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SubscribeFLOAT: Generative Motion Latent Flow Matching for Audio-driven Talking Portrait
With the rapid advancement of diffusion-based generative models, portrait image animation has achieved remarkable results. However, it still faces challenges in temporally consistent video generation and fast sampling due to its iterative sampling nature. This paper presents FLOAT, an audio-driven talking portrait video generation method based on flow matching generative model. We shift the generative modeling from the pixel-based latent space to a learned motion latent space, enabling efficient design of temporally consistent motion. To achieve this, we introduce a transformer-based vector field predictor with a simple yet effective frame-wise conditioning mechanism. Additionally, our method supports speech-driven emotion enhancement, enabling a natural incorporation of expressive motions. Extensive experiments demonstrate that our method outperforms state-of-the-art audio-driven talking portrait methods in terms of visual quality, motion fidelity, and efficiency.
ReliTalk: Relightable Talking Portrait Generation from a Single Video
Recent years have witnessed great progress in creating vivid audio-driven portraits from monocular videos. However, how to seamlessly adapt the created video avatars to other scenarios with different backgrounds and lighting conditions remains unsolved. On the other hand, existing relighting studies mostly rely on dynamically lighted or multi-view data, which are too expensive for creating video portraits. To bridge this gap, we propose ReliTalk, a novel framework for relightable audio-driven talking portrait generation from monocular videos. Our key insight is to decompose the portrait's reflectance from implicitly learned audio-driven facial normals and images. Specifically, we involve 3D facial priors derived from audio features to predict delicate normal maps through implicit functions. These initially predicted normals then take a crucial part in reflectance decomposition by dynamically estimating the lighting condition of the given video. Moreover, the stereoscopic face representation is refined using the identity-consistent loss under simulated multiple lighting conditions, addressing the ill-posed problem caused by limited views available from a single monocular video. Extensive experiments validate the superiority of our proposed framework on both real and synthetic datasets. Our code is released in https://github.com/arthur-qiu/ReliTalk.
Real3D-Portrait: One-shot Realistic 3D Talking Portrait Synthesis
One-shot 3D talking portrait generation aims to reconstruct a 3D avatar from an unseen image, and then animate it with a reference video or audio to generate a talking portrait video. The existing methods fail to simultaneously achieve the goals of accurate 3D avatar reconstruction and stable talking face animation. Besides, while the existing works mainly focus on synthesizing the head part, it is also vital to generate natural torso and background segments to obtain a realistic talking portrait video. To address these limitations, we present Real3D-Potrait, a framework that (1) improves the one-shot 3D reconstruction power with a large image-to-plane model that distills 3D prior knowledge from a 3D face generative model; (2) facilitates accurate motion-conditioned animation with an efficient motion adapter; (3) synthesizes realistic video with natural torso movement and switchable background using a head-torso-background super-resolution model; and (4) supports one-shot audio-driven talking face generation with a generalizable audio-to-motion model. Extensive experiments show that Real3D-Portrait generalizes well to unseen identities and generates more realistic talking portrait videos compared to previous methods. Video samples and source code are available at https://real3dportrait.github.io .
GeneFace++: Generalized and Stable Real-Time Audio-Driven 3D Talking Face Generation
Generating talking person portraits with arbitrary speech audio is a crucial problem in the field of digital human and metaverse. A modern talking face generation method is expected to achieve the goals of generalized audio-lip synchronization, good video quality, and high system efficiency. Recently, neural radiance field (NeRF) has become a popular rendering technique in this field since it could achieve high-fidelity and 3D-consistent talking face generation with a few-minute-long training video. However, there still exist several challenges for NeRF-based methods: 1) as for the lip synchronization, it is hard to generate a long facial motion sequence of high temporal consistency and audio-lip accuracy; 2) as for the video quality, due to the limited data used to train the renderer, it is vulnerable to out-of-domain input condition and produce bad rendering results occasionally; 3) as for the system efficiency, the slow training and inference speed of the vanilla NeRF severely obstruct its usage in real-world applications. In this paper, we propose GeneFace++ to handle these challenges by 1) utilizing the pitch contour as an auxiliary feature and introducing a temporal loss in the facial motion prediction process; 2) proposing a landmark locally linear embedding method to regulate the outliers in the predicted motion sequence to avoid robustness issues; 3) designing a computationally efficient NeRF-based motion-to-video renderer to achieves fast training and real-time inference. With these settings, GeneFace++ becomes the first NeRF-based method that achieves stable and real-time talking face generation with generalized audio-lip synchronization. Extensive experiments show that our method outperforms state-of-the-art baselines in terms of subjective and objective evaluation. Video samples are available at https://genefaceplusplus.github.io .
