CVNov 29, 2022Code
Improving Commonsense in Vision-Language Models via Knowledge Graph RiddlesShuquan Ye, Yujia Xie, Dongdong Chen et al.
This paper focuses on analyzing and improving the commonsense ability of recent popular vision-language (VL) models. Despite the great success, we observe that existing VL-models still lack commonsense knowledge/reasoning ability (e.g., "Lemons are sour"), which is a vital component towards artificial general intelligence. Through our analysis, we find one important reason is that existing large-scale VL datasets do not contain much commonsense knowledge, which motivates us to improve the commonsense of VL-models from the data perspective. Rather than collecting a new VL training dataset, we propose a more scalable strategy, i.e., "Data Augmentation with kNowledge graph linearization for CommonsensE capability" (DANCE). It can be viewed as one type of data augmentation technique, which can inject commonsense knowledge into existing VL datasets on the fly during training. More specifically, we leverage the commonsense knowledge graph (e.g., ConceptNet) and create variants of text description in VL datasets via bidirectional sub-graph sequentialization. For better commonsense evaluation, we further propose the first retrieval-based commonsense diagnostic benchmark. By conducting extensive experiments on some representative VL-models, we demonstrate that our DANCE technique is able to significantly improve the commonsense ability while maintaining the performance on vanilla retrieval tasks. The code and data are available at https://github.com/pleaseconnectwifi/DANCE
CVAug 11, 2022Code
FDNeRF: Few-shot Dynamic Neural Radiance Fields for Face Reconstruction and Expression EditingJingbo Zhang, Xiaoyu Li, Ziyu Wan et al.
We propose a Few-shot Dynamic Neural Radiance Field (FDNeRF), the first NeRF-based method capable of reconstruction and expression editing of 3D faces based on a small number of dynamic images. Unlike existing dynamic NeRFs that require dense images as input and can only be modeled for a single identity, our method enables face reconstruction across different persons with few-shot inputs. Compared to state-of-the-art few-shot NeRFs designed for modeling static scenes, the proposed FDNeRF accepts view-inconsistent dynamic inputs and supports arbitrary facial expression editing, i.e., producing faces with novel expressions beyond the input ones. To handle the inconsistencies between dynamic inputs, we introduce a well-designed conditional feature warping (CFW) module to perform expression conditioned warping in 2D feature space, which is also identity adaptive and 3D constrained. As a result, features of different expressions are transformed into the target ones. We then construct a radiance field based on these view-consistent features and use volumetric rendering to synthesize novel views of the modeled faces. Extensive experiments with quantitative and qualitative evaluation demonstrate that our method outperforms existing dynamic and few-shot NeRFs on both 3D face reconstruction and expression editing tasks. Code is available at https://github.com/FDNeRF/FDNeRF.
CVDec 6, 2022Code
Robust Point Cloud Segmentation with Noisy AnnotationsShuquan Ye, Dongdong Chen, Songfang Han et al.
Point cloud segmentation is a fundamental task in 3D. Despite recent progress on point cloud segmentation with the power of deep networks, current learning methods based on the clean label assumptions may fail with noisy labels. Yet, class labels are often mislabeled at both instance-level and boundary-level in real-world datasets. In this work, we take the lead in solving the instance-level label noise by proposing a Point Noise-Adaptive Learning (PNAL) framework. Compared to noise-robust methods on image tasks, our framework is noise-rate blind, to cope with the spatially variant noise rate specific to point clouds. Specifically, we propose a point-wise confidence selection to obtain reliable labels from the historical predictions of each point. A cluster-wise label correction is proposed with a voting strategy to generate the best possible label by considering the neighbor correlations. To handle boundary-level label noise, we also propose a variant ``PNAL-boundary " with a progressive boundary label cleaning strategy. Extensive experiments demonstrate its effectiveness on both synthetic and real-world noisy datasets. Even with $60\%$ symmetric noise and high-level boundary noise, our framework significantly outperforms its baselines, and is comparable to the upper bound trained on completely clean data. Moreover, we cleaned the popular real-world dataset ScanNetV2 for rigorous experiment. Our code and data is available at https://github.com/pleaseconnectwifi/PNAL.
