generation and masked gesture reconstruction to effectively encode audio and body gesture hints. Encoded body hints from masked gestures are then separately employed to generate facial and body movements. Moreover, EMAGE adaptively merges speech features from the audio's rhythm and content and utilizes four compositional VQ-VAEs to enhance the results' fidelity and diversity. Experiments demonstrate that EMAGE generates holistic gestures with state-of-the-art performance and is flexible in accepting predefined spatial-temporal gesture inputs, generating complete, audio-synchronized results. Our code and dataset are available https://pantomatrix.github.io/EMAGE/

gestureco-speechfull-body

119 citations · apache-2.0

Audio-to-Photoreal Embodiment pushed into full conversational realism: given the audio of a dyadic conversation it generates one participant's face (via diffusion), body (via vector-quantized guide poses with diffusion infilling), and hands, then renders them with a photorealistic avatar renderer.

Audio-to-Photoreal Embodiment

Audio-to-Photoreal Embodiment · 2024-01

From Audio to Photoreal Embodiment: Synthesizing Humans in Conversations

Generates photorealistic avatars that gesture naturally in conversations from speech audio. Combines vector quantized pose sampling with diffusion for detailed motion, using a new multi-view dataset for training and evaluating full body, face, and hand gestures in dyadic interactions.

Abstract

We present a framework for generating full-bodied photorealistic avatars that gesture according to the conversational dynamics of a dyadic interaction. Given speech audio, we output multiple possibilities of gestural motion for an individual, including face, body, and hands. The key behind our method is in combining the benefits of sample diversity from vector quantization with the high-frequency details obtained through diffusion to generate more dynamic, expressive motion. We visualize the generated motion using highly photorealistic avatars that can express crucial nuances in gestures (e.g. sneers and smirks). To facilitate this line of research, we introduce a first-of-its-kind multi-view conversational dataset that allows for photorealistic reconstruction. Experiments show our model generates appropriate and diverse gestures, outperforming both diffusion- and VQ-only methods. Furthermore, our perceptual evaluation highlights the importance of photorealism (vs. meshes) in accurately assessing subtle motion details in conversational gestures. Code and dataset available online.

talking-headaudio-drivengesture

90 citations

EchoMimicV2 carried the thread into half-body animation, progressively reducing pose dependency while amplifying audio-driven expressiveness so a semi-body avatar needs fewer control crutches.

EchoMimicV2

EchoMimicV2 · 2024-11

EchoMimicV2: Towards Striking, Simplified, and Semi-Body Human Animation

EchoMimicV2 presents a novel approach to striking half-body human animation by dynamically harmonizing audio and pose inputs. It progressively reduces pose dependency while enhancing audio-driven expressiveness, enabling synchronized, vivid facial and upper body animation with fewer control complexities.

Abstract

Recent work on human animation usually involves audio, pose, or movement maps conditions, thereby achieves vivid animation quality. However, these methods often face practical challenges due to extra control conditions, cumbersome condition injection modules, or limitation to head region driving. Hence, we ask if it is possible to achieve striking half-body human animation while simplifying unnecessary conditions. To this end, we propose a half-body human animation method, dubbed EchoMimicV2, that leverages a novel Audio-Pose Dynamic Harmonization strategy, including Pose Sampling and Audio Diffusion, to enhance half-body details, facial and gestural expressiveness, and meanwhile reduce conditions redundancy. To compensate for the scarcity of half-body data, we utilize Head Partial Attention to seamlessly accommodate headshot data into our training framework, which can be omitted during inference, providing a free lunch for animation. Furthermore, we design the Phase-specific Denoising Loss to guide motion, detail, and low-level quality for animation in specific phases, respectively. Besides, we also present a novel benchmark for evaluating the effectiveness of half-body human animation. Extensive experiments and analyses demonstrate that EchoMimicV2 surpasses existing methods in both quantitative and qualitative evaluations.

audio-drivengestureco-speech

71 citations · ★ 4,601 · Apache-2.0

EMO2 argued that the weak correspondence between audio and full-body motion is the real bottleneck, and used hand end-effectors as an intermediate: predict expressive hand motion from audio first, then let a diffusion model synthesize the matching face and body.

EMO2

EMO2 · 2025-01

EMO2: End-Effector Guided Audio-Driven Avatar Video Generation

EMO2 is a two-stage approach for audio-driven talking-head video generation that uses hand gestures as key controls. It first generates hand motions from audio, then guides a diffusion model to synthesize realistic face and body movements, improving expressiveness and synchronization over prior full-body methods.

Abstract

In this paper, we propose a novel audio-driven talking head method capable of simultaneously generating highly expressive facial expressions and hand gestures. Unlike existing methods that focus on generating full-body or half-body poses, we investigate the challenges of co-speech gesture generation and identify the weak correspondence between audio features and full-body gestures as a key limitation. To address this, we redefine the task as a two-stage process. In the first stage, we generate hand poses directly from audio input, leveraging the strong correlation between audio signals and hand movements. In the second stage, we employ a diffusion model to synthesize video frames, incorporating the hand poses generated in the first stage to produce realistic facial expressions and body movements. Our experimental results demonstrate that the proposed method outperforms state-of-the-art approaches, such as CyberHost and Vlogger, in terms of both visual quality and synchronization accuracy. This work provides a new perspective on audio-driven gesture generation and a robust framework for creating expressive and natural talking head animations.

audio-driventalking-headgesture

35 citations · ★ 7,616

The Diffusion Portrait Revolution (2024)

2024 is the inflection year — the densest, fastest-moving stretch in this entire survey. The recipe: end-to-end audio-to-video under weak conditions, with no intermediate 3D at all. It is worth spelling out why this particular architecture broke the field open, because four pieces slot together to solve problems that had each defeated a prior era:

  • Latent diffusion (first a UNet, later a diffusion transformer) does the generative heavy lifting in a compressed latent space, keeping the whole video-scale problem tractable.
  • A reference/appearance network — a parallel copy of the backbone that encodes the source portrait and injects its features via attention — finally holds identity stable across frames, the failure mode that dogged the 2D-warping branch.
  • Audio cross-attention lets speech query the visual features directly, so lip and expression motion attach to sound without an intermediate landmark or 3DMM bottleneck that throws away information.
  • Temporal modules enforce frame-to-frame coherence, so the result is a video, not a flipbook.

Crucially, this is also where the regression-to-mean villain from the introduction finally dies. Because diffusion samples from the distribution of plausible motions rather than regressing to their average, it produces one sharp, committed, fully-articulated performance instead of the mushy compromise a deterministic regressor is forced into. The 3D-mesh era fought this with discrete codebooks; the diffusion era simply stops averaging. That combination — stable identity, direct audio conditioning, temporal coherence, and probabilistic sampling — produced the leap in expressiveness and identity preservation that became the template everything since has followed.

The opening moves

EMO fired the starting gun: an Audio2Video diffusion model driven under weak conditions (a ReferenceNet, audio layers, temporal modules, and face-locator/speed layers) with no 3D models or landmarks — expressive enough to handle not just talking but singing.

EMO

EMO · 2024-02

EMO: Emote Portrait Alive -- Generating Expressive Portrait Videos with Audio2Video Diffusion Model under Weak Conditions

EMO generates expressive and realistic talking head videos from a single image and audio, without relying on 3D models or landmarks. It uses weak controls to enable natural facial expressions and head motions for talking and singing, preserving identity and ensuring smooth long-duration video synthesis.