PortraitTalk: Towards Customizable One-Shot Audio-to-Talking Face Generation
Audio-driven talking face generation is a challenging task in digital communication. Despite significant progress in the area, most existing methods concentrate on audio-lip synchronization, often overlooking aspects such as visual quality, customization, and generalization that are crucial to producing realistic talking faces. To address these limitations, we introduce a novel, customizable one-shot audio-driven talking face generation framework, named PortraitTalk. Our proposed method utilizes a latent diffusion framework consisting of two main components: IdentityNet and AnimateNet. IdentityNet is designed to preserve identity features consistently across the generated video frames, while AnimateNet aims to enhance temporal coherence and motion consistency. This framework also integrates an audio input with the reference images, thereby reducing the reliance on reference-style videos prevalent in existing approaches. A key innovation of PortraitTalk is the incorporation of text prompts through decoupled cross-attention mechanisms, which significantly expands creative control over the generated videos. Through extensive experiments, including a newly developed evaluation metric, our model demonstrates superior performance over the state-of-the-art methods, setting a new standard for the generation of customizable realistic talking faces suitable for real-world applications.
IMTalker: Efficient Audio-driven Talking Face Generation with Implicit Motion Transfer
Talking face generation aims to synthesize realistic speaking portraits from a single image, yet existing methods often rely on explicit optical flow and local warping, which fail to model complex global motions and cause identity drift. We present IMTalker, a novel framework that achieves efficient and high-fidelity talking face generation through implicit motion transfer. The core idea is to replace traditional flow-based warping with a cross-attention mechanism that implicitly models motion discrepancy and identity alignment within a unified latent space, enabling robust global motion rendering. To further preserve speaker identity during cross-identity reenactment, we introduce an identity-adaptive module that projects motion latents into personalized spaces, ensuring clear disentanglement between motion and identity. In addition, a lightweight flow-matching motion generator produces vivid and controllable implicit motion vectors from audio, pose, and gaze cues. Extensive experiments demonstrate that IMTalker surpasses prior methods in motion accuracy, identity preservation, and audio-lip synchronization, achieving state-of-the-art quality with superior efficiency, operating at 40 FPS for video-driven and 42 FPS for audio-driven generation on an RTX 4090 GPU. We will release our code and pre-trained models to facilitate applications and future research.
MODA: Mapping-Once Audio-driven Portrait Animation with Dual Attentions
Audio-driven portrait animation aims to synthesize portrait videos that are conditioned by given audio. Animating high-fidelity and multimodal video portraits has a variety of applications. Previous methods have attempted to capture different motion modes and generate high-fidelity portrait videos by training different models or sampling signals from given videos. However, lacking correlation learning between lip-sync and other movements (e.g., head pose/eye blinking) usually leads to unnatural results. In this paper, we propose a unified system for multi-person, diverse, and high-fidelity talking portrait generation. Our method contains three stages, i.e., 1) Mapping-Once network with Dual Attentions (MODA) generates talking representation from given audio. In MODA, we design a dual-attention module to encode accurate mouth movements and diverse modalities. 2) Facial composer network generates dense and detailed face landmarks, and 3) temporal-guided renderer syntheses stable videos. Extensive evaluations demonstrate that the proposed system produces more natural and realistic video portraits compared to previous methods.
