Organizations: Hefei University of Technology, Hefei, China · University of Science and Technology of China, Hefei, China
Abstract
High-quality, real-time talking head synthesis remains a fundamental challenge in computer vision. Existing reconstruction- and rendering-based methods typically rely on identity-specific models, limiting cross-identity generalization. To address this issue, we propose SDTalk, a one-shot 3D Gaussian Splatting (3DGS)-based framework that generalizes to unseen identities without personalized training or fine-tuning. Our framework comprises two modules with a two-stage training strategy. In the first stage, we incorporate structured facial priors into the reconstruction module and separately predict 3DGS parameters for visible and occluded regions, enabling complete head reconstruction from a single image. In the second stage, we introduce a dual-branch motion field to model coarse and fine facial dynamics, improving detail fidelity and lip synchronization. Experiments demonstrate that SDTalk surpasses existing methods in both visual quality and inference efficiency.
Deformable 3D Gaussian Splatting (3DGS) has emerged as a popular method for real-time talking head synthesis, offering high-quality renderings at low latency. Tri-planes are a common choice for encoding Gaussians prior to deformation since they provide a compact and continuous representation. However, tri-plane encodings are limited by grid resolution and approximation errors introduced by projecting 3D volumetric fields onto 2D subspaces. Recent work has demonstrated the effectiveness of per-Gaussian embeddings for driving temporal deformations in 4D scene reconstruction. We introduce EmbedTalk, which leverages these embeddings to model speech-driven facial deformations for talking head synthesis. Comprehensive experiments show that EmbedTalk improves rendering quality, lip synchronisation, and motion consistency over previous 3DGS-based methods, while remaining competitive with state-of-the-art generative models. Replacing tri-plane features with embeddings also yields significantly more compact models that achieve 60+ FPS on a laptop GPU (RTX 2060 6 GB). Our code will be placed in the public domain on acceptance.
Arpita Saggar, Jonathan C. Darling, Duygu Sarikaya +1
Talking-head generation requires joint modeling of identity, head pose, facial expression, and mouth dynamics. Existing methods typically address only a subset of these factors, and rely on fixed-weight or heuristic fusion when multiple conditions are involved. We present MoCoTalk, a multi-conditional video diffusion framework that unifies four complementary control signals: a reference image, facial keypoints, 3DMM-rendered shading meshes, and the corresponding speech audio. To resolve destructive interference among heterogeneous conditions, we introduce an Adaptive Multi-Condition Router that computes channel-wise, timestep-aware gating over the four condition streams, allowing the fusion strategy to vary with both feature subspace and noise level. To better capture speech-related facial dynamics, we design a Mouth-Augmented Shading Mesh, a 3DMM-based representation that decouples head motion, mouth motion, expression, and lighting. This design provides a temporally consistent geometric prior and allows flexible recombination of these attributes at inference. We further introduce a lip consistency loss to tighten audio-visual alignment. Extensive experiments show that MoCoTalk achieves state-of-the-art performance on the majority of structural, motion, and perceptual metrics, while offering attribute-level controllability that single-condition methods do not provide.
Audio-driven talking head synthesis has achieved impressive progress in lip synchronization and visual quality, yet generating expressive emotional avatars with controllable intensity remains challenging, especially under real-time constraints. In this paper, we present GaussianEmoTalker, an audio-driven framework for real-time emotional talking head synthesis based on 3D Gaussian Splatting. Instead of directly predicting the final emotional avatar from speech, we formulate emotional animation as a neutral-to-emotional residual deformation problem. GaussianEmoTalker first constructs an identity-specific neutral talking space with GaussianBlendshapes, which provides high-fidelity Gaussian attributes and phoneme-synchronized neutral motion. It then predicts an emotion-conditioned residual deformation by combining mesh displacement cues, audio features, emotion categories, and intensity encodings. To fuse these heterogeneous signals, we introduce a spatial-audio-emotion attention module that estimates the offsets of Gaussian attributes for expressive and temporally stable rendering. Extensive experiments demonstrate that GaussianEmoTalker achieves competitive video quality, accurate lip synchronization, controllable emotional expression, and real-time rendering compared with recent emotional talking head methods. Our project page is available at https://njust-yang.github.io/GaussianEmoTalker.github.io/