Abstract

In this work, we tackle the challenge of enhancing the realism and expressiveness in talking head video generation by focusing on the dynamic and nuanced relationship between audio cues and facial movements. We identify the limitations of traditional techniques that often fail to capture the full spectrum of human expressions and the uniqueness of individual facial styles. To address these issues, we propose EMO, a novel framework that utilizes a direct audio-to-video synthesis approach, bypassing the need for intermediate 3D models or facial landmarks. Our method ensures seamless frame transitions and consistent identity preservation throughout the video, resulting in highly expressive and lifelike animations. Experimental results demonsrate that EMO is able to produce not only convincing speaking videos but also singing videos in various styles, significantly outperforming existing state-of-the-art methodologies in terms of expressiveness and realism.

talking-headaudio-drivenportrait-animation

266 citations · ★ 7,616

AniPortrait kept a more explicit, editable path, mapping audio to 3D facial landmarks and then to video through a diffusion motion module in two stages.

AniPortrait

AniPortrait · 2024-03

AniPortrait: Audio-Driven Synthesis of Photorealistic Portrait Animation

AniPortrait generates photorealistic talking-head videos from audio and a reference portrait through a two-stage process: audio to 3D facial landmarks, then diffusion-based video synthesis. It offers high-quality, temporally coherent animations with controllable facial motion and supports editing and face reenactment.

Abstract

In this study, we propose AniPortrait, a novel framework for generating high-quality animation driven by audio and a reference portrait image. Our methodology is divided into two stages. Initially, we extract 3D intermediate representations from audio and project them into a sequence of 2D facial landmarks. Subsequently, we employ a robust diffusion model, coupled with a motion module, to convert the landmark sequence into photorealistic and temporally consistent portrait animation. Experimental results demonstrate the superiority of AniPortrait in terms of facial naturalness, pose diversity, and visual quality, thereby offering an enhanced perceptual experience. Moreover, our methodology exhibits considerable potential in terms of flexibility and controllability, which can be effectively applied in areas such as facial motion editing or face reenactment. We release code and model weights at https://github.com/scutzzj/AniPortrait

audio-drivenspeech-driventalking-head

217 citations · ★ 5,020 · Apache-2.0

The hero: VASA-1

To see why VASA-1 anchors this survey, look at what every method before it had to give up:

  • The mesh era produced controllable geometry but no photorealism.
  • The 2D branch shipped photoreal lips but froze the rest of the face and struggled to hold identity.
  • NeRF and Gaussian avatars delivered photoreal 3D but demanded per-subject capture or optimization.
  • Even the other 2024 diffusion models tended to treat the face as a stack of separately-conditioned parts — lips here, pose there.

VASA-1's key move is to refuse that fragmentation. It first learns a disentangled, expressive face latent space from video — a compact code that cleanly separates identity and appearance from dynamic motion — and then trains a diffusion transformer to generate the entire motion code holistically: lip motion, expression, eye gaze, blinking, and head pose sampled jointly and conditionally on the audio, rather than stitched together from independent predictors. Generating them together is what makes the output read as a single coherent person reacting, not a set of synchronized effects. The result is lifelike 512×512 talking faces from a single photo and a single audio clip, at up to 40 FPS with low latency — fast enough for interactive use — and with explicit control knobs over gaze direction, head distance, and emotional offset. One image, one voice, real time, alive: it is the clearest single emblem of the modern era, and the point the entire preceding arc was climbing toward.

VASA-1

VASA-1 · 2024-04

VASA-1: Lifelike Audio-Driven Talking Faces Generated in Real Time

VASA-1 generates lifelike, real-time talking faces from a single image and speech audio. It uniquely models holistic facial dynamics and head motion together, producing natural expressions, gaze, blinking, and head pose with interactive control and low latency, surpassing prior lip-sync focused methods.

Abstract

We introduce VASA, a framework for generating lifelike talking faces with appealing visual affective skills (VAS) given a single static image and a speech audio clip. Our premiere model, VASA-1, is capable of not only generating lip movements that are exquisitely synchronized with the audio, but also producing a large spectrum of facial nuances and natural head motions that contribute to the perception of authenticity and liveliness. The core innovations include a holistic facial dynamics and head movement generation model that works in a face latent space, and the development of such an expressive and disentangled face latent space using videos. Through extensive experiments including evaluation on a set of new metrics, we show that our method significantly outperforms previous methods along various dimensions comprehensively. Our method not only delivers high video quality with realistic facial and head dynamics but also supports the online generation of 512x512 videos at up to 40 FPS with negligible starting latency. It paves the way for real-time engagements with lifelike avatars that emulate human conversational behaviors.

talking-faceaudio-drivenface-animation

228 citations

LivePortrait, as a deliberate counterpoint, declined the diffusion bandwagon: it extends the efficient implicit-keypoint framework with stitching and retargeting modules to hit real-time speeds and low cost while staying competitive with diffusion quality.

LivePortrait

LivePortrait · 2024-07

LivePortrait: Efficient Portrait Animation with Stitching and Retargeting Control

LivePortrait offers an efficient and controllable system for animating a static portrait image using video-driven motion transfer, uniquely combining large-scale mixed data training and lightweight retargeting modules to achieve real-time performance and high-quality results competitive with diffusion-based methods.

Abstract

Portrait Animation aims to synthesize a lifelike video from a single source image, using it as an appearance reference, with motion (i.e., facial expressions and head pose) derived from a driving video, audio, text, or generation. Instead of following mainstream diffusion-based methods, we explore and extend the potential of the implicit-keypoint-based framework, which effectively balances computational efficiency and controllability. Building upon this, we develop a video-driven portrait animation framework named LivePortrait with a focus on better generalization, controllability, and efficiency for practical usage. To enhance the generation quality and generalization ability, we scale up the training data to about 69 million high-quality frames, adopt a mixed image-video training strategy, upgrade the network architecture, and design better motion transformation and optimization objectives. Additionally, we discover that compact implicit keypoints can effectively represent a kind of blendshapes and meticulously propose a stitching and two retargeting modules, which utilize a small MLP with negligible computational overhead, to enhance the controllability. Experimental results demonstrate the efficacy of our framework even compared to diffusion-based methods. The generation speed remarkably reaches 12.8ms on an RTX 4090 GPU with PyTorch. The inference code and models are available at https://github.com/KwaiVGI/LivePortrait

talking-headportrait-animationface-animation

225 citations · ★ 18,663 · MIT

The Hallo lineage

A single lineage shows the year's escalation.

Hallo introduced a hierarchical audio-driven diffusion model, aligning audio to lip, expression, and pose motion through separate cross-attention.

Hallo

Hallo · 2024-06

Hallo: Hierarchical Audio-Driven Visual Synthesis for Portrait Image Animation

Hallo presents a hierarchical audio-driven synthesis for portrait animation, decomposing lip, expression, and pose motions for precise lip-sync and diverse motion from speech audio. It generates high-quality, temporally consistent animations in an end-to-end diffusion framework without intermediate facial models.

Abstract

The field of portrait image animation, driven by speech audio input, has experienced significant advancements in the generation of realistic and dynamic portraits. This research delves into the complexities of synchronizing facial movements and creating visually appealing, temporally consistent animations within the framework of diffusion-based methodologies. Moving away from traditional paradigms that rely on parametric models for intermediate facial representations, our innovative approach embraces the end-to-end diffusion paradigm and introduces a hierarchical audio-driven visual synthesis module to enhance the precision of alignment between audio inputs and visual outputs, encompassing lip, expression, and pose motion. Our proposed network architecture seamlessly integrates diffusion-based generative models, a UNet-based denoiser, temporal alignment techniques, and a reference network. The proposed hierarchical audio-driven visual synthesis offers adaptive control over expression and pose diversity, enabling more effective personalization tailored to different identities. Through a comprehensive evaluation that incorporates both qualitative and quantitative analyses, our approach demonstrates obvious enhancements in image and video quality, lip synchronization precision, and motion diversity. Further visualization and access to the source code can be found at: https://fudan-generative-vision.github.io/hallo.

talking-headaudio-drivenlip-sync

216 citations

Hallo2 extended it to long-duration, 4K video, using motion-frame augmentation to fight appearance drift and adding optional text control over expression.

