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Subscribe\texttt{Pz Cats}: Photometric redshift catalogs based on DES Y3 BAO sample
The photometric redshift estimation (photo-z) has been developed over the years with various methods. In this work, we analyse four different photo-z estimators using the Dark Energy Survey Y3 BAO Sample: ANNz2, BPZ, ENF, and DNF. Unlike what is usually found in the literature, we investigate the possibility of selecting the best galaxies according to their redshift Probability Distribution Function (PDF). We selected 25,760 galaxies from four different spectroscopic surveys and cross-matched them with the photo-z sample. These galaxies served to understand the redshift bias and its 68th percentile sigma_{68}. We found that within a range of 0.79<z_p<0.85 there is the lowest sigma for all the estimators we analysed. DNF has the biggest absolute value of the bias (sigma), while ENF, ANNz2 and BPZ lose precision for a redshift range below 0.7 and higher than 0.9. If one wants to pick the best galaxies by removing the bins with the worst bias, one will find that ANNz2 is the most robust algorithm for all chosen criteria. When selecting the best PDFs, the resulting sub-samples gave BPZ with more selected objects. ANNz2 shows better precision, ENF has the worst selection of Gaussian PDFs, with very few galaxies left for an LSS study. We also showed that even though the PDFs are smooth, there are catastrophic redshift results. Lastly, DNF is the worst in precision but with sufficient galaxies for cosmological analysis. We also selected galaxies whose PDFs have only secondary peaks not bigger than 30\% of the main peak height, called Small Peaks. For these sub-samples, ANNz2 outperformed the other algorithms. We will make all catalogs publicly available through the package Pz Cats.
SG-GS: Photo-realistic Animatable Human Avatars with Semantically-Guided Gaussian Splatting
Reconstructing photo-realistic animatable human avatars from monocular videos remains challenging in computer vision and graphics. Recently, methods using 3D Gaussians to represent the human body have emerged, offering faster optimization and real-time rendering. However, due to ignoring the crucial role of human body semantic information which represents the intrinsic structure and connections within the human body, they fail to achieve fine-detail reconstruction of dynamic human avatars. To address this issue, we propose SG-GS, which uses semantics-embedded 3D Gaussians, skeleton-driven rigid deformation, and non-rigid cloth dynamics deformation to create photo-realistic animatable human avatars from monocular videos. We then design a Semantic Human-Body Annotator (SHA) which utilizes SMPL's semantic prior for efficient body part semantic labeling. The generated labels are used to guide the optimization of Gaussian semantic attributes. To address the limited receptive field of point-level MLPs for local features, we also propose a 3D network that integrates geometric and semantic associations for human avatar deformation. We further implement three key strategies to enhance the semantic accuracy of 3D Gaussians and rendering quality: semantic projection with 2D regularization, semantic-guided density regularization and semantic-aware regularization with neighborhood consistency. Extensive experiments demonstrate that SG-GS achieves state-of-the-art geometry and appearance reconstruction performance.
Photo-Realistic Monocular Gaze Redirection Using Generative Adversarial Networks
Gaze redirection is the task of changing the gaze to a desired direction for a given monocular eye patch image. Many applications such as videoconferencing, films, games, and generation of training data for gaze estimation require redirecting the gaze, without distorting the appearance of the area surrounding the eye and while producing photo-realistic images. Existing methods lack the ability to generate perceptually plausible images. In this work, we present a novel method to alleviate this problem by leveraging generative adversarial training to synthesize an eye image conditioned on a target gaze direction. Our method ensures perceptual similarity and consistency of synthesized images to the real images. Furthermore, a gaze estimation loss is used to control the gaze direction accurately. To attain high-quality images, we incorporate perceptual and cycle consistency losses into our architecture. In extensive evaluations we show that the proposed method outperforms state-of-the-art approaches in terms of both image quality and redirection precision. Finally, we show that generated images can bring significant improvement for the gaze estimation task if used to augment real training data.
Old Photo Restoration via Deep Latent Space Translation
We propose to restore old photos that suffer from severe degradation through a deep learning approach. Unlike conventional restoration tasks that can be solved through supervised learning, the degradation in real photos is complex and the domain gap between synthetic images and real old photos makes the network fail to generalize. Therefore, we propose a novel triplet domain translation network by leveraging real photos along with massive synthetic image pairs. Specifically, we train two variational autoencoders (VAEs) to respectively transform old photos and clean photos into two latent spaces. And the translation between these two latent spaces is learned with synthetic paired data. This translation generalizes well to real photos because the domain gap is closed in the compact latent space. Besides, to address multiple degradations mixed in one old photo, we design a global branch with apartial nonlocal block targeting to the structured defects, such as scratches and dust spots, and a local branch targeting to the unstructured defects, such as noises and blurriness. Two branches are fused in the latent space, leading to improved capability to restore old photos from multiple defects. Furthermore, we apply another face refinement network to recover fine details of faces in the old photos, thus ultimately generating photos with enhanced perceptual quality. With comprehensive experiments, the proposed pipeline demonstrates superior performance over state-of-the-art methods as well as existing commercial tools in terms of visual quality for old photos restoration.
Structured3D: A Large Photo-realistic Dataset for Structured 3D Modeling
Recently, there has been growing interest in developing learning-based methods to detect and utilize salient semi-global or global structures, such as junctions, lines, planes, cuboids, smooth surfaces, and all types of symmetries, for 3D scene modeling and understanding. However, the ground truth annotations are often obtained via human labor, which is particularly challenging and inefficient for such tasks due to the large number of 3D structure instances (e.g., line segments) and other factors such as viewpoints and occlusions. In this paper, we present a new synthetic dataset, Structured3D, with the aim of providing large-scale photo-realistic images with rich 3D structure annotations for a wide spectrum of structured 3D modeling tasks. We take advantage of the availability of professional interior designs and automatically extract 3D structures from them. We generate high-quality images with an industry-leading rendering engine. We use our synthetic dataset in combination with real images to train deep networks for room layout estimation and demonstrate improved performance on benchmark datasets.
ID-Patch: Robust ID Association for Group Photo Personalization
The ability to synthesize personalized group photos and specify the positions of each identity offers immense creative potential. While such imagery can be visually appealing, it presents significant challenges for existing technologies. A persistent issue is identity (ID) leakage, where injected facial features interfere with one another, resulting in low face resemblance, incorrect positioning, and visual artifacts. Existing methods suffer from limitations such as the reliance on segmentation models, increased runtime, or a high probability of ID leakage. To address these challenges, we propose ID-Patch, a novel method that provides robust association between identities and 2D positions. Our approach generates an ID patch and ID embeddings from the same facial features: the ID patch is positioned on the conditional image for precise spatial control, while the ID embeddings integrate with text embeddings to ensure high resemblance. Experimental results demonstrate that ID-Patch surpasses baseline methods across metrics, such as face ID resemblance, ID-position association accuracy, and generation efficiency. Project Page is: https://byteaigc.github.io/ID-Patch/
Take-A-Photo: 3D-to-2D Generative Pre-training of Point Cloud Models
With the overwhelming trend of mask image modeling led by MAE, generative pre-training has shown a remarkable potential to boost the performance of fundamental models in 2D vision. However, in 3D vision, the over-reliance on Transformer-based backbones and the unordered nature of point clouds have restricted the further development of generative pre-training. In this paper, we propose a novel 3D-to-2D generative pre-training method that is adaptable to any point cloud model. We propose to generate view images from different instructed poses via the cross-attention mechanism as the pre-training scheme. Generating view images has more precise supervision than its point cloud counterpart, thus assisting 3D backbones to have a finer comprehension of the geometrical structure and stereoscopic relations of the point cloud. Experimental results have proved the superiority of our proposed 3D-to-2D generative pre-training over previous pre-training methods. Our method is also effective in boosting the performance of architecture-oriented approaches, achieving state-of-the-art performance when fine-tuning on ScanObjectNN classification and ShapeNetPart segmentation tasks. Code is available at https://github.com/wangzy22/TAP.
PhotoChat: A Human-Human Dialogue Dataset with Photo Sharing Behavior for Joint Image-Text Modeling
We present a new human-human dialogue dataset - PhotoChat, the first dataset that casts light on the photo sharing behavior in onlin emessaging. PhotoChat contains 12k dialogues, each of which is paired with a user photo that is shared during the conversation. Based on this dataset, we propose two tasks to facilitate research on image-text modeling: a photo-sharing intent prediction task that predicts whether one intends to share a photo in the next conversation turn, and a photo retrieval task that retrieves the most relevant photo according to the dialogue context. In addition, for both tasks, we provide baseline models using the state-of-the-art models and report their benchmark performances. The best image retrieval model achieves 10.4% recall@1 (out of 1000 candidates) and the best photo intent prediction model achieves 58.1% F1 score, indicating that the dataset presents interesting yet challenging real-world problems. We are releasing PhotoChat to facilitate future research work among the community.
HUGSIM: A Real-Time, Photo-Realistic and Closed-Loop Simulator for Autonomous Driving
In the past few decades, autonomous driving algorithms have made significant progress in perception, planning, and control. However, evaluating individual components does not fully reflect the performance of entire systems, highlighting the need for more holistic assessment methods. This motivates the development of HUGSIM, a closed-loop, photo-realistic, and real-time simulator for evaluating autonomous driving algorithms. We achieve this by lifting captured 2D RGB images into the 3D space via 3D Gaussian Splatting, improving the rendering quality for closed-loop scenarios, and building the closed-loop environment. In terms of rendering, We tackle challenges of novel view synthesis in closed-loop scenarios, including viewpoint extrapolation and 360-degree vehicle rendering. Beyond novel view synthesis, HUGSIM further enables the full closed simulation loop, dynamically updating the ego and actor states and observations based on control commands. Moreover, HUGSIM offers a comprehensive benchmark across more than 70 sequences from KITTI-360, Waymo, nuScenes, and PandaSet, along with over 400 varying scenarios, providing a fair and realistic evaluation platform for existing autonomous driving algorithms. HUGSIM not only serves as an intuitive evaluation benchmark but also unlocks the potential for fine-tuning autonomous driving algorithms in a photorealistic closed-loop setting.
Magic Fixup: Streamlining Photo Editing by Watching Dynamic Videos
We propose a generative model that, given a coarsely edited image, synthesizes a photorealistic output that follows the prescribed layout. Our method transfers fine details from the original image and preserves the identity of its parts. Yet, it adapts it to the lighting and context defined by the new layout. Our key insight is that videos are a powerful source of supervision for this task: objects and camera motions provide many observations of how the world changes with viewpoint, lighting, and physical interactions. We construct an image dataset in which each sample is a pair of source and target frames extracted from the same video at randomly chosen time intervals. We warp the source frame toward the target using two motion models that mimic the expected test-time user edits. We supervise our model to translate the warped image into the ground truth, starting from a pretrained diffusion model. Our model design explicitly enables fine detail transfer from the source frame to the generated image, while closely following the user-specified layout. We show that by using simple segmentations and coarse 2D manipulations, we can synthesize a photorealistic edit faithful to the user's input while addressing second-order effects like harmonizing the lighting and physical interactions between edited objects.
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).
PromptFix: You Prompt and We Fix the Photo
Diffusion models equipped with language models demonstrate excellent controllability in image generation tasks, allowing image processing to adhere to human instructions. However, the lack of diverse instruction-following data hampers the development of models that effectively recognize and execute user-customized instructions, particularly in low-level tasks. Moreover, the stochastic nature of the diffusion process leads to deficiencies in image generation or editing tasks that require the detailed preservation of the generated images. To address these limitations, we propose PromptFix, a comprehensive framework that enables diffusion models to follow human instructions to perform a wide variety of image-processing tasks. First, we construct a large-scale instruction-following dataset that covers comprehensive image-processing tasks, including low-level tasks, image editing, and object creation. Next, we propose a high-frequency guidance sampling method to explicitly control the denoising process and preserve high-frequency details in unprocessed areas. Finally, we design an auxiliary prompting adapter, utilizing Vision-Language Models (VLMs) to enhance text prompts and improve the model's task generalization. Experimental results show that PromptFix outperforms previous methods in various image-processing tasks. Our proposed model also achieves comparable inference efficiency with these baseline models and exhibits superior zero-shot capabilities in blind restoration and combination tasks. The dataset and code are available at https://www.yongshengyu.com/PromptFix-Page.
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.
Photo-Realistic Single Image Super-Resolution Using a Generative Adversarial Network
Despite the breakthroughs in accuracy and speed of single image super-resolution using faster and deeper convolutional neural networks, one central problem remains largely unsolved: how do we recover the finer texture details when we super-resolve at large upscaling factors? The behavior of optimization-based super-resolution methods is principally driven by the choice of the objective function. Recent work has largely focused on minimizing the mean squared reconstruction error. The resulting estimates have high peak signal-to-noise ratios, but they are often lacking high-frequency details and are perceptually unsatisfying in the sense that they fail to match the fidelity expected at the higher resolution. In this paper, we present SRGAN, a generative adversarial network (GAN) for image super-resolution (SR). To our knowledge, it is the first framework capable of inferring photo-realistic natural images for 4x upscaling factors. To achieve this, we propose a perceptual loss function which consists of an adversarial loss and a content loss. The adversarial loss pushes our solution to the natural image manifold using a discriminator network that is trained to differentiate between the super-resolved images and original photo-realistic images. In addition, we use a content loss motivated by perceptual similarity instead of similarity in pixel space. Our deep residual network is able to recover photo-realistic textures from heavily downsampled images on public benchmarks. An extensive mean-opinion-score (MOS) test shows hugely significant gains in perceptual quality using SRGAN. The MOS scores obtained with SRGAN are closer to those of the original high-resolution images than to those obtained with any state-of-the-art method.
Semantic Photo Manipulation with a Generative Image Prior
Despite the recent success of GANs in synthesizing images conditioned on inputs such as a user sketch, text, or semantic labels, manipulating the high-level attributes of an existing natural photograph with GANs is challenging for two reasons. First, it is hard for GANs to precisely reproduce an input image. Second, after manipulation, the newly synthesized pixels often do not fit the original image. In this paper, we address these issues by adapting the image prior learned by GANs to image statistics of an individual image. Our method can accurately reconstruct the input image and synthesize new content, consistent with the appearance of the input image. We demonstrate our interactive system on several semantic image editing tasks, including synthesizing new objects consistent with background, removing unwanted objects, and changing the appearance of an object. Quantitative and qualitative comparisons against several existing methods demonstrate the effectiveness of our method.
Ray Conditioning: Trading Photo-consistency for Photo-realism in Multi-view Image Generation
Multi-view image generation attracts particular attention these days due to its promising 3D-related applications, e.g., image viewpoint editing. Most existing methods follow a paradigm where a 3D representation is first synthesized, and then rendered into 2D images to ensure photo-consistency across viewpoints. However, such explicit bias for photo-consistency sacrifices photo-realism, causing geometry artifacts and loss of fine-scale details when these methods are applied to edit real images. To address this issue, we propose ray conditioning, a geometry-free alternative that relaxes the photo-consistency constraint. Our method generates multi-view images by conditioning a 2D GAN on a light field prior. With explicit viewpoint control, state-of-the-art photo-realism and identity consistency, our method is particularly suited for the viewpoint editing task.
Scaling Up to Excellence: Practicing Model Scaling for Photo-Realistic Image Restoration In the Wild
We introduce SUPIR (Scaling-UP Image Restoration), a groundbreaking image restoration method that harnesses generative prior and the power of model scaling up. Leveraging multi-modal techniques and advanced generative prior, SUPIR marks a significant advance in intelligent and realistic image restoration. As a pivotal catalyst within SUPIR, model scaling dramatically enhances its capabilities and demonstrates new potential for image restoration. We collect a dataset comprising 20 million high-resolution, high-quality images for model training, each enriched with descriptive text annotations. SUPIR provides the capability to restore images guided by textual prompts, broadening its application scope and potential. Moreover, we introduce negative-quality prompts to further improve perceptual quality. We also develop a restoration-guided sampling method to suppress the fidelity issue encountered in generative-based restoration. Experiments demonstrate SUPIR's exceptional restoration effects and its novel capacity to manipulate restoration through textual prompts.
AIM 2024 Challenge on UHD Blind Photo Quality Assessment
We introduce the AIM 2024 UHD-IQA Challenge, a competition to advance the No-Reference Image Quality Assessment (NR-IQA) task for modern, high-resolution photos. The challenge is based on the recently released UHD-IQA Benchmark Database, which comprises 6,073 UHD-1 (4K) images annotated with perceptual quality ratings from expert raters. Unlike previous NR-IQA datasets, UHD-IQA focuses on highly aesthetic photos of superior technical quality, reflecting the ever-increasing standards of digital photography. This challenge aims to develop efficient and effective NR-IQA models. Participants are tasked with creating novel architectures and training strategies to achieve high predictive performance on UHD-1 images within a computational budget of 50G MACs. This enables model deployment on edge devices and scalable processing of extensive image collections. Winners are determined based on a combination of performance metrics, including correlation measures (SRCC, PLCC, KRCC), absolute error metrics (MAE, RMSE), and computational efficiency (G MACs). To excel in this challenge, participants leverage techniques like knowledge distillation, low-precision inference, and multi-scale training. By pushing the boundaries of NR-IQA for high-resolution photos, the UHD-IQA Challenge aims to stimulate the development of practical models that can keep pace with the rapidly evolving landscape of digital photography. The innovative solutions emerging from this competition will have implications for various applications, from photo curation and enhancement to image compression.
Adversarial Open Domain Adaptation for Sketch-to-Photo Synthesis
In this paper, we explore open-domain sketch-to-photo translation, which aims to synthesize a realistic photo from a freehand sketch with its class label, even if the sketches of that class are missing in the training data. It is challenging due to the lack of training supervision and the large geometric distortion between the freehand sketch and photo domains. To synthesize the absent freehand sketches from photos, we propose a framework that jointly learns sketch-to-photo and photo-to-sketch generation. However, the generator trained from fake sketches might lead to unsatisfying results when dealing with sketches of missing classes, due to the domain gap between synthesized sketches and real ones. To alleviate this issue, we further propose a simple yet effective open-domain sampling and optimization strategy to "fool" the generator into treating fake sketches as real ones. Our method takes advantage of the learned sketch-to-photo and photo-to-sketch mapping of in-domain data and generalizes it to the open-domain classes. We validate our method on the Scribble and SketchyCOCO datasets. Compared with the recent competing methods, our approach shows impressive results in synthesizing realistic color, texture, and maintaining the geometric composition for various categories of open-domain sketches. Our code is available at https://github.com/Mukosame/AODA
NeuralLift-360: Lifting An In-the-wild 2D Photo to A 3D Object with 360° Views
Virtual reality and augmented reality (XR) bring increasing demand for 3D content. However, creating high-quality 3D content requires tedious work that a human expert must do. In this work, we study the challenging task of lifting a single image to a 3D object and, for the first time, demonstrate the ability to generate a plausible 3D object with 360{\deg} views that correspond well with the given reference image. By conditioning on the reference image, our model can fulfill the everlasting curiosity for synthesizing novel views of objects from images. Our technique sheds light on a promising direction of easing the workflows for 3D artists and XR designers. We propose a novel framework, dubbed NeuralLift-360, that utilizes a depth-aware neural radiance representation (NeRF) and learns to craft the scene guided by denoising diffusion models. By introducing a ranking loss, our NeuralLift-360 can be guided with rough depth estimation in the wild. We also adopt a CLIP-guided sampling strategy for the diffusion prior to provide coherent guidance. Extensive experiments demonstrate that our NeuralLift-360 significantly outperforms existing state-of-the-art baselines. Project page: https://vita-group.github.io/NeuralLift-360/
VLFM: Vision-Language Frontier Maps for Zero-Shot Semantic Navigation
Understanding how humans leverage semantic knowledge to navigate unfamiliar environments and decide where to explore next is pivotal for developing robots capable of human-like search behaviors. We introduce a zero-shot navigation approach, Vision-Language Frontier Maps (VLFM), which is inspired by human reasoning and designed to navigate towards unseen semantic objects in novel environments. VLFM builds occupancy maps from depth observations to identify frontiers, and leverages RGB observations and a pre-trained vision-language model to generate a language-grounded value map. VLFM then uses this map to identify the most promising frontier to explore for finding an instance of a given target object category. We evaluate VLFM in photo-realistic environments from the Gibson, Habitat-Matterport 3D (HM3D), and Matterport 3D (MP3D) datasets within the Habitat simulator. Remarkably, VLFM achieves state-of-the-art results on all three datasets as measured by success weighted by path length (SPL) for the Object Goal Navigation task. Furthermore, we show that VLFM's zero-shot nature enables it to be readily deployed on real-world robots such as the Boston Dynamics Spot mobile manipulation platform. We deploy VLFM on Spot and demonstrate its capability to efficiently navigate to target objects within an office building in the real world, without any prior knowledge of the environment. The accomplishments of VLFM underscore the promising potential of vision-language models in advancing the field of semantic navigation. Videos of real-world deployment can be viewed at naoki.io/vlfm.
DiffPortrait3D: Controllable Diffusion for Zero-Shot Portrait View Synthesis
We present DiffPortrait3D, a conditional diffusion model that is capable of synthesizing 3D-consistent photo-realistic novel views from as few as a single in-the-wild portrait. Specifically, given a single RGB input, we aim to synthesize plausible but consistent facial details rendered from novel camera views with retained both identity and facial expression. In lieu of time-consuming optimization and fine-tuning, our zero-shot method generalizes well to arbitrary face portraits with unposed camera views, extreme facial expressions, and diverse artistic depictions. At its core, we leverage the generative prior of 2D diffusion models pre-trained on large-scale image datasets as our rendering backbone, while the denoising is guided with disentangled attentive control of appearance and camera pose. To achieve this, we first inject the appearance context from the reference image into the self-attention layers of the frozen UNets. The rendering view is then manipulated with a novel conditional control module that interprets the camera pose by watching a condition image of a crossed subject from the same view. Furthermore, we insert a trainable cross-view attention module to enhance view consistency, which is further strengthened with a novel 3D-aware noise generation process during inference. We demonstrate state-of-the-art results both qualitatively and quantitatively on our challenging in-the-wild and multi-view benchmarks.
FreeZe: Training-free zero-shot 6D pose estimation with geometric and vision foundation models
Estimating the 6D pose of objects unseen during training is highly desirable yet challenging. Zero-shot object 6D pose estimation methods address this challenge by leveraging additional task-specific supervision provided by large-scale, photo-realistic synthetic datasets. However, their performance heavily depends on the quality and diversity of rendered data and they require extensive training. In this work, we show how to tackle the same task but without training on specific data. We propose FreeZe, a novel solution that harnesses the capabilities of pre-trained geometric and vision foundation models. FreeZe leverages 3D geometric descriptors learned from unrelated 3D point clouds and 2D visual features learned from web-scale 2D images to generate discriminative 3D point-level descriptors. We then estimate the 6D pose of unseen objects by 3D registration based on RANSAC. We also introduce a novel algorithm to solve ambiguous cases due to geometrically symmetric objects that is based on visual features. We comprehensively evaluate FreeZe across the seven core datasets of the BOP Benchmark, which include over a hundred 3D objects and 20,000 images captured in various scenarios. FreeZe consistently outperforms all state-of-the-art approaches, including competitors extensively trained on synthetic 6D pose estimation data. Code will be publicly available at https://andreacaraffa.github.io/freeze.
Zero-Shot Image Restoration Using Denoising Diffusion Null-Space Model
Most existing Image Restoration (IR) models are task-specific, which can not be generalized to different degradation operators. In this work, we propose the Denoising Diffusion Null-Space Model (DDNM), a novel zero-shot framework for arbitrary linear IR problems, including but not limited to image super-resolution, colorization, inpainting, compressed sensing, and deblurring. DDNM only needs a pre-trained off-the-shelf diffusion model as the generative prior, without any extra training or network modifications. By refining only the null-space contents during the reverse diffusion process, we can yield diverse results satisfying both data consistency and realness. We further propose an enhanced and robust version, dubbed DDNM+, to support noisy restoration and improve restoration quality for hard tasks. Our experiments on several IR tasks reveal that DDNM outperforms other state-of-the-art zero-shot IR methods. We also demonstrate that DDNM+ can solve complex real-world applications, e.g., old photo restoration.
