Papers
Topics
Authors
Recent
Gemini 2.5 Flash
Gemini 2.5 Flash
102 tokens/sec
GPT-4o
59 tokens/sec
Gemini 2.5 Pro Pro
43 tokens/sec
o3 Pro
6 tokens/sec
GPT-4.1 Pro
50 tokens/sec
DeepSeek R1 via Azure Pro
28 tokens/sec
2000 character limit reached

VOODOO XP: Expressive One-Shot Head Reenactment for VR Telepresence (2405.16204v2)

Published 25 May 2024 in cs.CV, cs.AI, and cs.GR

Abstract: We introduce VOODOO XP: a 3D-aware one-shot head reenactment method that can generate highly expressive facial expressions from any input driver video and a single 2D portrait. Our solution is real-time, view-consistent, and can be instantly used without calibration or fine-tuning. We demonstrate our solution on a monocular video setting and an end-to-end VR telepresence system for two-way communication. Compared to 2D head reenactment methods, 3D-aware approaches aim to preserve the identity of the subject and ensure view-consistent facial geometry for novel camera poses, which makes them suitable for immersive applications. While various facial disentanglement techniques have been introduced, cutting-edge 3D-aware neural reenactment techniques still lack expressiveness and fail to reproduce complex and fine-scale facial expressions. We present a novel cross-reenactment architecture that directly transfers the driver's facial expressions to transformer blocks of the input source's 3D lifting module. We show that highly effective disentanglement is possible using an innovative multi-stage self-supervision approach, which is based on a coarse-to-fine strategy, combined with an explicit face neutralization and 3D lifted frontalization during its initial training stage. We further integrate our novel head reenactment solution into an accessible high-fidelity VR telepresence system, where any person can instantly build a personalized neural head avatar from any photo and bring it to life using the headset. We demonstrate state-of-the-art performance in terms of expressiveness and likeness preservation on a large set of diverse subjects and capture conditions.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (129)
  1. PanoHead: Geometry-Aware 3D Full-Head Synthesis in 360deg. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR).
  2. Apple. 2024. Apple Vision Pro, https://www.apple.com/apple-vision-pro/.
  3. Real-time 3D-aware Portrait Editing from a Single Image. arXiv preprint arXiv:2402.14000 (2024).
  4. Learning Personalized High Quality Volumetric Head Avatars From Monocular RGB Videos. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR).
  5. FLARE: Fast learning of Animatable and Relightable Mesh Avatars. ACM Transactions on Graphics 42 (2023), 15.
  6. Volker Blanz and Thomas Vetter. 1999. A Morphable Model for the Synthesis of 3D Faces. In Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH ’99). Article 18, 8 pages.
  7. DiffusionAct: Controllable Diffusion Autoencoder for One-shot Face Reenactment. arXiv preprint arXiv:2403.17217.
  8. Adrian Bulat and Georgios Tzimiropoulos. 2017. How far are we from solving the 2d & 3d face alignment problem?(and a dataset of 230,000 3d facial landmarks). In Proceedings of the IEEE international conference on computer vision. 1021–1030.
  9. Neural head reenactment with latent pose descriptors. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition. 13786–13795.
  10. Authentic volumetric avatars from a phone scan. ACM Trans. Graph. 41, 4, Article 163 (2022), 19 pages.
  11. Emerging properties in self-supervised vision transformers. In Proceedings of the IEEE/CVF international conference on computer vision. 9650–9660.
  12. Efficient geometry-aware 3D generative adversarial networks. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 16123–16133.
  13. Pi-GAN: Periodic Implicit Generative Adversarial Networks for 3D-Aware Image Synthesis. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 5799–5809.
  14. TensoRF: Tensorial Radiance Fields. In European Conference on Computer Vision (ECCV).
  15. Implicit Neural Head Synthesis via Controllable Local Deformation Fields. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 416–426.
  16. GPAvatar: Generalizable and Precise Head Avatar from Image (s). In The Twelfth International Conference on Learning Representations.
  17. EMOCA: Emotion driven monocular face capture and animation. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 20311–20322.
  18. Arcface: Additive angular margin loss for deep face recognition. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition. 4690–4699.
  19. Portrait4D: Learning One-Shot 4D Head Avatar Synthesis using Synthetic Data. In IEEE/CVF Conference on Computer Vision and Pattern Recognition.
  20. Portrait4D-v2: Pseudo Multi-View Data Creates Better 4D Head Synthesizer. arXiv preprint arXiv:2403.13570 (2024).
  21. GRAM: Generative Radiance Manifolds for 3D-Aware Image Generation. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 10673–10683.
