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SubscribeEfficient Semantic Segmentation by Altering Resolutions for Compressed Videos
Video semantic segmentation (VSS) is a computationally expensive task due to the per-frame prediction for videos of high frame rates. In recent work, compact models or adaptive network strategies have been proposed for efficient VSS. However, they did not consider a crucial factor that affects the computational cost from the input side: the input resolution. In this paper, we propose an altering resolution framework called AR-Seg for compressed videos to achieve efficient VSS. AR-Seg aims to reduce the computational cost by using low resolution for non-keyframes. To prevent the performance degradation caused by downsampling, we design a Cross Resolution Feature Fusion (CReFF) module, and supervise it with a novel Feature Similarity Training (FST) strategy. Specifically, CReFF first makes use of motion vectors stored in a compressed video to warp features from high-resolution keyframes to low-resolution non-keyframes for better spatial alignment, and then selectively aggregates the warped features with local attention mechanism. Furthermore, the proposed FST supervises the aggregated features with high-resolution features through an explicit similarity loss and an implicit constraint from the shared decoding layer. Extensive experiments on CamVid and Cityscapes show that AR-Seg achieves state-of-the-art performance and is compatible with different segmentation backbones. On CamVid, AR-Seg saves 67% computational cost (measured in GFLOPs) with the PSPNet18 backbone while maintaining high segmentation accuracy. Code: https://github.com/THU-LYJ-Lab/AR-Seg.
MiDaS v3.1 -- A Model Zoo for Robust Monocular Relative Depth Estimation
We release MiDaS v3.1 for monocular depth estimation, offering a variety of new models based on different encoder backbones. This release is motivated by the success of transformers in computer vision, with a large variety of pretrained vision transformers now available. We explore how using the most promising vision transformers as image encoders impacts depth estimation quality and runtime of the MiDaS architecture. Our investigation also includes recent convolutional approaches that achieve comparable quality to vision transformers in image classification tasks. While the previous release MiDaS v3.0 solely leverages the vanilla vision transformer ViT, MiDaS v3.1 offers additional models based on BEiT, Swin, SwinV2, Next-ViT and LeViT. These models offer different performance-runtime tradeoffs. The best model improves the depth estimation quality by 28% while efficient models enable downstream tasks requiring high frame rates. We also describe the general process for integrating new backbones. A video summarizing the work can be found at https://youtu.be/UjaeNNFf9sE and the code is available at https://github.com/isl-org/MiDaS.
CascadeV: An Implementation of Wurstchen Architecture for Video Generation
Recently, with the tremendous success of diffusion models in the field of text-to-image (T2I) generation, increasing attention has been directed toward their potential in text-to-video (T2V) applications. However, the computational demands of diffusion models pose significant challenges, particularly in generating high-resolution videos with high frame rates. In this paper, we propose CascadeV, a cascaded latent diffusion model (LDM), that is capable of producing state-of-the-art 2K resolution videos. Experiments demonstrate that our cascaded model achieves a higher compression ratio, substantially reducing the computational challenges associated with high-quality video generation. We also implement a spatiotemporal alternating grid 3D attention mechanism, which effectively integrates spatial and temporal information, ensuring superior consistency across the generated video frames. Furthermore, our model can be cascaded with existing T2V models, theoretically enabling a 4times increase in resolution or frames per second without any fine-tuning. Our code is available at https://github.com/bytedance/CascadeV.
EasyAnimate: A High-Performance Long Video Generation Method based on Transformer Architecture
This paper presents EasyAnimate, an advanced method for video generation that leverages the power of transformer architecture for high-performance outcomes. We have expanded the DiT framework originally designed for 2D image synthesis to accommodate the complexities of 3D video generation by incorporating a motion module block. It is used to capture temporal dynamics, thereby ensuring the production of consistent frames and seamless motion transitions. The motion module can be adapted to various DiT baseline methods to generate video with different styles. It can also generate videos with different frame rates and resolutions during both training and inference phases, suitable for both images and videos. Moreover, we introduce slice VAE, a novel approach to condense the temporal axis, facilitating the generation of long duration videos. Currently, EasyAnimate exhibits the proficiency to generate videos with 144 frames. We provide a holistic ecosystem for video production based on DiT, encompassing aspects such as data pre-processing, VAE training, DiT models training (both the baseline model and LoRA model), and end-to-end video inference. Code is available at: https://github.com/aigc-apps/EasyAnimate. We are continuously working to enhance the performance of our method.
Cinematic Mindscapes: High-quality Video Reconstruction from Brain Activity
Reconstructing human vision from brain activities has been an appealing task that helps to understand our cognitive process. Even though recent research has seen great success in reconstructing static images from non-invasive brain recordings, work on recovering continuous visual experiences in the form of videos is limited. In this work, we propose Mind-Video that learns spatiotemporal information from continuous fMRI data of the cerebral cortex progressively through masked brain modeling, multimodal contrastive learning with spatiotemporal attention, and co-training with an augmented Stable Diffusion model that incorporates network temporal inflation. We show that high-quality videos of arbitrary frame rates can be reconstructed with Mind-Video using adversarial guidance. The recovered videos were evaluated with various semantic and pixel-level metrics. We achieved an average accuracy of 85% in semantic classification tasks and 0.19 in structural similarity index (SSIM), outperforming the previous state-of-the-art by 45%. We also show that our model is biologically plausible and interpretable, reflecting established physiological processes.
VidStyleODE: Disentangled Video Editing via StyleGAN and NeuralODEs
We propose VidStyleODE, a spatiotemporally continuous disentangled Video representation based upon StyleGAN and Neural-ODEs. Effective traversal of the latent space learned by Generative Adversarial Networks (GANs) has been the basis for recent breakthroughs in image editing. However, the applicability of such advancements to the video domain has been hindered by the difficulty of representing and controlling videos in the latent space of GANs. In particular, videos are composed of content (i.e., appearance) and complex motion components that require a special mechanism to disentangle and control. To achieve this, VidStyleODE encodes the video content in a pre-trained StyleGAN W_+ space and benefits from a latent ODE component to summarize the spatiotemporal dynamics of the input video. Our novel continuous video generation process then combines the two to generate high-quality and temporally consistent videos with varying frame rates. We show that our proposed method enables a variety of applications on real videos: text-guided appearance manipulation, motion manipulation, image animation, and video interpolation and extrapolation. Project website: https://cyberiada.github.io/VidStyleODE
SoDaCam: Software-defined Cameras via Single-Photon Imaging
Reinterpretable cameras are defined by their post-processing capabilities that exceed traditional imaging. We present "SoDaCam" that provides reinterpretable cameras at the granularity of photons, from photon-cubes acquired by single-photon devices. Photon-cubes represent the spatio-temporal detections of photons as a sequence of binary frames, at frame-rates as high as 100 kHz. We show that simple transformations of the photon-cube, or photon-cube projections, provide the functionality of numerous imaging systems including: exposure bracketing, flutter shutter cameras, video compressive systems, event cameras, and even cameras that move during exposure. Our photon-cube projections offer the flexibility of being software-defined constructs that are only limited by what is computable, and shot-noise. We exploit this flexibility to provide new capabilities for the emulated cameras. As an added benefit, our projections provide camera-dependent compression of photon-cubes, which we demonstrate using an implementation of our projections on a novel compute architecture that is designed for single-photon imaging.
ZeroSmooth: Training-free Diffuser Adaptation for High Frame Rate Video Generation
Video generation has made remarkable progress in recent years, especially since the advent of the video diffusion models. Many video generation models can produce plausible synthetic videos, e.g., Stable Video Diffusion (SVD). However, most video models can only generate low frame rate videos due to the limited GPU memory as well as the difficulty of modeling a large set of frames. The training videos are always uniformly sampled at a specified interval for temporal compression. Previous methods promote the frame rate by either training a video interpolation model in pixel space as a postprocessing stage or training an interpolation model in latent space for a specific base video model. In this paper, we propose a training-free video interpolation method for generative video diffusion models, which is generalizable to different models in a plug-and-play manner. We investigate the non-linearity in the feature space of video diffusion models and transform a video model into a self-cascaded video diffusion model with incorporating the designed hidden state correction modules. The self-cascaded architecture and the correction module are proposed to retain the temporal consistency between key frames and the interpolated frames. Extensive evaluations are preformed on multiple popular video models to demonstrate the effectiveness of the propose method, especially that our training-free method is even comparable to trained interpolation models supported by huge compute resources and large-scale datasets.
Collaborative Tracking Learning for Frame-Rate-Insensitive Multi-Object Tracking
Multi-object tracking (MOT) at low frame rates can reduce computational, storage and power overhead to better meet the constraints of edge devices. Many existing MOT methods suffer from significant performance degradation in low-frame-rate videos due to significant location and appearance changes between adjacent frames. To this end, we propose to explore collaborative tracking learning (ColTrack) for frame-rate-insensitive MOT in a query-based end-to-end manner. Multiple historical queries of the same target jointly track it with richer temporal descriptions. Meanwhile, we insert an information refinement module between every two temporal blocking decoders to better fuse temporal clues and refine features. Moreover, a tracking object consistency loss is proposed to guide the interaction between historical queries. Extensive experimental results demonstrate that in high-frame-rate videos, ColTrack obtains higher performance than state-of-the-art methods on large-scale datasets Dancetrack and BDD100K, and outperforms the existing end-to-end methods on MOT17. More importantly, ColTrack has a significant advantage over state-of-the-art methods in low-frame-rate videos, which allows it to obtain faster processing speeds by reducing frame-rate requirements while maintaining higher performance. Code will be released at https://github.com/yolomax/ColTrack
BF-STVSR: B-Splines and Fourier-Best Friends for High Fidelity Spatial-Temporal Video Super-Resolution
Enhancing low-resolution, low-frame-rate videos to high-resolution, high-frame-rate quality is essential for a seamless user experience, motivating advancements in Continuous Spatial-Temporal Video Super Resolution (C-STVSR). While prior methods employ Implicit Neural Representation (INR) for continuous encoding, they often struggle to capture the complexity of video data, relying on simple coordinate concatenation and pre-trained optical flow network for motion representation. Interestingly, we find that adding position encoding, contrary to common observations, does not improve-and even degrade performance. This issue becomes particularly pronounced when combined with pre-trained optical flow networks, which can limit the model's flexibility. To address these issues, we propose BF-STVSR, a C-STVSR framework with two key modules tailored to better represent spatial and temporal characteristics of video: 1) B-spline Mapper for smooth temporal interpolation, and 2) Fourier Mapper for capturing dominant spatial frequencies. Our approach achieves state-of-the-art PSNR and SSIM performance, showing enhanced spatial details and natural temporal consistency.
HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Sampling
Volumetric scene representations enable photorealistic view synthesis for static scenes and form the basis of several existing 6-DoF video techniques. However, the volume rendering procedures that drive these representations necessitate careful trade-offs in terms of quality, rendering speed, and memory efficiency. In particular, existing methods fail to simultaneously achieve real-time performance, small memory footprint, and high-quality rendering for challenging real-world scenes. To address these issues, we present HyperReel -- a novel 6-DoF video representation. The two core components of HyperReel are: (1) a ray-conditioned sample prediction network that enables high-fidelity, high frame rate rendering at high resolutions and (2) a compact and memory-efficient dynamic volume representation. Our 6-DoF video pipeline achieves the best performance compared to prior and contemporary approaches in terms of visual quality with small memory requirements, while also rendering at up to 18 frames-per-second at megapixel resolution without any custom CUDA code.
YOLO9tr: A Lightweight Model for Pavement Damage Detection Utilizing a Generalized Efficient Layer Aggregation Network and Attention Mechanism
Maintaining road pavement integrity is crucial for ensuring safe and efficient transportation. Conventional methods for assessing pavement condition are often laborious and susceptible to human error. This paper proposes YOLO9tr, a novel lightweight object detection model for pavement damage detection, leveraging the advancements of deep learning. YOLO9tr is based on the YOLOv9 architecture, incorporating a partial attention block that enhances feature extraction and attention mechanisms, leading to improved detection performance in complex scenarios. The model is trained on a comprehensive dataset comprising road damage images from multiple countries, including an expanded set of damage categories beyond the standard four. This broadened classification range allows for a more accurate and realistic assessment of pavement conditions. Comparative analysis demonstrates YOLO9tr's superior precision and inference speed compared to state-of-the-art models like YOLO8, YOLO9 and YOLO10, achieving a balance between computational efficiency and detection accuracy. The model achieves a high frame rate of up to 136 FPS, making it suitable for real-time applications such as video surveillance and automated inspection systems. The research presents an ablation study to analyze the impact of architectural modifications and hyperparameter variations on model performance, further validating the effectiveness of the partial attention block. The results highlight YOLO9tr's potential for practical deployment in real-time pavement condition monitoring, contributing to the development of robust and efficient solutions for maintaining safe and functional road infrastructure.
Sequential Posterior Sampling with Diffusion Models
Diffusion models have quickly risen in popularity for their ability to model complex distributions and perform effective posterior sampling. Unfortunately, the iterative nature of these generative models makes them computationally expensive and unsuitable for real-time sequential inverse problems such as ultrasound imaging. Considering the strong temporal structure across sequences of frames, we propose a novel approach that models the transition dynamics to improve the efficiency of sequential diffusion posterior sampling in conditional image synthesis. Through modeling sequence data using a video vision transformer (ViViT) transition model based on previous diffusion outputs, we can initialize the reverse diffusion trajectory at a lower noise scale, greatly reducing the number of iterations required for convergence. We demonstrate the effectiveness of our approach on a real-world dataset of high frame rate cardiac ultrasound images and show that it achieves the same performance as a full diffusion trajectory while accelerating inference 25times, enabling real-time posterior sampling. Furthermore, we show that the addition of a transition model improves the PSNR up to 8\% in cases with severe motion. Our method opens up new possibilities for real-time applications of diffusion models in imaging and other domains requiring real-time inference.
Mesh-based Gaussian Splatting for Real-time Large-scale Deformation
Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).
Accelerating Transducers through Adjacent Token Merging
Recent end-to-end automatic speech recognition (ASR) systems often utilize a Transformer-based acoustic encoder that generates embedding at a high frame rate. However, this design is inefficient, particularly for long speech signals due to the quadratic computation of self-attention. To address this, we propose a new method, Adjacent Token Merging (A-ToMe), which gradually combines adjacent tokens with high similarity scores between their key values. In this way, the total time step could be reduced, and the inference of both the encoder and joint network is accelerated. Experiments on LibriSpeech show that our method can reduce 57% of tokens and improve the inference speed on GPU by 70% without any notable loss of accuracy. Additionally, we demonstrate that A-ToMe is also an effective solution to reduce tokens in long-form ASR, where the input speech consists of multiple utterances.
TinyissimoYOLO: A Quantized, Low-Memory Footprint, TinyML Object Detection Network for Low Power Microcontrollers
This paper introduces a highly flexible, quantized, memory-efficient, and ultra-lightweight object detection network, called TinyissimoYOLO. It aims to enable object detection on microcontrollers in the power domain of milliwatts, with less than 0.5MB memory available for storing convolutional neural network (CNN) weights. The proposed quantized network architecture with 422k parameters, enables real-time object detection on embedded microcontrollers, and it has been evaluated to exploit CNN accelerators. In particular, the proposed network has been deployed on the MAX78000 microcontroller achieving high frame-rate of up to 180fps and an ultra-low energy consumption of only 196{\mu}J per inference with an inference efficiency of more than 106 MAC/Cycle. TinyissimoYOLO can be trained for any multi-object detection. However, considering the small network size, adding object detection classes will increase the size and memory consumption of the network, thus object detection with up to 3 classes is demonstrated. Furthermore, the network is trained using quantization-aware training and deployed with 8-bit quantization on different microcontrollers, such as STM32H7A3, STM32L4R9, Apollo4b and on the MAX78000's CNN accelerator. Performance evaluations are presented in this paper.
SHINE: Deep Learning-Based Accessible Parking Management System
The ongoing expansion of urban areas facilitated by advancements in science and technology has resulted in a considerable increase in the number of privately owned vehicles worldwide, including in South Korea. However, this gradual increment in the number of vehicles has inevitably led to parking-related issues, including the abuse of disabled parking spaces (hereafter referred to as accessible parking spaces) designated for individuals with disabilities. Traditional license plate recognition (LPR) systems have proven inefficient in addressing such a problem in real-time due to the high frame rate of surveillance cameras, the presence of natural and artificial noise, and variations in lighting and weather conditions that impede detection and recognition by these systems. With the growing concept of parking 4.0, many sensors, IoT and deep learning-based approaches have been applied to automatic LPR and parking management systems. Nonetheless, the studies show a need for a robust and efficient model for managing accessible parking spaces in South Korea. To address this, we have proposed a novel system called, Shine, which uses the deep learning-based object detection algorithm for detecting the vehicle, license plate, and disability badges (referred to as cards, badges, or access badges hereafter) and verifies the rights of the driver to use accessible parking spaces by coordinating with the central server. Our model, which achieves a mean average precision of 92.16%, is expected to address the issue of accessible parking space abuse and contributes significantly towards efficient and effective parking management in urban environments.
SlowFast-LLaVA: A Strong Training-Free Baseline for Video Large Language Models
We propose SlowFast-LLaVA (or SF-LLaVA for short), a training-free video large language model (LLM) that can jointly capture the detailed spatial semantics and long-range temporal context without exceeding the token budget of commonly used LLMs. This is realized by using a two-stream SlowFast design of inputs for Video LLMs to aggregate features from sampled video frames in an effective way. Specifically, the Slow pathway extracts features at a low frame rate while keeping as many spatial details as possible (e.g., with 24x24 tokens), and the Fast pathway operates on a high frame rate but uses a larger spatial pooling stride (e.g., downsampling 6x) to focus on the motion cues. As a result, this design allows us to adequately capture both spatial and temporal features that are beneficial for understanding details along the video. Experimental results show that SF-LLaVA outperforms existing training-free methods on a wide range of video tasks. On some benchmarks, it achieves comparable or even better performance compared to state-of-the-art Video LLMs that are fine-tuned on video datasets.
SlowFast Networks for Video Recognition
We present SlowFast networks for video recognition. Our model involves (i) a Slow pathway, operating at low frame rate, to capture spatial semantics, and (ii) a Fast pathway, operating at high frame rate, to capture motion at fine temporal resolution. The Fast pathway can be made very lightweight by reducing its channel capacity, yet can learn useful temporal information for video recognition. Our models achieve strong performance for both action classification and detection in video, and large improvements are pin-pointed as contributions by our SlowFast concept. We report state-of-the-art accuracy on major video recognition benchmarks, Kinetics, Charades and AVA. Code has been made available at: https://github.com/facebookresearch/SlowFast
SimpleNet: A Simple Network for Image Anomaly Detection and Localization
We propose a simple and application-friendly network (called SimpleNet) for detecting and localizing anomalies. SimpleNet consists of four components: (1) a pre-trained Feature Extractor that generates local features, (2) a shallow Feature Adapter that transfers local features towards target domain, (3) a simple Anomaly Feature Generator that counterfeits anomaly features by adding Gaussian noise to normal features, and (4) a binary Anomaly Discriminator that distinguishes anomaly features from normal features. During inference, the Anomaly Feature Generator would be discarded. Our approach is based on three intuitions. First, transforming pre-trained features to target-oriented features helps avoid domain bias. Second, generating synthetic anomalies in feature space is more effective, as defects may not have much commonality in the image space. Third, a simple discriminator is much efficient and practical. In spite of simplicity, SimpleNet outperforms previous methods quantitatively and qualitatively. On the MVTec AD benchmark, SimpleNet achieves an anomaly detection AUROC of 99.6%, reducing the error by 55.5% compared to the next best performing model. Furthermore, SimpleNet is faster than existing methods, with a high frame rate of 77 FPS on a 3080ti GPU. Additionally, SimpleNet demonstrates significant improvements in performance on the One-Class Novelty Detection task. Code: https://github.com/DonaldRR/SimpleNet.
AdaPool: Exponential Adaptive Pooling for Information-Retaining Downsampling
Pooling layers are essential building blocks of convolutional neural networks (CNNs), to reduce computational overhead and increase the receptive fields of proceeding convolutional operations. Their goal is to produce downsampled volumes that closely resemble the input volume while, ideally, also being computationally and memory efficient. Meeting both these requirements remains a challenge. To this end, we propose an adaptive and exponentially weighted pooling method: adaPool. Our method learns a regional-specific fusion of two sets of pooling kernels that are based on the exponent of the Dice-Sorensen coefficient and the exponential maximum, respectively. AdaPool improves the preservation of detail on a range of tasks including image and video classification and object detection. A key property of adaPool is its bidirectional nature. In contrast to common pooling methods, the learned weights can also be used to upsample activation maps. We term this method adaUnPool. We evaluate adaUnPool on image and video super-resolution and frame interpolation. For benchmarking, we introduce Inter4K, a novel high-quality, high frame-rate video dataset. Our experiments demonstrate that adaPool systematically achieves better results across tasks and backbones, while introducing a minor additional computational and memory overhead.
Make-A-Video: Text-to-Video Generation without Text-Video Data
We propose Make-A-Video -- an approach for directly translating the tremendous recent progress in Text-to-Image (T2I) generation to Text-to-Video (T2V). Our intuition is simple: learn what the world looks like and how it is described from paired text-image data, and learn how the world moves from unsupervised video footage. Make-A-Video has three advantages: (1) it accelerates training of the T2V model (it does not need to learn visual and multimodal representations from scratch), (2) it does not require paired text-video data, and (3) the generated videos inherit the vastness (diversity in aesthetic, fantastical depictions, etc.) of today's image generation models. We design a simple yet effective way to build on T2I models with novel and effective spatial-temporal modules. First, we decompose the full temporal U-Net and attention tensors and approximate them in space and time. Second, we design a spatial temporal pipeline to generate high resolution and frame rate videos with a video decoder, interpolation model and two super resolution models that can enable various applications besides T2V. In all aspects, spatial and temporal resolution, faithfulness to text, and quality, Make-A-Video sets the new state-of-the-art in text-to-video generation, as determined by both qualitative and quantitative measures.
High Fidelity Text-Guided Music Generation and Editing via Single-Stage Flow Matching
We introduce a simple and efficient text-controllable high-fidelity music generation and editing model. It operates on sequences of continuous latent representations from a low frame rate 48 kHz stereo variational auto encoder codec that eliminates the information loss drawback of discrete representations. Based on a diffusion transformer architecture trained on a flow-matching objective the model can generate and edit diverse high quality stereo samples of variable duration, with simple text descriptions. We also explore a new regularized latent inversion method for zero-shot test-time text-guided editing and demonstrate its superior performance over naive denoising diffusion implicit model (DDIM) inversion for variety of music editing prompts. Evaluations are conducted on both objective and subjective metrics and demonstrate that the proposed model is not only competitive to the evaluated baselines on a standard text-to-music benchmark - quality and efficiency-wise - but also outperforms previous state of the art for music editing when combined with our proposed latent inversion. Samples are available at https://melodyflow.github.io.
MimicMotion: High-Quality Human Motion Video Generation with Confidence-aware Pose Guidance
In recent years, generative artificial intelligence has achieved significant advancements in the field of image generation, spawning a variety of applications. However, video generation still faces considerable challenges in various aspects, such as controllability, video length, and richness of details, which hinder the application and popularization of this technology. In this work, we propose a controllable video generation framework, dubbed MimicMotion, which can generate high-quality videos of arbitrary length mimicking specific motion guidance. Compared with previous methods, our approach has several highlights. Firstly, we introduce confidence-aware pose guidance that ensures high frame quality and temporal smoothness. Secondly, we introduce regional loss amplification based on pose confidence, which significantly reduces image distortion. Lastly, for generating long and smooth videos, we propose a progressive latent fusion strategy. By this means, we can produce videos of arbitrary length with acceptable resource consumption. With extensive experiments and user studies, MimicMotion demonstrates significant improvements over previous approaches in various aspects. Detailed results and comparisons are available on our project page: https://tencent.github.io/MimicMotion .
VideoGen: A Reference-Guided Latent Diffusion Approach for High Definition Text-to-Video Generation
In this paper, we present VideoGen, a text-to-video generation approach, which can generate a high-definition video with high frame fidelity and strong temporal consistency using reference-guided latent diffusion. We leverage an off-the-shelf text-to-image generation model, e.g., Stable Diffusion, to generate an image with high content quality from the text prompt, as a reference image to guide video generation. Then, we introduce an efficient cascaded latent diffusion module conditioned on both the reference image and the text prompt, for generating latent video representations, followed by a flow-based temporal upsampling step to improve the temporal resolution. Finally, we map latent video representations into a high-definition video through an enhanced video decoder. During training, we use the first frame of a ground-truth video as the reference image for training the cascaded latent diffusion module. The main characterises of our approach include: the reference image generated by the text-to-image model improves the visual fidelity; using it as the condition makes the diffusion model focus more on learning the video dynamics; and the video decoder is trained over unlabeled video data, thus benefiting from high-quality easily-available videos. VideoGen sets a new state-of-the-art in text-to-video generation in terms of both qualitative and quantitative evaluation.
SPACE: Speech-driven Portrait Animation with Controllable Expression
Animating portraits using speech has received growing attention in recent years, with various creative and practical use cases. An ideal generated video should have good lip sync with the audio, natural facial expressions and head motions, and high frame quality. In this work, we present SPACE, which uses speech and a single image to generate high-resolution, and expressive videos with realistic head pose, without requiring a driving video. It uses a multi-stage approach, combining the controllability of facial landmarks with the high-quality synthesis power of a pretrained face generator. SPACE also allows for the control of emotions and their intensities. Our method outperforms prior methods in objective metrics for image quality and facial motions and is strongly preferred by users in pair-wise comparisons. The project website is available at https://deepimagination.cc/SPACE/
StyleInV: A Temporal Style Modulated Inversion Network for Unconditional Video Generation
Unconditional video generation is a challenging task that involves synthesizing high-quality videos that are both coherent and of extended duration. To address this challenge, researchers have used pretrained StyleGAN image generators for high-quality frame synthesis and focused on motion generator design. The motion generator is trained in an autoregressive manner using heavy 3D convolutional discriminators to ensure motion coherence during video generation. In this paper, we introduce a novel motion generator design that uses a learning-based inversion network for GAN. The encoder in our method captures rich and smooth priors from encoding images to latents, and given the latent of an initially generated frame as guidance, our method can generate smooth future latent by modulating the inversion encoder temporally. Our method enjoys the advantage of sparse training and naturally constrains the generation space of our motion generator with the inversion network guided by the initial frame, eliminating the need for heavy discriminators. Moreover, our method supports style transfer with simple fine-tuning when the encoder is paired with a pretrained StyleGAN generator. Extensive experiments conducted on various benchmarks demonstrate the superiority of our method in generating long and high-resolution videos with decent single-frame quality and temporal consistency.
Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture
4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. Project page: https://xuanchenli.github.io/Topo4D/.
Enhancing Perceptual Quality in Video Super-Resolution through Temporally-Consistent Detail Synthesis using Diffusion Models
In this paper, we address the problem of enhancing perceptual quality in video super-resolution (VSR) using Diffusion Models (DMs) while ensuring temporal consistency among frames. We present StableVSR, a VSR method based on DMs that can significantly enhance the perceptual quality of upscaled videos by synthesizing realistic and temporally-consistent details. We introduce the Temporal Conditioning Module (TCM) into a pre-trained DM for single image super-resolution to turn it into a VSR method. TCM uses the novel Temporal Texture Guidance, which provides it with spatially-aligned and detail-rich texture information synthesized in adjacent frames. This guides the generative process of the current frame toward high-quality and temporally-consistent results. In addition, we introduce the novel Frame-wise Bidirectional Sampling strategy to encourage the use of information from past to future and vice-versa. This strategy improves the perceptual quality of the results and the temporal consistency across frames. We demonstrate the effectiveness of StableVSR in enhancing the perceptual quality of upscaled videos while achieving better temporal consistency compared to existing state-of-the-art methods for VSR. The project page is available at https://github.com/claudiom4sir/StableVSR.
VividTalk: One-Shot Audio-Driven Talking Head Generation Based on 3D Hybrid Prior
Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, expressive facial expressions, natural head pose generation, and high video quality. However, no model has yet led or tied on all these metrics due to the one-to-many mapping between audio and motion. In this paper, we propose VividTalk, a two-stage generic framework that supports generating high-visual quality talking head videos with all the above properties. Specifically, in the first stage, we map the audio to mesh by learning two motions, including non-rigid expression motion and rigid head motion. For expression motion, both blendshape and vertex are adopted as the intermediate representation to maximize the representation ability of the model. For natural head motion, a novel learnable head pose codebook with a two-phase training mechanism is proposed. In the second stage, we proposed a dual branch motion-vae and a generator to transform the meshes into dense motion and synthesize high-quality video frame-by-frame. Extensive experiments show that the proposed VividTalk can generate high-visual quality talking head videos with lip-sync and realistic enhanced by a large margin, and outperforms previous state-of-the-art works in objective and subjective comparisons.
M3-CVC: Controllable Video Compression with Multimodal Generative Models
Traditional and neural video codecs commonly encounter limitations in controllability and generality under ultra-low-bitrate coding scenarios. To overcome these challenges, we propose M3-CVC, a controllable video compression framework incorporating multimodal generative models. The framework utilizes a semantic-motion composite strategy for keyframe selection to retain critical information. For each keyframe and its corresponding video clip, a dialogue-based large multimodal model (LMM) approach extracts hierarchical spatiotemporal details, enabling both inter-frame and intra-frame representations for improved video fidelity while enhancing encoding interpretability. M3-CVC further employs a conditional diffusion-based, text-guided keyframe compression method, achieving high fidelity in frame reconstruction. During decoding, textual descriptions derived from LMMs guide the diffusion process to restore the original video's content accurately. Experimental results demonstrate that M3-CVC significantly outperforms the state-of-the-art VVC standard in ultra-low bitrate scenarios, particularly in preserving semantic and perceptual fidelity.
Video Depth without Video Models
Video depth estimation lifts monocular video clips to 3D by inferring dense depth at every frame. Recent advances in single-image depth estimation, brought about by the rise of large foundation models and the use of synthetic training data, have fueled a renewed interest in video depth. However, naively applying a single-image depth estimator to every frame of a video disregards temporal continuity, which not only leads to flickering but may also break when camera motion causes sudden changes in depth range. An obvious and principled solution would be to build on top of video foundation models, but these come with their own limitations; including expensive training and inference, imperfect 3D consistency, and stitching routines for the fixed-length (short) outputs. We take a step back and demonstrate how to turn a single-image latent diffusion model (LDM) into a state-of-the-art video depth estimator. Our model, which we call RollingDepth, has two main ingredients: (i) a multi-frame depth estimator that is derived from a single-image LDM and maps very short video snippets (typically frame triplets) to depth snippets. (ii) a robust, optimization-based registration algorithm that optimally assembles depth snippets sampled at various different frame rates back into a consistent video. RollingDepth is able to efficiently handle long videos with hundreds of frames and delivers more accurate depth videos than both dedicated video depth estimators and high-performing single-frame models. Project page: rollingdepth.github.io.
Expressive Talking Head Video Encoding in StyleGAN2 Latent-Space
While the recent advances in research on video reenactment have yielded promising results, the approaches fall short in capturing the fine, detailed, and expressive facial features (e.g., lip-pressing, mouth puckering, mouth gaping, and wrinkles) which are crucial in generating realistic animated face videos. To this end, we propose an end-to-end expressive face video encoding approach that facilitates data-efficient high-quality video re-synthesis by optimizing low-dimensional edits of a single Identity-latent. The approach builds on StyleGAN2 image inversion and multi-stage non-linear latent-space editing to generate videos that are nearly comparable to input videos. While existing StyleGAN latent-based editing techniques focus on simply generating plausible edits of static images, we automate the latent-space editing to capture the fine expressive facial deformations in a sequence of frames using an encoding that resides in the Style-latent-space (StyleSpace) of StyleGAN2. The encoding thus obtained could be super-imposed on a single Identity-latent to facilitate re-enactment of face videos at 1024^2. The proposed framework economically captures face identity, head-pose, and complex expressive facial motions at fine levels, and thereby bypasses training, person modeling, dependence on landmarks/ keypoints, and low-resolution synthesis which tend to hamper most re-enactment approaches. The approach is designed with maximum data efficiency, where a single W+ latent and 35 parameters per frame enable high-fidelity video rendering. This pipeline can also be used for puppeteering (i.e., motion transfer).
LaSOT: A High-quality Benchmark for Large-scale Single Object Tracking
In this paper, we present LaSOT, a high-quality benchmark for Large-scale Single Object Tracking. LaSOT consists of 1,400 sequences with more than 3.5M frames in total. Each frame in these sequences is carefully and manually annotated with a bounding box, making LaSOT the largest, to the best of our knowledge, densely annotated tracking benchmark. The average video length of LaSOT is more than 2,500 frames, and each sequence comprises various challenges deriving from the wild where target objects may disappear and re-appear again in the view. By releasing LaSOT, we expect to provide the community with a large-scale dedicated benchmark with high quality for both the training of deep trackers and the veritable evaluation of tracking algorithms. Moreover, considering the close connections of visual appearance and natural language, we enrich LaSOT by providing additional language specification, aiming at encouraging the exploration of natural linguistic feature for tracking. A thorough experimental evaluation of 35 tracking algorithms on LaSOT is presented with detailed analysis, and the results demonstrate that there is still a big room for improvements.
Frame Interpolation with Consecutive Brownian Bridge Diffusion
Recent work in Video Frame Interpolation (VFI) tries to formulate VFI as a diffusion-based conditional image generation problem, synthesizing the intermediate frame given a random noise and neighboring frames. Due to the relatively high resolution of videos, Latent Diffusion Models (LDMs) are employed as the conditional generation model, where the autoencoder compresses images into latent representations for diffusion and then reconstructs images from these latent representations. Such a formulation poses a crucial challenge: VFI expects that the output is deterministically equal to the ground truth intermediate frame, but LDMs randomly generate a diverse set of different images when the model runs multiple times. The reason for the diverse generation is that the cumulative variance (variance accumulated at each step of generation) of generated latent representations in LDMs is large. This makes the sampling trajectory random, resulting in diverse rather than deterministic generations. To address this problem, we propose our unique solution: Frame Interpolation with Consecutive Brownian Bridge Diffusion. Specifically, we propose consecutive Brownian Bridge diffusion that takes a deterministic initial value as input, resulting in a much smaller cumulative variance of generated latent representations. Our experiments suggest that our method can improve together with the improvement of the autoencoder and achieve state-of-the-art performance in VFI, leaving strong potential for further enhancement.
LaSOT: A High-quality Large-scale Single Object Tracking Benchmark
Despite great recent advances in visual tracking, its further development, including both algorithm design and evaluation, is limited due to lack of dedicated large-scale benchmarks. To address this problem, we present LaSOT, a high-quality Large-scale Single Object Tracking benchmark. LaSOT contains a diverse selection of 85 object classes, and offers 1,550 totaling more than 3.87 million frames. Each video frame is carefully and manually annotated with a bounding box. This makes LaSOT, to our knowledge, the largest densely annotated tracking benchmark. Our goal in releasing LaSOT is to provide a dedicated high quality platform for both training and evaluation of trackers. The average video length of LaSOT is around 2,500 frames, where each video contains various challenge factors that exist in real world video footage,such as the targets disappearing and re-appearing. These longer video lengths allow for the assessment of long-term trackers. To take advantage of the close connection between visual appearance and natural language, we provide language specification for each video in LaSOT. We believe such additions will allow for future research to use linguistic features to improve tracking. Two protocols, full-overlap and one-shot, are designated for flexible assessment of trackers. We extensively evaluate 48 baseline trackers on LaSOT with in-depth analysis, and results reveal that there still exists significant room for improvement. The complete benchmark, tracking results as well as analysis are available at http://vision.cs.stonybrook.edu/~lasot/.
AtomoVideo: High Fidelity Image-to-Video Generation
Recently, video generation has achieved significant rapid development based on superior text-to-image generation techniques. In this work, we propose a high fidelity framework for image-to-video generation, named AtomoVideo. Based on multi-granularity image injection, we achieve higher fidelity of the generated video to the given image. In addition, thanks to high quality datasets and training strategies, we achieve greater motion intensity while maintaining superior temporal consistency and stability. Our architecture extends flexibly to the video frame prediction task, enabling long sequence prediction through iterative generation. Furthermore, due to the design of adapter training, our approach can be well combined with existing personalised models and controllable modules. By quantitatively and qualitatively evaluation, AtomoVideo achieves superior results compared to popular methods, more examples can be found on our project website: https://atomo- video.github.io/.
Lightweight High-Speed Photography Built on Coded Exposure and Implicit Neural Representation of Videos
The compact cameras recording high-speed scenes with high resolution are highly demanded, but the required high bandwidth often leads to bulky, heavy systems, which limits their applications on low-capacity platforms. Adopting a coded exposure setup to encode a frame sequence into a blurry snapshot and retrieve the latent sharp video afterward can serve as a lightweight solution. However, restoring motion from blur is quite challenging due to the high ill-posedness of motion blur decomposition, intrinsic ambiguity in motion direction, and diverse motions in natural videos. In this work, by leveraging classical coded exposure imaging technique and emerging implicit neural representation for videos, we tactfully embed the motion direction cues into the blurry image during the imaging process and develop a novel self-recursive neural network to sequentially retrieve the latent video sequence from the blurry image utilizing the embedded motion direction cues. To validate the effectiveness and efficiency of the proposed framework, we conduct extensive experiments on benchmark datasets and real-captured blurry images. The results demonstrate that our proposed framework significantly outperforms existing methods in quality and flexibility. The code for our work is available at https://github.com/zhihongz/BDINR
DAWN: Dynamic Frame Avatar with Non-autoregressive Diffusion Framework for Talking Head Video Generation
Talking head generation intends to produce vivid and realistic talking head videos from a single portrait and speech audio clip. Although significant progress has been made in diffusion-based talking head generation, almost all methods rely on autoregressive strategies, which suffer from limited context utilization beyond the current generation step, error accumulation, and slower generation speed. To address these challenges, we present DAWN (Dynamic frame Avatar With Non-autoregressive diffusion), a framework that enables all-at-once generation of dynamic-length video sequences. Specifically, it consists of two main components: (1) audio-driven holistic facial dynamics generation in the latent motion space, and (2) audio-driven head pose and blink generation. Extensive experiments demonstrate that our method generates authentic and vivid videos with precise lip motions, and natural pose/blink movements. Additionally, with a high generation speed, DAWN possesses strong extrapolation capabilities, ensuring the stable production of high-quality long videos. These results highlight the considerable promise and potential impact of DAWN in the field of talking head video generation. Furthermore, we hope that DAWN sparks further exploration of non-autoregressive approaches in diffusion models. Our code will be publicly at https://github.com/Hanbo-Cheng/DAWN-pytorch.
HiFiVFS: High Fidelity Video Face Swapping
Face swapping aims to generate results that combine the identity from the source with attributes from the target. Existing methods primarily focus on image-based face swapping. When processing videos, each frame is handled independently, making it difficult to ensure temporal stability. From a model perspective, face swapping is gradually shifting from generative adversarial networks (GANs) to diffusion models (DMs), as DMs have been shown to possess stronger generative capabilities. Current diffusion-based approaches often employ inpainting techniques, which struggle to preserve fine-grained attributes like lighting and makeup. To address these challenges, we propose a high fidelity video face swapping (HiFiVFS) framework, which leverages the strong generative capability and temporal prior of Stable Video Diffusion (SVD). We build a fine-grained attribute module to extract identity-disentangled and fine-grained attribute features through identity desensitization and adversarial learning. Additionally, We introduce detailed identity injection to further enhance identity similarity. Extensive experiments demonstrate that our method achieves state-of-the-art (SOTA) in video face swapping, both qualitatively and quantitatively.
TAPIR: Tracking Any Point with per-frame Initialization and temporal Refinement
We present a novel model for Tracking Any Point (TAP) that effectively tracks any queried point on any physical surface throughout a video sequence. Our approach employs two stages: (1) a matching stage, which independently locates a suitable candidate point match for the query point on every other frame, and (2) a refinement stage, which updates both the trajectory and query features based on local correlations. The resulting model surpasses all baseline methods by a significant margin on the TAP-Vid benchmark, as demonstrated by an approximate 20% absolute average Jaccard (AJ) improvement on DAVIS. Our model facilitates fast inference on long and high-resolution video sequences. On a modern GPU, our implementation has the capacity to track points faster than real-time, and can be flexibly extended to higher-resolution videos. Given the high-quality trajectories extracted from a large dataset, we demonstrate a proof-of-concept diffusion model which generates trajectories from static images, enabling plausible animations. Visualizations, source code, and pretrained models can be found on our project webpage.
Tracking Anything in High Quality
Visual object tracking is a fundamental video task in computer vision. Recently, the notably increasing power of perception algorithms allows the unification of single/multiobject and box/mask-based tracking. Among them, the Segment Anything Model (SAM) attracts much attention. In this report, we propose HQTrack, a framework for High Quality Tracking anything in videos. HQTrack mainly consists of a video multi-object segmenter (VMOS) and a mask refiner (MR). Given the object to be tracked in the initial frame of a video, VMOS propagates the object masks to the current frame. The mask results at this stage are not accurate enough since VMOS is trained on several closeset video object segmentation (VOS) datasets, which has limited ability to generalize to complex and corner scenes. To further improve the quality of tracking masks, a pretrained MR model is employed to refine the tracking results. As a compelling testament to the effectiveness of our paradigm, without employing any tricks such as test-time data augmentations and model ensemble, HQTrack ranks the 2nd place in the Visual Object Tracking and Segmentation (VOTS2023) challenge. Code and models are available at https://github.com/jiawen-zhu/HQTrack.
