# Modeling and Driving Human Body Soundfields through Acoustic Primitives

arXiv: https://arxiv.org/abs/2407.13083 · HTML: https://mlsanity.com/paper/2407.13083/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 34 of its 49 references that are in the map.
- First posted on arXiv 18 Jul 2024.

## Builds on (most cited first, 30 of 34)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Human Motion Diffusion Model](https://mlsanity.com/paper/2209.14916/) (2022)
- [Mixture of Volumetric Primitives for Efficient Neural Rendering](https://mlsanity.com/paper/2103.01954/) (2021)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [The Sound of Pixels](https://mlsanity.com/paper/1804.03160/) (2018)
- [Speech Gesture Generation from the Trimodal Context of Text, Audio, and Speaker Identity](https://mlsanity.com/paper/2009.02119/) (2020)
- [Learning Individual Styles of Conversational Gesture](https://mlsanity.com/paper/1906.04160/) (2019)
- [MeshTalk: 3D Face Animation from Speech using Cross-Modality Disentanglement](https://mlsanity.com/paper/2104.08223/) (2021)
- [CodeTalker: Speech-Driven 3D Facial Animation with Discrete Motion Prior](https://mlsanity.com/paper/2301.02379/) (2023)
- [Generating Holistic 3D Human Motion from Speech](https://mlsanity.com/paper/2212.04420/) (2022)
- [Looking to Listen at the Cocktail Party: A Speaker-Independent Audio-Visual Model for Speech Separation](https://mlsanity.com/paper/1804.03619/) (2018)
- [Multiple Sound Sources Localization from Coarse to Fine](https://mlsanity.com/paper/2007.06355/) (2020)
- [Learning to Separate Object Sounds by Watching Unlabeled Video](https://mlsanity.com/paper/1804.01665/) (2018)
- [VisualVoice: Audio-Visual Speech Separation with Cross-Modal Consistency](https://mlsanity.com/paper/2101.03149/) (2021)
- [Discriminative Sounding Objects Localization via Self-supervised Audiovisual Matching](https://mlsanity.com/paper/2010.05466/) (2020)
- [SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning](https://mlsanity.com/paper/2206.08312/) (2022)
- [Self-Supervised Generation of Spatial Audio for 360 Video](https://mlsanity.com/paper/1809.02587/) (2018)
- [Localizing Visual Sounds the Easy Way](https://mlsanity.com/paper/2203.09324/) (2022)
- [From Audio to Photoreal Embodiment: Synthesizing Humans in Conversations](https://mlsanity.com/paper/2401.01885/) (2024)
- [Driving-Signal Aware Full-Body Avatars](https://mlsanity.com/paper/2105.10441/) (2021)
- [Style Transfer for Co-Speech Gesture Animation: A Multi-Speaker Conditional-Mixture Approach](https://mlsanity.com/paper/2007.12553/) (2020)
- [Drivable Volumetric Avatars using Texel-Aligned Features](https://mlsanity.com/paper/2207.09774/) (2022)
- [Cyclic Co-Learning of Sounding Object Visual Grounding and Sound Separation](https://mlsanity.com/paper/2104.02026/) (2021)
- [AV-NeRF: Learning Neural Fields for Real-World Audio-Visual Scene Synthesis](https://mlsanity.com/paper/2302.02088/) (2023)
- [Audio- and Gaze-driven Facial Animation of Codec Avatars](https://mlsanity.com/paper/2008.05023/) (2020)
- [Egocentric Audio-Visual Object Localization](https://mlsanity.com/paper/2303.13471/) (2023)
- [PrimDiffusion: Volumetric Primitives Diffusion for 3D Human Generation](https://mlsanity.com/paper/2312.04559/) (2023)
- [Novel-View Acoustic Synthesis](https://mlsanity.com/paper/2301.08730/) (2023)
- [Egocentric Deep Multi-Channel Audio-Visual Active Speaker Localization](https://mlsanity.com/paper/2201.01928/) (2022)
- [Scene-Aware Audio for 360textdegree Videos](https://mlsanity.com/paper/1805.04792/) (2018)

## Built on by (most cited first, 12 of 12)

- [GestureLSM: Latent Shortcut based Co-Speech Gesture Generation with Spatial-Temporal Modeling](https://mlsanity.com/paper/2501.18898/) (2025)
- [KinMo: Kinematic-aware Human Motion Understanding and Generation](https://mlsanity.com/paper/2411.15472/) (2024)
- [Language-Guided Joint Audio-Visual Editing via One-Shot Adaptation](https://mlsanity.com/paper/2410.07463/) (2024)
- [MOSPA: Human Motion Generation Driven by Spatial Audio](https://mlsanity.com/paper/2507.11949/) (2025)
- [Intentional Gesture: Deliver Your Intentions with Gestures for Speech](https://mlsanity.com/paper/2505.15197/) (2025)
- [Learning to Highlight Audio by Watching Movies](https://mlsanity.com/paper/2505.12154/) (2025)
- [BinauralFlow: A Causal and Streamable Approach for High-Quality Binaural Speech Synthesis with Flow Matching Models](https://mlsanity.com/paper/2505.22865/) (2025)
- [LiveGesture Streamable Co-Speech Gesture Generation Model](https://mlsanity.com/paper/2604.10927/) (2026)
- [ZeroSep: Separate Anything in Audio with Zero Training](https://mlsanity.com/paper/2505.23625/) (2025)
- [Hearing Hands: Generating Sounds from Physical Interactions in 3D Scenes](https://mlsanity.com/paper/2506.09989/) (2025)
- [High-Quality Sound Separation Across Diverse Categories via Visually-Guided Generative Modeling](https://mlsanity.com/paper/2509.22063/) (2025)
- [BGM2Pose: Active 3D Human Pose Estimation with Non-Stationary Sounds](https://mlsanity.com/paper/2503.00389/) (2025)

## Abstract (arXiv)

While rendering and animation of photorealistic 3D human body models have matured and reached an impressive quality over the past years, modeling the spatial audio associated with such full body models has been largely ignored so far. In this work, we present a framework that allows for high-quality spatial audio generation, capable of rendering the full 3D soundfield generated by a human body, including speech, footsteps, hand-body interactions, and others. Given a basic audio-visual representation of the body in form of 3D body pose and audio from a head-mounted microphone, we demonstrate that we can render the full acoustic scene at any point in 3D space efficiently and accurately. To enable near-field and realtime rendering of sound, we borrow the idea of volumetric primitives from graphical neural rendering and transfer them into the acoustic domain. Our acoustic primitives result in an order of magnitude smaller soundfield representations and overcome deficiencies in near-field rendering compared to previous approaches.