CVAug 15, 2022Code
Adaptive Joint Optimization for 3D Reconstruction with Differentiable RenderingJingbo Zhang, Ziyu Wan, Jing Liao
Due to inevitable noises introduced during scanning and quantization, 3D reconstruction via RGB-D sensors suffers from errors both in geometry and texture, leading to artifacts such as camera drifting, mesh distortion, texture ghosting, and blurriness. Given an imperfect reconstructed 3D model, most previous methods have focused on the refinement of either geometry, texture, or camera pose. Or different optimization schemes and objectives for optimizing each component have been used in previous joint optimization methods, forming a complicated system. In this paper, we propose a novel optimization approach based on differentiable rendering, which integrates the optimization of camera pose, geometry, and texture into a unified framework by enforcing consistency between the rendered results and the corresponding RGB-D inputs. Based on the unified framework, we introduce a joint optimization approach to fully exploit the inter-relationships between geometry, texture, and camera pose, and describe an adaptive interleaving strategy to improve optimization stability and efficiency. Using differentiable rendering, an image-level adversarial loss is applied to further improve the 3D model, making it more photorealistic. Experiments on synthetic and real data using quantitative and qualitative evaluation demonstrated the superiority of our approach in recovering both fine-scale geometry and high-fidelity texture.Code is available at https://adjointopti.github.io/adjoin.github.io/.
CVOct 16, 2023Code
HairCLIPv2: Unifying Hair Editing via Proxy Feature BlendingTianyi Wei, Dongdong Chen, Wenbo Zhou et al.
Hair editing has made tremendous progress in recent years. Early hair editing methods use well-drawn sketches or masks to specify the editing conditions. Even though they can enable very fine-grained local control, such interaction modes are inefficient for the editing conditions that can be easily specified by language descriptions or reference images. Thanks to the recent breakthrough of cross-modal models (e.g., CLIP), HairCLIP is the first work that enables hair editing based on text descriptions or reference images. However, such text-driven and reference-driven interaction modes make HairCLIP unable to support fine-grained controls specified by sketch or mask. In this paper, we propose HairCLIPv2, aiming to support all the aforementioned interactions with one unified framework. Simultaneously, it improves upon HairCLIP with better irrelevant attributes (e.g., identity, background) preservation and unseen text descriptions support. The key idea is to convert all the hair editing tasks into hair transfer tasks, with editing conditions converted into different proxies accordingly. The editing effects are added upon the input image by blending the corresponding proxy features within the hairstyle or hair color feature spaces. Besides the unprecedented user interaction mode support, quantitative and qualitative experiments demonstrate the superiority of HairCLIPv2 in terms of editing effects, irrelevant attribute preservation and visual naturalness. Our code is available at \url{https://github.com/wty-ustc/HairCLIPv2}.
CVDec 15, 2022
NeRF-Art: Text-Driven Neural Radiance Fields StylizationCan Wang, Ruixiang Jiang, Menglei Chai et al.
As a powerful representation of 3D scenes, the neural radiance field (NeRF) enables high-quality novel view synthesis from multi-view images. Stylizing NeRF, however, remains challenging, especially on simulating a text-guided style with both the appearance and the geometry altered simultaneously. In this paper, we present NeRF-Art, a text-guided NeRF stylization approach that manipulates the style of a pre-trained NeRF model with a simple text prompt. Unlike previous approaches that either lack sufficient geometry deformations and texture details or require meshes to guide the stylization, our method can shift a 3D scene to the target style characterized by desired geometry and appearance variations without any mesh guidance. This is achieved by introducing a novel global-local contrastive learning strategy, combined with the directional constraint to simultaneously control both the trajectory and the strength of the target style. Moreover, we adopt a weight regularization method to effectively suppress cloudy artifacts and geometry noises which arise easily when the density field is transformed during geometry stylization. Through extensive experiments on various styles, we demonstrate that our method is effective and robust regarding both single-view stylization quality and cross-view consistency. The code and more results can be found in our project page: https://cassiepython.github.io/nerfart/.
CVMar 30, 2023
AvatarCraft: Transforming Text into Neural Human Avatars with Parameterized Shape and Pose ControlRuixiang Jiang, Can Wang, Jingbo Zhang et al.
Neural implicit fields are powerful for representing 3D scenes and generating high-quality novel views, but it remains challenging to use such implicit representations for creating a 3D human avatar with a specific identity and artistic style that can be easily animated. Our proposed method, AvatarCraft, addresses this challenge by using diffusion models to guide the learning of geometry and texture for a neural avatar based on a single text prompt. We carefully design the optimization framework of neural implicit fields, including a coarse-to-fine multi-bounding box training strategy, shape regularization, and diffusion-based constraints, to produce high-quality geometry and texture. Additionally, we make the human avatar animatable by deforming the neural implicit field with an explicit warping field that maps the target human mesh to a template human mesh, both represented using parametric human models. This simplifies animation and reshaping of the generated avatar by controlling pose and shape parameters. Extensive experiments on various text descriptions show that AvatarCraft is effective and robust in creating human avatars and rendering novel views, poses, and shapes. Our project page is: https://avatar-craft.github.io/.