Denoising Reuse: Exploiting Inter-frame Motion Consistency for Efficient Video Latent Generation
Video generation using diffusion-based models is constrained by high computational costs due to the frame-wise iterative diffusion process. This work presents a Diffusion Reuse MOtion (Dr. Mo) network to accelerate latent video generation. Our key discovery is that coarse-grained noises in earlier denoising steps have demonstrated high motion consistency across consecutive video frames. Following this observation, Dr. Mo propagates those coarse-grained noises onto the next frame by incorporating carefully designed, lightweight inter-frame motions, eliminating massive computational redundancy in frame-wise diffusion models. The more sensitive and fine-grained noises are still acquired via later denoising steps, which can be essential to retain visual qualities. As such, deciding which intermediate steps should switch from motion-based propagations to denoising can be a crucial problem and a key tradeoff between efficiency and quality. Dr. Mo employs a meta-network named Denoising Step Selector (DSS) to dynamically determine desirable intermediate steps across video frames. Extensive evaluations on video generation and editing tasks have shown that Dr. Mo can substantially accelerate diffusion models in video tasks with improved visual qualities.
Robust Frame-to-Frame Camera Rotation Estimation in Crowded Scenes
We present an approach to estimating camera rotation in crowded, real-world scenes from handheld monocular video. While camera rotation estimation is a well-studied problem, no previous methods exhibit both high accuracy and acceptable speed in this setting. Because the setting is not addressed well by other datasets, we provide a new dataset and benchmark, with high-accuracy, rigorously verified ground truth, on 17 video sequences. Methods developed for wide baseline stereo (e.g., 5-point methods) perform poorly on monocular video. On the other hand, methods used in autonomous driving (e.g., SLAM) leverage specific sensor setups, specific motion models, or local optimization strategies (lagging batch processing) and do not generalize well to handheld video. Finally, for dynamic scenes, commonly used robustification techniques like RANSAC require large numbers of iterations, and become prohibitively slow. We introduce a novel generalization of the Hough transform on SO(3) to efficiently and robustly find the camera rotation most compatible with optical flow. Among comparably fast methods, ours reduces error by almost 50\% over the next best, and is more accurate than any method, irrespective of speed. This represents a strong new performance point for crowded scenes, an important setting for computer vision. The code and the dataset are available at https://fabiendelattre.com/robust-rotation-estimation.
FILM: Frame Interpolation for Large Motion
We present a frame interpolation algorithm that synthesizes multiple intermediate frames from two input images with large in-between motion. Recent methods use multiple networks to estimate optical flow or depth and a separate network dedicated to frame synthesis. This is often complex and requires scarce optical flow or depth ground-truth. In this work, we present a single unified network, distinguished by a multi-scale feature extractor that shares weights at all scales, and is trainable from frames alone. To synthesize crisp and pleasing frames, we propose to optimize our network with the Gram matrix loss that measures the correlation difference between feature maps. Our approach outperforms state-of-the-art methods on the Xiph large motion benchmark. We also achieve higher scores on Vimeo-90K, Middlebury and UCF101, when comparing to methods that use perceptual losses. We study the effect of weight sharing and of training with datasets of increasing motion range. Finally, we demonstrate our model's effectiveness in synthesizing high quality and temporally coherent videos on a challenging near-duplicate photos dataset. Codes and pre-trained models are available at https://film-net.github.io.
High-resolution Piano Transcription with Pedals by Regressing Onset and Offset Times
Automatic music transcription (AMT) is the task of transcribing audio recordings into symbolic representations. Recently, neural network-based methods have been applied to AMT, and have achieved state-of-the-art results. However, many previous systems only detect the onset and offset of notes frame-wise, so the transcription resolution is limited to the frame hop size. There is a lack of research on using different strategies to encode onset and offset targets for training. In addition, previous AMT systems are sensitive to the misaligned onset and offset labels of audio recordings. Furthermore, there are limited researches on sustain pedal transcription on large-scale datasets. In this article, we propose a high-resolution AMT system trained by regressing precise onset and offset times of piano notes. At inference, we propose an algorithm to analytically calculate the precise onset and offset times of piano notes and pedal events. We show that our AMT system is robust to the misaligned onset and offset labels compared to previous systems. Our proposed system achieves an onset F1 of 96.72% on the MAESTRO dataset, outperforming previous onsets and frames system of 94.80%. Our system achieves a pedal onset F1 score of 91.86\%, which is the first benchmark result on the MAESTRO dataset. We have released the source code and checkpoints of our work at https://github.com/bytedance/piano_transcription.
Efficient Video Diffusion Models via Content-Frame Motion-Latent Decomposition
Video diffusion models have recently made great progress in generation quality, but are still limited by the high memory and computational requirements. This is because current video diffusion models often attempt to process high-dimensional videos directly. To tackle this issue, we propose content-motion latent diffusion model (CMD), a novel efficient extension of pretrained image diffusion models for video generation. Specifically, we propose an autoencoder that succinctly encodes a video as a combination of a content frame (like an image) and a low-dimensional motion latent representation. The former represents the common content, and the latter represents the underlying motion in the video, respectively. We generate the content frame by fine-tuning a pretrained image diffusion model, and we generate the motion latent representation by training a new lightweight diffusion model. A key innovation here is the design of a compact latent space that can directly utilizes a pretrained image diffusion model, which has not been done in previous latent video diffusion models. This leads to considerably better quality generation and reduced computational costs. For instance, CMD can sample a video 7.7times faster than prior approaches by generating a video of 512times1024 resolution and length 16 in 3.1 seconds. Moreover, CMD achieves an FVD score of 212.7 on WebVid-10M, 27.3% better than the previous state-of-the-art of 292.4.
VideoFusion: Decomposed Diffusion Models for High-Quality Video Generation
A diffusion probabilistic model (DPM), which constructs a forward diffusion process by gradually adding noise to data points and learns the reverse denoising process to generate new samples, has been shown to handle complex data distribution. Despite its recent success in image synthesis, applying DPMs to video generation is still challenging due to high-dimensional data spaces. Previous methods usually adopt a standard diffusion process, where frames in the same video clip are destroyed with independent noises, ignoring the content redundancy and temporal correlation. This work presents a decomposed diffusion process via resolving the per-frame noise into a base noise that is shared among all frames and a residual noise that varies along the time axis. The denoising pipeline employs two jointly-learned networks to match the noise decomposition accordingly. Experiments on various datasets confirm that our approach, termed as VideoFusion, surpasses both GAN-based and diffusion-based alternatives in high-quality video generation. We further show that our decomposed formulation can benefit from pre-trained image diffusion models and well-support text-conditioned video creation.
Towards High-Quality and Efficient Speech Bandwidth Extension with Parallel Amplitude and Phase Prediction
Speech bandwidth extension (BWE) refers to widening the frequency bandwidth range of speech signals, enhancing the speech quality towards brighter and fuller. This paper proposes a generative adversarial network (GAN) based BWE model with parallel prediction of Amplitude and Phase spectra, named AP-BWE, which achieves both high-quality and efficient wideband speech waveform generation. The proposed AP-BWE generator is entirely based on convolutional neural networks (CNNs). It features a dual-stream architecture with mutual interaction, where the amplitude stream and the phase stream communicate with each other and respectively extend the high-frequency components from the input narrowband amplitude and phase spectra. To improve the naturalness of the extended speech signals, we employ a multi-period discriminator at the waveform level and design a pair of multi-resolution amplitude and phase discriminators at the spectral level, respectively. Experimental results demonstrate that our proposed AP-BWE achieves state-of-the-art performance in terms of speech quality for BWE tasks targeting sampling rates of both 16 kHz and 48 kHz. In terms of generation efficiency, due to the all-convolutional architecture and all-frame-level operations, the proposed AP-BWE can generate 48 kHz waveform samples 292.3 times faster than real-time on a single RTX 4090 GPU and 18.1 times faster than real-time on a single CPU. Notably, to our knowledge, AP-BWE is the first to achieve the direct extension of the high-frequency phase spectrum, which is beneficial for improving the effectiveness of existing BWE methods.
DiffusionAtlas: High-Fidelity Consistent Diffusion Video Editing
We present a diffusion-based video editing framework, namely DiffusionAtlas, which can achieve both frame consistency and high fidelity in editing video object appearance. Despite the success in image editing, diffusion models still encounter significant hindrances when it comes to video editing due to the challenge of maintaining spatiotemporal consistency in the object's appearance across frames. On the other hand, atlas-based techniques allow propagating edits on the layered representations consistently back to frames. However, they often struggle to create editing effects that adhere correctly to the user-provided textual or visual conditions due to the limitation of editing the texture atlas on a fixed UV mapping field. Our method leverages a visual-textual diffusion model to edit objects directly on the diffusion atlases, ensuring coherent object identity across frames. We design a loss term with atlas-based constraints and build a pretrained text-driven diffusion model as pixel-wise guidance for refining shape distortions and correcting texture deviations. Qualitative and quantitative experiments show that our method outperforms state-of-the-art methods in achieving consistent high-fidelity video-object editing.
MotionDeltaCNN: Sparse CNN Inference of Frame Differences in Moving Camera Videos
Convolutional neural network inference on video input is computationally expensive and requires high memory bandwidth. Recently, DeltaCNN managed to reduce the cost by only processing pixels with significant updates over the previous frame. However, DeltaCNN relies on static camera input. Moving cameras add new challenges in how to fuse newly unveiled image regions with already processed regions efficiently to minimize the update rate - without increasing memory overhead and without knowing the camera extrinsics of future frames. In this work, we propose MotionDeltaCNN, a sparse CNN inference framework that supports moving cameras. We introduce spherical buffers and padded convolutions to enable seamless fusion of newly unveiled regions and previously processed regions -- without increasing memory footprint. Our evaluation shows that we outperform DeltaCNN by up to 90% for moving camera videos.
The Devil is in Temporal Token: High Quality Video Reasoning Segmentation
Existing methods for Video Reasoning Segmentation rely heavily on a single special token to represent the object in the keyframe or the entire video, inadequately capturing spatial complexity and inter-frame motion. To overcome these challenges, we propose VRS-HQ, an end-to-end video reasoning segmentation approach that leverages Multimodal Large Language Models (MLLMs) to inject rich spatiotemporal features into hierarchical tokens.Our key innovations include a Temporal Dynamic Aggregation (TDA) and a Token-driven Keyframe Selection (TKS). Specifically, we design frame-level <SEG> and temporal-level <TAK> tokens that utilize MLLM's autoregressive learning to effectively capture both local and global information. Subsequently, we apply a similarity-based weighted fusion and frame selection strategy, then utilize SAM2 to perform keyframe segmentation and propagation. To enhance keyframe localization accuracy, the TKS filters keyframes based on SAM2's occlusion scores during inference. VRS-HQ achieves state-of-the-art performance on ReVOS, surpassing VISA by 5.9%/12.5%/9.1% in J&F scores across the three subsets. These results highlight the strong temporal reasoning and segmentation capabilities of our method. Code and model weights will be released at VRS-HQ.
Storynizor: Consistent Story Generation via Inter-Frame Synchronized and Shuffled ID Injection
Recent advances in text-to-image diffusion models have spurred significant interest in continuous story image generation. In this paper, we introduce Storynizor, a model capable of generating coherent stories with strong inter-frame character consistency, effective foreground-background separation, and diverse pose variation. The core innovation of Storynizor lies in its key modules: ID-Synchronizer and ID-Injector. The ID-Synchronizer employs an auto-mask self-attention module and a mask perceptual loss across inter-frame images to improve the consistency of character generation, vividly representing their postures and backgrounds. The ID-Injector utilize a Shuffling Reference Strategy (SRS) to integrate ID features into specific locations, enhancing ID-based consistent character generation. Additionally, to facilitate the training of Storynizor, we have curated a novel dataset called StoryDB comprising 100, 000 images. This dataset contains single and multiple-character sets in diverse environments, layouts, and gestures with detailed descriptions. Experimental results indicate that Storynizor demonstrates superior coherent story generation with high-fidelity character consistency, flexible postures, and vivid backgrounds compared to other character-specific methods.
3D Single-object Tracking in Point Clouds with High Temporal Variation
The high temporal variation of the point clouds is the key challenge of 3D single-object tracking (3D SOT). Existing approaches rely on the assumption that the shape variation of the point clouds and the motion of the objects across neighboring frames are smooth, failing to cope with high temporal variation data. In this paper, we present a novel framework for 3D SOT in point clouds with high temporal variation, called HVTrack. HVTrack proposes three novel components to tackle the challenges in the high temporal variation scenario: 1) A Relative-Pose-Aware Memory module to handle temporal point cloud shape variations; 2) a Base-Expansion Feature Cross-Attention module to deal with similar object distractions in expanded search areas; 3) a Contextual Point Guided Self-Attention module for suppressing heavy background noise. We construct a dataset with high temporal variation (KITTI-HV) by setting different frame intervals for sampling in the KITTI dataset. On the KITTI-HV with 5 frame intervals, our HVTrack surpasses the state-of-the-art tracker CXTracker by 11.3%/15.7% in Success/Precision.
High-Fidelity SLAM Using Gaussian Splatting with Rendering-Guided Densification and Regularized Optimization
We propose a dense RGBD SLAM system based on 3D Gaussian Splatting that provides metrically accurate pose tracking and visually realistic reconstruction. To this end, we first propose a Gaussian densification strategy based on the rendering loss to map unobserved areas and refine reobserved areas. Second, we introduce extra regularization parameters to alleviate the forgetting problem in the continuous mapping problem, where parameters tend to overfit the latest frame and result in decreasing rendering quality for previous frames. Both mapping and tracking are performed with Gaussian parameters by minimizing re-rendering loss in a differentiable way. Compared to recent neural and concurrently developed gaussian splatting RGBD SLAM baselines, our method achieves state-of-the-art results on the synthetic dataset Replica and competitive results on the real-world dataset TUM.
I2VEdit: First-Frame-Guided Video Editing via Image-to-Video Diffusion Models
The remarkable generative capabilities of diffusion models have motivated extensive research in both image and video editing. Compared to video editing which faces additional challenges in the time dimension, image editing has witnessed the development of more diverse, high-quality approaches and more capable software like Photoshop. In light of this gap, we introduce a novel and generic solution that extends the applicability of image editing tools to videos by propagating edits from a single frame to the entire video using a pre-trained image-to-video model. Our method, dubbed I2VEdit, adaptively preserves the visual and motion integrity of the source video depending on the extent of the edits, effectively handling global edits, local edits, and moderate shape changes, which existing methods cannot fully achieve. At the core of our method are two main processes: Coarse Motion Extraction to align basic motion patterns with the original video, and Appearance Refinement for precise adjustments using fine-grained attention matching. We also incorporate a skip-interval strategy to mitigate quality degradation from auto-regressive generation across multiple video clips. Experimental results demonstrate our framework's superior performance in fine-grained video editing, proving its capability to produce high-quality, temporally consistent outputs.
VideoEspresso: A Large-Scale Chain-of-Thought Dataset for Fine-Grained Video Reasoning via Core Frame Selection
The advancement of Large Vision Language Models (LVLMs) has significantly improved multimodal understanding, yet challenges remain in video reasoning tasks due to the scarcity of high-quality, large-scale datasets. Existing video question-answering (VideoQA) datasets often rely on costly manual annotations with insufficient granularity or automatic construction methods with redundant frame-by-frame analysis, limiting their scalability and effectiveness for complex reasoning. To address these challenges, we introduce VideoEspresso, a novel dataset that features VideoQA pairs preserving essential spatial details and temporal coherence, along with multimodal annotations of intermediate reasoning steps. Our construction pipeline employs a semantic-aware method to reduce redundancy, followed by generating QA pairs using GPT-4o. We further develop video Chain-of-Thought (CoT) annotations to enrich reasoning processes, guiding GPT-4o in extracting logical relationships from QA pairs and video content. To exploit the potential of high-quality VideoQA pairs, we propose a Hybrid LVLMs Collaboration framework, featuring a Frame Selector and a two-stage instruction fine-tuned reasoning LVLM. This framework adaptively selects core frames and performs CoT reasoning using multimodal evidence. Evaluated on our proposed benchmark with 14 tasks against 9 popular LVLMs, our method outperforms existing baselines on most tasks, demonstrating superior video reasoning capabilities. Our code and dataset will be released at: https://github.com/hshjerry/VideoEspresso
FlowMap: High-Quality Camera Poses, Intrinsics, and Depth via Gradient Descent
This paper introduces FlowMap, an end-to-end differentiable method that solves for precise camera poses, camera intrinsics, and per-frame dense depth of a video sequence. Our method performs per-video gradient-descent minimization of a simple least-squares objective that compares the optical flow induced by depth, intrinsics, and poses against correspondences obtained via off-the-shelf optical flow and point tracking. Alongside the use of point tracks to encourage long-term geometric consistency, we introduce differentiable re-parameterizations of depth, intrinsics, and pose that are amenable to first-order optimization. We empirically show that camera parameters and dense depth recovered by our method enable photo-realistic novel view synthesis on 360-degree trajectories using Gaussian Splatting. Our method not only far outperforms prior gradient-descent based bundle adjustment methods, but surprisingly performs on par with COLMAP, the state-of-the-art SfM method, on the downstream task of 360-degree novel view synthesis (even though our method is purely gradient-descent based, fully differentiable, and presents a complete departure from conventional SfM).
MagicEdit: High-Fidelity and Temporally Coherent Video Editing
In this report, we present MagicEdit, a surprisingly simple yet effective solution to the text-guided video editing task. We found that high-fidelity and temporally coherent video-to-video translation can be achieved by explicitly disentangling the learning of content, structure and motion signals during training. This is in contradict to most existing methods which attempt to jointly model both the appearance and temporal representation within a single framework, which we argue, would lead to degradation in per-frame quality. Despite its simplicity, we show that MagicEdit supports various downstream video editing tasks, including video stylization, local editing, video-MagicMix and video outpainting.
MotionAura: Generating High-Quality and Motion Consistent Videos using Discrete Diffusion
The spatio-temporal complexity of video data presents significant challenges in tasks such as compression, generation, and inpainting. We present four key contributions to address the challenges of spatiotemporal video processing. First, we introduce the 3D Mobile Inverted Vector-Quantization Variational Autoencoder (3D-MBQ-VAE), which combines Variational Autoencoders (VAEs) with masked token modeling to enhance spatiotemporal video compression. The model achieves superior temporal consistency and state-of-the-art (SOTA) reconstruction quality by employing a novel training strategy with full frame masking. Second, we present MotionAura, a text-to-video generation framework that utilizes vector-quantized diffusion models to discretize the latent space and capture complex motion dynamics, producing temporally coherent videos aligned with text prompts. Third, we propose a spectral transformer-based denoising network that processes video data in the frequency domain using the Fourier Transform. This method effectively captures global context and long-range dependencies for high-quality video generation and denoising. Lastly, we introduce a downstream task of Sketch Guided Video Inpainting. This task leverages Low-Rank Adaptation (LoRA) for parameter-efficient fine-tuning. Our models achieve SOTA performance on a range of benchmarks. Our work offers robust frameworks for spatiotemporal modeling and user-driven video content manipulation. We will release the code, datasets, and models in open-source.
EmoTalk3D: High-Fidelity Free-View Synthesis of Emotional 3D Talking Head
We present a novel approach for synthesizing 3D talking heads with controllable emotion, featuring enhanced lip synchronization and rendering quality. Despite significant progress in the field, prior methods still suffer from multi-view consistency and a lack of emotional expressiveness. To address these issues, we collect EmoTalk3D dataset with calibrated multi-view videos, emotional annotations, and per-frame 3D geometry. By training on the EmoTalk3D dataset, we propose a `Speech-to-Geometry-to-Appearance' mapping framework that first predicts faithful 3D geometry sequence from the audio features, then the appearance of a 3D talking head represented by 4D Gaussians is synthesized from the predicted geometry. The appearance is further disentangled into canonical and dynamic Gaussians, learned from multi-view videos, and fused to render free-view talking head animation. Moreover, our model enables controllable emotion in the generated talking heads and can be rendered in wide-range views. Our method exhibits improved rendering quality and stability in lip motion generation while capturing dynamic facial details such as wrinkles and subtle expressions. Experiments demonstrate the effectiveness of our approach in generating high-fidelity and emotion-controllable 3D talking heads. The code and EmoTalk3D dataset are released at https://nju-3dv.github.io/projects/EmoTalk3D.
VFIMamba: Video Frame Interpolation with State Space Models
Inter-frame modeling is pivotal in generating intermediate frames for video frame interpolation (VFI). Current approaches predominantly rely on convolution or attention-based models, which often either lack sufficient receptive fields or entail significant computational overheads. Recently, Selective State Space Models (S6) have emerged, tailored specifically for long sequence modeling, offering both linear complexity and data-dependent modeling capabilities. In this paper, we propose VFIMamba, a novel frame interpolation method for efficient and dynamic inter-frame modeling by harnessing the S6 model. Our approach introduces the Mixed-SSM Block (MSB), which initially rearranges tokens from adjacent frames in an interleaved fashion and subsequently applies multi-directional S6 modeling. This design facilitates the efficient transmission of information across frames while upholding linear complexity. Furthermore, we introduce a novel curriculum learning strategy that progressively cultivates proficiency in modeling inter-frame dynamics across varying motion magnitudes, fully unleashing the potential of the S6 model. Experimental findings showcase that our method attains state-of-the-art performance across diverse benchmarks, particularly excelling in high-resolution scenarios. In particular, on the X-TEST dataset, VFIMamba demonstrates a noteworthy improvement of 0.80 dB for 4K frames and 0.96 dB for 2K frames.
Disentangled Motion Modeling for Video Frame Interpolation
Video frame interpolation (VFI) aims to synthesize intermediate frames in between existing frames to enhance visual smoothness and quality. Beyond the conventional methods based on the reconstruction loss, recent works employ the high quality generative models for perceptual quality. However, they require complex training and large computational cost for modeling on the pixel space. In this paper, we introduce disentangled Motion Modeling (MoMo), a diffusion-based approach for VFI that enhances visual quality by focusing on intermediate motion modeling. We propose disentangled two-stage training process, initially training a frame synthesis model to generate frames from input pairs and their optical flows. Subsequently, we propose a motion diffusion model, equipped with our novel diffusion U-Net architecture designed for optical flow, to produce bi-directional flows between frames. This method, by leveraging the simpler low-frequency representation of motions, achieves superior perceptual quality with reduced computational demands compared to generative modeling methods on the pixel space. Our method surpasses state-of-the-art methods in perceptual metrics across various benchmarks, demonstrating its efficacy and efficiency in VFI. Our code is available at: https://github.com/JHLew/MoMo
DreamVideo: High-Fidelity Image-to-Video Generation with Image Retention and Text Guidance
Image-to-video generation, which aims to generate a video starting from a given reference image, has drawn great attention. Existing methods try to extend pre-trained text-guided image diffusion models to image-guided video generation models. Nevertheless, these methods often result in either low fidelity or flickering over time due to their limitation to shallow image guidance and poor temporal consistency. To tackle these problems, we propose a high-fidelity image-to-video generation method by devising a frame retention branch based on a pre-trained video diffusion model, named DreamVideo. Instead of integrating the reference image into the diffusion process at a semantic level, our DreamVideo perceives the reference image via convolution layers and concatenates the features with the noisy latents as model input. By this means, the details of the reference image can be preserved to the greatest extent. In addition, by incorporating double-condition classifier-free guidance, a single image can be directed to videos of different actions by providing varying prompt texts. This has significant implications for controllable video generation and holds broad application prospects. We conduct comprehensive experiments on the public dataset, and both quantitative and qualitative results indicate that our method outperforms the state-of-the-art method. Especially for fidelity, our model has a powerful image retention ability and delivers the best results in UCF101 compared to other image-to-video models to our best knowledge. Also, precise control can be achieved by giving different text prompts. Further details and comprehensive results of our model will be presented in https://anonymous0769.github.io/DreamVideo/.
Highly Detailed and Temporal Consistent Video Stylization via Synchronized Multi-Frame Diffusion
Text-guided video-to-video stylization transforms the visual appearance of a source video to a different appearance guided on textual prompts. Existing text-guided image diffusion models can be extended for stylized video synthesis. However, they struggle to generate videos with both highly detailed appearance and temporal consistency. In this paper, we propose a synchronized multi-frame diffusion framework to maintain both the visual details and the temporal consistency. Frames are denoised in a synchronous fashion, and more importantly, information of different frames is shared since the beginning of the denoising process. Such information sharing ensures that a consensus, in terms of the overall structure and color distribution, among frames can be reached in the early stage of the denoising process before it is too late. The optical flow from the original video serves as the connection, and hence the venue for information sharing, among frames. We demonstrate the effectiveness of our method in generating high-quality and diverse results in extensive experiments. Our method shows superior qualitative and quantitative results compared to state-of-the-art video editing methods.
Deep Ensemble Learning with Frame Skipping for Face Anti-Spoofing
Face presentation attacks (PA), also known as spoofing attacks, pose a substantial threat to biometric systems that rely on facial recognition systems, such as access control systems, mobile payments, and identity verification systems. To mitigate the spoofing risk, several video-based methods have been presented in the literature that analyze facial motion in successive video frames. However, estimating the motion between adjacent frames is a challenging task and requires high computational cost. In this paper, we rephrase the face anti-spoofing task as a motion prediction problem and introduce a deep ensemble learning model with a frame skipping mechanism. In particular, the proposed frame skipping adopts a uniform sampling approach by dividing the original video into video clips of fixed size. By doing so, every nth frame of the clip is selected to ensure that the temporal patterns can easily be perceived during the training of three different recurrent neural networks (RNNs). Motivated by the performance of individual RNNs, a meta-model is developed to improve the overall detection performance by combining the prediction of individual RNNs. Extensive experiments were performed on four datasets, and state-of-the-art performance is reported on MSU-MFSD (3.12%), Replay-Attack (11.19%), and OULU-NPU (12.23%) databases by using half total error rates (HTERs) in the most challenging cross-dataset testing scenario.
Real-Time High-Resolution Background Matting
We introduce a real-time, high-resolution background replacement technique which operates at 30fps in 4K resolution, and 60fps for HD on a modern GPU. Our technique is based on background matting, where an additional frame of the background is captured and used in recovering the alpha matte and the foreground layer. The main challenge is to compute a high-quality alpha matte, preserving strand-level hair details, while processing high-resolution images in real-time. To achieve this goal, we employ two neural networks; a base network computes a low-resolution result which is refined by a second network operating at high-resolution on selective patches. We introduce two largescale video and image matting datasets: VideoMatte240K and PhotoMatte13K/85. Our approach yields higher quality results compared to the previous state-of-the-art in background matting, while simultaneously yielding a dramatic boost in both speed and resolution.
MagicVideo-V2: Multi-Stage High-Aesthetic Video Generation
The growing demand for high-fidelity video generation from textual descriptions has catalyzed significant research in this field. In this work, we introduce MagicVideo-V2 that integrates the text-to-image model, video motion generator, reference image embedding module and frame interpolation module into an end-to-end video generation pipeline. Benefiting from these architecture designs, MagicVideo-V2 can generate an aesthetically pleasing, high-resolution video with remarkable fidelity and smoothness. It demonstrates superior performance over leading Text-to-Video systems such as Runway, Pika 1.0, Morph, Moon Valley and Stable Video Diffusion model via user evaluation at large scale.
Surgical SAM 2: Real-time Segment Anything in Surgical Video by Efficient Frame Pruning
Surgical video segmentation is a critical task in computer-assisted surgery and is vital for enhancing surgical quality and patient outcomes. Recently, the Segment Anything Model 2 (SAM2) framework has shown superior advancements in image and video segmentation. However, SAM2 struggles with efficiency due to the high computational demands of processing high-resolution images and complex and long-range temporal dynamics in surgical videos. To address these challenges, we introduce Surgical SAM 2 (SurgSAM-2), an advanced model to utilize SAM2 with an Efficient Frame Pruning (EFP) mechanism, to facilitate real-time surgical video segmentation. The EFP mechanism dynamically manages the memory bank by selectively retaining only the most informative frames, reducing memory usage and computational cost while maintaining high segmentation accuracy. Our extensive experiments demonstrate that SurgSAM-2 significantly improves both efficiency and segmentation accuracy compared to the vanilla SAM2. Remarkably, SurgSAM-2 achieves a 3times FPS compared with SAM2, while also delivering state-of-the-art performance after fine-tuning with lower-resolution data. These advancements establish SurgSAM-2 as a leading model for surgical video analysis, making real-time surgical video segmentation in resource-constrained environments a feasible reality.
ProDepth: Boosting Self-Supervised Multi-Frame Monocular Depth with Probabilistic Fusion
Self-supervised multi-frame monocular depth estimation relies on the geometric consistency between successive frames under the assumption of a static scene. However, the presence of moving objects in dynamic scenes introduces inevitable inconsistencies, causing misaligned multi-frame feature matching and misleading self-supervision during training. In this paper, we propose a novel framework called ProDepth, which effectively addresses the mismatch problem caused by dynamic objects using a probabilistic approach. We initially deduce the uncertainty associated with static scene assumption by adopting an auxiliary decoder. This decoder analyzes inconsistencies embedded in the cost volume, inferring the probability of areas being dynamic. We then directly rectify the erroneous cost volume for dynamic areas through a Probabilistic Cost Volume Modulation (PCVM) module. Specifically, we derive probability distributions of depth candidates from both single-frame and multi-frame cues, modulating the cost volume by adaptively fusing those distributions based on the inferred uncertainty. Additionally, we present a self-supervision loss reweighting strategy that not only masks out incorrect supervision with high uncertainty but also mitigates the risks in remaining possible dynamic areas in accordance with the probability. Our proposed method excels over state-of-the-art approaches in all metrics on both Cityscapes and KITTI datasets, and demonstrates superior generalization ability on the Waymo Open dataset.
AMT: All-Pairs Multi-Field Transforms for Efficient Frame Interpolation
We present All-Pairs Multi-Field Transforms (AMT), a new network architecture for video frame interpolation. It is based on two essential designs. First, we build bidirectional correlation volumes for all pairs of pixels, and use the predicted bilateral flows to retrieve correlations for updating both flows and the interpolated content feature. Second, we derive multiple groups of fine-grained flow fields from one pair of updated coarse flows for performing backward warping on the input frames separately. Combining these two designs enables us to generate promising task-oriented flows and reduce the difficulties in modeling large motions and handling occluded areas during frame interpolation. These qualities promote our model to achieve state-of-the-art performance on various benchmarks with high efficiency. Moreover, our convolution-based model competes favorably compared to Transformer-based models in terms of accuracy and efficiency. Our code is available at https://github.com/MCG-NKU/AMT.
VToonify: Controllable High-Resolution Portrait Video Style Transfer
Generating high-quality artistic portrait videos is an important and desirable task in computer graphics and vision. Although a series of successful portrait image toonification models built upon the powerful StyleGAN have been proposed, these image-oriented methods have obvious limitations when applied to videos, such as the fixed frame size, the requirement of face alignment, missing non-facial details and temporal inconsistency. In this work, we investigate the challenging controllable high-resolution portrait video style transfer by introducing a novel VToonify framework. Specifically, VToonify leverages the mid- and high-resolution layers of StyleGAN to render high-quality artistic portraits based on the multi-scale content features extracted by an encoder to better preserve the frame details. The resulting fully convolutional architecture accepts non-aligned faces in videos of variable size as input, contributing to complete face regions with natural motions in the output. Our framework is compatible with existing StyleGAN-based image toonification models to extend them to video toonification, and inherits appealing features of these models for flexible style control on color and intensity. This work presents two instantiations of VToonify built upon Toonify and DualStyleGAN for collection-based and exemplar-based portrait video style transfer, respectively. Extensive experimental results demonstrate the effectiveness of our proposed VToonify framework over existing methods in generating high-quality and temporally-coherent artistic portrait videos with flexible style controls.
Taming Multimodal Joint Training for High-Quality Video-to-Audio Synthesis
We propose to synthesize high-quality and synchronized audio, given video and optional text conditions, using a novel multimodal joint training framework MMAudio. In contrast to single-modality training conditioned on (limited) video data only, MMAudio is jointly trained with larger-scale, readily available text-audio data to learn to generate semantically aligned high-quality audio samples. Additionally, we improve audio-visual synchrony with a conditional synchronization module that aligns video conditions with audio latents at the frame level. Trained with a flow matching objective, MMAudio achieves new video-to-audio state-of-the-art among public models in terms of audio quality, semantic alignment, and audio-visual synchronization, while having a low inference time (1.23s to generate an 8s clip) and just 157M parameters. MMAudio also achieves surprisingly competitive performance in text-to-audio generation, showing that joint training does not hinder single-modality performance. Code and demo are available at: https://hkchengrex.github.io/MMAudio
Vidu4D: Single Generated Video to High-Fidelity 4D Reconstruction with Dynamic Gaussian Surfels
Video generative models are receiving particular attention given their ability to generate realistic and imaginative frames. Besides, these models are also observed to exhibit strong 3D consistency, significantly enhancing their potential to act as world simulators. In this work, we present Vidu4D, a novel reconstruction model that excels in accurately reconstructing 4D (i.e., sequential 3D) representations from single generated videos, addressing challenges associated with non-rigidity and frame distortion. This capability is pivotal for creating high-fidelity virtual contents that maintain both spatial and temporal coherence. At the core of Vidu4D is our proposed Dynamic Gaussian Surfels (DGS) technique. DGS optimizes time-varying warping functions to transform Gaussian surfels (surface elements) from a static state to a dynamically warped state. This transformation enables a precise depiction of motion and deformation over time. To preserve the structural integrity of surface-aligned Gaussian surfels, we design the warped-state geometric regularization based on continuous warping fields for estimating normals. Additionally, we learn refinements on rotation and scaling parameters of Gaussian surfels, which greatly alleviates texture flickering during the warping process and enhances the capture of fine-grained appearance details. Vidu4D also contains a novel initialization state that provides a proper start for the warping fields in DGS. Equipping Vidu4D with an existing video generative model, the overall framework demonstrates high-fidelity text-to-4D generation in both appearance and geometry.
M${^2}$Depth: Self-supervised Two-Frame Multi-camera Metric Depth Estimation
This paper presents a novel self-supervised two-frame multi-camera metric depth estimation network, termed M{^2}Depth, which is designed to predict reliable scale-aware surrounding depth in autonomous driving. Unlike the previous works that use multi-view images from a single time-step or multiple time-step images from a single camera, M{^2}Depth takes temporally adjacent two-frame images from multiple cameras as inputs and produces high-quality surrounding depth. We first construct cost volumes in spatial and temporal domains individually and propose a spatial-temporal fusion module that integrates the spatial-temporal information to yield a strong volume presentation. We additionally combine the neural prior from SAM features with internal features to reduce the ambiguity between foreground and background and strengthen the depth edges. Extensive experimental results on nuScenes and DDAD benchmarks show M{^2}Depth achieves state-of-the-art performance. More results can be found in https://heiheishuang.xyz/M2Depth .
Medical Dead-ends and Learning to Identify High-risk States and Treatments
Machine learning has successfully framed many sequential decision making problems as either supervised prediction, or optimal decision-making policy identification via reinforcement learning. In data-constrained offline settings, both approaches may fail as they assume fully optimal behavior or rely on exploring alternatives that may not exist. We introduce an inherently different approach that identifies possible "dead-ends" of a state space. We focus on the condition of patients in the intensive care unit, where a "medical dead-end" indicates that a patient will expire, regardless of all potential future treatment sequences. We postulate "treatment security" as avoiding treatments with probability proportional to their chance of leading to dead-ends, present a formal proof, and frame discovery as an RL problem. We then train three independent deep neural models for automated state construction, dead-end discovery and confirmation. Our empirical results discover that dead-ends exist in real clinical data among septic patients, and further reveal gaps between secure treatments and those that were administered.
MFQE 2.0: A New Approach for Multi-frame Quality Enhancement on Compressed Video
The past few years have witnessed great success in applying deep learning to enhance the quality of compressed image/video. The existing approaches mainly focus on enhancing the quality of a single frame, not considering the similarity between consecutive frames. Since heavy fluctuation exists across compressed video frames as investigated in this paper, frame similarity can be utilized for quality enhancement of low-quality frames given their neighboring high-quality frames. This task is Multi-Frame Quality Enhancement (MFQE). Accordingly, this paper proposes an MFQE approach for compressed video, as the first attempt in this direction. In our approach, we firstly develop a Bidirectional Long Short-Term Memory (BiLSTM) based detector to locate Peak Quality Frames (PQFs) in compressed video. Then, a novel Multi-Frame Convolutional Neural Network (MF-CNN) is designed to enhance the quality of compressed video, in which the non-PQF and its nearest two PQFs are the input. In MF-CNN, motion between the non-PQF and PQFs is compensated by a motion compensation subnet. Subsequently, a quality enhancement subnet fuses the non-PQF and compensated PQFs, and then reduces the compression artifacts of the non-PQF. Also, PQF quality is enhanced in the same way. Finally, experiments validate the effectiveness and generalization ability of our MFQE approach in advancing the state-of-the-art quality enhancement of compressed video. The code is available at https://github.com/RyanXingQL/MFQEv2.0.git.
SportsSloMo: A New Benchmark and Baselines for Human-centric Video Frame Interpolation
Human-centric video frame interpolation has great potential for improving people's entertainment experiences and finding commercial applications in the sports analysis industry, e.g., synthesizing slow-motion videos. Although there are multiple benchmark datasets available in the community, none of them is dedicated for human-centric scenarios. To bridge this gap, we introduce SportsSloMo, a benchmark consisting of more than 130K video clips and 1M video frames of high-resolution (geq720p) slow-motion sports videos crawled from YouTube. We re-train several state-of-the-art methods on our benchmark, and the results show a decrease in their accuracy compared to other datasets. It highlights the difficulty of our benchmark and suggests that it poses significant challenges even for the best-performing methods, as human bodies are highly deformable and occlusions are frequent in sports videos. To improve the accuracy, we introduce two loss terms considering the human-aware priors, where we add auxiliary supervision to panoptic segmentation and human keypoints detection, respectively. The loss terms are model agnostic and can be easily plugged into any video frame interpolation approaches. Experimental results validate the effectiveness of our proposed loss terms, leading to consistent performance improvement over 5 existing models, which establish strong baseline models on our benchmark. The dataset and code can be found at: https://neu-vi.github.io/SportsSlomo/.
Domain Adaptive Video Segmentation via Temporal Pseudo Supervision
Video semantic segmentation has achieved great progress under the supervision of large amounts of labelled training data. However, domain adaptive video segmentation, which can mitigate data labelling constraints by adapting from a labelled source domain toward an unlabelled target domain, is largely neglected. We design temporal pseudo supervision (TPS), a simple and effective method that explores the idea of consistency training for learning effective representations from unlabelled target videos. Unlike traditional consistency training that builds consistency in spatial space, we explore consistency training in spatiotemporal space by enforcing model consistency across augmented video frames which helps learn from more diverse target data. Specifically, we design cross-frame pseudo labelling to provide pseudo supervision from previous video frames while learning from the augmented current video frames. The cross-frame pseudo labelling encourages the network to produce high-certainty predictions, which facilitates consistency training with cross-frame augmentation effectively. Extensive experiments over multiple public datasets show that TPS is simpler to implement, much more stable to train, and achieves superior video segmentation accuracy as compared with the state-of-the-art.
Large Language Models to Enhance Bayesian Optimization
Bayesian optimization (BO) is a powerful approach for optimizing complex and expensive-to-evaluate black-box functions. Its importance is underscored in many applications, notably including hyperparameter tuning, but its efficacy depends on efficiently balancing exploration and exploitation. While there has been substantial progress in BO methods, striking this balance remains a delicate process. In this light, we present LLAMBO, a novel approach that integrates the capabilities of Large Language Models (LLM) within BO. At a high level, we frame the BO problem in natural language, enabling LLMs to iteratively propose and evaluate promising solutions conditioned on historical evaluations. More specifically, we explore how combining contextual understanding, few-shot learning proficiency, and domain knowledge of LLMs can improve model-based BO. Our findings illustrate that LLAMBO is effective at zero-shot warmstarting, and enhances surrogate modeling and candidate sampling, especially in the early stages of search when observations are sparse. Our approach is performed in context and does not require LLM finetuning. Additionally, it is modular by design, allowing individual components to be integrated into existing BO frameworks, or function cohesively as an end-to-end method. We empirically validate LLAMBO's efficacy on the problem of hyperparameter tuning, highlighting strong empirical performance across a range of diverse benchmarks, proprietary, and synthetic tasks.
Grounded Decoding: Guiding Text Generation with Grounded Models for Robot Control
Recent progress in large language models (LLMs) has demonstrated the ability to learn and leverage Internet-scale knowledge through pre-training with autoregressive models. Unfortunately, applying such models to settings with embodied agents, such as robots, is challenging due to their lack of experience with the physical world, inability to parse non-language observations, and ignorance of rewards or safety constraints that robots may require. On the other hand, language-conditioned robotic policies that learn from interaction data can provide the necessary grounding that allows the agent to be correctly situated in the real world, but such policies are limited by the lack of high-level semantic understanding due to the limited breadth of the interaction data available for training them. Thus, if we want to make use of the semantic knowledge in a language model while still situating it in an embodied setting, we must construct an action sequence that is both likely according to the language model and also realizable according to grounded models of the environment. We frame this as a problem similar to probabilistic filtering: decode a sequence that both has high probability under the language model and high probability under a set of grounded model objectives. We demonstrate this guided decoding strategy is able to solve complex, long-horizon embodiment tasks in a robotic setting by leveraging the knowledge of both models. The project's website can be found at grounded-decoding.github.io.
If beam search is the answer, what was the question?