What does a platypus look like? Generating customized prompts for zero-shot image classification
Open-vocabulary models are a promising new paradigm for image classification. Unlike traditional classification models, open-vocabulary models classify among any arbitrary set of categories specified with natural language during inference. This natural language, called "prompts", typically consists of a set of hand-written templates (e.g., "a photo of a {}") which are completed with each of the category names. This work introduces a simple method to generate higher accuracy prompts, without relying on any explicit knowledge of the task domain and with far fewer hand-constructed sentences. To achieve this, we combine open-vocabulary models with large language models (LLMs) to create Customized Prompts via Language models (CuPL, pronounced "couple"). In particular, we leverage the knowledge contained in LLMs in order to generate many descriptive sentences that contain important discriminating characteristics of the image categories. This allows the model to place a greater importance on these regions in the image when making predictions. We find that this straightforward and general approach improves accuracy on a range of zero-shot image classification benchmarks, including over one percentage point gain on ImageNet. Finally, this simple baseline requires no additional training and remains completely zero-shot. Code available at https://github.com/sarahpratt/CuPL.
Real-time High-resolution View Synthesis of Complex Scenes with Explicit 3D Visibility Reasoning
Rendering photo-realistic novel-view images of complex scenes has been a long-standing challenge in computer graphics. In recent years, great research progress has been made on enhancing rendering quality and accelerating rendering speed in the realm of view synthesis. However, when rendering complex dynamic scenes with sparse views, the rendering quality remains limited due to occlusion problems. Besides, for rendering high-resolution images on dynamic scenes, the rendering speed is still far from real-time. In this work, we propose a generalizable view synthesis method that can render high-resolution novel-view images of complex static and dynamic scenes in real-time from sparse views. To address the occlusion problems arising from the sparsity of input views and the complexity of captured scenes, we introduce an explicit 3D visibility reasoning approach that can efficiently estimate the visibility of sampled 3D points to the input views. The proposed visibility reasoning approach is fully differentiable and can gracefully fit inside the volume rendering pipeline, allowing us to train our networks with only multi-view images as supervision while refining geometry and texture simultaneously. Besides, each module in our pipeline is carefully designed to bypass the time-consuming MLP querying process and enhance the rendering quality of high-resolution images, enabling us to render high-resolution novel-view images in real-time.Experimental results show that our method outperforms previous view synthesis methods in both rendering quality and speed, particularly when dealing with complex dynamic scenes with sparse views.
Brush Your Text: Synthesize Any Scene Text on Images via Diffusion Model
Recently, diffusion-based image generation methods are credited for their remarkable text-to-image generation capabilities, while still facing challenges in accurately generating multilingual scene text images. To tackle this problem, we propose Diff-Text, which is a training-free scene text generation framework for any language. Our model outputs a photo-realistic image given a text of any language along with a textual description of a scene. The model leverages rendered sketch images as priors, thus arousing the potential multilingual-generation ability of the pre-trained Stable Diffusion. Based on the observation from the influence of the cross-attention map on object placement in generated images, we propose a localized attention constraint into the cross-attention layer to address the unreasonable positioning problem of scene text. Additionally, we introduce contrastive image-level prompts to further refine the position of the textual region and achieve more accurate scene text generation. Experiments demonstrate that our method outperforms the existing method in both the accuracy of text recognition and the naturalness of foreground-background blending.
GeneFace: Generalized and High-Fidelity Audio-Driven 3D Talking Face Synthesis
Generating photo-realistic video portrait with arbitrary speech audio is a crucial problem in film-making and virtual reality. Recently, several works explore the usage of neural radiance field in this task to improve 3D realness and image fidelity. However, the generalizability of previous NeRF-based methods to out-of-domain audio is limited by the small scale of training data. In this work, we propose GeneFace, a generalized and high-fidelity NeRF-based talking face generation method, which can generate natural results corresponding to various out-of-domain audio. Specifically, we learn a variaitional motion generator on a large lip-reading corpus, and introduce a domain adaptative post-net to calibrate the result. Moreover, we learn a NeRF-based renderer conditioned on the predicted facial motion. A head-aware torso-NeRF is proposed to eliminate the head-torso separation problem. Extensive experiments show that our method achieves more generalized and high-fidelity talking face generation compared to previous methods.
SASRA: Semantically-aware Spatio-temporal Reasoning Agent for Vision-and-Language Navigation in Continuous Environments
This paper presents a novel approach for the Vision-and-Language Navigation (VLN) task in continuous 3D environments, which requires an autonomous agent to follow natural language instructions in unseen environments. Existing end-to-end learning-based VLN methods struggle at this task as they focus mostly on utilizing raw visual observations and lack the semantic spatio-temporal reasoning capabilities which is crucial in generalizing to new environments. In this regard, we present a hybrid transformer-recurrence model which focuses on combining classical semantic mapping techniques with a learning-based method. Our method creates a temporal semantic memory by building a top-down local ego-centric semantic map and performs cross-modal grounding to align map and language modalities to enable effective learning of VLN policy. Empirical results in a photo-realistic long-horizon simulation environment show that the proposed approach outperforms a variety of state-of-the-art methods and baselines with over 22% relative improvement in SPL in prior unseen environments.
FlashFace: Human Image Personalization with High-fidelity Identity Preservation
This work presents FlashFace, a practical tool with which users can easily personalize their own photos on the fly by providing one or a few reference face images and a text prompt. Our approach is distinguishable from existing human photo customization methods by higher-fidelity identity preservation and better instruction following, benefiting from two subtle designs. First, we encode the face identity into a series of feature maps instead of one image token as in prior arts, allowing the model to retain more details of the reference faces (e.g., scars, tattoos, and face shape ). Second, we introduce a disentangled integration strategy to balance the text and image guidance during the text-to-image generation process, alleviating the conflict between the reference faces and the text prompts (e.g., personalizing an adult into a "child" or an "elder"). Extensive experimental results demonstrate the effectiveness of our method on various applications, including human image personalization, face swapping under language prompts, making virtual characters into real people, etc. Project Page: https://jshilong.github.io/flashface-page.
GSTAR: Gaussian Surface Tracking and Reconstruction
3D Gaussian Splatting techniques have enabled efficient photo-realistic rendering of static scenes. Recent works have extended these approaches to support surface reconstruction and tracking. However, tracking dynamic surfaces with 3D Gaussians remains challenging due to complex topology changes, such as surfaces appearing, disappearing, or splitting. To address these challenges, we propose GSTAR, a novel method that achieves photo-realistic rendering, accurate surface reconstruction, and reliable 3D tracking for general dynamic scenes with changing topology. Given multi-view captures as input, GSTAR binds Gaussians to mesh faces to represent dynamic objects. For surfaces with consistent topology, GSTAR maintains the mesh topology and tracks the meshes using Gaussians. In regions where topology changes, GSTAR adaptively unbinds Gaussians from the mesh, enabling accurate registration and the generation of new surfaces based on these optimized Gaussians. Additionally, we introduce a surface-based scene flow method that provides robust initialization for tracking between frames. Experiments demonstrate that our method effectively tracks and reconstructs dynamic surfaces, enabling a range of applications. Our project page with the code release is available at https://eth-ait.github.io/GSTAR/.
Learning Stackable and Skippable LEGO Bricks for Efficient, Reconfigurable, and Variable-Resolution Diffusion Modeling
Diffusion models excel at generating photo-realistic images but come with significant computational costs in both training and sampling. While various techniques address these computational challenges, a less-explored issue is designing an efficient and adaptable network backbone for iterative refinement. Current options like U-Net and Vision Transformer often rely on resource-intensive deep networks and lack the flexibility needed for generating images at variable resolutions or with a smaller network than used in training. This study introduces LEGO bricks, which seamlessly integrate Local-feature Enrichment and Global-content Orchestration. These bricks can be stacked to create a test-time reconfigurable diffusion backbone, allowing selective skipping of bricks to reduce sampling costs and generate higher-resolution images than the training data. LEGO bricks enrich local regions with an MLP and transform them using a Transformer block while maintaining a consistent full-resolution image across all bricks. Experimental results demonstrate that LEGO bricks enhance training efficiency, expedite convergence, and facilitate variable-resolution image generation while maintaining strong generative performance. Moreover, LEGO significantly reduces sampling time compared to other methods, establishing it as a valuable enhancement for diffusion models.
MathScape: Evaluating MLLMs in multimodal Math Scenarios through a Hierarchical Benchmark
With the development of Multimodal Large Language Models (MLLMs), the evaluation of multimodal models in the context of mathematical problems has become a valuable research field. Multimodal visual-textual mathematical reasoning serves as a critical indicator for evaluating the comprehension and complex multi-step quantitative reasoning abilities of MLLMs. However, previous multimodal math benchmarks have not sufficiently integrated visual and textual information. To address this gap, we proposed MathScape, a new benchmark that emphasizes the understanding and application of combined visual and textual information. MathScape is designed to evaluate photo-based math problem scenarios, assessing the theoretical understanding and application ability of MLLMs through a categorical hierarchical approach. We conduct a multi-dimensional evaluation on 11 advanced MLLMs, revealing that our benchmark is challenging even for the most sophisticated models. By analyzing the evaluation results, we identify the limitations of MLLMs, offering valuable insights for enhancing model performance.
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.
EditableNeRF: Editing Topologically Varying Neural Radiance Fields by Key Points
Neural radiance fields (NeRF) achieve highly photo-realistic novel-view synthesis, but it's a challenging problem to edit the scenes modeled by NeRF-based methods, especially for dynamic scenes. We propose editable neural radiance fields that enable end-users to easily edit dynamic scenes and even support topological changes. Input with an image sequence from a single camera, our network is trained fully automatically and models topologically varying dynamics using our picked-out surface key points. Then end-users can edit the scene by easily dragging the key points to desired new positions. To achieve this, we propose a scene analysis method to detect and initialize key points by considering the dynamics in the scene, and a weighted key points strategy to model topologically varying dynamics by joint key points and weights optimization. Our method supports intuitive multi-dimensional (up to 3D) editing and can generate novel scenes that are unseen in the input sequence. Experiments demonstrate that our method achieves high-quality editing on various dynamic scenes and outperforms the state-of-the-art. Our code and captured data are available at https://chengwei-zheng.github.io/EditableNeRF/.
Single-Shot Implicit Morphable Faces with Consistent Texture Parameterization
There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face reconstruction, they cannot easily capture geometric and appearance details. Methods based on neural implicit representations, such as signed distance functions (SDF) or neural radiance fields, approach photo-realism, but are difficult to animate and do not generalize well to unseen data. To tackle this problem, we propose a novel method for constructing implicit 3D morphable face models that are both generalizable and intuitive for editing. Trained from a collection of high-quality 3D scans, our face model is parameterized by geometry, expression, and texture latent codes with a learned SDF and explicit UV texture parameterization. Once trained, we can reconstruct an avatar from a single in-the-wild image by leveraging the learned prior to project the image into the latent space of our model. Our implicit morphable face models can be used to render an avatar from novel views, animate facial expressions by modifying expression codes, and edit textures by directly painting on the learned UV-texture maps. We demonstrate quantitatively and qualitatively that our method improves upon photo-realism, geometry, and expression accuracy compared to state-of-the-art methods.
PhotoMaker: Customizing Realistic Human Photos via Stacked ID Embedding
Recent advances in text-to-image generation have made remarkable progress in synthesizing realistic human photos conditioned on given text prompts. However, existing personalized generation methods cannot simultaneously satisfy the requirements of high efficiency, promising identity (ID) fidelity, and flexible text controllability. In this work, we introduce PhotoMaker, an efficient personalized text-to-image generation method, which mainly encodes an arbitrary number of input ID images into a stack ID embedding for preserving ID information. Such an embedding, serving as a unified ID representation, can not only encapsulate the characteristics of the same input ID comprehensively, but also accommodate the characteristics of different IDs for subsequent integration. This paves the way for more intriguing and practically valuable applications. Besides, to drive the training of our PhotoMaker, we propose an ID-oriented data construction pipeline to assemble the training data. Under the nourishment of the dataset constructed through the proposed pipeline, our PhotoMaker demonstrates better ID preservation ability than test-time fine-tuning based methods, yet provides significant speed improvements, high-quality generation results, strong generalization capabilities, and a wide range of applications. Our project page is available at https://photo-maker.github.io/
Text2NeRF: Text-Driven 3D Scene Generation with Neural Radiance Fields
Text-driven 3D scene generation is widely applicable to video gaming, film industry, and metaverse applications that have a large demand for 3D scenes. However, existing text-to-3D generation methods are limited to producing 3D objects with simple geometries and dreamlike styles that lack realism. In this work, we present Text2NeRF, which is able to generate a wide range of 3D scenes with complicated geometric structures and high-fidelity textures purely from a text prompt. To this end, we adopt NeRF as the 3D representation and leverage a pre-trained text-to-image diffusion model to constrain the 3D reconstruction of the NeRF to reflect the scene description. Specifically, we employ the diffusion model to infer the text-related image as the content prior and use a monocular depth estimation method to offer the geometric prior. Both content and geometric priors are utilized to update the NeRF model. To guarantee textured and geometric consistency between different views, we introduce a progressive scene inpainting and updating strategy for novel view synthesis of the scene. Our method requires no additional training data but only a natural language description of the scene as the input. Extensive experiments demonstrate that our Text2NeRF outperforms existing methods in producing photo-realistic, multi-view consistent, and diverse 3D scenes from a variety of natural language prompts.
HumanVid: Demystifying Training Data for Camera-controllable Human Image Animation
Human image animation involves generating videos from a character photo, allowing user control and unlocking potential for video and movie production. While recent approaches yield impressive results using high-quality training data, the inaccessibility of these datasets hampers fair and transparent benchmarking. Moreover, these approaches prioritize 2D human motion and overlook the significance of camera motions in videos, leading to limited control and unstable video generation.To demystify the training data, we present HumanVid, the first large-scale high-quality dataset tailored for human image animation, which combines crafted real-world and synthetic data. For the real-world data, we compile a vast collection of copyright-free real-world videos from the internet. Through a carefully designed rule-based filtering strategy, we ensure the inclusion of high-quality videos, resulting in a collection of 20K human-centric videos in 1080P resolution. Human and camera motion annotation is accomplished using a 2D pose estimator and a SLAM-based method. For the synthetic data, we gather 2,300 copyright-free 3D avatar assets to augment existing available 3D assets. Notably, we introduce a rule-based camera trajectory generation method, enabling the synthetic pipeline to incorporate diverse and precise camera motion annotation, which can rarely be found in real-world data. To verify the effectiveness of HumanVid, we establish a baseline model named CamAnimate, short for Camera-controllable Human Animation, that considers both human and camera motions as conditions. Through extensive experimentation, we demonstrate that such simple baseline training on our HumanVid achieves state-of-the-art performance in controlling both human pose and camera motions, setting a new benchmark. Code and data will be publicly available at https://github.com/zhenzhiwang/HumanVid/.
HiFA: High-fidelity Text-to-3D with Advanced Diffusion Guidance
Automatic text-to-3D synthesis has achieved remarkable advancements through the optimization of 3D models. Existing methods commonly rely on pre-trained text-to-image generative models, such as diffusion models, providing scores for 2D renderings of Neural Radiance Fields (NeRFs) and being utilized for optimizing NeRFs. However, these methods often encounter artifacts and inconsistencies across multiple views due to their limited understanding of 3D geometry. To address these limitations, we propose a reformulation of the optimization loss using the diffusion prior. Furthermore, we introduce a novel training approach that unlocks the potential of the diffusion prior. To improve 3D geometry representation, we apply auxiliary depth supervision for NeRF-rendered images and regularize the density field of NeRFs. Extensive experiments demonstrate the superiority of our method over prior works, resulting in advanced photo-realism and improved multi-view consistency.
One2Avatar: Generative Implicit Head Avatar For Few-shot User Adaptation
Traditional methods for constructing high-quality, personalized head avatars from monocular videos demand extensive face captures and training time, posing a significant challenge for scalability. This paper introduces a novel approach to create high quality head avatar utilizing only a single or a few images per user. We learn a generative model for 3D animatable photo-realistic head avatar from a multi-view dataset of expressions from 2407 subjects, and leverage it as a prior for creating personalized avatar from few-shot images. Different from previous 3D-aware face generative models, our prior is built with a 3DMM-anchored neural radiance field backbone, which we show to be more effective for avatar creation through auto-decoding based on few-shot inputs. We also handle unstable 3DMM fitting by jointly optimizing the 3DMM fitting and camera calibration that leads to better few-shot adaptation. Our method demonstrates compelling results and outperforms existing state-of-the-art methods for few-shot avatar adaptation, paving the way for more efficient and personalized avatar creation.
DesCo: Learning Object Recognition with Rich Language Descriptions
Recent development in vision-language approaches has instigated a paradigm shift in learning visual recognition models from language supervision. These approaches align objects with language queries (e.g. "a photo of a cat") and improve the models' adaptability to identify novel objects and domains. Recently, several studies have attempted to query these models with complex language expressions that include specifications of fine-grained semantic details, such as attributes, shapes, textures, and relations. However, simply incorporating language descriptions as queries does not guarantee accurate interpretation by the models. In fact, our experiments show that GLIP, the state-of-the-art vision-language model for object detection, often disregards contextual information in the language descriptions and instead relies heavily on detecting objects solely by their names. To tackle the challenges, we propose a new description-conditioned (DesCo) paradigm of learning object recognition models with rich language descriptions consisting of two major innovations: 1) we employ a large language model as a commonsense knowledge engine to generate rich language descriptions of objects based on object names and the raw image-text caption; 2) we design context-sensitive queries to improve the model's ability in deciphering intricate nuances embedded within descriptions and enforce the model to focus on context rather than object names alone. On two novel object detection benchmarks, LVIS and OminiLabel, under the zero-shot detection setting, our approach achieves 34.8 APr minival (+9.1) and 29.3 AP (+3.6), respectively, surpassing the prior state-of-the-art models, GLIP and FIBER, by a large margin.
MagicVideo: Efficient Video Generation With Latent Diffusion Models
We present an efficient text-to-video generation framework based on latent diffusion models, termed MagicVideo. Given a text description, MagicVideo can generate photo-realistic video clips with high relevance to the text content. With the proposed efficient latent 3D U-Net design, MagicVideo can generate video clips with 256x256 spatial resolution on a single GPU card, which is 64x faster than the recent video diffusion model (VDM). Unlike previous works that train video generation from scratch in the RGB space, we propose to generate video clips in a low-dimensional latent space. We further utilize all the convolution operator weights of pre-trained text-to-image generative U-Net models for faster training. To achieve this, we introduce two new designs to adapt the U-Net decoder to video data: a framewise lightweight adaptor for the image-to-video distribution adjustment and a directed temporal attention module to capture frame temporal dependencies. The whole generation process is within the low-dimension latent space of a pre-trained variation auto-encoder. We demonstrate that MagicVideo can generate both realistic video content and imaginary content in a photo-realistic style with a trade-off in terms of quality and computational cost. Refer to https://magicvideo.github.io/# for more examples.
Generative Landmarks Guided Eyeglasses Removal 3D Face Reconstruction
Single-view 3D face reconstruction is a fundamental Computer Vision problem of extraordinary difficulty. Current systems often assume the input is unobstructed faces which makes their method not suitable for in-the-wild conditions. We present a method for performing a 3D face that removes eyeglasses from a single image. Existing facial reconstruction methods fail to remove eyeglasses automatically for generating a photo-realistic 3D face "in-the-wild".The innovation of our method lies in a process for identifying the eyeglasses area robustly and remove it intelligently. In this work, we estimate the 2D face structure of the reasonable position of the eyeglasses area, which is used for the construction of 3D texture. An excellent anti-eyeglasses face reconstruction method should ensure the authenticity of the output, including the topological structure between the eyes, nose, and mouth. We achieve this via a deep learning architecture that performs direct regression of a 3DMM representation of the 3D facial geometry from a single 2D image. We also demonstrate how the related face parsing task can be incorporated into the proposed framework and help improve reconstruction quality. We conduct extensive experiments on existing 3D face reconstruction tasks as concrete examples to demonstrate the method's superior regulation ability over existing methods often break down.
CHASE: 3D-Consistent Human Avatars with Sparse Inputs via Gaussian Splatting and Contrastive Learning
Recent advancements in human avatar synthesis have utilized radiance fields to reconstruct photo-realistic animatable human avatars. However, both NeRFs-based and 3DGS-based methods struggle with maintaining 3D consistency and exhibit suboptimal detail reconstruction, especially with sparse inputs. To address this challenge, we propose CHASE, which introduces supervision from intrinsic 3D consistency across poses and 3D geometry contrastive learning, achieving performance comparable with sparse inputs to that with full inputs. Following previous work, we first integrate a skeleton-driven rigid deformation and a non-rigid cloth dynamics deformation to coordinate the movements of individual Gaussians during animation, reconstructing basic avatar with coarse 3D consistency. To improve 3D consistency under sparse inputs, we design Dynamic Avatar Adjustment(DAA) to adjust deformed Gaussians based on a selected similar pose/image from the dataset. Minimizing the difference between the image rendered by adjusted Gaussians and the image with the similar pose serves as an additional form of supervision for avatar. Furthermore, we propose a 3D geometry contrastive learning strategy to maintain the 3D global consistency of generated avatars. Though CHASE is designed for sparse inputs, it surprisingly outperforms current SOTA methods in both full and sparse settings on the ZJU-MoCap and H36M datasets, demonstrating that our CHASE successfully maintains avatar's 3D consistency, hence improving rendering quality.
MARS: An Instance-aware, Modular and Realistic Simulator for Autonomous Driving
Nowadays, autonomous cars can drive smoothly in ordinary cases, and it is widely recognized that realistic sensor simulation will play a critical role in solving remaining corner cases by simulating them. To this end, we propose an autonomous driving simulator based upon neural radiance fields (NeRFs). Compared with existing works, ours has three notable features: (1) Instance-aware. Our simulator models the foreground instances and background environments separately with independent networks so that the static (e.g., size and appearance) and dynamic (e.g., trajectory) properties of instances can be controlled separately. (2) Modular. Our simulator allows flexible switching between different modern NeRF-related backbones, sampling strategies, input modalities, etc. We expect this modular design to boost academic progress and industrial deployment of NeRF-based autonomous driving simulation. (3) Realistic. Our simulator set new state-of-the-art photo-realism results given the best module selection. Our simulator will be open-sourced while most of our counterparts are not. Project page: https://open-air-sun.github.io/mars/.
PhotoDoodle: Learning Artistic Image Editing from Few-Shot Pairwise Data
We introduce PhotoDoodle, a novel image editing framework designed to facilitate photo doodling by enabling artists to overlay decorative elements onto photographs. Photo doodling is challenging because the inserted elements must appear seamlessly integrated with the background, requiring realistic blending, perspective alignment, and contextual coherence. Additionally, the background must be preserved without distortion, and the artist's unique style must be captured efficiently from limited training data. These requirements are not addressed by previous methods that primarily focus on global style transfer or regional inpainting. The proposed method, PhotoDoodle, employs a two-stage training strategy. Initially, we train a general-purpose image editing model, OmniEditor, using large-scale data. Subsequently, we fine-tune this model with EditLoRA using a small, artist-curated dataset of before-and-after image pairs to capture distinct editing styles and techniques. To enhance consistency in the generated results, we introduce a positional encoding reuse mechanism. Additionally, we release a PhotoDoodle dataset featuring six high-quality styles. Extensive experiments demonstrate the advanced performance and robustness of our method in customized image editing, opening new possibilities for artistic creation.
NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects
Dynamic Neural Radiance Field (NeRF) is a powerful algorithm capable of rendering photo-realistic novel view images from a monocular RGB video of a dynamic scene. Although it warps moving points across frames from the observation spaces to a common canonical space for rendering, dynamic NeRF does not model the change of the reflected color during the warping. As a result, this approach often fails drastically on challenging specular objects in motion. We address this limitation by reformulating the neural radiance field function to be conditioned on surface position and orientation in the observation space. This allows the specular surface at different poses to keep the different reflected colors when mapped to the common canonical space. Additionally, we add the mask of moving objects to guide the deformation field. As the specular surface changes color during motion, the mask mitigates the problem of failure to find temporal correspondences with only RGB supervision. We evaluate our model based on the novel view synthesis quality with a self-collected dataset of different moving specular objects in realistic environments. The experimental results demonstrate that our method significantly improves the reconstruction quality of moving specular objects from monocular RGB videos compared to the existing NeRF models. Our code and data are available at the project website https://github.com/JokerYan/NeRF-DS.
