3D 视觉与重建 · CVPR2026 ·2026.06.03

共同交谈:从音频合成共处同一空间的 3D 对话

Talking Together: Synthesizing Co-Located 3D Conversations from Audio

Mengyi Shan、Shouchieh Chang、Ziqian Bai、Shichen Liu、Yinda Zhang、Luchuan Song 等 9 人

与你有关的部分

从混合音频中同时生成两个共处同一空间的人物的完整 3D 面部动画,并显式建模两人之间的相对位置、朝向与相互注视;其双流架构、说话人角色嵌入与说话人之间的交叉注意力,以及视线损失,为多人语音驱动动画与共处场景合成提供了可复用的建模思路。

原文依据 we propose a dual-stream architecture where each stream is responsible for one participant's output
可迁移到 语音驱动 3D 面部动画对话动作生成3D 人脸重建

摘要译文

由模型翻译 · 术语统一 · 请对照原文核对关键结论

本文研究一项具有挑战性的任务:从混合音频流中为两位相互交流、共处同一空间的参与者生成完整的 3D 面部动画。现有方法往往生成如同视频会议通话中那样脱离身体的“会说话的头像”,而本文首次显式建模了动态的 3D 空间关系,包括相对位置、朝向与相互注视,这些对真实的面对面交谈至关重要。本系统合成两位个体的完整表演,包括精确的唇形同步,并独特地支持通过文本描述控制两人的相对头部姿态。为此,本文提出一种双流架构,其中每一路流负责一位参与者的输出。本文采用说话人角色嵌入,并设计说话人之间的交叉注意力机制,以解耦混合音频并建模交互。此外,本文引入一种新的视线损失,以促进自然的目光接触。为支撑这一数据需求较大的方法,本文提出一条新的数据处理流程,从真实场景视频中整理出一个包含超过 200 万对双人对话样本的大规模对话数据集。本方法生成的二元动画流畅、可控且具备空间感知能力,适用于 VR 与远程呈现等沉浸式应用,在感知真实感与交互连贯性上显著优于现有基线。

英文原文摘要 1387 字符

We tackle the challenging task of generating complete 3D facial animations for two interacting, co-located participants from a mixed audio stream. While existing methods often produce disembodied "talking heads" akin to a video conference call, our work is the first to explicitly model the dynamic 3D spatial relationship--including relative position, orientation, and mutual gaze--that is crucial for realistic in-person dialogues. Our system synthesizes the full performance of both individuals, including precise lip-sync, and uniquely allows their relative head poses to be controlled via textual descriptions. To achieve this, we propose a dual-stream architecture where each stream is responsible for one participant's output. We employ speaker's role embeddings and inter-speaker cross-attention mechanisms are designed to disentangle the mixed audio and model the interaction. Furthermore, we introduce a novel eye gaze loss to promote natural, mutual eye contact. To power our data-hungry approach, we introduce a novel pipeline to curate a large-scale conversational dataset consisting of over 2 million dyadic pairs from in-the-wild videos. Our method generates fluid, controllable, and spatially aware dyadic animations suitable for immersive applications in VR and telepresence, significantly outperforming existing baselines in perceived realism and interaction coherence.

标签

会议 CVPR2026
页码 3965-3977
Bibkey
来源 CVF Open Access