DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion PriorJingxiang Sun, Bo Zhang, Ruizhi Shao et al. · microsoft-research
We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Code available at https://github.com/deepseek-ai/DreamCraft3D.
Interacting Attention Graph for Single Image Two-Hand ReconstructionMengcheng Li, Liang An, Hongwen Zhang et al.
Graph convolutional network (GCN) has achieved great success in single hand reconstruction task, while interacting two-hand reconstruction by GCN remains unexplored. In this paper, we present Interacting Attention Graph Hand (IntagHand), the first graph convolution based network that reconstructs two interacting hands from a single RGB image. To solve occlusion and interaction challenges of two-hand reconstruction, we introduce two novel attention based modules in each upsampling step of the original GCN. The first module is the pyramid image feature attention (PIFA) module, which utilizes multiresolution features to implicitly obtain vertex-to-image alignment. The second module is the cross hand attention (CHA) module that encodes the coherence of interacting hands by building dense cross-attention between two hand vertices. As a result, our model outperforms all existing two-hand reconstruction methods by a large margin on InterHand2.6M benchmark. Moreover, ablation studies verify the effectiveness of both PIFA and CHA modules for improving the reconstruction accuracy. Results on in-the-wild images and live video streams further demonstrate the generalization ability of our network. Our code is available at https://github.com/Dw1010/IntagHand.
Recovering 3D Human Mesh from Monocular Images: A SurveyYating Tian, Hongwen Zhang, Yebin Liu et al.
Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey that focuses on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. A regularly updated project page can be found at https://github.com/tinatiansjz/hmr-survey.
GIMO: Gaze-Informed Human Motion Prediction in ContextYang Zheng, Yanchao Yang, Kaichun Mo et al.
Predicting human motion is critical for assistive robots and AR/VR applications, where the interaction with humans needs to be safe and comfortable. Meanwhile, an accurate prediction depends on understanding both the scene context and human intentions. Even though many works study scene-aware human motion prediction, the latter is largely underexplored due to the lack of ego-centric views that disclose human intent and the limited diversity in motion and scenes. To reduce the gap, we propose a large-scale human motion dataset that delivers high-quality body pose sequences, scene scans, as well as ego-centric views with the eye gaze that serves as a surrogate for inferring human intent. By employing inertial sensors for motion capture, our data collection is not tied to specific scenes, which further boosts the motion dynamics observed from our subjects. We perform an extensive study of the benefits of leveraging the eye gaze for ego-centric human motion prediction with various state-of-the-art architectures. Moreover, to realize the full potential of the gaze, we propose a novel network architecture that enables bidirectional communication between the gaze and motion branches. Our network achieves the top performance in human motion prediction on the proposed dataset, thanks to the intent information from eye gaze and the denoised gaze feature modulated by the motion. Code and data can be found at https://github.com/y-zheng18/GIMO.
PoseVocab: Learning Joint-structured Pose Embeddings for Human Avatar ModelingZhe Li, Zerong Zheng, Yuxiao Liu et al.
Creating pose-driven human avatars is about modeling the mapping from the low-frequency driving pose to high-frequency dynamic human appearances, so an effective pose encoding method that can encode high-fidelity human details is essential to human avatar modeling. To this end, we present PoseVocab, a novel pose encoding method that encourages the network to discover the optimal pose embeddings for learning the dynamic human appearance. Given multi-view RGB videos of a character, PoseVocab constructs key poses and latent embeddings based on the training poses. To achieve pose generalization and temporal consistency, we sample key rotations in $so(3)$ of each joint rather than the global pose vectors, and assign a pose embedding to each sampled key rotation. These joint-structured pose embeddings not only encode the dynamic appearances under different key poses, but also factorize the global pose embedding into joint-structured ones to better learn the appearance variation related to the motion of each joint. To improve the representation ability of the pose embedding while maintaining memory efficiency, we introduce feature lines, a compact yet effective 3D representation, to model more fine-grained details of human appearances. Furthermore, given a query pose and a spatial position, a hierarchical query strategy is introduced to interpolate pose embeddings and acquire the conditional pose feature for dynamic human synthesis. Overall, PoseVocab effectively encodes the dynamic details of human appearance and enables realistic and generalized animation under novel poses. Experiments show that our method outperforms other state-of-the-art baselines both qualitatively and quantitatively in terms of synthesis quality. Code is available at https://github.com/lizhe00/PoseVocab.
Learning Implicit Templates for Point-Based Clothed Human ModelingSiyou Lin, Hongwen Zhang, Zerong Zheng et al.
We present FITE, a First-Implicit-Then-Explicit framework for modeling human avatars in clothing. Our framework first learns implicit surface templates representing the coarse clothing topology, and then employs the templates to guide the generation of point sets which further capture pose-dependent clothing deformations such as wrinkles. Our pipeline incorporates the merits of both implicit and explicit representations, namely, the ability to handle varying topology and the ability to efficiently capture fine details. We also propose diffused skinning to facilitate template training especially for loose clothing, and projection-based pose-encoding to extract pose information from mesh templates without predefined UV map or connectivity. Our code is publicly available at https://github.com/jsnln/fite.
AvatarCap: Animatable Avatar Conditioned Monocular Human Volumetric CaptureZhe Li, Zerong Zheng, Hongwen Zhang et al.
To address the ill-posed problem caused by partial observations in monocular human volumetric capture, we present AvatarCap, a novel framework that introduces animatable avatars into the capture pipeline for high-fidelity reconstruction in both visible and invisible regions. Our method firstly creates an animatable avatar for the subject from a small number (~20) of 3D scans as a prior. Then given a monocular RGB video of this subject, our method integrates information from both the image observation and the avatar prior, and accordingly recon-structs high-fidelity 3D textured models with dynamic details regardless of the visibility. To learn an effective avatar for volumetric capture from only few samples, we propose GeoTexAvatar, which leverages both geometry and texture supervisions to constrain the pose-dependent dynamics in a decomposed implicit manner. An avatar-conditioned volumetric capture method that involves a canonical normal fusion and a reconstruction network is further proposed to integrate both image observations and avatar dynamics for high-fidelity reconstruction in both observed and invisible regions. Overall, our method enables monocular human volumetric capture with detailed and pose-dependent dynamics, and the experiments show that our method outperforms state of the art. Code is available at https://github.com/lizhe00/AvatarCap.
Next3D: Generative Neural Texture Rasterization for 3D-Aware Head AvatarsJingxiang Sun, Xuan Wang, Lizhen Wang et al. · tsinghua
3D-aware generative adversarial networks (GANs) synthesize high-fidelity and multi-view-consistent facial images using only collections of single-view 2D imagery. Towards fine-grained control over facial attributes, recent efforts incorporate 3D Morphable Face Model (3DMM) to describe deformation in generative radiance fields either explicitly or implicitly. Explicit methods provide fine-grained expression control but cannot handle topological changes caused by hair and accessories, while implicit ones can model varied topologies but have limited generalization caused by the unconstrained deformation fields. We propose a novel 3D GAN framework for unsupervised learning of generative, high-quality and 3D-consistent facial avatars from unstructured 2D images. To achieve both deformation accuracy and topological flexibility, we propose a 3D representation called Generative Texture-Rasterized Tri-planes. The proposed representation learns Generative Neural Textures on top of parametric mesh templates and then projects them into three orthogonal-viewed feature planes through rasterization, forming a tri-plane feature representation for volume rendering. In this way, we combine both fine-grained expression control of mesh-guided explicit deformation and the flexibility of implicit volumetric representation. We further propose specific modules for modeling mouth interior which is not taken into account by 3DMM. Our method demonstrates state-of-the-art 3D-aware synthesis quality and animation ability through extensive experiments. Furthermore, serving as 3D prior, our animatable 3D representation boosts multiple applications including one-shot facial avatars and 3D-aware stylization.