Quite surprisingly, exact maximum a posteriori (MAP) decoding of neural language generators frequently leads to low-quality results. Rather, most state-of-the-art results on language generation tasks are attained using beam search despite its overwhelmingly high search error rate. This implies that the MAP objective alone does not express the properties we desire in text, which merits the question: if beam search is the answer, what was the question? We frame beam search as the exact solution to a different decoding objective in order to gain insights into why high probability under a model alone may not indicate adequacy. We find that beam search enforces uniform information density in text, a property motivated by cognitive science. We suggest a set of decoding objectives that explicitly enforce this property and find that exact decoding with these objectives alleviates the problems encountered when decoding poorly calibrated language generation models. Additionally, we analyze the text produced using various decoding strategies and see that, in our neural machine translation experiments, the extent to which this property is adhered to strongly correlates with BLEU.
EFLNet: Enhancing Feature Learning for Infrared Small Target Detection
Single-frame infrared small target detection is considered to be a challenging task, due to the extreme imbalance between target and background, bounding box regression is extremely sensitive to infrared small targets, and small target information is easy to lose in the high-level semantic layer. In this paper, we propose an enhancing feature learning network (EFLNet) based on YOLOv7 framework to solve these problems. First, we notice that there is an extremely imbalance between the target and the background in the infrared image, which makes the model pay more attention to the background features, resulting in missed detection. To address this problem, we propose a new adaptive threshold focal loss function that adjusts the loss weight automatically, compelling the model to allocate greater attention to target features. Second, we introduce the normalized Gaussian Wasserstein distance to alleviate the difficulty of model convergence caused by the extreme sensitivity of the bounding box regression to infrared small targets. Finally, we incorporate a dynamic head mechanism into the network to enable adaptive learning of the relative importance of each semantic layer. Experimental results demonstrate our method can achieve better performance in the detection performance of infrared small targets compared to state-of-the-art deep-learning based methods.
PlanarTrack: A Large-scale Challenging Benchmark for Planar Object Tracking
Planar object tracking is a critical computer vision problem and has drawn increasing interest owing to its key roles in robotics, augmented reality, etc. Despite rapid progress, its further development, especially in the deep learning era, is largely hindered due to the lack of large-scale challenging benchmarks. Addressing this, we introduce PlanarTrack, a large-scale challenging planar tracking benchmark. Specifically, PlanarTrack consists of 1,000 videos with more than 490K images. All these videos are collected in complex unconstrained scenarios from the wild, which makes PlanarTrack, compared with existing benchmarks, more challenging but realistic for real-world applications. To ensure the high-quality annotation, each frame in PlanarTrack is manually labeled using four corners with multiple-round careful inspection and refinement. To our best knowledge, PlanarTrack, to date, is the largest and most challenging dataset dedicated to planar object tracking. In order to analyze the proposed PlanarTrack, we evaluate 10 planar trackers and conduct comprehensive comparisons and in-depth analysis. Our results, not surprisingly, demonstrate that current top-performing planar trackers degenerate significantly on the challenging PlanarTrack and more efforts are needed to improve planar tracking in the future. In addition, we further derive a variant named PlanarTrack_{BB} for generic object tracking from PlanarTrack. Our evaluation of 10 excellent generic trackers on PlanarTrack_{BB} manifests that, surprisingly, PlanarTrack_{BB} is even more challenging than several popular generic tracking benchmarks and more attention should be paid to handle such planar objects, though they are rigid. All benchmarks and evaluations will be released at the project webpage.
Mobility VLA: Multimodal Instruction Navigation with Long-Context VLMs and Topological Graphs
An elusive goal in navigation research is to build an intelligent agent that can understand multimodal instructions including natural language and image, and perform useful navigation. To achieve this, we study a widely useful category of navigation tasks we call Multimodal Instruction Navigation with demonstration Tours (MINT), in which the environment prior is provided through a previously recorded demonstration video. Recent advances in Vision Language Models (VLMs) have shown a promising path in achieving this goal as it demonstrates capabilities in perceiving and reasoning about multimodal inputs. However, VLMs are typically trained to predict textual output and it is an open research question about how to best utilize them in navigation. To solve MINT, we present Mobility VLA, a hierarchical Vision-Language-Action (VLA) navigation policy that combines the environment understanding and common sense reasoning power of long-context VLMs and a robust low-level navigation policy based on topological graphs. The high-level policy consists of a long-context VLM that takes the demonstration tour video and the multimodal user instruction as input to find the goal frame in the tour video. Next, a low-level policy uses the goal frame and an offline constructed topological graph to generate robot actions at every timestep. We evaluated Mobility VLA in a 836m^2 real world environment and show that Mobility VLA has a high end-to-end success rates on previously unsolved multimodal instructions such as "Where should I return this?" while holding a plastic bin.
AE-NeRF: Augmenting Event-Based Neural Radiance Fields for Non-ideal Conditions and Larger Scene
Compared to frame-based methods, computational neuromorphic imaging using event cameras offers significant advantages, such as minimal motion blur, enhanced temporal resolution, and high dynamic range. The multi-view consistency of Neural Radiance Fields combined with the unique benefits of event cameras, has spurred recent research into reconstructing NeRF from data captured by moving event cameras. While showing impressive performance, existing methods rely on ideal conditions with the availability of uniform and high-quality event sequences and accurate camera poses, and mainly focus on the object level reconstruction, thus limiting their practical applications. In this work, we propose AE-NeRF to address the challenges of learning event-based NeRF from non-ideal conditions, including non-uniform event sequences, noisy poses, and various scales of scenes. Our method exploits the density of event streams and jointly learn a pose correction module with an event-based NeRF (e-NeRF) framework for robust 3D reconstruction from inaccurate camera poses. To generalize to larger scenes, we propose hierarchical event distillation with a proposal e-NeRF network and a vanilla e-NeRF network to resample and refine the reconstruction process. We further propose an event reconstruction loss and a temporal loss to improve the view consistency of the reconstructed scene. We established a comprehensive benchmark that includes large-scale scenes to simulate practical non-ideal conditions, incorporating both synthetic and challenging real-world event datasets. The experimental results show that our method achieves a new state-of-the-art in event-based 3D reconstruction.
ShareGPT4Video: Improving Video Understanding and Generation with Better Captions
We present the ShareGPT4Video series, aiming to facilitate the video understanding of large video-language models (LVLMs) and the video generation of text-to-video models (T2VMs) via dense and precise captions. The series comprises: 1) ShareGPT4Video, 40K GPT4V annotated dense captions of videos with various lengths and sources, developed through carefully designed data filtering and annotating strategy. 2) ShareCaptioner-Video, an efficient and capable captioning model for arbitrary videos, with 4.8M high-quality aesthetic videos annotated by it. 3) ShareGPT4Video-8B, a simple yet superb LVLM that reached SOTA performance on three advancing video benchmarks. To achieve this, taking aside the non-scalable costly human annotators, we find using GPT4V to caption video with a naive multi-frame or frame-concatenation input strategy leads to less detailed and sometimes temporal-confused results. We argue the challenge of designing a high-quality video captioning strategy lies in three aspects: 1) Inter-frame precise temporal change understanding. 2) Intra-frame detailed content description. 3) Frame-number scalability for arbitrary-length videos. To this end, we meticulously designed a differential video captioning strategy, which is stable, scalable, and efficient for generating captions for videos with arbitrary resolution, aspect ratios, and length. Based on it, we construct ShareGPT4Video, which contains 40K high-quality videos spanning a wide range of categories, and the resulting captions encompass rich world knowledge, object attributes, camera movements, and crucially, detailed and precise temporal descriptions of events. Based on ShareGPT4Video, we further develop ShareCaptioner-Video, a superior captioner capable of efficiently generating high-quality captions for arbitrary videos...
FreeSplatter: Pose-free Gaussian Splatting for Sparse-view 3D Reconstruction
Existing sparse-view reconstruction models heavily rely on accurate known camera poses. However, deriving camera extrinsics and intrinsics from sparse-view images presents significant challenges. In this work, we present FreeSplatter, a highly scalable, feed-forward reconstruction framework capable of generating high-quality 3D Gaussians from uncalibrated sparse-view images and recovering their camera parameters in mere seconds. FreeSplatter is built upon a streamlined transformer architecture, comprising sequential self-attention blocks that facilitate information exchange among multi-view image tokens and decode them into pixel-wise 3D Gaussian primitives. The predicted Gaussian primitives are situated in a unified reference frame, allowing for high-fidelity 3D modeling and instant camera parameter estimation using off-the-shelf solvers. To cater to both object-centric and scene-level reconstruction, we train two model variants of FreeSplatter on extensive datasets. In both scenarios, FreeSplatter outperforms state-of-the-art baselines in terms of reconstruction quality and pose estimation accuracy. Furthermore, we showcase FreeSplatter's potential in enhancing the productivity of downstream applications, such as text/image-to-3D content creation.
Motion Consistency Model: Accelerating Video Diffusion with Disentangled Motion-Appearance Distillation
Image diffusion distillation achieves high-fidelity generation with very few sampling steps. However, applying these techniques directly to video diffusion often results in unsatisfactory frame quality due to the limited visual quality in public video datasets. This affects the performance of both teacher and student video diffusion models. Our study aims to improve video diffusion distillation while improving frame appearance using abundant high-quality image data. We propose motion consistency model (MCM), a single-stage video diffusion distillation method that disentangles motion and appearance learning. Specifically, MCM includes a video consistency model that distills motion from the video teacher model, and an image discriminator that enhances frame appearance to match high-quality image data. This combination presents two challenges: (1) conflicting frame learning objectives, as video distillation learns from low-quality video frames while the image discriminator targets high-quality images; and (2) training-inference discrepancies due to the differing quality of video samples used during training and inference. To address these challenges, we introduce disentangled motion distillation and mixed trajectory distillation. The former applies the distillation objective solely to the motion representation, while the latter mitigates training-inference discrepancies by mixing distillation trajectories from both the low- and high-quality video domains. Extensive experiments show that our MCM achieves the state-of-the-art video diffusion distillation performance. Additionally, our method can enhance frame quality in video diffusion models, producing frames with high aesthetic scores or specific styles without corresponding video data.
Finding Meaning in Points: Weakly Supervised Semantic Segmentation for Event Cameras
Event cameras excel in capturing high-contrast scenes and dynamic objects, offering a significant advantage over traditional frame-based cameras. Despite active research into leveraging event cameras for semantic segmentation, generating pixel-wise dense semantic maps for such challenging scenarios remains labor-intensive. As a remedy, we present EV-WSSS: a novel weakly supervised approach for event-based semantic segmentation that utilizes sparse point annotations. To fully leverage the temporal characteristics of event data, the proposed framework performs asymmetric dual-student learning between 1) the original forward event data and 2) the longer reversed event data, which contain complementary information from the past and the future, respectively. Besides, to mitigate the challenges posed by sparse supervision, we propose feature-level contrastive learning based on class-wise prototypes, carefully aggregated at both spatial region and sample levels. Additionally, we further excavate the potential of our dual-student learning model by exchanging prototypes between the two learning paths, thereby harnessing their complementary strengths. With extensive experiments on various datasets, including DSEC Night-Point with sparse point annotations newly provided by this paper, the proposed method achieves substantial segmentation results even without relying on pixel-level dense ground truths. The code and dataset are available at https://github.com/Chohoonhee/EV-WSSS.
TempCompass: Do Video LLMs Really Understand Videos?
Recently, there is a surge in interest surrounding video large language models (Video LLMs). However, existing benchmarks fail to provide a comprehensive feedback on the temporal perception ability of Video LLMs. On the one hand, most of them are unable to distinguish between different temporal aspects (e.g., speed, direction) and thus cannot reflect the nuanced performance on these specific aspects. On the other hand, they are limited in the diversity of task formats (e.g., only multi-choice QA), which hinders the understanding of how temporal perception performance may vary across different types of tasks. Motivated by these two problems, we propose the TempCompass benchmark, which introduces a diversity of temporal aspects and task formats. To collect high-quality test data, we devise two novel strategies: (1) In video collection, we construct conflicting videos that share the same static content but differ in a specific temporal aspect, which prevents Video LLMs from leveraging single-frame bias or language priors. (2) To collect the task instructions, we propose a paradigm where humans first annotate meta-information for a video and then an LLM generates the instruction. We also design an LLM-based approach to automatically and accurately evaluate the responses from Video LLMs. Based on TempCompass, we comprehensively evaluate 8 state-of-the-art (SOTA) Video LLMs and 3 Image LLMs, and reveal the discerning fact that these models exhibit notably poor temporal perception ability. The data and evaluation code are available at https://github.com/llyx97/TempCompass.
DiffDreamer: Towards Consistent Unsupervised Single-view Scene Extrapolation with Conditional Diffusion Models
Scene extrapolation -- the idea of generating novel views by flying into a given image -- is a promising, yet challenging task. For each predicted frame, a joint inpainting and 3D refinement problem has to be solved, which is ill posed and includes a high level of ambiguity. Moreover, training data for long-range scenes is difficult to obtain and usually lacks sufficient views to infer accurate camera poses. We introduce DiffDreamer, an unsupervised framework capable of synthesizing novel views depicting a long camera trajectory while training solely on internet-collected images of nature scenes. Utilizing the stochastic nature of the guided denoising steps, we train the diffusion models to refine projected RGBD images but condition the denoising steps on multiple past and future frames for inference. We demonstrate that image-conditioned diffusion models can effectively perform long-range scene extrapolation while preserving consistency significantly better than prior GAN-based methods. DiffDreamer is a powerful and efficient solution for scene extrapolation, producing impressive results despite limited supervision. Project page: https://primecai.github.io/diffdreamer.
Video-Foley: Two-Stage Video-To-Sound Generation via Temporal Event Condition For Foley Sound
Foley sound synthesis is crucial for multimedia production, enhancing user experience by synchronizing audio and video both temporally and semantically. Recent studies on automating this labor-intensive process through video-to-sound generation face significant challenges. Systems lacking explicit temporal features suffer from poor controllability and alignment, while timestamp-based models require costly and subjective human annotation. We propose Video-Foley, a video-to-sound system using Root Mean Square (RMS) as a temporal event condition with semantic timbre prompts (audio or text). RMS, a frame-level intensity envelope feature closely related to audio semantics, ensures high controllability and synchronization. The annotation-free self-supervised learning framework consists of two stages, Video2RMS and RMS2Sound, incorporating novel ideas including RMS discretization and RMS-ControlNet with a pretrained text-to-audio model. Our extensive evaluation shows that Video-Foley achieves state-of-the-art performance in audio-visual alignment and controllability for sound timing, intensity, timbre, and nuance. Code, model weights, and demonstrations are available on the accompanying website. (https://jnwnlee.github.io/video-foley-demo)
Video Interpolation with Diffusion Models
We present VIDIM, a generative model for video interpolation, which creates short videos given a start and end frame. In order to achieve high fidelity and generate motions unseen in the input data, VIDIM uses cascaded diffusion models to first generate the target video at low resolution, and then generate the high-resolution video conditioned on the low-resolution generated video. We compare VIDIM to previous state-of-the-art methods on video interpolation, and demonstrate how such works fail in most settings where the underlying motion is complex, nonlinear, or ambiguous while VIDIM can easily handle such cases. We additionally demonstrate how classifier-free guidance on the start and end frame and conditioning the super-resolution model on the original high-resolution frames without additional parameters unlocks high-fidelity results. VIDIM is fast to sample from as it jointly denoises all the frames to be generated, requires less than a billion parameters per diffusion model to produce compelling results, and still enjoys scalability and improved quality at larger parameter counts.
MammothModa: Multi-Modal Large Language Model
In this report, we introduce MammothModa, yet another multi-modal large language model (MLLM) designed to achieve state-of-the-art performance starting from an elementary baseline. We focus on three key design insights: (i) Integrating Visual Capabilities while Maintaining Complex Language Understanding: In addition to the vision encoder, we incorporated the Visual Attention Experts into the LLM to enhance its visual capabilities. (ii) Extending Context Window for High-Resolution and Long-Duration Visual Feature: We explore the Visual Merger Module to effectively reduce the token number of high-resolution images and incorporated frame position ids to avoid position interpolation. (iii) High-Quality Bilingual Datasets: We meticulously curated and filtered a high-quality bilingual multimodal dataset to reduce visual hallucinations. With above recipe we build MammothModa that consistently outperforms the state-of-the-art models, e.g., LLaVA-series, across main real-world visual language benchmarks without bells and whistles.
VISAGE: Video Instance Segmentation with Appearance-Guided Enhancement
In recent years, online Video Instance Segmentation (VIS) methods have shown remarkable advancement with their powerful query-based detectors. Utilizing the output queries of the detector at the frame-level, these methods achieve high accuracy on challenging benchmarks. However, our observations demonstrate that these methods heavily rely on location information, which often causes incorrect associations between objects. This paper presents that a key axis of object matching in trackers is appearance information, which becomes greatly instructive under conditions where positional cues are insufficient for distinguishing their identities. Therefore, we suggest a simple yet powerful extension to object decoders that explicitly extract embeddings from backbone features and drive queries to capture the appearances of objects, which greatly enhances instance association accuracy. Furthermore, recognizing the limitations of existing benchmarks in fully evaluating appearance awareness, we have constructed a synthetic dataset to rigorously validate our method. By effectively resolving the over-reliance on location information, we achieve state-of-the-art results on YouTube-VIS 2019/2021 and Occluded VIS (OVIS). Code is available at https://github.com/KimHanjung/VISAGE.
Fairy: Fast Parallelized Instruction-Guided Video-to-Video Synthesis
In this paper, we introduce Fairy, a minimalist yet robust adaptation of image-editing diffusion models, enhancing them for video editing applications. Our approach centers on the concept of anchor-based cross-frame attention, a mechanism that implicitly propagates diffusion features across frames, ensuring superior temporal coherence and high-fidelity synthesis. Fairy not only addresses limitations of previous models, including memory and processing speed. It also improves temporal consistency through a unique data augmentation strategy. This strategy renders the model equivariant to affine transformations in both source and target images. Remarkably efficient, Fairy generates 120-frame 512x384 videos (4-second duration at 30 FPS) in just 14 seconds, outpacing prior works by at least 44x. A comprehensive user study, involving 1000 generated samples, confirms that our approach delivers superior quality, decisively outperforming established methods.
PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments
We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.
AniSora: Exploring the Frontiers of Animation Video Generation in the Sora Era
Animation has gained significant interest in the recent film and TV industry. Despite the success of advanced video generation models like Sora, Kling, and CogVideoX in generating natural videos, they lack the same effectiveness in handling animation videos. Evaluating animation video generation is also a great challenge due to its unique artist styles, violating the laws of physics and exaggerated motions. In this paper, we present a comprehensive system, AniSora, designed for animation video generation, which includes a data processing pipeline, a controllable generation model, and an evaluation dataset. Supported by the data processing pipeline with over 10M high-quality data, the generation model incorporates a spatiotemporal mask module to facilitate key animation production functions such as image-to-video generation, frame interpolation, and localized image-guided animation. We also collect an evaluation benchmark of 948 various animation videos, the evaluation on VBench and human double-blind test demonstrates consistency in character and motion, achieving state-of-the-art results in animation video generation. Our evaluation benchmark will be publicly available at https://github.com/bilibili/Index-anisora.
Towards Nonlinear-Motion-Aware and Occlusion-Robust Rolling Shutter Correction
This paper addresses the problem of rolling shutter correction in complex nonlinear and dynamic scenes with extreme occlusion. Existing methods suffer from two main drawbacks. Firstly, they face challenges in estimating the accurate correction field due to the uniform velocity assumption, leading to significant image correction errors under complex motion. Secondly, the drastic occlusion in dynamic scenes prevents current solutions from achieving better image quality because of the inherent difficulties in aligning and aggregating multiple frames. To tackle these challenges, we model the curvilinear trajectory of pixels analytically and propose a geometry-based Quadratic Rolling Shutter (QRS) motion solver, which precisely estimates the high-order correction field of individual pixels. Besides, to reconstruct high-quality occlusion frames in dynamic scenes, we present a 3D video architecture that effectively Aligns and Aggregates multi-frame context, namely, RSA2-Net. We evaluate our method across a broad range of cameras and video sequences, demonstrating its significant superiority. Specifically, our method surpasses the state-of-the-art by +4.98, +0.77, and +4.33 of PSNR on Carla-RS, Fastec-RS, and BS-RSC datasets, respectively. Code is available at https://github.com/DelinQu/qrsc.
Long Video Generation with Time-Agnostic VQGAN and Time-Sensitive Transformer
Videos are created to express emotion, exchange information, and share experiences. Video synthesis has intrigued researchers for a long time. Despite the rapid progress driven by advances in visual synthesis, most existing studies focus on improving the frames' quality and the transitions between them, while little progress has been made in generating longer videos. In this paper, we present a method that builds on 3D-VQGAN and transformers to generate videos with thousands of frames. Our evaluation shows that our model trained on 16-frame video clips from standard benchmarks such as UCF-101, Sky Time-lapse, and Taichi-HD datasets can generate diverse, coherent, and high-quality long videos. We also showcase conditional extensions of our approach for generating meaningful long videos by incorporating temporal information with text and audio. Videos and code can be found at https://songweige.github.io/projects/tats/index.html.
Aria Everyday Activities Dataset
We present Aria Everyday Activities (AEA) Dataset, an egocentric multimodal open dataset recorded using Project Aria glasses. AEA contains 143 daily activity sequences recorded by multiple wearers in five geographically diverse indoor locations. Each of the recording contains multimodal sensor data recorded through the Project Aria glasses. In addition, AEA provides machine perception data including high frequency globally aligned 3D trajectories, scene point cloud, per-frame 3D eye gaze vector and time aligned speech transcription. In this paper, we demonstrate a few exemplar research applications enabled by this dataset, including neural scene reconstruction and prompted segmentation. AEA is an open source dataset that can be downloaded from projectaria.com. We are also providing open-source implementations and examples of how to use the dataset in Project Aria Tools.
Reenact Anything: Semantic Video Motion Transfer Using Motion-Textual Inversion
Recent years have seen a tremendous improvement in the quality of video generation and editing approaches. While several techniques focus on editing appearance, few address motion. Current approaches using text, trajectories, or bounding boxes are limited to simple motions, so we specify motions with a single motion reference video instead. We further propose to use a pre-trained image-to-video model rather than a text-to-video model. This approach allows us to preserve the exact appearance and position of a target object or scene and helps disentangle appearance from motion. Our method, called motion-textual inversion, leverages our observation that image-to-video models extract appearance mainly from the (latent) image input, while the text/image embedding injected via cross-attention predominantly controls motion. We thus represent motion using text/image embedding tokens. By operating on an inflated motion-text embedding containing multiple text/image embedding tokens per frame, we achieve a high temporal motion granularity. Once optimized on the motion reference video, this embedding can be applied to various target images to generate videos with semantically similar motions. Our approach does not require spatial alignment between the motion reference video and target image, generalizes across various domains, and can be applied to various tasks such as full-body and face reenactment, as well as controlling the motion of inanimate objects and the camera. We empirically demonstrate the effectiveness of our method in the semantic video motion transfer task, significantly outperforming existing methods in this context.
Animated Stickers: Bringing Stickers to Life with Video Diffusion
We introduce animated stickers, a video diffusion model which generates an animation conditioned on a text prompt and static sticker image. Our model is built on top of the state-of-the-art Emu text-to-image model, with the addition of temporal layers to model motion. Due to the domain gap, i.e. differences in visual and motion style, a model which performed well on generating natural videos can no longer generate vivid videos when applied to stickers. To bridge this gap, we employ a two-stage finetuning pipeline: first with weakly in-domain data, followed by human-in-the-loop (HITL) strategy which we term ensemble-of-teachers. It distills the best qualities of multiple teachers into a smaller student model. We show that this strategy allows us to specifically target improvements to motion quality while maintaining the style from the static image. With inference optimizations, our model is able to generate an eight-frame video with high-quality, interesting, and relevant motion in under one second.
Human Pose Driven Object Effects Recommendation
In this paper, we research the new topic of object effects recommendation in micro-video platforms, which is a challenging but important task for many practical applications such as advertisement insertion. To avoid the problem of introducing background bias caused by directly learning video content from image frames, we propose to utilize the meaningful body language hidden in 3D human pose for recommendation. To this end, in this work, a novel human pose driven object effects recommendation network termed PoseRec is introduced. PoseRec leverages the advantages of 3D human pose detection and learns information from multi-frame 3D human pose for video-item registration, resulting in high quality object effects recommendation performance. Moreover, to solve the inherent ambiguity and sparsity issues that exist in object effects recommendation, we further propose a novel item-aware implicit prototype learning module and a novel pose-aware transductive hard-negative mining module to better learn pose-item relationships. What's more, to benchmark methods for the new research topic, we build a new dataset for object effects recommendation named Pose-OBE. Extensive experiments on Pose-OBE demonstrate that our method can achieve superior performance than strong baselines.
FlexEvent: Event Camera Object Detection at Arbitrary Frequencies
Event cameras offer unparalleled advantages for real-time perception in dynamic environments, thanks to their microsecond-level temporal resolution and asynchronous operation. Existing event-based object detection methods, however, are limited by fixed-frequency paradigms and fail to fully exploit the high-temporal resolution and adaptability of event cameras. To address these limitations, we propose FlexEvent, a novel event camera object detection framework that enables detection at arbitrary frequencies. Our approach consists of two key components: FlexFuser, an adaptive event-frame fusion module that integrates high-frequency event data with rich semantic information from RGB frames, and FAL, a frequency-adaptive learning mechanism that generates frequency-adjusted labels to enhance model generalization across varying operational frequencies. This combination allows our method to detect objects with high accuracy in both fast-moving and static scenarios, while adapting to dynamic environments. Extensive experiments on large-scale event camera datasets demonstrate that our approach surpasses state-of-the-art methods, achieving significant improvements in both standard and high-frequency settings. Notably, our method maintains robust performance when scaling from 20 Hz to 90 Hz and delivers accurate detection up to 180 Hz, proving its effectiveness in extreme conditions. Our framework sets a new benchmark for event-based object detection and paves the way for more adaptable, real-time vision systems.
Video-Based Human Pose Regression via Decoupled Space-Time Aggregation
By leveraging temporal dependency in video sequences, multi-frame human pose estimation algorithms have demonstrated remarkable results in complicated situations, such as occlusion, motion blur, and video defocus. These algorithms are predominantly based on heatmaps, resulting in high computation and storage requirements per frame, which limits their flexibility and real-time application in video scenarios, particularly on edge devices. In this paper, we develop an efficient and effective video-based human pose regression method, which bypasses intermediate representations such as heatmaps and instead directly maps the input to the output joint coordinates. Despite the inherent spatial correlation among adjacent joints of the human pose, the temporal trajectory of each individual joint exhibits relative independence. In light of this, we propose a novel Decoupled Space-Time Aggregation network (DSTA) to separately capture the spatial contexts between adjacent joints and the temporal cues of each individual joint, thereby avoiding the conflation of spatiotemporal dimensions. Concretely, DSTA learns a dedicated feature token for each joint to facilitate the modeling of their spatiotemporal dependencies. With the proposed joint-wise local-awareness attention mechanism, our method is capable of efficiently and flexibly utilizing the spatial dependency of adjacent joints and the temporal dependency of each joint itself. Extensive experiments demonstrate the superiority of our method. Compared to previous regression-based single-frame human pose estimation methods, DSTA significantly enhances performance, achieving an 8.9 mAP improvement on PoseTrack2017. Furthermore, our approach either surpasses or is on par with the state-of-the-art heatmap-based multi-frame human pose estimation methods. Project page: https://github.com/zgspose/DSTA.
OCSampler: Compressing Videos to One Clip with Single-step Sampling
In this paper, we propose a framework named OCSampler to explore a compact yet effective video representation with one short clip for efficient video recognition. Recent works prefer to formulate frame sampling as a sequential decision task by selecting frames one by one according to their importance, while we present a new paradigm of learning instance-specific video condensation policies to select informative frames for representing the entire video only in a single step. Our basic motivation is that the efficient video recognition task lies in processing a whole sequence at once rather than picking up frames sequentially. Accordingly, these policies are derived from a light-weighted skim network together with a simple yet effective policy network within one step. Moreover, we extend the proposed method with a frame number budget, enabling the framework to produce correct predictions in high confidence with as few frames as possible. Experiments on four benchmarks, i.e., ActivityNet, Mini-Kinetics, FCVID, Mini-Sports1M, demonstrate the effectiveness of our OCSampler over previous methods in terms of accuracy, theoretical computational expense, actual inference speed. We also evaluate its generalization power across different classifiers, sampled frames, and search spaces. Especially, we achieve 76.9% mAP and 21.7 GFLOPs on ActivityNet with an impressive throughput: 123.9 Videos/s on a single TITAN Xp GPU.
Openstory++: A Large-scale Dataset and Benchmark for Instance-aware Open-domain Visual Storytelling
Recent image generation models excel at creating high-quality images from brief captions. However, they fail to maintain consistency of multiple instances across images when encountering lengthy contexts. This inconsistency is largely due to in existing training datasets the absence of granular instance feature labeling in existing training datasets. To tackle these issues, we introduce Openstory++, a large-scale dataset combining additional instance-level annotations with both images and text. Furthermore, we develop a training methodology that emphasizes entity-centric image-text generation, ensuring that the models learn to effectively interweave visual and textual information. Specifically, Openstory++ streamlines the process of keyframe extraction from open-domain videos, employing vision-language models to generate captions that are then polished by a large language model for narrative continuity. It surpasses previous datasets by offering a more expansive open-domain resource, which incorporates automated captioning, high-resolution imagery tailored for instance count, and extensive frame sequences for temporal consistency. Additionally, we present Cohere-Bench, a pioneering benchmark framework for evaluating the image generation tasks when long multimodal context is provided, including the ability to keep the background, style, instances in the given context coherent. Compared to existing benchmarks, our work fills critical gaps in multi-modal generation, propelling the development of models that can adeptly generate and interpret complex narratives in open-domain environments. Experiments conducted within Cohere-Bench confirm the superiority of Openstory++ in nurturing high-quality visual storytelling models, enhancing their ability to address open-domain generation tasks. More details can be found at https://openstorypp.github.io/
Free-Bloom: Zero-Shot Text-to-Video Generator with LLM Director and LDM Animator
Text-to-video is a rapidly growing research area that aims to generate a semantic, identical, and temporal coherence sequence of frames that accurately align with the input text prompt. This study focuses on zero-shot text-to-video generation considering the data- and cost-efficient. To generate a semantic-coherent video, exhibiting a rich portrayal of temporal semantics such as the whole process of flower blooming rather than a set of "moving images", we propose a novel Free-Bloom pipeline that harnesses large language models (LLMs) as the director to generate a semantic-coherence prompt sequence, while pre-trained latent diffusion models (LDMs) as the animator to generate the high fidelity frames. Furthermore, to ensure temporal and identical coherence while maintaining semantic coherence, we propose a series of annotative modifications to adapting LDMs in the reverse process, including joint noise sampling, step-aware attention shift, and dual-path interpolation. Without any video data and training requirements, Free-Bloom generates vivid and high-quality videos, awe-inspiring in generating complex scenes with semantic meaningful frame sequences. In addition, Free-Bloom is naturally compatible with LDMs-based extensions.
From Sky to the Ground: A Large-scale Benchmark and Simple Baseline Towards Real Rain Removal
Learning-based image deraining methods have made great progress. However, the lack of large-scale high-quality paired training samples is the main bottleneck to hamper the real image deraining (RID). To address this dilemma and advance RID, we construct a Large-scale High-quality Paired real rain benchmark (LHP-Rain), including 3000 video sequences with 1 million high-resolution (1920*1080) frame pairs. The advantages of the proposed dataset over the existing ones are three-fold: rain with higher-diversity and larger-scale, image with higher-resolution and higher-quality ground-truth. Specifically, the real rains in LHP-Rain not only contain the classical rain streak/veiling/occlusion in the sky, but also the splashing on the ground overlooked by deraining community. Moreover, we propose a novel robust low-rank tensor recovery model to generate the GT with better separating the static background from the dynamic rain. In addition, we design a simple transformer-based single image deraining baseline, which simultaneously utilize the self-attention and cross-layer attention within the image and rain layer with discriminative feature representation. Extensive experiments verify the superiority of the proposed dataset and deraining method over state-of-the-art.
DreamDance: Animating Human Images by Enriching 3D Geometry Cues from 2D Poses
In this work, we present DreamDance, a novel method for animating human images using only skeleton pose sequences as conditional inputs. Existing approaches struggle with generating coherent, high-quality content in an efficient and user-friendly manner. Concretely, baseline methods relying on only 2D pose guidance lack the cues of 3D information, leading to suboptimal results, while methods using 3D representation as guidance achieve higher quality but involve a cumbersome and time-intensive process. To address these limitations, DreamDance enriches 3D geometry cues from 2D poses by introducing an efficient diffusion model, enabling high-quality human image animation with various guidance. Our key insight is that human images naturally exhibit multiple levels of correlation, progressing from coarse skeleton poses to fine-grained geometry cues, and further from these geometry cues to explicit appearance details. Capturing such correlations could enrich the guidance signals, facilitating intra-frame coherency and inter-frame consistency. Specifically, we construct the TikTok-Dance5K dataset, comprising 5K high-quality dance videos with detailed frame annotations, including human pose, depth, and normal maps. Next, we introduce a Mutually Aligned Geometry Diffusion Model to generate fine-grained depth and normal maps for enriched guidance. Finally, a Cross-domain Controller incorporates multi-level guidance to animate human images effectively with a video diffusion model. Extensive experiments demonstrate that our method achieves state-of-the-art performance in animating human images.
Rethink DARTS Search Space and Renovate a New Benchmark
DARTS search space (DSS) has become a canonical benchmark for NAS whereas some emerging works pointed out the issue of narrow accuracy range and claimed it would hurt the method ranking. We observe some recent studies already suffer from this issue that overshadows the meaning of scores. In this work, we first propose and orchestrate a suite of improvements to frame a larger and harder DSS, termed LHD, while retaining high efficiency in search. We step forward to renovate a LHD-based new benchmark, taking care of both discernibility and accessibility. Specifically, we re-implement twelve baselines and evaluate them across twelve conditions by combining two underexpolored influential factors: transductive robustness and discretization policy, to reasonably construct a benchmark upon multi-condition evaluation. Considering that the tabular benchmarks are always insufficient to adequately evaluate the methods of neural architecture search (NAS), our work can serve as a crucial basis for the future progress of NAS. https://github.com/chaoji90/LHD
Magic-Me: Identity-Specific Video Customized Diffusion
Creating content for a specific identity (ID) has shown significant interest in the field of generative models. In the field of text-to-image generation (T2I), subject-driven content generation has achieved great progress with the ID in the images controllable. However, extending it to video generation is not well explored. In this work, we propose a simple yet effective subject identity controllable video generation framework, termed Video Custom Diffusion (VCD). With a specified subject ID defined by a few images, VCD reinforces the identity information extraction and injects frame-wise correlation at the initialization stage for stable video outputs with identity preserved to a large extent. To achieve this, we propose three novel components that are essential for high-quality ID preservation: 1) an ID module trained with the cropped identity by prompt-to-segmentation to disentangle the ID information and the background noise for more accurate ID token learning; 2) a text-to-video (T2V) VCD module with 3D Gaussian Noise Prior for better inter-frame consistency and 3) video-to-video (V2V) Face VCD and Tiled VCD modules to deblur the face and upscale the video for higher resolution. Despite its simplicity, we conducted extensive experiments to verify that VCD is able to generate stable and high-quality videos with better ID over the selected strong baselines. Besides, due to the transferability of the ID module, VCD is also working well with finetuned text-to-image models available publically, further improving its usability. The codes are available at https://github.com/Zhen-Dong/Magic-Me.
Imagination Policy: Using Generative Point Cloud Models for Learning Manipulation Policies
Humans can imagine goal states during planning and perform actions to match those goals. In this work, we propose Imagination Policy, a novel multi-task key-frame policy network for solving high-precision pick and place tasks. Instead of learning actions directly, Imagination Policy generates point clouds to imagine desired states which are then translated to actions using rigid action estimation. This transforms action inference into a local generative task. We leverage pick and place symmetries underlying the tasks in the generation process and achieve extremely high sample efficiency and generalizability to unseen configurations. Finally, we demonstrate state-of-the-art performance across various tasks on the RLbench benchmark compared with several strong baselines.
UniMLVG: Unified Framework for Multi-view Long Video Generation with Comprehensive Control Capabilities for Autonomous Driving
The creation of diverse and realistic driving scenarios has become essential to enhance perception and planning capabilities of the autonomous driving system. However, generating long-duration, surround-view consistent driving videos remains a significant challenge. To address this, we present UniMLVG, a unified framework designed to generate extended street multi-perspective videos under precise control. By integrating single- and multi-view driving videos into the training data, our approach updates cross-frame and cross-view modules across three stages with different training objectives, substantially boosting the diversity and quality of generated visual content. Additionally, we employ the explicit viewpoint modeling in multi-view video generation to effectively improve motion transition consistency. Capable of handling various input reference formats (e.g., text, images, or video), our UniMLVG generates high-quality multi-view videos according to the corresponding condition constraints such as 3D bounding boxes or frame-level text descriptions. Compared to the best models with similar capabilities, our framework achieves improvements of 21.4% in FID and 36.5% in FVD.
Adaptive and Temporally Consistent Gaussian Surfels for Multi-view Dynamic Reconstruction
3D Gaussian Splatting has recently achieved notable success in novel view synthesis for dynamic scenes and geometry reconstruction in static scenes. Building on these advancements, early methods have been developed for dynamic surface reconstruction by globally optimizing entire sequences. However, reconstructing dynamic scenes with significant topology changes, emerging or disappearing objects, and rapid movements remains a substantial challenge, particularly for long sequences. To address these issues, we propose AT-GS, a novel method for reconstructing high-quality dynamic surfaces from multi-view videos through per-frame incremental optimization. To avoid local minima across frames, we introduce a unified and adaptive gradient-aware densification strategy that integrates the strengths of conventional cloning and splitting techniques. Additionally, we reduce temporal jittering in dynamic surfaces by ensuring consistency in curvature maps across consecutive frames. Our method achieves superior accuracy and temporal coherence in dynamic surface reconstruction, delivering high-fidelity space-time novel view synthesis, even in complex and challenging scenes. Extensive experiments on diverse multi-view video datasets demonstrate the effectiveness of our approach, showing clear advantages over baseline methods. Project page: https://fraunhoferhhi.github.io/AT-GS
FineCLIPER: Multi-modal Fine-grained CLIP for Dynamic Facial Expression Recognition with AdaptERs
Dynamic Facial Expression Recognition (DFER) is crucial for understanding human behavior. However, current methods exhibit limited performance mainly due to the scarcity of high-quality data, the insufficient utilization of facial dynamics, and the ambiguity of expression semantics, etc. To this end, we propose a novel framework, named Multi-modal Fine-grained CLIP for Dynamic Facial Expression Recognition with AdaptERs (FineCLIPER), incorporating the following novel designs: 1) To better distinguish between similar facial expressions, we extend the class labels to textual descriptions from both positive and negative aspects, and obtain supervision by calculating the cross-modal similarity based on the CLIP model; 2) Our FineCLIPER adopts a hierarchical manner to effectively mine useful cues from DFE videos. Specifically, besides directly embedding video frames as input (low semantic level), we propose to extract the face segmentation masks and landmarks based on each frame (middle semantic level) and utilize the Multi-modal Large Language Model (MLLM) to further generate detailed descriptions of facial changes across frames with designed prompts (high semantic level). Additionally, we also adopt Parameter-Efficient Fine-Tuning (PEFT) to enable efficient adaptation of large pre-trained models (i.e., CLIP) for this task. Our FineCLIPER achieves SOTA performance on the DFEW, FERV39k, and MAFW datasets in both supervised and zero-shot settings with few tunable parameters. Project Page: https://haroldchen19.github.io/FineCLIPER-Page/
FLAIR: A Conditional Diffusion Framework with Applications to Face Video Restoration
Face video restoration (FVR) is a challenging but important problem where one seeks to recover a perceptually realistic face videos from a low-quality input. While diffusion probabilistic models (DPMs) have been shown to achieve remarkable performance for face image restoration, they often fail to preserve temporally coherent, high-quality videos, compromising the fidelity of reconstructed faces. We present a new conditional diffusion framework called FLAIR for FVR. FLAIR ensures temporal consistency across frames in a computationally efficient fashion by converting a traditional image DPM into a video DPM. The proposed conversion uses a recurrent video refinement layer and a temporal self-attention at different scales. FLAIR also uses a conditional iterative refinement process to balance the perceptual and distortion quality during inference. This process consists of two key components: a data-consistency module that analytically ensures that the generated video precisely matches its degraded observation and a coarse-to-fine image enhancement module specifically for facial regions. Our extensive experiments show superiority of FLAIR over the current state-of-the-art (SOTA) for video super-resolution, deblurring, JPEG restoration, and space-time frame interpolation on two high-quality face video datasets.
EVREAL: Towards a Comprehensive Benchmark and Analysis Suite for Event-based Video Reconstruction
Event cameras are a new type of vision sensor that incorporates asynchronous and independent pixels, offering advantages over traditional frame-based cameras such as high dynamic range and minimal motion blur. However, their output is not easily understandable by humans, making the reconstruction of intensity images from event streams a fundamental task in event-based vision. While recent deep learning-based methods have shown promise in video reconstruction from events, this problem is not completely solved yet. To facilitate comparison between different approaches, standardized evaluation protocols and diverse test datasets are essential. This paper proposes a unified evaluation methodology and introduces an open-source framework called EVREAL to comprehensively benchmark and analyze various event-based video reconstruction methods from the literature. Using EVREAL, we give a detailed analysis of the state-of-the-art methods for event-based video reconstruction, and provide valuable insights into the performance of these methods under varying settings, challenging scenarios, and downstream tasks.