Hallo2

Hallo2 · 2024-10

Hallo2: Long-Duration and High-Resolution Audio-Driven Portrait Image Animation

Hallo2 enables long-duration, 4K resolution audio-driven portrait animation with optional text prompts for expression control. It reduces appearance drift and temporal artifacts using motion-frame augmentation, achieving high-fidelity, controllable hour-long talking-head videos beyond prior short-clip methods.

Abstract

Recent advances in latent diffusion-based generative models for portrait image animation, such as Hallo, have achieved impressive results in short-duration video synthesis. In this paper, we present updates to Hallo, introducing several design enhancements to extend its capabilities. First, we extend the method to produce long-duration videos. To address substantial challenges such as appearance drift and temporal artifacts, we investigate augmentation strategies within the image space of conditional motion frames. Specifically, we introduce a patch-drop technique augmented with Gaussian noise to enhance visual consistency and temporal coherence over long duration. Second, we achieve 4K resolution portrait video generation. To accomplish this, we implement vector quantization of latent codes and apply temporal alignment techniques to maintain coherence across the temporal dimension. By integrating a high-quality decoder, we realize visual synthesis at 4K resolution. Third, we incorporate adjustable semantic textual labels for portrait expressions as conditional inputs. This extends beyond traditional audio cues to improve controllability and increase the diversity of the generated content. To the best of our knowledge, Hallo2, proposed in this paper, is the first method to achieve 4K resolution and generate hour-long, audio-driven portrait image animations enhanced with textual prompts. We have conducted extensive experiments to evaluate our method on publicly available datasets, including HDTF, CelebV, and our introduced "Wild" dataset. The experimental results demonstrate that our approach achieves state-of-the-art performance in long-duration portrait video animation, successfully generating rich and controllable content at 4K resolution for duration extending up to tens of minutes. Project page https://fudan-generative-vision.github.io/hallo2

talking-headportrait-animationaudio-driven

108 citations · mit

Hallo3 swapped the UNet backbone for a pretrained video diffusion transformer, gaining the generalization to handle non-frontal poses and dynamic backgrounds.

Hallo3

Hallo3 · 2024-12

Hallo3: Highly Dynamic and Realistic Portrait Image Animation with Video Diffusion Transformer

Hallo3 uses a pretrained transformer-based video model for audio-driven portrait animation, enabling dynamic, realistic videos from complex, non-frontal images. It preserves identity over time and adds immersive backgrounds and foreground motions, surpassing prior U-Net methods.

Abstract

Existing methodologies for animating portrait images face significant challenges, particularly in handling non-frontal perspectives, rendering dynamic objects around the portrait, and generating immersive, realistic backgrounds. In this paper, we introduce the first application of a pretrained transformer-based video generative model that demonstrates strong generalization capabilities and generates highly dynamic, realistic videos for portrait animation, effectively addressing these challenges. The adoption of a new video backbone model makes previous U-Net-based methods for identity maintenance, audio conditioning, and video extrapolation inapplicable. To address this limitation, we design an identity reference network consisting of a causal 3D VAE combined with a stacked series of transformer layers, ensuring consistent facial identity across video sequences. Additionally, we investigate various speech audio conditioning and motion frame mechanisms to enable the generation of continuous video driven by speech audio. Our method is validated through experiments on benchmark and newly proposed wild datasets, demonstrating substantial improvements over prior methods in generating realistic portraits characterized by diverse orientations within dynamic and immersive scenes. Further visualizations and the source code are available at: https://fudan-generative-vision.github.io/hallo3/.

talking-headportrait-animationaudio-driven

124 citations · mit

Refining the conditioning

Around the Hallo line, a cluster of 2024 papers refined how audio drives motion.

EchoMimic trained on audio and facial landmarks so it could be driven by either signal or both, improving stability.

EchoMimic

EchoMimic · 2024-07

EchoMimic: Lifelike Audio-Driven Portrait Animations through Editable Landmark Conditions

EchoMimic is a diffusion-based system that generates lifelike talking-head videos by combining audio and facial landmarks. It supports audio-only, landmark-only, or combined conditioning to produce natural and stable portrait animations, addressing limitations of previous single-signal methods.

Abstract

The area of portrait image animation, propelled by audio input, has witnessed notable progress in the generation of lifelike and dynamic portraits. Conventional methods are limited to utilizing either audios or facial key points to drive images into videos, while they can yield satisfactory results, certain issues exist. For instance, methods driven solely by audios can be unstable at times due to the relatively weaker audio signal, while methods driven exclusively by facial key points, although more stable in driving, can result in unnatural outcomes due to the excessive control of key point information. In addressing the previously mentioned challenges, in this paper, we introduce a novel approach which we named EchoMimic. EchoMimic is concurrently trained using both audios and facial landmarks. Through the implementation of a novel training strategy, EchoMimic is capable of generating portrait videos not only by audios and facial landmarks individually, but also by a combination of both audios and selected facial landmarks. EchoMimic has been comprehensively compared with alternative algorithms across various public datasets and our collected dataset, showcasing superior performance in both quantitative and qualitative evaluations. Additional visualization and access to the source code can be located on the EchoMimic project page.

audio-driventalking-headportrait-animation

216 citations · unknown

Loopy went the opposite way — audio-only — removing spatial crutches by learning long-term motion dependency from extended temporal context.

Loopy

Loopy · 2024-09

Loopy: Taming Audio-Driven Portrait Avatar with Long-Term Motion Dependency

Loopy is an audio-only conditioned diffusion model for generating natural talking-head videos by leveraging long-term motion dependency. It removes spatial constraints and learns motion patterns from extended temporal context, improving natural facial expressions and head movements directly from audio.

Abstract

With the introduction of diffusion-based video generation techniques, audio-conditioned human video generation has recently achieved significant breakthroughs in both the naturalness of motion and the synthesis of portrait details. Due to the limited control of audio signals in driving human motion, existing methods often add auxiliary spatial signals to stabilize movements, which may compromise the naturalness and freedom of motion. In this paper, we propose an end-to-end audio-only conditioned video diffusion model named Loopy. Specifically, we designed an inter- and intra-clip temporal module and an audio-to-latents module, enabling the model to leverage long-term motion information from the data to learn natural motion patterns and improving audio-portrait movement correlation. This method removes the need for manually specified spatial motion templates used in existing methods to constrain motion during inference. Extensive experiments show that Loopy outperforms recent audio-driven portrait diffusion models, delivering more lifelike and high-quality results across various scenarios.

talking-headavataraudio-driven

110 citations

Sonic shifted the emphasis to global audio perception, disentangling intra-clip and inter-clip audio cues to guide motion instead of relying on visual or spatial priors.

Sonic

Sonic · 2024-11

Sonic: Shifting Focus to Global Audio Perception in Portrait Animation

Sonic is an audio-driven portrait animation method focusing on global audio perception to produce natural, temporally consistent talking-face videos. It disentangles audio into intra- and inter-clip perception to guide lip sync, expression, and head motion without relying on visual cues.