Tensor4D : Efficient Neural 4D Decomposition for High-fidelity Dynamic Reconstruction and RenderingRuizhi Shao, Zerong Zheng, Hanzhang Tu et al.
We present Tensor4D, an efficient yet effective approach to dynamic scene modeling. The key of our solution is an efficient 4D tensor decomposition method so that the dynamic scene can be directly represented as a 4D spatio-temporal tensor. To tackle the accompanying memory issue, we decompose the 4D tensor hierarchically by projecting it first into three time-aware volumes and then nine compact feature planes. In this way, spatial information over time can be simultaneously captured in a compact and memory-efficient manner. When applying Tensor4D for dynamic scene reconstruction and rendering, we further factorize the 4D fields to different scales in the sense that structural motions and dynamic detailed changes can be learned from coarse to fine. The effectiveness of our method is validated on both synthetic and real-world scenes. Extensive experiments show that our method is able to achieve high-quality dynamic reconstruction and rendering from sparse-view camera rigs or even a monocular camera. The code and dataset will be released at https://liuyebin.com/tensor4d/tensor4d.html.
PyMAF-X: Towards Well-aligned Full-body Model Regression from Monocular ImagesHongwen Zhang, Yating Tian, Yuxiang Zhang et al.
We present PyMAF-X, a regression-based approach to recovering parametric full-body models from monocular images. This task is very challenging since minor parametric deviation may lead to noticeable misalignment between the estimated mesh and the input image. Moreover, when integrating part-specific estimations into the full-body model, existing solutions tend to either degrade the alignment or produce unnatural wrist poses. To address these issues, we propose a Pyramidal Mesh Alignment Feedback (PyMAF) loop in our regression network for well-aligned human mesh recovery and extend it as PyMAF-X for the recovery of expressive full-body models. The core idea of PyMAF is to leverage a feature pyramid and rectify the predicted parameters explicitly based on the mesh-image alignment status. Specifically, given the currently predicted parameters, mesh-aligned evidence will be extracted from finer-resolution features accordingly and fed back for parameter rectification. To enhance the alignment perception, an auxiliary dense supervision is employed to provide mesh-image correspondence guidance while spatial alignment attention is introduced to enable the awareness of the global contexts for our network. When extending PyMAF for full-body mesh recovery, an adaptive integration strategy is proposed in PyMAF-X to produce natural wrist poses while maintaining the well-aligned performance of the part-specific estimations. The efficacy of our approach is validated on several benchmark datasets for body, hand, face, and full-body mesh recovery, where PyMAF and PyMAF-X effectively improve the mesh-image alignment and achieve new state-of-the-art results. The project page with code and video results can be found at https://zhanghongwen.cn/pymaf-x.
31.7CVMar 28, 2022
Structured Local Radiance Fields for Human Avatar ModelingZerong Zheng, Han Huang, Tao Yu et al.
It is extremely challenging to create an animatable clothed human avatar from RGB videos, especially for loose clothes due to the difficulties in motion modeling. To address this problem, we introduce a novel representation on the basis of recent neural scene rendering techniques. The core of our representation is a set of structured local radiance fields, which are anchored to the pre-defined nodes sampled on a statistical human body template. These local radiance fields not only leverage the flexibility of implicit representation in shape and appearance modeling, but also factorize cloth deformations into skeleton motions, node residual translations and the dynamic detail variations inside each individual radiance field. To learn our representation from RGB data and facilitate pose generalization, we propose to learn the node translations and the detail variations in a conditional generative latent space. Overall, our method enables automatic construction of animatable human avatars for various types of clothes without the need for scanning subject-specific templates, and can generate realistic images with dynamic details for novel poses. Experiment show that our method outperforms state-of-the-art methods both qualitatively and quantitatively.
FaceVerse: a Fine-grained and Detail-controllable 3D Face Morphable Model from a Hybrid DatasetLizhen Wang, Zhiyuan Chen, Tao Yu et al.
We present FaceVerse, a fine-grained 3D Neural Face Model, which is built from hybrid East Asian face datasets containing 60K fused RGB-D images and 2K high-fidelity 3D head scan models. A novel coarse-to-fine structure is proposed to take better advantage of our hybrid dataset. In the coarse module, we generate a base parametric model from large-scale RGB-D images, which is able to predict accurate rough 3D face models in different genders, ages, etc. Then in the fine module, a conditional StyleGAN architecture trained with high-fidelity scan models is introduced to enrich elaborate facial geometric and texture details. Note that different from previous methods, our base and detailed modules are both changeable, which enables an innovative application of adjusting both the basic attributes and the facial details of 3D face models. Furthermore, we propose a single-image fitting framework based on differentiable rendering. Rich experiments show that our method outperforms the state-of-the-art methods.
26.7CVNov 23, 2022
AvatarMAV: Fast 3D Head Avatar Reconstruction Using Motion-Aware Neural VoxelsYuelang Xu, Lizhen Wang, Xiaochen Zhao et al.
With NeRF widely used for facial reenactment, recent methods can recover photo-realistic 3D head avatar from just a monocular video. Unfortunately, the training process of the NeRF-based methods is quite time-consuming, as MLP used in the NeRF-based methods is inefficient and requires too many iterations to converge. To overcome this problem, we propose AvatarMAV, a fast 3D head avatar reconstruction method using Motion-Aware Neural Voxels. AvatarMAV is the first to model both the canonical appearance and the decoupled expression motion by neural voxels for head avatar. In particular, the motion-aware neural voxels is generated from the weighted concatenation of multiple 4D tensors. The 4D tensors semantically correspond one-to-one with 3DMM expression basis and share the same weights as 3DMM expression coefficients. Benefiting from our novel representation, the proposed AvatarMAV can recover photo-realistic head avatars in just 5 minutes (implemented with pure PyTorch), which is significantly faster than the state-of-the-art facial reenactment methods. Project page: https://www.liuyebin.com/avatarmav.
22.3CVJul 16, 2022
DiffuStereo: High Quality Human Reconstruction via Diffusion-based Stereo Using Sparse CamerasRuizhi Shao, Zerong Zheng, Hongwen Zhang et al.
