VoxCeleb1 is an audio dataset containing over 100,000 utterances for 1,251 celebrities, extracted from videos uploaded to YouTube.
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VoxCeleb2 is a large scale speaker recognition dataset obtained automatically from open-source media. VoxCeleb2 consists of over a million utterances from over 6k speakers. Since the dataset is collected ‘in the wild’, the speech segments are corrupted with real world noise including laughter, cross-talk, channel effects, music and other sounds. The dataset is also multilingual, with speech from speakers of 145 different nationalities, covering a wide range of accents, ages, ethnicities and languages. The dataset is audio-visual, so is also useful for a number of other applications, for example – visual speech synthesis, speech separation, cross-modal transfer from face to voice or vice versa and training face recognition from video to complement existing face recognition datasets.
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We present a novel Animation CelebHeads dataset (AnimeCeleb) to address an animation head reenactment. Different from previous animation head datasets, we utilize 3D animation models as the controllable image samplers, which can provide a large amount of head images with their corresponding detailed pose annotations. To facilitate a data creation process, we build a semi-automatic pipeline leveraging an open 3D computer graphics software with a developed annotation system. After training with the AnimeCeleb, recent head reenactment models produce high-quality animation head reenactment results, which are not achievable with existing datasets. Furthermore, motivated by metaverse application, we propose a novel pose mapping method and architecture to tackle a cross-domain head reenactment task. During inference, a user can easily transfer one's motion to an arbitrary animation head. Experiments demonstrate the usefulness of the AnimeCeleb to train animation head reenactment models, and t
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