Abstract

The study of talking face generation mainly explores the intricacies of synchronizing facial movements and crafting visually appealing, temporally-coherent animations. However, due to the limited exploration of global audio perception, current approaches predominantly employ auxiliary visual and spatial knowledge to stabilize the movements, which often results in the deterioration of the naturalness and temporal inconsistencies.Considering the essence of audio-driven animation, the audio signal serves as the ideal and unique priors to adjust facial expressions and lip movements, without resorting to interference of any visual signals. Based on this motivation, we propose a novel paradigm, dubbed as Sonic, to {s}hift f{o}cus on the exploration of global audio per{c}ept{i}o{n}.To effectively leverage global audio knowledge, we disentangle it into intra- and inter-clip audio perception and collaborate with both aspects to enhance overall perception.For the intra-clip audio perception, 1). \textbf{Context-enhanced audio learning}, in which long-range intra-clip temporal audio knowledge is extracted to provide facial expression and lip motion priors implicitly expressed as the tone and speed of speech. 2). \textbf{Motion-decoupled controller}, in which the motion of the head and expression movement are disentangled and independently controlled by intra-audio clips. Most importantly, for inter-clip audio perception, as a bridge to connect the intra-clips to achieve the global perception, \textbf{Time-aware position shift fusion}, in which the global inter-clip audio information is considered and fused for long-audio inference via through consecutively time-aware shifted windows. Extensive experiments demonstrate that the novel audio-driven paradigm outperform existing SOTA methodologies in terms of video quality, temporally consistency, lip synchronization precision, and motion diversity.

audio-driventalking-faceportrait-animation

75 citations · ★ 3,258 · Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International

MEMO closed the year with a memory-guided temporal module plus emotion-aware audio conditioning, targeting long-term identity consistency and expressive, emotionally aligned sync.

MEMO

MEMO · 2024-12

MEMO: Memory-Guided Diffusion for Expressive Talking Video Generation

MEMO generates expressive talking videos by combining memory-guided temporal diffusion and emotion-aware audio conditioning. It improves long-term identity consistency, audio-lip sync, and emotional expression by integrating memory and dynamic emotion detection directly into the diffusion model.

Abstract

Recent advances in video diffusion models have unlocked new potential for realistic audio-driven talking video generation. However, achieving seamless audio-lip synchronization, maintaining long-term identity consistency, and producing natural, audio-aligned expressions in generated talking videos remain significant challenges. To address these challenges, we propose Memory-guided EMOtion-aware diffusion (MEMO), an end-to-end audio-driven portrait animation approach to generate identity-consistent and expressive talking videos. Our approach is built around two key modules: (1) a memory-guided temporal module, which enhances long-term identity consistency and motion smoothness by developing memory states to store information from a longer past context to guide temporal modeling via linear attention; and (2) an emotion-aware audio module, which replaces traditional cross attention with multi-modal attention to enhance audio-video interaction, while detecting emotions from audio to refine facial expressions via emotion adaptive layer norm. Extensive quantitative and qualitative results demonstrate that MEMO generates more realistic talking videos across diverse image and audio types, outperforming state-of-the-art methods in overall quality, audio-lip synchronization, identity consistency, and expression-emotion alignment.

talking-headaudio-drivenemotion

38 citations · apache-2.0

Large-Scale Video Foundation Models (2025–2026)

In 2025 the field's center of gravity moved from task-specific talking-head networks to large multimodal video foundation models: scale the data, mix the conditioning signals (image, text, audio, pose), add cinematic control, and cover many tasks with one model.

OmniHuman-1 is the pivot. Its "omni-conditions" training mixes motion-related signals so that scarce audio-only data can ride on the back of abundant, more weakly conditioned data — the scaling trick that let human animation grow into a general video model spanning full-body generation and diverse styles.

OmniHuman-1

OmniHuman-1 · 2025-02

OmniHuman-1: Rethinking the Scaling-Up of One-Stage Conditioned Human Animation Models

OmniHuman-1 scales human animation by mixing image, text, audio, and pose inputs during training to produce realistic, flexible videos of diverse portrait styles and motions. This approach surpasses prior audio-driven methods in realism and supports varied driving signals and full-body generation.

Abstract

End-to-end human animation, such as audio-driven talking human generation, has undergone notable advancements in the recent few years. However, existing methods still struggle to scale up as large general video generation models, limiting their potential in real applications. In this paper, we propose OmniHuman, a Diffusion Transformer-based framework that scales up data by mixing motion-related conditions into the training phase. To this end, we introduce two training principles for these mixed conditions, along with the corresponding model architecture and inference strategy. These designs enable OmniHuman to fully leverage data-driven motion generation, ultimately achieving highly realistic human video generation. More importantly, OmniHuman supports various portrait contents (face close-up, portrait, half-body, full-body), supports both talking and singing, handles human-object interactions and challenging body poses, and accommodates different image styles. Compared to existing end-to-end audio-driven methods, OmniHuman not only produces more realistic videos, but also offers greater flexibility in inputs. It also supports multiple driving modalities (audio-driven, video-driven and combined driving signals). Video samples are provided on the ttfamily project page (https://omnihuman-lab.github.io)

talking-headtalking-faceaudio-driven

128 citations

HunyuanVideo-Avatar brought this to multiple characters, a multimodal diffusion transformer that aligns per-character audio and emotion within a single scene.

HunyuanVideo-Avatar

HunyuanVideo-Avatar · 2025-05

HunyuanVideo-Avatar: High-Fidelity Audio-Driven Human Animation for Multiple Characters

HunyuanVideo-Avatar is a multimodal diffusion transformer that generates high-fidelity, dynamic audio-driven human animations for multiple characters with precise emotion alignment. It uniquely balances natural motion with character consistency and supports independent audio control for each character.

Abstract

Recent years have witnessed significant progress in audio-driven human animation. However, critical challenges remain in (i) generating highly dynamic videos while preserving character consistency, (ii) achieving precise emotion alignment between characters and audio, and (iii) enabling multi-character audio-driven animation. To address these challenges, we propose HunyuanVideo-Avatar, a multimodal diffusion transformer (MM-DiT)-based model capable of simultaneously generating dynamic, emotion-controllable, and multi-character dialogue videos. Concretely, HunyuanVideo-Avatar introduces three key innovations: (i) A character image injection module is designed to replace the conventional addition-based character conditioning scheme, eliminating the inherent condition mismatch between training and inference. This ensures the dynamic motion and strong character consistency; (ii) An Audio Emotion Module (AEM) is introduced to extract and transfer the emotional cues from an emotion reference image to the target generated video, enabling fine-grained and accurate emotion style control; (iii) A Face-Aware Audio Adapter (FAA) is proposed to isolate the audio-driven character with latent-level face mask, enabling independent audio injection via cross-attention for multi-character scenarios. These innovations empower HunyuanVideo-Avatar to surpass state-of-the-art methods on benchmark datasets and a newly proposed wild dataset, generating realistic avatars in dynamic, immersive scenarios.

audio-driventalking-headavatar

56 citations · ★ 2,128 · Tencent Hunyuan Community License Agreement

SkyReels-A1 built portrait animation on a video-DiT backbone with 3D expression-aware landmarks and an identity-alignment scheme to fight distortion and instability.

SkyReels-A1

SkyReels-A1 · 2025-02

SkyReels-A1: Expressive Portrait Animation in Video Diffusion Transformers

SkyReels-A1 animates static portraits by transferring facial expressions and body motion with strong identity preservation and temporal coherence. It uses 3D expression-aware landmarks and a novel identity alignment to overcome challenges like distortion and unrealistic dynamics in portrait animation.

Abstract

We present SkyReels-A1, a simple yet effective framework built upon video diffusion Transformer to facilitate portrait image animation. Existing methodologies still encounter issues, including identity distortion, background instability, and unrealistic facial dynamics, particularly in head-only animation scenarios. Besides, extending to accommodate diverse body proportions usually leads to visual inconsistencies or unnatural articulations. To address these challenges, SkyReels-A1 capitalizes on the strong generative capabilities of video DiT, enhancing facial motion transfer precision, identity retention, and temporal coherence. The system incorporates an expression-aware conditioning module that enables seamless video synthesis driven by expression-guided landmark inputs. Integrating the facial image-text alignment module strengthens the fusion of facial attributes with motion trajectories, reinforcing identity preservation. Additionally, SkyReels-A1 incorporates a multi-stage training paradigm to incrementally refine the correlation between expressions and motion while ensuring stable identity reproduction. Extensive empirical evaluations highlight the model's ability to produce visually coherent and compositionally diverse results, making it highly applicable to domains such as virtual avatars, remote communication, and digital media generation.

portrait-animationface-animationface-reenactment

39 citations · ★ 584 · Other (Skywork Community License)

MoCha reframed the task as generating talking characters — full portraits, multiple speakers, dialogue — directly from speech and text via a speech-video window attention, with no auxiliary control inputs.