Lite Pose: Efficient Architecture Design for 2D Human Pose Estimation
Pose estimation plays a critical role in human-centered vision applications. However, it is difficult to deploy state-of-the-art HRNet-based pose estimation models on resource-constrained edge devices due to the high computational cost (more than 150 GMACs per frame). In this paper, we study efficient architecture design for real-time multi-person pose estimation on edge. We reveal that HRNet's high-resolution branches are redundant for models at the low-computation region via our gradual shrinking experiments. Removing them improves both efficiency and performance. Inspired by this finding, we design LitePose, an efficient single-branch architecture for pose estimation, and introduce two simple approaches to enhance the capacity of LitePose, including Fusion Deconv Head and Large Kernel Convs. Fusion Deconv Head removes the redundancy in high-resolution branches, allowing scale-aware feature fusion with low overhead. Large Kernel Convs significantly improve the model's capacity and receptive field while maintaining a low computational cost. With only 25% computation increment, 7x7 kernels achieve +14.0 mAP better than 3x3 kernels on the CrowdPose dataset. On mobile platforms, LitePose reduces the latency by up to 5.0x without sacrificing performance, compared with prior state-of-the-art efficient pose estimation models, pushing the frontier of real-time multi-person pose estimation on edge. Our code and pre-trained models are released at https://github.com/mit-han-lab/litepose.
MarDini: Masked Autoregressive Diffusion for Video Generation at Scale
We introduce MarDini, a new family of video diffusion models that integrate the advantages of masked auto-regression (MAR) into a unified diffusion model (DM) framework. Here, MAR handles temporal planning, while DM focuses on spatial generation in an asymmetric network design: i) a MAR-based planning model containing most of the parameters generates planning signals for each masked frame using low-resolution input; ii) a lightweight generation model uses these signals to produce high-resolution frames via diffusion de-noising. MarDini's MAR enables video generation conditioned on any number of masked frames at any frame positions: a single model can handle video interpolation (e.g., masking middle frames), image-to-video generation (e.g., masking from the second frame onward), and video expansion (e.g., masking half the frames). The efficient design allocates most of the computational resources to the low-resolution planning model, making computationally expensive but important spatio-temporal attention feasible at scale. MarDini sets a new state-of-the-art for video interpolation; meanwhile, within few inference steps, it efficiently generates videos on par with those of much more expensive advanced image-to-video models.
SADM: Sequence-Aware Diffusion Model for Longitudinal Medical Image Generation
Human organs constantly undergo anatomical changes due to a complex mix of short-term (e.g., heartbeat) and long-term (e.g., aging) factors. Evidently, prior knowledge of these factors will be beneficial when modeling their future state, i.e., via image generation. However, most of the medical image generation tasks only rely on the input from a single image, thus ignoring the sequential dependency even when longitudinal data is available. Sequence-aware deep generative models, where model input is a sequence of ordered and timestamped images, are still underexplored in the medical imaging domain that is featured by several unique challenges: 1) Sequences with various lengths; 2) Missing data or frame, and 3) High dimensionality. To this end, we propose a sequence-aware diffusion model (SADM) for the generation of longitudinal medical images. Recently, diffusion models have shown promising results in high-fidelity image generation. Our method extends this new technique by introducing a sequence-aware transformer as the conditional module in a diffusion model. The novel design enables learning longitudinal dependency even with missing data during training and allows autoregressive generation of a sequence of images during inference. Our extensive experiments on 3D longitudinal medical images demonstrate the effectiveness of SADM compared with baselines and alternative methods. The code is available at https://github.com/ubc-tea/SADM-Longitudinal-Medical-Image-Generation.
BEAT: A Large-Scale Semantic and Emotional Multi-Modal Dataset for Conversational Gestures Synthesis
Achieving realistic, vivid, and human-like synthesized conversational gestures conditioned on multi-modal data is still an unsolved problem due to the lack of available datasets, models and standard evaluation metrics. To address this, we build Body-Expression-Audio-Text dataset, BEAT, which has i) 76 hours, high-quality, multi-modal data captured from 30 speakers talking with eight different emotions and in four different languages, ii) 32 millions frame-level emotion and semantic relevance annotations. Our statistical analysis on BEAT demonstrates the correlation of conversational gestures with facial expressions, emotions, and semantics, in addition to the known correlation with audio, text, and speaker identity. Based on this observation, we propose a baseline model, Cascaded Motion Network (CaMN), which consists of above six modalities modeled in a cascaded architecture for gesture synthesis. To evaluate the semantic relevancy, we introduce a metric, Semantic Relevance Gesture Recall (SRGR). Qualitative and quantitative experiments demonstrate metrics' validness, ground truth data quality, and baseline's state-of-the-art performance. To the best of our knowledge, BEAT is the largest motion capture dataset for investigating human gestures, which may contribute to a number of different research fields, including controllable gesture synthesis, cross-modality analysis, and emotional gesture recognition. The data, code and model are available on https://pantomatrix.github.io/BEAT/.
SVQNet: Sparse Voxel-Adjacent Query Network for 4D Spatio-Temporal LiDAR Semantic Segmentation
LiDAR-based semantic perception tasks are critical yet challenging for autonomous driving. Due to the motion of objects and static/dynamic occlusion, temporal information plays an essential role in reinforcing perception by enhancing and completing single-frame knowledge. Previous approaches either directly stack historical frames to the current frame or build a 4D spatio-temporal neighborhood using KNN, which duplicates computation and hinders realtime performance. Based on our observation that stacking all the historical points would damage performance due to a large amount of redundant and misleading information, we propose the Sparse Voxel-Adjacent Query Network (SVQNet) for 4D LiDAR semantic segmentation. To take full advantage of the historical frames high-efficiently, we shunt the historical points into two groups with reference to the current points. One is the Voxel-Adjacent Neighborhood carrying local enhancing knowledge. The other is the Historical Context completing the global knowledge. Then we propose new modules to select and extract the instructive features from the two groups. Our SVQNet achieves state-of-the-art performance in LiDAR semantic segmentation of the SemanticKITTI benchmark and the nuScenes dataset.
360VOT: A New Benchmark Dataset for Omnidirectional Visual Object Tracking
360{\deg} images can provide an omnidirectional field of view which is important for stable and long-term scene perception. In this paper, we explore 360{\deg} images for visual object tracking and perceive new challenges caused by large distortion, stitching artifacts, and other unique attributes of 360{\deg} images. To alleviate these problems, we take advantage of novel representations of target localization, i.e., bounding field-of-view, and then introduce a general 360 tracking framework that can adopt typical trackers for omnidirectional tracking. More importantly, we propose a new large-scale omnidirectional tracking benchmark dataset, 360VOT, in order to facilitate future research. 360VOT contains 120 sequences with up to 113K high-resolution frames in equirectangular projection. The tracking targets cover 32 categories in diverse scenarios. Moreover, we provide 4 types of unbiased ground truth, including (rotated) bounding boxes and (rotated) bounding field-of-views, as well as new metrics tailored for 360{\deg} images which allow for the accurate evaluation of omnidirectional tracking performance. Finally, we extensively evaluated 20 state-of-the-art visual trackers and provided a new baseline for future comparisons. Homepage: https://360vot.hkustvgd.com
Replay: Multi-modal Multi-view Acted Videos for Casual Holography
We introduce Replay, a collection of multi-view, multi-modal videos of humans interacting socially. Each scene is filmed in high production quality, from different viewpoints with several static cameras, as well as wearable action cameras, and recorded with a large array of microphones at different positions in the room. Overall, the dataset contains over 4000 minutes of footage and over 7 million timestamped high-resolution frames annotated with camera poses and partially with foreground masks. The Replay dataset has many potential applications, such as novel-view synthesis, 3D reconstruction, novel-view acoustic synthesis, human body and face analysis, and training generative models. We provide a benchmark for training and evaluating novel-view synthesis, with two scenarios of different difficulty. Finally, we evaluate several baseline state-of-the-art methods on the new benchmark.
Unfolding Framework with Prior of Convolution-Transformer Mixture and Uncertainty Estimation for Video Snapshot Compressive Imaging
We consider the problem of video snapshot compressive imaging (SCI), where sequential high-speed frames are modulated by different masks and captured by a single measurement. The underlying principle of reconstructing multi-frame images from only one single measurement is to solve an ill-posed problem. By combining optimization algorithms and neural networks, deep unfolding networks (DUNs) score tremendous achievements in solving inverse problems. In this paper, our proposed model is under the DUN framework and we propose a 3D Convolution-Transformer Mixture (CTM) module with a 3D efficient and scalable attention model plugged in, which helps fully learn the correlation between temporal and spatial dimensions by virtue of Transformer. To our best knowledge, this is the first time that Transformer is employed to video SCI reconstruction. Besides, to further investigate the high-frequency information during the reconstruction process which are neglected in previous studies, we introduce variance estimation characterizing the uncertainty on a pixel-by-pixel basis. Extensive experimental results demonstrate that our proposed method achieves state-of-the-art (SOTA) (with a 1.2dB gain in PSNR over previous SOTA algorithm) results. We will release the code.
LivePortrait: Efficient Portrait Animation with Stitching and Retargeting Control
Portrait Animation aims to synthesize a lifelike video from a single source image, using it as an appearance reference, with motion (i.e., facial expressions and head pose) derived from a driving video, audio, text, or generation. Instead of following mainstream diffusion-based methods, we explore and extend the potential of the implicit-keypoint-based framework, which effectively balances computational efficiency and controllability. Building upon this, we develop a video-driven portrait animation framework named LivePortrait with a focus on better generalization, controllability, and efficiency for practical usage. To enhance the generation quality and generalization ability, we scale up the training data to about 69 million high-quality frames, adopt a mixed image-video training strategy, upgrade the network architecture, and design better motion transformation and optimization objectives. Additionally, we discover that compact implicit keypoints can effectively represent a kind of blendshapes and meticulously propose a stitching and two retargeting modules, which utilize a small MLP with negligible computational overhead, to enhance the controllability. Experimental results demonstrate the efficacy of our framework even compared to diffusion-based methods. The generation speed remarkably reaches 12.8ms on an RTX 4090 GPU with PyTorch. The inference code and models are available at https://github.com/KwaiVGI/LivePortrait
NeRFLiX: High-Quality Neural View Synthesis by Learning a Degradation-Driven Inter-viewpoint MiXer
Neural radiance fields (NeRF) show great success in novel view synthesis. However, in real-world scenes, recovering high-quality details from the source images is still challenging for the existing NeRF-based approaches, due to the potential imperfect calibration information and scene representation inaccuracy. Even with high-quality training frames, the synthetic novel views produced by NeRF models still suffer from notable rendering artifacts, such as noise, blur, etc. Towards to improve the synthesis quality of NeRF-based approaches, we propose NeRFLiX, a general NeRF-agnostic restorer paradigm by learning a degradation-driven inter-viewpoint mixer. Specially, we design a NeRF-style degradation modeling approach and construct large-scale training data, enabling the possibility of effectively removing NeRF-native rendering artifacts for existing deep neural networks. Moreover, beyond the degradation removal, we propose an inter-viewpoint aggregation framework that is able to fuse highly related high-quality training images, pushing the performance of cutting-edge NeRF models to entirely new levels and producing highly photo-realistic synthetic views.
ViewCrafter: Taming Video Diffusion Models for High-fidelity Novel View Synthesis
Despite recent advancements in neural 3D reconstruction, the dependence on dense multi-view captures restricts their broader applicability. In this work, we propose ViewCrafter, a novel method for synthesizing high-fidelity novel views of generic scenes from single or sparse images with the prior of video diffusion model. Our method takes advantage of the powerful generation capabilities of video diffusion model and the coarse 3D clues offered by point-based representation to generate high-quality video frames with precise camera pose control. To further enlarge the generation range of novel views, we tailored an iterative view synthesis strategy together with a camera trajectory planning algorithm to progressively extend the 3D clues and the areas covered by the novel views. With ViewCrafter, we can facilitate various applications, such as immersive experiences with real-time rendering by efficiently optimizing a 3D-GS representation using the reconstructed 3D points and the generated novel views, and scene-level text-to-3D generation for more imaginative content creation. Extensive experiments on diverse datasets demonstrate the strong generalization capability and superior performance of our method in synthesizing high-fidelity and consistent novel views.
HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting
We have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently rendering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this paper, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance rendering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to enforce subsequent constraints. Then, we utilize a 4D Gaussian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demonstrate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead.
Learning Trajectory-Aware Transformer for Video Super-Resolution
Video super-resolution (VSR) aims to restore a sequence of high-resolution (HR) frames from their low-resolution (LR) counterparts. Although some progress has been made, there are grand challenges to effectively utilize temporal dependency in entire video sequences. Existing approaches usually align and aggregate video frames from limited adjacent frames (e.g., 5 or 7 frames), which prevents these approaches from satisfactory results. In this paper, we take one step further to enable effective spatio-temporal learning in videos. We propose a novel Trajectory-aware Transformer for Video Super-Resolution (TTVSR). In particular, we formulate video frames into several pre-aligned trajectories which consist of continuous visual tokens. For a query token, self-attention is only learned on relevant visual tokens along spatio-temporal trajectories. Compared with vanilla vision Transformers, such a design significantly reduces the computational cost and enables Transformers to model long-range features. We further propose a cross-scale feature tokenization module to overcome scale-changing problems that often occur in long-range videos. Experimental results demonstrate the superiority of the proposed TTVSR over state-of-the-art models, by extensive quantitative and qualitative evaluations in four widely-used video super-resolution benchmarks. Both code and pre-trained models can be downloaded at https://github.com/researchmm/TTVSR.
ConvNets for Counting: Object Detection of Transient Phenomena in Steelpan Drums
We train an object detector built from convolutional neural networks to count interference fringes in elliptical antinode regions in frames of high-speed video recordings of transient oscillations in Caribbean steelpan drums illuminated by electronic speckle pattern interferometry (ESPI). The annotations provided by our model aim to contribute to the understanding of time-dependent behavior in such drums by tracking the development of sympathetic vibration modes. The system is trained on a dataset of crowdsourced human-annotated images obtained from the Zooniverse Steelpan Vibrations Project. Due to the small number of human-annotated images and the ambiguity of the annotation task, we also evaluate the model on a large corpus of synthetic images whose properties have been matched to the real images by style transfer using a Generative Adversarial Network. Applying the model to thousands of unlabeled video frames, we measure oscillations consistent with audio recordings of these drum strikes. One unanticipated result is that sympathetic oscillations of higher-octave notes significantly precede the rise in sound intensity of the corresponding second harmonic tones; the mechanism responsible for this remains unidentified. This paper primarily concerns the development of the predictive model; further exploration of the steelpan images and deeper physical insights await its further application.
Multiframe Motion Coupling for Video Super Resolution
The idea of video super resolution is to use different view points of a single scene to enhance the overall resolution and quality. Classical energy minimization approaches first establish a correspondence of the current frame to all its neighbors in some radius and then use this temporal information for enhancement. In this paper, we propose the first variational super resolution approach that computes several super resolved frames in one batch optimization procedure by incorporating motion information between the high-resolution image frames themselves. As a consequence, the number of motion estimation problems grows linearly in the number of frames, opposed to a quadratic growth of classical methods and temporal consistency is enforced naturally. We use infimal convolution regularization as well as an automatic parameter balancing scheme to automatically determine the reliability of the motion information and reweight the regularization locally. We demonstrate that our approach yields state-of-the-art results and even is competitive with machine learning approaches.
MovieDreamer: Hierarchical Generation for Coherent Long Visual Sequence
Recent advancements in video generation have primarily leveraged diffusion models for short-duration content. However, these approaches often fall short in modeling complex narratives and maintaining character consistency over extended periods, which is essential for long-form video production like movies. We propose MovieDreamer, a novel hierarchical framework that integrates the strengths of autoregressive models with diffusion-based rendering to pioneer long-duration video generation with intricate plot progressions and high visual fidelity. Our approach utilizes autoregressive models for global narrative coherence, predicting sequences of visual tokens that are subsequently transformed into high-quality video frames through diffusion rendering. This method is akin to traditional movie production processes, where complex stories are factorized down into manageable scene capturing. Further, we employ a multimodal script that enriches scene descriptions with detailed character information and visual style, enhancing continuity and character identity across scenes. We present extensive experiments across various movie genres, demonstrating that our approach not only achieves superior visual and narrative quality but also effectively extends the duration of generated content significantly beyond current capabilities. Homepage: https://aim-uofa.github.io/MovieDreamer/.
Accelerating Video Diffusion Models via Distribution Matching
Generative models, particularly diffusion models, have made significant success in data synthesis across various modalities, including images, videos, and 3D assets. However, current diffusion models are computationally intensive, often requiring numerous sampling steps that limit their practical application, especially in video generation. This work introduces a novel framework for diffusion distillation and distribution matching that dramatically reduces the number of inference steps while maintaining-and potentially improving-generation quality. Our approach focuses on distilling pre-trained diffusion models into a more efficient few-step generator, specifically targeting video generation. By leveraging a combination of video GAN loss and a novel 2D score distribution matching loss, we demonstrate the potential to generate high-quality video frames with substantially fewer sampling steps. To be specific, the proposed method incorporates a denoising GAN discriminator to distil from the real data and a pre-trained image diffusion model to enhance the frame quality and the prompt-following capabilities. Experimental results using AnimateDiff as the teacher model showcase the method's effectiveness, achieving superior performance in just four sampling steps compared to existing techniques.
An Efficient 3D Gaussian Representation for Monocular/Multi-view Dynamic Scenes
In novel view synthesis of scenes from multiple input views, 3D Gaussian splatting emerges as a viable alternative to existing radiance field approaches, delivering great visual quality and real-time rendering. While successful in static scenes, the present advancement of 3D Gaussian representation, however, faces challenges in dynamic scenes in terms of memory consumption and the need for numerous observations per time step, due to the onus of storing 3D Gaussian parameters per time step. In this study, we present an efficient 3D Gaussian representation tailored for dynamic scenes in which we define positions and rotations as functions of time while leaving other time-invariant properties of the static 3D Gaussian unchanged. Notably, our representation reduces memory usage, which is consistent regardless of the input sequence length. Additionally, it mitigates the risk of overfitting observed frames by accounting for temporal changes. The optimization of our Gaussian representation based on image and flow reconstruction results in a powerful framework for dynamic scene view synthesis in both monocular and multi-view cases. We obtain the highest rendering speed of 118 frames per second (FPS) at a resolution of 1352 times 1014 with a single GPU, showing the practical usability and effectiveness of our proposed method in dynamic scene rendering scenarios.
Streaming Radiance Fields for 3D Video Synthesis
We present an explicit-grid based method for efficiently reconstructing streaming radiance fields for novel view synthesis of real world dynamic scenes. Instead of training a single model that combines all the frames, we formulate the dynamic modeling problem with an incremental learning paradigm in which per-frame model difference is trained to complement the adaption of a base model on the current frame. By exploiting the simple yet effective tuning strategy with narrow bands, the proposed method realizes a feasible framework for handling video sequences on-the-fly with high training efficiency. The storage overhead induced by using explicit grid representations can be significantly reduced through the use of model difference based compression. We also introduce an efficient strategy to further accelerate model optimization for each frame. Experiments on challenging video sequences demonstrate that our approach is capable of achieving a training speed of 15 seconds per-frame with competitive rendering quality, which attains 1000 times speedup over the state-of-the-art implicit methods. Code is available at https://github.com/AlgoHunt/StreamRF.
Looking Backward: Streaming Video-to-Video Translation with Feature Banks
This paper introduces StreamV2V, a diffusion model that achieves real-time streaming video-to-video (V2V) translation with user prompts. Unlike prior V2V methods using batches to process limited frames, we opt to process frames in a streaming fashion, to support unlimited frames. At the heart of StreamV2V lies a backward-looking principle that relates the present to the past. This is realized by maintaining a feature bank, which archives information from past frames. For incoming frames, StreamV2V extends self-attention to include banked keys and values and directly fuses similar past features into the output. The feature bank is continually updated by merging stored and new features, making it compact but informative. StreamV2V stands out for its adaptability and efficiency, seamlessly integrating with image diffusion models without fine-tuning. It can run 20 FPS on one A100 GPU, being 15x, 46x, 108x, and 158x faster than FlowVid, CoDeF, Rerender, and TokenFlow, respectively. Quantitative metrics and user studies confirm StreamV2V's exceptional ability to maintain temporal consistency.
FLAME: Free-form Language-based Motion Synthesis & Editing
Text-based motion generation models are drawing a surge of interest for their potential for automating the motion-making process in the game, animation, or robot industries. In this paper, we propose a diffusion-based motion synthesis and editing model named FLAME. Inspired by the recent successes in diffusion models, we integrate diffusion-based generative models into the motion domain. FLAME can generate high-fidelity motions well aligned with the given text. Also, it can edit the parts of the motion, both frame-wise and joint-wise, without any fine-tuning. FLAME involves a new transformer-based architecture we devise to better handle motion data, which is found to be crucial to manage variable-length motions and well attend to free-form text. In experiments, we show that FLAME achieves state-of-the-art generation performances on three text-motion datasets: HumanML3D, BABEL, and KIT. We also demonstrate that editing capability of FLAME can be extended to other tasks such as motion prediction or motion in-betweening, which have been previously covered by dedicated models.
DAE-Talker: High Fidelity Speech-Driven Talking Face Generation with Diffusion Autoencoder
While recent research has made significant progress in speech-driven talking face generation, the quality of the generated video still lags behind that of real recordings. One reason for this is the use of handcrafted intermediate representations like facial landmarks and 3DMM coefficients, which are designed based on human knowledge and are insufficient to precisely describe facial movements. Additionally, these methods require an external pretrained model for extracting these representations, whose performance sets an upper bound on talking face generation. To address these limitations, we propose a novel method called DAE-Talker that leverages data-driven latent representations obtained from a diffusion autoencoder (DAE). DAE contains an image encoder that encodes an image into a latent vector and a DDIM image decoder that reconstructs the image from it. We train our DAE on talking face video frames and then extract their latent representations as the training target for a Conformer-based speech2latent model. This allows DAE-Talker to synthesize full video frames and produce natural head movements that align with the content of speech, rather than relying on a predetermined head pose from a template video. We also introduce pose modelling in speech2latent for pose controllability. Additionally, we propose a novel method for generating continuous video frames with the DDIM image decoder trained on individual frames, eliminating the need for modelling the joint distribution of consecutive frames directly. Our experiments show that DAE-Talker outperforms existing popular methods in lip-sync, video fidelity, and pose naturalness. We also conduct ablation studies to analyze the effectiveness of the proposed techniques and demonstrate the pose controllability of DAE-Talker.
Towards Practical Capture of High-Fidelity Relightable Avatars
In this paper, we propose a novel framework, Tracking-free Relightable Avatar (TRAvatar), for capturing and reconstructing high-fidelity 3D avatars. Compared to previous methods, TRAvatar works in a more practical and efficient setting. Specifically, TRAvatar is trained with dynamic image sequences captured in a Light Stage under varying lighting conditions, enabling realistic relighting and real-time animation for avatars in diverse scenes. Additionally, TRAvatar allows for tracking-free avatar capture and obviates the need for accurate surface tracking under varying illumination conditions. Our contributions are two-fold: First, we propose a novel network architecture that explicitly builds on and ensures the satisfaction of the linear nature of lighting. Trained on simple group light captures, TRAvatar can predict the appearance in real-time with a single forward pass, achieving high-quality relighting effects under illuminations of arbitrary environment maps. Second, we jointly optimize the facial geometry and relightable appearance from scratch based on image sequences, where the tracking is implicitly learned. This tracking-free approach brings robustness for establishing temporal correspondences between frames under different lighting conditions. Extensive qualitative and quantitative experiments demonstrate that our framework achieves superior performance for photorealistic avatar animation and relighting.
MinD-3D: Reconstruct High-quality 3D objects in Human Brain
In this paper, we introduce Recon3DMind, an innovative task aimed at reconstructing 3D visuals from Functional Magnetic Resonance Imaging (fMRI) signals, marking a significant advancement in the fields of cognitive neuroscience and computer vision. To support this pioneering task, we present the fMRI-Shape dataset, which includes data from 14 participants and features 360-degree videos of 3D objects to enable comprehensive fMRI signal capture across various settings, thereby laying a foundation for future research. Furthermore, we propose MinD-3D, a novel and effective three-stage framework specifically designed to decode the brain's 3D visual information from fMRI signals, demonstrating the feasibility of this challenging task. The framework begins by extracting and aggregating features from fMRI frames through a neuro-fusion encoder, subsequently employs a feature bridge diffusion model to generate visual features, and ultimately recovers the 3D object via a generative transformer decoder. We assess the performance of MinD-3D using a suite of semantic and structural metrics and analyze the correlation between the features extracted by our model and the visual regions of interest (ROIs) in fMRI signals. Our findings indicate that MinD-3D not only reconstructs 3D objects with high semantic relevance and spatial similarity but also significantly enhances our understanding of the human brain's capabilities in processing 3D visual information. Project page at: https://jianxgao.github.io/MinD-3D.
PKU-DyMVHumans: A Multi-View Video Benchmark for High-Fidelity Dynamic Human Modeling
High-quality human reconstruction and photo-realistic rendering of a dynamic scene is a long-standing problem in computer vision and graphics. Despite considerable efforts invested in developing various capture systems and reconstruction algorithms, recent advancements still struggle with loose or oversized clothing and overly complex poses. In part, this is due to the challenges of acquiring high-quality human datasets. To facilitate the development of these fields, in this paper, we present PKU-DyMVHumans, a versatile human-centric dataset for high-fidelity reconstruction and rendering of dynamic human scenarios from dense multi-view videos. It comprises 8.2 million frames captured by more than 56 synchronized cameras across diverse scenarios. These sequences comprise 32 human subjects across 45 different scenarios, each with a high-detailed appearance and realistic human motion. Inspired by recent advancements in neural radiance field (NeRF)-based scene representations, we carefully set up an off-the-shelf framework that is easy to provide those state-of-the-art NeRF-based implementations and benchmark on PKU-DyMVHumans dataset. It is paving the way for various applications like fine-grained foreground/background decomposition, high-quality human reconstruction and photo-realistic novel view synthesis of a dynamic scene. Extensive studies are performed on the benchmark, demonstrating new observations and challenges that emerge from using such high-fidelity dynamic data.
HIT-UAV: A high-altitude infrared thermal dataset for Unmanned Aerial Vehicle-based object detection
We present the HIT-UAV dataset, a high-altitude infrared thermal dataset for object detection applications on Unmanned Aerial Vehicles (UAVs). The dataset comprises 2,898 infrared thermal images extracted from 43,470 frames in hundreds of videos captured by UAVs in various scenarios including schools, parking lots, roads, and playgrounds. Moreover, the HIT-UAV provides essential flight data for each image, such as flight altitude, camera perspective, date, and daylight intensity. For each image, we have manually annotated object instances with bounding boxes of two types (oriented and standard) to tackle the challenge of significant overlap of object instances in aerial images. To the best of our knowledge, the HIT-UAV is the first publicly available high-altitude UAV-based infrared thermal dataset for detecting persons and vehicles. We have trained and evaluated well-established object detection algorithms on the HIT-UAV. Our results demonstrate that the detection algorithms perform exceptionally well on the HIT-UAV compared to visual light datasets since infrared thermal images do not contain significant irrelevant information about objects. We believe that the HIT-UAV will contribute to various UAV-based applications and researches. The dataset is freely available at https://github.com/suojiashun/HIT-UAV-Infrared-Thermal-Dataset.
Vista: A Generalizable Driving World Model with High Fidelity and Versatile Controllability
World models can foresee the outcomes of different actions, which is of paramount importance for autonomous driving. Nevertheless, existing driving world models still have limitations in generalization to unseen environments, prediction fidelity of critical details, and action controllability for flexible application. In this paper, we present Vista, a generalizable driving world model with high fidelity and versatile controllability. Based on a systematic diagnosis of existing methods, we introduce several key ingredients to address these limitations. To accurately predict real-world dynamics at high resolution, we propose two novel losses to promote the learning of moving instances and structural information. We also devise an effective latent replacement approach to inject historical frames as priors for coherent long-horizon rollouts. For action controllability, we incorporate a versatile set of controls from high-level intentions (command, goal point) to low-level maneuvers (trajectory, angle, and speed) through an efficient learning strategy. After large-scale training, the capabilities of Vista can seamlessly generalize to different scenarios. Extensive experiments on multiple datasets show that Vista outperforms the most advanced general-purpose video generator in over 70% of comparisons and surpasses the best-performing driving world model by 55% in FID and 27% in FVD. Moreover, for the first time, we utilize the capacity of Vista itself to establish a generalizable reward for real-world action evaluation without accessing the ground truth actions.
DOME: Taming Diffusion Model into High-Fidelity Controllable Occupancy World Model
We propose DOME, a diffusion-based world model that predicts future occupancy frames based on past occupancy observations. The ability of this world model to capture the evolution of the environment is crucial for planning in autonomous driving. Compared to 2D video-based world models, the occupancy world model utilizes a native 3D representation, which features easily obtainable annotations and is modality-agnostic. This flexibility has the potential to facilitate the development of more advanced world models. Existing occupancy world models either suffer from detail loss due to discrete tokenization or rely on simplistic diffusion architectures, leading to inefficiencies and difficulties in predicting future occupancy with controllability. Our DOME exhibits two key features:(1) High-Fidelity and Long-Duration Generation. We adopt a spatial-temporal diffusion transformer to predict future occupancy frames based on historical context. This architecture efficiently captures spatial-temporal information, enabling high-fidelity details and the ability to generate predictions over long durations. (2)Fine-grained Controllability. We address the challenge of controllability in predictions by introducing a trajectory resampling method, which significantly enhances the model's ability to generate controlled predictions. Extensive experiments on the widely used nuScenes dataset demonstrate that our method surpasses existing baselines in both qualitative and quantitative evaluations, establishing a new state-of-the-art performance on nuScenes. Specifically, our approach surpasses the baseline by 10.5% in mIoU and 21.2% in IoU for occupancy reconstruction and by 36.0% in mIoU and 24.6% in IoU for 4D occupancy forecasting.
MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing
Creating high-fidelity head avatars from multi-view videos is a core issue for many AR/VR applications. However, existing methods usually struggle to obtain high-quality renderings for all different head components simultaneously since they use one single representation to model components with drastically different characteristics (e.g., skin vs. hair). In this paper, we propose a Hybrid Mesh-Gaussian Head Avatar (MeGA) that models different head components with more suitable representations. Specifically, we select an enhanced FLAME mesh as our facial representation and predict a UV displacement map to provide per-vertex offsets for improved personalized geometric details. To achieve photorealistic renderings, we obtain facial colors using deferred neural rendering and disentangle neural textures into three meaningful parts. For hair modeling, we first build a static canonical hair using 3D Gaussian Splatting. A rigid transformation and an MLP-based deformation field are further applied to handle complex dynamic expressions. Combined with our occlusion-aware blending, MeGA generates higher-fidelity renderings for the whole head and naturally supports more downstream tasks. Experiments on the NeRSemble dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods and supporting various editing functionalities, including hairstyle alteration and texture editing.
Mogo: RQ Hierarchical Causal Transformer for High-Quality 3D Human Motion Generation
In the field of text-to-motion generation, Bert-type Masked Models (MoMask, MMM) currently produce higher-quality outputs compared to GPT-type autoregressive models (T2M-GPT). However, these Bert-type models often lack the streaming output capability required for applications in video game and multimedia environments, a feature inherent to GPT-type models. Additionally, they demonstrate weaker performance in out-of-distribution generation. To surpass the quality of BERT-type models while leveraging a GPT-type structure, without adding extra refinement models that complicate scaling data, we propose a novel architecture, Mogo (Motion Only Generate Once), which generates high-quality lifelike 3D human motions by training a single transformer model. Mogo consists of only two main components: 1) RVQ-VAE, a hierarchical residual vector quantization variational autoencoder, which discretizes continuous motion sequences with high precision; 2) Hierarchical Causal Transformer, responsible for generating the base motion sequences in an autoregressive manner while simultaneously inferring residuals across different layers. Experimental results demonstrate that Mogo can generate continuous and cyclic motion sequences up to 260 frames (13 seconds), surpassing the 196 frames (10 seconds) length limitation of existing datasets like HumanML3D. On the HumanML3D test set, Mogo achieves a FID score of 0.079, outperforming both the GPT-type model T2M-GPT (FID = 0.116), AttT2M (FID = 0.112) and the BERT-type model MMM (FID = 0.080). Furthermore, our model achieves the best quantitative performance in out-of-distribution generation.
Make Pixels Dance: High-Dynamic Video Generation
Creating high-dynamic videos such as motion-rich actions and sophisticated visual effects poses a significant challenge in the field of artificial intelligence. Unfortunately, current state-of-the-art video generation methods, primarily focusing on text-to-video generation, tend to produce video clips with minimal motions despite maintaining high fidelity. We argue that relying solely on text instructions is insufficient and suboptimal for video generation. In this paper, we introduce PixelDance, a novel approach based on diffusion models that incorporates image instructions for both the first and last frames in conjunction with text instructions for video generation. Comprehensive experimental results demonstrate that PixelDance trained with public data exhibits significantly better proficiency in synthesizing videos with complex scenes and intricate motions, setting a new standard for video generation.
DyGait: Exploiting Dynamic Representations for High-performance Gait Recognition
Gait recognition is a biometric technology that recognizes the identity of humans through their walking patterns. Compared with other biometric technologies, gait recognition is more difficult to disguise and can be applied to the condition of long-distance without the cooperation of subjects. Thus, it has unique potential and wide application for crime prevention and social security. At present, most gait recognition methods directly extract features from the video frames to establish representations. However, these architectures learn representations from different features equally but do not pay enough attention to dynamic features, which refers to a representation of dynamic parts of silhouettes over time (e.g. legs). Since dynamic parts of the human body are more informative than other parts (e.g. bags) during walking, in this paper, we propose a novel and high-performance framework named DyGait. This is the first framework on gait recognition that is designed to focus on the extraction of dynamic features. Specifically, to take full advantage of the dynamic information, we propose a Dynamic Augmentation Module (DAM), which can automatically establish spatial-temporal feature representations of the dynamic parts of the human body. The experimental results show that our DyGait network outperforms other state-of-the-art gait recognition methods. It achieves an average Rank-1 accuracy of 71.4% on the GREW dataset, 66.3% on the Gait3D dataset, 98.4% on the CASIA-B dataset and 98.3% on the OU-MVLP dataset.
Latent Video Diffusion Models for High-Fidelity Long Video Generation
AI-generated content has attracted lots of attention recently, but photo-realistic video synthesis is still challenging. Although many attempts using GANs and autoregressive models have been made in this area, the visual quality and length of generated videos are far from satisfactory. Diffusion models have shown remarkable results recently but require significant computational resources. To address this, we introduce lightweight video diffusion models by leveraging a low-dimensional 3D latent space, significantly outperforming previous pixel-space video diffusion models under a limited computational budget. In addition, we propose hierarchical diffusion in the latent space such that longer videos with more than one thousand frames can be produced. To further overcome the performance degradation issue for long video generation, we propose conditional latent perturbation and unconditional guidance that effectively mitigate the accumulated errors during the extension of video length. Extensive experiments on small domain datasets of different categories suggest that our framework generates more realistic and longer videos than previous strong baselines. We additionally provide an extension to large-scale text-to-video generation to demonstrate the superiority of our work. Our code and models will be made publicly available.
DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering
Realistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity, which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several alluring attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Second, we provide rich assets for each subject -- 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 x 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation. Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/
Development and evaluation of intraoperative ultrasound segmentation with negative image frames and multiple observer labels
When developing deep neural networks for segmenting intraoperative ultrasound images, several practical issues are encountered frequently, such as the presence of ultrasound frames that do not contain regions of interest and the high variance in ground-truth labels. In this study, we evaluate the utility of a pre-screening classification network prior to the segmentation network. Experimental results demonstrate that such a classifier, minimising frame classification errors, was able to directly impact the number of false positive and false negative frames. Importantly, the segmentation accuracy on the classifier-selected frames, that would be segmented, remains comparable to or better than those from standalone segmentation networks. Interestingly, the efficacy of the pre-screening classifier was affected by the sampling methods for training labels from multiple observers, a seemingly independent problem. We show experimentally that a previously proposed approach, combining random sampling and consensus labels, may need to be adapted to perform well in our application. Furthermore, this work aims to share practical experience in developing a machine learning application that assists highly variable interventional imaging for prostate cancer patients, to present robust and reproducible open-source implementations, and to report a set of comprehensive results and analysis comparing these practical, yet important, options in a real-world clinical application.
What Do Compressed Deep Neural Networks Forget?
Deep neural network pruning and quantization techniques have demonstrated it is possible to achieve high levels of compression with surprisingly little degradation to test set accuracy. However, this measure of performance conceals significant differences in how different classes and images are impacted by model compression techniques. We find that models with radically different numbers of weights have comparable top-line performance metrics but diverge considerably in behavior on a narrow subset of the dataset. This small subset of data points, which we term Pruning Identified Exemplars (PIEs) are systematically more impacted by the introduction of sparsity. Compression disproportionately impacts model performance on the underrepresented long-tail of the data distribution. PIEs over-index on atypical or noisy images that are far more challenging for both humans and algorithms to classify. Our work provides intuition into the role of capacity in deep neural networks and the trade-offs incurred by compression. An understanding of this disparate impact is critical given the widespread deployment of compressed models in the wild.
FasterCache: Training-Free Video Diffusion Model Acceleration with High Quality
In this paper, we present \textit{FasterCache}, a novel training-free strategy designed to accelerate the inference of video diffusion models with high-quality generation. By analyzing existing cache-based methods, we observe that directly reusing adjacent-step features degrades video quality due to the loss of subtle variations. We further perform a pioneering investigation of the acceleration potential of classifier-free guidance (CFG) and reveal significant redundancy between conditional and unconditional features within the same timestep. Capitalizing on these observations, we introduce FasterCache to substantially accelerate diffusion-based video generation. Our key contributions include a dynamic feature reuse strategy that preserves both feature distinction and temporal continuity, and CFG-Cache which optimizes the reuse of conditional and unconditional outputs to further enhance inference speed without compromising video quality. We empirically evaluate FasterCache on recent video diffusion models. Experimental results show that FasterCache can significantly accelerate video generation (\eg 1.67times speedup on Vchitect-2.0) while keeping video quality comparable to the baseline, and consistently outperform existing methods in both inference speed and video quality.
Optimizing Illuminant Estimation in Dual-Exposure HDR Imaging
High dynamic range (HDR) imaging involves capturing a series of frames of the same scene, each with different exposure settings, to broaden the dynamic range of light. This can be achieved through burst capturing or using staggered HDR sensors that capture long and short exposures simultaneously in the camera image signal processor (ISP). Within camera ISP pipeline, illuminant estimation is a crucial step aiming to estimate the color of the global illuminant in the scene. This estimation is used in camera ISP white-balance module to remove undesirable color cast in the final image. Despite the multiple frames captured in the HDR pipeline, conventional illuminant estimation methods often rely only on a single frame of the scene. In this paper, we explore leveraging information from frames captured with different exposure times. Specifically, we introduce a simple feature extracted from dual-exposure images to guide illuminant estimators, referred to as the dual-exposure feature (DEF). To validate the efficiency of DEF, we employed two illuminant estimators using the proposed DEF: 1) a multilayer perceptron network (MLP), referred to as exposure-based MLP (EMLP), and 2) a modified version of the convolutional color constancy (CCC) to integrate our DEF, that we call ECCC. Both EMLP and ECCC achieve promising results, in some cases surpassing prior methods that require hundreds of thousands or millions of parameters, with only a few hundred parameters for EMLP and a few thousand parameters for ECCC.
Learning Joint Spatial-Temporal Transformations for Video Inpainting
High-quality video inpainting that completes missing regions in video frames is a promising yet challenging task. State-of-the-art approaches adopt attention models to complete a frame by searching missing contents from reference frames, and further complete whole videos frame by frame. However, these approaches can suffer from inconsistent attention results along spatial and temporal dimensions, which often leads to blurriness and temporal artifacts in videos. In this paper, we propose to learn a joint Spatial-Temporal Transformer Network (STTN) for video inpainting. Specifically, we simultaneously fill missing regions in all input frames by self-attention, and propose to optimize STTN by a spatial-temporal adversarial loss. To show the superiority of the proposed model, we conduct both quantitative and qualitative evaluations by using standard stationary masks and more realistic moving object masks. Demo videos are available at https://github.com/researchmm/STTN.
CoDeNet: Efficient Deployment of Input-Adaptive Object Detection on Embedded FPGAs
Deploying deep learning models on embedded systems has been challenging due to limited computing resources. The majority of existing work focuses on accelerating image classification, while other fundamental vision problems, such as object detection, have not been adequately addressed. Compared with image classification, detection problems are more sensitive to the spatial variance of objects, and therefore, require specialized convolutions to aggregate spatial information. To address this need, recent work introduces dynamic deformable convolution to augment regular convolutions. However, this will lead to inefficient memory accesses of inputs with existing hardware. In this work, we harness the flexibility of FPGAs to develop a novel object detection pipeline with deformable convolutions. We show the speed-accuracy tradeoffs for a set of algorithm modifications including irregular-access versus limited-range and fixed-shape. We then Co-Design a Network CoDeNet with the modified deformable convolution and quantize it to 4-bit weights and 8-bit activations. With our high-efficiency implementation, our solution reaches 26.9 frames per second with a tiny model size of 0.76 MB while achieving 61.7 AP50 on the standard object detection dataset, Pascal VOC. With our higher accuracy implementation, our model gets to 67.1 AP50 on Pascal VOC with only 2.9 MB of parameters-20.9x smaller but 10% more accurate than Tiny-YOLO.