RAP: Real-time Audio-driven Portrait Animation with Video Diffusion Transformer
Audio-driven portrait animation aims to synthesize realistic and natural talking head videos from an input audio signal and a single reference image. While existing methods achieve high-quality results by leveraging high-dimensional intermediate representations and explicitly modeling motion dynamics, their computational complexity renders them unsuitable for real-time deployment. Real-time inference imposes stringent latency and memory constraints, often necessitating the use of highly compressed latent representations. However, operating in such compact spaces hinders the preservation of fine-grained spatiotemporal details, thereby complicating audio-visual synchronization RAP (Real-time Audio-driven Portrait animation), a unified framework for generating high-quality talking portraits under real-time constraints. Specifically, RAP introduces a hybrid attention mechanism for fine-grained audio control, and a static-dynamic training-inference paradigm that avoids explicit motion supervision. Through these techniques, RAP achieves precise audio-driven control, mitigates long-term temporal drift, and maintains high visual fidelity. Extensive experiments demonstrate that RAP achieves state-of-the-art performance while operating under real-time constraints.
FantasyTalking: Realistic Talking Portrait Generation via Coherent Motion Synthesis
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/.
Joint Learning of Depth and Appearance for Portrait Image Animation
2D portrait animation has experienced significant advancements in recent years. Much research has utilized the prior knowledge embedded in large generative diffusion models to enhance high-quality image manipulation. However, most methods only focus on generating RGB images as output, and the co-generation of consistent visual plus 3D output remains largely under-explored. In our work, we propose to jointly learn the visual appearance and depth simultaneously in a diffusion-based portrait image generator. Our method embraces the end-to-end diffusion paradigm and introduces a new architecture suitable for learning this conditional joint distribution, consisting of a reference network and a channel-expanded diffusion backbone. Once trained, our framework can be efficiently adapted to various downstream applications, such as facial depth-to-image and image-to-depth generation, portrait relighting, and audio-driven talking head animation with consistent 3D output.
GeneFace: Generalized and High-Fidelity Audio-Driven 3D Talking Face Synthesis
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.
Audio-Driven Emotional 3D Talking-Head Generation
Audio-driven video portrait synthesis is a crucial and useful technology in virtual human interaction and film-making applications. Recent advancements have focused on improving the image fidelity and lip-synchronization. However, generating accurate emotional expressions is an important aspect of realistic talking-head generation, which has remained underexplored in previous works. We present a novel system in this paper for synthesizing high-fidelity, audio-driven video portraits with accurate emotional expressions. Specifically, we utilize a variational autoencoder (VAE)-based audio-to-motion module to generate facial landmarks. These landmarks are concatenated with emotional embeddings to produce emotional landmarks through our motion-to-emotion module. These emotional landmarks are then used to render realistic emotional talking-head video using a Neural Radiance Fields (NeRF)-based emotion-to-video module. Additionally, we propose a pose sampling method that generates natural idle-state (non-speaking) videos in response to silent audio inputs. Extensive experiments demonstrate that our method obtains more accurate emotion generation with higher fidelity.