MoCha

MoCha · 2025-03

MoCha: Towards Movie-Grade Talking Character Synthesis

MoCha generates movie-quality full-portrait talking character videos from speech and text, enabling natural lip sync, body motions, and multi-character conversations. It uses a novel speech-video window attention and structured prompts to sync speech and dialogue without auxiliary inputs.

Abstract

Recent advancements in video generation have achieved impressive motion realism, yet they often overlook character-driven storytelling, a crucial task for automated film, animation generation. We introduce Talking Characters, a more realistic task to generate talking character animations directly from speech and text. Unlike talking head, Talking Characters aims at generating the full portrait of one or more characters beyond the facial region. In this paper, we propose MoCha, the first of its kind to generate talking characters. To ensure precise synchronization between video and speech, we propose a speech-video window attention mechanism that effectively aligns speech and video tokens. To address the scarcity of large-scale speech-labeled video datasets, we introduce a joint training strategy that leverages both speech-labeled and text-labeled video data, significantly improving generalization across diverse character actions. We also design structured prompt templates with character tags, enabling, for the first time, multi-character conversation with turn-based dialogue-allowing AI-generated characters to engage in context-aware conversations with cinematic coherence. Extensive qualitative and quantitative evaluations, including human preference studies and benchmark comparisons, demonstrate that MoCha sets a new standard for AI-generated cinematic storytelling, achieving superior realism, expressiveness, controllability and generalization.

speech-drivenaudio-drivenlip-sync

29 citations · ★ 16 · apache-2.0

Wan-S2V pushed toward cinematic production, letting text plan the scene while audio drives fine-grained face and body motion, supporting camera work, interactions, and long-form output.

Wan-S2V

Wan-S2V · 2025-08

Wan-S2V: Audio-Driven Cinematic Video Generation

Wan-S2V advances audio-driven video generation from simple talking heads to cinematic scenes by using text for scene planning and audio for detailed facial and body motion. It achieves superior identity and motion consistency and supports long-form video and precise lip-sync editing.

Abstract

Current state-of-the-art (SOTA) methods for audio-driven character animation demonstrate promising performance for scenarios primarily involving speech and singing. However, they often fall short in more complex film and television productions, which demand sophisticated elements such as nuanced character interactions, realistic body movements, and dynamic camera work. To address this long-standing challenge of achieving film-level character animation, we propose an audio-driven model, which we refere to as Wan-S2V, built upon Wan. Our model achieves significantly enhanced expressiveness and fidelity in cinematic contexts compared to existing approaches. We conducted extensive experiments, benchmarking our method against cutting-edge models such as Hunyuan-Avatar and Omnihuman. The experimental results consistently demonstrate that our approach significantly outperforms these existing solutions. Additionally, we explore the versatility of our method through its applications in long-form video generation and precise video lip-sync editing.

audio-drivenfull-bodyface-animation

48 citations

FantasyTalking focused on coherent whole-scene motion — face, body, and background together — through dual-stage audio-visual alignment and explicit motion-intensity control.

FantasyTalking

FantasyTalking · 2025-04

FantasyTalking: Realistic Talking Portrait Generation via Coherent Motion Synthesis

FantasyTalking creates realistic talking portraits from a single static image by synthesizing coherent facial, body, and background motion driven by audio. It uniquely uses dual-stage audio-visual alignment and motion intensity control to achieve natural, expressive animations beyond simple lip-sync.

Abstract

Creating a realistic animatable avatar from a single static portrait remains challenging. Existing approaches often struggle to capture subtle facial expressions, the associated global body movements, and the dynamic background. To address these limitations, we propose a novel framework that leverages a pretrained video diffusion transformer model to generate high-fidelity, coherent talking portraits with controllable motion dynamics. At the core of our work is a dual-stage audio-visual alignment strategy. In the first stage, we employ a clip-level training scheme to establish coherent global motion by aligning audio-driven dynamics across the entire scene, including the reference portrait, contextual objects, and background. In the second stage, we refine lip movements at the frame level using a lip-tracing mask, ensuring precise synchronization with audio signals. To preserve identity without compromising motion flexibility, we replace the commonly used reference network with a facial-focused cross-attention module that effectively maintains facial consistency throughout the video. Furthermore, we integrate a motion intensity modulation module that explicitly controls expression and body motion intensity, enabling controllable manipulation of portrait movements beyond mere lip motion. Extensive experimental results show that our proposed approach achieves higher quality with better realism, coherence, motion intensity, and identity preservation. Ours project page: https://fantasy-amap.github.io/fantasy-talking/.

talking-headaudio-drivenface-animation

75 citations · apache-2.0

EchoMimicV3 pushed the other way against the scale-up trend, packing unified multi-task, multi-modal (text, image, audio) human animation into a fast, efficient 1.3B-parameter model.

EchoMimicV3

EchoMimicV3 · 2025-07

EchoMimicV3: 1.3B Parameters are All You Need for Unified Multi-Modal and Multi-Task Human Animation

EchoMimicV3 is a unified 1.3B-parameter model for multi-task, multi-modal human animation that supports text, image, and audio-driven tasks efficiently. It uses novel fusion and training methods to deliver fast, high-quality talking-head animation without separate models for each task.

Abstract

Recent work on human animation usually incorporates large-scale video models, thereby achieving more vivid performance. However, the practical use of such methods is hindered by the slow inference speed and high computational demands. Moreover, traditional work typically employs separate models for each animation task, increasing costs in multi-task scenarios and worsening the dilemma. To address these limitations, we introduce EchoMimicV3, an efficient framework that unifies multi-task and multi-modal human animation. At the core of EchoMimicV3 lies a threefold design: a Soup-of-Tasks paradigm, a Soup-of-Modals paradigm, and a novel training and inference strategy. The Soup-of-Tasks leverages multi-task mask inputs and a counter-intuitive task allocation strategy to achieve multi-task gains without multi-model pains. Meanwhile, the Soup-of-Modals introduces a Coupled-Decoupled Multi-Modal Cross Attention module to inject multi-modal conditions, complemented by a Multi-Modal Timestep Phase-aware Dynamical Allocation mechanism to modulate multi-modal mixtures. Besides, we propose Negative Direct Preference Optimization, Phase-aware Negative Classifier-Free Guidance (CFG), and Long Video CFG, which ensure stable training and inference. Extensive experiments and analyses demonstrate that EchoMimicV3, with a minimal model size of 1.3 billion parameters, achieves competitive performance in both quantitative and qualitative evaluations.

talking-headlip-syncaudio-driven

28 citations · ★ 963 · Apache-2.0

Seedance 1.5 Pro made audio and video jointly native, a dual-branch diffusion transformer with a cross-modal module producing synchronized, multilingual, cinematic audio-video in one pass.

Seedance 1.5 Pro

Seedance 1.5 Pro · 2025-12

Seedance 1.5 pro: A Native Audio-Visual Joint Generation Foundation Model

Seedance 1.5 pro is a native audio-visual generation model producing synchronized video and audio with precise multilingual lip-sync and cinematic control. It combines a dual-branch diffusion transformer with advanced training to deliver professional-grade, coherent content.