We propose DiffuStereo, a novel system using only sparse cameras (8 in this work) for high-quality 3D human reconstruction. At its core is a novel diffusion-based stereo module, which introduces diffusion models, a type of powerful generative models, into the iterative stereo matching network. To this end, we design a new diffusion kernel and additional stereo constraints to facilitate stereo matching and depth estimation in the network. We further present a multi-level stereo network architecture to handle high-resolution (up to 4k) inputs without requiring unaffordable memory footprint. Given a set of sparse-view color images of a human, the proposed multi-level diffusion-based stereo network can produce highly accurate depth maps, which are then converted into a high-quality 3D human model through an efficient multi-view fusion strategy. Overall, our method enables automatic reconstruction of human models with quality on par to high-end dense-view camera rigs, and this is achieved using a much more light-weight hardware setup. Experiments show that our method outperforms state-of-the-art methods by a large margin both qualitatively and quantitatively.
18.2CVJun 5, 2022
FOF: Learning Fourier Occupancy Field for Monocular Real-time Human ReconstructionQiao Feng, Yebin Liu, Yu-Kun Lai et al.
The advent of deep learning has led to significant progress in monocular human reconstruction. However, existing representations, such as parametric models, voxel grids, meshes and implicit neural representations, have difficulties achieving high-quality results and real-time speed at the same time. In this paper, we propose Fourier Occupancy Field (FOF), a novel powerful, efficient and flexible 3D representation, for monocular real-time and accurate human reconstruction. The FOF represents a 3D object with a 2D field orthogonal to the view direction where at each 2D position the occupancy field of the object along the view direction is compactly represented with the first few terms of Fourier series, which retains the topology and neighborhood relation in the 2D domain. A FOF can be stored as a multi-channel image, which is compatible with 2D convolutional neural networks and can bridge the gap between 3D geometries and 2D images. The FOF is very flexible and extensible, e.g., parametric models can be easily integrated into a FOF as a prior to generate more robust results. Based on FOF, we design the first 30+FPS high-fidelity real-time monocular human reconstruction framework. We demonstrate the potential of FOF on both public dataset and real captured data. The code will be released for research purposes.
18.5CVJul 11, 2022
Geometry-aware Single-image Full-body Human RelightingChaonan Ji, Tao Yu, Kaiwen Guo et al.
Single-image human relighting aims to relight a target human under new lighting conditions by decomposing the input image into albedo, shape and lighting. Although plausible relighting results can be achieved, previous methods suffer from both the entanglement between albedo and lighting and the lack of hard shadows, which significantly decrease the realism. To tackle these two problems, we propose a geometry-aware single-image human relighting framework that leverages single-image geometry reconstruction for joint deployment of traditional graphics rendering and neural rendering techniques. For the de-lighting, we explore the shortcomings of UNet architecture and propose a modified HRNet, achieving better disentanglement between albedo and lighting. For the relighting, we introduce a ray tracing-based per-pixel lighting representation that explicitly models high-frequency shadows and propose a learning-based shading refinement module to restore realistic shadows (including hard cast shadows) from the ray-traced shading maps. Our framework is able to generate photo-realistic high-frequency shadows such as cast shadows under challenging lighting conditions. Extensive experiments demonstrate that our proposed method outperforms previous methods on both synthetic and real images.
Human as Points: Explicit Point-based 3D Human Reconstruction from Single-view RGB ImagesYingzhi Tang, Qijian Zhang, Junhui Hou et al.
The latest trends in the research field of single-view human reconstruction devote to learning deep implicit functions constrained by explicit body shape priors. Despite the remarkable performance improvements compared with traditional processing pipelines, existing learning approaches still show different aspects of limitations in terms of flexibility, generalizability, robustness, and/or representation capability. To comprehensively address the above issues, in this paper, we investigate an explicit point-based human reconstruction framework called HaP, which adopts point clouds as the intermediate representation of the target geometric structure. Technically, our approach is featured by fully-explicit point cloud estimation, manipulation, generation, and refinement in the 3D geometric space, instead of an implicit learning process that can be ambiguous and less controllable. The overall workflow is carefully organized with dedicated designs of the corresponding specialized learning components as well as processing procedures. Extensive experiments demonstrate that our framework achieves quantitative performance improvements of 20% to 40% over current state-of-the-art methods, and better qualitative results. Our promising results may indicate a paradigm rollback to the fully-explicit and geometry-centric algorithm design, which enables to exploit various powerful point cloud modeling architectures and processing techniques. We will make our code and data publicly available at https://github.com/yztang4/HaP.
16.8CVApr 6, 2023
CloSET: Modeling Clothed Humans on Continuous Surface with Explicit Template DecompositionHongwen Zhang, Siyou Lin, Ruizhi Shao et al.
Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned implicit template, which have limitations in capturing details or hinder end-to-end learning. In this paper, we revisit point-based solutions and propose to decompose explicit garment-related templates and then add pose-dependent wrinkles to them. In this way, the clothing deformations are disentangled such that the pose-dependent wrinkles can be better learned and applied to unseen poses. Additionally, to tackle the seam artifact issues in recent state-of-the-art point-based methods, we propose to learn point features on a body surface, which establishes a continuous and compact feature space to capture the fine-grained and pose-dependent clothing geometry. To facilitate the research in this field, we also introduce a high-quality scan dataset of humans in real-world clothing. Our approach is validated on two existing datasets and our newly introduced dataset, showing better clothing deformation results in unseen poses. The project page with code and dataset can be found at https://zhanghongwen.cn/closet.
28.6CVOct 2, 2023
HumanNorm: Learning Normal Diffusion Model for High-quality and Realistic 3D Human GenerationXin Huang, Ruizhi Shao, Qi Zhang et al.
Recent text-to-3D methods employing diffusion models have made significant advancements in 3D human generation. However, these approaches face challenges due to the limitations of text-to-image diffusion models, which lack an understanding of 3D structures. Consequently, these methods struggle to achieve high-quality human generation, resulting in smooth geometry and cartoon-like appearances. In this paper, we propose HumanNorm, a novel approach for high-quality and realistic 3D human generation. The main idea is to enhance the model's 2D perception of 3D geometry by learning a normal-adapted diffusion model and a normal-aligned diffusion model. The normal-adapted diffusion model can generate high-fidelity normal maps corresponding to user prompts with view-dependent and body-aware text. The normal-aligned diffusion model learns to generate color images aligned with the normal maps, thereby transforming physical geometry details into realistic appearance. Leveraging the proposed normal diffusion model, we devise a progressive geometry generation strategy and a multi-step Score Distillation Sampling (SDS) loss to enhance the performance of 3D human generation. Comprehensive experiments substantiate HumanNorm's ability to generate 3D humans with intricate geometry and realistic appearances. HumanNorm outperforms existing text-to-3D methods in both geometry and texture quality. The project page of HumanNorm is https://humannorm.github.io/.
14.5CVAug 11, 2023
CaPhy: Capturing Physical Properties for Animatable Human AvatarsZhaoqi Su, Liangxiao Hu, Siyou Lin et al.
