# Talking Head(?) Anime from a Single Image 4: Improved Model and Its Distillation

arXiv: https://arxiv.org/abs/2311.17409 · HTML: https://mlsanity.com/paper/2311.17409/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 57 of its 84 references that are in the map.
- First posted on arXiv 29 Nov 2023.

## Builds on (most cited first, 30 of 57)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Distilling the Knowledge in a Neural Network](https://mlsanity.com/paper/1503.02531/) (2015)
- [Diffusion Models Beat GANs on Image Synthesis](https://mlsanity.com/paper/2105.05233/) (2021)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [Analyzing and Improving the Image Quality of StyleGAN](https://mlsanity.com/paper/1912.04958/) (2019)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [Conditional Generative Adversarial Nets](https://mlsanity.com/paper/1411.1784/) (2014)
- [Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networks](https://mlsanity.com/paper/1511.06434/) (2015)
- [Occupancy Networks: Learning 3D Reconstruction in Function Space](https://mlsanity.com/paper/1812.03828/) (2018)
- [Arbitrary Style Transfer in Real-time with Adaptive Instance Normalization](https://mlsanity.com/paper/1703.06868/) (2017)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [Palette: Image-to-Image Diffusion Models](https://mlsanity.com/paper/2111.05826/) (2021)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [Training Generative Adversarial Networks with Limited Data](https://mlsanity.com/paper/2006.06676/) (2020)
- [StarGAN v2: Diverse Image Synthesis for Multiple Domains](https://mlsanity.com/paper/1912.01865/) (2019)
- [Learning Implicit Fields for Generative Shape Modeling](https://mlsanity.com/paper/1812.02822/) (2018)
- [pi-GAN: Periodic Implicit Generative Adversarial Networks for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2012.00926/) (2020)
- [GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2007.02442/) (2020)
- [Learning Continuous Image Representation with Local Implicit Image Function](https://mlsanity.com/paper/2012.09161/) (2020)
- [Diffusion Autoencoders: Toward a Meaningful and Decodable Representation](https://mlsanity.com/paper/2111.15640/) (2021)
- [One-Shot Free-View Neural Talking-Head Synthesis for Video Conferencing](https://mlsanity.com/paper/2011.15126/) (2020)
- [Pivotal Tuning for Latent-based Editing of Real Images](https://mlsanity.com/paper/2106.05744/) (2021)

## Abstract (arXiv)

We study the problem of creating a character model that can be controlled in real time from a single image of an anime character. A solution to this problem would greatly reduce the cost of creating avatars, computer games, and other interactive applications. Talking Head Anime 3 (THA3) is an open source project that attempts to directly address the problem. It takes as input (1) an image of an anime character's upper body and (2) a 45-dimensional pose vector and outputs a new image of the same character taking the specified pose. The range of possible movements is expressive enough for personal avatars and certain types of game characters. However, the system is too slow to generate animations in real time on common PCs, and its image quality can be improved. In this paper, we improve THA3 in two ways. First, we propose new architectures for constituent networks that rotate the character's head and body based on U-Nets with attention that are widely used in modern generative models. The new architectures consistently yield better image quality than the THA3 baseline. Nevertheless, they also make the whole system much slower: it takes up to 150 milliseconds to generate a frame. Second, we propose a technique to distill the system into a small network (less than 2 MB) that can generate 512x512 animation frames in real time (under 30 FPS) using consumer gaming GPUs while keeping the image quality close to that of the full system. This improvement makes the whole system practical for real-time applications.