  22. Accurate 3d face reconstruction with weakly-supervised learning: From single image to image set. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition workshops. 0–0.
  23. An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale. In International Conference on Learning Representations.
  24. HeadGAN: One-shot Neural Head Synthesis and Editing. In IEEE/CVF International Conference on Computer Vision (ICCV).
  25. EMOPortraits: Emotion-enhanced Multimodal One-shot Head Avatars. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR).
  26. Megaportraits: One-shot megapixel neural head avatars. In Proceedings of the 30th ACM International Conference on Multimedia. 2663–2671.
  27. Neural radiance flow for 4d view synthesis and video processing. In 2021 IEEE/CVF International Conference on Computer Vision (ICCV). 14304–14314.
  28. P. Ekman and W.V. Friesen. 1978. Facial action coding system: A technique for the measurement of facial movement. Consulting Psychologists Press, Palo Alto, CA.
  29. Epic Games. 2024a. Unreal Engine, https://www.unrealengine.com/.
  30. Epic Games. 2024b. Metahuman Creator, https://www.unrealengine.com/en-US/metahuman.
  31. Learning an animatable detailed 3D face model from in-the-wild images. ACM Transactions on Graphics (ToG) 40, 4 (2021), 1–13.
  32. Dynamic neural radiance fields for monocular 4d facial avatar reconstruction. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 8649–8658.
  33. Reconstructing Personalized Semantic Facial NeRF Models from Monocular Video. ACM Transactions on Graphics 41, 6 (2022), 1–12.
  34. High-Fidelity and Freely Controllable Talking Head Video Generation. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 5609–5619.
  35. VolTeMorph: Realtime, Controllable and Generalisable Animation of Volumetric Representations. arXiv:2208.00949 [cs.GR]
  36. Neural Head Avatars From Monocular RGB Videos. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 18653–18664.
  37. DiffPortrait3D: Controllable Diffusion for Zero-Shot Portrait View Synthesis. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR).
  38. Ad-nerf: Audio driven neural radiance fields for talking head synthesis. In Proceedings of the IEEE/CVF international conference on computer vision. 5784–5794.
  39. GANs trained by a two time-scale update rule converge to a local nash equilibrium. In Proceedings of the 31st International Conference on Neural Information Processing Systems (Long Beach, California, USA) (NIPS’17). Curran Associates Inc., Red Hook, NY, USA, 6629–6640.
  40. Denoising diffusion probabilistic models. Advances in neural information processing systems 33 (2020), 6840–6851.
  41. Depth-Aware Generative Adversarial Network for Talking Head Video Generation. IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR).
  42. Headnerf: A real-time nerf-based parametric head model. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 20374–20384.
  43. MoFaNeRF: Morphable Facial Neural Radiance Field. In ECCV.
  44. EAMM: One-Shot Emotional Talking Face via Audio-Based Emotion-Aware Motion Model. In ACM SIGGRAPH 2022 Conference Proceedings (SIGGRAPH ’22).
  45. Progressive Growing of GANs for Improved Quality, Stability, and Variation. In International Conference on Learning Representations.
  46. 3d gaussian splatting for real-time radiance field rendering. ACM Transactions on Graphics 42, 4 (2023), 1–14.
  47. Realistic One-shot Mesh-based Head Avatars. In European Conference of Computer vision (ECCV). Springer, 345–362.
  48. Learning to Generate Conditional Tri-plane for 3D-aware Expression Controllable Portrait Animation. arXiv preprint arXiv:2404.00636 (2024).
  49. Deep video portraits. ACM transactions on graphics (TOG) 37, 4 (2018), 1–14.
  50. NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads. ACM Transactions on Graphics 42, 4 (2023), 1–14.
  51. Noise2Noise: Learning Image Restoration without Clean Data. In Proceedings of the 35th International Conference on Machine Learning.
  52. Robust Single-View Geometry And Motion Reconstruction. ACM Transactions on Graphics (Proceedings SIGGRAPH Asia 2009) 28, 5 (2009).
  53. Facial Performance Sensing Head-Mounted Display. ACM Transactions on Graphics (Proceedings SIGGRAPH 2015) 34, 4 (2015).
  54. Learning a model of facial shape and expression from 4D scans. ACM Transactions on Graphics, (Proc. SIGGRAPH Asia) 36, 6 (2017), 194:1–194:17.
  55. One-Shot High-Fidelity Talking-Head Synthesis With Deformable Neural Radiance Field. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 17969–17978.
  56. Generalizable One-shot Neural Head Avatar. Advances in Neural Information Processing Systems 36 (2023).
  57. Neural scene flow fields for space-time view synthesis of dynamic scenes. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 6498–6508.