We present CaPhy, a novel method for reconstructing animatable human avatars with realistic dynamic properties for clothing. Specifically, we aim for capturing the geometric and physical properties of the clothing from real observations. This allows us to apply novel poses to the human avatar with physically correct deformations and wrinkles of the clothing. To this end, we combine unsupervised training with physics-based losses and 3D-supervised training using scanned data to reconstruct a dynamic model of clothing that is physically realistic and conforms to the human scans. We also optimize the physical parameters of the underlying physical model from the scans by introducing gradient constraints of the physics-based losses. In contrast to previous work on 3D avatar reconstruction, our method is able to generalize to novel poses with realistic dynamic cloth deformations. Experiments on several subjects demonstrate that our method can estimate the physical properties of the garments, resulting in superior quantitative and qualitative results compared with previous methods.
10.4CVJan 15, 2023
Delving Deep into Pixel Alignment Feature for Accurate Multi-view Human Mesh RecoveryKai Jia, Hongwen Zhang, Liang An et al.
Regression-based methods have shown high efficiency and effectiveness for multi-view human mesh recovery. The key components of a typical regressor lie in the feature extraction of input views and the fusion of multi-view features. In this paper, we present Pixel-aligned Feedback Fusion (PaFF) for accurate yet efficient human mesh recovery from multi-view images. PaFF is an iterative regression framework that performs feature extraction and fusion alternately. At each iteration, PaFF extracts pixel-aligned feedback features from each input view according to the reprojection of the current estimation and fuses them together with respect to each vertex of the downsampled mesh. In this way, our regressor can not only perceive the misalignment status of each view from the feedback features but also correct the mesh parameters more effectively based on the feature fusion on mesh vertices. Additionally, our regressor disentangles the global orientation and translation of the body mesh from the estimation of mesh parameters such that the camera parameters of input views can be better utilized in the regression process. The efficacy of our method is validated in the Human3.6M dataset via comprehensive ablation experiments, where PaFF achieves 33.02 MPJPE and brings significant improvements over the previous best solutions by more than 29%. The project page with code and video results can be found at https://kairobo.github.io/PaFF/.
11.6CVMar 16, 2023
Narrator: Towards Natural Control of Human-Scene Interaction Generation via Relationship ReasoningHaibiao Xuan, Xiongzheng Li, Jinsong Zhang et al.
Naturally controllable human-scene interaction (HSI) generation has an important role in various fields, such as VR/AR content creation and human-centered AI. However, existing methods are unnatural and unintuitive in their controllability, which heavily limits their application in practice. Therefore, we focus on a challenging task of naturally and controllably generating realistic and diverse HSIs from textual descriptions. From human cognition, the ideal generative model should correctly reason about spatial relationships and interactive actions. To that end, we propose Narrator, a novel relationship reasoning-based generative approach using a conditional variation autoencoder for naturally controllable generation given a 3D scene and a textual description. Also, we model global and local spatial relationships in a 3D scene and a textual description respectively based on the scene graph, and introduce a partlevel action mechanism to represent interactions as atomic body part states. In particular, benefiting from our relationship reasoning, we further propose a simple yet effective multi-human generation strategy, which is the first exploration for controllable multi-human scene interaction generation. Our extensive experiments and perceptual studies show that Narrator can controllably generate diverse interactions and significantly outperform existing works. The code and dataset will be available for research purposes.
18.7CVSep 29, 2023
HAvatar: High-fidelity Head Avatar via Facial Model Conditioned Neural Radiance FieldXiaochen Zhao, Lizhen Wang, Jingxiang Sun et al.
The problem of modeling an animatable 3D human head avatar under light-weight setups is of significant importance but has not been well solved. Existing 3D representations either perform well in the realism of portrait images synthesis or the accuracy of expression control, but not both. To address the problem, we introduce a novel hybrid explicit-implicit 3D representation, Facial Model Conditioned Neural Radiance Field, which integrates the expressiveness of NeRF and the prior information from the parametric template. At the core of our representation, a synthetic-renderings-based condition method is proposed to fuse the prior information from the parametric model into the implicit field without constraining its topological flexibility. Besides, based on the hybrid representation, we properly overcome the inconsistent shape issue presented in existing methods and improve the animation stability. Moreover, by adopting an overall GAN-based architecture using an image-to-image translation network, we achieve high-resolution, realistic and view-consistent synthesis of dynamic head appearance. Experiments demonstrate that our method can achieve state-of-the-art performance for 3D head avatar animation compared with previous methods.
9.1CVAug 18, 2023
Leveraging Intrinsic Properties for Non-Rigid Garment AlignmentSiyou Lin, Boyao Zhou, Zerong Zheng et al.
We address the problem of aligning real-world 3D data of garments, which benefits many applications such as texture learning, physical parameter estimation, generative modeling of garments, etc. Existing extrinsic methods typically perform non-rigid iterative closest point and struggle to align details due to incorrect closest matches and rigidity constraints. While intrinsic methods based on functional maps can produce high-quality correspondences, they work under isometric assumptions and become unreliable for garment deformations which are highly non-isometric. To achieve wrinkle-level as well as texture-level alignment, we present a novel coarse-to-fine two-stage method that leverages intrinsic manifold properties with two neural deformation fields, in the 3D space and the intrinsic space, respectively. The coarse stage performs a 3D fitting, where we leverage intrinsic manifold properties to define a manifold deformation field. The coarse fitting then induces a functional map that produces an alignment of intrinsic embeddings. We further refine the intrinsic alignment with a second neural deformation field for higher accuracy. We evaluate our method with our captured garment dataset, GarmCap. The method achieves accurate wrinkle-level and texture-level alignment and works for difficult garment types such as long coats. Our project page is https://jsnln.github.io/iccv2023_intrinsic/index.html.
25.6CVMay 31, 2022
IDE-3D: Interactive Disentangled Editing for High-Resolution 3D-aware Portrait SynthesisJingxiang Sun, Xuan Wang, Yichun Shi et al.
Existing 3D-aware facial generation methods face a dilemma in quality versus editability: they either generate editable results in low resolution or high-quality ones with no editing flexibility. In this work, we propose a new approach that brings the best of both worlds together. Our system consists of three major components: (1) a 3D-semantics-aware generative model that produces view-consistent, disentangled face images and semantic masks; (2) a hybrid GAN inversion approach that initialize the latent codes from the semantic and texture encoder, and further optimized them for faithful reconstruction; and (3) a canonical editor that enables efficient manipulation of semantic masks in canonical view and product high-quality editing results. Our approach is competent for many applications, e.g. free-view face drawing, editing, and style control. Both quantitative and qualitative results show that our method reaches the state-of-the-art in terms of photorealism, faithfulness, and efficiency.
2.6CVJun 20, 2022
Geo-NI: Geometry-aware Neural Interpolation for Light Field RenderingGaochang Wu, Yuemei Zhou, Yebin Liu et al.
In this paper, we present a Geometry-aware Neural Interpolation (Geo-NI) framework for light field rendering. Previous learning-based approaches either rely on the capability of neural networks to perform direct interpolation, which we dubbed Neural Interpolation (NI), or explore scene geometry for novel view synthesis, also known as Depth Image-Based Rendering (DIBR). Instead, we incorporate the ideas behind these two kinds of approaches by launching the NI with a novel DIBR pipeline. Specifically, the proposed Geo-NI first performs NI using input light field sheared by a set of depth hypotheses. Then the DIBR is implemented by assigning the sheared light fields with a novel reconstruction cost volume according to the reconstruction quality under different depth hypotheses. The reconstruction cost is interpreted as a blending weight to render the final output light field by blending the reconstructed light fields along the dimension of depth hypothesis. By combining the superiorities of NI and DIBR, the proposed Geo-NI is able to render views with large disparity with the help of scene geometry while also reconstruct non-Lambertian effect when depth is prone to be ambiguous. Extensive experiments on various datasets demonstrate the superior performance of the proposed geometry-aware light field rendering framework.