XHand: Real-time Expressive Hand Avatar
Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little attention has been paid to reconstruct the hand geometry with fine details, which is essential to rendering quality. In the realms of extended reality and gaming, on-the-fly rendering becomes imperative. To this end, we introduce an expressive hand avatar, named XHand, that is designed to comprehensively generate hand shape, appearance, and deformations in real-time. To obtain fine-grained hand meshes, we make use of three feature embedding modules to predict hand deformation displacements, albedo, and linear blending skinning weights, respectively. To achieve photo-realistic hand rendering on fine-grained meshes, our method employs a mesh-based neural renderer by leveraging mesh topological consistency and latent codes from embedding modules. During training, a part-aware Laplace smoothing strategy is proposed by incorporating the distinct levels of regularization to effectively maintain the necessary details and eliminate the undesired artifacts. The experimental evaluations on InterHand2.6M and DeepHandMesh datasets demonstrate the efficacy of XHand, which is able to recover high-fidelity geometry and texture for hand animations across diverse poses in real-time. To reproduce our results, we will make the full implementation publicly available at https://github.com/agnJason/XHand.
Understanding and Mitigating Compositional Issues in Text-to-Image Generative Models
Recent text-to-image diffusion-based generative models have the stunning ability to generate highly detailed and photo-realistic images and achieve state-of-the-art low FID scores on challenging image generation benchmarks. However, one of the primary failure modes of these text-to-image generative models is in composing attributes, objects, and their associated relationships accurately into an image. In our paper, we investigate this compositionality-based failure mode and highlight that imperfect text conditioning with CLIP text-encoder is one of the primary reasons behind the inability of these models to generate high-fidelity compositional scenes. In particular, we show that (i) there exists an optimal text-embedding space that can generate highly coherent compositional scenes which shows that the output space of the CLIP text-encoder is sub-optimal, and (ii) we observe that the final token embeddings in CLIP are erroneous as they often include attention contributions from unrelated tokens in compositional prompts. Our main finding shows that the best compositional improvements can be achieved (without harming the model's FID scores) by fine-tuning {\it only} a simple linear projection on CLIP's representation space in Stable-Diffusion variants using a small set of compositional image-text pairs. This result demonstrates that the sub-optimality of the CLIP's output space is a major error source. We also show that re-weighting the erroneous attention contributions in CLIP can also lead to improved compositional performances, however these improvements are often less significant than those achieved by solely learning a linear projection head, highlighting erroneous attentions to be only a minor error source.
Sat2Scene: 3D Urban Scene Generation from Satellite Images with Diffusion
Directly generating scenes from satellite imagery offers exciting possibilities for integration into applications like games and map services. However, challenges arise from significant view changes and scene scale. Previous efforts mainly focused on image or video generation, lacking exploration into the adaptability of scene generation for arbitrary views. Existing 3D generation works either operate at the object level or are difficult to utilize the geometry obtained from satellite imagery. To overcome these limitations, we propose a novel architecture for direct 3D scene generation by introducing diffusion models into 3D sparse representations and combining them with neural rendering techniques. Specifically, our approach generates texture colors at the point level for a given geometry using a 3D diffusion model first, which is then transformed into a scene representation in a feed-forward manner. The representation can be utilized to render arbitrary views which would excel in both single-frame quality and inter-frame consistency. Experiments in two city-scale datasets show that our model demonstrates proficiency in generating photo-realistic street-view image sequences and cross-view urban scenes from satellite imagery.
NeMF: Inverse Volume Rendering with Neural Microflake Field
Recovering the physical attributes of an object's appearance from its images captured under an unknown illumination is challenging yet essential for photo-realistic rendering. Recent approaches adopt the emerging implicit scene representations and have shown impressive results.However, they unanimously adopt a surface-based representation,and hence can not well handle scenes with very complex geometry, translucent object and etc. In this paper, we propose to conduct inverse volume rendering, in contrast to surface-based, by representing a scene using microflake volume, which assumes the space is filled with infinite small flakes and light reflects or scatters at each spatial location according to microflake distributions. We further adopt the coordinate networks to implicitly encode the microflake volume, and develop a differentiable microflake volume renderer to train the network in an end-to-end way in principle.Our NeMF enables effective recovery of appearance attributes for highly complex geometry and scattering object, enables high-quality relighting, material editing, and especially simulates volume rendering effects, such as scattering, which is infeasible for surface-based approaches.
Instant Volumetric Head Avatars
We present Instant Volumetric Head Avatars (INSTA), a novel approach for reconstructing photo-realistic digital avatars instantaneously. INSTA models a dynamic neural radiance field based on neural graphics primitives embedded around a parametric face model. Our pipeline is trained on a single monocular RGB portrait video that observes the subject under different expressions and views. While state-of-the-art methods take up to several days to train an avatar, our method can reconstruct a digital avatar in less than 10 minutes on modern GPU hardware, which is orders of magnitude faster than previous solutions. In addition, it allows for the interactive rendering of novel poses and expressions. By leveraging the geometry prior of the underlying parametric face model, we demonstrate that INSTA extrapolates to unseen poses. In quantitative and qualitative studies on various subjects, INSTA outperforms state-of-the-art methods regarding rendering quality and training time.
FNeVR: Neural Volume Rendering for Face Animation
Face animation, one of the hottest topics in computer vision, has achieved a promising performance with the help of generative models. However, it remains a critical challenge to generate identity preserving and photo-realistic images due to the sophisticated motion deformation and complex facial detail modeling. To address these problems, we propose a Face Neural Volume Rendering (FNeVR) network to fully explore the potential of 2D motion warping and 3D volume rendering in a unified framework. In FNeVR, we design a 3D Face Volume Rendering (FVR) module to enhance the facial details for image rendering. Specifically, we first extract 3D information with a well-designed architecture, and then introduce an orthogonal adaptive ray-sampling module for efficient rendering. We also design a lightweight pose editor, enabling FNeVR to edit the facial pose in a simple yet effective way. Extensive experiments show that our FNeVR obtains the best overall quality and performance on widely used talking-head benchmarks.
SD-GAN: Semantic Decomposition for Face Image Synthesis with Discrete Attribute
Manipulating latent code in generative adversarial networks (GANs) for facial image synthesis mainly focuses on continuous attribute synthesis (e.g., age, pose and emotion), while discrete attribute synthesis (like face mask and eyeglasses) receives less attention. Directly applying existing works to facial discrete attributes may cause inaccurate results. In this work, we propose an innovative framework to tackle challenging facial discrete attribute synthesis via semantic decomposing, dubbed SD-GAN. To be concrete, we explicitly decompose the discrete attribute representation into two components, i.e. the semantic prior basis and offset latent representation. The semantic prior basis shows an initializing direction for manipulating face representation in the latent space. The offset latent presentation obtained by 3D-aware semantic fusion network is proposed to adjust prior basis. In addition, the fusion network integrates 3D embedding for better identity preservation and discrete attribute synthesis. The combination of prior basis and offset latent representation enable our method to synthesize photo-realistic face images with discrete attributes. Notably, we construct a large and valuable dataset MEGN (Face Mask and Eyeglasses images crawled from Google and Naver) for completing the lack of discrete attributes in the existing dataset. Extensive qualitative and quantitative experiments demonstrate the state-of-the-art performance of our method. Our code is available at: https://github.com/MontaEllis/SD-GAN.
Furnishing Your Room by What You See: An End-to-End Furniture Set Retrieval Framework with Rich Annotated Benchmark Dataset
Understanding interior scenes has attracted enormous interest in computer vision community. However, few works focus on the understanding of furniture within the scenes and a large-scale dataset is also lacked to advance the field. In this paper, we first fill the gap by presenting DeepFurniture, a richly annotated large indoor scene dataset, including 24k indoor images, 170k furniture instances and 20k unique furniture identities. On the dataset, we introduce a new benchmark, named furniture set retrieval. Given an indoor photo as input, the task requires to detect all the furniture instances and search a matched set of furniture identities. To address this challenging task, we propose a feature and context embedding based framework. It contains 3 major contributions: (1) An improved Mask-RCNN model with an additional mask-based classifier is introduced for better utilizing the mask information to relieve the occlusion problems in furniture detection context. (2) A multi-task style Siamese network is proposed to train the feature embedding model for retrieval, which is composed of a classification subnet supervised by self-clustered pseudo attributes and a verification subnet to estimate whether the input pair is matched. (3) In order to model the relationship of the furniture entities in an interior design, a context embedding model is employed to re-rank the retrieval results. Extensive experiments demonstrate the effectiveness of each module and the overall system.
StackGAN++: Realistic Image Synthesis with Stacked Generative Adversarial Networks
Although Generative Adversarial Networks (GANs) have shown remarkable success in various tasks, they still face challenges in generating high quality images. In this paper, we propose Stacked Generative Adversarial Networks (StackGAN) aiming at generating high-resolution photo-realistic images. First, we propose a two-stage generative adversarial network architecture, StackGAN-v1, for text-to-image synthesis. The Stage-I GAN sketches the primitive shape and colors of the object based on given text description, yielding low-resolution images. The Stage-II GAN takes Stage-I results and text descriptions as inputs, and generates high-resolution images with photo-realistic details. Second, an advanced multi-stage generative adversarial network architecture, StackGAN-v2, is proposed for both conditional and unconditional generative tasks. Our StackGAN-v2 consists of multiple generators and discriminators in a tree-like structure; images at multiple scales corresponding to the same scene are generated from different branches of the tree. StackGAN-v2 shows more stable training behavior than StackGAN-v1 by jointly approximating multiple distributions. Extensive experiments demonstrate that the proposed stacked generative adversarial networks significantly outperform other state-of-the-art methods in generating photo-realistic images.
VideoElevator: Elevating Video Generation Quality with Versatile Text-to-Image Diffusion Models
Text-to-image diffusion models (T2I) have demonstrated unprecedented capabilities in creating realistic and aesthetic images. On the contrary, text-to-video diffusion models (T2V) still lag far behind in frame quality and text alignment, owing to insufficient quality and quantity of training videos. In this paper, we introduce VideoElevator, a training-free and plug-and-play method, which elevates the performance of T2V using superior capabilities of T2I. Different from conventional T2V sampling (i.e., temporal and spatial modeling), VideoElevator explicitly decomposes each sampling step into temporal motion refining and spatial quality elevating. Specifically, temporal motion refining uses encapsulated T2V to enhance temporal consistency, followed by inverting to the noise distribution required by T2I. Then, spatial quality elevating harnesses inflated T2I to directly predict less noisy latent, adding more photo-realistic details. We have conducted experiments in extensive prompts under the combination of various T2V and T2I. The results show that VideoElevator not only improves the performance of T2V baselines with foundational T2I, but also facilitates stylistic video synthesis with personalized T2I. Our code is available at https://github.com/YBYBZhang/VideoElevator.
GenCA: A Text-conditioned Generative Model for Realistic and Drivable Codec Avatars
Photo-realistic and controllable 3D avatars are crucial for various applications such as virtual and mixed reality (VR/MR), telepresence, gaming, and film production. Traditional methods for avatar creation often involve time-consuming scanning and reconstruction processes for each avatar, which limits their scalability. Furthermore, these methods do not offer the flexibility to sample new identities or modify existing ones. On the other hand, by learning a strong prior from data, generative models provide a promising alternative to traditional reconstruction methods, easing the time constraints for both data capture and processing. Additionally, generative methods enable downstream applications beyond reconstruction, such as editing and stylization. Nonetheless, the research on generative 3D avatars is still in its infancy, and therefore current methods still have limitations such as creating static avatars, lacking photo-realism, having incomplete facial details, or having limited drivability. To address this, we propose a text-conditioned generative model that can generate photo-realistic facial avatars of diverse identities, with more complete details like hair, eyes and mouth interior, and which can be driven through a powerful non-parametric latent expression space. Specifically, we integrate the generative and editing capabilities of latent diffusion models with a strong prior model for avatar expression driving. Our model can generate and control high-fidelity avatars, even those out-of-distribution. We also highlight its potential for downstream applications, including avatar editing and single-shot avatar reconstruction.
Infinite-ID: Identity-preserved Personalization via ID-semantics Decoupling Paradigm
Drawing on recent advancements in diffusion models for text-to-image generation, identity-preserved personalization has made significant progress in accurately capturing specific identities with just a single reference image. However, existing methods primarily integrate reference images within the text embedding space, leading to a complex entanglement of image and text information, which poses challenges for preserving both identity fidelity and semantic consistency. To tackle this challenge, we propose Infinite-ID, an ID-semantics decoupling paradigm for identity-preserved personalization. Specifically, we introduce identity-enhanced training, incorporating an additional image cross-attention module to capture sufficient ID information while deactivating the original text cross-attention module of the diffusion model. This ensures that the image stream faithfully represents the identity provided by the reference image while mitigating interference from textual input. Additionally, we introduce a feature interaction mechanism that combines a mixed attention module with an AdaIN-mean operation to seamlessly merge the two streams. This mechanism not only enhances the fidelity of identity and semantic consistency but also enables convenient control over the styles of the generated images. Extensive experimental results on both raw photo generation and style image generation demonstrate the superior performance of our proposed method.
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.
HeadGAP: Few-shot 3D Head Avatar via Generalizable Gaussian Priors
In this paper, we present a novel 3D head avatar creation approach capable of generalizing from few-shot in-the-wild data with high-fidelity and animatable robustness. Given the underconstrained nature of this problem, incorporating prior knowledge is essential. Therefore, we propose a framework comprising prior learning and avatar creation phases. The prior learning phase leverages 3D head priors derived from a large-scale multi-view dynamic dataset, and the avatar creation phase applies these priors for few-shot personalization. Our approach effectively captures these priors by utilizing a Gaussian Splatting-based auto-decoder network with part-based dynamic modeling. Our method employs identity-shared encoding with personalized latent codes for individual identities to learn the attributes of Gaussian primitives. During the avatar creation phase, we achieve fast head avatar personalization by leveraging inversion and fine-tuning strategies. Extensive experiments demonstrate that our model effectively exploits head priors and successfully generalizes them to few-shot personalization, achieving photo-realistic rendering quality, multi-view consistency, and stable animation.
FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting
Novel view synthesis from limited observations remains an important and persistent task. However, high efficiency in existing NeRF-based few-shot view synthesis is often compromised to obtain an accurate 3D representation. To address this challenge, we propose a few-shot view synthesis framework based on 3D Gaussian Splatting that enables real-time and photo-realistic view synthesis with as few as three training views. The proposed method, dubbed FSGS, handles the extremely sparse initialized SfM points with a thoughtfully designed Gaussian Unpooling process. Our method iteratively distributes new Gaussians around the most representative locations, subsequently infilling local details in vacant areas. We also integrate a large-scale pre-trained monocular depth estimator within the Gaussians optimization process, leveraging online augmented views to guide the geometric optimization towards an optimal solution. Starting from sparse points observed from limited input viewpoints, our FSGS can accurately grow into unseen regions, comprehensively covering the scene and boosting the rendering quality of novel views. Overall, FSGS achieves state-of-the-art performance in both accuracy and rendering efficiency across diverse datasets, including LLFF, Mip-NeRF360, and Blender. Project website: https://zehaozhu.github.io/FSGS/.
Visual Text Generation in the Wild
Recently, with the rapid advancements of generative models, the field of visual text generation has witnessed significant progress. However, it is still challenging to render high-quality text images in real-world scenarios, as three critical criteria should be satisfied: (1) Fidelity: the generated text images should be photo-realistic and the contents are expected to be the same as specified in the given conditions; (2) Reasonability: the regions and contents of the generated text should cohere with the scene; (3) Utility: the generated text images can facilitate related tasks (e.g., text detection and recognition). Upon investigation, we find that existing methods, either rendering-based or diffusion-based, can hardly meet all these aspects simultaneously, limiting their application range. Therefore, we propose in this paper a visual text generator (termed SceneVTG), which can produce high-quality text images in the wild. Following a two-stage paradigm, SceneVTG leverages a Multimodal Large Language Model to recommend reasonable text regions and contents across multiple scales and levels, which are used by a conditional diffusion model as conditions to generate text images. Extensive experiments demonstrate that the proposed SceneVTG significantly outperforms traditional rendering-based methods and recent diffusion-based methods in terms of fidelity and reasonability. Besides, the generated images provide superior utility for tasks involving text detection and text recognition. Code and datasets are available at AdvancedLiterateMachinery.
ProlificDreamer: High-Fidelity and Diverse Text-to-3D Generation with Variational Score Distillation
Score distillation sampling (SDS) has shown great promise in text-to-3D generation by distilling pretrained large-scale text-to-image diffusion models, but suffers from over-saturation, over-smoothing, and low-diversity problems. In this work, we propose to model the 3D parameter as a random variable instead of a constant as in SDS and present variational score distillation (VSD), a principled particle-based variational framework to explain and address the aforementioned issues in text-to-3D generation. We show that SDS is a special case of VSD and leads to poor samples with both small and large CFG weights. In comparison, VSD works well with various CFG weights as ancestral sampling from diffusion models and simultaneously improves the diversity and sample quality with a common CFG weight (i.e., 7.5). We further present various improvements in the design space for text-to-3D such as distillation time schedule and density initialization, which are orthogonal to the distillation algorithm yet not well explored. Our overall approach, dubbed ProlificDreamer, can generate high rendering resolution (i.e., 512times512) and high-fidelity NeRF with rich structure and complex effects (e.g., smoke and drops). Further, initialized from NeRF, meshes fine-tuned by VSD are meticulously detailed and photo-realistic. Project page: https://ml.cs.tsinghua.edu.cn/prolificdreamer/
Controllable Text-to-Image Generation with GPT-4
Current text-to-image generation models often struggle to follow textual instructions, especially the ones requiring spatial reasoning. On the other hand, Large Language Models (LLMs), such as GPT-4, have shown remarkable precision in generating code snippets for sketching out text inputs graphically, e.g., via TikZ. In this work, we introduce Control-GPT to guide the diffusion-based text-to-image pipelines with programmatic sketches generated by GPT-4, enhancing their abilities for instruction following. Control-GPT works by querying GPT-4 to write TikZ code, and the generated sketches are used as references alongside the text instructions for diffusion models (e.g., ControlNet) to generate photo-realistic images. One major challenge to training our pipeline is the lack of a dataset containing aligned text, images, and sketches. We address the issue by converting instance masks in existing datasets into polygons to mimic the sketches used at test time. As a result, Control-GPT greatly boosts the controllability of image generation. It establishes a new state-of-art on the spatial arrangement and object positioning generation and enhances users' control of object positions, sizes, etc., nearly doubling the accuracy of prior models. Our work, as a first attempt, shows the potential for employing LLMs to enhance the performance in computer vision tasks.
GenAI-Bench: Evaluating and Improving Compositional Text-to-Visual Generation
While text-to-visual models now produce photo-realistic images and videos, they struggle with compositional text prompts involving attributes, relationships, and higher-order reasoning such as logic and comparison. In this work, we conduct an extensive human study on GenAI-Bench to evaluate the performance of leading image and video generation models in various aspects of compositional text-to-visual generation. We also compare automated evaluation metrics against our collected human ratings and find that VQAScore -- a metric measuring the likelihood that a VQA model views an image as accurately depicting the prompt -- significantly outperforms previous metrics such as CLIPScore. In addition, VQAScore can improve generation in a black-box manner (without finetuning) via simply ranking a few (3 to 9) candidate images. Ranking by VQAScore is 2x to 3x more effective than other scoring methods like PickScore, HPSv2, and ImageReward at improving human alignment ratings for DALL-E 3 and Stable Diffusion, especially on compositional prompts that require advanced visio-linguistic reasoning. We will release a new GenAI-Rank benchmark with over 40,000 human ratings to evaluate scoring metrics on ranking images generated from the same prompt. Lastly, we discuss promising areas for improvement in VQAScore, such as addressing fine-grained visual details. We will release all human ratings (over 80,000) to facilitate scientific benchmarking of both generative models and automated metrics.
AvatarReX: Real-time Expressive Full-body Avatars
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and rendering. To this end, we propose a compositional avatar representation, where the body, hands and the face are separately modeled in a way that the structural prior from parametric mesh templates is properly utilized without compromising representation flexibility. Furthermore, we disentangle the geometry and appearance for each part. With these technical designs, we propose a dedicated deferred rendering pipeline, which can be executed in real-time framerate to synthesize high-quality free-view images. The disentanglement of geometry and appearance also allows us to design a two-pass training strategy that combines volume rendering and surface rendering for network training. In this way, patch-level supervision can be applied to force the network to learn sharp appearance details on the basis of geometry estimation. Overall, our method enables automatic construction of expressive full-body avatars with real-time rendering capability, and can generate photo-realistic images with dynamic details for novel body motions and facial expressions.
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.
EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction on Mobile Devices
Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present EvaSurf, an Efficient View-Aware implicit textured Surface reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.
Bringing Old Photos Back to Life
We propose to restore old photos that suffer from severe degradation through a deep learning approach. Unlike conventional restoration tasks that can be solved through supervised learning, the degradation in real photos is complex and the domain gap between synthetic images and real old photos makes the network fail to generalize. Therefore, we propose a novel triplet domain translation network by leveraging real photos along with massive synthetic image pairs. Specifically, we train two variational autoencoders (VAEs) to respectively transform old photos and clean photos into two latent spaces. And the translation between these two latent spaces is learned with synthetic paired data. This translation generalizes well to real photos because the domain gap is closed in the compact latent space. Besides, to address multiple degradations mixed in one old photo, we design a global branch with a partial nonlocal block targeting to the structured defects, such as scratches and dust spots, and a local branch targeting to the unstructured defects, such as noises and blurriness. Two branches are fused in the latent space, leading to improved capability to restore old photos from multiple defects. The proposed method outperforms state-of-the-art methods in terms of visual quality for old photos restoration.
Age Progression/Regression by Conditional Adversarial Autoencoder
"If I provide you a face image of mine (without telling you the actual age when I took the picture) and a large amount of face images that I crawled (containing labeled faces of different ages but not necessarily paired), can you show me what I would look like when I am 80 or what I was like when I was 5?" The answer is probably a "No." Most existing face aging works attempt to learn the transformation between age groups and thus would require the paired samples as well as the labeled query image. In this paper, we look at the problem from a generative modeling perspective such that no paired samples is required. In addition, given an unlabeled image, the generative model can directly produce the image with desired age attribute. We propose a conditional adversarial autoencoder (CAAE) that learns a face manifold, traversing on which smooth age progression and regression can be realized simultaneously. In CAAE, the face is first mapped to a latent vector through a convolutional encoder, and then the vector is projected to the face manifold conditional on age through a deconvolutional generator. The latent vector preserves personalized face features (i.e., personality) and the age condition controls progression vs. regression. Two adversarial networks are imposed on the encoder and generator, respectively, forcing to generate more photo-realistic faces. Experimental results demonstrate the appealing performance and flexibility of the proposed framework by comparing with the state-of-the-art and ground truth.
DreamTalk: When Expressive Talking Head Generation Meets Diffusion Probabilistic Models
Diffusion models have shown remarkable success in a variety of downstream generative tasks, yet remain under-explored in the important and challenging expressive talking head generation. In this work, we propose a DreamTalk framework to fulfill this gap, which employs meticulous design to unlock the potential of diffusion models in generating expressive talking heads. Specifically, DreamTalk consists of three crucial components: a denoising network, a style-aware lip expert, and a style predictor. The diffusion-based denoising network is able to consistently synthesize high-quality audio-driven face motions across diverse expressions. To enhance the expressiveness and accuracy of lip motions, we introduce a style-aware lip expert that can guide lip-sync while being mindful of the speaking styles. To eliminate the need for expression reference video or text, an extra diffusion-based style predictor is utilized to predict the target expression directly from the audio. By this means, DreamTalk can harness powerful diffusion models to generate expressive faces effectively and reduce the reliance on expensive style references. Experimental results demonstrate that DreamTalk is capable of generating photo-realistic talking faces with diverse speaking styles and achieving accurate lip motions, surpassing existing state-of-the-art counterparts.
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.
GPS as a Control Signal for Image Generation
We show that the GPS tags contained in photo metadata provide a useful control signal for image generation. We train GPS-to-image models and use them for tasks that require a fine-grained understanding of how images vary within a city. In particular, we train a diffusion model to generate images conditioned on both GPS and text. The learned model generates images that capture the distinctive appearance of different neighborhoods, parks, and landmarks. We also extract 3D models from 2D GPS-to-image models through score distillation sampling, using GPS conditioning to constrain the appearance of the reconstruction from each viewpoint. Our evaluations suggest that our GPS-conditioned models successfully learn to generate images that vary based on location, and that GPS conditioning improves estimated 3D structure.