  58. Deep appearance models for face rendering. ACM Transactions on Graphics (ToG) 37, 4 (2018), 1–13.
  59. Neural Volumes: Learning Dynamic Renderable Volumes from Images. ACM Trans. Graph. 38, 4, Article 65 (2019), 14 pages.
  60. Mixture of volumetric primitives for efficient neural rendering. ACM Transactions on Graphics (ToG) 40, 4 (2021), 1–13.
  61. Pixel codec avatars. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 64–73.
  62. OTAvatar: One-shot Talking Face Avatar with Controllable Tri-plane Rendering. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 16901–16910.
  63. Meta. 2022. Meta Quest Pro, https://www.meta.com/quest/quest-pro/.
  64. Meta. 2024a. Movement SDK for Unity, https://developer.oculus.com/documentation/unity/move-overview/.
  65. Meta. 2024b. Meta Quest Headset Tracking, https://www.meta.com/help/quest/articles/headsets-and-accessories/using-your-headset/turn-off-tracking/.
  66. Nerf: Representing scenes as neural radiance fields for view synthesis. Commun. ACM 65, 1 (2021), 99–106.
  67. Instant Neural Graphics Primitives with a Multiresolution Hash Encoding. ACM Trans. Graph. 41, 4, Article 102 (2022), 15 pages.
  68. Michael Niemeyer and Andreas Geiger. 2021. GIRAFFE: Representing Scenes As Compositional Generative Neural Feature Fields. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 11453–11464.
  69. Key-point Guided Deformable Image Manipulation Using Diffusion Model.
  70. High-fidelity facial and speech animation for VR HMDs. ACM Transactions on Graphics (TOG) 35 (2016), 1–14. https://api.semanticscholar.org/CorpusID:4956725
  71. StyleSDF: High-Resolution 3D-Consistent Image and Geometry Generation. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 13503–13513.
  72. Nerfies: Deformable neural radiance fields. In Proceedings of the IEEE/CVF International Conference on Computer Vision. 5865–5874.
  73. HyperNeRF: a higher-dimensional representation for topologically varying neural radiance fields. ACM Transactions on Graphics (TOG) 40, 6 (2021), 1–12.
  74. Pinscreen. 2024. Pinscreen Avatar Neo, https://www.avatarneo.com.
  75. D-nerf: Neural radiance fields for dynamic scenes. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 10318–10327.
  76. GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians. In IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR).
  77. PIRenderer: Controllable Portrait Image Generation via Semantic Neural Rendering. In Proceedings of the IEEE/CVF International Conference on Computer Vision (ICCV). 13759–13768.
  78. FSRT: Facial Scene Representation Transformer for Face Reenactment from Factorized Appearance, Head-pose, and Facial Expression Features.
  79. U-Net: Convolutional Networks for Biomedical Image Segmentation. In Medical Image Computing and Computer-Assisted Intervention - MICCAI 2015 - 18th International Conference Munich, Germany, October 5 - 9, 2015, Proceedings, Part III (Lecture Notes in Computer Science, Vol. 9351). Springer, 234–241.
  80. Relightable Gaussian Codec Avatars.
  81. Projected gans converge faster. Advances in Neural Information Processing Systems 34 (2021), 17480–17492.
  82. GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis. In Proceedings of the 34th International Conference on Neural Information Processing Systems (NIPS’20).
  83. First order motion model for image animation. Advances in Neural Information Processing Systems 32 (2019).
  84. Animating Arbitrary Objects via Deep Motion Transfer. In CVPR.
  85. Motion Representations for Articulated Animation. In CVPR.
  86. EpiGRAF: Rethinking training of 3D GANs. In Advances in Neural Information Processing Systems.
  87. Denoising Diffusion Implicit Models. In International Conference on Learning Representations.
  88. Pareidolia Face Reenactment. In IEEE Conference on Computer Vision and Pattern Recognition (CVPR).
  89. Score-Based Generative Modeling through Stochastic Differential Equations. In International Conference on Learning Representations.
  90. AI-Mediated 3D Video Conferencing. In ACM SIGGRAPH Emerging Technologies.
  91. Robert W. Sumner and Jovan Popović. 2004. Deformation transfer for triangle meshes. 23, 3 (2004), 399–405.
  92. Learning Motion Refinement for Unsupervised Face Animation. Advances in Neural Information Processing Systems 36 (2024).
  93. Structure-Aware Motion Transfer With Deformable Anchor Model. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 3637–3646.
  94. State of the art on neural rendering. In Computer Graphics Forum, Vol. 39. Wiley Online Library, 701–727.
  95. Deferred neural rendering: Image synthesis using neural textures. Acm Transactions on Graphics (TOG) 38, 4 (2019), 1–12.
  96. VOODOO 3D: Volumetric Portrait Disentanglement for One-Shot 3D Head Reenactment. Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (2024).