MeshAvatar: Learning High-quality Triangular Human Avatars from Multi-view VideosYushuo Chen, Zerong Zheng, Zhe Li et al.
We present a novel pipeline for learning high-quality triangular human avatars from multi-view videos. Recent methods for avatar learning are typically based on neural radiance fields (NeRF), which is not compatible with traditional graphics pipeline and poses great challenges for operations like editing or synthesizing under different environments. To overcome these limitations, our method represents the avatar with an explicit triangular mesh extracted from an implicit SDF field, complemented by an implicit material field conditioned on given poses. Leveraging this triangular avatar representation, we incorporate physics-based rendering to accurately decompose geometry and texture. To enhance both the geometric and appearance details, we further employ a 2D UNet as the network backbone and introduce pseudo normal ground-truth as additional supervision. Experiments show that our method can learn triangular avatars with high-quality geometry reconstruction and plausible material decomposition, inherently supporting editing, manipulation or relighting operations.
Animatable and Relightable Gaussians for High-fidelity Human Avatar ModelingZhe Li, Yipengjing Sun, Zerong Zheng et al.
Modeling animatable human avatars from RGB videos is a long-standing and challenging problem. Recent works usually adopt MLP-based neural radiance fields (NeRF) to represent 3D humans, but it remains difficult for pure MLPs to regress pose-dependent garment details. To this end, we introduce Animatable Gaussians, a new avatar representation that leverages powerful 2D CNNs and 3D Gaussian splatting to create high-fidelity avatars. To associate 3D Gaussians with the animatable avatar, we learn a parametric template from the input videos, and then parameterize the template on two front & back canonical Gaussian maps where each pixel represents a 3D Gaussian. The learned template is adaptive to the wearing garments for modeling looser clothes like dresses. Such template-guided 2D parameterization enables us to employ a powerful StyleGAN-based CNN to learn the pose-dependent Gaussian maps for modeling detailed dynamic appearances. Furthermore, we introduce a pose projection strategy for better generalization given novel poses. To tackle the realistic relighting of animatable avatars, we introduce physically-based rendering into the avatar representation for decomposing avatar materials and environment illumination. Overall, our method can create lifelike avatars with dynamic, realistic, generalized and relightable appearances. Experiments show that our method outperforms other state-of-the-art approaches.
17.8CVSep 14, 2024
ManiDext: Hand-Object Manipulation Synthesis via Continuous Correspondence Embeddings and Residual-Guided DiffusionJiajun Zhang, Yuxiang Zhang, Liang An et al.
Dynamic and dexterous manipulation of objects presents a complex challenge, requiring the synchronization of hand motions with the trajectories of objects to achieve seamless and physically plausible interactions. In this work, we introduce ManiDext, a unified hierarchical diffusion-based framework for generating hand manipulation and grasp poses based on 3D object trajectories. Our key insight is that accurately modeling the contact correspondences between objects and hands during interactions is crucial. Therefore, we propose a continuous correspondence embedding representation that specifies detailed hand correspondences at the vertex level between the object and the hand. This embedding is optimized directly on the hand mesh in a self-supervised manner, with the distance between embeddings reflecting the geodesic distance. Our framework first generates contact maps and correspondence embeddings on the object's surface. Based on these fine-grained correspondences, we introduce a novel approach that integrates the iterative refinement process into the diffusion process during the second stage of hand pose generation. At each step of the denoising process, we incorporate the current hand pose residual as a refinement target into the network, guiding the network to correct inaccurate hand poses. Introducing residuals into each denoising step inherently aligns with traditional optimization process, effectively merging generation and refinement into a single unified framework. Extensive experiments demonstrate that our approach can generate physically plausible and highly realistic motions for various tasks, including single and bimanual hand grasping as well as manipulating both rigid and articulated objects. Code will be available for research purposes.
7.6CVJul 3, 2023
ProxyCap: Real-time Monocular Full-body Capture in World Space via Human-Centric Proxy-to-Motion LearningYuxiang Zhang, Hongwen Zhang, Liangxiao Hu et al.
Learning-based approaches to monocular motion capture have recently shown promising results by learning to regress in a data-driven manner. However, due to the challenges in data collection and network designs, it remains challenging for existing solutions to achieve real-time full-body capture while being accurate in world space. In this work, we introduce ProxyCap, a human-centric proxy-to-motion learning scheme to learn world-space motions from a proxy dataset of 2D skeleton sequences and 3D rotational motions. Such proxy data enables us to build a learning-based network with accurate world-space supervision while also mitigating the generalization issues. For more accurate and physically plausible predictions in world space, our network is designed to learn human motions from a human-centric perspective, which enables the understanding of the same motion captured with different camera trajectories. Moreover, a contact-aware neural motion descent module is proposed in our network so that it can be aware of foot-ground contact and motion misalignment with the proxy observations. With the proposed learning-based solution, we demonstrate the first real-time monocular full-body capture system with plausible foot-ground contact in world space even using hand-held moving cameras. Our project page is https://zhangyux15.github.io/ProxyCapV2.
12.1CVJul 21, 2024
GPHM: Gaussian Parametric Head Model for Monocular Head Avatar ReconstructionYuelang Xu, Zhaoqi Su, Qingyao Wu et al.
Creating high-fidelity 3D human head avatars is crucial for applications in VR/AR, digital human, 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 suffer from low rendering quality and efficiency. In this paper we introduce 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. The Gaussian model can handle intricate details, enabling realistic representations of varying appearances and complex expressions. Furthermore, we presents a well-designed training framework to ensure smooth convergence, providing a robust 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. Finally, we apply the 3D Gaussian Parametric Head Model to monocular video or few-shot head avatar reconstruction tasks, which enables instant reconstruction of high-quality 3D head avatars even when input data is extremely limited, surpassing previous methods in terms of reconstruction quality and training speed.
13.5CVJul 2, 2024
TrAME: Trajectory-Anchored Multi-View Editing for Text-Guided 3D Gaussian Splatting ManipulationChaofan Luo, Donglin Di, Xun Yang et al.
Despite significant strides in the field of 3D scene editing, current methods encounter substantial challenge, particularly in preserving 3D consistency in multi-view editing process. To tackle this challenge, we propose a progressive 3D editing strategy that ensures multi-view consistency via a Trajectory-Anchored Scheme (TAS) with a dual-branch editing mechanism. Specifically, TAS facilitates a tightly coupled iterative process between 2D view editing and 3D updating, preventing error accumulation yielded from text-to-image process. Additionally, we explore the relationship between optimization-based methods and reconstruction-based methods, offering a unified perspective for selecting superior design choice, supporting the rationale behind the designed TAS. We further present a tuning-free View-Consistent Attention Control (VCAC) module that leverages cross-view semantic and geometric reference from the source branch to yield aligned views from the target branch during the editing of 2D views. To validate the effectiveness of our method, we analyze 2D examples to demonstrate the improved consistency with the VCAC module. Further extensive quantitative and qualitative results in text-guided 3D scene editing indicate that our method achieves superior editing quality compared to state-of-the-art methods. We will make the complete codebase publicly available following the conclusion of the review process.