Drag View: Generalizable Novel View Synthesis with Unposed Imagery
We introduce DragView, a novel and interactive framework for generating novel views of unseen scenes. DragView initializes the new view from a single source image, and the rendering is supported by a sparse set of unposed multi-view images, all seamlessly executed within a single feed-forward pass. Our approach begins with users dragging a source view through a local relative coordinate system. Pixel-aligned features are obtained by projecting the sampled 3D points along the target ray onto the source view. We then incorporate a view-dependent modulation layer to effectively handle occlusion during the projection. Additionally, we broaden the epipolar attention mechanism to encompass all source pixels, facilitating the aggregation of initialized coordinate-aligned point features from other unposed views. Finally, we employ another transformer to decode ray features into final pixel intensities. Crucially, our framework does not rely on either 2D prior models or the explicit estimation of camera poses. During testing, DragView showcases the capability to generalize to new scenes unseen during training, also utilizing only unposed support images, enabling the generation of photo-realistic new views characterized by flexible camera trajectories. In our experiments, we conduct a comprehensive comparison of the performance of DragView with recent scene representation networks operating under pose-free conditions, as well as with generalizable NeRFs subject to noisy test camera poses. DragView consistently demonstrates its superior performance in view synthesis quality, while also being more user-friendly. Project page: https://zhiwenfan.github.io/DragView/.
Real-time 3D-aware Portrait Video Relighting
Synthesizing realistic videos of talking faces under custom lighting conditions and viewing angles benefits various downstream applications like video conferencing. However, most existing relighting methods are either time-consuming or unable to adjust the viewpoints. In this paper, we present the first real-time 3D-aware method for relighting in-the-wild videos of talking faces based on Neural Radiance Fields (NeRF). Given an input portrait video, our method can synthesize talking faces under both novel views and novel lighting conditions with a photo-realistic and disentangled 3D representation. Specifically, we infer an albedo tri-plane, as well as a shading tri-plane based on a desired lighting condition for each video frame with fast dual-encoders. We also leverage a temporal consistency network to ensure smooth transitions and reduce flickering artifacts. Our method runs at 32.98 fps on consumer-level hardware and achieves state-of-the-art results in terms of reconstruction quality, lighting error, lighting instability, temporal consistency and inference speed. We demonstrate the effectiveness and interactivity of our method on various portrait videos with diverse lighting and viewing conditions.
RenderIH: A Large-scale Synthetic Dataset for 3D Interacting Hand Pose Estimation
The current interacting hand (IH) datasets are relatively simplistic in terms of background and texture, with hand joints being annotated by a machine annotator, which may result in inaccuracies, and the diversity of pose distribution is limited. However, the variability of background, pose distribution, and texture can greatly influence the generalization ability. Therefore, we present a large-scale synthetic dataset RenderIH for interacting hands with accurate and diverse pose annotations. The dataset contains 1M photo-realistic images with varied backgrounds, perspectives, and hand textures. To generate natural and diverse interacting poses, we propose a new pose optimization algorithm. Additionally, for better pose estimation accuracy, we introduce a transformer-based pose estimation network, TransHand, to leverage the correlation between interacting hands and verify the effectiveness of RenderIH in improving results. Our dataset is model-agnostic and can improve more accuracy of any hand pose estimation method in comparison to other real or synthetic datasets. Experiments have shown that pretraining on our synthetic data can significantly decrease the error from 6.76mm to 5.79mm, and our Transhand surpasses contemporary methods. Our dataset and code are available at https://github.com/adwardlee/RenderIH.
Unpaired Image-to-Image Translation using Cycle-Consistent Adversarial Networks
Image-to-image translation is a class of vision and graphics problems where the goal is to learn the mapping between an input image and an output image using a training set of aligned image pairs. However, for many tasks, paired training data will not be available. We present an approach for learning to translate an image from a source domain X to a target domain Y in the absence of paired examples. Our goal is to learn a mapping G: X rightarrow Y such that the distribution of images from G(X) is indistinguishable from the distribution Y using an adversarial loss. Because this mapping is highly under-constrained, we couple it with an inverse mapping F: Y rightarrow X and introduce a cycle consistency loss to push F(G(X)) approx X (and vice versa). Qualitative results are presented on several tasks where paired training data does not exist, including collection style transfer, object transfiguration, season transfer, photo enhancement, etc. Quantitative comparisons against several prior methods demonstrate the superiority of our approach.
INRetouch: Context Aware Implicit Neural Representation for Photography Retouching
Professional photo editing remains challenging, requiring extensive knowledge of imaging pipelines and significant expertise. With the ubiquity of smartphone photography, there is an increasing demand for accessible yet sophisticated image editing solutions. While recent deep learning approaches, particularly style transfer methods, have attempted to automate this process, they often struggle with output fidelity, editing control, and complex retouching capabilities. We propose a novel retouch transfer approach that learns from professional edits through before-after image pairs, enabling precise replication of complex editing operations. To facilitate this research direction, we introduce a comprehensive Photo Retouching Dataset comprising 100,000 high-quality images edited using over 170 professional Adobe Lightroom presets. We develop a context-aware Implicit Neural Representation that learns to apply edits adaptively based on image content and context, requiring no pretraining and capable of learning from a single example. Our method extracts implicit transformations from reference edits and adaptively applies them to new images. Through extensive evaluation, we demonstrate that our approach not only surpasses existing methods in photo retouching but also enhances performance in related image reconstruction tasks like Gamut Mapping and Raw Reconstruction. By bridging the gap between professional editing capabilities and automated solutions, our work presents a significant step toward making sophisticated photo editing more accessible while maintaining high-fidelity results. Check the Project Page at https://omaralezaby.github.io/inretouch for more Results and information about Code and Dataset availability.
Freeview Sketching: View-Aware Fine-Grained Sketch-Based Image Retrieval
In this paper, we delve into the intricate dynamics of Fine-Grained Sketch-Based Image Retrieval (FG-SBIR) by addressing a critical yet overlooked aspect -- the choice of viewpoint during sketch creation. Unlike photo systems that seamlessly handle diverse views through extensive datasets, sketch systems, with limited data collected from fixed perspectives, face challenges. Our pilot study, employing a pre-trained FG-SBIR model, highlights the system's struggle when query-sketches differ in viewpoint from target instances. Interestingly, a questionnaire however shows users desire autonomy, with a significant percentage favouring view-specific retrieval. To reconcile this, we advocate for a view-aware system, seamlessly accommodating both view-agnostic and view-specific tasks. Overcoming dataset limitations, our first contribution leverages multi-view 2D projections of 3D objects, instilling cross-modal view awareness. The second contribution introduces a customisable cross-modal feature through disentanglement, allowing effortless mode switching. Extensive experiments on standard datasets validate the effectiveness of our method.
UV Gaussians: Joint Learning of Mesh Deformation and Gaussian Textures for Human Avatar Modeling
Reconstructing photo-realistic drivable human avatars from multi-view image sequences has been a popular and challenging topic in the field of computer vision and graphics. While existing NeRF-based methods can achieve high-quality novel view rendering of human models, both training and inference processes are time-consuming. Recent approaches have utilized 3D Gaussians to represent the human body, enabling faster training and rendering. However, they undermine the importance of the mesh guidance and directly predict Gaussians in 3D space with coarse mesh guidance. This hinders the learning procedure of the Gaussians and tends to produce blurry textures. Therefore, we propose UV Gaussians, which models the 3D human body by jointly learning mesh deformations and 2D UV-space Gaussian textures. We utilize the embedding of UV map to learn Gaussian textures in 2D space, leveraging the capabilities of powerful 2D networks to extract features. Additionally, through an independent Mesh network, we optimize pose-dependent geometric deformations, thereby guiding Gaussian rendering and significantly enhancing rendering quality. We collect and process a new dataset of human motion, which includes multi-view images, scanned models, parametric model registration, and corresponding texture maps. Experimental results demonstrate that our method achieves state-of-the-art synthesis of novel view and novel pose. The code and data will be made available on the homepage https://alex-jyj.github.io/UV-Gaussians/ once the paper is accepted.
Scaling Data Generation in Vision-and-Language Navigation
Recent research in language-guided visual navigation has demonstrated a significant demand for the diversity of traversable environments and the quantity of supervision for training generalizable agents. To tackle the common data scarcity issue in existing vision-and-language navigation datasets, we propose an effective paradigm for generating large-scale data for learning, which applies 1200+ photo-realistic environments from HM3D and Gibson datasets and synthesizes 4.9 million instruction trajectory pairs using fully-accessible resources on the web. Importantly, we investigate the influence of each component in this paradigm on the agent's performance and study how to adequately apply the augmented data to pre-train and fine-tune an agent. Thanks to our large-scale dataset, the performance of an existing agent can be pushed up (+11% absolute with regard to previous SoTA) to a significantly new best of 80% single-run success rate on the R2R test split by simple imitation learning. The long-lasting generalization gap between navigating in seen and unseen environments is also reduced to less than 1% (versus 8% in the previous best method). Moreover, our paradigm also facilitates different models to achieve new state-of-the-art navigation results on CVDN, REVERIE, and R2R in continuous environments.
HandNeRF: Neural Radiance Fields for Animatable Interacting Hands
We propose a novel framework to reconstruct accurate appearance and geometry with neural radiance fields (NeRF) for interacting hands, enabling the rendering of photo-realistic images and videos for gesture animation from arbitrary views. Given multi-view images of a single hand or interacting hands, an off-the-shelf skeleton estimator is first employed to parameterize the hand poses. Then we design a pose-driven deformation field to establish correspondence from those different poses to a shared canonical space, where a pose-disentangled NeRF for one hand is optimized. Such unified modeling efficiently complements the geometry and texture cues in rarely-observed areas for both hands. Meanwhile, we further leverage the pose priors to generate pseudo depth maps as guidance for occlusion-aware density learning. Moreover, a neural feature distillation method is proposed to achieve cross-domain alignment for color optimization. We conduct extensive experiments to verify the merits of our proposed HandNeRF and report a series of state-of-the-art results both qualitatively and quantitatively on the large-scale InterHand2.6M dataset.
Talking Head Generation with Probabilistic Audio-to-Visual Diffusion Priors
In this paper, we introduce a simple and novel framework for one-shot audio-driven talking head generation. Unlike prior works that require additional driving sources for controlled synthesis in a deterministic manner, we instead probabilistically sample all the holistic lip-irrelevant facial motions (i.e. pose, expression, blink, gaze, etc.) to semantically match the input audio while still maintaining both the photo-realism of audio-lip synchronization and the overall naturalness. This is achieved by our newly proposed audio-to-visual diffusion prior trained on top of the mapping between audio and disentangled non-lip facial representations. Thanks to the probabilistic nature of the diffusion prior, one big advantage of our framework is it can synthesize diverse facial motion sequences given the same audio clip, which is quite user-friendly for many real applications. Through comprehensive evaluations on public benchmarks, we conclude that (1) our diffusion prior outperforms auto-regressive prior significantly on almost all the concerned metrics; (2) our overall system is competitive with prior works in terms of audio-lip synchronization but can effectively sample rich and natural-looking lip-irrelevant facial motions while still semantically harmonized with the audio input.
DynIBaR: Neural Dynamic Image-Based Rendering
We address the problem of synthesizing novel views from a monocular video depicting a complex dynamic scene. State-of-the-art methods based on temporally varying Neural Radiance Fields (aka dynamic NeRFs) have shown impressive results on this task. However, for long videos with complex object motions and uncontrolled camera trajectories, these methods can produce blurry or inaccurate renderings, hampering their use in real-world applications. Instead of encoding the entire dynamic scene within the weights of MLPs, we present a new approach that addresses these limitations by adopting a volumetric image-based rendering framework that synthesizes new viewpoints by aggregating features from nearby views in a scene-motion-aware manner. Our system retains the advantages of prior methods in its ability to model complex scenes and view-dependent effects, but also enables synthesizing photo-realistic novel views from long videos featuring complex scene dynamics with unconstrained camera trajectories. We demonstrate significant improvements over state-of-the-art methods on dynamic scene datasets, and also apply our approach to in-the-wild videos with challenging camera and object motion, where prior methods fail to produce high-quality renderings. Our project webpage is at dynibar.github.io.
CCPL: Contrastive Coherence Preserving Loss for Versatile Style Transfer
In this paper, we aim to devise a universally versatile style transfer method capable of performing artistic, photo-realistic, and video style transfer jointly, without seeing videos during training. Previous single-frame methods assume a strong constraint on the whole image to maintain temporal consistency, which could be violated in many cases. Instead, we make a mild and reasonable assumption that global inconsistency is dominated by local inconsistencies and devise a generic Contrastive Coherence Preserving Loss (CCPL) applied to local patches. CCPL can preserve the coherence of the content source during style transfer without degrading stylization. Moreover, it owns a neighbor-regulating mechanism, resulting in a vast reduction of local distortions and considerable visual quality improvement. Aside from its superior performance on versatile style transfer, it can be easily extended to other tasks, such as image-to-image translation. Besides, to better fuse content and style features, we propose Simple Covariance Transformation (SCT) to effectively align second-order statistics of the content feature with the style feature. Experiments demonstrate the effectiveness of the resulting model for versatile style transfer, when armed with CCPL.
Prompt-aligned Gradient for Prompt Tuning
Thanks to the large pre-trained vision-language models (VLMs) like CLIP, we can craft a zero-shot classifier by "prompt", e.g., the confidence score of an image being "[CLASS]" can be obtained by using the VLM provided similarity measure between the image and the prompt sentence "a photo of a [CLASS]". Therefore, prompt shows a great potential for fast adaptation of VLMs to downstream tasks if we fine-tune the prompt-based similarity measure. However, we find a common failure that improper fine-tuning may not only undermine the prompt's inherent prediction for the task-related classes, but also for other classes in the VLM vocabulary. Existing methods still address this problem by using traditional anti-overfitting techniques such as early stopping and data augmentation, which lack a principled solution specific to prompt. We present Prompt-aligned Gradient, dubbed ProGrad, to prevent prompt tuning from forgetting the the general knowledge learned from VLMs. In particular, ProGrad only updates the prompt whose gradient is aligned (or non-conflicting) to the "general direction", which is represented as the gradient of the KL loss of the pre-defined prompt prediction. Extensive experiments demonstrate the stronger few-shot generalization ability of ProGrad over state-of-the-art prompt tuning methods. Codes are available at https://github.com/BeierZhu/Prompt-align.
BGGAN: Bokeh-Glass Generative Adversarial Network for Rendering Realistic Bokeh
A photo captured with bokeh effect often means objects in focus are sharp while the out-of-focus areas are all blurred. DSLR can easily render this kind of effect naturally. However, due to the limitation of sensors, smartphones cannot capture images with depth-of-field effects directly. In this paper, we propose a novel generator called Glass-Net, which generates bokeh images not relying on complex hardware. Meanwhile, the GAN-based method and perceptual loss are combined for rendering a realistic bokeh effect in the stage of finetuning the model. Moreover, Instance Normalization(IN) is reimplemented in our network, which ensures our tflite model with IN can be accelerated on smartphone GPU. Experiments show that our method is able to render a high-quality bokeh effect and process one 1024 times 1536 pixel image in 1.9 seconds on all smartphone chipsets. This approach ranked First in AIM 2020 Rendering Realistic Bokeh Challenge Track 1 \& Track 2.
DeepFont: Identify Your Font from An Image
As font is one of the core design concepts, automatic font identification and similar font suggestion from an image or photo has been on the wish list of many designers. We study the Visual Font Recognition (VFR) problem, and advance the state-of-the-art remarkably by developing the DeepFont system. First of all, we build up the first available large-scale VFR dataset, named AdobeVFR, consisting of both labeled synthetic data and partially labeled real-world data. Next, to combat the domain mismatch between available training and testing data, we introduce a Convolutional Neural Network (CNN) decomposition approach, using a domain adaptation technique based on a Stacked Convolutional Auto-Encoder (SCAE) that exploits a large corpus of unlabeled real-world text images combined with synthetic data preprocessed in a specific way. Moreover, we study a novel learning-based model compression approach, in order to reduce the DeepFont model size without sacrificing its performance. The DeepFont system achieves an accuracy of higher than 80% (top-5) on our collected dataset, and also produces a good font similarity measure for font selection and suggestion. We also achieve around 6 times compression of the model without any visible loss of recognition accuracy.
PuzzleAvatar: Assembling 3D Avatars from Personal Albums
Generating personalized 3D avatars is crucial for AR/VR. However, recent text-to-3D methods that generate avatars for celebrities or fictional characters, struggle with everyday people. Methods for faithful reconstruction typically require full-body images in controlled settings. What if a user could just upload their personal "OOTD" (Outfit Of The Day) photo collection and get a faithful avatar in return? The challenge is that such casual photo collections contain diverse poses, challenging viewpoints, cropped views, and occlusion (albeit with a consistent outfit, accessories and hairstyle). We address this novel "Album2Human" task by developing PuzzleAvatar, a novel model that generates a faithful 3D avatar (in a canonical pose) from a personal OOTD album, while bypassing the challenging estimation of body and camera pose. To this end, we fine-tune a foundational vision-language model (VLM) on such photos, encoding the appearance, identity, garments, hairstyles, and accessories of a person into (separate) learned tokens and instilling these cues into the VLM. In effect, we exploit the learned tokens as "puzzle pieces" from which we assemble a faithful, personalized 3D avatar. Importantly, we can customize avatars by simply inter-changing tokens. As a benchmark for this new task, we collect a new dataset, called PuzzleIOI, with 41 subjects in a total of nearly 1K OOTD configurations, in challenging partial photos with paired ground-truth 3D bodies. Evaluation shows that PuzzleAvatar not only has high reconstruction accuracy, outperforming TeCH and MVDreamBooth, but also a unique scalability to album photos, and strong robustness. Our model and data will be public.
High-Fidelity 3D Head Avatars Reconstruction through Spatially-Varying Expression Conditioned Neural Radiance Field
One crucial aspect of 3D head avatar reconstruction lies in the details of facial expressions. Although recent NeRF-based photo-realistic 3D head avatar methods achieve high-quality avatar rendering, they still encounter challenges retaining intricate facial expression details because they overlook the potential of specific expression variations at different spatial positions when conditioning the radiance field. Motivated by this observation, we introduce a novel Spatially-Varying Expression (SVE) conditioning. The SVE can be obtained by a simple MLP-based generation network, encompassing both spatial positional features and global expression information. Benefiting from rich and diverse information of the SVE at different positions, the proposed SVE-conditioned neural radiance field can deal with intricate facial expressions and achieve realistic rendering and geometry details of high-fidelity 3D head avatars. Additionally, to further elevate the geometric and rendering quality, we introduce a new coarse-to-fine training strategy, including a geometry initialization strategy at the coarse stage and an adaptive importance sampling strategy at the fine stage. Extensive experiments indicate that our method outperforms other state-of-the-art (SOTA) methods in rendering and geometry quality on mobile phone-collected and public datasets.
3D Gaussian Parametric Head Model
Creating high-fidelity 3D human head avatars is crucial for applications in VR/AR, telepresence, digital human interfaces, and film production. Recent advances have leveraged morphable face models to generate animated head avatars from easily accessible data, representing varying identities and expressions within a low-dimensional parametric space. However, existing methods often struggle with modeling complex appearance details, e.g., hairstyles and accessories, and suffer from low rendering quality and efficiency. This paper introduces a novel approach, 3D Gaussian Parametric Head Model, which employs 3D Gaussians to accurately represent the complexities of the human head, allowing precise control over both identity and expression. Additionally, it enables seamless face portrait interpolation and the reconstruction of detailed head avatars from a single image. Unlike previous methods, the Gaussian model can handle intricate details, enabling realistic representations of varying appearances and complex expressions. Furthermore, this paper presents a well-designed training framework to ensure smooth convergence, providing a guarantee for learning the rich content. Our method achieves high-quality, photo-realistic rendering with real-time efficiency, making it a valuable contribution to the field of parametric head models.
BAD-NeRF: Bundle Adjusted Deblur Neural Radiance Fields
Neural Radiance Fields (NeRF) have received considerable attention recently, due to its impressive capability in photo-realistic 3D reconstruction and novel view synthesis, given a set of posed camera images. Earlier work usually assumes the input images are of good quality. However, image degradation (e.g. image motion blur in low-light conditions) can easily happen in real-world scenarios, which would further affect the rendering quality of NeRF. In this paper, we present a novel bundle adjusted deblur Neural Radiance Fields (BAD-NeRF), which can be robust to severe motion blurred images and inaccurate camera poses. Our approach models the physical image formation process of a motion blurred image, and jointly learns the parameters of NeRF and recovers the camera motion trajectories during exposure time. In experiments, we show that by directly modeling the real physical image formation process, BAD-NeRF achieves superior performance over prior works on both synthetic and real datasets. Code and data are available at https://github.com/WU-CVGL/BAD-NeRF.
DVI: Depth Guided Video Inpainting for Autonomous Driving
To get clear street-view and photo-realistic simulation in autonomous driving, we present an automatic video inpainting algorithm that can remove traffic agents from videos and synthesize missing regions with the guidance of depth/point cloud. By building a dense 3D map from stitched point clouds, frames within a video are geometrically correlated via this common 3D map. In order to fill a target inpainting area in a frame, it is straightforward to transform pixels from other frames into the current one with correct occlusion. Furthermore, we are able to fuse multiple videos through 3D point cloud registration, making it possible to inpaint a target video with multiple source videos. The motivation is to solve the long-time occlusion problem where an occluded area has never been visible in the entire video. To our knowledge, we are the first to fuse multiple videos for video inpainting. To verify the effectiveness of our approach, we build a large inpainting dataset in the real urban road environment with synchronized images and Lidar data including many challenge scenes, e.g., long time occlusion. The experimental results show that the proposed approach outperforms the state-of-the-art approaches for all the criteria, especially the RMSE (Root Mean Squared Error) has been reduced by about 13%.
Detecting Photoshopped Faces by Scripting Photoshop
Most malicious photo manipulations are created using standard image editing tools, such as Adobe Photoshop. We present a method for detecting one very popular Photoshop manipulation -- image warping applied to human faces -- using a model trained entirely using fake images that were automatically generated by scripting Photoshop itself. We show that our model outperforms humans at the task of recognizing manipulated images, can predict the specific location of edits, and in some cases can be used to "undo" a manipulation to reconstruct the original, unedited image. We demonstrate that the system can be successfully applied to real, artist-created image manipulations.
SG-I2V: Self-Guided Trajectory Control in Image-to-Video Generation
Methods for image-to-video generation have achieved impressive, photo-realistic quality. However, adjusting specific elements in generated videos, such as object motion or camera movement, is often a tedious process of trial and error, e.g., involving re-generating videos with different random seeds. Recent techniques address this issue by fine-tuning a pre-trained model to follow conditioning signals, such as bounding boxes or point trajectories. Yet, this fine-tuning procedure can be computationally expensive, and it requires datasets with annotated object motion, which can be difficult to procure. In this work, we introduce SG-I2V, a framework for controllable image-to-video generation that is self-guidedx2013offering zero-shot control by relying solely on the knowledge present in a pre-trained image-to-video diffusion model without the need for fine-tuning or external knowledge. Our zero-shot method outperforms unsupervised baselines while being competitive with supervised models in terms of visual quality and motion fidelity.
Inserting Anybody in Diffusion Models via Celeb Basis
Exquisite demand exists for customizing the pretrained large text-to-image model, e.g., Stable Diffusion, to generate innovative concepts, such as the users themselves. However, the newly-added concept from previous customization methods often shows weaker combination abilities than the original ones even given several images during training. We thus propose a new personalization method that allows for the seamless integration of a unique individual into the pre-trained diffusion model using just one facial photograph and only 1024 learnable parameters under 3 minutes. So as we can effortlessly generate stunning images of this person in any pose or position, interacting with anyone and doing anything imaginable from text prompts. To achieve this, we first analyze and build a well-defined celeb basis from the embedding space of the pre-trained large text encoder. Then, given one facial photo as the target identity, we generate its own embedding by optimizing the weight of this basis and locking all other parameters. Empowered by the proposed celeb basis, the new identity in our customized model showcases a better concept combination ability than previous personalization methods. Besides, our model can also learn several new identities at once and interact with each other where the previous customization model fails to. The code will be released.