Grid Diffusion Models for Text-to-Video Generation
Recent advances in the diffusion models have significantly improved text-to-image generation. However, generating videos from text is a more challenging task than generating images from text, due to the much larger dataset and higher computational cost required. Most existing video generation methods use either a 3D U-Net architecture that considers the temporal dimension or autoregressive generation. These methods require large datasets and are limited in terms of computational costs compared to text-to-image generation. To tackle these challenges, we propose a simple but effective novel grid diffusion for text-to-video generation without temporal dimension in architecture and a large text-video paired dataset. We can generate a high-quality video using a fixed amount of GPU memory regardless of the number of frames by representing the video as a grid image. Additionally, since our method reduces the dimensions of the video to the dimensions of the image, various image-based methods can be applied to videos, such as text-guided video manipulation from image manipulation. Our proposed method outperforms the existing methods in both quantitative and qualitative evaluations, demonstrating the suitability of our model for real-world video generation.
EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine
There has been significant progress in developing reinforcement learning (RL) training systems. Past works such as IMPALA, Apex, Seed RL, Sample Factory, and others, aim to improve the system's overall throughput. In this paper, we aim to address a common bottleneck in the RL training system, i.e., parallel environment execution, which is often the slowest part of the whole system but receives little attention. With a curated design for paralleling RL environments, we have improved the RL environment simulation speed across different hardware setups, ranging from a laptop and a modest workstation, to a high-end machine such as NVIDIA DGX-A100. On a high-end machine, EnvPool achieves one million frames per second for the environment execution on Atari environments and three million frames per second on MuJoCo environments. When running EnvPool on a laptop, the speed is 2.8x that of the Python subprocess. Moreover, great compatibility with existing RL training libraries has been demonstrated in the open-sourced community, including CleanRL, rl_games, DeepMind Acme, etc. Finally, EnvPool allows researchers to iterate their ideas at a much faster pace and has great potential to become the de facto RL environment execution engine. Example runs show that it only takes five minutes to train agents to play Atari Pong and MuJoCo Ant on a laptop. EnvPool is open-sourced at https://github.com/sail-sg/envpool.
You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale
Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d
Preserve Your Own Correlation: A Noise Prior for Video Diffusion Models
Despite tremendous progress in generating high-quality images using diffusion models, synthesizing a sequence of animated frames that are both photorealistic and temporally coherent is still in its infancy. While off-the-shelf billion-scale datasets for image generation are available, collecting similar video data of the same scale is still challenging. Also, training a video diffusion model is computationally much more expensive than its image counterpart. In this work, we explore finetuning a pretrained image diffusion model with video data as a practical solution for the video synthesis task. We find that naively extending the image noise prior to video noise prior in video diffusion leads to sub-optimal performance. Our carefully designed video noise prior leads to substantially better performance. Extensive experimental validation shows that our model, Preserve Your Own Correlation (PYoCo), attains SOTA zero-shot text-to-video results on the UCF-101 and MSR-VTT benchmarks. It also achieves SOTA video generation quality on the small-scale UCF-101 benchmark with a 10times smaller model using significantly less computation than the prior art.
DepthFM: Fast Monocular Depth Estimation with Flow Matching
Monocular depth estimation is crucial for numerous downstream vision tasks and applications. Current discriminative approaches to this problem are limited due to blurry artifacts, while state-of-the-art generative methods suffer from slow sampling due to their SDE nature. Rather than starting from noise, we seek a direct mapping from input image to depth map. We observe that this can be effectively framed using flow matching, since its straight trajectories through solution space offer efficiency and high quality. Our study demonstrates that a pre-trained image diffusion model can serve as an adequate prior for a flow matching depth model, allowing efficient training on only synthetic data to generalize to real images. We find that an auxiliary surface normals loss further improves the depth estimates. Due to the generative nature of our approach, our model reliably predicts the confidence of its depth estimates. On standard benchmarks of complex natural scenes, our lightweight approach exhibits state-of-the-art performance at favorable low computational cost despite only being trained on little synthetic data.
Recycle-and-Distill: Universal Compression Strategy for Transformer-based Speech SSL Models with Attention Map Reusing and Masking Distillation
Transformer-based speech self-supervised learning (SSL) models, such as HuBERT, show surprising performance in various speech processing tasks. However, huge number of parameters in speech SSL models necessitate the compression to a more compact model for wider usage in academia or small companies. In this study, we suggest to reuse attention maps across the Transformer layers, so as to remove key and query parameters while retaining the number of layers. Furthermore, we propose a novel masking distillation strategy to improve the student model's speech representation quality. We extend the distillation loss to utilize both masked and unmasked speech frames to fully leverage the teacher model's high-quality representation. Our universal compression strategy yields the student model that achieves phoneme error rate (PER) of 7.72% and word error rate (WER) of 9.96% on the SUPERB benchmark.
EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling
We propose EMAGE, a framework to generate full-body human gestures from audio and masked gestures, encompassing facial, local body, hands, and global movements. To achieve this, we first introduce BEAT2 (BEAT-SMPLX-FLAME), a new mesh-level holistic co-speech dataset. BEAT2 combines MoShed SMPLX body with FLAME head parameters and further refines the modeling of head, neck, and finger movements, offering a community-standardized, high-quality 3D motion captured dataset. EMAGE leverages masked body gesture priors during training to boost inference performance. It involves a Masked Audio Gesture Transformer, facilitating joint training on audio-to-gesture generation and masked gesture reconstruction to effectively encode audio and body gesture hints. Encoded body hints from masked gestures are then separately employed to generate facial and body movements. Moreover, EMAGE adaptively merges speech features from the audio's rhythm and content and utilizes four compositional VQ-VAEs to enhance the results' fidelity and diversity. Experiments demonstrate that EMAGE generates holistic gestures with state-of-the-art performance and is flexible in accepting predefined spatial-temporal gesture inputs, generating complete, audio-synchronized results. Our code and dataset are available at https://pantomatrix.github.io/EMAGE/
V2Meow: Meowing to the Visual Beat via Music Generation
Generating high quality music that complements the visual content of a video is a challenging task. Most existing visual conditioned music generation systems generate symbolic music data, such as MIDI files, instead of raw audio waveform. Given the limited availability of symbolic music data, such methods can only generate music for a few instruments or for specific types of visual input. In this paper, we propose a novel approach called V2Meow that can generate high-quality music audio that aligns well with the visual semantics of a diverse range of video input types. Specifically, the proposed music generation system is a multi-stage autoregressive model which is trained with a number of O(100K) music audio clips paired with video frames, which are mined from in-the-wild music videos, and no parallel symbolic music data is involved. V2Meow is able to synthesize high-fidelity music audio waveform solely conditioned on pre-trained visual features extracted from an arbitrary silent video clip, and it also allows high-level control over the music style of generation examples via supporting text prompts in addition to the video frames conditioning. Through both qualitative and quantitative evaluations, we demonstrate that our model outperforms several existing music generation systems in terms of both visual-audio correspondence and audio quality.
QUEEN: QUantized Efficient ENcoding of Dynamic Gaussians for Streaming Free-viewpoint Videos
Online free-viewpoint video (FVV) streaming is a challenging problem, which is relatively under-explored. It requires incremental on-the-fly updates to a volumetric representation, fast training and rendering to satisfy real-time constraints and a small memory footprint for efficient transmission. If achieved, it can enhance user experience by enabling novel applications, e.g., 3D video conferencing and live volumetric video broadcast, among others. In this work, we propose a novel framework for QUantized and Efficient ENcoding (QUEEN) for streaming FVV using 3D Gaussian Splatting (3D-GS). QUEEN directly learns Gaussian attribute residuals between consecutive frames at each time-step without imposing any structural constraints on them, allowing for high quality reconstruction and generalizability. To efficiently store the residuals, we further propose a quantization-sparsity framework, which contains a learned latent-decoder for effectively quantizing attribute residuals other than Gaussian positions and a learned gating module to sparsify position residuals. We propose to use the Gaussian viewspace gradient difference vector as a signal to separate the static and dynamic content of the scene. It acts as a guide for effective sparsity learning and speeds up training. On diverse FVV benchmarks, QUEEN outperforms the state-of-the-art online FVV methods on all metrics. Notably, for several highly dynamic scenes, it reduces the model size to just 0.7 MB per frame while training in under 5 sec and rendering at 350 FPS. Project website is at https://research.nvidia.com/labs/amri/projects/queen
SyncNoise: Geometrically Consistent Noise Prediction for Text-based 3D Scene Editing
Text-based 2D diffusion models have demonstrated impressive capabilities in image generation and editing. Meanwhile, the 2D diffusion models also exhibit substantial potentials for 3D editing tasks. However, how to achieve consistent edits across multiple viewpoints remains a challenge. While the iterative dataset update method is capable of achieving global consistency, it suffers from slow convergence and over-smoothed textures. We propose SyncNoise, a novel geometry-guided multi-view consistent noise editing approach for high-fidelity 3D scene editing. SyncNoise synchronously edits multiple views with 2D diffusion models while enforcing multi-view noise predictions to be geometrically consistent, which ensures global consistency in both semantic structure and low-frequency appearance. To further enhance local consistency in high-frequency details, we set a group of anchor views and propagate them to their neighboring frames through cross-view reprojection. To improve the reliability of multi-view correspondences, we introduce depth supervision during training to enhance the reconstruction of precise geometries. Our method achieves high-quality 3D editing results respecting the textual instructions, especially in scenes with complex textures, by enhancing geometric consistency at the noise and pixel levels.
LongVU: Spatiotemporal Adaptive Compression for Long Video-Language Understanding
Multimodal Large Language Models (MLLMs) have shown promising progress in understanding and analyzing video content. However, processing long videos remains a significant challenge constrained by LLM's context size. To address this limitation, we propose LongVU, a spatiotemporal adaptive compression mechanism thats reduces the number of video tokens while preserving visual details of long videos. Our idea is based on leveraging cross-modal query and inter-frame dependencies to adaptively reduce temporal and spatial redundancy in videos. Specifically, we leverage DINOv2 features to remove redundant frames that exhibit high similarity. Then we utilize text-guided cross-modal query for selective frame feature reduction. Further, we perform spatial token reduction across frames based on their temporal dependencies. Our adaptive compression strategy effectively processes a large number of frames with little visual information loss within given context length. Our LongVU consistently surpass existing methods across a variety of video understanding benchmarks, especially on hour-long video understanding tasks such as VideoMME and MLVU. Given a light-weight LLM, our LongVU also scales effectively into a smaller size with state-of-the-art video understanding performance.
Fact, Fetch, and Reason: A Unified Evaluation of Retrieval-Augmented Generation
Large Language Models (LLMs) have demonstrated significant performance improvements across various cognitive tasks. An emerging application is using LLMs to enhance retrieval-augmented generation (RAG) capabilities. These systems require LLMs to understand user queries, retrieve relevant information, and synthesize coherent and accurate responses. Given the increasing real-world deployment of such systems, comprehensive evaluation becomes crucial. To this end, we propose FRAMES (Factuality, Retrieval, And reasoning MEasurement Set), a high-quality evaluation dataset designed to test LLMs' ability to provide factual responses, assess retrieval capabilities, and evaluate the reasoning required to generate final answers. While previous work has provided datasets and benchmarks to evaluate these abilities in isolation, FRAMES offers a unified framework that provides a clearer picture of LLM performance in end-to-end RAG scenarios. Our dataset comprises challenging multi-hop questions that require the integration of information from multiple sources. We present baseline results demonstrating that even state-of-the-art LLMs struggle with this task, achieving 0.40 accuracy with no retrieval. The accuracy is significantly improved with our proposed multi-step retrieval pipeline, achieving an accuracy of 0.66 (>50% improvement). We hope our work will help bridge evaluation gaps and assist in developing more robust and capable RAG systems.
Foundational Autoraters: Taming Large Language Models for Better Automatic Evaluation
As large language models (LLMs) advance, it becomes more challenging to reliably evaluate their output due to the high costs of human evaluation. To make progress towards better LLM autoraters, we introduce FLAMe, a family of Foundational Large Autorater Models. FLAMe is trained on our large and diverse collection of 100+ quality assessment tasks comprising 5M+ human judgments, curated and standardized using publicly released human evaluations from previous research. FLAMe significantly improves generalization to a wide variety of held-out tasks, outperforming LLMs trained on proprietary data like GPT-4 and Claude-3 on many tasks. We show that FLAMe can also serve as a powerful starting point for further downstream fine-tuning, using reward modeling evaluation as a case study (FLAMe-RM). Notably, on RewardBench, our FLAMe-RM-24B model (with an accuracy of 87.8%) is the top-performing generative model trained exclusively on permissively licensed data, outperforming both GPT-4-0125 (85.9%) and GPT-4o (84.7%). Additionally, we explore a more computationally efficient approach using a novel tail-patch fine-tuning strategy to optimize our FLAMe multitask mixture for reward modeling evaluation (FLAMe-Opt-RM), offering competitive RewardBench performance while requiring approximately 25x less training datapoints. Overall, our FLAMe variants outperform all popular proprietary LLM-as-a-Judge models we consider across 8 out of 12 autorater evaluation benchmarks, encompassing 53 quality assessment tasks, including RewardBench and LLM-AggreFact. Finally, our analysis reveals that FLAMe is significantly less biased than these LLM-as-a-Judge models on the CoBBLEr autorater bias benchmark, while effectively identifying high-quality responses for code generation.
StreamingT2V: Consistent, Dynamic, and Extendable Long Video Generation from Text
Text-to-video diffusion models enable the generation of high-quality videos that follow text instructions, making it easy to create diverse and individual content. However, existing approaches mostly focus on high-quality short video generation (typically 16 or 24 frames), ending up with hard-cuts when naively extended to the case of long video synthesis. To overcome these limitations, we introduce StreamingT2V, an autoregressive approach for long video generation of 80, 240, 600, 1200 or more frames with smooth transitions. The key components are:(i) a short-term memory block called conditional attention module (CAM), which conditions the current generation on the features extracted from the previous chunk via an attentional mechanism, leading to consistent chunk transitions, (ii) a long-term memory block called appearance preservation module, which extracts high-level scene and object features from the first video chunk to prevent the model from forgetting the initial scene, and (iii) a randomized blending approach that enables to apply a video enhancer autoregressively for infinitely long videos without inconsistencies between chunks. Experiments show that StreamingT2V generates high motion amount. In contrast, all competing image-to-video methods are prone to video stagnation when applied naively in an autoregressive manner. Thus, we propose with StreamingT2V a high-quality seamless text-to-long video generator that outperforms competitors with consistency and motion. Our code will be available at: https://github.com/Picsart-AI-Research/StreamingT2V
Learning Camera Movement Control from Real-World Drone Videos
This study seeks to automate camera movement control for filming existing subjects into attractive videos, contrasting with the creation of non-existent content by directly generating the pixels. We select drone videos as our test case due to their rich and challenging motion patterns, distinctive viewing angles, and precise controls. Existing AI videography methods struggle with limited appearance diversity in simulation training, high costs of recording expert operations, and difficulties in designing heuristic-based goals to cover all scenarios. To avoid these issues, we propose a scalable method that involves collecting real-world training data to improve diversity, extracting camera trajectories automatically to minimize annotation costs, and training an effective architecture that does not rely on heuristics. Specifically, we collect 99k high-quality trajectories by running 3D reconstruction on online videos, connecting camera poses from consecutive frames to formulate 3D camera paths, and using Kalman filter to identify and remove low-quality data. Moreover, we introduce DVGFormer, an auto-regressive transformer that leverages the camera path and images from all past frames to predict camera movement in the next frame. We evaluate our system across 38 synthetic natural scenes and 7 real city 3D scans. We show that our system effectively learns to perform challenging camera movements such as navigating through obstacles, maintaining low altitude to increase perceived speed, and orbiting towers and buildings, which are very useful for recording high-quality videos. Data and code are available at dvgformer.github.io.
Unsupervised Learning of Video Representations using LSTMs
We use multilayer Long Short Term Memory (LSTM) networks to learn representations of video sequences. Our model uses an encoder LSTM to map an input sequence into a fixed length representation. This representation is decoded using single or multiple decoder LSTMs to perform different tasks, such as reconstructing the input sequence, or predicting the future sequence. We experiment with two kinds of input sequences - patches of image pixels and high-level representations ("percepts") of video frames extracted using a pretrained convolutional net. We explore different design choices such as whether the decoder LSTMs should condition on the generated output. We analyze the outputs of the model qualitatively to see how well the model can extrapolate the learned video representation into the future and into the past. We try to visualize and interpret the learned features. We stress test the model by running it on longer time scales and on out-of-domain data. We further evaluate the representations by finetuning them for a supervised learning problem - human action recognition on the UCF-101 and HMDB-51 datasets. We show that the representations help improve classification accuracy, especially when there are only a few training examples. Even models pretrained on unrelated datasets (300 hours of YouTube videos) can help action recognition performance.
MotionBridge: Dynamic Video Inbetweening with Flexible Controls
By generating plausible and smooth transitions between two image frames, video inbetweening is an essential tool for video editing and long video synthesis. Traditional works lack the capability to generate complex large motions. While recent video generation techniques are powerful in creating high-quality results, they often lack fine control over the details of intermediate frames, which can lead to results that do not align with the creative mind. We introduce MotionBridge, a unified video inbetweening framework that allows flexible controls, including trajectory strokes, keyframes, masks, guide pixels, and text. However, learning such multi-modal controls in a unified framework is a challenging task. We thus design two generators to extract the control signal faithfully and encode feature through dual-branch embedders to resolve ambiguities. We further introduce a curriculum training strategy to smoothly learn various controls. Extensive qualitative and quantitative experiments have demonstrated that such multi-modal controls enable a more dynamic, customizable, and contextually accurate visual narrative.
ChildDiffusion: Unlocking the Potential of Generative AI and Controllable Augmentations for Child Facial Data using Stable Diffusion and Large Language Models
In this research work we have proposed high-level ChildDiffusion framework capable of generating photorealistic child facial samples and further embedding several intelligent augmentations on child facial data using short text prompts, detailed textual guidance from LLMs, and further image to image transformation using text guidance control conditioning thus providing an opportunity to curate fully synthetic large scale child datasets. The framework is validated by rendering high-quality child faces representing ethnicity data, micro expressions, face pose variations, eye blinking effects, facial accessories, different hair colours and styles, aging, multiple and different child gender subjects in a single frame. Addressing privacy concerns regarding child data acquisition requires a comprehensive approach that involves legal, ethical, and technological considerations. Keeping this in view this framework can be adapted to synthesise child facial data which can be effectively used for numerous downstream machine learning tasks. The proposed method circumvents common issues encountered in generative AI tools, such as temporal inconsistency and limited control over the rendered outputs. As an exemplary use case we have open-sourced child ethnicity data consisting of 2.5k child facial samples of five different classes which includes African, Asian, White, South Asian/ Indian, and Hispanic races by deploying the model in production inference phase. The rendered data undergoes rigorous qualitative as well as quantitative tests to cross validate its efficacy and further fine-tuning Yolo architecture for detecting and classifying child ethnicity as an exemplary downstream machine learning task.
Taming Visually Guided Sound Generation
Recent advances in visually-induced audio generation are based on sampling short, low-fidelity, and one-class sounds. Moreover, sampling 1 second of audio from the state-of-the-art model takes minutes on a high-end GPU. In this work, we propose a single model capable of generating visually relevant, high-fidelity sounds prompted with a set of frames from open-domain videos in less time than it takes to play it on a single GPU. We train a transformer to sample a new spectrogram from the pre-trained spectrogram codebook given the set of video features. The codebook is obtained using a variant of VQGAN trained to produce a compact sampling space with a novel spectrogram-based perceptual loss. The generated spectrogram is transformed into a waveform using a window-based GAN that significantly speeds up generation. Considering the lack of metrics for automatic evaluation of generated spectrograms, we also build a family of metrics called FID and MKL. These metrics are based on a novel sound classifier, called Melception, and designed to evaluate the fidelity and relevance of open-domain samples. Both qualitative and quantitative studies are conducted on small- and large-scale datasets to evaluate the fidelity and relevance of generated samples. We also compare our model to the state-of-the-art and observe a substantial improvement in quality, size, and computation time. Code, demo, and samples: v-iashin.github.io/SpecVQGAN
MoViE: Mobile Diffusion for Video Editing
Recent progress in diffusion-based video editing has shown remarkable potential for practical applications. However, these methods remain prohibitively expensive and challenging to deploy on mobile devices. In this study, we introduce a series of optimizations that render mobile video editing feasible. Building upon the existing image editing model, we first optimize its architecture and incorporate a lightweight autoencoder. Subsequently, we extend classifier-free guidance distillation to multiple modalities, resulting in a threefold on-device speedup. Finally, we reduce the number of sampling steps to one by introducing a novel adversarial distillation scheme which preserves the controllability of the editing process. Collectively, these optimizations enable video editing at 12 frames per second on mobile devices, while maintaining high quality. Our results are available at https://qualcomm-ai-research.github.io/mobile-video-editing/
AdaFlow: Efficient Long Video Editing via Adaptive Attention Slimming And Keyframe Selection
Despite great progress, text-driven long video editing is still notoriously challenging mainly due to excessive memory overhead. Although recent efforts have simplified this task into a two-step process of keyframe translation and interpolation generation, the token-wise keyframe translation still plagues the upper limit of video length. In this paper, we propose a novel and training-free approach towards efficient and effective long video editing, termed AdaFlow. We first reveal that not all tokens of video frames hold equal importance for keyframe translation, based on which we propose an Adaptive Attention Slimming scheme for AdaFlow to squeeze the KV sequence, thus increasing the number of keyframes for translations by an order of magnitude. In addition, an Adaptive Keyframe Selection scheme is also equipped to select the representative frames for joint editing, further improving generation quality. With these innovative designs, AdaFlow achieves high-quality long video editing of minutes in one inference, i.e., more than 1k frames on one A800 GPU, which is about ten times longer than the compared methods, e.g., TokenFlow. To validate AdaFlow, we also build a new benchmark for long video editing with high-quality annotations, termed LongV-EVAL. Our code is released at: https://github.com/jidantang55/AdaFlow.
Scene Matters: Model-based Deep Video Compression
Video compression has always been a popular research area, where many traditional and deep video compression methods have been proposed. These methods typically rely on signal prediction theory to enhance compression performance by designing high efficient intra and inter prediction strategies and compressing video frames one by one. In this paper, we propose a novel model-based video compression (MVC) framework that regards scenes as the fundamental units for video sequences. Our proposed MVC directly models the intensity variation of the entire video sequence in one scene, seeking non-redundant representations instead of reducing redundancy through spatio-temporal predictions. To achieve this, we employ implicit neural representation as our basic modeling architecture. To improve the efficiency of video modeling, we first propose context-related spatial positional embedding and frequency domain supervision in spatial context enhancement. For temporal correlation capturing, we design the scene flow constrain mechanism and temporal contrastive loss. Extensive experimental results demonstrate that our method achieves up to a 20\% bitrate reduction compared to the latest video coding standard H.266 and is more efficient in decoding than existing video coding strategies.
A Study on the Intersection of GPU Utilization and CNN Inference
There has been significant progress in developing neural network architectures that both achieve high predictive performance and that also achieve high application-level inference throughput (e.g., frames per second). Another metric of increasing importance is GPU utilization during inference: the measurement of how well a deployed neural network uses the computational capabilities of the GPU on which it runs. Achieving high GPU utilization is critical to increasing application-level throughput and ensuring a good return on investment for deploying GPUs. This paper analyzes the GPU utilization of convolutional neural network (CNN) inference. We first survey the GPU utilization of CNNs to show that there is room to improve the GPU utilization of many of these CNNs. We then investigate the GPU utilization of networks within a neural architecture search (NAS) search space, and explore how using GPU utilization as a metric could potentially be used to accelerate NAS itself. Our study makes the case that there is room to improve the inference-time GPU utilization of CNNs and that knowledge of GPU utilization has the potential to benefit even applications that do not target utilization itself. We hope that the results of this study will spur future innovation in designing GPU-efficient neural networks.
Efficient Video Prediction via Sparsely Conditioned Flow Matching
We introduce a novel generative model for video prediction based on latent flow matching, an efficient alternative to diffusion-based models. In contrast to prior work, we keep the high costs of modeling the past during training and inference at bay by conditioning only on a small random set of past frames at each integration step of the image generation process. Moreover, to enable the generation of high-resolution videos and to speed up the training, we work in the latent space of a pretrained VQGAN. Finally, we propose to approximate the initial condition of the flow ODE with the previous noisy frame. This allows to reduce the number of integration steps and hence, speed up the sampling at inference time. We call our model Random frame conditioned flow Integration for VidEo pRediction, or, in short, RIVER. We show that RIVER achieves superior or on par performance compared to prior work on common video prediction benchmarks, while requiring an order of magnitude fewer computational resources.
ReconX: Reconstruct Any Scene from Sparse Views with Video Diffusion Model
Advancements in 3D scene reconstruction have transformed 2D images from the real world into 3D models, producing realistic 3D results from hundreds of input photos. Despite great success in dense-view reconstruction scenarios, rendering a detailed scene from insufficient captured views is still an ill-posed optimization problem, often resulting in artifacts and distortions in unseen areas. In this paper, we propose ReconX, a novel 3D scene reconstruction paradigm that reframes the ambiguous reconstruction challenge as a temporal generation task. The key insight is to unleash the strong generative prior of large pre-trained video diffusion models for sparse-view reconstruction. However, 3D view consistency struggles to be accurately preserved in directly generated video frames from pre-trained models. To address this, given limited input views, the proposed ReconX first constructs a global point cloud and encodes it into a contextual space as the 3D structure condition. Guided by the condition, the video diffusion model then synthesizes video frames that are both detail-preserved and exhibit a high degree of 3D consistency, ensuring the coherence of the scene from various perspectives. Finally, we recover the 3D scene from the generated video through a confidence-aware 3D Gaussian Splatting optimization scheme. Extensive experiments on various real-world datasets show the superiority of our ReconX over state-of-the-art methods in terms of quality and generalizability.
Story-Adapter: A Training-free Iterative Framework for Long Story Visualization
Story visualization, the task of generating coherent images based on a narrative, has seen significant advancements with the emergence of text-to-image models, particularly diffusion models. However, maintaining semantic consistency, generating high-quality fine-grained interactions, and ensuring computational feasibility remain challenging, especially in long story visualization (i.e., up to 100 frames). In this work, we propose a training-free and computationally efficient framework, termed Story-Adapter, to enhance the generative capability of long stories. Specifically, we propose an iterative paradigm to refine each generated image, leveraging both the text prompt and all generated images from the previous iteration. Central to our framework is a training-free global reference cross-attention module, which aggregates all generated images from the previous iteration to preserve semantic consistency across the entire story, while minimizing computational costs with global embeddings. This iterative process progressively optimizes image generation by repeatedly incorporating text constraints, resulting in more precise and fine-grained interactions. Extensive experiments validate the superiority of Story-Adapter in improving both semantic consistency and generative capability for fine-grained interactions, particularly in long story scenarios. The project page and associated code can be accessed via https://jwmao1.github.io/storyadapter .
Taming Teacher Forcing for Masked Autoregressive Video Generation
We introduce MAGI, a hybrid video generation framework that combines masked modeling for intra-frame generation with causal modeling for next-frame generation. Our key innovation, Complete Teacher Forcing (CTF), conditions masked frames on complete observation frames rather than masked ones (namely Masked Teacher Forcing, MTF), enabling a smooth transition from token-level (patch-level) to frame-level autoregressive generation. CTF significantly outperforms MTF, achieving a +23% improvement in FVD scores on first-frame conditioned video prediction. To address issues like exposure bias, we employ targeted training strategies, setting a new benchmark in autoregressive video generation. Experiments show that MAGI can generate long, coherent video sequences exceeding 100 frames, even when trained on as few as 16 frames, highlighting its potential for scalable, high-quality video generation.
FreeNoise: Tuning-Free Longer Video Diffusion Via Noise Rescheduling
With the availability of large-scale video datasets and the advances of diffusion models, text-driven video generation has achieved substantial progress. However, existing video generation models are typically trained on a limited number of frames, resulting in the inability to generate high-fidelity long videos during inference. Furthermore, these models only support single-text conditions, whereas real-life scenarios often require multi-text conditions as the video content changes over time. To tackle these challenges, this study explores the potential of extending the text-driven capability to generate longer videos conditioned on multiple texts. 1) We first analyze the impact of initial noise in video diffusion models. Then building upon the observation of noise, we propose FreeNoise, a tuning-free and time-efficient paradigm to enhance the generative capabilities of pretrained video diffusion models while preserving content consistency. Specifically, instead of initializing noises for all frames, we reschedule a sequence of noises for long-range correlation and perform temporal attention over them by window-based function. 2) Additionally, we design a novel motion injection method to support the generation of videos conditioned on multiple text prompts. Extensive experiments validate the superiority of our paradigm in extending the generative capabilities of video diffusion models. It is noteworthy that compared with the previous best-performing method which brought about 255% extra time cost, our method incurs only negligible time cost of approximately 17%. Generated video samples are available at our website: http://haonanqiu.com/projects/FreeNoise.html.
APTv2: Benchmarking Animal Pose Estimation and Tracking with a Large-scale Dataset and Beyond
Animal Pose Estimation and Tracking (APT) is a critical task in detecting and monitoring the keypoints of animals across a series of video frames, which is essential for understanding animal behavior. Past works relating to animals have primarily focused on either animal tracking or single-frame animal pose estimation only, neglecting the integration of both aspects. The absence of comprehensive APT datasets inhibits the progression and evaluation of animal pose estimation and tracking methods based on videos, thereby constraining their real-world applications. To fill this gap, we introduce APTv2, the pioneering large-scale benchmark for animal pose estimation and tracking. APTv2 comprises 2,749 video clips filtered and collected from 30 distinct animal species. Each video clip includes 15 frames, culminating in a total of 41,235 frames. Following meticulous manual annotation and stringent verification, we provide high-quality keypoint and tracking annotations for a total of 84,611 animal instances, split into easy and hard subsets based on the number of instances that exists in the frame. With APTv2 as the foundation, we establish a simple baseline method named \posetrackmethodname and provide benchmarks for representative models across three tracks: (1) single-frame animal pose estimation track to evaluate both intra- and inter-domain transfer learning performance, (2) low-data transfer and generalization track to evaluate the inter-species domain generalization performance, and (3) animal pose tracking track. Our experimental results deliver key empirical insights, demonstrating that APTv2 serves as a valuable benchmark for animal pose estimation and tracking. It also presents new challenges and opportunities for future research. The code and dataset are released at https://github.com/ViTAE-Transformer/APTv2{https://github.com/ViTAE-Transformer/APTv2}.
Open3DIS: Open-vocabulary 3D Instance Segmentation with 2D Mask Guidance
We introduce Open3DIS, a novel solution designed to tackle the problem of Open-Vocabulary Instance Segmentation within 3D scenes. Objects within 3D environments exhibit diverse shapes, scales, and colors, making precise instance-level identification a challenging task. Recent advancements in Open-Vocabulary scene understanding have made significant strides in this area by employing class-agnostic 3D instance proposal networks for object localization and learning queryable features for each 3D mask. While these methods produce high-quality instance proposals, they struggle with identifying small-scale and geometrically ambiguous objects. The key idea of our method is a new module that aggregates 2D instance masks across frames and maps them to geometrically coherent point cloud regions as high-quality object proposals addressing the above limitations. These are then combined with 3D class-agnostic instance proposals to include a wide range of objects in the real world. To validate our approach, we conducted experiments on three prominent datasets, including ScanNet200, S3DIS, and Replica, demonstrating significant performance gains in segmenting objects with diverse categories over the state-of-the-art approaches.
Efficient Image Pre-Training with Siamese Cropped Masked Autoencoders
Self-supervised pre-training of image encoders is omnipresent in the literature, particularly following the introduction of Masked autoencoders (MAE). Current efforts attempt to learn object-centric representations from motion in videos. In particular, SiamMAE recently introduced a Siamese network, training a shared-weight encoder from two frames of a video with a high asymmetric masking ratio (95%). In this work, we propose CropMAE, an alternative approach to the Siamese pre-training introduced by SiamMAE. Our method specifically differs by exclusively considering pairs of cropped images sourced from the same image but cropped differently, deviating from the conventional pairs of frames extracted from a video. CropMAE therefore alleviates the need for video datasets, while maintaining competitive performances and drastically reducing pre-training and learning time. Furthermore, we demonstrate that CropMAE learns similar object-centric representations without explicit motion, showing that current self-supervised learning methods do not learn such representations from explicit object motion, but rather thanks to the implicit image transformations that occur between the two views. Finally, CropMAE achieves the highest masking ratio to date (98.5%), enabling the reconstruction of images using only two visible patches. Our code is available at https://github.com/alexandre-eymael/CropMAE.
Seer: Language Instructed Video Prediction with Latent Diffusion Models
Imagining the future trajectory is the key for robots to make sound planning and successfully reach their goals. Therefore, text-conditioned video prediction (TVP) is an essential task to facilitate general robot policy learning. To tackle this task and empower robots with the ability to foresee the future, we propose a sample and computation-efficient model, named Seer, by inflating the pretrained text-to-image (T2I) stable diffusion models along the temporal axis. We enhance the U-Net and language conditioning model by incorporating computation-efficient spatial-temporal attention. Furthermore, we introduce a novel Frame Sequential Text Decomposer module that dissects a sentence's global instruction into temporally aligned sub-instructions, ensuring precise integration into each frame of generation. Our framework allows us to effectively leverage the extensive prior knowledge embedded in pretrained T2I models across the frames. With the adaptable-designed architecture, Seer makes it possible to generate high-fidelity, coherent, and instruction-aligned video frames by fine-tuning a few layers on a small amount of data. The experimental results on Something Something V2 (SSv2), Bridgedata and EpicKitchens-100 datasets demonstrate our superior video prediction performance with around 480-GPU hours versus CogVideo with over 12,480-GPU hours: achieving the 31% FVD improvement compared to the current SOTA model on SSv2 and 83.7% average preference in the human evaluation.
Shakes on a Plane: Unsupervised Depth Estimation from Unstabilized Photography
Modern mobile burst photography pipelines capture and merge a short sequence of frames to recover an enhanced image, but often disregard the 3D nature of the scene they capture, treating pixel motion between images as a 2D aggregation problem. We show that in a ''long-burst'', forty-two 12-megapixel RAW frames captured in a two-second sequence, there is enough parallax information from natural hand tremor alone to recover high-quality scene depth. To this end, we devise a test-time optimization approach that fits a neural RGB-D representation to long-burst data and simultaneously estimates scene depth and camera motion. Our plane plus depth model is trained end-to-end, and performs coarse-to-fine refinement by controlling which multi-resolution volume features the network has access to at what time during training. We validate the method experimentally, and demonstrate geometrically accurate depth reconstructions with no additional hardware or separate data pre-processing and pose-estimation steps.
Counter-Strike Deathmatch with Large-Scale Behavioural Cloning
This paper describes an AI agent that plays the popular first-person-shooter (FPS) video game `Counter-Strike; Global Offensive' (CSGO) from pixel input. The agent, a deep neural network, matches the performance of the medium difficulty built-in AI on the deathmatch game mode, whilst adopting a humanlike play style. Unlike much prior work in games, no API is available for CSGO, so algorithms must train and run in real-time. This limits the quantity of on-policy data that can be generated, precluding many reinforcement learning algorithms. Our solution uses behavioural cloning - training on a large noisy dataset scraped from human play on online servers (4 million frames, comparable in size to ImageNet), and a smaller dataset of high-quality expert demonstrations. This scale is an order of magnitude larger than prior work on imitation learning in FPS games.
Full-Atom Peptide Design based on Multi-modal Flow Matching
Peptides, short chains of amino acid residues, play a vital role in numerous biological processes by interacting with other target molecules, offering substantial potential in drug discovery. In this work, we present PepFlow, the first multi-modal deep generative model grounded in the flow-matching framework for the design of full-atom peptides that target specific protein receptors. Drawing inspiration from the crucial roles of residue backbone orientations and side-chain dynamics in protein-peptide interactions, we characterize the peptide structure using rigid backbone frames within the SE(3) manifold and side-chain angles on high-dimensional tori. Furthermore, we represent discrete residue types in the peptide sequence as categorical distributions on the probability simplex. By learning the joint distributions of each modality using derived flows and vector fields on corresponding manifolds, our method excels in the fine-grained design of full-atom peptides. Harnessing the multi-modal paradigm, our approach adeptly tackles various tasks such as fix-backbone sequence design and side-chain packing through partial sampling. Through meticulously crafted experiments, we demonstrate that PepFlow exhibits superior performance in comprehensive benchmarks, highlighting its significant potential in computational peptide design and analysis.
FlexHDR: Modelling Alignment and Exposure Uncertainties for Flexible HDR Imaging
High dynamic range (HDR) imaging is of fundamental importance in modern digital photography pipelines and used to produce a high-quality photograph with well exposed regions despite varying illumination across the image. This is typically achieved by merging multiple low dynamic range (LDR) images taken at different exposures. However, over-exposed regions and misalignment errors due to poorly compensated motion result in artefacts such as ghosting. In this paper, we present a new HDR imaging technique that specifically models alignment and exposure uncertainties to produce high quality HDR results. We introduce a strategy that learns to jointly align and assess the alignment and exposure reliability using an HDR-aware, uncertainty-driven attention map that robustly merges the frames into a single high quality HDR image. Further, we introduce a progressive, multi-stage image fusion approach that can flexibly merge any number of LDR images in a permutation-invariant manner. Experimental results show our method can produce better quality HDR images with up to 1.1dB PSNR improvement to the state-of-the-art, and subjective improvements in terms of better detail, colours, and fewer artefacts.
AcinoSet: A 3D Pose Estimation Dataset and Baseline Models for Cheetahs in the Wild
Animals are capable of extreme agility, yet understanding their complex dynamics, which have ecological, biomechanical and evolutionary implications, remains challenging. Being able to study this incredible agility will be critical for the development of next-generation autonomous legged robots. In particular, the cheetah (acinonyx jubatus) is supremely fast and maneuverable, yet quantifying its whole-body 3D kinematic data during locomotion in the wild remains a challenge, even with new deep learning-based methods. In this work we present an extensive dataset of free-running cheetahs in the wild, called AcinoSet, that contains 119,490 frames of multi-view synchronized high-speed video footage, camera calibration files and 7,588 human-annotated frames. We utilize markerless animal pose estimation to provide 2D keypoints. Then, we use three methods that serve as strong baselines for 3D pose estimation tool development: traditional sparse bundle adjustment, an Extended Kalman Filter, and a trajectory optimization-based method we call Full Trajectory Estimation. The resulting 3D trajectories, human-checked 3D ground truth, and an interactive tool to inspect the data is also provided. We believe this dataset will be useful for a diverse range of fields such as ecology, neuroscience, robotics, biomechanics as well as computer vision.
Ensemble One-dimensional Convolution Neural Networks for Skeleton-based Action Recognition
In this paper, we proposed a effective but extensible residual one-dimensional convolution neural network as base network, based on the this network, we proposed four subnets to explore the features of skeleton sequences from each aspect. Given a skeleton sequences, the spatial information are encoded into the skeleton joints coordinate in a frame and the temporal information are present by multiple frames. Limited by the skeleton sequence representations, two-dimensional convolution neural network cannot be used directly, we chose one-dimensional convolution layer as the basic layer. Each sub network could extract discriminative features from different aspects. Our first subnet is a two-stream network which could explore both temporal and spatial information. The second is a body-parted network, which could gain micro spatial features and macro temporal features. The third one is an attention network, the main contribution of which is to focus the key frames and feature channels which high related with the action classes in a skeleton sequence. One frame-difference network, as the last subnet, mainly processes the joints changes between the consecutive frames. Four subnets ensemble together by late fusion, the key problem of ensemble method is each subnet should have a certain performance and between the subnets, there are diversity existing. Each subnet shares a wellperformance basenet and differences between subnets guaranteed the diversity. Experimental results show that the ensemble network gets a state-of-the-art performance on three widely used datasets.
BlazeFace: Sub-millisecond Neural Face Detection on Mobile GPUs
We present BlazeFace, a lightweight and well-performing face detector tailored for mobile GPU inference. It runs at a speed of 200-1000+ FPS on flagship devices. This super-realtime performance enables it to be applied to any augmented reality pipeline that requires an accurate facial region of interest as an input for task-specific models, such as 2D/3D facial keypoint or geometry estimation, facial features or expression classification, and face region segmentation. Our contributions include a lightweight feature extraction network inspired by, but distinct from MobileNetV1/V2, a GPU-friendly anchor scheme modified from Single Shot MultiBox Detector (SSD), and an improved tie resolution strategy alternative to non-maximum suppression.
Parallelizing Optical Flow Estimation on an Ultra-Low Power RISC-V Cluster for Nano-UAV Navigation
Optical flow estimation is crucial for autonomous navigation and localization of unmanned aerial vehicles (UAV). On micro and nano UAVs, real-time calculation of the optical flow is run on low power and resource-constrained microcontroller units (MCUs). Thus, lightweight algorithms for optical flow have been proposed targeting real-time execution on traditional single-core MCUs. This paper introduces an efficient parallelization strategy for optical flow computation targeting new-generation multicore low power RISC-V based microcontroller units. Our approach enables higher frame rates at lower clock speeds. It has been implemented and evaluated on the eight-core cluster of a commercial octa-core MCU (GAP8) reaching a parallelization speedup factor of 7.21 allowing for a frame rate of 500 frames per second when running on a 50 MHz clock frequency. The proposed parallel algorithm significantly boosts the camera frame rate on micro unmanned aerial vehicles, which enables higher flight speeds: the maximum flight speed can be doubled, while using less than a third of the clock frequency of previous single-core implementations.
