Bit Allocation using OptimizationTongda Xu, Han Gao, Chenjian Gao et al.
In this paper, we consider the problem of bit allocation in Neural Video Compression (NVC). First, we reveal a fundamental relationship between bit allocation in NVC and Semi-Amortized Variational Inference (SAVI). Specifically, we show that SAVI with GoP (Group-of-Picture)-level likelihood is equivalent to pixel-level bit allocation with precise rate \& quality dependency model. Based on this equivalence, we establish a new paradigm of bit allocation using SAVI. Different from previous bit allocation methods, our approach requires no empirical model and is thus optimal. Moreover, as the original SAVI using gradient ascent only applies to single-level latent, we extend the SAVI to multi-level such as NVC by recursively applying back-propagating through gradient ascent. Finally, we propose a tractable approximation for practical implementation. Our method can be applied to scenarios where performance outweights encoding speed, and serves as an empirical bound on the R-D performance of bit allocation. Experimental results show that current state-of-the-art bit allocation algorithms still have a room of $\approx 0.5$ dB PSNR to improve compared with ours. Code is available at \url{https://github.com/tongdaxu/Bit-Allocation-Using-Optimization}.
20.2IVSep 19, 2022
Flexible Neural Image Compression via Code EditingChenjian Gao, Tongda Xu, Dailan He et al.
Neural image compression (NIC) has outperformed traditional image codecs in rate-distortion (R-D) performance. However, it usually requires a dedicated encoder-decoder pair for each point on R-D curve, which greatly hinders its practical deployment. While some recent works have enabled bitrate control via conditional coding, they impose strong prior during training and provide limited flexibility. In this paper we propose Code Editing, a highly flexible coding method for NIC based on semi-amortized inference and adaptive quantization. Our work is a new paradigm for variable bitrate NIC. Furthermore, experimental results show that our method surpasses existing variable-rate methods, and achieves ROI coding and multi-distortion trade-off with a single decoder.
6.5CVSep 28, 2022
Multi-Sample Training for Neural Image CompressionTongda Xu, Yan Wang, Dailan He et al.
This paper considers the problem of lossy neural image compression (NIC). Current state-of-the-art (sota) methods adopt uniform posterior to approximate quantization noise, and single-sample pathwise estimator to approximate the gradient of evidence lower bound (ELBO). In this paper, we propose to train NIC with multiple-sample importance weighted autoencoder (IWAE) target, which is tighter than ELBO and converges to log likelihood as sample size increases. First, we identify that the uniform posterior of NIC has special properties, which affect the variance and bias of pathwise and score function estimators of the IWAE target. Moreover, we provide insights on a commonly adopted trick in NIC from gradient variance perspective. Based on those analysis, we further propose multiple-sample NIC (MS-NIC), an enhanced IWAE target for NIC. Experimental results demonstrate that it improves sota NIC methods. Our MS-NIC is plug-and-play, and can be easily extended to other neural compression tasks.
16.4CVMar 26, 2024
GenesisTex: Adapting Image Denoising Diffusion to Texture SpaceChenjian Gao, Boyan Jiang, Xinghui Li et al.
We present GenesisTex, a novel method for synthesizing textures for 3D geometries from text descriptions. GenesisTex adapts the pretrained image diffusion model to texture space by texture space sampling. Specifically, we maintain a latent texture map for each viewpoint, which is updated with predicted noise on the rendering of the corresponding viewpoint. The sampled latent texture maps are then decoded into a final texture map. During the sampling process, we focus on both global and local consistency across multiple viewpoints: global consistency is achieved through the integration of style consistency mechanisms within the noise prediction network, and low-level consistency is achieved by dynamically aligning latent textures. Finally, we apply reference-based inpainting and img2img on denser views for texture refinement. Our approach overcomes the limitations of slow optimization in distillation-based methods and instability in inpainting-based methods. Experiments on meshes from various sources demonstrate that our method surpasses the baseline methods quantitatively and qualitatively.
26.1CVJun 11, 2025
LoRA-Edit: Controllable First-Frame-Guided Video Editing via Mask-Aware LoRA Fine-TuningChenjian Gao, Lihe Ding, Xin Cai et al.
Video editing using diffusion models has achieved remarkable results in generating high-quality edits for videos. However, current methods often rely on large-scale pretraining, limiting flexibility for specific edits. First-frame-guided editing provides control over the first frame, but lacks flexibility over subsequent frames. To address this, we propose a mask-based LoRA (Low-Rank Adaptation) tuning method that adapts pretrained Image-to-Video (I2V) models for flexible video editing. Our key innovation is using a spatiotemporal mask to strategically guide the LoRA fine-tuning process. This teaches the model two distinct skills: first, to interpret the mask as a command to either preserve content from the source video or generate new content in designated regions. Second, for these generated regions, LoRA learns to synthesize either temporally consistent motion inherited from the video or novel appearances guided by user-provided reference frames. This dual-capability LoRA grants users control over the edit's entire temporal evolution, allowing complex transformations like an object rotating or a flower blooming. Experimental results show our method achieves superior video editing performance compared to baseline methods. Project Page: https://cjeen.github.io/LoRAEdit
6.2CVJul 27, 2025
From Gallery to Wrist: Realistic 3D Bracelet Insertion in VideosChenjian Gao, Lihe Ding, Rui Han et al.
Inserting 3D objects into videos is a longstanding challenge in computer graphics with applications in augmented reality, virtual try-on, and video composition. Achieving both temporal consistency, or realistic lighting remains difficult, particularly in dynamic scenarios with complex object motion, perspective changes, and varying illumination. While 2D diffusion models have shown promise for producing photorealistic edits, they often struggle with maintaining temporal coherence across frames. Conversely, traditional 3D rendering methods excel in spatial and temporal consistency but fall short in achieving photorealistic lighting. In this work, we propose a hybrid object insertion pipeline that combines the strengths of both paradigms. Specifically, we focus on inserting bracelets into dynamic wrist scenes, leveraging the high temporal consistency of 3D Gaussian Splatting (3DGS) for initial rendering and refining the results using a 2D diffusion-based enhancement model to ensure realistic lighting interactions. Our method introduces a shading-driven pipeline that separates intrinsic object properties (albedo, shading, reflectance) and refines both shading and sRGB images for photorealism. To maintain temporal coherence, we optimize the 3DGS model with multi-frame weighted adjustments. This is the first approach to synergize 3D rendering and 2D diffusion for video object insertion, offering a robust solution for realistic and consistent video editing. Project Page: https://cjeen.github.io/BraceletPaper/