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3DFacePolicy: Speech-Driven 3D Facial Animation Based on Diffusion Policy

Xuanmeng Sha, Liyun Zhang, Tomohiro Mashita, Naoya Chiba, Yuki Uranishi

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Key figure (auto-extracted from paper)
Reformulating speech-driven 3D facial animation as a vertex trajectory control problem using a robotic diffusion policy yields significantly smoother, more continuous, and expressive facial animations than existing methods.
Speech-driven animation 3D facial animation diffusion policy vertex trajectory control digital humans robotic imitation learning

Problem

Existing speech-driven 3D facial animation methods struggle with discontinuous, vague, or unnatural movements due to deterministic frame-by-frame generation or high-noise diffusion approaches that overlook smooth vertex trajectory modeling.

Approach

3DFacePolicy defines facial motion as discrete 'actions' representing frame-to-frame vertex displacements and uses a robotic-inspired diffusion policy to predict these actions conditioned on audio and vertex states, accumulating them to control smooth trajectories.

Key results

  • Achieves state-of-the-art performance on VOCASET and BIWI datasets across MVE, FDD, and UFVE metrics.
  • Demonstrates superior lip-sync accuracy, realism, and emotional expression in user studies.
  • Introduces a novel action-based control framework that redefines facial animation synthesis as vertex trajectory control.
  • Validates that smoother vertex motion trajectories directly correlate with more realistic and natural facial animations.

Why it matters

Provides a new cross-domain paradigm for digital human generation, benefiting virtual avatars, AI assistants, and robotics by enabling highly natural and continuous speech-driven facial expressions.

Abstract

Speech-driven 3D facial animation has achieved significant progress in both research and applications. While recent baselines struggle to generate natural and continuous facial movements due to their frame-by-frame vertex gen- eration approach, we propose 3DFacePolicy, a pioneer work that introduces a novel definition of vertex trajectory changes across consecutive frames through the concept of “action”. By predicting action sequences for each vertex that encode frame-to-frame movements, we reformulate vertex generation approach into an action-based control paradigm. Specifically, we leverage a robotic control mechanism, diffusion policy, to predict action sequences conditioned on both audio and vertex states. Extensive experiments on VOCASET and BIWI datasets demonstrate that our approach significantly outperforms state- of-the-art methods and is particularly expert in dynamic, expressive and naturally smooth facial animations.

Index terms

Computer Vision for Automation Motion and Path Planning Imitation Learning

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