Panoramas from Photons
Scene reconstruction in the presence of high-speed motion and low illumination is important in many applications such as augmented and virtual reality, drone navigation, and autonomous robotics. Traditional motion estimation techniques fail in such conditions, suffering from too much blur in the presence of high-speed motion and strong noise in low-light conditions. Single-photon cameras have recently emerged as a promising technology capable of capturing hundreds of thousands of photon frames per second thanks to their high speed and extreme sensitivity. Unfortunately, traditional computer vision techniques are not well suited for dealing with the binary-valued photon data captured by these cameras because these are corrupted by extreme Poisson noise. Here we present a method capable of estimating extreme scene motion under challenging conditions, such as low light or high dynamic range, from a sequence of high-speed image frames such as those captured by a single-photon camera. Our method relies on iteratively improving a motion estimate by grouping and aggregating frames after-the-fact, in a stratified manner. We demonstrate the creation of high-quality panoramas under fast motion and extremely low light, and super-resolution results using a custom single-photon camera prototype. For code and supplemental material see our https://wisionlab.com/project/panoramas-from-photons/{project webpage}.
Video-Infinity: Distributed Long Video Generation
Diffusion models have recently achieved remarkable results for video generation. Despite the encouraging performances, the generated videos are typically constrained to a small number of frames, resulting in clips lasting merely a few seconds. The primary challenges in producing longer videos include the substantial memory requirements and the extended processing time required on a single GPU. A straightforward solution would be to split the workload across multiple GPUs, which, however, leads to two issues: (1) ensuring all GPUs communicate effectively to share timing and context information, and (2) modifying existing video diffusion models, which are usually trained on short sequences, to create longer videos without additional training. To tackle these, in this paper we introduce Video-Infinity, a distributed inference pipeline that enables parallel processing across multiple GPUs for long-form video generation. Specifically, we propose two coherent mechanisms: Clip parallelism and Dual-scope attention. Clip parallelism optimizes the gathering and sharing of context information across GPUs which minimizes communication overhead, while Dual-scope attention modulates the temporal self-attention to balance local and global contexts efficiently across the devices. Together, the two mechanisms join forces to distribute the workload and enable the fast generation of long videos. Under an 8 x Nvidia 6000 Ada GPU (48G) setup, our method generates videos up to 2,300 frames in approximately 5 minutes, enabling long video generation at a speed 100 times faster than the prior methods.
Context R-CNN: Long Term Temporal Context for Per-Camera Object Detection
In static monitoring cameras, useful contextual information can stretch far beyond the few seconds typical video understanding models might see: subjects may exhibit similar behavior over multiple days, and background objects remain static. Due to power and storage constraints, sampling frequencies are low, often no faster than one frame per second, and sometimes are irregular due to the use of a motion trigger. In order to perform well in this setting, models must be robust to irregular sampling rates. In this paper we propose a method that leverages temporal context from the unlabeled frames of a novel camera to improve performance at that camera. Specifically, we propose an attention-based approach that allows our model, Context R-CNN, to index into a long term memory bank constructed on a per-camera basis and aggregate contextual features from other frames to boost object detection performance on the current frame. We apply Context R-CNN to two settings: (1) species detection using camera traps, and (2) vehicle detection in traffic cameras, showing in both settings that Context R-CNN leads to performance gains over strong baselines. Moreover, we show that increasing the contextual time horizon leads to improved results. When applied to camera trap data from the Snapshot Serengeti dataset, Context R-CNN with context from up to a month of images outperforms a single-frame baseline by 17.9% mAP, and outperforms S3D (a 3d convolution based baseline) by 11.2% mAP.
Towards High-Quality and Efficient Video Super-Resolution via Spatial-Temporal Data Overfitting
As deep convolutional neural networks (DNNs) are widely used in various fields of computer vision, leveraging the overfitting ability of the DNN to achieve video resolution upscaling has become a new trend in the modern video delivery system. By dividing videos into chunks and overfitting each chunk with a super-resolution model, the server encodes videos before transmitting them to the clients, thus achieving better video quality and transmission efficiency. However, a large number of chunks are expected to ensure good overfitting quality, which substantially increases the storage and consumes more bandwidth resources for data transmission. On the other hand, decreasing the number of chunks through training optimization techniques usually requires high model capacity, which significantly slows down execution speed. To reconcile such, we propose a novel method for high-quality and efficient video resolution upscaling tasks, which leverages the spatial-temporal information to accurately divide video into chunks, thus keeping the number of chunks as well as the model size to minimum. Additionally, we advance our method into a single overfitting model by a data-aware joint training technique, which further reduces the storage requirement with negligible quality drop. We deploy our models on an off-the-shelf mobile phone, and experimental results show that our method achieves real-time video super-resolution with high video quality. Compared with the state-of-the-art, our method achieves 28 fps streaming speed with 41.6 PSNR, which is 14times faster and 2.29 dB better in the live video resolution upscaling tasks. Code available in https://github.com/coulsonlee/STDO-CVPR2023.git
Real-Time Intermediate Flow Estimation for Video Frame Interpolation
Real-time video frame interpolation (VFI) is very useful in video processing, media players, and display devices. We propose RIFE, a Real-time Intermediate Flow Estimation algorithm for VFI. To realize a high-quality flow-based VFI method, RIFE uses a neural network named IFNet that can estimate the intermediate flows end-to-end with much faster speed. A privileged distillation scheme is designed for stable IFNet training and improve the overall performance. RIFE does not rely on pre-trained optical flow models and can support arbitrary-timestep frame interpolation with the temporal encoding input. Experiments demonstrate that RIFE achieves state-of-the-art performance on several public benchmarks. Compared with the popular SuperSlomo and DAIN methods, RIFE is 4--27 times faster and produces better results. Furthermore, RIFE can be extended to wider applications thanks to temporal encoding. The code is available at https://github.com/megvii-research/ECCV2022-RIFE.
ControlVideo: Training-free Controllable Text-to-Video Generation
Text-driven diffusion models have unlocked unprecedented abilities in image generation, whereas their video counterpart still lags behind due to the excessive training cost of temporal modeling. Besides the training burden, the generated videos also suffer from appearance inconsistency and structural flickers, especially in long video synthesis. To address these challenges, we design a training-free framework called ControlVideo to enable natural and efficient text-to-video generation. ControlVideo, adapted from ControlNet, leverages coarsely structural consistency from input motion sequences, and introduces three modules to improve video generation. Firstly, to ensure appearance coherence between frames, ControlVideo adds fully cross-frame interaction in self-attention modules. Secondly, to mitigate the flicker effect, it introduces an interleaved-frame smoother that employs frame interpolation on alternated frames. Finally, to produce long videos efficiently, it utilizes a hierarchical sampler that separately synthesizes each short clip with holistic coherency. Empowered with these modules, ControlVideo outperforms the state-of-the-arts on extensive motion-prompt pairs quantitatively and qualitatively. Notably, thanks to the efficient designs, it generates both short and long videos within several minutes using one NVIDIA 2080Ti. Code is available at https://github.com/YBYBZhang/ControlVideo.
Efficient neural supersampling on a novel gaming dataset
Real-time rendering for video games has become increasingly challenging due to the need for higher resolutions, framerates and photorealism. Supersampling has emerged as an effective solution to address this challenge. Our work introduces a novel neural algorithm for supersampling rendered content that is 4 times more efficient than existing methods while maintaining the same level of accuracy. Additionally, we introduce a new dataset which provides auxiliary modalities such as motion vectors and depth generated using graphics rendering features like viewport jittering and mipmap biasing at different resolutions. We believe that this dataset fills a gap in the current dataset landscape and can serve as a valuable resource to help measure progress in the field and advance the state-of-the-art in super-resolution techniques for gaming content.
HumanRF: High-Fidelity Neural Radiance Fields for Humans in Motion
Representing human performance at high-fidelity is an essential building block in diverse applications, such as film production, computer games or videoconferencing. To close the gap to production-level quality, we introduce HumanRF, a 4D dynamic neural scene representation that captures full-body appearance in motion from multi-view video input, and enables playback from novel, unseen viewpoints. Our novel representation acts as a dynamic video encoding that captures fine details at high compression rates by factorizing space-time into a temporal matrix-vector decomposition. This allows us to obtain temporally coherent reconstructions of human actors for long sequences, while representing high-resolution details even in the context of challenging motion. While most research focuses on synthesizing at resolutions of 4MP or lower, we address the challenge of operating at 12MP. To this end, we introduce ActorsHQ, a novel multi-view dataset that provides 12MP footage from 160 cameras for 16 sequences with high-fidelity, per-frame mesh reconstructions. We demonstrate challenges that emerge from using such high-resolution data and show that our newly introduced HumanRF effectively leverages this data, making a significant step towards production-level quality novel view synthesis.
FastNeRF: High-Fidelity Neural Rendering at 200FPS
Recent work on Neural Radiance Fields (NeRF) showed how neural networks can be used to encode complex 3D environments that can be rendered photorealistically from novel viewpoints. Rendering these images is very computationally demanding and recent improvements are still a long way from enabling interactive rates, even on high-end hardware. Motivated by scenarios on mobile and mixed reality devices, we propose FastNeRF, the first NeRF-based system capable of rendering high fidelity photorealistic images at 200Hz on a high-end consumer GPU. The core of our method is a graphics-inspired factorization that allows for (i) compactly caching a deep radiance map at each position in space, (ii) efficiently querying that map using ray directions to estimate the pixel values in the rendered image. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF algorithm and at least an order of magnitude faster than existing work on accelerating NeRF, while maintaining visual quality and extensibility.
Frame-Recurrent Video Super-Resolution
Recent advances in video super-resolution have shown that convolutional neural networks combined with motion compensation are able to merge information from multiple low-resolution (LR) frames to generate high-quality images. Current state-of-the-art methods process a batch of LR frames to generate a single high-resolution (HR) frame and run this scheme in a sliding window fashion over the entire video, effectively treating the problem as a large number of separate multi-frame super-resolution tasks. This approach has two main weaknesses: 1) Each input frame is processed and warped multiple times, increasing the computational cost, and 2) each output frame is estimated independently conditioned on the input frames, limiting the system's ability to produce temporally consistent results. In this work, we propose an end-to-end trainable frame-recurrent video super-resolution framework that uses the previously inferred HR estimate to super-resolve the subsequent frame. This naturally encourages temporally consistent results and reduces the computational cost by warping only one image in each step. Furthermore, due to its recurrent nature, the proposed method has the ability to assimilate a large number of previous frames without increased computational demands. Extensive evaluations and comparisons with previous methods validate the strengths of our approach and demonstrate that the proposed framework is able to significantly outperform the current state of the art.
SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration
Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.
Hardware Acceleration of Neural Graphics
Rendering and inverse-rendering algorithms that drive conventional computer graphics have recently been superseded by neural representations (NR). NRs have recently been used to learn the geometric and the material properties of the scenes and use the information to synthesize photorealistic imagery, thereby promising a replacement for traditional rendering algorithms with scalable quality and predictable performance. In this work we ask the question: Does neural graphics (NG) need hardware support? We studied representative NG applications showing that, if we want to render 4k res. at 60FPS there is a gap of 1.5X-55X in the desired performance on current GPUs. For AR/VR applications, there is an even larger gap of 2-4 OOM between the desired performance and the required system power. We identify that the input encoding and the MLP kernels are the performance bottlenecks, consuming 72%,60% and 59% of application time for multi res. hashgrid, multi res. densegrid and low res. densegrid encodings, respectively. We propose a NG processing cluster, a scalable and flexible hardware architecture that directly accelerates the input encoding and MLP kernels through dedicated engines and supports a wide range of NG applications. We also accelerate the rest of the kernels by fusing them together in Vulkan, which leads to 9.94X kernel-level performance improvement compared to un-fused implementation of the pre-processing and the post-processing kernels. Our results show that, NGPC gives up to 58X end-to-end application-level performance improvement, for multi res. hashgrid encoding on average across the four NG applications, the performance benefits are 12X,20X,33X and 39X for the scaling factor of 8,16,32 and 64, respectively. Our results show that with multi res. hashgrid encoding, NGPC enables the rendering of 4k res. at 30FPS for NeRF and 8k res. at 120FPS for all our other NG applications.
Robust High-Resolution Video Matting with Temporal Guidance
We introduce a robust, real-time, high-resolution human video matting method that achieves new state-of-the-art performance. Our method is much lighter than previous approaches and can process 4K at 76 FPS and HD at 104 FPS on an Nvidia GTX 1080Ti GPU. Unlike most existing methods that perform video matting frame-by-frame as independent images, our method uses a recurrent architecture to exploit temporal information in videos and achieves significant improvements in temporal coherence and matting quality. Furthermore, we propose a novel training strategy that enforces our network on both matting and segmentation objectives. This significantly improves our model's robustness. Our method does not require any auxiliary inputs such as a trimap or a pre-captured background image, so it can be widely applied to existing human matting applications.
ViBiDSampler: Enhancing Video Interpolation Using Bidirectional Diffusion Sampler
Recent progress in large-scale text-to-video (T2V) and image-to-video (I2V) diffusion models has greatly enhanced video generation, especially in terms of keyframe interpolation. However, current image-to-video diffusion models, while powerful in generating videos from a single conditioning frame, need adaptation for two-frame (start & end) conditioned generation, which is essential for effective bounded interpolation. Unfortunately, existing approaches that fuse temporally forward and backward paths in parallel often suffer from off-manifold issues, leading to artifacts or requiring multiple iterative re-noising steps. In this work, we introduce a novel, bidirectional sampling strategy to address these off-manifold issues without requiring extensive re-noising or fine-tuning. Our method employs sequential sampling along both forward and backward paths, conditioned on the start and end frames, respectively, ensuring more coherent and on-manifold generation of intermediate frames. Additionally, we incorporate advanced guidance techniques, CFG++ and DDS, to further enhance the interpolation process. By integrating these, our method achieves state-of-the-art performance, efficiently generating high-quality, smooth videos between keyframes. On a single 3090 GPU, our method can interpolate 25 frames at 1024 x 576 resolution in just 195 seconds, establishing it as a leading solution for keyframe interpolation.
3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos
Constructing photo-realistic Free-Viewpoint Videos (FVVs) of dynamic scenes from multi-view videos remains a challenging endeavor. Despite the remarkable advancements achieved by current neural rendering techniques, these methods generally require complete video sequences for offline training and are not capable of real-time rendering. To address these constraints, we introduce 3DGStream, a method designed for efficient FVV streaming of real-world dynamic scenes. Our method achieves fast on-the-fly per-frame reconstruction within 12 seconds and real-time rendering at 200 FPS. Specifically, we utilize 3D Gaussians (3DGs) to represent the scene. Instead of the na\"ive approach of directly optimizing 3DGs per-frame, we employ a compact Neural Transformation Cache (NTC) to model the translations and rotations of 3DGs, markedly reducing the training time and storage required for each FVV frame. Furthermore, we propose an adaptive 3DG addition strategy to handle emerging objects in dynamic scenes. Experiments demonstrate that 3DGStream achieves competitive performance in terms of rendering speed, image quality, training time, and model storage when compared with state-of-the-art methods.
VISTA: Enhancing Long-Duration and High-Resolution Video Understanding by Video Spatiotemporal Augmentation
Current large multimodal models (LMMs) face significant challenges in processing and comprehending long-duration or high-resolution videos, which is mainly due to the lack of high-quality datasets. To address this issue from a data-centric perspective, we propose VISTA, a simple yet effective Video Spatiotemporal Augmentation framework that synthesizes long-duration and high-resolution video instruction-following pairs from existing video-caption datasets. VISTA spatially and temporally combines videos to create new synthetic videos with extended durations and enhanced resolutions, and subsequently produces question-answer pairs pertaining to these newly synthesized videos. Based on this paradigm, we develop seven video augmentation methods and curate VISTA-400K, a video instruction-following dataset aimed at enhancing long-duration and high-resolution video understanding. Finetuning various video LMMs on our data resulted in an average improvement of 3.3% across four challenging benchmarks for long-video understanding. Furthermore, we introduce the first comprehensive high-resolution video understanding benchmark HRVideoBench, on which our finetuned models achieve a 6.5% performance gain. These results highlight the effectiveness of our framework.
LAN-HDR: Luminance-based Alignment Network for High Dynamic Range Video Reconstruction
As demands for high-quality videos continue to rise, high-resolution and high-dynamic range (HDR) imaging techniques are drawing attention. To generate an HDR video from low dynamic range (LDR) images, one of the critical steps is the motion compensation between LDR frames, for which most existing works employed the optical flow algorithm. However, these methods suffer from flow estimation errors when saturation or complicated motions exist. In this paper, we propose an end-to-end HDR video composition framework, which aligns LDR frames in the feature space and then merges aligned features into an HDR frame, without relying on pixel-domain optical flow. Specifically, we propose a luminance-based alignment network for HDR (LAN-HDR) consisting of an alignment module and a hallucination module. The alignment module aligns a frame to the adjacent reference by evaluating luminance-based attention, excluding color information. The hallucination module generates sharp details, especially for washed-out areas due to saturation. The aligned and hallucinated features are then blended adaptively to complement each other. Finally, we merge the features to generate a final HDR frame. In training, we adopt a temporal loss, in addition to frame reconstruction losses, to enhance temporal consistency and thus reduce flickering. Extensive experiments demonstrate that our method performs better or comparable to state-of-the-art methods on several benchmarks.
VideoLLaMB: Long-context Video Understanding with Recurrent Memory Bridges
Recent advancements in large-scale video-language models have shown significant potential for real-time planning and detailed interactions. However, their high computational demands and the scarcity of annotated datasets limit their practicality for academic researchers. In this work, we introduce VideoLLaMB, a novel framework that utilizes temporal memory tokens within bridge layers to allow for the encoding of entire video sequences alongside historical visual data, effectively preserving semantic continuity and enhancing model performance across various tasks. This approach includes recurrent memory tokens and a SceneTilling algorithm, which segments videos into independent semantic units to preserve semantic integrity. Empirically, VideoLLaMB significantly outstrips existing video-language models, demonstrating a 5.5 points improvement over its competitors across three VideoQA benchmarks, and 2.06 points on egocentric planning. Comprehensive results on the MVBench show that VideoLLaMB-7B achieves markedly better results than previous 7B models of same LLM. Remarkably, it maintains robust performance as PLLaVA even as video length increases up to 8 times. Besides, the frame retrieval results on our specialized Needle in a Video Haystack (NIAVH) benchmark, further validate VideoLLaMB's prowess in accurately identifying specific frames within lengthy videos. Our SceneTilling algorithm also enables the generation of streaming video captions directly, without necessitating additional training. In terms of efficiency, VideoLLaMB, trained on 16 frames, supports up to 320 frames on a single Nvidia A100 GPU with linear GPU memory scaling, ensuring both high performance and cost-effectiveness, thereby setting a new foundation for long-form video-language models in both academic and practical applications.
NIRVANA: Neural Implicit Representations of Videos with Adaptive Networks and Autoregressive Patch-wise Modeling
Implicit Neural Representations (INR) have recently shown to be powerful tool for high-quality video compression. However, existing works are limiting as they do not explicitly exploit the temporal redundancy in videos, leading to a long encoding time. Additionally, these methods have fixed architectures which do not scale to longer videos or higher resolutions. To address these issues, we propose NIRVANA, which treats videos as groups of frames and fits separate networks to each group performing patch-wise prediction. This design shares computation within each group, in the spatial and temporal dimensions, resulting in reduced encoding time of the video. The video representation is modeled autoregressively, with networks fit on a current group initialized using weights from the previous group's model. To further enhance efficiency, we perform quantization of the network parameters during training, requiring no post-hoc pruning or quantization. When compared with previous works on the benchmark UVG dataset, NIRVANA improves encoding quality from 37.36 to 37.70 (in terms of PSNR) and the encoding speed by 12X, while maintaining the same compression rate. In contrast to prior video INR works which struggle with larger resolution and longer videos, we show that our algorithm is highly flexible and scales naturally due to its patch-wise and autoregressive designs. Moreover, our method achieves variable bitrate compression by adapting to videos with varying inter-frame motion. NIRVANA achieves 6X decoding speed and scales well with more GPUs, making it practical for various deployment scenarios.
AnimateAnything: Consistent and Controllable Animation for Video Generation
We present a unified controllable video generation approach AnimateAnything that facilitates precise and consistent video manipulation across various conditions, including camera trajectories, text prompts, and user motion annotations. Specifically, we carefully design a multi-scale control feature fusion network to construct a common motion representation for different conditions. It explicitly converts all control information into frame-by-frame optical flows. Then we incorporate the optical flows as motion priors to guide final video generation. In addition, to reduce the flickering issues caused by large-scale motion, we propose a frequency-based stabilization module. It can enhance temporal coherence by ensuring the video's frequency domain consistency. Experiments demonstrate that our method outperforms the state-of-the-art approaches. For more details and videos, please refer to the webpage: https://yu-shaonian.github.io/Animate_Anything/.
SnapGen-V: Generating a Five-Second Video within Five Seconds on a Mobile Device
We have witnessed the unprecedented success of diffusion-based video generation over the past year. Recently proposed models from the community have wielded the power to generate cinematic and high-resolution videos with smooth motions from arbitrary input prompts. However, as a supertask of image generation, video generation models require more computation and are thus hosted mostly on cloud servers, limiting broader adoption among content creators. In this work, we propose a comprehensive acceleration framework to bring the power of the large-scale video diffusion model to the hands of edge users. From the network architecture scope, we initialize from a compact image backbone and search out the design and arrangement of temporal layers to maximize hardware efficiency. In addition, we propose a dedicated adversarial fine-tuning algorithm for our efficient model and reduce the denoising steps to 4. Our model, with only 0.6B parameters, can generate a 5-second video on an iPhone 16 PM within 5 seconds. Compared to server-side models that take minutes on powerful GPUs to generate a single video, we accelerate the generation by magnitudes while delivering on-par quality.
LAVIB: A Large-scale Video Interpolation Benchmark
This paper introduces a LArge-scale Video Interpolation Benchmark (LAVIB) for the low-level video task of Video Frame Interpolation (VFI). LAVIB comprises a large collection of high-resolution videos sourced from the web through an automated pipeline with minimal requirements for human verification. Metrics are computed for each video's motion magnitudes, luminance conditions, frame sharpness, and contrast. The collection of videos and the creation of quantitative challenges based on these metrics are under-explored by current low-level video task datasets. In total, LAVIB includes 283K clips from 17K ultra-HD videos, covering 77.6 hours. Benchmark train, val, and test sets maintain similar video metric distributions. Further splits are also created for out-of-distribution (OOD) challenges, with train and test splits including videos of dissimilar attributes.
Inflation with Diffusion: Efficient Temporal Adaptation for Text-to-Video Super-Resolution
We propose an efficient diffusion-based text-to-video super-resolution (SR) tuning approach that leverages the readily learned capacity of pixel level image diffusion model to capture spatial information for video generation. To accomplish this goal, we design an efficient architecture by inflating the weightings of the text-to-image SR model into our video generation framework. Additionally, we incorporate a temporal adapter to ensure temporal coherence across video frames. We investigate different tuning approaches based on our inflated architecture and report trade-offs between computational costs and super-resolution quality. Empirical evaluation, both quantitative and qualitative, on the Shutterstock video dataset, demonstrates that our approach is able to perform text-to-video SR generation with good visual quality and temporal consistency. To evaluate temporal coherence, we also present visualizations in video format in https://drive.google.com/drive/folders/1YVc-KMSJqOrEUdQWVaI-Yfu8Vsfu_1aO?usp=sharing .
Bi-Directional Deep Contextual Video Compression
Deep video compression has made remarkable process in recent years, with the majority of advancements concentrated on P-frame coding. Although efforts to enhance B-frame coding are ongoing, their compression performance is still far behind that of traditional bi-directional video codecs. In this paper, we introduce a bi-directional deep contextual video compression scheme tailored for B-frames, termed DCVC-B, to improve the compression performance of deep B-frame coding. Our scheme mainly has three key innovations. First, we develop a bi-directional motion difference context propagation method for effective motion difference coding, which significantly reduces the bit cost of bi-directional motions. Second, we propose a bi-directional contextual compression model and a corresponding bi-directional temporal entropy model, to make better use of the multi-scale temporal contexts. Third, we propose a hierarchical quality structure-based training strategy, leading to an effective bit allocation across large groups of pictures (GOP). Experimental results show that our DCVC-B achieves an average reduction of 26.6% in BD-Rate compared to the reference software for H.265/HEVC under random access conditions. Remarkably, it surpasses the performance of the H.266/VVC reference software on certain test datasets under the same configuration.
4K4D: Real-Time 4D View Synthesis at 4K Resolution
This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. We will release the code for reproducibility.
Event-boosted Deformable 3D Gaussians for Fast Dynamic Scene Reconstruction
3D Gaussian Splatting (3D-GS) enables real-time rendering but struggles with fast motion due to low temporal resolution of RGB cameras. To address this, we introduce the first approach combining event cameras, which capture high-temporal-resolution, continuous motion data, with deformable 3D-GS for fast dynamic scene reconstruction. We observe that threshold modeling for events plays a crucial role in achieving high-quality reconstruction. Therefore, we propose a GS-Threshold Joint Modeling (GTJM) strategy, creating a mutually reinforcing process that greatly improves both 3D reconstruction and threshold modeling. Moreover, we introduce a Dynamic-Static Decomposition (DSD) strategy that first identifies dynamic areas by exploiting the inability of static Gaussians to represent motions, then applies a buffer-based soft decomposition to separate dynamic and static areas. This strategy accelerates rendering by avoiding unnecessary deformation in static areas, and focuses on dynamic areas to enhance fidelity. Our approach achieves high-fidelity dynamic reconstruction at 156 FPS with a 400times400 resolution on an RTX 3090 GPU.
Boost Video Frame Interpolation via Motion Adaptation
Video frame interpolation (VFI) is a challenging task that aims to generate intermediate frames between two consecutive frames in a video. Existing learning-based VFI methods have achieved great success, but they still suffer from limited generalization ability due to the limited motion distribution of training datasets. In this paper, we propose a novel optimization-based VFI method that can adapt to unseen motions at test time. Our method is based on a cycle-consistency adaptation strategy that leverages the motion characteristics among video frames. We also introduce a lightweight adapter that can be inserted into the motion estimation module of existing pre-trained VFI models to improve the efficiency of adaptation. Extensive experiments on various benchmarks demonstrate that our method can boost the performance of two-frame VFI models, outperforming the existing state-of-the-art methods, even those that use extra input.
Factorized-Dreamer: Training A High-Quality Video Generator with Limited and Low-Quality Data
Text-to-video (T2V) generation has gained significant attention due to its wide applications to video generation, editing, enhancement and translation, \etc. However, high-quality (HQ) video synthesis is extremely challenging because of the diverse and complex motions existed in real world. Most existing works struggle to address this problem by collecting large-scale HQ videos, which are inaccessible to the community. In this work, we show that publicly available limited and low-quality (LQ) data are sufficient to train a HQ video generator without recaptioning or finetuning. We factorize the whole T2V generation process into two steps: generating an image conditioned on a highly descriptive caption, and synthesizing the video conditioned on the generated image and a concise caption of motion details. Specifically, we present Factorized-Dreamer, a factorized spatiotemporal framework with several critical designs for T2V generation, including an adapter to combine text and image embeddings, a pixel-aware cross attention module to capture pixel-level image information, a T5 text encoder to better understand motion description, and a PredictNet to supervise optical flows. We further present a noise schedule, which plays a key role in ensuring the quality and stability of video generation. Our model lowers the requirements in detailed captions and HQ videos, and can be directly trained on limited LQ datasets with noisy and brief captions such as WebVid-10M, largely alleviating the cost to collect large-scale HQ video-text pairs. Extensive experiments in a variety of T2V and image-to-video generation tasks demonstrate the effectiveness of our proposed Factorized-Dreamer. Our source codes are available at https://github.com/yangxy/Factorized-Dreamer/.
Learned HDR Image Compression for Perceptually Optimal Storage and Display
High dynamic range (HDR) capture and display have seen significant growth in popularity driven by the advancements in technology and increasing consumer demand for superior image quality. As a result, HDR image compression is crucial to fully realize the benefits of HDR imaging without suffering from large file sizes and inefficient data handling. Conventionally, this is achieved by introducing a residual/gain map as additional metadata to bridge the gap between HDR and low dynamic range (LDR) images, making the former compatible with LDR image codecs but offering suboptimal rate-distortion performance. In this work, we initiate efforts towards end-to-end optimized HDR image compression for perceptually optimal storage and display. Specifically, we learn to compress an HDR image into two bitstreams: one for generating an LDR image to ensure compatibility with legacy LDR displays, and another as side information to aid HDR image reconstruction from the output LDR image. To measure the perceptual quality of output HDR and LDR images, we use two recently proposed image distortion metrics, both validated against human perceptual data of image quality and with reference to the uncompressed HDR image. Through end-to-end optimization for rate-distortion performance, our method dramatically improves HDR and LDR image quality at all bit rates.
GaussianVideo: Efficient Video Representation via Hierarchical Gaussian Splatting
Efficient neural representations for dynamic video scenes are critical for applications ranging from video compression to interactive simulations. Yet, existing methods often face challenges related to high memory usage, lengthy training times, and temporal consistency. To address these issues, we introduce a novel neural video representation that combines 3D Gaussian splatting with continuous camera motion modeling. By leveraging Neural ODEs, our approach learns smooth camera trajectories while maintaining an explicit 3D scene representation through Gaussians. Additionally, we introduce a spatiotemporal hierarchical learning strategy, progressively refining spatial and temporal features to enhance reconstruction quality and accelerate convergence. This memory-efficient approach achieves high-quality rendering at impressive speeds. Experimental results show that our hierarchical learning, combined with robust camera motion modeling, captures complex dynamic scenes with strong temporal consistency, achieving state-of-the-art performance across diverse video datasets in both high- and low-motion scenarios.
GameIR: A Large-Scale Synthesized Ground-Truth Dataset for Image Restoration over Gaming Content
Image restoration methods like super-resolution and image synthesis have been successfully used in commercial cloud gaming products like NVIDIA's DLSS. However, restoration over gaming content is not well studied by the general public. The discrepancy is mainly caused by the lack of ground-truth gaming training data that match the test cases. Due to the unique characteristics of gaming content, the common approach of generating pseudo training data by degrading the original HR images results in inferior restoration performance. In this work, we develop GameIR, a large-scale high-quality computer-synthesized ground-truth dataset to fill in the blanks, targeting at two different applications. The first is super-resolution with deferred rendering, to support the gaming solution of rendering and transferring LR images only and restoring HR images on the client side. We provide 19200 LR-HR paired ground-truth frames coming from 640 videos rendered at 720p and 1440p for this task. The second is novel view synthesis (NVS), to support the multiview gaming solution of rendering and transferring part of the multiview frames and generating the remaining frames on the client side. This task has 57,600 HR frames from 960 videos of 160 scenes with 6 camera views. In addition to the RGB frames, the GBuffers during the deferred rendering stage are also provided, which can be used to help restoration. Furthermore, we evaluate several SOTA super-resolution algorithms and NeRF-based NVS algorithms over our dataset, which demonstrates the effectiveness of our ground-truth GameIR data in improving restoration performance for gaming content. Also, we test the method of incorporating the GBuffers as additional input information for helping super-resolution and NVS. We release our dataset and models to the general public to facilitate research on restoration methods over gaming content.
Learning Optical Flow from Event Camera with Rendered Dataset
We study the problem of estimating optical flow from event cameras. One important issue is how to build a high-quality event-flow dataset with accurate event values and flow labels. Previous datasets are created by either capturing real scenes by event cameras or synthesizing from images with pasted foreground objects. The former case can produce real event values but with calculated flow labels, which are sparse and inaccurate. The later case can generate dense flow labels but the interpolated events are prone to errors. In this work, we propose to render a physically correct event-flow dataset using computer graphics models. In particular, we first create indoor and outdoor 3D scenes by Blender with rich scene content variations. Second, diverse camera motions are included for the virtual capturing, producing images and accurate flow labels. Third, we render high-framerate videos between images for accurate events. The rendered dataset can adjust the density of events, based on which we further introduce an adaptive density module (ADM). Experiments show that our proposed dataset can facilitate event-flow learning, whereas previous approaches when trained on our dataset can improve their performances constantly by a relatively large margin. In addition, event-flow pipelines when equipped with our ADM can further improve performances.
DynamicScaler: Seamless and Scalable Video Generation for Panoramic Scenes
The increasing demand for immersive AR/VR applications and spatial intelligence has heightened the need to generate high-quality scene-level and 360{\deg} panoramic video. However, most video diffusion models are constrained by limited resolution and aspect ratio, which restricts their applicability to scene-level dynamic content synthesis. In this work, we propose the DynamicScaler, addressing these challenges by enabling spatially scalable and panoramic dynamic scene synthesis that preserves coherence across panoramic scenes of arbitrary size. Specifically, we introduce a Offset Shifting Denoiser, facilitating efficient, synchronous, and coherent denoising panoramic dynamic scenes via a diffusion model with fixed resolution through a seamless rotating Window, which ensures seamless boundary transitions and consistency across the entire panoramic space, accommodating varying resolutions and aspect ratios. Additionally, we employ a Global Motion Guidance mechanism to ensure both local detail fidelity and global motion continuity. Extensive experiments demonstrate our method achieves superior content and motion quality in panoramic scene-level video generation, offering a training-free, efficient, and scalable solution for immersive dynamic scene creation with constant VRAM consumption regardless of the output video resolution. Our project page is available at https://dynamic-scaler.pages.dev/.
Diffusion Models Are Real-Time Game Engines
We present GameNGen, the first game engine powered entirely by a neural model that enables real-time interaction with a complex environment over long trajectories at high quality. GameNGen can interactively simulate the classic game DOOM at over 20 frames per second on a single TPU. Next frame prediction achieves a PSNR of 29.4, comparable to lossy JPEG compression. Human raters are only slightly better than random chance at distinguishing short clips of the game from clips of the simulation. GameNGen is trained in two phases: (1) an RL-agent learns to play the game and the training sessions are recorded, and (2) a diffusion model is trained to produce the next frame, conditioned on the sequence of past frames and actions. Conditioning augmentations enable stable auto-regressive generation over long trajectories.
3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting
We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the community has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive rendering frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experimental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monocular input, while being 400x and 250x faster in training and inference, respectively.
Efficient Gaussian Splatting for Monocular Dynamic Scene Rendering via Sparse Time-Variant Attribute Modeling
Rendering dynamic scenes from monocular videos is a crucial yet challenging task. The recent deformable Gaussian Splatting has emerged as a robust solution to represent real-world dynamic scenes. However, it often leads to heavily redundant Gaussians, attempting to fit every training view at various time steps, leading to slower rendering speeds. Additionally, the attributes of Gaussians in static areas are time-invariant, making it unnecessary to model every Gaussian, which can cause jittering in static regions. In practice, the primary bottleneck in rendering speed for dynamic scenes is the number of Gaussians. In response, we introduce Efficient Dynamic Gaussian Splatting (EDGS), which represents dynamic scenes via sparse time-variant attribute modeling. Our approach formulates dynamic scenes using a sparse anchor-grid representation, with the motion flow of dense Gaussians calculated via a classical kernel representation. Furthermore, we propose an unsupervised strategy to efficiently filter out anchors corresponding to static areas. Only anchors associated with deformable objects are input into MLPs to query time-variant attributes. Experiments on two real-world datasets demonstrate that our EDGS significantly improves the rendering speed with superior rendering quality compared to previous state-of-the-art methods.
Fast and Memory-Efficient Video Diffusion Using Streamlined Inference
The rapid progress in artificial intelligence-generated content (AIGC), especially with diffusion models, has significantly advanced development of high-quality video generation. However, current video diffusion models exhibit demanding computational requirements and high peak memory usage, especially for generating longer and higher-resolution videos. These limitations greatly hinder the practical application of video diffusion models on standard hardware platforms. To tackle this issue, we present a novel, training-free framework named Streamlined Inference, which leverages the temporal and spatial properties of video diffusion models. Our approach integrates three core components: Feature Slicer, Operator Grouping, and Step Rehash. Specifically, Feature Slicer effectively partitions input features into sub-features and Operator Grouping processes each sub-feature with a group of consecutive operators, resulting in significant memory reduction without sacrificing the quality or speed. Step Rehash further exploits the similarity between adjacent steps in diffusion, and accelerates inference through skipping unnecessary steps. Extensive experiments demonstrate that our approach significantly reduces peak memory and computational overhead, making it feasible to generate high-quality videos on a single consumer GPU (e.g., reducing peak memory of AnimateDiff from 42GB to 11GB, featuring faster inference on 2080Ti).
Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis
Novel view synthesis of dynamic scenes has been an intriguing yet challenging problem. Despite recent advancements, simultaneously achieving high-resolution photorealistic results, real-time rendering, and compact storage remains a formidable task. To address these challenges, we propose Spacetime Gaussian Feature Splatting as a novel dynamic scene representation, composed of three pivotal components. First, we formulate expressive Spacetime Gaussians by enhancing 3D Gaussians with temporal opacity and parametric motion/rotation. This enables Spacetime Gaussians to capture static, dynamic, as well as transient content within a scene. Second, we introduce splatted feature rendering, which replaces spherical harmonics with neural features. These features facilitate the modeling of view- and time-dependent appearance while maintaining small size. Third, we leverage the guidance of training error and coarse depth to sample new Gaussians in areas that are challenging to converge with existing pipelines. Experiments on several established real-world datasets demonstrate that our method achieves state-of-the-art rendering quality and speed, while retaining compact storage. At 8K resolution, our lite-version model can render at 60 FPS on an Nvidia RTX 4090 GPU.
Adaptive Caching for Faster Video Generation with Diffusion Transformers
Generating temporally-consistent high-fidelity videos can be computationally expensive, especially over longer temporal spans. More-recent Diffusion Transformers (DiTs) -- despite making significant headway in this context -- have only heightened such challenges as they rely on larger models and heavier attention mechanisms, resulting in slower inference speeds. In this paper, we introduce a training-free method to accelerate video DiTs, termed Adaptive Caching (AdaCache), which is motivated by the fact that "not all videos are created equal": meaning, some videos require fewer denoising steps to attain a reasonable quality than others. Building on this, we not only cache computations through the diffusion process, but also devise a caching schedule tailored to each video generation, maximizing the quality-latency trade-off. We further introduce a Motion Regularization (MoReg) scheme to utilize video information within AdaCache, essentially controlling the compute allocation based on motion content. Altogether, our plug-and-play contributions grant significant inference speedups (e.g. up to 4.7x on Open-Sora 720p - 2s video generation) without sacrificing the generation quality, across multiple video DiT baselines.
Alignment-free HDR Deghosting with Semantics Consistent Transformer
High dynamic range (HDR) imaging aims to retrieve information from multiple low-dynamic range inputs to generate realistic output. The essence is to leverage the contextual information, including both dynamic and static semantics, for better image generation. Existing methods often focus on the spatial misalignment across input frames caused by the foreground and/or camera motion. However, there is no research on jointly leveraging the dynamic and static context in a simultaneous manner. To delve into this problem, we propose a novel alignment-free network with a Semantics Consistent Transformer (SCTNet) with both spatial and channel attention modules in the network. The spatial attention aims to deal with the intra-image correlation to model the dynamic motion, while the channel attention enables the inter-image intertwining to enhance the semantic consistency across frames. Aside from this, we introduce a novel realistic HDR dataset with more variations in foreground objects, environmental factors, and larger motions. Extensive comparisons on both conventional datasets and ours validate the effectiveness of our method, achieving the best trade-off on the performance and the computational cost.
Hyb-NeRF: A Multiresolution Hybrid Encoding for Neural Radiance Fields
Recent advances in Neural radiance fields (NeRF) have enabled high-fidelity scene reconstruction for novel view synthesis. However, NeRF requires hundreds of network evaluations per pixel to approximate a volume rendering integral, making it slow to train. Caching NeRFs into explicit data structures can effectively enhance rendering speed but at the cost of higher memory usage. To address these issues, we present Hyb-NeRF, a novel neural radiance field with a multi-resolution hybrid encoding that achieves efficient neural modeling and fast rendering, which also allows for high-quality novel view synthesis. The key idea of Hyb-NeRF is to represent the scene using different encoding strategies from coarse-to-fine resolution levels. Hyb-NeRF exploits memory-efficiency learnable positional features at coarse resolutions and the fast optimization speed and local details of hash-based feature grids at fine resolutions. In addition, to further boost performance, we embed cone tracing-based features in our learnable positional encoding that eliminates encoding ambiguity and reduces aliasing artifacts. Extensive experiments on both synthetic and real-world datasets show that Hyb-NeRF achieves faster rendering speed with better rending quality and even a lower memory footprint in comparison to previous state-of-the-art methods.
EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
We present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does not suffer from popping artifacts and view dependent density, but still achieves frame rates of sim!30 FPS at 720p on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables effects such as defocus blur and camera distortion (e.g. such as from fisheye cameras), which are difficult to achieve by rasterization. We show that our method is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent rendering, especially on the challenging large-scale scenes from the Zip-NeRF dataset where it achieves sharpest results among real-time techniques.
SpeedNet: Learning the Speediness in Videos
We wish to automatically predict the "speediness" of moving objects in videos---whether they move faster, at, or slower than their "natural" speed. The core component in our approach is SpeedNet---a novel deep network trained to detect if a video is playing at normal rate, or if it is sped up. SpeedNet is trained on a large corpus of natural videos in a self-supervised manner, without requiring any manual annotations. We show how this single, binary classification network can be used to detect arbitrary rates of speediness of objects. We demonstrate prediction results by SpeedNet on a wide range of videos containing complex natural motions, and examine the visual cues it utilizes for making those predictions. Importantly, we show that through predicting the speed of videos, the model learns a powerful and meaningful space-time representation that goes beyond simple motion cues. We demonstrate how those learned features can boost the performance of self-supervised action recognition, and can be used for video retrieval. Furthermore, we also apply SpeedNet for generating time-varying, adaptive video speedups, which can allow viewers to watch videos faster, but with less of the jittery, unnatural motions typical to videos that are sped up uniformly.
TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering
Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [R\"uckert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage.
Streaming Video Diffusion: Online Video Editing with Diffusion Models
We present a novel task called online video editing, which is designed to edit streaming frames while maintaining temporal consistency. Unlike existing offline video editing assuming all frames are pre-established and accessible, online video editing is tailored to real-life applications such as live streaming and online chat, requiring (1) fast continual step inference, (2) long-term temporal modeling, and (3) zero-shot video editing capability. To solve these issues, we propose Streaming Video Diffusion (SVDiff), which incorporates the compact spatial-aware temporal recurrence into off-the-shelf Stable Diffusion and is trained with the segment-level scheme on large-scale long videos. This simple yet effective setup allows us to obtain a single model that is capable of executing a broad range of videos and editing each streaming frame with temporal coherence. Our experiments indicate that our model can edit long, high-quality videos with remarkable results, achieving a real-time inference speed of 15.2 FPS at a resolution of 512x512.
City-on-Web: Real-time Neural Rendering of Large-scale Scenes on the Web
NeRF has significantly advanced 3D scene reconstruction, capturing intricate details across various environments. Existing methods have successfully leveraged radiance field baking to facilitate real-time rendering of small scenes. However, when applied to large-scale scenes, these techniques encounter significant challenges, struggling to provide a seamless real-time experience due to limited resources in computation, memory, and bandwidth. In this paper, we propose City-on-Web, which represents the whole scene by partitioning it into manageable blocks, each with its own Level-of-Detail, ensuring high fidelity, efficient memory management and fast rendering. Meanwhile, we carefully design the training and inference process such that the final rendering result on web is consistent with training. Thanks to our novel representation and carefully designed training/inference process, we are the first to achieve real-time rendering of large-scale scenes in resource-constrained environments. Extensive experimental results demonstrate that our method facilitates real-time rendering of large-scale scenes on a web platform, achieving 32FPS at 1080P resolution with an RTX 3060 GPU, while simultaneously achieving a quality that closely rivals that of state-of-the-art methods. Project page: https://ustc3dv.github.io/City-on-Web/
GaussianImage: 1000 FPS Image Representation and Compression by 2D Gaussian Splatting
Implicit neural representations (INRs) recently achieved great success in image representation and compression, offering high visual quality and fast rendering speeds with 10-1000 FPS, assuming sufficient GPU resources are available. However, this requirement often hinders their use on low-end devices with limited memory. In response, we propose a groundbreaking paradigm of image representation and compression by 2D Gaussian Splatting, named GaussianImage. We first introduce 2D Gaussian to represent the image, where each Gaussian has 8 parameters including position, covariance and color. Subsequently, we unveil a novel rendering algorithm based on accumulated summation. Remarkably, our method with a minimum of 3times lower GPU memory usage and 5times faster fitting time not only rivals INRs (e.g., WIRE, I-NGP) in representation performance, but also delivers a faster rendering speed of 1500-2000 FPS regardless of parameter size. Furthermore, we integrate existing vector quantization technique to build an image codec. Experimental results demonstrate that our codec attains rate-distortion performance comparable to compression-based INRs such as COIN and COIN++, while facilitating decoding speeds of approximately 1000 FPS. Additionally, preliminary proof of concept shows that our codec surpasses COIN and COIN++ in performance when using partial bits-back coding.
Progressive Autoregressive Video Diffusion Models
Current frontier video diffusion models have demonstrated remarkable results at generating high-quality videos. However, they can only generate short video clips, normally around 10 seconds or 240 frames, due to computation limitations during training. In this work, we show that existing models can be naturally extended to autoregressive video diffusion models without changing the architectures. Our key idea is to assign the latent frames with progressively increasing noise levels rather than a single noise level, which allows for fine-grained condition among the latents and large overlaps between the attention windows. Such progressive video denoising allows our models to autoregressively generate video frames without quality degradation or abrupt scene changes. We present state-of-the-art results on long video generation at 1 minute (1440 frames at 24 FPS). Videos from this paper are available at https://desaixie.github.io/pa-vdm/.
L4GM: Large 4D Gaussian Reconstruction Model
We present L4GM, the first 4D Large Reconstruction Model that produces animated objects from a single-view video input -- in a single feed-forward pass that takes only a second. Key to our success is a novel dataset of multiview videos containing curated, rendered animated objects from Objaverse. This dataset depicts 44K diverse objects with 110K animations rendered in 48 viewpoints, resulting in 12M videos with a total of 300M frames. We keep our L4GM simple for scalability and build directly on top of LGM, a pretrained 3D Large Reconstruction Model that outputs 3D Gaussian ellipsoids from multiview image input. L4GM outputs a per-frame 3D Gaussian Splatting representation from video frames sampled at a low fps and then upsamples the representation to a higher fps to achieve temporal smoothness. We add temporal self-attention layers to the base LGM to help it learn consistency across time, and utilize a per-timestep multiview rendering loss to train the model. The representation is upsampled to a higher framerate by training an interpolation model which produces intermediate 3D Gaussian representations. We showcase that L4GM that is only trained on synthetic data generalizes extremely well on in-the-wild videos, producing high quality animated 3D assets.
HybridNeRF: Efficient Neural Rendering via Adaptive Volumetric Surfaces
Neural radiance fields provide state-of-the-art view synthesis quality but tend to be slow to render. One reason is that they make use of volume rendering, thus requiring many samples (and model queries) per ray at render time. Although this representation is flexible and easy to optimize, most real-world objects can be modeled more efficiently with surfaces instead of volumes, requiring far fewer samples per ray. This observation has spurred considerable progress in surface representations such as signed distance functions, but these may struggle to model semi-opaque and thin structures. We propose a method, HybridNeRF, that leverages the strengths of both representations by rendering most objects as surfaces while modeling the (typically) small fraction of challenging regions volumetrically. We evaluate HybridNeRF against the challenging Eyeful Tower dataset along with other commonly used view synthesis datasets. When comparing to state-of-the-art baselines, including recent rasterization-based approaches, we improve error rates by 15-30% while achieving real-time framerates (at least 36 FPS) for virtual-reality resolutions (2Kx2K).
RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS
Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suffer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle optimization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contributions are threefold. First, we use radiance fields as a prior and supervision signal for optimizing point-based scene representations, leading to improved quality and more robust optimization. Next, we develop a novel pruning technique reducing the overall point count while maintaining high quality, leading to smaller and more compact scene representations with faster inference speeds. Finally, we propose a novel test-time filtering approach that further accelerates rendering and allows to scale to larger, house-sized scenes. We find that our method enables state-of-the-art synthesis of complex captures at 900+ FPS.
4Real-Video: Learning Generalizable Photo-Realistic 4D Video Diffusion
We propose 4Real-Video, a novel framework for generating 4D videos, organized as a grid of video frames with both time and viewpoint axes. In this grid, each row contains frames sharing the same timestep, while each column contains frames from the same viewpoint. We propose a novel two-stream architecture. One stream performs viewpoint updates on columns, and the other stream performs temporal updates on rows. After each diffusion transformer layer, a synchronization layer exchanges information between the two token streams. We propose two implementations of the synchronization layer, using either hard or soft synchronization. This feedforward architecture improves upon previous work in three ways: higher inference speed, enhanced visual quality (measured by FVD, CLIP, and VideoScore), and improved temporal and viewpoint consistency (measured by VideoScore and Dust3R-Confidence).
MixRT: Mixed Neural Representations For Real-Time NeRF Rendering
Neural Radiance Field (NeRF) has emerged as a leading technique for novel view synthesis, owing to its impressive photorealistic reconstruction and rendering capability. Nevertheless, achieving real-time NeRF rendering in large-scale scenes has presented challenges, often leading to the adoption of either intricate baked mesh representations with a substantial number of triangles or resource-intensive ray marching in baked representations. We challenge these conventions, observing that high-quality geometry, represented by meshes with substantial triangles, is not necessary for achieving photorealistic rendering quality. Consequently, we propose MixRT, a novel NeRF representation that includes a low-quality mesh, a view-dependent displacement map, and a compressed NeRF model. This design effectively harnesses the capabilities of existing graphics hardware, thus enabling real-time NeRF rendering on edge devices. Leveraging a highly-optimized WebGL-based rendering framework, our proposed MixRT attains real-time rendering speeds on edge devices (over 30 FPS at a resolution of 1280 x 720 on a MacBook M1 Pro laptop), better rendering quality (0.2 PSNR higher in indoor scenes of the Unbounded-360 datasets), and a smaller storage size (less than 80% compared to state-of-the-art methods).
FlowVid: Taming Imperfect Optical Flows for Consistent Video-to-Video Synthesis
Diffusion models have transformed the image-to-image (I2I) synthesis and are now permeating into videos. However, the advancement of video-to-video (V2V) synthesis has been hampered by the challenge of maintaining temporal consistency across video frames. This paper proposes a consistent V2V synthesis framework by jointly leveraging spatial conditions and temporal optical flow clues within the source video. Contrary to prior methods that strictly adhere to optical flow, our approach harnesses its benefits while handling the imperfection in flow estimation. We encode the optical flow via warping from the first frame and serve it as a supplementary reference in the diffusion model. This enables our model for video synthesis by editing the first frame with any prevalent I2I models and then propagating edits to successive frames. Our V2V model, FlowVid, demonstrates remarkable properties: (1) Flexibility: FlowVid works seamlessly with existing I2I models, facilitating various modifications, including stylization, object swaps, and local edits. (2) Efficiency: Generation of a 4-second video with 30 FPS and 512x512 resolution takes only 1.5 minutes, which is 3.1x, 7.2x, and 10.5x faster than CoDeF, Rerender, and TokenFlow, respectively. (3) High-quality: In user studies, our FlowVid is preferred 45.7% of the time, outperforming CoDeF (3.5%), Rerender (10.2%), and TokenFlow (40.4%).
Arbitrary-Scale Video Super-Resolution with Structural and Textural Priors
Arbitrary-scale video super-resolution (AVSR) aims to enhance the resolution of video frames, potentially at various scaling factors, which presents several challenges regarding spatial detail reproduction, temporal consistency, and computational complexity. In this paper, we first describe a strong baseline for AVSR by putting together three variants of elementary building blocks: 1) a flow-guided recurrent unit that aggregates spatiotemporal information from previous frames, 2) a flow-refined cross-attention unit that selects spatiotemporal information from future frames, and 3) a hyper-upsampling unit that generates scaleaware and content-independent upsampling kernels. We then introduce ST-AVSR by equipping our baseline with a multi-scale structural and textural prior computed from the pre-trained VGG network. This prior has proven effective in discriminating structure and texture across different locations and scales, which is beneficial for AVSR. Comprehensive experiments show that ST-AVSR significantly improves super-resolution quality, generalization ability, and inference speed over the state-of-theart. The code is available at https://github.com/shangwei5/ST-AVSR.
FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding
We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this, we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions, proper initialization can help reduce the number of Gaussians, thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed. Project page: https://ustc3dv.github.io/FlashAvatar/
VideoFactory: Swap Attention in Spatiotemporal Diffusions for Text-to-Video Generation
We present VideoFactory, an innovative framework for generating high-quality open-domain videos. VideoFactory excels in producing high-definition (1376x768), widescreen (16:9) videos without watermarks, creating an engaging user experience. Generating videos guided by text instructions poses significant challenges, such as modeling the complex relationship between space and time, and the lack of large-scale text-video paired data. Previous approaches extend pretrained text-to-image generation models by adding temporal 1D convolution/attention modules for video generation. However, these approaches overlook the importance of jointly modeling space and time, inevitably leading to temporal distortions and misalignment between texts and videos. In this paper, we propose a novel approach that strengthens the interaction between spatial and temporal perceptions. In particular, we utilize a swapped cross-attention mechanism in 3D windows that alternates the "query" role between spatial and temporal blocks, enabling mutual reinforcement for each other. To fully unlock model capabilities for high-quality video generation, we curate a large-scale video dataset called HD-VG-130M. This dataset comprises 130 million text-video pairs from the open-domain, ensuring high-definition, widescreen and watermark-free characters. Objective metrics and user studies demonstrate the superiority of our approach in terms of per-frame quality, temporal correlation, and text-video alignment, with clear margins.
MotionBench: Benchmarking and Improving Fine-grained Video Motion Understanding for Vision Language Models
In recent years, vision language models (VLMs) have made significant advancements in video understanding. However, a crucial capability - fine-grained motion comprehension - remains under-explored in current benchmarks. To address this gap, we propose MotionBench, a comprehensive evaluation benchmark designed to assess the fine-grained motion comprehension of video understanding models. MotionBench evaluates models' motion-level perception through six primary categories of motion-oriented question types and includes data collected from diverse sources, ensuring a broad representation of real-world video content. Experimental results reveal that existing VLMs perform poorly in understanding fine-grained motions. To enhance VLM's ability to perceive fine-grained motion within a limited sequence length of LLM, we conduct extensive experiments reviewing VLM architectures optimized for video feature compression and propose a novel and efficient Through-Encoder (TE) Fusion method. Experiments show that higher frame rate inputs and TE Fusion yield improvements in motion understanding, yet there is still substantial room for enhancement. Our benchmark aims to guide and motivate the development of more capable video understanding models, emphasizing the importance of fine-grained motion comprehension. Project page: https://motion-bench.github.io .
AIS 2024 Challenge on Video Quality Assessment of User-Generated Content: Methods and Results
This paper reviews the AIS 2024 Video Quality Assessment (VQA) Challenge, focused on User-Generated Content (UGC). The aim of this challenge is to gather deep learning-based methods capable of estimating the perceptual quality of UGC videos. The user-generated videos from the YouTube UGC Dataset include diverse content (sports, games, lyrics, anime, etc.), quality and resolutions. The proposed methods must process 30 FHD frames under 1 second. In the challenge, a total of 102 participants registered, and 15 submitted code and models. The performance of the top-5 submissions is reviewed and provided here as a survey of diverse deep models for efficient video quality assessment of user-generated content.
Fast View Synthesis of Casual Videos
Novel view synthesis from an in-the-wild video is difficult due to challenges like scene dynamics and lack of parallax. While existing methods have shown promising results with implicit neural radiance fields, they are slow to train and render. This paper revisits explicit video representations to synthesize high-quality novel views from a monocular video efficiently. We treat static and dynamic video content separately. Specifically, we build a global static scene model using an extended plane-based scene representation to synthesize temporally coherent novel video. Our plane-based scene representation is augmented with spherical harmonics and displacement maps to capture view-dependent effects and model non-planar complex surface geometry. We opt to represent the dynamic content as per-frame point clouds for efficiency. While such representations are inconsistency-prone, minor temporal inconsistencies are perceptually masked due to motion. We develop a method to quickly estimate such a hybrid video representation and render novel views in real time. Our experiments show that our method can render high-quality novel views from an in-the-wild video with comparable quality to state-of-the-art methods while being 100x faster in training and enabling real-time rendering.
Vidu: a Highly Consistent, Dynamic and Skilled Text-to-Video Generator with Diffusion Models
We introduce Vidu, a high-performance text-to-video generator that is capable of producing 1080p videos up to 16 seconds in a single generation. Vidu is a diffusion model with U-ViT as its backbone, which unlocks the scalability and the capability for handling long videos. Vidu exhibits strong coherence and dynamism, and is capable of generating both realistic and imaginative videos, as well as understanding some professional photography techniques, on par with Sora -- the most powerful reported text-to-video generator. Finally, we perform initial experiments on other controllable video generation, including canny-to-video generation, video prediction and subject-driven generation, which demonstrate promising results.
VideoCrafter2: Overcoming Data Limitations for High-Quality Video Diffusion Models
Text-to-video generation aims to produce a video based on a given prompt. Recently, several commercial video models have been able to generate plausible videos with minimal noise, excellent details, and high aesthetic scores. However, these models rely on large-scale, well-filtered, high-quality videos that are not accessible to the community. Many existing research works, which train models using the low-quality WebVid-10M dataset, struggle to generate high-quality videos because the models are optimized to fit WebVid-10M. In this work, we explore the training scheme of video models extended from Stable Diffusion and investigate the feasibility of leveraging low-quality videos and synthesized high-quality images to obtain a high-quality video model. We first analyze the connection between the spatial and temporal modules of video models and the distribution shift to low-quality videos. We observe that full training of all modules results in a stronger coupling between spatial and temporal modules than only training temporal modules. Based on this stronger coupling, we shift the distribution to higher quality without motion degradation by finetuning spatial modules with high-quality images, resulting in a generic high-quality video model. Evaluations are conducted to demonstrate the superiority of the proposed method, particularly in picture quality, motion, and concept composition.
NTIRE 2021 Challenge on Video Super-Resolution
Super-Resolution (SR) is a fundamental computer vision task that aims to obtain a high-resolution clean image from the given low-resolution counterpart. This paper reviews the NTIRE 2021 Challenge on Video Super-Resolution. We present evaluation results from two competition tracks as well as the proposed solutions. Track 1 aims to develop conventional video SR methods focusing on the restoration quality. Track 2 assumes a more challenging environment with lower frame rates, casting spatio-temporal SR problem. In each competition, 247 and 223 participants have registered, respectively. During the final testing phase, 14 teams competed in each track to achieve state-of-the-art performance on video SR tasks.
Framer: Interactive Frame Interpolation
We propose Framer for interactive frame interpolation, which targets producing smoothly transitioning frames between two images as per user creativity. Concretely, besides taking the start and end frames as inputs, our approach supports customizing the transition process by tailoring the trajectory of some selected keypoints. Such a design enjoys two clear benefits. First, incorporating human interaction mitigates the issue arising from numerous possibilities of transforming one image to another, and in turn enables finer control of local motions. Second, as the most basic form of interaction, keypoints help establish the correspondence across frames, enhancing the model to handle challenging cases (e.g., objects on the start and end frames are of different shapes and styles). It is noteworthy that our system also offers an "autopilot" mode, where we introduce a module to estimate the keypoints and refine the trajectory automatically, to simplify the usage in practice. Extensive experimental results demonstrate the appealing performance of Framer on various applications, such as image morphing, time-lapse video generation, cartoon interpolation, etc. The code, the model, and the interface will be released to facilitate further research.
Towards Real-Time Open-Vocabulary Video Instance Segmentation
In this paper, we address the challenge of performing open-vocabulary video instance segmentation (OV-VIS) in real-time. We analyze the computational bottlenecks of state-of-the-art foundation models that performs OV-VIS, and propose a new method, TROY-VIS, that significantly improves processing speed while maintaining high accuracy. We introduce three key techniques: (1) Decoupled Attention Feature Enhancer to speed up information interaction between different modalities and scales; (2) Flash Embedding Memory for obtaining fast text embeddings of object categories; and, (3) Kernel Interpolation for exploiting the temporal continuity in videos. Our experiments demonstrate that TROY-VIS achieves the best trade-off between accuracy and speed on two large-scale OV-VIS benchmarks, BURST and LV-VIS, running 20x faster than GLEE-Lite (25 FPS v.s. 1.25 FPS) with comparable or even better accuracy. These results demonstrate TROY-VIS's potential for real-time applications in dynamic environments such as mobile robotics and augmented reality. Code and model will be released at https://github.com/google-research/troyvis.
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to maintain. We introduce the 4D Gaussian Splatting (4D-GS) to achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency. An efficient deformation field is constructed to model both Gaussian motions and shape deformations. Different adjacent Gaussians are connected via a HexPlane to produce more accurate position and shape deformations. Our 4D-GS method achieves real-time rendering under high resolutions, 70 FPS at a 800times800 resolution on an RTX 3090 GPU, while maintaining comparable or higher quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.
Anything in Any Scene: Photorealistic Video Object Insertion
Realistic video simulation has shown significant potential across diverse applications, from virtual reality to film production. This is particularly true for scenarios where capturing videos in real-world settings is either impractical or expensive. Existing approaches in video simulation often fail to accurately model the lighting environment, represent the object geometry, or achieve high levels of photorealism. In this paper, we propose Anything in Any Scene, a novel and generic framework for realistic video simulation that seamlessly inserts any object into an existing dynamic video with a strong emphasis on physical realism. Our proposed general framework encompasses three key processes: 1) integrating a realistic object into a given scene video with proper placement to ensure geometric realism; 2) estimating the sky and environmental lighting distribution and simulating realistic shadows to enhance the light realism; 3) employing a style transfer network that refines the final video output to maximize photorealism. We experimentally demonstrate that Anything in Any Scene framework produces simulated videos of great geometric realism, lighting realism, and photorealism. By significantly mitigating the challenges associated with video data generation, our framework offers an efficient and cost-effective solution for acquiring high-quality videos. Furthermore, its applications extend well beyond video data augmentation, showing promising potential in virtual reality, video editing, and various other video-centric applications. Please check our project website https://anythinginanyscene.github.io for access to our project code and more high-resolution video results.
VideoGigaGAN: Towards Detail-rich Video Super-Resolution
Video super-resolution (VSR) approaches have shown impressive temporal consistency in upsampled videos. However, these approaches tend to generate blurrier results than their image counterparts as they are limited in their generative capability. This raises a fundamental question: can we extend the success of a generative image upsampler to the VSR task while preserving the temporal consistency? We introduce VideoGigaGAN, a new generative VSR model that can produce videos with high-frequency details and temporal consistency. VideoGigaGAN builds upon a large-scale image upsampler -- GigaGAN. Simply inflating GigaGAN to a video model by adding temporal modules produces severe temporal flickering. We identify several key issues and propose techniques that significantly improve the temporal consistency of upsampled videos. Our experiments show that, unlike previous VSR methods, VideoGigaGAN generates temporally consistent videos with more fine-grained appearance details. We validate the effectiveness of VideoGigaGAN by comparing it with state-of-the-art VSR models on public datasets and showcasing video results with 8times super-resolution.
InfiniMotion: Mamba Boosts Memory in Transformer for Arbitrary Long Motion Generation
Text-to-motion generation holds potential for film, gaming, and robotics, yet current methods often prioritize short motion generation, making it challenging to produce long motion sequences effectively: (1) Current methods struggle to handle long motion sequences as a single input due to prohibitively high computational cost; (2) Breaking down the generation of long motion sequences into shorter segments can result in inconsistent transitions and requires interpolation or inpainting, which lacks entire sequence modeling. To solve these challenges, we propose InfiniMotion, a method that generates continuous motion sequences of arbitrary length within an autoregressive framework. We highlight its groundbreaking capability by generating a continuous 1-hour human motion with around 80,000 frames. Specifically, we introduce the Motion Memory Transformer with Bidirectional Mamba Memory, enhancing the transformer's memory to process long motion sequences effectively without overwhelming computational resources. Notably our method achieves over 30% improvement in FID and 6 times longer demonstration compared to previous state-of-the-art methods, showcasing significant advancements in long motion generation. See project webpage: https://steve-zeyu-zhang.github.io/InfiniMotion/
Adapting Image-to-Video Diffusion Models for Large-Motion Frame Interpolation
With the development of video generation models has advanced significantly in recent years, we adopt large-scale image-to-video diffusion models for video frame interpolation. We present a conditional encoder designed to adapt an image-to-video model for large-motion frame interpolation. To enhance performance, we integrate a dual-branch feature extractor and propose a cross-frame attention mechanism that effectively captures both spatial and temporal information, enabling accurate interpolations of intermediate frames. Our approach demonstrates superior performance on the Fr\'echet Video Distance (FVD) metric when evaluated against other state-of-the-art approaches, particularly in handling large motion scenarios, highlighting advancements in generative-based methodologies.
QuickSRNet: Plain Single-Image Super-Resolution Architecture for Faster Inference on Mobile Platforms
In this work, we present QuickSRNet, an efficient super-resolution architecture for real-time applications on mobile platforms. Super-resolution clarifies, sharpens, and upscales an image to higher resolution. Applications such as gaming and video playback along with the ever-improving display capabilities of TVs, smartphones, and VR headsets are driving the need for efficient upscaling solutions. While existing deep learning-based super-resolution approaches achieve impressive results in terms of visual quality, enabling real-time DL-based super-resolution on mobile devices with compute, thermal, and power constraints is challenging. To address these challenges, we propose QuickSRNet, a simple yet effective architecture that provides better accuracy-to-latency trade-offs than existing neural architectures for single-image super resolution. We present training tricks to speed up existing residual-based super-resolution architectures while maintaining robustness to quantization. Our proposed architecture produces 1080p outputs via 2x upscaling in 2.2 ms on a modern smartphone, making it ideal for high-fps real-time applications.
Real-Time Neural Light Field on Mobile Devices
Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving 15times sim 24times storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., 18.04ms (iPhone 13) for rendering one 1008times756 image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR 26.15 vs. 25.91 on the real-world forward-facing dataset).
Real-Time Single Image and Video Super-Resolution Using an Efficient Sub-Pixel Convolutional Neural Network
Recently, several models based on deep neural networks have achieved great success in terms of both reconstruction accuracy and computational performance for single image super-resolution. In these methods, the low resolution (LR) input image is upscaled to the high resolution (HR) space using a single filter, commonly bicubic interpolation, before reconstruction. This means that the super-resolution (SR) operation is performed in HR space. We demonstrate that this is sub-optimal and adds computational complexity. In this paper, we present the first convolutional neural network (CNN) capable of real-time SR of 1080p videos on a single K2 GPU. To achieve this, we propose a novel CNN architecture where the feature maps are extracted in the LR space. In addition, we introduce an efficient sub-pixel convolution layer which learns an array of upscaling filters to upscale the final LR feature maps into the HR output. By doing so, we effectively replace the handcrafted bicubic filter in the SR pipeline with more complex upscaling filters specifically trained for each feature map, whilst also reducing the computational complexity of the overall SR operation. We evaluate the proposed approach using images and videos from publicly available datasets and show that it performs significantly better (+0.15dB on Images and +0.39dB on Videos) and is an order of magnitude faster than previous CNN-based methods.
Mixed Neural Voxels for Fast Multi-view Video Synthesis
Synthesizing high-fidelity videos from real-world multi-view input is challenging because of the complexities of real-world environments and highly dynamic motions. Previous works based on neural radiance fields have demonstrated high-quality reconstructions of dynamic scenes. However, training such models on real-world scenes is time-consuming, usually taking days or weeks. In this paper, we present a novel method named MixVoxels to better represent the dynamic scenes with fast training speed and competitive rendering qualities. The proposed MixVoxels represents the 4D dynamic scenes as a mixture of static and dynamic voxels and processes them with different networks. In this way, the computation of the required modalities for static voxels can be processed by a lightweight model, which essentially reduces the amount of computation, especially for many daily dynamic scenes dominated by the static background. To separate the two kinds of voxels, we propose a novel variation field to estimate the temporal variance of each voxel. For the dynamic voxels, we design an inner-product time query method to efficiently query multiple time steps, which is essential to recover the high-dynamic motions. As a result, with 15 minutes of training for dynamic scenes with inputs of 300-frame videos, MixVoxels achieves better PSNR than previous methods. Codes and trained models are available at https://github.com/fengres/mixvoxels
DreamRunner: Fine-Grained Storytelling Video Generation with Retrieval-Augmented Motion Adaptation
Storytelling video generation (SVG) has recently emerged as a task to create long, multi-motion, multi-scene videos that consistently represent the story described in the input text script. SVG holds great potential for diverse content creation in media and entertainment; however, it also presents significant challenges: (1) objects must exhibit a range of fine-grained, complex motions, (2) multiple objects need to appear consistently across scenes, and (3) subjects may require multiple motions with seamless transitions within a single scene. To address these challenges, we propose DreamRunner, a novel story-to-video generation method: First, we structure the input script using a large language model (LLM) to facilitate both coarse-grained scene planning as well as fine-grained object-level layout and motion planning. Next, DreamRunner presents retrieval-augmented test-time adaptation to capture target motion priors for objects in each scene, supporting diverse motion customization based on retrieved videos, thus facilitating the generation of new videos with complex, scripted motions. Lastly, we propose a novel spatial-temporal region-based 3D attention and prior injection module SR3AI for fine-grained object-motion binding and frame-by-frame semantic control. We compare DreamRunner with various SVG baselines, demonstrating state-of-the-art performance in character consistency, text alignment, and smooth transitions. Additionally, DreamRunner exhibits strong fine-grained condition-following ability in compositional text-to-video generation, significantly outperforming baselines on T2V-ComBench. Finally, we validate DreamRunner's robust ability to generate multi-object interactions with qualitative examples.
Live2Diff: Live Stream Translation via Uni-directional Attention in Video Diffusion Models
Large Language Models have shown remarkable efficacy in generating streaming data such as text and audio, thanks to their temporally uni-directional attention mechanism, which models correlations between the current token and previous tokens. However, video streaming remains much less explored, despite a growing need for live video processing. State-of-the-art video diffusion models leverage bi-directional temporal attention to model the correlations between the current frame and all the surrounding (i.e. including future) frames, which hinders them from processing streaming videos. To address this problem, we present Live2Diff, the first attempt at designing a video diffusion model with uni-directional temporal attention, specifically targeting live streaming video translation. Compared to previous works, our approach ensures temporal consistency and smoothness by correlating the current frame with its predecessors and a few initial warmup frames, without any future frames. Additionally, we use a highly efficient denoising scheme featuring a KV-cache mechanism and pipelining, to facilitate streaming video translation at interactive framerates. Extensive experiments demonstrate the effectiveness of the proposed attention mechanism and pipeline, outperforming previous methods in terms of temporal smoothness and/or efficiency.
VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams
Neural Radiance Fields (NeRFs) excel in photorealistically rendering static scenes. However, rendering dynamic, long-duration radiance fields on ubiquitous devices remains challenging, due to data storage and computational constraints. In this paper, we introduce VideoRF, the first approach to enable real-time streaming and rendering of dynamic radiance fields on mobile platforms. At the core is a serialized 2D feature image stream representing the 4D radiance field all in one. We introduce a tailored training scheme directly applied to this 2D domain to impose the temporal and spatial redundancy of the feature image stream. By leveraging the redundancy, we show that the feature image stream can be efficiently compressed by 2D video codecs, which allows us to exploit video hardware accelerators to achieve real-time decoding. On the other hand, based on the feature image stream, we propose a novel rendering pipeline for VideoRF, which has specialized space mappings to query radiance properties efficiently. Paired with a deferred shading model, VideoRF has the capability of real-time rendering on mobile devices thanks to its efficiency. We have developed a real-time interactive player that enables online streaming and rendering of dynamic scenes, offering a seamless and immersive free-viewpoint experience across a range of devices, from desktops to mobile phones.
Real-Time Neural Rasterization for Large Scenes
We propose a new method for realistic real-time novel-view synthesis (NVS) of large scenes. Existing neural rendering methods generate realistic results, but primarily work for small scale scenes (<50 square meters) and have difficulty at large scale (>10000 square meters). Traditional graphics-based rasterization rendering is fast for large scenes but lacks realism and requires expensive manually created assets. Our approach combines the best of both worlds by taking a moderate-quality scaffold mesh as input and learning a neural texture field and shader to model view-dependant effects to enhance realism, while still using the standard graphics pipeline for real-time rendering. Our method outperforms existing neural rendering methods, providing at least 30x faster rendering with comparable or better realism for large self-driving and drone scenes. Our work is the first to enable real-time rendering of large real-world scenes.
FastBlend: a Powerful Model-Free Toolkit Making Video Stylization Easier
With the emergence of diffusion models and rapid development in image processing, it has become effortless to generate fancy images in tasks such as style transfer and image editing. However, these impressive image processing approaches face consistency issues in video processing. In this paper, we propose a powerful model-free toolkit called FastBlend to address the consistency problem for video processing. Based on a patch matching algorithm, we design two inference modes, including blending and interpolation. In the blending mode, FastBlend eliminates video flicker by blending the frames within a sliding window. Moreover, we optimize both computational efficiency and video quality according to different application scenarios. In the interpolation mode, given one or more keyframes rendered by diffusion models, FastBlend can render the whole video. Since FastBlend does not modify the generation process of diffusion models, it exhibits excellent compatibility. Extensive experiments have demonstrated the effectiveness of FastBlend. In the blending mode, FastBlend outperforms existing methods for video deflickering and video synthesis. In the interpolation mode, FastBlend surpasses video interpolation and model-based video processing approaches. The source codes have been released on GitHub.
Playable Game Generation
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the stringent requirements for real-time interaction, high visual quality, and accurate simulation of game mechanics. Existing approaches often fall short, either lacking real-time capabilities or failing to accurately simulate interactive mechanics. To tackle the playability issue, we propose a novel method called PlayGen, which encompasses game data generation, an autoregressive DiT-based diffusion model, and a comprehensive playability-based evaluation framework. Validated on well-known 2D and 3D games, PlayGen achieves real-time interaction, ensures sufficient visual quality, and provides accurate interactive mechanics simulation. Notably, these results are sustained even after over 1000 frames of gameplay on an NVIDIA RTX 2060 GPU. Our code is publicly available: https://github.com/GreatX3/Playable-Game-Generation. Our playable demo generated by AI is: http://124.156.151.207.
Splatter Image: Ultra-Fast Single-View 3D Reconstruction
We introduce the Splatter Image, an ultra-fast approach for monocular 3D object reconstruction which operates at 38 FPS. Splatter Image is based on Gaussian Splatting, which has recently brought real-time rendering, fast training, and excellent scaling to multi-view reconstruction. For the first time, we apply Gaussian Splatting in a monocular reconstruction setting. Our approach is learning-based, and, at test time, reconstruction only requires the feed-forward evaluation of a neural network. The main innovation of Splatter Image is the surprisingly straightforward design: it uses a 2D image-to-image network to map the input image to one 3D Gaussian per pixel. The resulting Gaussians thus have the form of an image, the Splatter Image. We further extend the method to incorporate more than one image as input, which we do by adding cross-view attention. Owning to the speed of the renderer (588 FPS), we can use a single GPU for training while generating entire images at each iteration in order to optimize perceptual metrics like LPIPS. On standard benchmarks, we demonstrate not only fast reconstruction but also better results than recent and much more expensive baselines in terms of PSNR, LPIPS, and other metrics.
Towards Explainable In-the-Wild Video Quality Assessment: A Database and a Language-Prompted Approach
The proliferation of in-the-wild videos has greatly expanded the Video Quality Assessment (VQA) problem. Unlike early definitions that usually focus on limited distortion types, VQA on in-the-wild videos is especially challenging as it could be affected by complicated factors, including various distortions and diverse contents. Though subjective studies have collected overall quality scores for these videos, how the abstract quality scores relate with specific factors is still obscure, hindering VQA methods from more concrete quality evaluations (e.g. sharpness of a video). To solve this problem, we collect over two million opinions on 4,543 in-the-wild videos on 13 dimensions of quality-related factors, including in-capture authentic distortions (e.g. motion blur, noise, flicker), errors introduced by compression and transmission, and higher-level experiences on semantic contents and aesthetic issues (e.g. composition, camera trajectory), to establish the multi-dimensional Maxwell database. Specifically, we ask the subjects to label among a positive, a negative, and a neutral choice for each dimension. These explanation-level opinions allow us to measure the relationships between specific quality factors and abstract subjective quality ratings, and to benchmark different categories of VQA algorithms on each dimension, so as to more comprehensively analyze their strengths and weaknesses. Furthermore, we propose the MaxVQA, a language-prompted VQA approach that modifies vision-language foundation model CLIP to better capture important quality issues as observed in our analyses. The MaxVQA can jointly evaluate various specific quality factors and final quality scores with state-of-the-art accuracy on all dimensions, and superb generalization ability on existing datasets. Code and data available at https://github.com/VQAssessment/MaxVQA.
LTX-Video: Realtime Video Latent Diffusion
We introduce LTX-Video, a transformer-based latent diffusion model that adopts a holistic approach to video generation by seamlessly integrating the responsibilities of the Video-VAE and the denoising transformer. Unlike existing methods, which treat these components as independent, LTX-Video aims to optimize their interaction for improved efficiency and quality. At its core is a carefully designed Video-VAE that achieves a high compression ratio of 1:192, with spatiotemporal downscaling of 32 x 32 x 8 pixels per token, enabled by relocating the patchifying operation from the transformer's input to the VAE's input. Operating in this highly compressed latent space enables the transformer to efficiently perform full spatiotemporal self-attention, which is essential for generating high-resolution videos with temporal consistency. However, the high compression inherently limits the representation of fine details. To address this, our VAE decoder is tasked with both latent-to-pixel conversion and the final denoising step, producing the clean result directly in pixel space. This approach preserves the ability to generate fine details without incurring the runtime cost of a separate upsampling module. Our model supports diverse use cases, including text-to-video and image-to-video generation, with both capabilities trained simultaneously. It achieves faster-than-real-time generation, producing 5 seconds of 24 fps video at 768x512 resolution in just 2 seconds on an Nvidia H100 GPU, outperforming all existing models of similar scale. The source code and pre-trained models are publicly available, setting a new benchmark for accessible and scalable video generation.
CodecNeRF: Toward Fast Encoding and Decoding, Compact, and High-quality Novel-view Synthesis
Neural Radiance Fields (NeRF) have achieved huge success in effectively capturing and representing 3D objects and scenes. However, to establish a ubiquitous presence in everyday media formats, such as images and videos, we need to fulfill three key objectives: 1. fast encoding and decoding time, 2. compact model sizes, and 3. high-quality renderings. Despite recent advancements, a comprehensive algorithm that adequately addresses all objectives has yet to be fully realized. In this work, we present CodecNeRF, a neural codec for NeRF representations, consisting of an encoder and decoder architecture that can generate a NeRF representation in a single forward pass. Furthermore, inspired by the recent parameter-efficient finetuning approaches, we propose a finetuning method to efficiently adapt the generated NeRF representations to a new test instance, leading to high-quality image renderings and compact code sizes. The proposed CodecNeRF, a newly suggested encoding-decoding-finetuning pipeline for NeRF, achieved unprecedented compression performance of more than 100x and remarkable reduction in encoding time while maintaining (or improving) the image quality on widely used 3D object datasets.
Snap Video: Scaled Spatiotemporal Transformers for Text-to-Video Synthesis
Contemporary models for generating images show remarkable quality and versatility. Swayed by these advantages, the research community repurposes them to generate videos. Since video content is highly redundant, we argue that naively bringing advances of image models to the video generation domain reduces motion fidelity, visual quality and impairs scalability. In this work, we build Snap Video, a video-first model that systematically addresses these challenges. To do that, we first extend the EDM framework to take into account spatially and temporally redundant pixels and naturally support video generation. Second, we show that a U-Net - a workhorse behind image generation - scales poorly when generating videos, requiring significant computational overhead. Hence, we propose a new transformer-based architecture that trains 3.31 times faster than U-Nets (and is ~4.5 faster at inference). This allows us to efficiently train a text-to-video model with billions of parameters for the first time, reach state-of-the-art results on a number of benchmarks, and generate videos with substantially higher quality, temporal consistency, and motion complexity. The user studies showed that our model was favored by a large margin over the most recent methods. See our website at https://snap-research.github.io/snapvideo/.
RIFLEx: A Free Lunch for Length Extrapolation in Video Diffusion Transformers
Recent advancements in video generation have enabled models to synthesize high-quality, minute-long videos. However, generating even longer videos with temporal coherence remains a major challenge, and existing length extrapolation methods lead to temporal repetition or motion deceleration. In this work, we systematically analyze the role of frequency components in positional embeddings and identify an intrinsic frequency that primarily governs extrapolation behavior. Based on this insight, we propose RIFLEx, a minimal yet effective approach that reduces the intrinsic frequency to suppress repetition while preserving motion consistency, without requiring any additional modifications. RIFLEx offers a true free lunch--achieving high-quality 2times extrapolation on state-of-the-art video diffusion transformers in a completely training-free manner. Moreover, it enhances quality and enables 3times extrapolation by minimal fine-tuning without long videos. Project page and codes: https://riflex-video.github.io/{https://riflex-video.github.io/.}
Pyramidal Flow Matching for Efficient Video Generative Modeling
Video generation requires modeling a vast spatiotemporal space, which demands significant computational resources and data usage. To reduce the complexity, the prevailing approaches employ a cascaded architecture to avoid direct training with full resolution. Despite reducing computational demands, the separate optimization of each sub-stage hinders knowledge sharing and sacrifices flexibility. This work introduces a unified pyramidal flow matching algorithm. It reinterprets the original denoising trajectory as a series of pyramid stages, where only the final stage operates at the full resolution, thereby enabling more efficient video generative modeling. Through our sophisticated design, the flows of different pyramid stages can be interlinked to maintain continuity. Moreover, we craft autoregressive video generation with a temporal pyramid to compress the full-resolution history. The entire framework can be optimized in an end-to-end manner and with a single unified Diffusion Transformer (DiT). Extensive experiments demonstrate that our method supports generating high-quality 5-second (up to 10-second) videos at 768p resolution and 24 FPS within 20.7k A100 GPU training hours. All code and models will be open-sourced at https://pyramid-flow.github.io.
Representing Long Volumetric Video with Temporal Gaussian Hierarchy
This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.
V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians
Experiencing high-fidelity volumetric video as seamlessly as 2D videos is a long-held dream. However, current dynamic 3DGS methods, despite their high rendering quality, face challenges in streaming on mobile devices due to computational and bandwidth constraints. In this paper, we introduce V3(Viewing Volumetric Videos), a novel approach that enables high-quality mobile rendering through the streaming of dynamic Gaussians. Our key innovation is to view dynamic 3DGS as 2D videos, facilitating the use of hardware video codecs. Additionally, we propose a two-stage training strategy to reduce storage requirements with rapid training speed. The first stage employs hash encoding and shallow MLP to learn motion, then reduces the number of Gaussians through pruning to meet the streaming requirements, while the second stage fine tunes other Gaussian attributes using residual entropy loss and temporal loss to improve temporal continuity. This strategy, which disentangles motion and appearance, maintains high rendering quality with compact storage requirements. Meanwhile, we designed a multi-platform player to decode and render 2D Gaussian videos. Extensive experiments demonstrate the effectiveness of V3, outperforming other methods by enabling high-quality rendering and streaming on common devices, which is unseen before. As the first to stream dynamic Gaussians on mobile devices, our companion player offers users an unprecedented volumetric video experience, including smooth scrolling and instant sharing. Our project page with source code is available at https://authoritywang.github.io/v3/.