CVJun 1
VLMs are Good Teachers for Video Reasoning via Adaptive Test-Time OptimizationJunhao Cheng, Liang Hou, Tianxiong Zhong et al.
The recent "Reasoning with Video" paradigm utilizes Video Generation Models (VGMs) to generate temporally coherent visual trajectories to complete reasoning tasks. Although state-of-the-art VGMs excel at visual quality, they often struggle to understand and follow task-specific rules, leading to logical failures across diverse reasoning scenarios. Existing efforts try to utilize Vision-Language Models (VLMs) as problem pre-solvers to produce or refine textual guidance for the VGM. However, textual descriptions fail to capture intricate spatiotemporal details, and VGMs often struggle to faithfully execute fine-grained or long-tail instructions even with a valid plan. While VLMs struggle as solvers, they possess strong perception capabilities to evaluate process-constraint satisfaction and final-goal achievement. Leveraging this strength, we introduce a paradigm shift that transitions the role of VLMs to "teachers". Specifically, a VLM teacher extracts task-specific rules to formulate differentiable rewards, guiding a VGM Reasoner via test-time online optimization of a lightweight LoRA module. This strategy enables adaptive test-time optimization and extends the reasoning capabilities beyond the VGM's intrinsic boundaries. Evaluations on symbolic (VBVR-Bench) and general-purpose (RULER-Bench) video reasoning benchmarks show that the proposed method yields a 16.7-point average performance gain, outperforming the VLM-as-Solver paradigm (+0.4 points) and Best-of-N scaling (+2.2 points) by a large margin at comparable test-time cost. These findings reveal that integrating VLMs as test-time teachers offers a promising paradigm for achieving generalizable video reasoning. Project Page: https://VLM-as-Teacher.github.io/
CVOct 11, 2023Code
Uni-paint: A Unified Framework for Multimodal Image Inpainting with Pretrained Diffusion ModelShiyuan Yang, Xiaodong Chen, Jing Liao
Recently, text-to-image denoising diffusion probabilistic models (DDPMs) have demonstrated impressive image generation capabilities and have also been successfully applied to image inpainting. However, in practice, users often require more control over the inpainting process beyond textual guidance, especially when they want to composite objects with customized appearance, color, shape, and layout. Unfortunately, existing diffusion-based inpainting methods are limited to single-modal guidance and require task-specific training, hindering their cross-modal scalability. To address these limitations, we propose Uni-paint, a unified framework for multimodal inpainting that offers various modes of guidance, including unconditional, text-driven, stroke-driven, exemplar-driven inpainting, as well as a combination of these modes. Furthermore, our Uni-paint is based on pretrained Stable Diffusion and does not require task-specific training on specific datasets, enabling few-shot generalizability to customized images. We have conducted extensive qualitative and quantitative evaluations that show our approach achieves comparable results to existing single-modal methods while offering multimodal inpainting capabilities not available in other methods. Code will be available at https://github.com/ysy31415/unipaint.
CVApr 27, 2023
IconShop: Text-Guided Vector Icon Synthesis with Autoregressive TransformersRonghuan Wu, Wanchao Su, Kede Ma et al.
Scalable Vector Graphics (SVG) is a popular vector image format that offers good support for interactivity and animation. Despite its appealing characteristics, creating custom SVG content can be challenging for users due to the steep learning curve required to understand SVG grammars or get familiar with professional editing software. Recent advancements in text-to-image generation have inspired researchers to explore vector graphics synthesis using either image-based methods (i.e., text -> raster image -> vector graphics) combining text-to-image generation models with image vectorization, or language-based methods (i.e., text -> vector graphics script) through pretrained large language models. However, these methods still suffer from limitations in terms of generation quality, diversity, and flexibility. In this paper, we introduce IconShop, a text-guided vector icon synthesis method using autoregressive transformers. The key to success of our approach is to sequentialize and tokenize SVG paths (and textual descriptions as guidance) into a uniquely decodable token sequence. With that, we are able to fully exploit the sequence learning power of autoregressive transformers, while enabling both unconditional and text-conditioned icon synthesis. Through standard training to predict the next token on a large-scale vector icon dataset accompanied by textural descriptions, the proposed IconShop consistently exhibits better icon synthesis capability than existing image-based and language-based methods both quantitatively and qualitatively. Meanwhile, we observe a dramatic improvement in generation diversity, which is validated by the objective Uniqueness and Novelty measures. More importantly, we demonstrate the flexibility of IconShop with multiple novel icon synthesis tasks, including icon editing, icon interpolation, icon semantic combination, and icon design auto-suggestion.