  97. Non-rigid neural radiance fields: Reconstruction and novel view synthesis of a dynamic scene from monocular video. In Proceedings of the IEEE/CVF International Conference on Computer Vision. 12959–12970.
  98. Real-time radiance fields for single-image portrait view synthesis. ACM Transactions on Graphics (TOG) 42, 4 (2023), 1–15.
  99. Unity. 2024. Unity Technologies, https://unity.com/.
  100. Progressive Disentangled Representation Learning for Fine-Grained Controllable Talking Head Synthesis. arXiv:2211.14506 [cs.CV]
  101. One-shot free-view neural talking-head synthesis for video conferencing. In Proceedings of the IEEE/CVF conference on computer vision and pattern recognition. 10039–10049.
  102. Real-esrgan: Training real-world blind super-resolution with pure synthetic data. In Proceedings of the IEEE/CVF international conference on computer vision. 1905–1914.
  103. Latent Image Animator: Learning to Animate Images via Latent Space Navigation. In International Conference on Learning Representations.
  104. VR facial animation via multiview image translation. ACM Trans. Graph. 38, 4, Article 67 (2019), 16 pages.
  105. X2Face: A network for controlling face generation by using images, audio, and pose codes. In European Conference on Computer Vision.
  106. GRAM-HD: 3D-Consistent Image Generation at High Resolution with Generative Radiance Manifolds. In Proceedings of the IEEE/CVF International Conference on Computer Vision (ICCV). 2195–2205.
  107. One-shot identity-preserving portrait reenactment. arXiv preprint arXiv:2004.12452 (2020).
  108. SegFormer: Simple and efficient design for semantic segmentation with transformers. Advances in Neural Information Processing Systems 34 (2021), 12077–12090.
  109. X-Portrait: Expressive Portrait Animation with Hierarchical Motion Attention. arXiv:2403.15931 [cs.CV]
  110. OmniAvatar: Geometry-Guided Controllable 3D Head Synthesis. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 12814–12824.
  111. Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR).
  112. LatentAvatar: Learning Latent Expression Code for Expressive Neural Head Avatar. In ACM SIGGRAPH 2023 Conference Proceedings (SIGGRAPH ’23). Association for Computing Machinery, Article 86.
  113. PV3D: A 3D Generative Model for Portrait Video Generation. In The Tenth International Conference on Learning Representations.
  114. GIRAFFE HD: A High-Resolution 3D-Aware Generative Model. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 18440–18449.
  115. Real3D-Portrait: One-shot Realistic 3D Talking Portrait Synthesis. ICLR.
  116. StyleHEAT: One-Shot High-Resolution Editable Talking Face Generation via Pre-trained StyleGAN. In ECCV.
  117. NOFA: NeRF-Based One-Shot Facial Avatar Reconstruction. In ACM SIGGRAPH 2023 Conference Proceedings (Los Angeles, CA, USA) (SIGGRAPH ’23). Association for Computing Machinery, New York, NY, USA, Article 85, 12 pages.
  118. Fast bi-layer neural synthesis of one-shot realistic head avatars. In European Conference on Computer Vision. Springer, 524–540.
  119. Few-shot adversarial learning of realistic neural talking head models. In Proceedings of the IEEE/CVF international conference on computer vision. 9459–9468.
  120. MetaPortrait: Identity-Preserving Talking Head Generation With Fast Personalized Adaptation. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). 22096–22105.
  121. Fdnerf: Few-shot dynamic neural radiance fields for face reconstruction and expression editing. In SIGGRAPH Asia 2022 Conference Papers. 1–9.
  122. The Unreasonable Effectiveness of Deep Features as a Perceptual Metric. In CVPR. 586–595.
  123. Flow-Guided One-Shot Talking Face Generation With a High-Resolution Audio-Visual Dataset. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 3661–3670.
  124. Jian Zhao and Hui Zhang. 2022. Thin-Plate Spline Motion Model for Image Animation. In CVPR. 3657–3666.
  125. Havatar: High-fidelity head avatar via facial model conditioned neural radiance field. ACM Transactions on Graphics 43, 1 (2023), 1–16.
  126. I M Avatar: Implicit Morphable Head Avatars from Videos. In Computer Vision and Pattern Recognition (CVPR).
  127. PointAvatar: Deformable Point-based Head Avatars from Videos. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR).
  128. CelebV-HQ: A large-scale video facial attributes dataset. In European conference on computer vision. Springer, 650–667.
  129. Instant Volumetric Head Avatars, In IEEE/CVF Conf. on Computer Vision and Pattern Recognition (CVPR). Conference on Computer Vision and Pattern Recognition.
User Edit Pencil Streamline Icon: https://streamlinehq.com
Authors (10)
  1. Phong Tran (10 papers)
  2. Egor Zakharov (15 papers)
  3. Long-Nhat Ho (3 papers)
  4. Liwen Hu (18 papers)
  5. Adilbek Karmanov (4 papers)
  6. Aviral Agarwal (1 paper)
  7. Ariana Bermudez Venegas (1 paper)
  8. Anh Tuan Tran (17 papers)
  9. Hao Li (803 papers)
  10. Mclean Goldwhite (2 papers)
Citations (1)