LaCon: Late-Constraint Diffusion for Steerable Guided Image Synthesis
Diffusion models have demonstrated impressive abilities in generating photo-realistic and creative images. To offer more controllability for the generation process, existing studies, termed as early-constraint methods in this paper, leverage extra conditions and incorporate them into pre-trained diffusion models. Particularly, some of them adopt condition-specific modules to handle conditions separately, where they struggle to generalize across other conditions. Although follow-up studies present unified solutions to solve the generalization problem, they also require extra resources to implement, e.g., additional inputs or parameter optimization, where more flexible and efficient solutions are expected to perform steerable guided image synthesis. In this paper, we present an alternative paradigm, namely Late-Constraint Diffusion (LaCon), to simultaneously integrate various conditions into pre-trained diffusion models. Specifically, LaCon establishes an alignment between the external condition and the internal features of diffusion models, and utilizes the alignment to incorporate the target condition, guiding the sampling process to produce tailored results. Experimental results on COCO dataset illustrate the effectiveness and superior generalization capability of LaCon under various conditions and settings. Ablation studies investigate the functionalities of different components in LaCon, and illustrate its great potential to serve as an efficient solution to offer flexible controllability for diffusion models.
VideoReTalking: Audio-based Lip Synchronization for Talking Head Video Editing In the Wild
We present VideoReTalking, a new system to edit the faces of a real-world talking head video according to input audio, producing a high-quality and lip-syncing output video even with a different emotion. Our system disentangles this objective into three sequential tasks: (1) face video generation with a canonical expression; (2) audio-driven lip-sync; and (3) face enhancement for improving photo-realism. Given a talking-head video, we first modify the expression of each frame according to the same expression template using the expression editing network, resulting in a video with the canonical expression. This video, together with the given audio, is then fed into the lip-sync network to generate a lip-syncing video. Finally, we improve the photo-realism of the synthesized faces through an identity-aware face enhancement network and post-processing. We use learning-based approaches for all three steps and all our modules can be tackled in a sequential pipeline without any user intervention. Furthermore, our system is a generic approach that does not need to be retrained to a specific person. Evaluations on two widely-used datasets and in-the-wild examples demonstrate the superiority of our framework over other state-of-the-art methods in terms of lip-sync accuracy and visual quality.
Augmented Conditioning Is Enough For Effective Training Image Generation
Image generation abilities of text-to-image diffusion models have significantly advanced, yielding highly photo-realistic images from descriptive text and increasing the viability of leveraging synthetic images to train computer vision models. To serve as effective training data, generated images must be highly realistic while also sufficiently diverse within the support of the target data distribution. Yet, state-of-the-art conditional image generation models have been primarily optimized for creative applications, prioritizing image realism and prompt adherence over conditional diversity. In this paper, we investigate how to improve the diversity of generated images with the goal of increasing their effectiveness to train downstream image classification models, without fine-tuning the image generation model. We find that conditioning the generation process on an augmented real image and text prompt produces generations that serve as effective synthetic datasets for downstream training. Conditioning on real training images contextualizes the generation process to produce images that are in-domain with the real image distribution, while data augmentations introduce visual diversity that improves the performance of the downstream classifier. We validate augmentation-conditioning on a total of five established long-tail and few-shot image classification benchmarks and show that leveraging augmentations to condition the generation process results in consistent improvements over the state-of-the-art on the long-tailed benchmark and remarkable gains in extreme few-shot regimes of the remaining four benchmarks. These results constitute an important step towards effectively leveraging synthetic data for downstream training.
SAT: Spatial Aptitude Training for Multimodal Language Models
Spatial perception is a fundamental component of intelligence. While many studies highlight that large multimodal language models (MLMs) struggle to reason about space, they only test for static spatial reasoning, such as categorizing the relative positions of objects. Meanwhile, real-world deployment requires dynamic capabilities like perspective-taking and egocentric action recognition. As a roadmap to improving spatial intelligence, we introduce SAT, Spatial Aptitude Training, which goes beyond static relative object position questions to the more dynamic tasks. SAT contains 218K question-answer pairs for 22K synthetic scenes across a training and testing set. Generated using a photo-realistic physics engine, our dataset can be arbitrarily scaled and easily extended to new actions, scenes, and 3D assets. We find that even MLMs that perform relatively well on static questions struggle to accurately answer dynamic spatial questions. Further, we show that SAT instruction-tuning data improves not only dynamic spatial reasoning on SAT, but also zero-shot performance on existing real-image spatial benchmarks: 23% on CVBench, 8% on the harder BLINK benchmark, and 18% on VSR. When instruction-tuned on SAT, our 13B model matches larger proprietary MLMs like GPT4-V and Gemini-3-1.0 in spatial reasoning. Our data/code is available at http://arijitray1993.github.io/SAT/ .
GeneMAN: Generalizable Single-Image 3D Human Reconstruction from Multi-Source Human Data
Given a single in-the-wild human photo, it remains a challenging task to reconstruct a high-fidelity 3D human model. Existing methods face difficulties including a) the varying body proportions captured by in-the-wild human images; b) diverse personal belongings within the shot; and c) ambiguities in human postures and inconsistency in human textures. In addition, the scarcity of high-quality human data intensifies the challenge. To address these problems, we propose a Generalizable image-to-3D huMAN reconstruction framework, dubbed GeneMAN, building upon a comprehensive multi-source collection of high-quality human data, including 3D scans, multi-view videos, single photos, and our generated synthetic human data. GeneMAN encompasses three key modules. 1) Without relying on parametric human models (e.g., SMPL), GeneMAN first trains a human-specific text-to-image diffusion model and a view-conditioned diffusion model, serving as GeneMAN 2D human prior and 3D human prior for reconstruction, respectively. 2) With the help of the pretrained human prior models, the Geometry Initialization-&-Sculpting pipeline is leveraged to recover high-quality 3D human geometry given a single image. 3) To achieve high-fidelity 3D human textures, GeneMAN employs the Multi-Space Texture Refinement pipeline, consecutively refining textures in the latent and the pixel spaces. Extensive experimental results demonstrate that GeneMAN could generate high-quality 3D human models from a single image input, outperforming prior state-of-the-art methods. Notably, GeneMAN could reveal much better generalizability in dealing with in-the-wild images, often yielding high-quality 3D human models in natural poses with common items, regardless of the body proportions in the input images.
Ponymation: Learning Articulated 3D Animal Motions from Unlabeled Online Videos
We introduce a new method for learning a generative model of articulated 3D animal motions from raw, unlabeled online videos. Unlike existing approaches for 3D motion synthesis, our model requires no pose annotations or parametric shape models for training; it learns purely from a collection of unlabeled web video clips, leveraging semantic correspondences distilled from self-supervised image features. At the core of our method is a video Photo-Geometric Auto-Encoding framework that decomposes each training video clip into a set of explicit geometric and photometric representations, including a rest-pose 3D shape, an articulated pose sequence, and texture, with the objective of re-rendering the input video via a differentiable renderer. This decomposition allows us to learn a generative model over the underlying articulated pose sequences akin to a Variational Auto-Encoding (VAE) formulation, but without requiring any external pose annotations. At inference time, we can generate new motion sequences by sampling from the learned motion VAE, and create plausible 4D animations of an animal automatically within seconds given a single input image.
CP-EB: Talking Face Generation with Controllable Pose and Eye Blinking Embedding
This paper proposes a talking face generation method named "CP-EB" that takes an audio signal as input and a person image as reference, to synthesize a photo-realistic people talking video with head poses controlled by a short video clip and proper eye blinking embedding. It's noted that not only the head pose but also eye blinking are both important aspects for deep fake detection. The implicit control of poses by video has already achieved by the state-of-art work. According to recent research, eye blinking has weak correlation with input audio which means eye blinks extraction from audio and generation are possible. Hence, we propose a GAN-based architecture to extract eye blink feature from input audio and reference video respectively and employ contrastive training between them, then embed it into the concatenated features of identity and poses to generate talking face images. Experimental results show that the proposed method can generate photo-realistic talking face with synchronous lips motions, natural head poses and blinking eyes.
RigNeRF: Fully Controllable Neural 3D Portraits
Volumetric neural rendering methods, such as neural radiance fields (NeRFs), have enabled photo-realistic novel view synthesis. However, in their standard form, NeRFs do not support the editing of objects, such as a human head, within a scene. In this work, we propose RigNeRF, a system that goes beyond just novel view synthesis and enables full control of head pose and facial expressions learned from a single portrait video. We model changes in head pose and facial expressions using a deformation field that is guided by a 3D morphable face model (3DMM). The 3DMM effectively acts as a prior for RigNeRF that learns to predict only residuals to the 3DMM deformations and allows us to render novel (rigid) poses and (non-rigid) expressions that were not present in the input sequence. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls. The project page can be found here: http://shahrukhathar.github.io/2022/06/06/RigNeRF.html
MFAGAN: A Compression Framework for Memory-Efficient On-Device Super-Resolution GAN
Generative adversarial networks (GANs) have promoted remarkable advances in single-image super-resolution (SR) by recovering photo-realistic images. However, high memory consumption of GAN-based SR (usually generators) causes performance degradation and more energy consumption, hindering the deployment of GAN-based SR into resource-constricted mobile devices. In this paper, we propose a novel compression framework Multi-scale Feature Aggregation Net based GAN (MFAGAN) for reducing the memory access cost of the generator. First, to overcome the memory explosion of dense connections, we utilize a memory-efficient multi-scale feature aggregation net as the generator. Second, for faster and more stable training, our method introduces the PatchGAN discriminator. Third, to balance the student discriminator and the compressed generator, we distill both the generator and the discriminator. Finally, we perform a hardware-aware neural architecture search (NAS) to find a specialized SubGenerator for the target mobile phone. Benefiting from these improvements, the proposed MFAGAN achieves up to 8.3times memory saving and 42.9times computation reduction, with only minor visual quality degradation, compared with ESRGAN. Empirical studies also show sim70 milliseconds latency on Qualcomm Snapdragon 865 chipset.
AniGAN: Style-Guided Generative Adversarial Networks for Unsupervised Anime Face Generation
In this paper, we propose a novel framework to translate a portrait photo-face into an anime appearance. Our aim is to synthesize anime-faces which are style-consistent with a given reference anime-face. However, unlike typical translation tasks, such anime-face translation is challenging due to complex variations of appearances among anime-faces. Existing methods often fail to transfer the styles of reference anime-faces, or introduce noticeable artifacts/distortions in the local shapes of their generated faces. We propose AniGAN, a novel GAN-based translator that synthesizes high-quality anime-faces. Specifically, a new generator architecture is proposed to simultaneously transfer color/texture styles and transform local facial shapes into anime-like counterparts based on the style of a reference anime-face, while preserving the global structure of the source photo-face. We propose a double-branch discriminator to learn both domain-specific distributions and domain-shared distributions, helping generate visually pleasing anime-faces and effectively mitigate artifacts. Extensive experiments on selfie2anime and a new face2anime dataset qualitatively and quantitatively demonstrate the superiority of our method over state-of-the-art methods. The new dataset is available at https://github.com/bing-li-ai/AniGAN .
High-Resolution Image Synthesis and Semantic Manipulation with Conditional GANs
We present a new method for synthesizing high-resolution photo-realistic images from semantic label maps using conditional generative adversarial networks (conditional GANs). Conditional GANs have enabled a variety of applications, but the results are often limited to low-resolution and still far from realistic. In this work, we generate 2048x1024 visually appealing results with a novel adversarial loss, as well as new multi-scale generator and discriminator architectures. Furthermore, we extend our framework to interactive visual manipulation with two additional features. First, we incorporate object instance segmentation information, which enables object manipulations such as removing/adding objects and changing the object category. Second, we propose a method to generate diverse results given the same input, allowing users to edit the object appearance interactively. Human opinion studies demonstrate that our method significantly outperforms existing methods, advancing both the quality and the resolution of deep image synthesis and editing.
PhotoVerse: Tuning-Free Image Customization with Text-to-Image Diffusion Models
Personalized text-to-image generation has emerged as a powerful and sought-after tool, empowering users to create customized images based on their specific concepts and prompts. However, existing approaches to personalization encounter multiple challenges, including long tuning times, large storage requirements, the necessity for multiple input images per identity, and limitations in preserving identity and editability. To address these obstacles, we present PhotoVerse, an innovative methodology that incorporates a dual-branch conditioning mechanism in both text and image domains, providing effective control over the image generation process. Furthermore, we introduce facial identity loss as a novel component to enhance the preservation of identity during training. Remarkably, our proposed PhotoVerse eliminates the need for test time tuning and relies solely on a single facial photo of the target identity, significantly reducing the resource cost associated with image generation. After a single training phase, our approach enables generating high-quality images within only a few seconds. Moreover, our method can produce diverse images that encompass various scenes and styles. The extensive evaluation demonstrates the superior performance of our approach, which achieves the dual objectives of preserving identity and facilitating editability. Project page: https://photoverse2d.github.io/
SDEdit: Guided Image Synthesis and Editing with Stochastic Differential Equations
Guided image synthesis enables everyday users to create and edit photo-realistic images with minimum effort. The key challenge is balancing faithfulness to the user input (e.g., hand-drawn colored strokes) and realism of the synthesized image. Existing GAN-based methods attempt to achieve such balance using either conditional GANs or GAN inversions, which are challenging and often require additional training data or loss functions for individual applications. To address these issues, we introduce a new image synthesis and editing method, Stochastic Differential Editing (SDEdit), based on a diffusion model generative prior, which synthesizes realistic images by iteratively denoising through a stochastic differential equation (SDE). Given an input image with user guide of any type, SDEdit first adds noise to the input, then subsequently denoises the resulting image through the SDE prior to increase its realism. SDEdit does not require task-specific training or inversions and can naturally achieve the balance between realism and faithfulness. SDEdit significantly outperforms state-of-the-art GAN-based methods by up to 98.09% on realism and 91.72% on overall satisfaction scores, according to a human perception study, on multiple tasks, including stroke-based image synthesis and editing as well as image compositing.
Continuous 3D Perception Model with Persistent State
We present a unified framework capable of solving a broad range of 3D tasks. Our approach features a stateful recurrent model that continuously updates its state representation with each new observation. Given a stream of images, this evolving state can be used to generate metric-scale pointmaps (per-pixel 3D points) for each new input in an online fashion. These pointmaps reside within a common coordinate system, and can be accumulated into a coherent, dense scene reconstruction that updates as new images arrive. Our model, called CUT3R (Continuous Updating Transformer for 3D Reconstruction), captures rich priors of real-world scenes: not only can it predict accurate pointmaps from image observations, but it can also infer unseen regions of the scene by probing at virtual, unobserved views. Our method is simple yet highly flexible, naturally accepting varying lengths of images that may be either video streams or unordered photo collections, containing both static and dynamic content. We evaluate our method on various 3D/4D tasks and demonstrate competitive or state-of-the-art performance in each. Project Page: https://cut3r.github.io/
Realistic Saliency Guided Image Enhancement
Common editing operations performed by professional photographers include the cleanup operations: de-emphasizing distracting elements and enhancing subjects. These edits are challenging, requiring a delicate balance between manipulating the viewer's attention while maintaining photo realism. While recent approaches can boast successful examples of attention attenuation or amplification, most of them also suffer from frequent unrealistic edits. We propose a realism loss for saliency-guided image enhancement to maintain high realism across varying image types, while attenuating distractors and amplifying objects of interest. Evaluations with professional photographers confirm that we achieve the dual objective of realism and effectiveness, and outperform the recent approaches on their own datasets, while requiring a smaller memory footprint and runtime. We thus offer a viable solution for automating image enhancement and photo cleanup operations.
Control4D: Dynamic Portrait Editing by Learning 4D GAN from 2D Diffusion-based Editor
Recent years have witnessed considerable achievements in editing images with text instructions. When applying these editors to dynamic scene editing, the new-style scene tends to be temporally inconsistent due to the frame-by-frame nature of these 2D editors. To tackle this issue, we propose Control4D, a novel approach for high-fidelity and temporally consistent 4D portrait editing. Control4D is built upon an efficient 4D representation with a 2D diffusion-based editor. Instead of using direct supervisions from the editor, our method learns a 4D GAN from it and avoids the inconsistent supervision signals. Specifically, we employ a discriminator to learn the generation distribution based on the edited images and then update the generator with the discrimination signals. For more stable training, multi-level information is extracted from the edited images and used to facilitate the learning of the generator. Experimental results show that Control4D surpasses previous approaches and achieves more photo-realistic and consistent 4D editing performances. The link to our project website is https://control4darxiv.github.io.
Deformable 3D Gaussian Splatting for Animatable Human Avatars
Recent advances in neural radiance fields enable novel view synthesis of photo-realistic images in dynamic settings, which can be applied to scenarios with human animation. Commonly used implicit backbones to establish accurate models, however, require many input views and additional annotations such as human masks, UV maps and depth maps. In this work, we propose ParDy-Human (Parameterized Dynamic Human Avatar), a fully explicit approach to construct a digital avatar from as little as a single monocular sequence. ParDy-Human introduces parameter-driven dynamics into 3D Gaussian Splatting where 3D Gaussians are deformed by a human pose model to animate the avatar. Our method is composed of two parts: A first module that deforms canonical 3D Gaussians according to SMPL vertices and a consecutive module that further takes their designed joint encodings and predicts per Gaussian deformations to deal with dynamics beyond SMPL vertex deformations. Images are then synthesized by a rasterizer. ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images. Our avatars learning is free of additional annotations such as masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware. We provide experimental evidence to show that ParDy-Human outperforms state-of-the-art methods on ZJU-MoCap and THUman4.0 datasets both quantitatively and visually.
TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models
Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.
GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering
We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.
Text-Driven Diverse Facial Texture Generation via Progressive Latent-Space Refinement
Automatic 3D facial texture generation has gained significant interest recently. Existing approaches may not support the traditional physically based rendering pipeline or rely on 3D data captured by Light Stage. Our key contribution is a progressive latent space refinement approach that can bootstrap from 3D Morphable Models (3DMMs)-based texture maps generated from facial images to generate high-quality and diverse PBR textures, including albedo, normal, and roughness. It starts with enhancing Generative Adversarial Networks (GANs) for text-guided and diverse texture generation. To this end, we design a self-supervised paradigm to overcome the reliance on ground truth 3D textures and train the generative model with only entangled texture maps. Besides, we foster mutual enhancement between GANs and Score Distillation Sampling (SDS). SDS boosts GANs with more generative modes, while GANs promote more efficient optimization of SDS. Furthermore, we introduce an edge-aware SDS for multi-view consistent facial structure. Experiments demonstrate that our method outperforms existing 3D texture generation methods regarding photo-realistic quality, diversity, and efficiency.
AniDress: Animatable Loose-Dressed Avatar from Sparse Views Using Garment Rigging Model
Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.
CLIPC8: Face liveness detection algorithm based on image-text pairs and contrastive learning
Face recognition technology is widely used in the financial field, and various types of liveness attack behaviors need to be addressed. Existing liveness detection algorithms are trained on specific training datasets and tested on testing datasets, but their performance and robustness in transferring to unseen datasets are relatively poor. To tackle this issue, we propose a face liveness detection method based on image-text pairs and contrastive learning, dividing liveness attack problems in the financial field into eight categories and using text information to describe the images of these eight types of attacks. The text encoder and image encoder are used to extract feature vector representations for the classification description text and face images, respectively. By maximizing the similarity of positive samples and minimizing the similarity of negative samples, the model learns shared representations between images and texts. The proposed method is capable of effectively detecting specific liveness attack behaviors in certain scenarios, such as those occurring in dark environments or involving the tampering of ID card photos. Additionally, it is also effective in detecting traditional liveness attack methods, such as printing photo attacks and screen remake attacks. The zero-shot capabilities of face liveness detection on five public datasets, including NUAA, CASIA-FASD, Replay-Attack, OULU-NPU and MSU-MFSD also reaches the level of commercial algorithms. The detection capability of proposed algorithm was verified on 5 types of testing datasets, and the results show that the method outperformed commercial algorithms, and the detection rates reached 100% on multiple datasets. Demonstrating the effectiveness and robustness of introducing image-text pairs and contrastive learning into liveness detection tasks as proposed in this paper.
Album Storytelling with Iterative Story-aware Captioning and Large Language Models
This work studies how to transform an album to vivid and coherent stories, a task we refer to as "album storytelling". While this task can help preserve memories and facilitate experience sharing, it remains an underexplored area in current literature. With recent advances in Large Language Models (LLMs), it is now possible to generate lengthy, coherent text, opening up the opportunity to develop an AI assistant for album storytelling. One natural approach is to use caption models to describe each photo in the album, and then use LLMs to summarize and rewrite the generated captions into an engaging story. However, we find this often results in stories containing hallucinated information that contradicts the images, as each generated caption ("story-agnostic") is not always about the description related to the whole story or miss some necessary information. To address these limitations, we propose a new iterative album storytelling pipeline. Specifically, we start with an initial story and build a story-aware caption model to refine the captions using the whole story as guidance. The polished captions are then fed into the LLMs to generate a new refined story. This process is repeated iteratively until the story contains minimal factual errors while maintaining coherence. To evaluate our proposed pipeline, we introduce a new dataset of image collections from vlogs and a set of systematic evaluation metrics. Our results demonstrate that our method effectively generates more accurate and engaging stories for albums, with enhanced coherence and vividness.
Pre-Avatar: An Automatic Presentation Generation Framework Leveraging Talking Avatar
Since the beginning of the COVID-19 pandemic, remote conferencing and school-teaching have become important tools. The previous applications aim to save the commuting cost with real-time interactions. However, our application is going to lower the production and reproduction costs when preparing the communication materials. This paper proposes a system called Pre-Avatar, generating a presentation video with a talking face of a target speaker with 1 front-face photo and a 3-minute voice recording. Technically, the system consists of three main modules, user experience interface (UEI), talking face module and few-shot text-to-speech (TTS) module. The system firstly clones the target speaker's voice, and then generates the speech, and finally generate an avatar with appropriate lip and head movements. Under any scenario, users only need to replace slides with different notes to generate another new video. The demo has been released here and will be published as free software for use.
Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video
We present a novel semantic model for human head defined with neural radiance field. The 3D-consistent head model consist of a set of disentangled and interpretable bases, and can be driven by low-dimensional expression coefficients. Thanks to the powerful representation ability of neural radiance field, the constructed model can represent complex facial attributes including hair, wearings, which can not be represented by traditional mesh blendshape. To construct the personalized semantic facial model, we propose to define the bases as several multi-level voxel fields. With a short monocular RGB video as input, our method can construct the subject's semantic facial NeRF model with only ten to twenty minutes, and can render a photo-realistic human head image in tens of miliseconds with a given expression coefficient and view direction. With this novel representation, we apply it to many tasks like facial retargeting and expression editing. Experimental results demonstrate its strong representation ability and training/inference speed. Demo videos and released code are provided in our project page: https://ustc3dv.github.io/NeRFBlendShape/
Animatable Neural Radiance Fields from Monocular RGB Videos
We present animatable neural radiance fields (animatable NeRF) for detailed human avatar creation from monocular videos. Our approach extends neural radiance fields (NeRF) to the dynamic scenes with human movements via introducing explicit pose-guided deformation while learning the scene representation network. In particular, we estimate the human pose for each frame and learn a constant canonical space for the detailed human template, which enables natural shape deformation from the observation space to the canonical space under the explicit control of the pose parameters. To compensate for inaccurate pose estimation, we introduce the pose refinement strategy that updates the initial pose during the learning process, which not only helps to learn more accurate human reconstruction but also accelerates the convergence. In experiments we show that the proposed approach achieves 1) implicit human geometry and appearance reconstruction with high-quality details, 2) photo-realistic rendering of the human from novel views, and 3) animation of the human with novel poses.
More Photos are All You Need: Semi-Supervised Learning for Fine-Grained Sketch Based Image Retrieval
A fundamental challenge faced by existing Fine-Grained Sketch-Based Image Retrieval (FG-SBIR) models is the data scarcity -- model performances are largely bottlenecked by the lack of sketch-photo pairs. Whilst the number of photos can be easily scaled, each corresponding sketch still needs to be individually produced. In this paper, we aim to mitigate such an upper-bound on sketch data, and study whether unlabelled photos alone (of which they are many) can be cultivated for performances gain. In particular, we introduce a novel semi-supervised framework for cross-modal retrieval that can additionally leverage large-scale unlabelled photos to account for data scarcity. At the centre of our semi-supervision design is a sequential photo-to-sketch generation model that aims to generate paired sketches for unlabelled photos. Importantly, we further introduce a discriminator guided mechanism to guide against unfaithful generation, together with a distillation loss based regularizer to provide tolerance against noisy training samples. Last but not least, we treat generation and retrieval as two conjugate problems, where a joint learning procedure is devised for each module to mutually benefit from each other. Extensive experiments show that our semi-supervised model yields significant performance boost over the state-of-the-art supervised alternatives, as well as existing methods that can exploit unlabelled photos for FG-SBIR.