CVApr 20, 2023
Learning Neural Duplex Radiance Fields for Real-Time View SynthesisZiyu Wan, Christian Richardt, Aljaž Božič et al.
Neural radiance fields (NeRFs) enable novel view synthesis with unprecedented visual quality. However, to render photorealistic images, NeRFs require hundreds of deep multilayer perceptron (MLP) evaluations - for each pixel. This is prohibitively expensive and makes real-time rendering infeasible, even on powerful modern GPUs. In this paper, we propose a novel approach to distill and bake NeRFs into highly efficient mesh-based neural representations that are fully compatible with the massively parallel graphics rendering pipeline. We represent scenes as neural radiance features encoded on a two-layer duplex mesh, which effectively overcomes the inherent inaccuracies in 3D surface reconstruction by learning the aggregated radiance information from a reliable interval of ray-surface intersections. To exploit local geometric relationships of nearby pixels, we leverage screen-space convolutions instead of the MLPs used in NeRFs to achieve high-quality appearance. Finally, the performance of the whole framework is further boosted by a novel multi-view distillation optimization strategy. We demonstrate the effectiveness and superiority of our approach via extensive experiments on a range of standard datasets.
CVSep 22, 2022
UniColor: A Unified Framework for Multi-Modal Colorization with TransformerZhitong Huang, Nanxuan Zhao, Jing Liao
We propose the first unified framework UniColor to support colorization in multiple modalities, including both unconditional and conditional ones, such as stroke, exemplar, text, and even a mix of them. Rather than learning a separate model for each type of condition, we introduce a two-stage colorization framework for incorporating various conditions into a single model. In the first stage, multi-modal conditions are converted into a common representation of hint points. Particularly, we propose a novel CLIP-based method to convert the text to hint points. In the second stage, we propose a Transformer-based network composed of Chroma-VQGAN and Hybrid-Transformer to generate diverse and high-quality colorization results conditioned on hint points. Both qualitative and quantitative comparisons demonstrate that our method outperforms state-of-the-art methods in every control modality and further enables multi-modal colorization that was not feasible before. Moreover, we design an interactive interface showing the effectiveness of our unified framework in practical usage, including automatic colorization, hybrid-control colorization, local recolorization, and iterative color editing. Our code and models are available at https://luckyhzt.github.io/unicolor.
CVJul 1, 2022
Neural Parameterization for Dynamic Human Head EditingLi Ma, Xiaoyu Li, Jing Liao et al.
Implicit radiance functions emerged as a powerful scene representation for reconstructing and rendering photo-realistic views of a 3D scene. These representations, however, suffer from poor editability. On the other hand, explicit representations such as polygonal meshes allow easy editing but are not as suitable for reconstructing accurate details in dynamic human heads, such as fine facial features, hair, teeth, and eyes. In this work, we present Neural Parameterization (NeP), a hybrid representation that provides the advantages of both implicit and explicit methods. NeP is capable of photo-realistic rendering while allowing fine-grained editing of the scene geometry and appearance. We first disentangle the geometry and appearance by parameterizing the 3D geometry into 2D texture space. We enable geometric editability by introducing an explicit linear deformation blending layer. The deformation is controlled by a set of sparse key points, which can be explicitly and intuitively displaced to edit the geometry. For appearance, we develop a hybrid 2D texture consisting of an explicit texture map for easy editing and implicit view and time-dependent residuals to model temporal and view variations. We compare our method to several reconstruction and editing baselines. The results show that the NeP achieves almost the same level of rendering accuracy while maintaining high editability.
CVSep 19, 2022
DifferSketching: How Differently Do People Sketch 3D Objects?Chufeng Xiao, Wanchao Su, Jing Liao et al.
Multiple sketch datasets have been proposed to understand how people draw 3D objects. However, such datasets are often of small scale and cover a small set of objects or categories. In addition, these datasets contain freehand sketches mostly from expert users, making it difficult to compare the drawings by expert and novice users, while such comparisons are critical in informing more effective sketch-based interfaces for either user groups. These observations motivate us to analyze how differently people with and without adequate drawing skills sketch 3D objects. We invited 70 novice users and 38 expert users to sketch 136 3D objects, which were presented as 362 images rendered from multiple views. This leads to a new dataset of 3,620 freehand multi-view sketches, which are registered with their corresponding 3D objects under certain views. Our dataset is an order of magnitude larger than the existing datasets. We analyze the collected data at three levels, i.e., sketch-level, stroke-level, and pixel-level, under both spatial and temporal characteristics, and within and across groups of creators. We found that the drawings by professionals and novices show significant differences at stroke-level, both intrinsically and extrinsically. We demonstrate the usefulness of our dataset in two applications: (i) freehand-style sketch synthesis, and (ii) posing it as a potential benchmark for sketch-based 3D reconstruction. Our dataset and code are available at https://chufengxiao.github.io/DifferSketching/.
