mlsanityData to 7 Oct 2026

SpeechAct: Towards Generating Whole-body Motion from Speech

arXiv 2311.17425 ↗First posted 29 Nov 2023cs.CVcited by 4

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Abstract (arXiv)

This paper addresses the problem of generating whole-body motion from speech. Despite great successes, prior methods still struggle to produce reasonable and diverse whole-body motions from speech. This is due to their reliance on suboptimal representations and a lack of strategies for generating diverse results. To address these challenges, we present a novel hybrid point representation to achieve accurate and continuous motion generation, e.g., avoiding foot skating, and this representation can be transformed into an easy-to-use representation, i.e., SMPL-X body mesh, for many applications. To generate whole-body motion from speech, for facial motion, closely tied to the audio signal, we introduce an encoder-decoder architecture to achieve deterministic outcomes. However, for the body and hands, which have weaker connections to the audio signal, we aim to generate diverse yet reasonable motions. To boost diversity in motion generation, we propose a contrastive motion learning method to encourage the model to produce more distinctive representations. Specifically, we design a robust VQ-VAE to learn a quantized motion codebook using our hybrid representation. Then, we regress the motion representation from the audio signal by a translation model employing our contrastive motion learning method. Experimental results validate the superior performance and the correctness of our model. The project page is available for research purposes at http://cic.tju.edu.cn/faculty/likun/projects/SpeechAct.

Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). Builds on 55 of its 87 references that are in the map. First posted on arXiv 29 Nov 2023.

Builds on

55 of 87 references.

References · 55

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38 more
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Cited by year (2026 to 7 Oct)

Citing papers per year: 2024: 1; 2025: 2; 2026: 1.

4 papers.