Deeper, Broader and Artier Domain Generalization
The problem of domain generalization is to learn from multiple training domains, and extract a domain-agnostic model that can then be applied to an unseen domain. Domain generalization (DG) has a clear motivation in contexts where there are target domains with distinct characteristics, yet sparse data for training. For example recognition in sketch images, which are distinctly more abstract and rarer than photos. Nevertheless, DG methods have primarily been evaluated on photo-only benchmarks focusing on alleviating the dataset bias where both problems of domain distinctiveness and data sparsity can be minimal. We argue that these benchmarks are overly straightforward, and show that simple deep learning baselines perform surprisingly well on them. In this paper, we make two main contributions: Firstly, we build upon the favorable domain shift-robust properties of deep learning methods, and develop a low-rank parameterized CNN model for end-to-end DG learning. Secondly, we develop a DG benchmark dataset covering photo, sketch, cartoon and painting domains. This is both more practically relevant, and harder (bigger domain shift) than existing benchmarks. The results show that our method outperforms existing DG alternatives, and our dataset provides a more significant DG challenge to drive future research.
PDRs4All. XII. FUV-driven formation of hydrocarbon radicals and their relation with PAHs
We present subarcsecond-resolution ALMA mosaics of the Orion Bar PDR in [CI] 609 um, C2H (4-3), and C18O (3-2) emission lines, complemented by JWST images of H2 and aromatic infrared band (AIB) emission. The rim of the Bar shows very corrugated structures made of small-scale H2 dissociation fronts (DFs). The [CI] 609 um emission peaks very close (~0.002 pc) to the main H2-emitting DFs, suggesting the presence of gas density gradients. These DFs are also bright and remarkably similar in C2H emission, which traces 'hydrocarbon radical peaks' characterized by very high C2H abundances, reaching up to several x10^-7. The high abundance of C2H and of related hydrocarbon radicals, such as CH3, CH2, and CH, can be attributed to gas-phase reactions driven by elevated temperatures, the presence of C+ and C, and the reactivity of FUV-pumped H2. The hydrocarbon radical peaks roughly coincide with maxima of the 3.4/3.3 um AIB intensity ratio, a proxy for the aliphatic-to-aromatic content of PAHs. This implies that the conditions triggering the formation of simple hydrocarbons also favor the formation (and survival) of PAHs with aliphatic side groups, potentially via the contribution of bottom-up processes in which abundant hydrocarbon radicals react in situ with PAHs. Ahead of the DFs, in the atomic PDR zone (where [H]>>[H2]), the AIB emission is brightest, but small PAHs and carbonaceous grains undergo photo-processing due to the stronger FUV field. Our detection of trace amounts of C2H in this zone may result from the photoerosion of these species. This study provides a spatially resolved view of the chemical stratification of key carbon carriers in a PDR. Overall, both bottom-up and top-down processes appear to link simple hydrocarbon molecules with PAHs in molecular clouds; however, the exact chemical pathways and their relative contributions remain to be quantified.
Street Gaussians for Modeling Dynamic Urban Scenes
This paper aims to tackle the problem of modeling dynamic urban street scenes from monocular videos. Recent methods extend NeRF by incorporating tracked vehicle poses to animate vehicles, enabling photo-realistic view synthesis of dynamic urban street scenes. However, significant limitations are their slow training and rendering speed, coupled with the critical need for high precision in tracked vehicle poses. We introduce Street Gaussians, a new explicit scene representation that tackles all these limitations. Specifically, the dynamic urban street is represented as a set of point clouds equipped with semantic logits and 3D Gaussians, each associated with either a foreground vehicle or the background. To model the dynamics of foreground object vehicles, each object point cloud is optimized with optimizable tracked poses, along with a dynamic spherical harmonics model for the dynamic appearance. The explicit representation allows easy composition of object vehicles and background, which in turn allows for scene editing operations and rendering at 133 FPS (1066times1600 resolution) within half an hour of training. The proposed method is evaluated on multiple challenging benchmarks, including KITTI and Waymo Open datasets. Experiments show that the proposed method consistently outperforms state-of-the-art methods across all datasets. Furthermore, the proposed representation delivers performance on par with that achieved using precise ground-truth poses, despite relying only on poses from an off-the-shelf tracker. The code is available at https://zju3dv.github.io/street_gaussians/.
SqueezeSAM: User friendly mobile interactive segmentation
Segment Anything Model (SAM) is a foundation model for interactive segmentation, and it has catalyzed major advances in generative AI, computational photography, and medical imaging. This model takes in an arbitrary user input and provides segmentation masks of the corresponding objects. It is our goal to develop a version of SAM that is appropriate for use in a photography app. The original SAM model has a few challenges in this setting. First, original SAM a 600 million parameter based on ViT-H, and its high computational cost and large model size that are not suitable for todays mobile hardware. We address this by proposing the SqueezeSAM model architecture, which is 50x faster and 100x smaller than SAM. Next, when a user takes a photo on their phone, it might not occur to them to click on the image and get a mask. Our solution is to use salient object detection to generate the first few clicks. This produces an initial segmentation mask that the user can interactively edit. Finally, when a user clicks on an object, they typically expect all related pieces of the object to be segmented. For instance, if a user clicks on a person t-shirt in a photo, they expect the whole person to be segmented, but SAM typically segments just the t-shirt. We address this with a new data augmentation scheme, and the end result is that if the user clicks on a person holding a basketball, the person and the basketball are all segmented together.
Sketch2Saliency: Learning to Detect Salient Objects from Human Drawings
Human sketch has already proved its worth in various visual understanding tasks (e.g., retrieval, segmentation, image-captioning, etc). In this paper, we reveal a new trait of sketches - that they are also salient. This is intuitive as sketching is a natural attentive process at its core. More specifically, we aim to study how sketches can be used as a weak label to detect salient objects present in an image. To this end, we propose a novel method that emphasises on how "salient object" could be explained by hand-drawn sketches. To accomplish this, we introduce a photo-to-sketch generation model that aims to generate sequential sketch coordinates corresponding to a given visual photo through a 2D attention mechanism. Attention maps accumulated across the time steps give rise to salient regions in the process. Extensive quantitative and qualitative experiments prove our hypothesis and delineate how our sketch-based saliency detection model gives a competitive performance compared to the state-of-the-art.
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.
Is synthetic data from generative models ready for image recognition?
Recent text-to-image generation models have shown promising results in generating high-fidelity photo-realistic images. Though the results are astonishing to human eyes, how applicable these generated images are for recognition tasks remains under-explored. In this work, we extensively study whether and how synthetic images generated from state-of-the-art text-to-image generation models can be used for image recognition tasks, and focus on two perspectives: synthetic data for improving classification models in data-scarce settings (i.e. zero-shot and few-shot), and synthetic data for large-scale model pre-training for transfer learning. We showcase the powerfulness and shortcomings of synthetic data from existing generative models, and propose strategies for better applying synthetic data for recognition tasks. Code: https://github.com/CVMI-Lab/SyntheticData.
Guiding Instruction-based Image Editing via Multimodal Large Language Models
Instruction-based image editing improves the controllability and flexibility of image manipulation via natural commands without elaborate descriptions or regional masks. However, human instructions are sometimes too brief for current methods to capture and follow. Multimodal large language models (MLLMs) show promising capabilities in cross-modal understanding and visual-aware response generation via LMs. We investigate how MLLMs facilitate edit instructions and present MLLM-Guided Image Editing (MGIE). MGIE learns to derive expressive instructions and provides explicit guidance. The editing model jointly captures this visual imagination and performs manipulation through end-to-end training. We evaluate various aspects of Photoshop-style modification, global photo optimization, and local editing. Extensive experimental results demonstrate that expressive instructions are crucial to instruction-based image editing, and our MGIE can lead to a notable improvement in automatic metrics and human evaluation while maintaining competitive inference efficiency.
Generating Images with 3D Annotations Using Diffusion Models
Diffusion models have emerged as a powerful generative method, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose 3D Diffusion Style Transfer (3D-DST), which incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories (e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100/200, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B.
TTIDA: Controllable Generative Data Augmentation via Text-to-Text and Text-to-Image Models
Data augmentation has been established as an efficacious approach to supplement useful information for low-resource datasets. Traditional augmentation techniques such as noise injection and image transformations have been widely used. In addition, generative data augmentation (GDA) has been shown to produce more diverse and flexible data. While generative adversarial networks (GANs) have been frequently used for GDA, they lack diversity and controllability compared to text-to-image diffusion models. In this paper, we propose TTIDA (Text-to-Text-to-Image Data Augmentation) to leverage the capabilities of large-scale pre-trained Text-to-Text (T2T) and Text-to-Image (T2I) generative models for data augmentation. By conditioning the T2I model on detailed descriptions produced by T2T models, we are able to generate photo-realistic labeled images in a flexible and controllable manner. Experiments on in-domain classification, cross-domain classification, and image captioning tasks show consistent improvements over other data augmentation baselines. Analytical studies in varied settings, including few-shot, long-tail, and adversarial, further reinforce the effectiveness of TTIDA in enhancing performance and increasing robustness.
Stereo-Talker: Audio-driven 3D Human Synthesis with Prior-Guided Mixture-of-Experts
This paper introduces Stereo-Talker, a novel one-shot audio-driven human video synthesis system that generates 3D talking videos with precise lip synchronization, expressive body gestures, temporally consistent photo-realistic quality, and continuous viewpoint control. The process follows a two-stage approach. In the first stage, the system maps audio input to high-fidelity motion sequences, encompassing upper-body gestures and facial expressions. To enrich motion diversity and authenticity, large language model (LLM) priors are integrated with text-aligned semantic audio features, leveraging LLMs' cross-modal generalization power to enhance motion quality. In the second stage, we improve diffusion-based video generation models by incorporating a prior-guided Mixture-of-Experts (MoE) mechanism: a view-guided MoE focuses on view-specific attributes, while a mask-guided MoE enhances region-based rendering stability. Additionally, a mask prediction module is devised to derive human masks from motion data, enhancing the stability and accuracy of masks and enabling mask guiding during inference. We also introduce a comprehensive human video dataset with 2,203 identities, covering diverse body gestures and detailed annotations, facilitating broad generalization. The code, data, and pre-trained models will be released for research purposes.
MegaScenes: Scene-Level View Synthesis at Scale
Scene-level novel view synthesis (NVS) is fundamental to many vision and graphics applications. Recently, pose-conditioned diffusion models have led to significant progress by extracting 3D information from 2D foundation models, but these methods are limited by the lack of scene-level training data. Common dataset choices either consist of isolated objects (Objaverse), or of object-centric scenes with limited pose distributions (DTU, CO3D). In this paper, we create a large-scale scene-level dataset from Internet photo collections, called MegaScenes, which contains over 100K structure from motion (SfM) reconstructions from around the world. Internet photos represent a scalable data source but come with challenges such as lighting and transient objects. We address these issues to further create a subset suitable for the task of NVS. Additionally, we analyze failure cases of state-of-the-art NVS methods and significantly improve generation consistency. Through extensive experiments, we validate the effectiveness of both our dataset and method on generating in-the-wild scenes. For details on the dataset and code, see our project page at https://megascenes.github.io.
FLDM-VTON: Faithful Latent Diffusion Model for Virtual Try-on
Despite their impressive generative performance, latent diffusion model-based virtual try-on (VTON) methods lack faithfulness to crucial details of the clothes, such as style, pattern, and text. To alleviate these issues caused by the diffusion stochastic nature and latent supervision, we propose a novel Faithful Latent Diffusion Model for VTON, termed FLDM-VTON. FLDM-VTON improves the conventional latent diffusion process in three major aspects. First, we propose incorporating warped clothes as both the starting point and local condition, supplying the model with faithful clothes priors. Second, we introduce a novel clothes flattening network to constrain generated try-on images, providing clothes-consistent faithful supervision. Third, we devise a clothes-posterior sampling for faithful inference, further enhancing the model performance over conventional clothes-agnostic Gaussian sampling. Extensive experimental results on the benchmark VITON-HD and Dress Code datasets demonstrate that our FLDM-VTON outperforms state-of-the-art baselines and is able to generate photo-realistic try-on images with faithful clothing details.
NOFA: NeRF-based One-shot Facial Avatar Reconstruction
3D facial avatar reconstruction has been a significant research topic in computer graphics and computer vision, where photo-realistic rendering and flexible controls over poses and expressions are necessary for many related applications. Recently, its performance has been greatly improved with the development of neural radiance fields (NeRF). However, most existing NeRF-based facial avatars focus on subject-specific reconstruction and reenactment, requiring multi-shot images containing different views of the specific subject for training, and the learned model cannot generalize to new identities, limiting its further applications. In this work, we propose a one-shot 3D facial avatar reconstruction framework that only requires a single source image to reconstruct a high-fidelity 3D facial avatar. For the challenges of lacking generalization ability and missing multi-view information, we leverage the generative prior of 3D GAN and develop an efficient encoder-decoder network to reconstruct the canonical neural volume of the source image, and further propose a compensation network to complement facial details. To enable fine-grained control over facial dynamics, we propose a deformation field to warp the canonical volume into driven expressions. Through extensive experimental comparisons, we achieve superior synthesis results compared to several state-of-the-art methods.
Efficient Meshy Neural Fields for Animatable Human Avatars
Efficiently digitizing high-fidelity animatable human avatars from videos is a challenging and active research topic. Recent volume rendering-based neural representations open a new way for human digitization with their friendly usability and photo-realistic reconstruction quality. However, they are inefficient for long optimization times and slow inference speed; their implicit nature results in entangled geometry, materials, and dynamics of humans, which are hard to edit afterward. Such drawbacks prevent their direct applicability to downstream applications, especially the prominent rasterization-based graphic ones. We present EMA, a method that Efficiently learns Meshy neural fields to reconstruct animatable human Avatars. It jointly optimizes explicit triangular canonical mesh, spatial-varying material, and motion dynamics, via inverse rendering in an end-to-end fashion. Each above component is derived from separate neural fields, relaxing the requirement of a template, or rigging. The mesh representation is highly compatible with the efficient rasterization-based renderer, thus our method only takes about an hour of training and can render in real-time. Moreover, only minutes of optimization is enough for plausible reconstruction results. The disentanglement of meshes enables direct downstream applications. Extensive experiments illustrate the very competitive performance and significant speed boost against previous methods. We also showcase applications including novel pose synthesis, material editing, and relighting. The project page: https://xk-huang.github.io/ema/.
One-Shot Generative Domain Adaptation
This work aims at transferring a Generative Adversarial Network (GAN) pre-trained on one image domain to a new domain referring to as few as just one target image. The main challenge is that, under limited supervision, it is extremely difficult to synthesize photo-realistic and highly diverse images, while acquiring representative characters of the target. Different from existing approaches that adopt the vanilla fine-tuning strategy, we import two lightweight modules to the generator and the discriminator respectively. Concretely, we introduce an attribute adaptor into the generator yet freeze its original parameters, through which it can reuse the prior knowledge to the most extent and hence maintain the synthesis quality and diversity. We then equip the well-learned discriminator backbone with an attribute classifier to ensure that the generator captures the appropriate characters from the reference. Furthermore, considering the poor diversity of the training data (i.e., as few as only one image), we propose to also constrain the diversity of the generative domain in the training process, alleviating the optimization difficulty. Our approach brings appealing results under various settings, substantially surpassing state-of-the-art alternatives, especially in terms of synthesis diversity. Noticeably, our method works well even with large domain gaps, and robustly converges within a few minutes for each experiment.
GAN Prior Embedded Network for Blind Face Restoration in the Wild
Blind face restoration (BFR) from severely degraded face images in the wild is a very challenging problem. Due to the high illness of the problem and the complex unknown degradation, directly training a deep neural network (DNN) usually cannot lead to acceptable results. Existing generative adversarial network (GAN) based methods can produce better results but tend to generate over-smoothed restorations. In this work, we propose a new method by first learning a GAN for high-quality face image generation and embedding it into a U-shaped DNN as a prior decoder, then fine-tuning the GAN prior embedded DNN with a set of synthesized low-quality face images. The GAN blocks are designed to ensure that the latent code and noise input to the GAN can be respectively generated from the deep and shallow features of the DNN, controlling the global face structure, local face details and background of the reconstructed image. The proposed GAN prior embedded network (GPEN) is easy-to-implement, and it can generate visually photo-realistic results. Our experiments demonstrated that the proposed GPEN achieves significantly superior results to state-of-the-art BFR methods both quantitatively and qualitatively, especially for the restoration of severely degraded face images in the wild. The source code and models can be found at https://github.com/yangxy/GPEN.
Guidance and Evaluation: Semantic-Aware Image Inpainting for Mixed Scenes
Completing a corrupted image with correct structures and reasonable textures for a mixed scene remains an elusive challenge. Since the missing hole in a mixed scene of a corrupted image often contains various semantic information, conventional two-stage approaches utilizing structural information often lead to the problem of unreliable structural prediction and ambiguous image texture generation. In this paper, we propose a Semantic Guidance and Evaluation Network (SGE-Net) to iteratively update the structural priors and the inpainted image in an interplay framework of semantics extraction and image inpainting. It utilizes semantic segmentation map as guidance in each scale of inpainting, under which location-dependent inferences are re-evaluated, and, accordingly, poorly-inferred regions are refined in subsequent scales. Extensive experiments on real-world images of mixed scenes demonstrated the superiority of our proposed method over state-of-the-art approaches, in terms of clear boundaries and photo-realistic textures.
UniIR: Training and Benchmarking Universal Multimodal Information Retrievers
Existing information retrieval (IR) models often assume a homogeneous format, limiting their applicability to diverse user needs, such as searching for images with text descriptions, searching for a news article with a headline image, or finding a similar photo with a query image. To approach such different information-seeking demands, we introduce UniIR, a unified instruction-guided multimodal retriever capable of handling eight distinct retrieval tasks across modalities. UniIR, a single retrieval system jointly trained on ten diverse multimodal-IR datasets, interprets user instructions to execute various retrieval tasks, demonstrating robust performance across existing datasets and zero-shot generalization to new tasks. Our experiments highlight that multi-task training and instruction tuning are keys to UniIR's generalization ability. Additionally, we construct the M-BEIR, a multimodal retrieval benchmark with comprehensive results, to standardize the evaluation of universal multimodal information retrieval.
Neural Scene Chronology
In this work, we aim to reconstruct a time-varying 3D model, capable of rendering photo-realistic renderings with independent control of viewpoint, illumination, and time, from Internet photos of large-scale landmarks. The core challenges are twofold. First, different types of temporal changes, such as illumination and changes to the underlying scene itself (such as replacing one graffiti artwork with another) are entangled together in the imagery. Second, scene-level temporal changes are often discrete and sporadic over time, rather than continuous. To tackle these problems, we propose a new scene representation equipped with a novel temporal step function encoding method that can model discrete scene-level content changes as piece-wise constant functions over time. Specifically, we represent the scene as a space-time radiance field with a per-image illumination embedding, where temporally-varying scene changes are encoded using a set of learned step functions. To facilitate our task of chronology reconstruction from Internet imagery, we also collect a new dataset of four scenes that exhibit various changes over time. We demonstrate that our method exhibits state-of-the-art view synthesis results on this dataset, while achieving independent control of viewpoint, time, and illumination.
Turbo3D: Ultra-fast Text-to-3D Generation
We present Turbo3D, an ultra-fast text-to-3D system capable of generating high-quality Gaussian splatting assets in under one second. Turbo3D employs a rapid 4-step, 4-view diffusion generator and an efficient feed-forward Gaussian reconstructor, both operating in latent space. The 4-step, 4-view generator is a student model distilled through a novel Dual-Teacher approach, which encourages the student to learn view consistency from a multi-view teacher and photo-realism from a single-view teacher. By shifting the Gaussian reconstructor's inputs from pixel space to latent space, we eliminate the extra image decoding time and halve the transformer sequence length for maximum efficiency. Our method demonstrates superior 3D generation results compared to previous baselines, while operating in a fraction of their runtime.
UltraPixel: Advancing Ultra-High-Resolution Image Synthesis to New Peaks
Ultra-high-resolution image generation poses great challenges, such as increased semantic planning complexity and detail synthesis difficulties, alongside substantial training resource demands. We present UltraPixel, a novel architecture utilizing cascade diffusion models to generate high-quality images at multiple resolutions (e.g., 1K to 6K) within a single model, while maintaining computational efficiency. UltraPixel leverages semantics-rich representations of lower-resolution images in the later denoising stage to guide the whole generation of highly detailed high-resolution images, significantly reducing complexity. Furthermore, we introduce implicit neural representations for continuous upsampling and scale-aware normalization layers adaptable to various resolutions. Notably, both low- and high-resolution processes are performed in the most compact space, sharing the majority of parameters with less than 3% additional parameters for high-resolution outputs, largely enhancing training and inference efficiency. Our model achieves fast training with reduced data requirements, producing photo-realistic high-resolution images and demonstrating state-of-the-art performance in extensive experiments.
Focus Anywhere for Fine-grained Multi-page Document Understanding
Modern LVLMs still struggle to achieve fine-grained document understanding, such as OCR/translation/caption for regions of interest to the user, tasks that require the context of the entire page, or even multiple pages. Accordingly, this paper proposes Fox, an effective pipeline, hybrid data, and tuning strategy, that catalyzes LVLMs to focus anywhere on single/multi-page documents. We introduce a novel task to boost the document understanding by making LVLMs focus attention on the document-level region, such as redefining full-page OCR as foreground focus. We employ multiple vision vocabularies to extract visual hybrid knowledge for interleaved document pages (e.g., a page containing a photo). Meanwhile, we render cross-vocabulary vision data as the catalyzer to achieve a full reaction of multiple visual vocabularies and in-document figure understanding. Further, without modifying the weights of multiple vision vocabularies, the above catalyzed fine-grained understanding capabilities can be efficiently tuned to multi-page documents, enabling the model to focus anywhere in both format-free and page-free manners. Besides, we build a benchmark including 9 fine-grained sub-tasks (e.g., region-level OCR/summary, color-guided OCR) to promote document analysis in the community. The experimental results verify the superiority of our model.
Chasing Consistency in Text-to-3D Generation from a Single Image
Text-to-3D generation from a single-view image is a popular but challenging task in 3D vision. Although numerous methods have been proposed, existing works still suffer from the inconsistency issues, including 1) semantic inconsistency, 2) geometric inconsistency, and 3) saturation inconsistency, resulting in distorted, overfitted, and over-saturated generations. In light of the above issues, we present Consist3D, a three-stage framework Chasing for semantic-, geometric-, and saturation-Consistent Text-to-3D generation from a single image, in which the first two stages aim to learn parameterized consistency tokens, and the last stage is for optimization. Specifically, the semantic encoding stage learns a token independent of views and estimations, promoting semantic consistency and robustness. Meanwhile, the geometric encoding stage learns another token with comprehensive geometry and reconstruction constraints under novel-view estimations, reducing overfitting and encouraging geometric consistency. Finally, the optimization stage benefits from the semantic and geometric tokens, allowing a low classifier-free guidance scale and therefore preventing oversaturation. Experimental results demonstrate that Consist3D produces more consistent, faithful, and photo-realistic 3D assets compared to previous state-of-the-art methods. Furthermore, Consist3D also allows background and object editing through text prompts.