1.4CVApr 7, 2022
ProbNVS: Fast Novel View Synthesis with Learned Probability-Guided SamplingYuemei Zhou, Tao Yu, Zerong Zheng et al.
Existing state-of-the-art novel view synthesis methods rely on either fairly accurate 3D geometry estimation or sampling of the entire space for neural volumetric rendering, which limit the overall efficiency. In order to improve the rendering efficiency by reducing sampling points without sacrificing rendering quality, we propose to build a novel view synthesis framework based on learned MVS priors that enables general, fast and photo-realistic view synthesis simultaneously. Specifically, fewer but important points are sampled under the guidance of depth probability distributions extracted from the learned MVS architecture. Based on the learned probability-guided sampling, a neural volume rendering module is elaborately devised to fully aggregate source view information as well as the learned scene structures to synthesize photorealistic target view images. Finally, the rendering results in uncertain, occluded and unreferenced regions can be further improved by incorporating a confidence-aware refinement module. Experiments show that our method achieves 15 to 40 times faster rendering compared to state-of-the-art baselines, with strong generalization capacity and comparable high-quality novel view synthesis performance.
5.9CVNov 29, 2023
SpeechAct: Towards Generating Whole-body Motion from SpeechJinsong Zhang, Minjie Zhu, Yuxiang Zhang et al.
This paper addresses the problem of generating whole-body motion from speech. Despite great successes, prior methods still struggle to produce reasonable and diverse whole-body motions from speech. This is due to their reliance on suboptimal representations and a lack of strategies for generating diverse results. To address these challenges, we present a novel hybrid point representation to achieve accurate and continuous motion generation, e.g., avoiding foot skating, and this representation can be transformed into an easy-to-use representation, i.e., SMPL-X body mesh, for many applications. To generate whole-body motion from speech, for facial motion, closely tied to the audio signal, we introduce an encoder-decoder architecture to achieve deterministic outcomes. However, for the body and hands, which have weaker connections to the audio signal, we aim to generate diverse yet reasonable motions. To boost diversity in motion generation, we propose a contrastive motion learning method to encourage the model to produce more distinctive representations. Specifically, we design a robust VQ-VAE to learn a quantized motion codebook using our hybrid representation. Then, we regress the motion representation from the audio signal by a translation model employing our contrastive motion learning method. Experimental results validate the superior performance and the correctness of our model. The project page is available for research purposes at http://cic.tju.edu.cn/faculty/likun/projects/SpeechAct.
8.4CVOct 10, 2023
High-Fidelity 3D Head Avatars Reconstruction through Spatially-Varying Expression Conditioned Neural Radiance FieldMinghan Qin, Yifan Liu, Yuelang Xu et al.
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.
26.8CVJul 30, 2025Code
X-NeMo: Expressive Neural Motion Reenactment via Disentangled Latent AttentionXiaochen Zhao, Hongyi Xu, Guoxian Song et al.
We propose X-NeMo, a novel zero-shot diffusion-based portrait animation pipeline that animates a static portrait using facial movements from a driving video of a different individual. Our work first identifies the root causes of the key issues in prior approaches, such as identity leakage and difficulty in capturing subtle and extreme expressions. To address these challenges, we introduce a fully end-to-end training framework that distills a 1D identity-agnostic latent motion descriptor from driving image, effectively controlling motion through cross-attention during image generation. Our implicit motion descriptor captures expressive facial motion in fine detail, learned end-to-end from a diverse video dataset without reliance on pretrained motion detectors. We further enhance expressiveness and disentangle motion latents from identity cues by supervising their learning with a dual GAN decoder, alongside spatial and color augmentations. By embedding the driving motion into a 1D latent vector and controlling motion via cross-attention rather than additive spatial guidance, our design eliminates the transmission of spatial-aligned structural clues from the driving condition to the diffusion backbone, substantially mitigating identity leakage. Extensive experiments demonstrate that X-NeMo surpasses state-of-the-art baselines, producing highly expressive animations with superior identity resemblance. Our code and models are available for research.
16.4CVDec 1, 2024Code
AniMer: Animal Pose and Shape Estimation Using Family Aware TransformerJin Lyu, Tianyi Zhu, Yi Gu et al.
Quantitative analysis of animal behavior and biomechanics requires accurate animal pose and shape estimation across species, and is important for animal welfare and biological research. However, the small network capacity of previous methods and limited multi-species dataset leave this problem underexplored. To this end, this paper presents AniMer to estimate animal pose and shape using family aware Transformer, enhancing the reconstruction accuracy of diverse quadrupedal families. A key insight of AniMer is its integration of a high-capacity Transformer-based backbone and an animal family supervised contrastive learning scheme, unifying the discriminative understanding of various quadrupedal shapes within a single framework. For effective training, we aggregate most available open-sourced quadrupedal datasets, either with 3D or 2D labels. To improve the diversity of 3D labeled data, we introduce CtrlAni3D, a novel large-scale synthetic dataset created through a new diffusion-based conditional image generation pipeline. CtrlAni3D consists of about 10k images with pixel-aligned SMAL labels. In total, we obtain 41.3k annotated images for training and validation. Consequently, the combination of a family aware Transformer network and an expansive dataset enables AniMer to outperform existing methods not only on 3D datasets like Animal3D and CtrlAni3D, but also on out-of-distribution Animal Kingdom dataset. Ablation studies further demonstrate the effectiveness of our network design and CtrlAni3D in enhancing the performance of AniMer for in-the-wild applications. The project page of AniMer is https://luoxue-star.github.io/AniMer_project_page/.
11.3CVOct 16, 2024Code
DreamCraft3D++: Efficient Hierarchical 3D Generation with Multi-Plane Reconstruction ModelJingxiang Sun, Cheng Peng, Ruizhi Shao et al.
We introduce DreamCraft3D++, an extension of DreamCraft3D that enables efficient high-quality generation of complex 3D assets. DreamCraft3D++ inherits the multi-stage generation process of DreamCraft3D, but replaces the time-consuming geometry sculpting optimization with a feed-forward multi-plane based reconstruction model, speeding up the process by 1000x. For texture refinement, we propose a training-free IP-Adapter module that is conditioned on the enhanced multi-view images to enhance texture and geometry consistency, providing a 4x faster alternative to DreamCraft3D's DreamBooth fine-tuning. Experiments on diverse datasets demonstrate DreamCraft3D++'s ability to generate creative 3D assets with intricate geometry and realistic 360° textures, outperforming state-of-the-art image-to-3D methods in quality and speed. The full implementation will be open-sourced to enable new possibilities in 3D content creation.
