Audio2Face-3D
Esta página da Soniqo documenta Audio2Face-3D conforme a implementação local em speech-swift / speech-core. Os links do Hugging Face ficam abaixo das notas de integração.
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Visão geral
| Modelo | Audio2Face-3D |
|---|---|
| Papel | Speech-to-avatar motion coefficients for downstream renderers |
| Backend | MLX |
| Saída | JSONL frames: timestamp plus the full coefficient vector |
| Idiomas | Language-independent, audio-driven |
| Licença | NVIDIA Open Model License |
| Status | Ready through speech avatar-motion and the Audio2Face3D Swift product |
| Fonte | NVIDIA Audio2Face-3D |
| Produto Swift | Audio2Face3D |
| CLI / runtime | speech avatar-motion |
Uso
O trecho abaixo reflete a API ou comando atual exposto por speech-swift.
# Generate avatar motion coefficients from speech audio.
.build/release/speech avatar-motion input.wav --output motion.jsonl --verbose
.build/release/speech avatar-motion input.wav \
--model aufklarer/Audio2Face-3D-v2.3.1-Claire-MLX
Links do modelo
Notas de implementação
- Three identities are published: James (default) and Claire at v2.3.1 with 169 coefficients, Mark at v2.3 with 301; skin coefficients live in the identity's own geometry basis, so renderers need the matching rig or a retarget projection.
- Two-branch regressor: a trimmed Wav2Vec2 audio encoder blended across transformer layers, plus a windowed-autocorrelation frequency branch, fused through emotion-conditioned strided convolutions.
- Each 8320-sample window of 16 kHz mono audio (hop 4160) emits one frame, conditioned on a 26-value emotion vector — 16 implicit plus 10 explicit values.
- The MLX graph runs the full NVIDIA model forward pass and is parity-checked against an ONNX fixture generated from the official release.