DP-Adapter: Dual-Pathway Adapter for Boosting Fidelity and Text Consistency in Customizable Human Image Generation
With the growing popularity of personalized human content creation and sharing, there is a rising demand for advanced techniques in customized human image generation. However, current methods struggle to simultaneously maintain the fidelity of human identity and ensure the consistency of textual prompts, often resulting in suboptimal outcomes. This shortcoming is primarily due to the lack of effective constraints during the simultaneous integration of visual and textual prompts, leading to unhealthy mutual interference that compromises the full expression of both types of input. Building on prior research that suggests visual and textual conditions influence different regions of an image in distinct ways, we introduce a novel Dual-Pathway Adapter (DP-Adapter) to enhance both high-fidelity identity preservation and textual consistency in personalized human image generation. Our approach begins by decoupling the target human image into visually sensitive and text-sensitive regions. For visually sensitive regions, DP-Adapter employs an Identity-Enhancing Adapter (IEA) to preserve detailed identity features. For text-sensitive regions, we introduce a Textual-Consistency Adapter (TCA) to minimize visual interference and ensure the consistency of textual semantics. To seamlessly integrate these pathways, we develop a Fine-Grained Feature-Level Blending (FFB) module that efficiently combines hierarchical semantic features from both pathways, resulting in more natural and coherent synthesis outcomes. Additionally, DP-Adapter supports various innovative applications, including controllable headshot-to-full-body portrait generation, age editing, old-photo to reality, and expression editing.
IDEA-Bench: How Far are Generative Models from Professional Designing?
Real-world design tasks - such as picture book creation, film storyboard development using character sets, photo retouching, visual effects, and font transfer - are highly diverse and complex, requiring deep interpretation and extraction of various elements from instructions, descriptions, and reference images. The resulting images often implicitly capture key features from references or user inputs, making it challenging to develop models that can effectively address such varied tasks. While existing visual generative models can produce high-quality images based on prompts, they face significant limitations in professional design scenarios that involve varied forms and multiple inputs and outputs, even when enhanced with adapters like ControlNets and LoRAs. To address this, we introduce IDEA-Bench, a comprehensive benchmark encompassing 100 real-world design tasks, including rendering, visual effects, storyboarding, picture books, fonts, style-based, and identity-preserving generation, with 275 test cases to thoroughly evaluate a model's general-purpose generation capabilities. Notably, even the best-performing model only achieves 22.48 on IDEA-Bench, while the best general-purpose model only achieves 6.81. We provide a detailed analysis of these results, highlighting the inherent challenges and providing actionable directions for improvement. Additionally, we provide a subset of 18 representative tasks equipped with multimodal large language model (MLLM)-based auto-evaluation techniques to facilitate rapid model development and comparison. We releases the benchmark data, evaluation toolkits, and an online leaderboard at https://github.com/ali-vilab/IDEA-Bench, aiming to drive the advancement of generative models toward more versatile and applicable intelligent design systems.
Arc2Face: A Foundation Model of Human Faces
This paper presents Arc2Face, an identity-conditioned face foundation model, which, given the ArcFace embedding of a person, can generate diverse photo-realistic images with an unparalleled degree of face similarity than existing models. Despite previous attempts to decode face recognition features into detailed images, we find that common high-resolution datasets (e.g. FFHQ) lack sufficient identities to reconstruct any subject. To that end, we meticulously upsample a significant portion of the WebFace42M database, the largest public dataset for face recognition (FR). Arc2Face builds upon a pretrained Stable Diffusion model, yet adapts it to the task of ID-to-face generation, conditioned solely on ID vectors. Deviating from recent works that combine ID with text embeddings for zero-shot personalization of text-to-image models, we emphasize on the compactness of FR features, which can fully capture the essence of the human face, as opposed to hand-crafted prompts. Crucially, text-augmented models struggle to decouple identity and text, usually necessitating some description of the given face to achieve satisfactory similarity. Arc2Face, however, only needs the discriminative features of ArcFace to guide the generation, offering a robust prior for a plethora of tasks where ID consistency is of paramount importance. As an example, we train a FR model on synthetic images from our model and achieve superior performance to existing synthetic datasets.
GVA: Reconstructing Vivid 3D Gaussian Avatars from Monocular Videos
In this paper, we present a novel method that facilitates the creation of vivid 3D Gaussian avatars from monocular video inputs (GVA). Our innovation lies in addressing the intricate challenges of delivering high-fidelity human body reconstructions and aligning 3D Gaussians with human skin surfaces accurately. The key contributions of this paper are twofold. Firstly, we introduce a pose refinement technique to improve hand and foot pose accuracy by aligning normal maps and silhouettes. Precise pose is crucial for correct shape and appearance reconstruction. Secondly, we address the problems of unbalanced aggregation and initialization bias that previously diminished the quality of 3D Gaussian avatars, through a novel surface-guided re-initialization method that ensures accurate alignment of 3D Gaussian points with avatar surfaces. Experimental results demonstrate that our proposed method achieves high-fidelity and vivid 3D Gaussian avatar reconstruction. Extensive experimental analyses validate the performance qualitatively and quantitatively, demonstrating that it achieves state-of-the-art performance in photo-realistic novel view synthesis while offering fine-grained control over the human body and hand pose. Project page: https://3d-aigc.github.io/GVA/.
DemoCaricature: Democratising Caricature Generation with a Rough Sketch
In this paper, we democratise caricature generation, empowering individuals to effortlessly craft personalised caricatures with just a photo and a conceptual sketch. Our objective is to strike a delicate balance between abstraction and identity, while preserving the creativity and subjectivity inherent in a sketch. To achieve this, we present Explicit Rank-1 Model Editing alongside single-image personalisation, selectively applying nuanced edits to cross-attention layers for a seamless merge of identity and style. Additionally, we propose Random Mask Reconstruction to enhance robustness, directing the model to focus on distinctive identity and style features. Crucially, our aim is not to replace artists but to eliminate accessibility barriers, allowing enthusiasts to engage in the artistry.
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/
Light Sampling Field and BRDF Representation for Physically-based Neural Rendering
Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy and relies on complex capture devices. Inspired by the success in quality and efficiency of recent volumetric neural rendering, we want to develop a physically-based neural shader to eliminate device dependency and significantly boost performance. However, no existing lighting and material models in the current neural rendering approaches can accurately represent the comprehensive lighting models and BRDFs properties required by the PBR process. Thus, this paper proposes a novel lighting representation that models direct and indirect light locally through a light sampling strategy in a learned light sampling field. We also propose BRDF models to separately represent surface/subsurface scattering details to enable complex objects such as translucent material (i.e., skin, jade). We then implement our proposed representations with an end-to-end physically-based neural face skin shader, which takes a standard face asset (i.e., geometry, albedo map, and normal map) and an HDRI for illumination as inputs and generates a photo-realistic rendering as output. Extensive experiments showcase the quality and efficiency of our PBR face skin shader, indicating the effectiveness of our proposed lighting and material representations.
ClimateGAN: Raising Climate Change Awareness by Generating Images of Floods
Climate change is a major threat to humanity, and the actions required to prevent its catastrophic consequences include changes in both policy-making and individual behaviour. However, taking action requires understanding the effects of climate change, even though they may seem abstract and distant. Projecting the potential consequences of extreme climate events such as flooding in familiar places can help make the abstract impacts of climate change more concrete and encourage action. As part of a larger initiative to build a website that projects extreme climate events onto user-chosen photos, we present our solution to simulate photo-realistic floods on authentic images. To address this complex task in the absence of suitable training data, we propose ClimateGAN, a model that leverages both simulated and real data for unsupervised domain adaptation and conditional image generation. In this paper, we describe the details of our framework, thoroughly evaluate components of our architecture and demonstrate that our model is capable of robustly generating photo-realistic flooding.
EnlightenGAN: Deep Light Enhancement without Paired Supervision
Deep learning-based methods have achieved remarkable success in image restoration and enhancement, but are they still competitive when there is a lack of paired training data? As one such example, this paper explores the low-light image enhancement problem, where in practice it is extremely challenging to simultaneously take a low-light and a normal-light photo of the same visual scene. We propose a highly effective unsupervised generative adversarial network, dubbed EnlightenGAN, that can be trained without low/normal-light image pairs, yet proves to generalize very well on various real-world test images. Instead of supervising the learning using ground truth data, we propose to regularize the unpaired training using the information extracted from the input itself, and benchmark a series of innovations for the low-light image enhancement problem, including a global-local discriminator structure, a self-regularized perceptual loss fusion, and attention mechanism. Through extensive experiments, our proposed approach outperforms recent methods under a variety of metrics in terms of visual quality and subjective user study. Thanks to the great flexibility brought by unpaired training, EnlightenGAN is demonstrated to be easily adaptable to enhancing real-world images from various domains. The code is available at https://github.com/yueruchen/EnlightenGAN
Kubric: A scalable dataset generator
Data is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification.
LoGoPrompt: Synthetic Text Images Can Be Good Visual Prompts for Vision-Language Models
Prompt engineering is a powerful tool used to enhance the performance of pre-trained models on downstream tasks. For example, providing the prompt ``Let's think step by step" improved GPT-3's reasoning accuracy to 63% on MutiArith while prompting ``a photo of" filled with a class name enables CLIP to achieve 80\% zero-shot accuracy on ImageNet. While previous research has explored prompt learning for the visual modality, analyzing what constitutes a good visual prompt specifically for image recognition is limited. In addition, existing visual prompt tuning methods' generalization ability is worse than text-only prompting tuning. This paper explores our key insight: synthetic text images are good visual prompts for vision-language models! To achieve that, we propose our LoGoPrompt, which reformulates the classification objective to the visual prompt selection and addresses the chicken-and-egg challenge of first adding synthetic text images as class-wise visual prompts or predicting the class first. Without any trainable visual prompt parameters, experimental results on 16 datasets demonstrate that our method consistently outperforms state-of-the-art methods in few-shot learning, base-to-new generalization, and domain generalization.
Proto Successor Measure: Representing the Space of All Possible Solutions of Reinforcement Learning
Having explored an environment, intelligent agents should be able to transfer their knowledge to most downstream tasks within that environment. Referred to as "zero-shot learning," this ability remains elusive for general-purpose reinforcement learning algorithms. While recent works have attempted to produce zero-shot RL agents, they make assumptions about the nature of the tasks or the structure of the MDP. We present Proto Successor Measure: the basis set for all possible solutions of Reinforcement Learning in a dynamical system. We provably show that any possible policy can be represented using an affine combination of these policy independent basis functions. Given a reward function at test time, we simply need to find the right set of linear weights to combine these basis corresponding to the optimal policy. We derive a practical algorithm to learn these basis functions using only interaction data from the environment and show that our approach can produce the optimal policy at test time for any given reward function without additional environmental interactions. Project page: https://agarwalsiddhant10.github.io/projects/psm.html.
Ingredients: Blending Custom Photos with Video Diffusion Transformers
This paper presents a powerful framework to customize video creations by incorporating multiple specific identity (ID) photos, with video diffusion Transformers, referred to as Ingredients. Generally, our method consists of three primary modules: (i) a facial extractor that captures versatile and precise facial features for each human ID from both global and local perspectives; (ii) a multi-scale projector that maps face embeddings into the contextual space of image query in video diffusion transformers; (iii) an ID router that dynamically combines and allocates multiple ID embedding to the corresponding space-time regions. Leveraging a meticulously curated text-video dataset and a multi-stage training protocol, Ingredients demonstrates superior performance in turning custom photos into dynamic and personalized video content. Qualitative evaluations highlight the advantages of proposed method, positioning it as a significant advancement toward more effective generative video control tools in Transformer-based architecture, compared to existing methods. The data, code, and model weights are publicly available at: https://github.com/feizc/Ingredients.
Generating 3D-Consistent Videos from Unposed Internet Photos
We address the problem of generating videos from unposed internet photos. A handful of input images serve as keyframes, and our model interpolates between them to simulate a path moving between the cameras. Given random images, a model's ability to capture underlying geometry, recognize scene identity, and relate frames in terms of camera position and orientation reflects a fundamental understanding of 3D structure and scene layout. However, existing video models such as Luma Dream Machine fail at this task. We design a self-supervised method that takes advantage of the consistency of videos and variability of multiview internet photos to train a scalable, 3D-aware video model without any 3D annotations such as camera parameters. We validate that our method outperforms all baselines in terms of geometric and appearance consistency. We also show our model benefits applications that enable camera control, such as 3D Gaussian Splatting. Our results suggest that we can scale up scene-level 3D learning using only 2D data such as videos and multiview internet photos.
Two-photon interference: the Hong-Ou-Mandel effect
Nearly 30 years ago, two-photon interference was observed, marking the beginning of a new quantum era. Indeed, two-photon interference has no classical analogue, giving it a distinct advantage for a range of applications. The peculiarities of quantum physics may now be used to our advantage to outperform classical computations, securely communicate information, simulate highly complex physical systems and increase the sensitivity of precise measurements. This separation from classical to quantum physics has motivated physicists to study two-particle interference for both fermionic and bosonic quantum objects. So far, two-particle interference has been observed with massive particles, among others, such as electrons and atoms, in addition to plasmons, demonstrating the extent of this effect to larger and more complex quantum systems. A wide array of novel applications to this quantum effect is to be expected in the future. This review will thus cover the progress and applications of two-photon (two-particle) interference over the last three decades.
Elucidation of Relaxation Dynamics Beyond Equilibrium Through AI-informed X-ray Photon Correlation Spectroscopy
Understanding and interpreting dynamics of functional materials in situ is a grand challenge in physics and materials science due to the difficulty of experimentally probing materials at varied length and time scales. X-ray photon correlation spectroscopy (XPCS) is uniquely well-suited for characterizing materials dynamics over wide-ranging time scales, however spatial and temporal heterogeneity in material behavior can make interpretation of experimental XPCS data difficult. In this work we have developed an unsupervised deep learning (DL) framework for automated classification and interpretation of relaxation dynamics from experimental data without requiring any prior physical knowledge of the system behavior. We demonstrate how this method can be used to rapidly explore large datasets to identify samples of interest, and we apply this approach to directly correlate bulk properties of a model system to microscopic dynamics. Importantly, this DL framework is material and process agnostic, marking a concrete step towards autonomous materials discovery.
Scraping Social Media Photos Posted in Kenya and Elsewhere to Detect and Analyze Food Types
Monitoring population-level changes in diet could be useful for education and for implementing interventions to improve health. Research has shown that data from social media sources can be used for monitoring dietary behavior. We propose a scrape-by-location methodology to create food image datasets from Instagram posts. We used it to collect 3.56 million images over a period of 20 days in March 2019. We also propose a scrape-by-keywords methodology and used it to scrape ~30,000 images and their captions of 38 Kenyan food types. We publish two datasets of 104,000 and 8,174 image/caption pairs, respectively. With the first dataset, Kenya104K, we train a Kenyan Food Classifier, called KenyanFC, to distinguish Kenyan food from non-food images posted in Kenya. We used the second dataset, KenyanFood13, to train a classifier KenyanFTR, short for Kenyan Food Type Recognizer, to recognize 13 popular food types in Kenya. The KenyanFTR is a multimodal deep neural network that can identify 13 types of Kenyan foods using both images and their corresponding captions. Experiments show that the average top-1 accuracy of KenyanFC is 99% over 10,400 tested Instagram images and of KenyanFTR is 81% over 8,174 tested data points. Ablation studies show that three of the 13 food types are particularly difficult to categorize based on image content only and that adding analysis of captions to the image analysis yields a classifier that is 9 percent points more accurate than a classifier that relies only on images. Our food trend analysis revealed that cakes and roasted meats were the most popular foods in photographs on Instagram in Kenya in March 2019.
Designing High-Fidelity Zeno Gates for Dissipative Cat Qubits
Bosonic cat qubits stabilized with a driven two-photon dissipation are systems with exponentially biased noise, opening the door to low-overhead, fault-tolerant and universal quantum computing. However, current gate proposals for such qubits induce substantial noise of the unprotected type, whose poor scaling with the relevant experimental parameters limits their practical use. In this work, we provide a new perspective on dissipative cat qubits by reconsidering the reservoir mode used to engineer the tailored two-photon dissipation, and show how it can be leveraged to mitigate gate-induced errors. Doing so, we introduce four new designs of high-fidelity and bias-preserving cat qubit gates, and compare them to the prevalent gate methods. These four designs should give a broad overview of gate engineering for dissipative systems with different and complementary ideas. In particular, we propose both already achievable low-error gate designs and longer-term implementations.
Learning Generalized Zero-Shot Learners for Open-Domain Image Geolocalization
Image geolocalization is the challenging task of predicting the geographic coordinates of origin for a given photo. It is an unsolved problem relying on the ability to combine visual clues with general knowledge about the world to make accurate predictions across geographies. We present https://huggingface.co/geolocal/StreetCLIP{StreetCLIP}, a robust, publicly available foundation model not only achieving state-of-the-art performance on multiple open-domain image geolocalization benchmarks but also doing so in a zero-shot setting, outperforming supervised models trained on more than 4 million images. Our method introduces a meta-learning approach for generalized zero-shot learning by pretraining CLIP from synthetic captions, grounding CLIP in a domain of choice. We show that our method effectively transfers CLIP's generalized zero-shot capabilities to the domain of image geolocalization, improving in-domain generalized zero-shot performance without finetuning StreetCLIP on a fixed set of classes.
AllClear: A Comprehensive Dataset and Benchmark for Cloud Removal in Satellite Imagery
Clouds in satellite imagery pose a significant challenge for downstream applications. A major challenge in current cloud removal research is the absence of a comprehensive benchmark and a sufficiently large and diverse training dataset. To address this problem, we introduce the largest public dataset -- AllClear for cloud removal, featuring 23,742 globally distributed regions of interest (ROIs) with diverse land-use patterns, comprising 4 million images in total. Each ROI includes complete temporal captures from the year 2022, with (1) multi-spectral optical imagery from Sentinel-2 and Landsat 8/9, (2) synthetic aperture radar (SAR) imagery from Sentinel-1, and (3) auxiliary remote sensing products such as cloud masks and land cover maps. We validate the effectiveness of our dataset by benchmarking performance, demonstrating the scaling law -- the PSNR rises from 28.47 to 33.87 with 30times more data, and conducting ablation studies on the temporal length and the importance of individual modalities. This dataset aims to provide comprehensive coverage of the Earth's surface and promote better cloud removal results.
Pre-Training LiDAR-Based 3D Object Detectors Through Colorization
Accurate 3D object detection and understanding for self-driving cars heavily relies on LiDAR point clouds, necessitating large amounts of labeled data to train. In this work, we introduce an innovative pre-training approach, Grounded Point Colorization (GPC), to bridge the gap between data and labels by teaching the model to colorize LiDAR point clouds, equipping it with valuable semantic cues. To tackle challenges arising from color variations and selection bias, we incorporate color as "context" by providing ground-truth colors as hints during colorization. Experimental results on the KITTI and Waymo datasets demonstrate GPC's remarkable effectiveness. Even with limited labeled data, GPC significantly improves fine-tuning performance; notably, on just 20% of the KITTI dataset, GPC outperforms training from scratch with the entire dataset. In sum, we introduce a fresh perspective on pre-training for 3D object detection, aligning the objective with the model's intended role and ultimately advancing the accuracy and efficiency of 3D object detection for autonomous vehicles.
Seeing is not always believing: Benchmarking Human and Model Perception of AI-Generated Images
Photos serve as a way for humans to record what they experience in their daily lives, and they are often regarded as trustworthy sources of information. However, there is a growing concern that the advancement of artificial intelligence (AI) technology may produce fake photos, which can create confusion and diminish trust in photographs. This study aims to comprehensively evaluate agents for distinguishing state-of-the-art AI-generated visual content. Our study benchmarks both human capability and cutting-edge fake image detection AI algorithms, using a newly collected large-scale fake image dataset Fake2M. In our human perception evaluation, titled HPBench, we discovered that humans struggle significantly to distinguish real photos from AI-generated ones, with a misclassification rate of 38.7%. Along with this, we conduct the model capability of AI-Generated images detection evaluation MPBench and the top-performing model from MPBench achieves a 13% failure rate under the same setting used in the human evaluation. We hope that our study can raise awareness of the potential risks of AI-generated images and facilitate further research to prevent the spread of false information. More information can refer to https://github.com/Inf-imagine/Sentry.
Multimodal Self-Instruct: Synthetic Abstract Image and Visual Reasoning Instruction Using Language Model
Although most current large multimodal models (LMMs) can already understand photos of natural scenes and portraits, their understanding of abstract images, e.g., charts, maps, or layouts, and visual reasoning capabilities remains quite rudimentary. They often struggle with simple daily tasks, such as reading time from a clock, understanding a flowchart, or planning a route using a road map. In light of this, we design a multi-modal self-instruct, utilizing large language models and their code capabilities to synthesize massive abstract images and visual reasoning instructions across daily scenarios. Our strategy effortlessly creates a multimodal benchmark with 11,193 instructions for eight visual scenarios: charts, tables, simulated maps, dashboards, flowcharts, relation graphs, floor plans, and visual puzzles. This benchmark, constructed with simple lines and geometric elements, exposes the shortcomings of most advanced LMMs like Claude-3.5-Sonnet and GPT-4o in abstract image understanding, spatial relations reasoning, and visual element induction. Besides, to verify the quality of our synthetic data, we fine-tune an LMM using 62,476 synthetic chart, table and road map instructions. The results demonstrate improved chart understanding and map navigation performance, and also demonstrate potential benefits for other visual reasoning tasks. Our code is available at: https://github.com/zwq2018/Multi-modal-Self-instruct.
SketchXAI: A First Look at Explainability for Human Sketches
This paper, for the very first time, introduces human sketches to the landscape of XAI (Explainable Artificial Intelligence). We argue that sketch as a ``human-centred'' data form, represents a natural interface to study explainability. We focus on cultivating sketch-specific explainability designs. This starts by identifying strokes as a unique building block that offers a degree of flexibility in object construction and manipulation impossible in photos. Following this, we design a simple explainability-friendly sketch encoder that accommodates the intrinsic properties of strokes: shape, location, and order. We then move on to define the first ever XAI task for sketch, that of stroke location inversion SLI. Just as we have heat maps for photos, and correlation matrices for text, SLI offers an explainability angle to sketch in terms of asking a network how well it can recover stroke locations of an unseen sketch. We offer qualitative results for readers to interpret as snapshots of the SLI process in the paper, and as GIFs on the project page. A minor but interesting note is that thanks to its sketch-specific design, our sketch encoder also yields the best sketch recognition accuracy to date while having the smallest number of parameters. The code is available at https://sketchxai.github.io.
EXIF as Language: Learning Cross-Modal Associations Between Images and Camera Metadata
We learn a visual representation that captures information about the camera that recorded a given photo. To do this, we train a multimodal embedding between image patches and the EXIF metadata that cameras automatically insert into image files. Our model represents this metadata by simply converting it to text and then processing it with a transformer. The features that we learn significantly outperform other self-supervised and supervised features on downstream image forensics and calibration tasks. In particular, we successfully localize spliced image regions "zero shot" by clustering the visual embeddings for all of the patches within an image.
MODNet: Real-Time Trimap-Free Portrait Matting via Objective Decomposition
Existing portrait matting methods either require auxiliary inputs that are costly to obtain or involve multiple stages that are computationally expensive, making them less suitable for real-time applications. In this work, we present a light-weight matting objective decomposition network (MODNet) for portrait matting in real-time with a single input image. The key idea behind our efficient design is by optimizing a series of sub-objectives simultaneously via explicit constraints. In addition, MODNet includes two novel techniques for improving model efficiency and robustness. First, an Efficient Atrous Spatial Pyramid Pooling (e-ASPP) module is introduced to fuse multi-scale features for semantic estimation. Second, a self-supervised sub-objectives consistency (SOC) strategy is proposed to adapt MODNet to real-world data to address the domain shift problem common to trimap-free methods. MODNet is easy to be trained in an end-to-end manner. It is much faster than contemporaneous methods and runs at 67 frames per second on a 1080Ti GPU. Experiments show that MODNet outperforms prior trimap-free methods by a large margin on both Adobe Matting Dataset and a carefully designed photographic portrait matting (PPM-100) benchmark proposed by us. Further, MODNet achieves remarkable results on daily photos and videos. Our code and models are available at https://github.com/ZHKKKe/MODNet, and the PPM-100 benchmark is released at https://github.com/ZHKKKe/PPM.
VLM$^2$-Bench: A Closer Look at How Well VLMs Implicitly Link Explicit Matching Visual Cues
Visually linking matching cues is a crucial ability in daily life, such as identifying the same person in multiple photos based on their cues, even without knowing who they are. Despite the extensive knowledge that vision-language models (VLMs) possess, it remains largely unexplored whether they are capable of performing this fundamental task. To address this, we introduce VLM^2-Bench, a benchmark designed to assess whether VLMs can Visually Link Matching cues, with 9 subtasks and over 3,000 test cases. Comprehensive evaluation across eight open-source VLMs and GPT-4o, along with further analysis of various language-side and vision-side prompting methods, leads to a total of eight key findings. We identify critical challenges in models' ability to link visual cues, highlighting a significant performance gap where even GPT-4o lags 34.80% behind humans. Based on these insights, we advocate for (i) enhancing core visual capabilities to improve adaptability and reduce reliance on prior knowledge, (ii) establishing clearer principles for integrating language-based reasoning in vision-centric tasks to prevent unnecessary biases, and (iii) shifting vision-text training paradigms toward fostering models' ability to independently structure and infer relationships among visual cues.