CVMar 9, 2023
3D Video Loops from Asynchronous InputLi Ma, Xiaoyu Li, Jing Liao et al.
Looping videos are short video clips that can be looped endlessly without visible seams or artifacts. They provide a very attractive way to capture the dynamism of natural scenes. Existing methods have been mostly limited to 2D representations. In this paper, we take a step forward and propose a practical solution that enables an immersive experience on dynamic 3D looping scenes. The key challenge is to consider the per-view looping conditions from asynchronous input while maintaining view consistency for the 3D representation. We propose a novel sparse 3D video representation, namely Multi-Tile Video (MTV), which not only provides a view-consistent prior, but also greatly reduces memory usage, making the optimization of a 4D volume tractable. Then, we introduce a two-stage pipeline to construct the 3D looping MTV from completely asynchronous multi-view videos with no time overlap. A novel looping loss based on video temporal retargeting algorithms is adopted during the optimization to loop the 3D scene. Experiments of our framework have shown promise in successfully generating and rendering photorealistic 3D looping videos in real time even on mobile devices. The code, dataset, and live demos are available in https://limacv.github.io/VideoLoop3D_web/.
GROct 5, 2022
Water Simulation and Rendering from a Still PhotographRyusuke Sugimoto, Mingming He, Jing Liao et al.
We propose an approach to simulate and render realistic water animation from a single still input photograph. We first segment the water surface, estimate rendering parameters, and compute water reflection textures with a combination of neural networks and traditional optimization techniques. Then we propose an image-based screen space local reflection model to render the water surface overlaid on the input image and generate real-time water animation. Our approach creates realistic results with no user intervention for a wide variety of natural scenes containing large bodies of water with different lighting and water surface conditions. Since our method provides a 3D representation of the water surface, it naturally enables direct editing of water parameters and also supports interactive applications like adding synthetic objects to the scene.
CVSep 21, 2023
Text-Guided Vector Graphics CustomizationPeiying Zhang, Nanxuan Zhao, Jing Liao
Vector graphics are widely used in digital art and valued by designers for their scalability and layer-wise topological properties. However, the creation and editing of vector graphics necessitate creativity and design expertise, leading to a time-consuming process. In this paper, we propose a novel pipeline that generates high-quality customized vector graphics based on textual prompts while preserving the properties and layer-wise information of a given exemplar SVG. Our method harnesses the capabilities of large pre-trained text-to-image models. By fine-tuning the cross-attention layers of the model, we generate customized raster images guided by textual prompts. To initialize the SVG, we introduce a semantic-based path alignment method that preserves and transforms crucial paths from the exemplar SVG. Additionally, we optimize path parameters using both image-level and vector-level losses, ensuring smooth shape deformation while aligning with the customized raster image. We extensively evaluate our method using multiple metrics from vector-level, image-level, and text-level perspectives. The evaluation results demonstrate the effectiveness of our pipeline in generating diverse customizations of vector graphics with exceptional quality. The project page is https://intchous.github.io/SVGCustomization.
CVJul 31, 2024
Chat2Layout: Interactive 3D Furniture Layout with a Multimodal LLMCan Wang, Hongliang Zhong, Menglei Chai et al.
Automatic furniture layout is long desired for convenient interior design. Leveraging the remarkable visual reasoning capabilities of multimodal large language models (MLLMs), recent methods address layout generation in a static manner, lacking the feedback-driven refinement essential for interactive user engagement. We introduce Chat2Layout, a novel interactive furniture layout generation system that extends the functionality of MLLMs into the realm of interactive layout design. To achieve this, we establish a unified vision-question paradigm for in-context learning, enabling seamless communication with MLLMs to steer their behavior without altering model weights. Within this framework, we present a novel training-free visual prompting mechanism. This involves a visual-text prompting technique that assist MLLMs in reasoning about plausible layout plans, followed by an Offline-to-Online search (O2O-Search) method, which automatically identifies the minimal set of informative references to provide exemplars for visual-text prompting. By employing an agent system with MLLMs as the core controller, we enable bidirectional interaction. The agent not only comprehends the 3D environment and user requirements through linguistic and visual perception but also plans tasks and reasons about actions to generate and arrange furniture within the virtual space. Furthermore, the agent iteratively updates based on visual feedback from execution results. Experimental results demonstrate that our approach facilitates language-interactive generation and arrangement for diverse and complex 3D furniture.