Summary

Insights on VOODOO XP: Expressive One-Shot Head Reenactment for VR Telepresence

The paper introduces VOODOO XP, a novel method for 3D-aware one-shot head reenactment aimed at enhancing virtual reality (VR) telepresence. This approach allows for the creation of highly expressive facial renderings using just a single 2D portrait and a driver video. The method promises real-time performance with consistent facial geometry across multiple views, highlighting significant advancements over prior 2D head reenactment methods that struggle with preservation of identity and consistency from novel perspectives.

Technical Overview and Methodological Contributions

VOODOO XP addresses several challenges in the domain of neural head reenactment. The solution pivots around a cross-reenactment architecture, leveraging an innovative approach where the driver's facial expressions are directly transferred to the source image's 3D lifting module via transformer blocks. This strategy enables effective disentanglement of facial identity and expressions, a notable improvement over existing techniques.

The authors employ a multi-stage self-supervision method rooted in a coarse-to-fine strategy, which intricately combines face neutralization and 3D frontalization at the training outset. The method culminates in an end-to-end VR telepresence setup, utilizing Meta Quest Pro head-mounted displays (HMDs), accommodating highly dynamic expressions and a diverse range of head poses. This system architecture significantly benefits applications in immersive communication and remote collaboration, where facial expressiveness and interaction realism are critical.

Performance and Comparative Analysis

The paper documents VOODOO XP's state-of-the-art performance by adhering to robust evaluation metrics and methodologies. Through the employment of datasets that incorporate a wide array of facial expressions and capture conditions, the method demonstrates superior expressiveness and likeness preservation attributes, outperforming other contemporary solutions.

Relative to similar efforts, such as VOODOO 3D and 3D morphable models, the paper claims its method offers a finer granularity in expression synthesis while maintaining synchronization with the source identity, even in cases requiring complex facial dynamics, such as asymmetric expressions and fine-scale wrinkle rendering.

Implications and Future Trajectories

The implications of this research are manifold. Practically, the integration into VR systems can hugely augment user experience by rendering more lifelike and emotionally resonant avatars, thereby enhancing communication quality in virtual environments. Theoretically, this work expands on the efficacy of transformer networks in identity-expression disentanglement, potentially guiding future explorations around robust expression transfer mechanisms.

Moreover, it opens avenues for further research into optimizing neural reenactment techniques, addressing computational overhead, and enhancing photorealism. There is significant scope for integrating these methods with forthcoming advancements in neural rendering, such as NeRFs and Gaussian splatting, which could overcome current resolution constraints imposed by hardware requirements.

Conclusion

VOODOO XP stands out in its provision of a sophisticated and practical solution to one-shot head reenactment, advancing the frontiers of VR telepresence technology. Its multi-faceted approach—emphasizing expressive modeling, real-time adaptability, and view consistency—offers a promising trajectory for both the academic community and industry practitioners aiming to harness virtual environments' communicative potential. Future work, focusing on expanding its capabilities and integrating full-body representations, holds promise for even broader applications and adoption.

X Twitter Logo Streamline Icon: https://streamlinehq.com

Tweets

Youtube Logo Streamline Icon: https://streamlinehq.com