Neural Lithography: Close the Design-to-Manufacturing Gap in Computational Optics with a 'Real2Sim' Learned Photolithography Simulator
We introduce neural lithography to address the 'design-to-manufacturing' gap in computational optics. Computational optics with large design degrees of freedom enable advanced functionalities and performance beyond traditional optics. However, the existing design approaches often overlook the numerical modeling of the manufacturing process, which can result in significant performance deviation between the design and the fabricated optics. To bridge this gap, we, for the first time, propose a fully differentiable design framework that integrates a pre-trained photolithography simulator into the model-based optical design loop. Leveraging a blend of physics-informed modeling and data-driven training using experimentally collected datasets, our photolithography simulator serves as a regularizer on fabrication feasibility during design, compensating for structure discrepancies introduced in the lithography process. We demonstrate the effectiveness of our approach through two typical tasks in computational optics, where we design and fabricate a holographic optical element (HOE) and a multi-level diffractive lens (MDL) using a two-photon lithography system, showcasing improved optical performance on the task-specific metrics.
OmniQuery: Contextually Augmenting Captured Multimodal Memory to Enable Personal Question Answering
People often capture memories through photos, screenshots, and videos. While existing AI-based tools enable querying this data using natural language, they mostly only support retrieving individual pieces of information like certain objects in photos and struggle with answering more complex queries that involve interpreting interconnected memories like event sequences. We conducted a one-month diary study to collect realistic user queries and generated a taxonomy of necessary contextual information for integrating with captured memories. We then introduce OmniQuery, a novel system that is able to answer complex personal memory-related questions that require extracting and inferring contextual information. OmniQuery augments single captured memories through integrating scattered contextual information from multiple interconnected memories, retrieves relevant memories, and uses a large language model (LLM) to comprehensive answers. In human evaluations, we show the effectiveness of OmniQuery with an accuracy of 71.5%, and it outperformed a conventional RAG system, winning or tying in 74.5% of the time.
Dormant: Defending against Pose-driven Human Image Animation
Pose-driven human image animation has achieved tremendous progress, enabling the generation of vivid and realistic human videos from just one single photo. However, it conversely exacerbates the risk of image misuse, as attackers may use one available image to create videos involving politics, violence and other illegal content. To counter this threat, we propose Dormant, a novel protection approach tailored to defend against pose-driven human image animation techniques. Dormant applies protective perturbation to one human image, preserving the visual similarity to the original but resulting in poor-quality video generation. The protective perturbation is optimized to induce misextraction of appearance features from the image and create incoherence among the generated video frames. Our extensive evaluation across 8 animation methods and 4 datasets demonstrates the superiority of Dormant over 6 baseline protection methods, leading to misaligned identities, visual distortions, noticeable artifacts, and inconsistent frames in the generated videos. Moreover, Dormant shows effectiveness on 6 real-world commercial services, even with fully black-box access.
Intelligent Director: An Automatic Framework for Dynamic Visual Composition using ChatGPT
With the rise of short video platforms represented by TikTok, the trend of users expressing their creativity through photos and videos has increased dramatically. However, ordinary users lack the professional skills to produce high-quality videos using professional creation software. To meet the demand for intelligent and user-friendly video creation tools, we propose the Dynamic Visual Composition (DVC) task, an interesting and challenging task that aims to automatically integrate various media elements based on user requirements and create storytelling videos. We propose an Intelligent Director framework, utilizing LENS to generate descriptions for images and video frames and combining ChatGPT to generate coherent captions while recommending appropriate music names. Then, the best-matched music is obtained through music retrieval. Then, materials such as captions, images, videos, and music are integrated to seamlessly synthesize the video. Finally, we apply AnimeGANv2 for style transfer. We construct UCF101-DVC and Personal Album datasets and verified the effectiveness of our framework in solving DVC through qualitative and quantitative comparisons, along with user studies, demonstrating its substantial potential.
Remote Sensing Vision-Language Foundation Models without Annotations via Ground Remote Alignment
We introduce a method to train vision-language models for remote-sensing images without using any textual annotations. Our key insight is to use co-located internet imagery taken on the ground as an intermediary for connecting remote-sensing images and language. Specifically, we train an image encoder for remote sensing images to align with the image encoder of CLIP using a large amount of paired internet and satellite images. Our unsupervised approach enables the training of a first-of-its-kind large-scale vision language model (VLM) for remote sensing images at two different resolutions. We show that these VLMs enable zero-shot, open-vocabulary image classification, retrieval, segmentation and visual question answering for satellite images. On each of these tasks, our VLM trained without textual annotations outperforms existing VLMs trained with supervision, with gains of up to 20% for classification and 80% for segmentation.
SuSana Distancia is all you need: Enforcing class separability in metric learning via two novel distance-based loss functions for few-shot image classification
Few-shot learning is a challenging area of research that aims to learn new concepts with only a few labeled samples of data. Recent works based on metric-learning approaches leverage the meta-learning approach, which is encompassed by episodic tasks that make use a support (training) and query set (test) with the objective of learning a similarity comparison metric between those sets. Due to the lack of data, the learning process of the embedding network becomes an important part of the few-shot task. Previous works have addressed this problem using metric learning approaches, but the properties of the underlying latent space and the separability of the difference classes on it was not entirely enforced. In this work, we propose two different loss functions which consider the importance of the embedding vectors by looking at the intra-class and inter-class distance between the few data. The first loss function is the Proto-Triplet Loss, which is based on the original triplet loss with the modifications needed to better work on few-shot scenarios. The second loss function, which we dub ICNN loss is based on an inter and intra class nearest neighbors score, which help us to assess the quality of embeddings obtained from the trained network. Our results, obtained from a extensive experimental setup show a significant improvement in accuracy in the miniImagenNet benchmark compared to other metric-based few-shot learning methods by a margin of 2%, demonstrating the capability of these loss functions to allow the network to generalize better to previously unseen classes. In our experiments, we demonstrate competitive generalization capabilities to other domains, such as the Caltech CUB, Dogs and Cars datasets compared with the state of the art.
MiniGPT-4: Enhancing Vision-Language Understanding with Advanced Large Language Models
The recent GPT-4 has demonstrated extraordinary multi-modal abilities, such as directly generating websites from handwritten text and identifying humorous elements within images. These features are rarely observed in previous vision-language models. We believe the primary reason for GPT-4's advanced multi-modal generation capabilities lies in the utilization of a more advanced large language model (LLM). To examine this phenomenon, we present MiniGPT-4, which aligns a frozen visual encoder with a frozen LLM, Vicuna, using just one projection layer. Our findings reveal that MiniGPT-4 possesses many capabilities similar to those exhibited by GPT-4 like detailed image description generation and website creation from hand-written drafts. Furthermore, we also observe other emerging capabilities in MiniGPT-4, including writing stories and poems inspired by given images, providing solutions to problems shown in images, teaching users how to cook based on food photos, etc. In our experiment, we found that only performing the pretraining on raw image-text pairs could produce unnatural language outputs that lack coherency including repetition and fragmented sentences. To address this problem, we curate a high-quality, well-aligned dataset in the second stage to finetune our model using a conversational template. This step proved crucial for augmenting the model's generation reliability and overall usability. Notably, our model is highly computationally efficient, as we only train a projection layer utilizing approximately 5 million aligned image-text pairs. Our code, pre-trained model, and collected dataset are available at https://minigpt-4.github.io/.
Image-to-Image Translation with Conditional Adversarial Networks
We investigate conditional adversarial networks as a general-purpose solution to image-to-image translation problems. These networks not only learn the mapping from input image to output image, but also learn a loss function to train this mapping. This makes it possible to apply the same generic approach to problems that traditionally would require very different loss formulations. We demonstrate that this approach is effective at synthesizing photos from label maps, reconstructing objects from edge maps, and colorizing images, among other tasks. Indeed, since the release of the pix2pix software associated with this paper, a large number of internet users (many of them artists) have posted their own experiments with our system, further demonstrating its wide applicability and ease of adoption without the need for parameter tweaking. As a community, we no longer hand-engineer our mapping functions, and this work suggests we can achieve reasonable results without hand-engineering our loss functions either.
Human-Inspired Facial Sketch Synthesis with Dynamic Adaptation
Facial sketch synthesis (FSS) aims to generate a vivid sketch portrait from a given facial photo. Existing FSS methods merely rely on 2D representations of facial semantic or appearance. However, professional human artists usually use outlines or shadings to covey 3D geometry. Thus facial 3D geometry (e.g. depth map) is extremely important for FSS. Besides, different artists may use diverse drawing techniques and create multiple styles of sketches; but the style is globally consistent in a sketch. Inspired by such observations, in this paper, we propose a novel Human-Inspired Dynamic Adaptation (HIDA) method. Specially, we propose to dynamically modulate neuron activations based on a joint consideration of both facial 3D geometry and 2D appearance, as well as globally consistent style control. Besides, we use deformable convolutions at coarse-scales to align deep features, for generating abstract and distinct outlines. Experiments show that HIDA can generate high-quality sketches in multiple styles, and significantly outperforms previous methods, over a large range of challenging faces. Besides, HIDA allows precise style control of the synthesized sketch, and generalizes well to natural scenes and other artistic styles. Our code and results have been released online at: https://github.com/AiArt-HDU/HIDA.
Efficient parametric frequency conversions in lithium niobate nanophotonic chips
Chip-integrated nonlinear photonics holds the key for advanced optical information processing with superior performance and novel functionalities. Here, we present an optimally mode-matched, periodically poled lithium niobate nanowaveguide for efficient parametric frequency conversions on chip. Using a 4-mm nanowaveguide with subwavelength mode confinement, we demonstrate second harmonic generation with efficiency over 2200%~W^{-1}cm^{-2}, and broadband difference frequency generation with similar efficiency over a 4.5-THz spectral span. These allow us to generate correlated photon pairs over multiple frequency channels via spontaneous parametric down conversion, all in their fundamental spatial modes, with a coincidence to accidental ratio as high as 600. The high efficiency and dense integrability of the present chip devices may pave a viable route to scalable nonlinear applications in both classical and quantum domains.
Microsoft COCO: Common Objects in Context
We present a new dataset with the goal of advancing the state-of-the-art in object recognition by placing the question of object recognition in the context of the broader question of scene understanding. This is achieved by gathering images of complex everyday scenes containing common objects in their natural context. Objects are labeled using per-instance segmentations to aid in precise object localization. Our dataset contains photos of 91 objects types that would be easily recognizable by a 4 year old. With a total of 2.5 million labeled instances in 328k images, the creation of our dataset drew upon extensive crowd worker involvement via novel user interfaces for category detection, instance spotting and instance segmentation. We present a detailed statistical analysis of the dataset in comparison to PASCAL, ImageNet, and SUN. Finally, we provide baseline performance analysis for bounding box and segmentation detection results using a Deformable Parts Model.
Teleportation of entanglement over 143 km
As a direct consequence of the no-cloning theorem, the deterministic amplification as in classical communication is impossible for quantum states. This calls for more advanced techniques in a future global quantum network, e.g. for cloud quantum computing. A unique solution is the teleportation of an entangled state, i.e. entanglement swapping, representing the central resource to relay entanglement between distant nodes. Together with entanglement purification and a quantum memory it constitutes a so-called quantum repeater. Since the aforementioned building blocks have been individually demonstrated in laboratory setups only, the applicability of the required technology in real-world scenarios remained to be proven. Here we present a free-space entanglement-swapping experiment between the Canary Islands of La Palma and Tenerife, verifying the presence of quantum entanglement between two previously independent photons separated by 143 km. We obtained an expectation value for the entanglement-witness operator, more than 6 standard deviations beyond the classical limit. By consecutive generation of the two required photon pairs and space-like separation of the relevant measurement events, we also showed the feasibility of the swapping protocol in a long-distance scenario, where the independence of the nodes is highly demanded. Since our results already allow for efficient implementation of entanglement purification, we anticipate our assay to lay the ground for a fully-fledged quantum repeater over a realistic high-loss and even turbulent quantum channel.
Learning Video Context as Interleaved Multimodal Sequences
Narrative videos, such as movies, pose significant challenges in video understanding due to their rich contexts (characters, dialogues, storylines) and diverse demands (identify who, relationship, and reason). In this paper, we introduce MovieSeq, a multimodal language model developed to address the wide range of challenges in understanding video contexts. Our core idea is to represent videos as interleaved multimodal sequences (including images, plots, videos, and subtitles), either by linking external knowledge databases or using offline models (such as whisper for subtitles). Through instruction-tuning, this approach empowers the language model to interact with videos using interleaved multimodal instructions. For example, instead of solely relying on video as input, we jointly provide character photos alongside their names and dialogues, allowing the model to associate these elements and generate more comprehensive responses. To demonstrate its effectiveness, we validate MovieSeq's performance on six datasets (LVU, MAD, Movienet, CMD, TVC, MovieQA) across five settings (video classification, audio description, video-text retrieval, video captioning, and video question-answering). The code will be public at https://github.com/showlab/MovieSeq.
Towards Garment Sewing Pattern Reconstruction from a Single Image
Garment sewing pattern represents the intrinsic rest shape of a garment, and is the core for many applications like fashion design, virtual try-on, and digital avatars. In this work, we explore the challenging problem of recovering garment sewing patterns from daily photos for augmenting these applications. To solve the problem, we first synthesize a versatile dataset, named SewFactory, which consists of around 1M images and ground-truth sewing patterns for model training and quantitative evaluation. SewFactory covers a wide range of human poses, body shapes, and sewing patterns, and possesses realistic appearances thanks to the proposed human texture synthesis network. Then, we propose a two-level Transformer network called Sewformer, which significantly improves the sewing pattern prediction performance. Extensive experiments demonstrate that the proposed framework is effective in recovering sewing patterns and well generalizes to casually-taken human photos. Code, dataset, and pre-trained models are available at: https://sewformer.github.io.
G3: An Effective and Adaptive Framework for Worldwide Geolocalization Using Large Multi-Modality Models
Worldwide geolocalization aims to locate the precise location at the coordinate level of photos taken anywhere on the Earth. It is very challenging due to 1) the difficulty of capturing subtle location-aware visual semantics, and 2) the heterogeneous geographical distribution of image data. As a result, existing studies have clear limitations when scaled to a worldwide context. They may easily confuse distant images with similar visual contents, or cannot adapt to various locations worldwide with different amounts of relevant data. To resolve these limitations, we propose G3, a novel framework based on Retrieval-Augmented Generation (RAG). In particular, G3 consists of three steps, i.e., Geo-alignment, Geo-diversification, and Geo-verification to optimize both retrieval and generation phases of worldwide geolocalization. During Geo-alignment, our solution jointly learns expressive multi-modal representations for images, GPS and textual descriptions, which allows us to capture location-aware semantics for retrieving nearby images for a given query. During Geo-diversification, we leverage a prompt ensembling method that is robust to inconsistent retrieval performance for different image queries. Finally, we combine both retrieved and generated GPS candidates in Geo-verification for location prediction. Experiments on two well-established datasets IM2GPS3k and YFCC4k verify the superiority of G3 compared to other state-of-the-art methods.
One-Time Universal Hashing Quantum Digital Signatures without Perfect Keys
Quantum digital signatures (QDS), generating correlated bit strings among three remote parties for signatures through quantum law, can guarantee non-repudiation, authenticity, and integrity of messages. Recently, one-time universal hashing QDS framework, exploiting the quantum asymmetric encryption and universal hash functions, has been proposed to significantly improve the signature rate and ensure unconditional security by directly signing the hash value of long messages. However, similar to quantum key distribution, this framework utilizes keys with perfect secrecy by performing privacy amplification that introduces cumbersome matrix operations, thereby consuming large computational resources, causing delays and increasing failure probability. Here, we prove that, different from private communication, imperfect quantum keys with limited information leakage can be used for digital signatures and authentication without compromising the security while having eight orders of magnitude improvement on signature rate for signing a megabit message compared with conventional single-bit schemes. This study significantly reduces the delay for data postprocessing and is compatible with any quantum key generation protocols. In our simulation, taking two-photon twin-field key generation protocol as an example, QDS can be practically implemented over a fiber distance of 650 km between the signer and receiver. For the first time, this study offers a cryptographic application of quantum keys with imperfect secrecy and paves a way for the practical and agile implementation of digital signatures in a future quantum network.
Generating Synthetic Computed Tomography for Radiotherapy: SynthRAD2023 Challenge Report
Radiation therapy plays a crucial role in cancer treatment, necessitating precise delivery of radiation to tumors while sparing healthy tissues over multiple days. Computed tomography (CT) is integral for treatment planning, offering electron density data crucial for accurate dose calculations. However, accurately representing patient anatomy is challenging, especially in adaptive radiotherapy, where CT is not acquired daily. Magnetic resonance imaging (MRI) provides superior soft-tissue contrast. Still, it lacks electron density information while cone beam CT (CBCT) lacks direct electron density calibration and is mainly used for patient positioning. Adopting MRI-only or CBCT-based adaptive radiotherapy eliminates the need for CT planning but presents challenges. Synthetic CT (sCT) generation techniques aim to address these challenges by using image synthesis to bridge the gap between MRI, CBCT, and CT. The SynthRAD2023 challenge was organized to compare synthetic CT generation methods using multi-center ground truth data from 1080 patients, divided into two tasks: 1) MRI-to-CT and 2) CBCT-to-CT. The evaluation included image similarity and dose-based metrics from proton and photon plans. The challenge attracted significant participation, with 617 registrations and 22/17 valid submissions for tasks 1/2. Top-performing teams achieved high structural similarity indices (>0.87/0.90) and gamma pass rates for photon (>98.1%/99.0%) and proton (>99.0%/97.3%) plans. However, no significant correlation was found between image similarity metrics and dose accuracy, emphasizing the need for dose evaluation when assessing the clinical applicability of sCT. SynthRAD2023 facilitated the investigation and benchmarking of sCT generation techniques, providing insights for developing MRI-only and CBCT-based adaptive radiotherapy.
Anti-Hong-Ou-Mandel effect with entangled photons
In the classical Hong-Ou-Mandel (HOM) effect pairs of photons with bosonic (fermionic) spatial wavefunction coalesce (anti-coalesce) when mixed on a lossless beamsplitter. Here we report that the presence of dissipation in the beamsplitter allows the observation of the anti-HOM effect, where bosons anti-coalesce and fermions show coalescent-like behavior. We provide an experimental demonstration of the anti-HOM effect for both bosonic and fermionic two-photon entangled states. Beyond its fundamental significance, the anti-HOM effect offers applications in quantum information and metrology where states of entangled photons are dynamically converted.
Pippo: High-Resolution Multi-View Humans from a Single Image
We present Pippo, a generative model capable of producing 1K resolution dense turnaround videos of a person from a single casually clicked photo. Pippo is a multi-view diffusion transformer and does not require any additional inputs - e.g., a fitted parametric model or camera parameters of the input image. We pre-train Pippo on 3B human images without captions, and conduct multi-view mid-training and post-training on studio captured humans. During mid-training, to quickly absorb the studio dataset, we denoise several (up to 48) views at low-resolution, and encode target cameras coarsely using a shallow MLP. During post-training, we denoise fewer views at high-resolution and use pixel-aligned controls (e.g., Spatial anchor and Plucker rays) to enable 3D consistent generations. At inference, we propose an attention biasing technique that allows Pippo to simultaneously generate greater than 5 times as many views as seen during training. Finally, we also introduce an improved metric to evaluate 3D consistency of multi-view generations, and show that Pippo outperforms existing works on multi-view human generation from a single image.
Towards Consistent and Controllable Image Synthesis for Face Editing
Current face editing methods mainly rely on GAN-based techniques, but recent focus has shifted to diffusion-based models due to their success in image reconstruction. However, diffusion models still face challenges in manipulating fine-grained attributes and preserving consistency of attributes that should remain unchanged. To address these issues and facilitate more convenient editing of face images, we propose a novel approach that leverages the power of Stable-Diffusion models and crude 3D face models to control the lighting, facial expression and head pose of a portrait photo. We observe that this task essentially involve combinations of target background, identity and different face attributes. We aim to sufficiently disentangle the control of these factors to enable high-quality of face editing. Specifically, our method, coined as RigFace, contains: 1) A Spatial Arrtibute Encoder that provides presise and decoupled conditions of background, pose, expression and lighting; 2) An Identity Encoder that transfers identity features to the denoising UNet of a pre-trained Stable-Diffusion model; 3) An Attribute Rigger that injects those conditions into the denoising UNet. Our model achieves comparable or even superior performance in both identity preservation and photorealism compared to existing face editing models.
Isotopic effects in molecular attosecond photoelectron interferometry
Isotopic substitution in molecular systems can affect fundamental molecular properties including the energy position and spacing of electronic, vibrational and rotational levels, thus modifying the dynamics associated to their coherent superposition. In extreme ultraviolet spectroscopy, the photoelectron leaving the molecule after the absorption of a single photon can trigger an ultrafast nuclear motion in the cation, which can lead, eventually, to molecular fragmentation. This dynamics depends on the mass of the constituents of the cation, thus showing, in general, a significant isotopic dependence. In time-resolved attosecond photoelectron interferometry, the absorption of the extreme ultraviolet photon is accompanied by the exchange of an additional quantum of energy (typically in the infrared spectral range) with the photoelectron-photoion system, offering the opportunity to investigate in time the influence of isotopic substitution on the characteristics of the photoionisation dynamics. Here we show that attosecond photoelectron interferometry is sensitive to isotopic substitution by investigating the two-color photoionisation spectra measured in a mixture of methane (CH_4) and deuteromethane (CD_4). The isotopic dependence manifests itself in the modification of the amplitude and contrast of the oscillations of the photoelectron peaks generated in the two-color field with the two isotopologues. The observed effects are interpreted considering the differences in the time evolution of the nuclear autocorrelation functions in the two molecules.
DCT-Net: Domain-Calibrated Translation for Portrait Stylization
This paper introduces DCT-Net, a novel image translation architecture for few-shot portrait stylization. Given limited style exemplars (sim100), the new architecture can produce high-quality style transfer results with advanced ability to synthesize high-fidelity contents and strong generality to handle complicated scenes (e.g., occlusions and accessories). Moreover, it enables full-body image translation via one elegant evaluation network trained by partial observations (i.e., stylized heads). Few-shot learning based style transfer is challenging since the learned model can easily become overfitted in the target domain, due to the biased distribution formed by only a few training examples. This paper aims to handle the challenge by adopting the key idea of "calibration first, translation later" and exploring the augmented global structure with locally-focused translation. Specifically, the proposed DCT-Net consists of three modules: a content adapter borrowing the powerful prior from source photos to calibrate the content distribution of target samples; a geometry expansion module using affine transformations to release spatially semantic constraints; and a texture translation module leveraging samples produced by the calibrated distribution to learn a fine-grained conversion. Experimental results demonstrate the proposed method's superiority over the state of the art in head stylization and its effectiveness on full image translation with adaptive deformations.
Quantum control of a cat-qubit with bit-flip times exceeding ten seconds
Binary classical information is routinely encoded in the two metastable states of a dynamical system. Since these states may exhibit macroscopic lifetimes, the encoded information inherits a strong protection against bit-flips. A recent qubit - the cat-qubit - is encoded in the manifold of metastable states of a quantum dynamical system, thereby acquiring bit-flip protection. An outstanding challenge is to gain quantum control over such a system without breaking its protection. If this challenge is met, significant shortcuts in hardware overhead are forecast for quantum computing. In this experiment, we implement a cat-qubit with bit-flip times exceeding ten seconds. This is a four order of magnitude improvement over previous cat-qubit implementations, and six orders of magnitude enhancement over the single photon lifetime that compose this dynamical qubit. This was achieved by introducing a quantum tomography protocol that does not break bit-flip protection. We prepare and image quantum superposition states, and measure phase-flip times above 490 nanoseconds. Most importantly, we control the phase of these superpositions while maintaining the bit-flip time above ten seconds. This work demonstrates quantum operations that preserve macroscopic bit-flip times, a necessary step to scale these dynamical qubits into fully protected hardware-efficient architectures.