CVNov 28, 2023
HumanRef: Single Image to 3D Human Generation via Reference-Guided DiffusionJingbo Zhang, Xiaoyu Li, Qi Zhang et al.
Generating a 3D human model from a single reference image is challenging because it requires inferring textures and geometries in invisible views while maintaining consistency with the reference image. Previous methods utilizing 3D generative models are limited by the availability of 3D training data. Optimization-based methods that lift text-to-image diffusion models to 3D generation often fail to preserve the texture details of the reference image, resulting in inconsistent appearances in different views. In this paper, we propose HumanRef, a 3D human generation framework from a single-view input. To ensure the generated 3D model is photorealistic and consistent with the input image, HumanRef introduces a novel method called reference-guided score distillation sampling (Ref-SDS), which effectively incorporates image guidance into the generation process. Furthermore, we introduce region-aware attention to Ref-SDS, ensuring accurate correspondence between different body regions. Experimental results demonstrate that HumanRef outperforms state-of-the-art methods in generating 3D clothed humans with fine geometry, photorealistic textures, and view-consistent appearances.
CVFeb 22Code
Ani3DHuman: Photorealistic 3D Human Animation with Self-guided Stochastic SamplingQi Sun, Can Wang, Jiaxiang Shang et al.
Current 3D human animation methods struggle to achieve photorealism: kinematics-based approaches lack non-rigid dynamics (e.g., clothing dynamics), while methods that leverage video diffusion priors can synthesize non-rigid motion but suffer from quality artifacts and identity loss. To overcome these limitations, we present Ani3DHuman, a framework that marries kinematics-based animation with video diffusion priors. We first introduce a layered motion representation that disentangles rigid motion from residual non-rigid motion. Rigid motion is generated by a kinematic method, which then produces a coarse rendering to guide the video diffusion model in generating video sequences that restore the residual non-rigid motion. However, this restoration task, based on diffusion sampling, is highly challenging, as the initial renderings are out-of-distribution, causing standard deterministic ODE samplers to fail. Therefore, we propose a novel self-guided stochastic sampling method, which effectively addresses the out-of-distribution problem by combining stochastic sampling (for photorealistic quality) with self-guidance (for identity fidelity). These restored videos provide high-quality supervision, enabling the optimization of the residual non-rigid motion field. Extensive experiments demonstrate that \MethodName can generate photorealistic 3D human animation, outperforming existing methods. Code is available in https://github.com/qiisun/ani3dhuman.
HCMay 10
Exploring a Multimodal Chatbot as a Facilitator in Therapeutic Art ActivityLe Lin, Zihao Zhu, Rainbow Tin Hung Ho et al.
Therapeutic art activities, such as expressive drawing and painting, require the synergy between creative visual production and interactive dialogue. Recent advancements in Multimodal Large Language Models (MLLMs) have expanded the capacity of computing systems to interpret both textual and visual data, offering a new frontier for AI-mediated therapeutic support. This work-in-progress paper introduces an MLLM-powered chatbot that analyzes visual creation in real-time while engaging the creator in reflective conversations. We conducted an evaluation with five experts in art therapy and related fields, which demonstrated the chatbot's potential to facilitate therapeutic engagement, and highlighted several areas for future development, including entryways and risk management, bespoke alignment of user profile and therapeutic style, balancing conversational depth and width, and enriching visual interactivity. These themes provide a design roadmap for designing the future AI-mediated creative expression tools.
IVFeb 4, 2023
Weakly-Supervised 3D Medical Image Segmentation using Geometric Prior and Contrastive SimilarityHao Du, Qihua Dong, Yan Xu et al.
Medical image segmentation is almost the most important pre-processing procedure in computer-aided diagnosis but is also a very challenging task due to the complex shapes of segments and various artifacts caused by medical imaging, (i.e., low-contrast tissues, and non-homogenous textures). In this paper, we propose a simple yet effective segmentation framework that incorporates the geometric prior and contrastive similarity into the weakly-supervised segmentation framework in a loss-based fashion. The proposed geometric prior built on point cloud provides meticulous geometry to the weakly-supervised segmentation proposal, which serves as better supervision than the inherent property of the bounding-box annotation (i.e., height and width). Furthermore, we propose contrastive similarity to encourage organ pixels to gather around in the contrastive embedding space, which helps better distinguish low-contrast tissues. The proposed contrastive embedding space can make up for the poor representation of the conventionally-used gray space. Extensive experiments are conducted to verify the effectiveness and the robustness of the proposed weakly-supervised segmentation framework. The proposed framework is superior to state-of-the-art weakly-supervised methods on the following publicly accessible datasets: LiTS 2017 Challenge, KiTS 2021 Challenge, and LPBA40. We also dissect our method and evaluate the performance of each component.