Flash-VStream: Memory-Based Real-Time Understanding for Long Video Streams
Benefiting from the advancements in large language models and cross-modal alignment, existing multi-modal video understanding methods have achieved prominent performance in offline scenario. However, online video streams, as one of the most common media forms in the real world, have seldom received attention. Compared to offline videos, the 'dynamic' nature of online video streams poses challenges for the direct application of existing models and introduces new problems, such as the storage of extremely long-term information, interaction between continuous visual content and 'asynchronous' user questions. Therefore, in this paper we present Flash-VStream, a video-language model that simulates the memory mechanism of human. Our model is able to process extremely long video streams in real-time and respond to user queries simultaneously. Compared to existing models, Flash-VStream achieves significant reductions in inference latency and VRAM consumption, which is intimately related to performing understanding of online streaming video. In addition, given that existing video understanding benchmarks predominantly concentrate on offline scenario, we propose VStream-QA, a novel question answering benchmark specifically designed for online video streaming understanding. Comparisons with popular existing methods on the proposed benchmark demonstrate the superiority of our method for such challenging setting. To verify the generalizability of our approach, we further evaluate it on existing video understanding benchmarks and achieves state-of-the-art performance in offline scenarios as well. All code, models, and datasets are available at the https://invinciblewyq.github.io/vstream-page/
FreeLong: Training-Free Long Video Generation with SpectralBlend Temporal Attention
Video diffusion models have made substantial progress in various video generation applications. However, training models for long video generation tasks require significant computational and data resources, posing a challenge to developing long video diffusion models. This paper investigates a straightforward and training-free approach to extend an existing short video diffusion model (e.g. pre-trained on 16-frame videos) for consistent long video generation (e.g. 128 frames). Our preliminary observation has found that directly applying the short video diffusion model to generate long videos can lead to severe video quality degradation. Further investigation reveals that this degradation is primarily due to the distortion of high-frequency components in long videos, characterized by a decrease in spatial high-frequency components and an increase in temporal high-frequency components. Motivated by this, we propose a novel solution named FreeLong to balance the frequency distribution of long video features during the denoising process. FreeLong blends the low-frequency components of global video features, which encapsulate the entire video sequence, with the high-frequency components of local video features that focus on shorter subsequences of frames. This approach maintains global consistency while incorporating diverse and high-quality spatiotemporal details from local videos, enhancing both the consistency and fidelity of long video generation. We evaluated FreeLong on multiple base video diffusion models and observed significant improvements. Additionally, our method supports coherent multi-prompt generation, ensuring both visual coherence and seamless transitions between scenes.
NTIRE 2021 Challenge on Quality Enhancement of Compressed Video: Methods and Results
This paper reviews the first NTIRE challenge on quality enhancement of compressed video, with a focus on the proposed methods and results. In this challenge, the new Large-scale Diverse Video (LDV) dataset is employed. The challenge has three tracks. Tracks 1 and 2 aim at enhancing the videos compressed by HEVC at a fixed QP, while Track 3 is designed for enhancing the videos compressed by x265 at a fixed bit-rate. Besides, the quality enhancement of Tracks 1 and 3 targets at improving the fidelity (PSNR), and Track 2 targets at enhancing the perceptual quality. The three tracks totally attract 482 registrations. In the test phase, 12 teams, 8 teams and 11 teams submitted the final results of Tracks 1, 2 and 3, respectively. The proposed methods and solutions gauge the state-of-the-art of video quality enhancement. The homepage of the challenge: https://github.com/RenYang-home/NTIRE21_VEnh
Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric Videos
Volumetric video represents a transformative advancement in visual media, enabling users to freely navigate immersive virtual experiences and narrowing the gap between digital and real worlds. However, the need for extensive manual intervention to stabilize mesh sequences and the generation of excessively large assets in existing workflows impedes broader adoption. In this paper, we present a novel Gaussian-based approach, dubbed DualGS, for real-time and high-fidelity playback of complex human performance with excellent compression ratios. Our key idea in DualGS is to separately represent motion and appearance using the corresponding skin and joint Gaussians. Such an explicit disentanglement can significantly reduce motion redundancy and enhance temporal coherence. We begin by initializing the DualGS and anchoring skin Gaussians to joint Gaussians at the first frame. Subsequently, we employ a coarse-to-fine training strategy for frame-by-frame human performance modeling. It includes a coarse alignment phase for overall motion prediction as well as a fine-grained optimization for robust tracking and high-fidelity rendering. To integrate volumetric video seamlessly into VR environments, we efficiently compress motion using entropy encoding and appearance using codec compression coupled with a persistent codebook. Our approach achieves a compression ratio of up to 120 times, only requiring approximately 350KB of storage per frame. We demonstrate the efficacy of our representation through photo-realistic, free-view experiences on VR headsets, enabling users to immersively watch musicians in performance and feel the rhythm of the notes at the performers' fingertips.
FlashAttention-3: Fast and Accurate Attention with Asynchrony and Low-precision
Attention, as a core layer of the ubiquitous Transformer architecture, is the bottleneck for large language models and long-context applications. FlashAttention elaborated an approach to speed up attention on GPUs through minimizing memory reads/writes. However, it has yet to take advantage of new capabilities present in recent hardware, with FlashAttention-2 achieving only 35% utilization on the H100 GPU. We develop three main techniques to speed up attention on Hopper GPUs: exploiting asynchrony of the Tensor Cores and TMA to (1) overlap overall computation and data movement via warp-specialization and (2) interleave block-wise matmul and softmax operations, and (3) block quantization and incoherent processing that leverages hardware support for FP8 low-precision. We demonstrate that our method, FlashAttention-3, achieves speedup on H100 GPUs by 1.5-2.0times with FP16 reaching up to 740 TFLOPs/s (75% utilization), and with FP8 reaching close to 1.2 PFLOPs/s. We validate that FP8 FlashAttention-3 achieves 2.6times lower numerical error than a baseline FP8 attention.
VBench: Comprehensive Benchmark Suite for Video Generative Models
Video generation has witnessed significant advancements, yet evaluating these models remains a challenge. A comprehensive evaluation benchmark for video generation is indispensable for two reasons: 1) Existing metrics do not fully align with human perceptions; 2) An ideal evaluation system should provide insights to inform future developments of video generation. To this end, we present VBench, a comprehensive benchmark suite that dissects "video generation quality" into specific, hierarchical, and disentangled dimensions, each with tailored prompts and evaluation methods. VBench has three appealing properties: 1) Comprehensive Dimensions: VBench comprises 16 dimensions in video generation (e.g., subject identity inconsistency, motion smoothness, temporal flickering, and spatial relationship, etc). The evaluation metrics with fine-grained levels reveal individual models' strengths and weaknesses. 2) Human Alignment: We also provide a dataset of human preference annotations to validate our benchmarks' alignment with human perception, for each evaluation dimension respectively. 3) Valuable Insights: We look into current models' ability across various evaluation dimensions, and various content types. We also investigate the gaps between video and image generation models. We will open-source VBench, including all prompts, evaluation methods, generated videos, and human preference annotations, and also include more video generation models in VBench to drive forward the field of video generation.
MeDM: Mediating Image Diffusion Models for Video-to-Video Translation with Temporal Correspondence Guidance
This study introduces an efficient and effective method, MeDM, that utilizes pre-trained image Diffusion Models for video-to-video translation with consistent temporal flow. The proposed framework can render videos from scene position information, such as a normal G-buffer, or perform text-guided editing on videos captured in real-world scenarios. We employ explicit optical flows to construct a practical coding that enforces physical constraints on generated frames and mediates independent frame-wise scores. By leveraging this coding, maintaining temporal consistency in the generated videos can be framed as an optimization problem with a closed-form solution. To ensure compatibility with Stable Diffusion, we also suggest a workaround for modifying observed-space scores in latent-space Diffusion Models. Notably, MeDM does not require fine-tuning or test-time optimization of the Diffusion Models. Through extensive qualitative, quantitative, and subjective experiments on various benchmarks, the study demonstrates the effectiveness and superiority of the proposed approach. Project page can be found at https://medm2023.github.io
Apollo: An Exploration of Video Understanding in Large Multimodal Models
Despite the rapid integration of video perception capabilities into Large Multimodal Models (LMMs), the underlying mechanisms driving their video understanding remain poorly understood. Consequently, many design decisions in this domain are made without proper justification or analysis. The high computational cost of training and evaluating such models, coupled with limited open research, hinders the development of video-LMMs. To address this, we present a comprehensive study that helps uncover what effectively drives video understanding in LMMs. We begin by critically examining the primary contributors to the high computational requirements associated with video-LMM research and discover Scaling Consistency, wherein design and training decisions made on smaller models and datasets (up to a critical size) effectively transfer to larger models. Leveraging these insights, we explored many video-specific aspects of video-LMMs, including video sampling, architectures, data composition, training schedules, and more. For example, we demonstrated that fps sampling during training is vastly preferable to uniform frame sampling and which vision encoders are the best for video representation. Guided by these findings, we introduce Apollo, a state-of-the-art family of LMMs that achieve superior performance across different model sizes. Our models can perceive hour-long videos efficiently, with Apollo-3B outperforming most existing 7B models with an impressive 55.1 on LongVideoBench. Apollo-7B is state-of-the-art compared to 7B LMMs with a 70.9 on MLVU, and 63.3 on Video-MME.
Movie Gen: A Cast of Media Foundation Models
We present Movie Gen, a cast of foundation models that generates high-quality, 1080p HD videos with different aspect ratios and synchronized audio. We also show additional capabilities such as precise instruction-based video editing and generation of personalized videos based on a user's image. Our models set a new state-of-the-art on multiple tasks: text-to-video synthesis, video personalization, video editing, video-to-audio generation, and text-to-audio generation. Our largest video generation model is a 30B parameter transformer trained with a maximum context length of 73K video tokens, corresponding to a generated video of 16 seconds at 16 frames-per-second. We show multiple technical innovations and simplifications on the architecture, latent spaces, training objectives and recipes, data curation, evaluation protocols, parallelization techniques, and inference optimizations that allow us to reap the benefits of scaling pre-training data, model size, and training compute for training large scale media generation models. We hope this paper helps the research community to accelerate progress and innovation in media generation models. All videos from this paper are available at https://go.fb.me/MovieGenResearchVideos.
Elevating Flow-Guided Video Inpainting with Reference Generation
Video inpainting (VI) is a challenging task that requires effective propagation of observable content across frames while simultaneously generating new content not present in the original video. In this study, we propose a robust and practical VI framework that leverages a large generative model for reference generation in combination with an advanced pixel propagation algorithm. Powered by a strong generative model, our method not only significantly enhances frame-level quality for object removal but also synthesizes new content in the missing areas based on user-provided text prompts. For pixel propagation, we introduce a one-shot pixel pulling method that effectively avoids error accumulation from repeated sampling while maintaining sub-pixel precision. To evaluate various VI methods in realistic scenarios, we also propose a high-quality VI benchmark, HQVI, comprising carefully generated videos using alpha matte composition. On public benchmarks and the HQVI dataset, our method demonstrates significantly higher visual quality and metric scores compared to existing solutions. Furthermore, it can process high-resolution videos exceeding 2K resolution with ease, underscoring its superiority for real-world applications.
Hashing Neural Video Decomposition with Multiplicative Residuals in Space-Time
We present a video decomposition method that facilitates layer-based editing of videos with spatiotemporally varying lighting and motion effects. Our neural model decomposes an input video into multiple layered representations, each comprising a 2D texture map, a mask for the original video, and a multiplicative residual characterizing the spatiotemporal variations in lighting conditions. A single edit on the texture maps can be propagated to the corresponding locations in the entire video frames while preserving other contents' consistencies. Our method efficiently learns the layer-based neural representations of a 1080p video in 25s per frame via coordinate hashing and allows real-time rendering of the edited result at 71 fps on a single GPU. Qualitatively, we run our method on various videos to show its effectiveness in generating high-quality editing effects. Quantitatively, we propose to adopt feature-tracking evaluation metrics for objectively assessing the consistency of video editing. Project page: https://lightbulb12294.github.io/hashing-nvd/
StreamDiffusion: A Pipeline-level Solution for Real-time Interactive Generation
We introduce StreamDiffusion, a real-time diffusion pipeline designed for interactive image generation. Existing diffusion models are adept at creating images from text or image prompts, yet they often fall short in real-time interaction. This limitation becomes particularly evident in scenarios involving continuous input, such as Metaverse, live video streaming, and broadcasting, where high throughput is imperative. To address this, we present a novel approach that transforms the original sequential denoising into the batching denoising process. Stream Batch eliminates the conventional wait-and-interact approach and enables fluid and high throughput streams. To handle the frequency disparity between data input and model throughput, we design a novel input-output queue for parallelizing the streaming process. Moreover, the existing diffusion pipeline uses classifier-free guidance(CFG), which requires additional U-Net computation. To mitigate the redundant computations, we propose a novel residual classifier-free guidance (RCFG) algorithm that reduces the number of negative conditional denoising steps to only one or even zero. Besides, we introduce a stochastic similarity filter(SSF) to optimize power consumption. Our Stream Batch achieves around 1.5x speedup compared to the sequential denoising method at different denoising levels. The proposed RCFG leads to speeds up to 2.05x higher than the conventional CFG. Combining the proposed strategies and existing mature acceleration tools makes the image-to-image generation achieve up-to 91.07fps on one RTX4090, improving the throughputs of AutoPipline developed by Diffusers over 59.56x. Furthermore, our proposed StreamDiffusion also significantly reduces the energy consumption by 2.39x on one RTX3060 and 1.99x on one RTX4090, respectively.
LOVECon: Text-driven Training-Free Long Video Editing with ControlNet
Leveraging pre-trained conditional diffusion models for video editing without further tuning has gained increasing attention due to its promise in film production, advertising, etc. Yet, seminal works in this line fall short in generation length, temporal coherence, or fidelity to the source video. This paper aims to bridge the gap, establishing a simple and effective baseline for training-free diffusion model-based long video editing. As suggested by prior arts, we build the pipeline upon ControlNet, which excels at various image editing tasks based on text prompts. To break down the length constraints caused by limited computational memory, we split the long video into consecutive windows and develop a novel cross-window attention mechanism to ensure the consistency of global style and maximize the smoothness among windows. To achieve more accurate control, we extract the information from the source video via DDIM inversion and integrate the outcomes into the latent states of the generations. We also incorporate a video frame interpolation model to mitigate the frame-level flickering issue. Extensive empirical studies verify the superior efficacy of our method over competing baselines across scenarios, including the replacement of the attributes of foreground objects, style transfer, and background replacement. In particular, our method manages to edit videos with up to 128 frames according to user requirements. Code is available at https://github.com/zhijie-group/LOVECon.
VBench++: Comprehensive and Versatile Benchmark Suite for Video Generative Models
Video generation has witnessed significant advancements, yet evaluating these models remains a challenge. A comprehensive evaluation benchmark for video generation is indispensable for two reasons: 1) Existing metrics do not fully align with human perceptions; 2) An ideal evaluation system should provide insights to inform future developments of video generation. To this end, we present VBench, a comprehensive benchmark suite that dissects "video generation quality" into specific, hierarchical, and disentangled dimensions, each with tailored prompts and evaluation methods. VBench has several appealing properties: 1) Comprehensive Dimensions: VBench comprises 16 dimensions in video generation (e.g., subject identity inconsistency, motion smoothness, temporal flickering, and spatial relationship, etc). The evaluation metrics with fine-grained levels reveal individual models' strengths and weaknesses. 2) Human Alignment: We also provide a dataset of human preference annotations to validate our benchmarks' alignment with human perception, for each evaluation dimension respectively. 3) Valuable Insights: We look into current models' ability across various evaluation dimensions, and various content types. We also investigate the gaps between video and image generation models. 4) Versatile Benchmarking: VBench++ supports evaluating text-to-video and image-to-video. We introduce a high-quality Image Suite with an adaptive aspect ratio to enable fair evaluations across different image-to-video generation settings. Beyond assessing technical quality, VBench++ evaluates the trustworthiness of video generative models, providing a more holistic view of model performance. 5) Full Open-Sourcing: We fully open-source VBench++ and continually add new video generation models to our leaderboard to drive forward the field of video generation.
MAMBA: Multi-level Aggregation via Memory Bank for Video Object Detection
State-of-the-art video object detection methods maintain a memory structure, either a sliding window or a memory queue, to enhance the current frame using attention mechanisms. However, we argue that these memory structures are not efficient or sufficient because of two implied operations: (1) concatenating all features in memory for enhancement, leading to a heavy computational cost; (2) frame-wise memory updating, preventing the memory from capturing more temporal information. In this paper, we propose a multi-level aggregation architecture via memory bank called MAMBA. Specifically, our memory bank employs two novel operations to eliminate the disadvantages of existing methods: (1) light-weight key-set construction which can significantly reduce the computational cost; (2) fine-grained feature-wise updating strategy which enables our method to utilize knowledge from the whole video. To better enhance features from complementary levels, i.e., feature maps and proposals, we further propose a generalized enhancement operation (GEO) to aggregate multi-level features in a unified manner. We conduct extensive evaluations on the challenging ImageNetVID dataset. Compared with existing state-of-the-art methods, our method achieves superior performance in terms of both speed and accuracy. More remarkably, MAMBA achieves mAP of 83.7/84.6% at 12.6/9.1 FPS with ResNet-101. Code is available at https://github.com/guanxiongsun/video_feature_enhancement.
A Simple Recipe for Contrastively Pre-training Video-First Encoders Beyond 16 Frames
Understanding long, real-world videos requires modeling of long-range visual dependencies. To this end, we explore video-first architectures, building on the common paradigm of transferring large-scale, image--text models to video via shallow temporal fusion. However, we expose two limitations to the approach: (1) decreased spatial capabilities, likely due to poor video--language alignment in standard video datasets, and (2) higher memory consumption, bottlenecking the number of frames that can be processed. To mitigate the memory bottleneck, we systematically analyze the memory/accuracy trade-off of various efficient methods: factorized attention, parameter-efficient image-to-video adaptation, input masking, and multi-resolution patchification. Surprisingly, simply masking large portions of the video (up to 75%) during contrastive pre-training proves to be one of the most robust ways to scale encoders to videos up to 4.3 minutes at 1 FPS. Our simple approach for training long video-to-text models, which scales to 1B parameters, does not add new architectural complexity and is able to outperform the popular paradigm of using much larger LLMs as an information aggregator over segment-based information on benchmarks with long-range temporal dependencies (YouCook2, EgoSchema).
RTMPose: Real-Time Multi-Person Pose Estimation based on MMPose
Recent studies on 2D pose estimation have achieved excellent performance on public benchmarks, yet its application in the industrial community still suffers from heavy model parameters and high latency. In order to bridge this gap, we empirically explore key factors in pose estimation including paradigm, model architecture, training strategy, and deployment, and present a high-performance real-time multi-person pose estimation framework, RTMPose, based on MMPose. Our RTMPose-m achieves 75.8% AP on COCO with 90+ FPS on an Intel i7-11700 CPU and 430+ FPS on an NVIDIA GTX 1660 Ti GPU, and RTMPose-l achieves 67.0% AP on COCO-WholeBody with 130+ FPS. To further evaluate RTMPose's capability in critical real-time applications, we also report the performance after deploying on the mobile device. Our RTMPose-s achieves 72.2% AP on COCO with 70+ FPS on a Snapdragon 865 chip, outperforming existing open-source libraries. Code and models are released at https://github.com/open-mmlab/mmpose/tree/1.x/projects/rtmpose.
Video-Panda: Parameter-efficient Alignment for Encoder-free Video-Language Models
We present an efficient encoder-free approach for video-language understanding that achieves competitive performance while significantly reducing computational overhead. Current video-language models typically rely on heavyweight image encoders (300M-1.1B parameters) or video encoders (1B-1.4B parameters), creating a substantial computational burden when processing multi-frame videos. Our method introduces a novel Spatio-Temporal Alignment Block (STAB) that directly processes video inputs without requiring pre-trained encoders while using only 45M parameters for visual processing - at least a 6.5times reduction compared to traditional approaches. The STAB architecture combines Local Spatio-Temporal Encoding for fine-grained feature extraction, efficient spatial downsampling through learned attention and separate mechanisms for modeling frame-level and video-level relationships. Our model achieves comparable or superior performance to encoder-based approaches for open-ended video question answering on standard benchmarks. The fine-grained video question-answering evaluation demonstrates our model's effectiveness, outperforming the encoder-based approaches Video-ChatGPT and Video-LLaVA in key aspects like correctness and temporal understanding. Extensive ablation studies validate our architectural choices and demonstrate the effectiveness of our spatio-temporal modeling approach while achieving 3-4times faster processing speeds than previous methods. Code is available at https://github.com/jh-yi/Video-Panda.
VideoGPT+: Integrating Image and Video Encoders for Enhanced Video Understanding
Building on the advances of language models, Large Multimodal Models (LMMs) have contributed significant improvements in video understanding. While the current video LMMs utilize advanced Large Language Models (LLMs), they rely on either image or video encoders to process visual inputs, each of which has its own limitations. Image encoders excel at capturing rich spatial details from frame sequences but lack explicit temporal context, which can be important in videos with intricate action sequences. On the other hand, video encoders provide temporal context but are often limited by computational constraints that lead to processing only sparse frames at lower resolutions, resulting in reduced contextual and spatial understanding. To this end, we introduce VideoGPT+, which combines the complementary benefits of the image encoder (for detailed spatial understanding) and the video encoder (for global temporal context modeling). The model processes videos by dividing them into smaller segments and applies an adaptive pooling strategy on features extracted by both image and video encoders. Our architecture showcases improved performance across multiple video benchmarks, including VCGBench, MVBench and Zero-shot question-answering. Further, we develop 112K video-instruction set using a novel semi-automatic annotation pipeline which further improves the model performance. Additionally, to comprehensively evaluate video LMMs, we present VCGBench-Diverse, covering 18 broad video categories such as lifestyle, sports, science, gaming, and surveillance videos. This benchmark with 4,354 question-answer pairs evaluates the generalization of existing LMMs on dense video captioning, spatial and temporal understanding, and complex reasoning, ensuring comprehensive assessment across diverse video types and dynamics. Code: https://github.com/mbzuai-oryx/VideoGPT-plus.
Follow-Your-Click: Open-domain Regional Image Animation via Short Prompts
Despite recent advances in image-to-video generation, better controllability and local animation are less explored. Most existing image-to-video methods are not locally aware and tend to move the entire scene. However, human artists may need to control the movement of different objects or regions. Additionally, current I2V methods require users not only to describe the target motion but also to provide redundant detailed descriptions of frame contents. These two issues hinder the practical utilization of current I2V tools. In this paper, we propose a practical framework, named Follow-Your-Click, to achieve image animation with a simple user click (for specifying what to move) and a short motion prompt (for specifying how to move). Technically, we propose the first-frame masking strategy, which significantly improves the video generation quality, and a motion-augmented module equipped with a short motion prompt dataset to improve the short prompt following abilities of our model. To further control the motion speed, we propose flow-based motion magnitude control to control the speed of target movement more precisely. Our framework has simpler yet precise user control and better generation performance than previous methods. Extensive experiments compared with 7 baselines, including both commercial tools and research methods on 8 metrics, suggest the superiority of our approach. Project Page: https://follow-your-click.github.io/
Through-The-Mask: Mask-based Motion Trajectories for Image-to-Video Generation
We consider the task of Image-to-Video (I2V) generation, which involves transforming static images into realistic video sequences based on a textual description. While recent advancements produce photorealistic outputs, they frequently struggle to create videos with accurate and consistent object motion, especially in multi-object scenarios. To address these limitations, we propose a two-stage compositional framework that decomposes I2V generation into: (i) An explicit intermediate representation generation stage, followed by (ii) A video generation stage that is conditioned on this representation. Our key innovation is the introduction of a mask-based motion trajectory as an intermediate representation, that captures both semantic object information and motion, enabling an expressive but compact representation of motion and semantics. To incorporate the learned representation in the second stage, we utilize object-level attention objectives. Specifically, we consider a spatial, per-object, masked-cross attention objective, integrating object-specific prompts into corresponding latent space regions and a masked spatio-temporal self-attention objective, ensuring frame-to-frame consistency for each object. We evaluate our method on challenging benchmarks with multi-object and high-motion scenarios and empirically demonstrate that the proposed method achieves state-of-the-art results in temporal coherence, motion realism, and text-prompt faithfulness. Additionally, we introduce \benchmark, a new challenging benchmark for single-object and multi-object I2V generation, and demonstrate our method's superiority on this benchmark. Project page is available at https://guyyariv.github.io/TTM/.
Vid3D: Synthesis of Dynamic 3D Scenes using 2D Video Diffusion
A recent frontier in computer vision has been the task of 3D video generation, which consists of generating a time-varying 3D representation of a scene. To generate dynamic 3D scenes, current methods explicitly model 3D temporal dynamics by jointly optimizing for consistency across both time and views of the scene. In this paper, we instead investigate whether it is necessary to explicitly enforce multiview consistency over time, as current approaches do, or if it is sufficient for a model to generate 3D representations of each timestep independently. We hence propose a model, Vid3D, that leverages 2D video diffusion to generate 3D videos by first generating a 2D "seed" of the video's temporal dynamics and then independently generating a 3D representation for each timestep in the seed video. We evaluate Vid3D against two state-of-the-art 3D video generation methods and find that Vid3D is achieves comparable results despite not explicitly modeling 3D temporal dynamics. We further ablate how the quality of Vid3D depends on the number of views generated per frame. While we observe some degradation with fewer views, performance degradation remains minor. Our results thus suggest that 3D temporal knowledge may not be necessary to generate high-quality dynamic 3D scenes, potentially enabling simpler generative algorithms for this task.
Generative Inbetweening through Frame-wise Conditions-Driven Video Generation
Generative inbetweening aims to generate intermediate frame sequences by utilizing two key frames as input. Although remarkable progress has been made in video generation models, generative inbetweening still faces challenges in maintaining temporal stability due to the ambiguous interpolation path between two key frames. This issue becomes particularly severe when there is a large motion gap between input frames. In this paper, we propose a straightforward yet highly effective Frame-wise Conditions-driven Video Generation (FCVG) method that significantly enhances the temporal stability of interpolated video frames. Specifically, our FCVG provides an explicit condition for each frame, making it much easier to identify the interpolation path between two input frames and thus ensuring temporally stable production of visually plausible video frames. To achieve this, we suggest extracting matched lines from two input frames that can then be easily interpolated frame by frame, serving as frame-wise conditions seamlessly integrated into existing video generation models. In extensive evaluations covering diverse scenarios such as natural landscapes, complex human poses, camera movements and animations, existing methods often exhibit incoherent transitions across frames. In contrast, our FCVG demonstrates the capability to generate temporally stable videos using both linear and non-linear interpolation curves. Our project page and code are available at https://fcvg-inbetween.github.io/.
E2E-LOAD: End-to-End Long-form Online Action Detection
Recently, there has been a growing trend toward feature-based approaches for Online Action Detection (OAD). However, these approaches have limitations due to their fixed backbone design, which ignores the potential capability of a trainable backbone. In this paper, we propose the first end-to-end OAD model, termed E2E-LOAD, designed to address the major challenge of OAD, namely, long-term understanding and efficient online reasoning. Specifically, our proposed approach adopts an initial spatial model that is shared by all frames and maintains a long sequence cache for inference at a low computational cost. We also advocate an asymmetric spatial-temporal model for long-form and short-form modeling effectively. Furthermore, we propose a novel and efficient inference mechanism that accelerates heavy spatial-temporal exploration. Extensive ablation studies and experiments demonstrate the effectiveness and efficiency of our proposed method. Notably, we achieve 17.3 (+12.6) FPS for end-to-end OAD with 72.4%~(+1.2%), 90.3%~(+0.7%), and 48.1%~(+26.0%) mAP on THMOUS14, TVSeries, and HDD, respectively, which is 3x faster than previous approaches. The source code will be made publicly available.
KeyVideoLLM: Towards Large-scale Video Keyframe Selection
Recently, with the rise of web videos, managing and understanding large-scale video datasets has become increasingly important. Video Large Language Models (VideoLLMs) have emerged in recent years due to their strong video understanding capabilities. However, training and inference processes for VideoLLMs demand vast amounts of data, presenting significant challenges to data management, particularly regarding efficiency, robustness, and effectiveness. In this work, we present KeyVideoLLM, a text-video frame similarity-based keyframe selection method designed to manage VideoLLM data efficiently, robustly, and effectively. Specifically, KeyVideoLLM achieves a remarkable data compression rate of up to 60.9 times, substantially lowering disk space requirements, which proves its high efficiency. Additionally, it maintains a 100% selection success rate across all video formats and scales, enhances processing speed by up to 200 times compared to existing keyframe selection methods, and does not require hyperparameter tuning. Beyond its outstanding efficiency and robustness, KeyVideoLLM further improves model performance in video question-answering tasks during both training and inference stages. Notably, it consistently achieved the state-of-the-art (SoTA) experimental results on diverse datasets.
VQ-NeRF: Vector Quantization Enhances Implicit Neural Representations
Recent advancements in implicit neural representations have contributed to high-fidelity surface reconstruction and photorealistic novel view synthesis. However, the computational complexity inherent in these methodologies presents a substantial impediment, constraining the attainable frame rates and resolutions in practical applications. In response to this predicament, we propose VQ-NeRF, an effective and efficient pipeline for enhancing implicit neural representations via vector quantization. The essence of our method involves reducing the sampling space of NeRF to a lower resolution and subsequently reinstating it to the original size utilizing a pre-trained VAE decoder, thereby effectively mitigating the sampling time bottleneck encountered during rendering. Although the codebook furnishes representative features, reconstructing fine texture details of the scene remains challenging due to high compression rates. To overcome this constraint, we design an innovative multi-scale NeRF sampling scheme that concurrently optimizes the NeRF model at both compressed and original scales to enhance the network's ability to preserve fine details. Furthermore, we incorporate a semantic loss function to improve the geometric fidelity and semantic coherence of our 3D reconstructions. Extensive experiments demonstrate the effectiveness of our model in achieving the optimal trade-off between rendering quality and efficiency. Evaluation on the DTU, BlendMVS, and H3DS datasets confirms the superior performance of our approach.
Fast Full-frame Video Stabilization with Iterative Optimization
Video stabilization refers to the problem of transforming a shaky video into a visually pleasing one. The question of how to strike a good trade-off between visual quality and computational speed has remained one of the open challenges in video stabilization. Inspired by the analogy between wobbly frames and jigsaw puzzles, we propose an iterative optimization-based learning approach using synthetic datasets for video stabilization, which consists of two interacting submodules: motion trajectory smoothing and full-frame outpainting. First, we develop a two-level (coarse-to-fine) stabilizing algorithm based on the probabilistic flow field. The confidence map associated with the estimated optical flow is exploited to guide the search for shared regions through backpropagation. Second, we take a divide-and-conquer approach and propose a novel multiframe fusion strategy to render full-frame stabilized views. An important new insight brought about by our iterative optimization approach is that the target video can be interpreted as the fixed point of nonlinear mapping for video stabilization. We formulate video stabilization as a problem of minimizing the amount of jerkiness in motion trajectories, which guarantees convergence with the help of fixed-point theory. Extensive experimental results are reported to demonstrate the superiority of the proposed approach in terms of computational speed and visual quality. The code will be available on GitHub.
VCD: A Video Conferencing Dataset for Video Compression
Commonly used datasets for evaluating video codecs are all very high quality and not representative of video typically used in video conferencing scenarios. We present the Video Conferencing Dataset (VCD) for evaluating video codecs for real-time communication, the first such dataset focused on video conferencing. VCD includes a wide variety of camera qualities and spatial and temporal information. It includes both desktop and mobile scenarios and two types of video background processing. We report the compression efficiency of H.264, H.265, H.266, and AV1 in low-delay settings on VCD and compare it with the non-video conferencing datasets UVC, MLC-JVC, and HEVC. The results show the source quality and the scenarios have a significant effect on the compression efficiency of all the codecs. VCD enables the evaluation and tuning of codecs for this important scenario. The VCD is publicly available as an open-source dataset at https://github.com/microsoft/VCD.
The Matrix: Infinite-Horizon World Generation with Real-Time Moving Control
We present The Matrix, the first foundational realistic world simulator capable of generating continuous 720p high-fidelity real-scene video streams with real-time, responsive control in both first- and third-person perspectives, enabling immersive exploration of richly dynamic environments. Trained on limited supervised data from AAA games like Forza Horizon 5 and Cyberpunk 2077, complemented by large-scale unsupervised footage from real-world settings like Tokyo streets, The Matrix allows users to traverse diverse terrains -- deserts, grasslands, water bodies, and urban landscapes -- in continuous, uncut hour-long sequences. Operating at 16 FPS, the system supports real-time interactivity and demonstrates zero-shot generalization, translating virtual game environments to real-world contexts where collecting continuous movement data is often infeasible. For example, The Matrix can simulate a BMW X3 driving through an office setting--an environment present in neither gaming data nor real-world sources. This approach showcases the potential of AAA game data to advance robust world models, bridging the gap between simulations and real-world applications in scenarios with limited data.
Neural Video Compression with Feature Modulation
The emerging conditional coding-based neural video codec (NVC) shows superiority over commonly-used residual coding-based codec and the latest NVC already claims to outperform the best traditional codec. However, there still exist critical problems blocking the practicality of NVC. In this paper, we propose a powerful conditional coding-based NVC that solves two critical problems via feature modulation. The first is how to support a wide quality range in a single model. Previous NVC with this capability only supports about 3.8 dB PSNR range on average. To tackle this limitation, we modulate the latent feature of the current frame via the learnable quantization scaler. During the training, we specially design the uniform quantization parameter sampling mechanism to improve the harmonization of encoding and quantization. This results in a better learning of the quantization scaler and helps our NVC support about 11.4 dB PSNR range. The second is how to make NVC still work under a long prediction chain. We expose that the previous SOTA NVC has an obvious quality degradation problem when using a large intra-period setting. To this end, we propose modulating the temporal feature with a periodically refreshing mechanism to boost the quality. %Besides solving the above two problems, we also design a single model that can support both RGB and YUV colorspaces. Notably, under single intra-frame setting, our codec can achieve 29.7\% bitrate saving over previous SOTA NVC with 16\% MACs reduction. Our codec serves as a notable landmark in the journey of NVC evolution. The codes are at https://github.com/microsoft/DCVC.
VideoFlow: Exploiting Temporal Cues for Multi-frame Optical Flow Estimation
We introduce VideoFlow, a novel optical flow estimation framework for videos. In contrast to previous methods that learn to estimate optical flow from two frames, VideoFlow concurrently estimates bi-directional optical flows for multiple frames that are available in videos by sufficiently exploiting temporal cues. We first propose a TRi-frame Optical Flow (TROF) module that estimates bi-directional optical flows for the center frame in a three-frame manner. The information of the frame triplet is iteratively fused onto the center frame. To extend TROF for handling more frames, we further propose a MOtion Propagation (MOP) module that bridges multiple TROFs and propagates motion features between adjacent TROFs. With the iterative flow estimation refinement, the information fused in individual TROFs can be propagated into the whole sequence via MOP. By effectively exploiting video information, VideoFlow presents extraordinary performance, ranking 1st on all public benchmarks. On the Sintel benchmark, VideoFlow achieves 1.649 and 0.991 average end-point-error (AEPE) on the final and clean passes, a 15.1% and 7.6% error reduction from the best-published results (1.943 and 1.073 from FlowFormer++). On the KITTI-2015 benchmark, VideoFlow achieves an F1-all error of 3.65%, a 19.2% error reduction from the best-published result (4.52% from FlowFormer++). Code is released at https://github.com/XiaoyuShi97/VideoFlow.
Restoration of Analog Videos Using Swin-UNet
In this paper, we present a system to restore analog videos of historical archives. These videos often contain severe visual degradation due to the deterioration of their tape supports that require costly and slow manual interventions to recover the original content. The proposed system uses a multi-frame approach and is able to deal with severe tape mistracking, which results in completely scrambled frames. Tests on real-world videos from a major historical video archive show the effectiveness of our demo system. The code and the pre-trained model are publicly available at https://github.com/miccunifi/analog-video-restoration.
Space-Time Video Super-resolution with Neural Operator
This paper addresses the task of space-time video super-resolution (ST-VSR). Existing methods generally suffer from inaccurate motion estimation and motion compensation (MEMC) problems for large motions. Inspired by recent progress in physics-informed neural networks, we model the challenges of MEMC in ST-VSR as a mapping between two continuous function spaces. Specifically, our approach transforms independent low-resolution representations in the coarse-grained continuous function space into refined representations with enriched spatiotemporal details in the fine-grained continuous function space. To achieve efficient and accurate MEMC, we design a Galerkin-type attention function to perform frame alignment and temporal interpolation. Due to the linear complexity of the Galerkin-type attention mechanism, our model avoids patch partitioning and offers global receptive fields, enabling precise estimation of large motions. The experimental results show that the proposed method surpasses state-of-the-art techniques in both fixed-size and continuous space-time video super-resolution tasks.
Look Every Frame All at Once: Video-Ma^2mba for Efficient Long-form Video Understanding with Multi-Axis Gradient Checkpointing
With the growing scale and complexity of video data, efficiently processing long video sequences poses significant challenges due to the quadratic increase in memory and computational demands associated with existing transformer-based Large Multi-modal Models (LMMs). To address these issues, we introduce Video-Ma^2mba, a novel architecture that incorporates State Space Models (SSMs) within the Mamba-2 framework, replacing the attention mechanisms. This allows the LMMs to scale linearly in terms of time and memory requirements, making it feasible to handle long-duration video content. Furthermore, we enhance the memory efficiency introducing the Multi-Axis Gradient Checkpointing (MA-GC) method, which strategically manages memory by retaining only essential activations across multiple computational axes. Our approach significantly reduces the memory footprint compared to standard gradient checkpointing. Empirical analyses show that Video-Ma^2mba can process extensive video sequences-equivalent to millions of tokens or over two hours of continuous sequences at 1 FPS-on a single GPU. By maintaining a detailed capture of temporal dynamics, our model improves the accuracy and relevance of responses in long video understanding tasks, demonstrating substantial advantages over existing frameworks.
Detecting Moving Objects Using a Novel Optical-Flow-Based Range-Independent Invariant
This paper focuses on a novel approach for detecting moving objects during camera motion. We present an optical-flow-based transformation that yields a consistent 2D invariant image output regardless of time instants, range of points in 3D, and the speed of the camera. In other words, this transformation generates a lookup image that remains invariant despite the changing projection of the 3D scene and camera motion. In the new domain, projections of 3D points that deviate from the values of the predefined lookup image can be clearly identified as moving relative to the stationary 3D environment, making them seamlessly detectable. The method does not require prior knowledge of the direction of motion or speed of the camera, nor does it necessitate 3D point range information. It is well-suited for real-time parallel processing, rendering it highly practical for implementation. We have validated the effectiveness of the new domain through simulations and experiments, demonstrating its robustness in scenarios involving rectilinear camera motion, both in simulations and with real-world data. This approach introduces new ways for moving objects detection during camera motion, and also lays the foundation for future research in the context of moving object detection during six-degrees-of-freedom camera motion.
Text2Video-Zero: Text-to-Image Diffusion Models are Zero-Shot Video Generators
Recent text-to-video generation approaches rely on computationally heavy training and require large-scale video datasets. In this paper, we introduce a new task of zero-shot text-to-video generation and propose a low-cost approach (without any training or optimization) by leveraging the power of existing text-to-image synthesis methods (e.g., Stable Diffusion), making them suitable for the video domain. Our key modifications include (i) enriching the latent codes of the generated frames with motion dynamics to keep the global scene and the background time consistent; and (ii) reprogramming frame-level self-attention using a new cross-frame attention of each frame on the first frame, to preserve the context, appearance, and identity of the foreground object. Experiments show that this leads to low overhead, yet high-quality and remarkably consistent video generation. Moreover, our approach is not limited to text-to-video synthesis but is also applicable to other tasks such as conditional and content-specialized video generation, and Video Instruct-Pix2Pix, i.e., instruction-guided video editing. As experiments show, our method performs comparably or sometimes better than recent approaches, despite not being trained on additional video data. Our code will be open sourced at: https://github.com/Picsart-AI-Research/Text2Video-Zero .
Searching Priors Makes Text-to-Video Synthesis Better
Significant advancements in video diffusion models have brought substantial progress to the field of text-to-video (T2V) synthesis. However, existing T2V synthesis model struggle to accurately generate complex motion dynamics, leading to a reduction in video realism. One possible solution is to collect massive data and train the model on it, but this would be extremely expensive. To alleviate this problem, in this paper, we reformulate the typical T2V generation process as a search-based generation pipeline. Instead of scaling up the model training, we employ existing videos as the motion prior database. Specifically, we divide T2V generation process into two steps: (i) For a given prompt input, we search existing text-video datasets to find videos with text labels that closely match the prompt motions. We propose a tailored search algorithm that emphasizes object motion features. (ii) Retrieved videos are processed and distilled into motion priors to fine-tune a pre-trained base T2V model, followed by generating desired videos using input prompt. By utilizing the priors gleaned from the searched videos, we enhance the realism of the generated videos' motion. All operations can be finished on a single NVIDIA RTX 4090 GPU. We validate our method against state-of-the-art T2V models across diverse prompt inputs. The code will be public.