FantasyTalking2: Timestep-Layer Adaptive Preference Optimization for Audio-Driven Portrait Animation
Recent advances in audio-driven portrait animation have demonstrated impressive capabilities. However, existing methods struggle to align with fine-grained human preferences across multiple dimensions, such as motion naturalness, lip-sync accuracy, and visual quality. This is due to the difficulty of optimizing among competing preference objectives, which often conflict with one another, and the scarcity of large-scale, high-quality datasets with multidimensional preference annotations. To address these, we first introduce Talking-Critic, a multimodal reward model that learns human-aligned reward functions to quantify how well generated videos satisfy multidimensional expectations. Leveraging this model, we curate Talking-NSQ, a large-scale multidimensional human preference dataset containing 410K preference pairs. Finally, we propose Timestep-Layer adaptive multi-expert Preference Optimization (TLPO), a novel framework for aligning diffusion-based portrait animation models with fine-grained, multidimensional preferences. TLPO decouples preferences into specialized expert modules, which are then fused across timesteps and network layers, enabling comprehensive, fine-grained enhancement across all dimensions without mutual interference. Experiments demonstrate that Talking-Critic significantly outperforms existing methods in aligning with human preference ratings. Meanwhile, TLPO achieves substantial improvements over baseline models in lip-sync accuracy, motion naturalness, and visual quality, exhibiting superior performance in both qualitative and quantitative evaluations. Ours project page: https://fantasy-amap.github.io/fantasy-talking2/
FLAP: Fully-controllable Audio-driven Portrait Video Generation through 3D head conditioned diffusion model
Diffusion-based video generation techniques have significantly improved zero-shot talking-head avatar generation, enhancing the naturalness of both head motion and facial expressions. However, existing methods suffer from poor controllability, making them less applicable to real-world scenarios such as filmmaking and live streaming for e-commerce. To address this limitation, we propose FLAP, a novel approach that integrates explicit 3D intermediate parameters (head poses and facial expressions) into the diffusion model for end-to-end generation of realistic portrait videos. The proposed architecture allows the model to generate vivid portrait videos from audio while simultaneously incorporating additional control signals, such as head rotation angles and eye-blinking frequency. Furthermore, the decoupling of head pose and facial expression allows for independent control of each, offering precise manipulation of both the avatar's pose and facial expressions. We also demonstrate its flexibility in integrating with existing 3D head generation methods, bridging the gap between 3D model-based approaches and end-to-end diffusion techniques. Extensive experiments show that our method outperforms recent audio-driven portrait video models in both naturalness and controllability.
DREAM-Talk: Diffusion-based Realistic Emotional Audio-driven Method for Single Image Talking Face Generation
The generation of emotional talking faces from a single portrait image remains a significant challenge. The simultaneous achievement of expressive emotional talking and accurate lip-sync is particularly difficult, as expressiveness is often compromised for the accuracy of lip-sync. As widely adopted by many prior works, the LSTM network often fails to capture the subtleties and variations of emotional expressions. To address these challenges, we introduce DREAM-Talk, a two-stage diffusion-based audio-driven framework, tailored for generating diverse expressions and accurate lip-sync concurrently. In the first stage, we propose EmoDiff, a novel diffusion module that generates diverse highly dynamic emotional expressions and head poses in accordance with the audio and the referenced emotion style. Given the strong correlation between lip motion and audio, we then refine the dynamics with enhanced lip-sync accuracy using audio features and emotion style. To this end, we deploy a video-to-video rendering module to transfer the expressions and lip motions from our proxy 3D avatar to an arbitrary portrait. Both quantitatively and qualitatively, DREAM-Talk outperforms state-of-the-art methods in terms of expressiveness, lip-sync accuracy and perceptual quality.
Teller: Real-Time Streaming Audio-Driven Portrait Animation with Autoregressive Motion Generation
In this work, we introduce the first autoregressive framework for real-time, audio-driven portrait animation, a.k.a, talking head. Beyond the challenge of lengthy animation times, a critical challenge in realistic talking head generation lies in preserving the natural movement of diverse body parts. To this end, we propose Teller, the first streaming audio-driven protrait animation framework with autoregressive motion generation. Specifically, Teller first decomposes facial and body detail animation into two components: Facial Motion Latent Generation (FMLG) based on an autoregressive transfromer, and movement authenticity refinement using a Efficient Temporal Module (ETM).Concretely, FMLG employs a Residual VQ model to map the facial motion latent from the implicit keypoint-based model into discrete motion tokens, which are then temporally sliced with audio embeddings. This enables the AR tranformer to learn real-time, stream-based mappings from audio to motion. Furthermore, Teller incorporate ETM to capture finer motion details. This module ensures the physical consistency of body parts and accessories, such as neck muscles and earrings, improving the realism of these movements. Teller is designed to be efficient, surpassing the inference speed of diffusion-based models (Hallo 20.93s vs. Teller 0.92s for one second video generation), and achieves a real-time streaming performance of up to 25 FPS. Extensive experiments demonstrate that our method outperforms recent audio-driven portrait animation models, especially in small movements, as validated by human evaluations with a significant margin in quality and realism.