CVSep 19, 2024
LVCD: Reference-based Lineart Video Colorization with Diffusion ModelsZhitong Huang, Mohan Zhang, Jing Liao
We propose the first video diffusion framework for reference-based lineart video colorization. Unlike previous works that rely solely on image generative models to colorize lineart frame by frame, our approach leverages a large-scale pretrained video diffusion model to generate colorized animation videos. This approach leads to more temporally consistent results and is better equipped to handle large motions. Firstly, we introduce Sketch-guided ControlNet which provides additional control to finetune an image-to-video diffusion model for controllable video synthesis, enabling the generation of animation videos conditioned on lineart. We then propose Reference Attention to facilitate the transfer of colors from the reference frame to other frames containing fast and expansive motions. Finally, we present a novel scheme for sequential sampling, incorporating the Overlapped Blending Module and Prev-Reference Attention, to extend the video diffusion model beyond its original fixed-length limitation for long video colorization. Both qualitative and quantitative results demonstrate that our method significantly outperforms state-of-the-art techniques in terms of frame and video quality, as well as temporal consistency. Moreover, our method is capable of generating high-quality, long temporal-consistent animation videos with large motions, which is not achievable in previous works. Our code and model are available at https://luckyhzt.github.io/lvcd.
CVMay 27, 2025Code
Video-Holmes: Can MLLM Think Like Holmes for Complex Video Reasoning?Junhao Cheng, Yuying Ge, Teng Wang et al.
Recent advances in CoT reasoning and RL post-training have been reported to enhance video reasoning capabilities of MLLMs. This progress naturally raises a question: can these models perform complex video reasoning in a manner comparable to human experts? However, existing video benchmarks primarily evaluate visual perception and grounding abilities, with questions that can be answered based on explicit prompts or isolated visual cues. Such benchmarks do not fully capture the intricacies of real-world reasoning, where humans must actively search for, integrate, and analyze multiple clues before reaching a conclusion. To address this issue, we present Video-Holmes, a benchmark inspired by the reasoning process of Sherlock Holmes, designed to evaluate the complex video reasoning capabilities of MLLMs. Video-Holmes consists of 1,837 questions derived from 270 manually annotated suspense short films, which spans seven carefully designed tasks. Each task is constructed by first identifying key events and causal relationships within films, and then designing questions that require models to actively locate and connect multiple relevant visual clues scattered across different video segments. Our comprehensive evaluation of state-of-the-art MLLMs reveals that, while these models generally excel at visual perception, they encounter substantial difficulties with integrating information and often miss critical clues. For example, the best-performing model, Gemini-2.5-Pro, achieves an accuracy of only 45%, with most models scoring below 40%. We aim that Video-Holmes can serve as a "Holmes-test" for multimodal reasoning, motivating models to reason more like humans and emphasizing the ongoing challenges in this field. The benchmark is released in https://github.com/TencentARC/Video-Holmes.
CVOct 18, 2023
VQ-NeRF: Neural Reflectance Decomposition and Editing with Vector QuantizationHongliang Zhong, Jingbo Zhang, Jing Liao
We propose VQ-NeRF, a two-branch neural network model that incorporates Vector Quantization (VQ) to decompose and edit reflectance fields in 3D scenes. Conventional neural reflectance fields use only continuous representations to model 3D scenes, despite the fact that objects are typically composed of discrete materials in reality. This lack of discretization can result in noisy material decomposition and complicated material editing. To address these limitations, our model consists of a continuous branch and a discrete branch. The continuous branch follows the conventional pipeline to predict decomposed materials, while the discrete branch uses the VQ mechanism to quantize continuous materials into individual ones. By discretizing the materials, our model can reduce noise in the decomposition process and generate a segmentation map of discrete materials. Specific materials can be easily selected for further editing by clicking on the corresponding area of the segmentation outcomes. Additionally, we propose a dropout-based VQ codeword ranking strategy to predict the number of materials in a scene, which reduces redundancy in the material segmentation process. To improve usability, we also develop an interactive interface to further assist material editing. We evaluate our model on both computer-generated and real-world scenes, demonstrating its superior performance. To the best of our knowledge, our model is the first to enable discrete material editing in 3D scenes.
CVSep 25, 2024
Generative Object Insertion in Gaussian Splatting with a Multi-View Diffusion ModelHongliang Zhong, Can Wang, Jingbo Zhang et al.