Abstract

Recent strides in video generation have paved the way for unified audio-visual generation. In this work, we present Seedance 1.5 pro, a foundational model engineered specifically for native, joint audio-video generation. Leveraging a dual-branch Diffusion Transformer architecture, the model integrates a cross-modal joint module with a specialized multi-stage data pipeline, achieving exceptional audio-visual synchronization and superior generation quality. To ensure practical utility, we implement meticulous post-training optimizations, including Supervised Fine-Tuning (SFT) on high-quality datasets and Reinforcement Learning from Human Feedback (RLHF) with multi-dimensional reward models. Furthermore, we introduce an acceleration framework that boosts inference speed by over 10X. Seedance 1.5 pro distinguishes itself through precise multilingual and dialect lip-syncing, dynamic cinematic camera control, and enhanced narrative coherence, positioning it as a robust engine for professional-grade content creation. Seedance 1.5 pro is now accessible on Volcano Engine at https://console.volcengine.com/ark/region:ark+cn-beijing/experience/vision?type=GenVideo.

multimodaltalking-headlip-sync

48 citations

SkyReels-V3 unified the paradigm through in-context multimodal learning, spanning image-to-video, video extension, and audio-driven avatars within a single architecture.

SkyReels-V3

SkyReels-V3 · 2026-01

SkyReels-V3 Technique Report

SkyReels-V3 unifies reference image-to-video synthesis, video extension, and audio-driven talking-avatar generation into one model using multimodal in-context learning. It excels in identity preservation, temporal coherence, and audio-visual alignment across varied video generation tasks.

Abstract

Video generation serves as a cornerstone for building world models, where multimodal contextual inference stands as the defining test of capability. In this end, we present SkyReels-V3, a conditional video generation model, built upon a unified multimodal in-context learning framework with diffusion Transformers. SkyReels-V3 model supports three core generative paradigms within a single architecture: reference images-to-video synthesis, video-to-video extension and audio-guided video generation. (i) reference images-to-video model is designed to produce high-fidelity videos with strong subject identity preservation, temporal coherence, and narrative consistency. To enhance reference adherence and compositional stability, we design a comprehensive data processing pipeline that leverages cross frame pairing, image editing, and semantic rewriting, effectively mitigating copy paste artifacts. During training, an image video hybrid strategy combined with multi-resolution joint optimization is employed to improve generalization and robustness across diverse scenarios. (ii) video extension model integrates spatio-temporal consistency modeling with large-scale video understanding, enabling both seamless single-shot continuation and intelligent multi-shot switching with professional cinematographic patterns. (iii) Talking avatar model supports minute-level audio-conditioned video generation by training first-and-last frame insertion patterns and reconstructing key-frame inference paradigms. On the basis of ensuring visual quality, synchronization of audio and videos has been optimized. Extensive evaluations demonstrate that SkyReels-V3 achieves state-of-the-art or near state-of-the-art performance on key metrics including visual quality, instruction following, and specific aspect metrics, approaching leading closed-source systems. Github: https://github.com/SkyworkAI/SkyReels-V3.

multimodaltalking-headavatar

9 citations · ★ 500 · other

The Frontier: Length, Multi-Person, Cognition, and Production (2025–2026)

The capability edge now sits on the properties that separate a compelling demo from a deployable system: unbounded length, multiple interacting people, genuine intent, and the engineering to actually ship. Strikingly, much of this converged within a few weeks of August 2025.

Length

StableAvatar was the first end-to-end diffusion transformer to synthesize infinite-length video without post-processing, aligning audio conditioning with the diffusion dynamics to hold identity and sync over time.

StableAvatar

StableAvatar · 2025-08

StableAvatar: Infinite-Length Audio-Driven Avatar Video Generation

StableAvatar is an end-to-end video diffusion transformer enabling infinite-length audio-driven avatar videos. It tackles long-video issues by aligning audio conditioning with diffusion dynamics, ensuring identity consistency and natural lip-sync across extended videos without post-processing.

Abstract

Current diffusion models for audio-driven avatar video generation struggle to synthesize long videos with natural audio synchronization and identity consistency. This paper presents StableAvatar, the first end-to-end video diffusion transformer that synthesizes infinite-length high-quality videos without post-processing. Conditioned on a reference image and audio, StableAvatar integrates tailored training and inference modules to enable infinite-length video generation. We observe that the main reason preventing existing models from generating long videos lies in their audio modeling. They typically rely on third-party off-the-shelf extractors to obtain audio embeddings, which are then directly injected into the diffusion model via cross-attention. Since current diffusion backbones lack any audio-related priors, this approach causes severe latent distribution error accumulation across video clips, leading the latent distribution of subsequent segments to drift away from the optimal distribution gradually. To address this, StableAvatar introduces a novel Time-step-aware Audio Adapter that prevents error accumulation via time-step-aware modulation. During inference, we propose a novel Audio Native Guidance Mechanism to further enhance the audio synchronization by leveraging the diffusion's own evolving joint audio-latent prediction as a dynamic guidance signal. To enhance the smoothness of the infinite-length videos, we introduce a Dynamic Weighted Sliding-window Strategy that fuses latent over time. Experiments on benchmarks show the effectiveness of StableAvatar both qualitatively and quantitatively.

talking-headavataraudio-driven

37 citations · mit

InfiniteTalk approached long video from the dubbing angle — sparse-frame dubbing — preserving keyframes for identity and gesture while editing the full face and body to match new audio.

InfiniteTalk

InfiniteTalk · 2025-08

InfiniteTalk: Audio-driven Video Generation for Sparse-Frame Video Dubbing

InfiniteTalk enables sparse-frame video dubbing by preserving keyframes for identity and gestures while allowing audio-driven full-body and facial motion editing. This balances appearance stability with flexible motion for natural, synchronized long-video dubbing beyond traditional mouth-only approaches.

Abstract

Recent breakthroughs in video AIGC have ushered in a transformative era for audio-driven human animation. However, conventional video dubbing techniques remain constrained to mouth region editing, resulting in discordant facial expressions and body gestures that compromise viewer immersion. To overcome this limitation, we introduce sparse-frame video dubbing, a novel paradigm that strategically preserves reference keyframes to maintain identity, iconic gestures, and camera trajectories while enabling holistic, audio-synchronized full-body motion editing. Through critical analysis, we identify why naive image-to-video models fail in this task, particularly their inability to achieve adaptive conditioning. Addressing this, we propose InfiniteTalk, a streaming audio-driven generator designed for infinite-length long sequence dubbing. This architecture leverages temporal context frames for seamless inter-chunk transitions and incorporates a simple yet effective sampling strategy that optimizes control strength via fine-grained reference frame positioning. Comprehensive evaluations on HDTF, CelebV-HQ, and EMTD datasets demonstrate state-of-the-art performance. Quantitative metrics confirm superior visual realism, emotional coherence, and full-body motion synchronization.

dubbingtalking-headaudio-driven

32 citations · ★ 7,229 · Apache-2.0

KlingAvatar 2.0 combined a spatio-temporal cascade with an LLM director to produce long, high-resolution, multi-person, instruction-following video.

KlingAvatar 2.0

KlingAvatar 2.0 · 2025-12

KlingAvatar 2.0 Technical Report

KlingAvatar 2.0 generates long, high-resolution avatar videos with strong lip-sync, identity preservation, and multimodal instruction following. It uses a spatio-temporal cascade and LLM-based director for coherent, expressive, and multi-person talking-head video synthesis.