15.5CVMay 21, 2025Code
Interspatial Attention for Efficient 4D Human Video GenerationRuizhi Shao, Yinghao Xu, Yujun Shen et al.
Generating photorealistic videos of digital humans in a controllable manner is crucial for a plethora of applications. Existing approaches either build on methods that employ template-based 3D representations or emerging video generation models but suffer from poor quality or limited consistency and identity preservation when generating individual or multiple digital humans. In this paper, we introduce a new interspatial attention (ISA) mechanism as a scalable building block for modern diffusion transformer (DiT)--based video generation models. ISA is a new type of cross attention that uses relative positional encodings tailored for the generation of human videos. Leveraging a custom-developed video variation autoencoder, we train a latent ISA-based diffusion model on a large corpus of video data. Our model achieves state-of-the-art performance for 4D human video synthesis, demonstrating remarkable motion consistency and identity preservation while providing precise control of the camera and body poses. Our code and model are publicly released at https://dsaurus.github.io/isa4d/.
8.4CVJul 6, 2025Code
MoReMouse: Monocular Reconstruction of Laboratory MouseYuan Zhong, Jingxiang Sun, Liang An et al.
Laboratory mice play a crucial role in biomedical research, yet accurate 3D mouse surface motion reconstruction remains challenging due to their complex non-rigid geometric deformations and textureless appearance. Moreover, the absence of structured 3D datasets severely hinders the progress beyond sparse keypoint tracking. To narrow the gap, we present MoReMouse, the first monocular dense 3D reconstruction network tailored for laboratory mice. To achieve this goal, we highlight three key designs. First, we construct the first high-fidelity dense-view synthetic dataset for mice, by rendering our self-designed realistic Gaussian mouse avatar. Second, MoReMouse adopts a transformer-based feedforward architecture with triplane representation, achieving high-quality 3D surface generation from a single image. Third, we create geodesic-based continuous correspondence embeddings on mouse surface, which serve as strong semantic priors to improve reconstruction stability and surface consistency. Extensive quantitative and qualitative experiments demonstrate that MoReMouse significantly outperforms existing open-source methods in accuracy and robustness. Video results are available at https://zyyw-eric.github.io/MoreMouse-webpage/.
GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View SynthesisShunyuan Zheng, Boyao Zhou, Ruizhi Shao et al.
We present a new approach, termed GPS-Gaussian, for synthesizing novel views of a character in a real-time manner. The proposed method enables 2K-resolution rendering under a sparse-view camera setting. Unlike the original Gaussian Splatting or neural implicit rendering methods that necessitate per-subject optimizations, we introduce Gaussian parameter maps defined on the source views and regress directly Gaussian Splatting properties for instant novel view synthesis without any fine-tuning or optimization. To this end, we train our Gaussian parameter regression module on a large amount of human scan data, jointly with a depth estimation module to lift 2D parameter maps to 3D space. The proposed framework is fully differentiable and experiments on several datasets demonstrate that our method outperforms state-of-the-art methods while achieving an exceeding rendering speed.
10.2CVDec 2, 2025
MAViD: A Multimodal Framework for Audio-Visual Dialogue Understanding and GenerationYouxin Pang, Jiajun Liu, Lingfeng Tan et al.
We propose MAViD, a novel Multimodal framework for Audio-Visual Dialogue understanding and generation. Existing approaches primarily focus on non-interactive systems and are limited to producing constrained and unnatural human speech.The primary challenge of this task lies in effectively integrating understanding and generation capabilities, as well as achieving seamless multimodal audio-video fusion. To solve these problems, we propose a Conductor-Creator architecture that divides the dialogue system into two primary components.The Conductor is tasked with understanding, reasoning, and generating instructions by breaking them down into motion and speech components, thereby enabling fine-grained control over interactions. The Creator then delivers interactive responses based on these instructions.Furthermore, to address the difficulty of generating long videos with consistent identity, timbre, and tone using dual DiT structures, the Creator adopts a structure that combines autoregressive (AR) and diffusion models. The AR model is responsible for audio generation, while the diffusion model ensures high-quality video generation.Additionally, we propose a novel fusion module to enhance connections between contextually consecutive clips and modalities, enabling synchronized long-duration audio-visual content generation.Extensive experiments demonstrate that our framework can generate vivid and contextually coherent long-duration dialogue interactions and accurately interpret users' multimodal queries.
6.2CVDec 3, 2025
UniMo: Unifying 2D Video and 3D Human Motion with an Autoregressive FrameworkYouxin Pang, Yong Zhang, Ruizhi Shao et al.
We propose UniMo, an innovative autoregressive model for joint modeling of 2D human videos and 3D human motions within a unified framework, enabling simultaneous generation and understanding of these two modalities for the first time. Current methods predominantly focus on generating one modality given another as the condition or integrating either of them with other modalities such as text and audio. Unifying 2D videos and 3D motions for simultaneous optimization and generation remains largely unexplored, presenting significant challenges due to their substantial structural and distributional differences. Inspired by the LLM's ability to unify different modalities, our method models videos and 3D motions as a unified tokens sequence, utilizing separate embedding layers to mitigate distribution gaps. Additionally, we devise a sequence modeling strategy that integrates two distinct tasks within a single framework, proving the effectiveness of unified modeling. Moreover, to efficiently align with visual tokens and preserve 3D spatial information, we design a novel 3D motion tokenizer with a temporal expansion strategy, using a single VQ-VAE to produce quantized motion tokens. It features multiple expert decoders that handle body shapes, translation, global orientation, and body poses for reliable 3D motion reconstruction. Extensive experiments demonstrate that our method simultaneously generates corresponding videos and motions while performing accurate motion capture. This work taps into the capacity of LLMs to fuse diverse data types, paving the way for integrating human-centric information into existing models and potentially enabling multimodal, controllable joint modeling of humans, objects, and scenes.
SViMo: Synchronized Diffusion for Video and Motion Generation in Hand-object Interaction ScenariosLingwei Dang, Ruizhi Shao, Hongwen Zhang et al.
Hand-Object Interaction (HOI) generation has significant application potential. However, current 3D HOI motion generation approaches heavily rely on predefined 3D object models and lab-captured motion data, limiting generalization capabilities. Meanwhile, HOI video generation methods prioritize pixel-level visual fidelity, often sacrificing physical plausibility. Recognizing that visual appearance and motion patterns share fundamental physical laws in the real world, we propose a novel framework that combines visual priors and dynamic constraints within a synchronized diffusion process to generate the HOI video and motion simultaneously. To integrate the heterogeneous semantics, appearance, and motion features, our method implements tri-modal adaptive modulation for feature aligning, coupled with 3D full-attention for modeling inter- and intra-modal dependencies. Furthermore, we introduce a vision-aware 3D interaction diffusion model that generates explicit 3D interaction sequences directly from the synchronized diffusion outputs, then feeds them back to establish a closed-loop feedback cycle. This architecture eliminates dependencies on predefined object models or explicit pose guidance while significantly enhancing video-motion consistency. Experimental results demonstrate our method's superiority over state-of-the-art approaches in generating high-fidelity, dynamically plausible HOI sequences, with notable generalization capabilities in unseen real-world scenarios. Project page at https://github.com/Droliven/SViMo_project.