Comparative Analysis of Audio Feature Extraction for Real-Time Talking Portrait Synthesis
This paper examines the integration of real-time talking-head generation for interviewer training, focusing on overcoming challenges in Audio Feature Extraction (AFE), which often introduces latency and limits responsiveness in real-time applications. To address these issues, we propose and implement a fully integrated system that replaces conventional AFE models with Open AI's Whisper, leveraging its encoder to optimize processing and improve overall system efficiency. Our evaluation of two open-source real-time models across three different datasets shows that Whisper not only accelerates processing but also improves specific aspects of rendering quality, resulting in more realistic and responsive talking-head interactions. These advancements make the system a more effective tool for immersive, interactive training applications, expanding the potential of AI-driven avatars in interviewer training.
SVP: Style-Enhanced Vivid Portrait Talking Head Diffusion Model
Talking Head Generation (THG), typically driven by audio, is an important and challenging task with broad application prospects in various fields such as digital humans, film production, and virtual reality. While diffusion model-based THG methods present high quality and stable content generation, they often overlook the intrinsic style which encompasses personalized features such as speaking habits and facial expressions of a video. As consequence, the generated video content lacks diversity and vividness, thus being limited in real life scenarios. To address these issues, we propose a novel framework named Style-Enhanced Vivid Portrait (SVP) which fully leverages style-related information in THG. Specifically, we first introduce the novel probabilistic style prior learning to model the intrinsic style as a Gaussian distribution using facial expressions and audio embedding. The distribution is learned through the 'bespoked' contrastive objective, effectively capturing the dynamic style information in each video. Then we finetune a pretrained Stable Diffusion (SD) model to inject the learned intrinsic style as a controlling signal via cross attention. Experiments show that our model generates diverse, vivid, and high-quality videos with flexible control over intrinsic styles, outperforming existing state-of-the-art methods.
X-Actor: Emotional and Expressive Long-Range Portrait Acting from Audio
We present X-Actor, a novel audio-driven portrait animation framework that generates lifelike, emotionally expressive talking head videos from a single reference image and an input audio clip. Unlike prior methods that emphasize lip synchronization and short-range visual fidelity in constrained speaking scenarios, X-Actor enables actor-quality, long-form portrait performance capturing nuanced, dynamically evolving emotions that flow coherently with the rhythm and content of speech. Central to our approach is a two-stage decoupled generation pipeline: an audio-conditioned autoregressive diffusion model that predicts expressive yet identity-agnostic facial motion latent tokens within a long temporal context window, followed by a diffusion-based video synthesis module that translates these motions into high-fidelity video animations. By operating in a compact facial motion latent space decoupled from visual and identity cues, our autoregressive diffusion model effectively captures long-range correlations between audio and facial dynamics through a diffusion-forcing training paradigm, enabling infinite-length emotionally-rich motion prediction without error accumulation. Extensive experiments demonstrate that X-Actor produces compelling, cinematic-style performances that go beyond standard talking head animations and achieves state-of-the-art results in long-range, audio-driven emotional portrait acting.
MEMO: Memory-Guided Diffusion for Expressive Talking Video Generation
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.