Abstract

Avatar video generation models have achieved remarkable progress in recent years. However, prior work exhibits limited efficiency in generating long-duration high-resolution videos, suffering from temporal drifting, quality degradation, and weak prompt following as video length increases. To address these challenges, we propose KlingAvatar 2.0, a spatio-temporal cascade framework that performs upscaling in both spatial resolution and temporal dimension. The framework first generates low-resolution blueprint video keyframes that capture global semantics and motion, and then refines them into high-resolution, temporally coherent sub-clips using a first-last frame strategy, while retaining smooth temporal transitions in long-form videos. To enhance cross-modal instruction fusion and alignment in extended videos, we introduce a Co-Reasoning Director composed of three modality-specific large language model (LLM) experts. These experts reason about modality priorities and infer underlying user intent, converting inputs into detailed storylines through multi-turn dialogue. A Negative Director further refines negative prompts to improve instruction alignment. Building on these components, we extend the framework to support ID-specific multi-character control. Extensive experiments demonstrate that our model effectively addresses the challenges of efficient, multimodally aligned long-form high-resolution video generation, delivering enhanced visual clarity, realistic lip-teeth rendering with accurate lip synchronization, strong identity preservation, and coherent multimodal instruction following.

avatartalking-headaudio-driven

9 citations

Multiple people

MultiTalk solved the audio-to-person binding problem with L-RoPE and adaptive person localization, correctly routing several audio streams to the right speakers in one scene.

MultiTalk

MultiTalk · 2025-05

Let Them Talk: Audio-Driven Multi-Person Conversational Video Generation

MultiTalk enables audio-driven multi-person conversational video generation by binding multiple audio streams to corresponding people, producing synchronized lip motion and coherent interactions. It advances single-person talking-head methods to dynamic multi-person scenarios with improved instruction-following.

Abstract

Audio-driven human animation methods, such as talking head and talking body generation, have made remarkable progress in generating synchronized facial movements and appealing visual quality videos. However, existing methods primarily focus on single human animation and struggle with multi-stream audio inputs, facing incorrect binding problems between audio and persons. Additionally, they exhibit limitations in instruction-following capabilities. To solve this problem, in this paper, we propose a novel task: Multi-Person Conversational Video Generation, and introduce a new framework, MultiTalk, to address the challenges during multi-person generation. Specifically, for audio injection, we investigate several schemes and propose the Label Rotary Position Embedding (L-RoPE) method to resolve the audio and person binding problem. Furthermore, during training, we observe that partial parameter training and multi-task training are crucial for preserving the instruction-following ability of the base model. MultiTalk achieves superior performance compared to other methods on several datasets, including talking head, talking body, and multi-person datasets, demonstrating the powerful generation capabilities of our approach.

audio-driventalking-headfull-body

58 citations · ★ 2,958 · Apache-2.0

From mimicry to cognition

The most conceptually novel shift deserves unpacking, because it changes the fundamental job of the model. Every system up to this point, however sophisticated, is ultimately a tracker: it maps an audio signal to motion, answering "what mouth shape and head tilt go with this sound?" But that framing can't tell the difference between a line delivered as a joke and the same words delivered as a threat — the audio rhythm is nearly identical while the correct performance is opposite. Cognition-era models insert a reasoning step before generation to answer the harder question: given what is being said and the context, what should this character do?

OmniHuman-1.5 makes this concrete by attaching a multimodal LLM as a deliberative planner in front of the generator. The MLLM ingests the audio, image, and any text, and emits structured semantic guidance — an intent-level plan of expressions, emphasis, and beats — which then conditions the video diffusion model. It even performs reflective re-planning, revising that plan when the initial guidance and the scene don't cohere, so the resulting motion is contextually and emotionally motivated rather than merely locked to the audio's rhythm.

OmniHuman-1.5

OmniHuman-1.5 · 2025-08

OmniHuman-1.5: Instilling an Active Mind in Avatars via Cognitive Simulation

OmniHuman-1.5 creates avatars that combine reactive lip-sync with high-level planning driven by multimodal inputs, enabling expressive and context-aware motions. It extends avatar animation beyond rhythmic mimicry to semantically coherent actions in complex scenes with multiple characters and non-humans.

Abstract

Existing video avatar models can produce fluid human animations, yet they struggle to move beyond mere physical likeness to capture a character's authentic essence. Their motions typically synchronize with low-level cues like audio rhythm, lacking a deeper semantic understanding of emotion, intent, or context. To bridge this gap, \textbf{we propose a framework designed to generate character animations that are not only physically plausible but also semantically coherent and expressive.} Our model, \textbf{OmniHuman-1.5}, is built upon two key technical contributions. First, we leverage Multimodal Large Language Models to synthesize a structured textual representation of conditions that provides high-level semantic guidance. This guidance steers our motion generator beyond simplistic rhythmic synchronization, enabling the production of actions that are contextually and emotionally resonant. Second, to ensure the effective fusion of these multimodal inputs and mitigate inter-modality conflicts, we introduce a specialized Multimodal DiT architecture with a novel Pseudo Last Frame design. The synergy of these components allows our model to accurately interpret the joint semantics of audio, images, and text, thereby generating motions that are deeply coherent with the character, scene, and linguistic content. Extensive experiments demonstrate that our model achieves leading performance across a comprehensive set of metrics, including lip-sync accuracy, video quality, motion naturalness and semantic consistency with textual prompts. Furthermore, our approach shows remarkable extensibility to complex scenarios, such as those involving multi-person and non-human subjects. Homepage: \href{https://omnihuman-lab.github.io/v1_5/}

avatartalking-headmultimodal

28 citations

Kling-Avatar pursues the same instinct through an MLLM director. Instead of guidance tokens, its planner turns multimodal instructions into an explicit blueprint video that fixes the high-level semantics — who does what, when, and how — which a cascade then expands into long-form, high-resolution synthesis. Where OmniHuman-1.5 plans in a latent semantic space, Kling-Avatar plans in pixels; both reflect the same underlying bet, that the next gains come from direction, not just better rendering.

Kling-Avatar

Kling-Avatar · 2025-09

Kling-Avatar: Grounding Multimodal Instructions for Cascaded Long-Duration Avatar Animation Synthesis

Kling-Avatar grounds multimodal instructions into a coherent storyline to guide photorealistic, long-duration avatar animation. It combines multimodal language modeling for semantic planning with parallel video synthesis to produce vivid, expressive, and semantically aligned talking-head videos.

Abstract

Recent advances in audio-driven avatar video generation have significantly enhanced audio-visual realism. However, existing methods treat instruction conditioning merely as low-level tracking driven by acoustic or visual cues, without modeling the communicative purpose conveyed by the instructions. This limitation compromises their narrative coherence and character expressiveness. To bridge this gap, we introduce Kling-Avatar, a novel cascaded framework that unifies multimodal instruction understanding with photorealistic portrait generation. Our approach adopts a two-stage pipeline. In the first stage, we design a multimodal large language model (MLLM) director that produces a blueprint video conditioned on diverse instruction signals, thereby governing high-level semantics such as character motion and emotions. In the second stage, guided by blueprint keyframes, we generate multiple sub-clips in parallel using a first-last frame strategy. This global-to-local framework preserves fine-grained details while faithfully encoding the high-level intent behind multimodal instructions. Our parallel architecture also enables fast and stable generation of long-duration videos, making it suitable for real-world applications such as digital human livestreaming and vlogging. To comprehensively evaluate our method, we construct a benchmark of 375 curated samples covering diverse instructions and challenging scenarios. Extensive experiments demonstrate that Kling-Avatar is capable of generating vivid, fluent, long-duration videos at up to 1080p and 48 fps, achieving superior performance in lip synchronization accuracy, emotion and dynamic expressiveness, instruction controllability, identity preservation, and cross-domain generalization. These results establish Kling-Avatar as a new benchmark for semantically grounded, high-fidelity audio-driven avatar synthesis.

multimodaltalking-headavatar

22 citations

Production readiness

Audio2Face-3D is the 3D-mesh lineage from §1, industrialized: NVIDIA's real-time, full-face, emotion-aware streaming system with a regression model (v2.3) and a diffusion multi-identity model (v3.0), plus a rig-retargeting pipeline for shipping into real avatar rigs.