StyleAvatar: Real-time Photo-realistic Portrait Avatar from a Single VideoLizhen Wang, Xiaochen Zhao, Jingxiang Sun et al.
Face reenactment methods attempt to restore and re-animate portrait videos as realistically as possible. Existing methods face a dilemma in quality versus controllability: 2D GAN-based methods achieve higher image quality but suffer in fine-grained control of facial attributes compared with 3D counterparts. In this work, we propose StyleAvatar, a real-time photo-realistic portrait avatar reconstruction method using StyleGAN-based networks, which can generate high-fidelity portrait avatars with faithful expression control. We expand the capabilities of StyleGAN by introducing a compositional representation and a sliding window augmentation method, which enable faster convergence and improve translation generalization. Specifically, we divide the portrait scenes into three parts for adaptive adjustments: facial region, non-facial foreground region, and the background. Besides, our network leverages the best of UNet, StyleGAN and time coding for video learning, which enables high-quality video generation. Furthermore, a sliding window augmentation method together with a pre-training strategy are proposed to improve translation generalization and training performance, respectively. The proposed network can converge within two hours while ensuring high image quality and a forward rendering time of only 20 milliseconds. Furthermore, we propose a real-time live system, which further pushes research into applications. Results and experiments demonstrate the superiority of our method in terms of image quality, full portrait video generation, and real-time re-animation compared to existing facial reenactment methods. Training and inference code for this paper are at https://github.com/LizhenWangT/StyleAvatar.
27.9CVDec 7, 2023
MonoGaussianAvatar: Monocular Gaussian Point-based Head AvatarYufan Chen, Lizhen Wang, Qijing Li et al.
The ability to animate photo-realistic head avatars reconstructed from monocular portrait video sequences represents a crucial step in bridging the gap between the virtual and real worlds. Recent advancements in head avatar techniques, including explicit 3D morphable meshes (3DMM), point clouds, and neural implicit representation have been exploited for this ongoing research. However, 3DMM-based methods are constrained by their fixed topologies, point-based approaches suffer from a heavy training burden due to the extensive quantity of points involved, and the last ones suffer from limitations in deformation flexibility and rendering efficiency. In response to these challenges, we propose MonoGaussianAvatar (Monocular Gaussian Point-based Head Avatar), a novel approach that harnesses 3D Gaussian point representation coupled with a Gaussian deformation field to learn explicit head avatars from monocular portrait videos. We define our head avatars with Gaussian points characterized by adaptable shapes, enabling flexible topology. These points exhibit movement with a Gaussian deformation field in alignment with the target pose and expression of a person, facilitating efficient deformation. Additionally, the Gaussian points have controllable shape, size, color, and opacity combined with Gaussian splatting, allowing for efficient training and rendering. Experiments demonstrate the superior performance of our method, which achieves state-of-the-art results among previous methods.
Lodge: A Coarse to Fine Diffusion Network for Long Dance Generation Guided by the Characteristic Dance PrimitivesRonghui Li, YuXiang Zhang, Yachao Zhang et al. · tencent-ai
We propose Lodge, a network capable of generating extremely long dance sequences conditioned on given music. We design Lodge as a two-stage coarse to fine diffusion architecture, and propose the characteristic dance primitives that possess significant expressiveness as intermediate representations between two diffusion models. The first stage is global diffusion, which focuses on comprehending the coarse-level music-dance correlation and production characteristic dance primitives. In contrast, the second-stage is the local diffusion, which parallelly generates detailed motion sequences under the guidance of the dance primitives and choreographic rules. In addition, we propose a Foot Refine Block to optimize the contact between the feet and the ground, enhancing the physical realism of the motion. Our approach can parallelly generate dance sequences of extremely long length, striking a balance between global choreographic patterns and local motion quality and expressiveness. Extensive experiments validate the efficacy of our method.
HHAvatar: Gaussian Head Avatar with Dynamic HairsZhanfeng Liao, Yuelang Xu, Zhe Li et al.
Creating high-fidelity 3D head avatars has always been a research hotspot, but it remains a great challenge under lightweight sparse view setups. In this paper, we propose HHAvatar represented by controllable 3D Gaussians for high-fidelity head avatar with dynamic hair modeling. We first use 3D Gaussians to represent the appearance of the head, and then jointly optimize neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. To address the problem of dynamic hair modeling, we introduce a hybrid head model into our avatar representation based Gaussian Head Avatar and a training method that considers timing information and an occlusion perception module to model the non-rigid motion of hair. Experiments show that our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions and driving hairs reasonably with the motion of the head
17.8CVMay 12, 2024
LayGA: Layered Gaussian Avatars for Animatable Clothing TransferSiyou Lin, Zhe Li, Zhaoqi Su et al.
Animatable clothing transfer, aiming at dressing and animating garments across characters, is a challenging problem. Most human avatar works entangle the representations of the human body and clothing together, which leads to difficulties for virtual try-on across identities. What's worse, the entangled representations usually fail to exactly track the sliding motion of garments. To overcome these limitations, we present Layered Gaussian Avatars (LayGA), a new representation that formulates body and clothing as two separate layers for photorealistic animatable clothing transfer from multi-view videos. Our representation is built upon the Gaussian map-based avatar for its excellent representation power of garment details. However, the Gaussian map produces unstructured 3D Gaussians distributed around the actual surface. The absence of a smooth explicit surface raises challenges in accurate garment tracking and collision handling between body and garments. Therefore, we propose two-stage training involving single-layer reconstruction and multi-layer fitting. In the single-layer reconstruction stage, we propose a series of geometric constraints to reconstruct smooth surfaces and simultaneously obtain the segmentation between body and clothing. Next, in the multi-layer fitting stage, we train two separate models to represent body and clothing and utilize the reconstructed clothing geometries as 3D supervision for more accurate garment tracking. Furthermore, we propose geometry and rendering layers for both high-quality geometric reconstruction and high-fidelity rendering. Overall, the proposed LayGA realizes photorealistic animations and virtual try-on, and outperforms other baseline methods. Our project page is https://jsnln.github.io/layga/index.html.
18.2CVDec 22, 2024
InterDance:Reactive 3D Dance Generation with Realistic Duet InteractionsRonghui Li, Youliang Zhang, Yachao Zhang et al. · tencent-ai
Humans perform a variety of interactive motions, among which duet dance is one of the most challenging interactions. However, in terms of human motion generative models, existing works are still unable to generate high-quality interactive motions, especially in the field of duet dance. On the one hand, it is due to the lack of large-scale high-quality datasets. On the other hand, it arises from the incomplete representation of interactive motion and the lack of fine-grained optimization of interactions. To address these challenges, we propose, InterDance, a large-scale duet dance dataset that significantly enhances motion quality, data scale, and the variety of dance genres. Built upon this dataset, we propose a new motion representation that can accurately and comprehensively describe interactive motion. We further introduce a diffusion-based framework with an interaction refinement guidance strategy to optimize the realism of interactions progressively. Extensive experiments demonstrate the effectiveness of our dataset and algorithm.