Live Speech Portraits: Real-Time Photorealistic Talking-Head Animation
To the best of our knowledge, we first present a live system that generates personalized photorealistic talking-head animation only driven by audio signals at over 30 fps. Our system contains three stages. The first stage is a deep neural network that extracts deep audio features along with a manifold projection to project the features to the target person's speech space. In the second stage, we learn facial dynamics and motions from the projected audio features. The predicted motions include head poses and upper body motions, where the former is generated by an autoregressive probabilistic model which models the head pose distribution of the target person. Upper body motions are deduced from head poses. In the final stage, we generate conditional feature maps from previous predictions and send them with a candidate image set to an image-to-image translation network to synthesize photorealistic renderings. Our method generalizes well to wild audio and successfully synthesizes high-fidelity personalized facial details, e.g., wrinkles, teeth. Our method also allows explicit control of head poses. Extensive qualitative and quantitative evaluations, along with user studies, demonstrate the superiority of our method over state-of-the-art techniques.
Versatile Multimodal Controls for Whole-Body Talking Human Animation
Human animation from a single reference image shall be flexible to synthesize whole-body motion for either a headshot or whole-body portrait, where the motions are readily controlled by audio signal and text prompts. This is hard for most existing methods as they only support producing pre-specified head or half-body motion aligned with audio inputs. In this paper, we propose a versatile human animation method, i.e., VersaAnimator, which generates whole-body talking human from arbitrary portrait images, not only driven by audio signal but also flexibly controlled by text prompts. Specifically, we design a text-controlled, audio-driven motion generator that produces whole-body motion representations in 3D synchronized with audio inputs while following textual motion descriptions. To promote natural smooth motion, we propose a code-pose translation module to link VAE codebooks with 2D DWposes extracted from template videos. Moreover, we introduce a multi-modal video diffusion that generates photorealistic human animation from a reference image according to both audio inputs and whole-body motion representations. Extensive experiments show that VersaAnimator outperforms existing methods in visual quality, identity preservation, and audio-lip synchronization.
Memories are One-to-Many Mapping Alleviators in Talking Face Generation
Talking face generation aims at generating photo-realistic video portraits of a target person driven by input audio. Due to its nature of one-to-many mapping from the input audio to the output video (e.g., one speech content may have multiple feasible visual appearances), learning a deterministic mapping like previous works brings ambiguity during training, and thus causes inferior visual results. Although this one-to-many mapping could be alleviated in part by a two-stage framework (i.e., an audio-to-expression model followed by a neural-rendering model), it is still insufficient since the prediction is produced without enough information (e.g., emotions, wrinkles, etc.). In this paper, we propose MemFace to complement the missing information with an implicit memory and an explicit memory that follow the sense of the two stages respectively. More specifically, the implicit memory is employed in the audio-to-expression model to capture high-level semantics in the audio-expression shared space, while the explicit memory is employed in the neural-rendering model to help synthesize pixel-level details. Our experimental results show that our proposed MemFace surpasses all the state-of-the-art results across multiple scenarios consistently and significantly.
StyleTalk: One-shot Talking Head Generation with Controllable Speaking Styles
Different people speak with diverse personalized speaking styles. Although existing one-shot talking head methods have made significant progress in lip sync, natural facial expressions, and stable head motions, they still cannot generate diverse speaking styles in the final talking head videos. To tackle this problem, we propose a one-shot style-controllable talking face generation framework. In a nutshell, we aim to attain a speaking style from an arbitrary reference speaking video and then drive the one-shot portrait to speak with the reference speaking style and another piece of audio. Specifically, we first develop a style encoder to extract dynamic facial motion patterns of a style reference video and then encode them into a style code. Afterward, we introduce a style-controllable decoder to synthesize stylized facial animations from the speech content and style code. In order to integrate the reference speaking style into generated videos, we design a style-aware adaptive transformer, which enables the encoded style code to adjust the weights of the feed-forward layers accordingly. Thanks to the style-aware adaptation mechanism, the reference speaking style can be better embedded into synthesized videos during decoding. Extensive experiments demonstrate that our method is capable of generating talking head videos with diverse speaking styles from only one portrait image and an audio clip while achieving authentic visual effects. Project Page: https://github.com/FuxiVirtualHuman/styletalk.