Audio2Face-3D

Audio2Face-3D · 2025-08

Audio2Face-3D: Audio-driven Realistic Facial Animation For Digital Avatars

Audio2Face-3D is a real-time system for animating digital avatars' faces from audio and emotion inputs, capturing lip sync, facial skin, tongue, jaw, and eye movements. It offers both lightweight and high-quality models with retargeting to production rigs, making it ideal for interactive game characters and avatars.

Abstract

Audio-driven facial animation presents an effective solution for animating digital avatars. In this paper, we detail the technical aspects of NVIDIA Audio2Face-3D, including data acquisition, network architecture, retargeting methodology, evaluation metrics, and use cases. Audio2Face-3D system enables real-time interaction between human users and interactive avatars, facilitating facial animation authoring for game characters. To assist digital avatar creators and game developers in generating realistic facial animations, we have open-sourced Audio2Face-3D networks, SDK, training framework, and example dataset.

talking-headaudio-drivenface-animation

10 citations · ★ 199 · MIT

LongCat-Video-Avatar 1.5 prioritizes engineering over novelty — an open-source system built on a Whisper-Large audio encoder and reinforcement learning — to reach commercial-grade stability for long, full-body video.

LongCat-Video-Avatar 1.5

LongCat-Video-Avatar 1.5 · 2026-05

LongCat-Video-Avatar 1.5 Technical Report

An open-source audio-driven avatar video system prioritizing production readiness. It blends large-scale curated data, advanced audio encoding, and reinforcement learning to deliver stable, identity-consistent, long-duration videos with accurate lip-sync and full-body motion in diverse real and stylized scenarios.

Abstract

Despite advances in audio-driven video generation, achieving commercial-grade stability remains challenging. We present LongCat-Video-Avatar 1.5, an upgraded open-source framework prioritizing systematic engineering and production-readiness over architectural novelty. By upgrading the audio encoder to Whisper Large and meticulously scaling our training recipes, v1.5 achieves accurate lip-synchronization, full-body temporal stability, and robust long-video generation with strict identity consistency. Through rigorous data curation and RLHF Training, the model readily generalizes to stylized domains such as anime and animals, and natively handles complex real-world conditions, such as multi-person interactions and object handling. Furthermore, addressing the practical demands of industrial deployment, we employ advanced step distillation to accelerate inference to an optimal 8 NFE, achieving a favorable trade-off between serving efficiency and visual fidelity. The superiority of our approach is validated through extensive quantitative metrics and a rigorous human evaluation conducted on a comprehensive benchmark of over 500 diverse test cases. Results show that v1.5 achieves competitive or superior performance compared to leading closed-source systems (e.g., HeyGen, OmniHuman 1.5, Kling Avatar 2.0) across human-likeness ratings and expert-level quality assessments on our benchmark. With its open-source release, LongCat-Video-Avatar 1.5 narrows the gap between academic research prototypes and commercial-grade deployment.

talking-headavataraudio-driven

0 citations · ★ 4,562 · MIT

Avatar V closes the survey by rethinking identity itself: rather than conditioning on a single static image, it conditions on the full token sequence of a reference video, capturing behavioral identity — talking rhythm, gesture tendencies, expression dynamics — not just appearance.

Avatar V

Avatar V · 2026-06

Avatar V: Scaling Video-Reference Avatar Video Generation

Avatar V conditions on the full token sequence of a reference video to generate talking-avatar videos that capture both static identity features and dynamic behaviors like talking rhythm and expressions, delivering high-fidelity, natural, long-duration avatar videos beyond prior image-based methods.

Abstract

Generating avatar videos that are not merely visually similar to a target individual but behaviorally recognizable, faithfully reproducing their talking rhythm, gestural tendencies, and expression dynamics, remains an open challenge. Existing methods predominantly condition on single static images, which provide insufficient identity information and cannot capture dynamic motion traits, while standard pixel-level objectives underserve the perceptually critical facial regions that determine avatar fidelity. We present Avatar V, a production-scale framework that addresses these limitations through video-reference-conditioned identity modeling. Rather than compressing identity into fixed-size embeddings, the model conditions directly on the full token sequence of a reference video, learning to reproduce both static identity attributes (facial geometry, skin texture) and dynamic behavioral patterns (talking rhythm, micro-expressions) through attention over the reference context. We introduce Sparse Reference Attention, an asymmetric mechanism achieving linear-complexity conditioning on arbitrarily long references; a motion representation stream enabling closed-loop talking style transfer; and an identity-aware super-resolution refiner inheriting the full reference conditioning. These are supported by a data engine curating 100M+ training clips from 50M raw videos, and a five-stage training pipeline with flow matching pre-training, personality fine-tuning, two-phase distillation (>10x acceleration), and RLHF alignment, deployed across thousands of GPUs. Avatar V generates 1080p videos of unlimited duration, achieving state-of-the-art identity preservation, lip synchronization, and generation quality on our cross-scene benchmark, consistently outperforming leading systems including Seedance 2.0, Kling O3 Pro, Veo 3.1, and OmniHuman 1.5 in both automated metrics and human evaluation.

talking-headavatarlip-sync

0 citations

Conclusion — Where the Field Converges

In six years, talking-avatar research walked a clean representational path — geometry → pixels → NeRF → Gaussians → diffusion → audio-visual foundation models — while steadily widening its ambition from lips to the full face, the body, multiple people, and finally the character's intent.

Four convergent trends stand out. First, fewer explicit intermediates: the field moved from phonemes, 3DMM coefficients, and landmarks toward raw multimodal conditioning fed straight into a generative model. Second, longer and more consistent generation, from a few seconds of clip to infinite-length video with active drift control. Third, richer control signals — weak conditions, text scene plans, and MLLM directors layered on top of audio. Fourth, and most profound, a shift from tracking to planning: the newest systems don't just synchronize motion to sound, they reason about what a character should express.

The hard problems that remain are equally clear: identity drift over long horizons; the persistent gap between quantitative metrics and perceived realism; the trade-off between compute/latency and quality; the tension between one-shot generation and per-identity capture; and the difficulty of faithful multi-person interaction. What's next follows directly — unification (one model, many driving signals and tasks), agentic and LLM-directed avatars, and native joint audio-video generation.

It is fitting that the arc turns on VASA-1: a single image, a voice, and a face that comes alive in real time. Everything before it was trying to reach that moment; everything after is trying to scale it, lengthen it, populate it, and give it a mind.

VASA-1

VASA-1 · 2024-04

VASA-1: Lifelike Audio-Driven Talking Faces Generated in Real Time

VASA-1 generates lifelike, real-time talking faces from a single image and speech audio. It uniquely models holistic facial dynamics and head motion together, producing natural expressions, gaze, blinking, and head pose with interactive control and low latency, surpassing prior lip-sync focused methods.

Abstract

We introduce VASA, a framework for generating lifelike talking faces with appealing visual affective skills (VAS) given a single static image and a speech audio clip. Our premiere model, VASA-1, is capable of not only generating lip movements that are exquisitely synchronized with the audio, but also producing a large spectrum of facial nuances and natural head motions that contribute to the perception of authenticity and liveliness. The core innovations include a holistic facial dynamics and head movement generation model that works in a face latent space, and the development of such an expressive and disentangled face latent space using videos. Through extensive experiments including evaluation on a set of new metrics, we show that our method significantly outperforms previous methods along various dimensions comprehensively. Our method not only delivers high video quality with realistic facial and head dynamics but also supports the online generation of 512x512 videos at up to 40 FPS with negligible starting latency. It paves the way for real-time engagements with lifelike avatars that emulate human conversational behaviors.

talking-faceaudio-drivenface-animation

228 citations