Generating and inserting new objects into 3D content is a compelling approach for achieving versatile scene recreation. Existing methods, which rely on SDS optimization or single-view inpainting, often struggle to produce high-quality results. To address this, we propose a novel method for object insertion in 3D content represented by Gaussian Splatting. Our approach introduces a multi-view diffusion model, dubbed MVInpainter, which is built upon a pre-trained stable video diffusion model to facilitate view-consistent object inpainting. Within MVInpainter, we incorporate a ControlNet-based conditional injection module to enable controlled and more predictable multi-view generation. After generating the multi-view inpainted results, we further propose a mask-aware 3D reconstruction technique to refine Gaussian Splatting reconstruction from these sparse inpainted views. By leveraging these fabricate techniques, our approach yields diverse results, ensures view-consistent and harmonious insertions, and produces better object quality. Extensive experiments demonstrate that our approach outperforms existing methods.
CVJun 22, 2023
Continuous Layout Editing of Single Images with Diffusion ModelsZhiyuan Zhang, Zhitong Huang, Jing Liao
Recent advancements in large-scale text-to-image diffusion models have enabled many applications in image editing. However, none of these methods have been able to edit the layout of single existing images. To address this gap, we propose the first framework for layout editing of a single image while preserving its visual properties, thus allowing for continuous editing on a single image. Our approach is achieved through two key modules. First, to preserve the characteristics of multiple objects within an image, we disentangle the concepts of different objects and embed them into separate textual tokens using a novel method called masked textual inversion. Next, we propose a training-free optimization method to perform layout control for a pre-trained diffusion model, which allows us to regenerate images with learned concepts and align them with user-specified layouts. As the first framework to edit the layout of existing images, we demonstrate that our method is effective and outperforms other baselines that were modified to support this task. Our code will be freely available for public use upon acceptance.
CVApr 1, 2025Code
AnimeGamer: Infinite Anime Life Simulation with Next Game State PredictionJunhao Cheng, Yuying Ge, Yixiao Ge et al.
Recent advancements in image and video synthesis have opened up new promise in generative games. One particularly intriguing application is transforming characters from anime films into interactive, playable entities. This allows players to immerse themselves in the dynamic anime world as their favorite characters for life simulation through language instructions. Such games are defined as infinite game since they eliminate predetermined boundaries and fixed gameplay rules, where players can interact with the game world through open-ended language and experience ever-evolving storylines and environments. Recently, a pioneering approach for infinite anime life simulation employs large language models (LLMs) to translate multi-turn text dialogues into language instructions for image generation. However, it neglects historical visual context, leading to inconsistent gameplay. Furthermore, it only generates static images, failing to incorporate the dynamics necessary for an engaging gaming experience. In this work, we propose AnimeGamer, which is built upon Multimodal Large Language Models (MLLMs) to generate each game state, including dynamic animation shots that depict character movements and updates to character states, as illustrated in Figure 1. We introduce novel action-aware multimodal representations to represent animation shots, which can be decoded into high-quality video clips using a video diffusion model. By taking historical animation shot representations as context and predicting subsequent representations, AnimeGamer can generate games with contextual consistency and satisfactory dynamics. Extensive evaluations using both automated metrics and human evaluations demonstrate that AnimeGamer outperforms existing methods in various aspects of the gaming experience. Codes and checkpoints are available at https://github.com/TencentARC/AnimeGamer.
CVNov 26, 2024Code
Distractor-free Generalizable 3D Gaussian SplattingYanqi Bao, Jing Liao, Jing Huo et al.
We present DGGS, a novel framework that addresses the previously unexplored challenge: $\textbf{Distractor-free Generalizable 3D Gaussian Splatting}$ (3DGS). It mitigates 3D inconsistency and training instability caused by distractor data in the cross-scenes generalizable train setting while enabling feedforward inference for 3DGS and distractor masks from references in the unseen scenes. To achieve these objectives, DGGS proposes a scene-agnostic reference-based mask prediction and refinement module during the training phase, effectively eliminating the impact of distractor on training stability. Moreover, we combat distractor-induced artifacts and holes at inference time through a novel two-stage inference framework for references scoring and re-selection, complemented by a distractor pruning mechanism that further removes residual distractor 3DGS-primitive influences. Extensive feedforward experiments on the real and our synthetic data show DGGS's reconstruction capability when dealing with novel distractor scenes. Moreover, our generalizable mask prediction even achieves an accuracy superior to existing scene-specific training methods. Homepage is https://github.com/bbbbby-99/DGGS.
CVFeb 4
X2HDR: HDR Image Generation in a Perceptually Uniform SpaceRonghuan Wu, Wanchao Su, Kede Ma et al.
High-dynamic-range (HDR) formats and displays are becoming increasingly prevalent, yet state-of-the-art image generators (e.g., Stable Diffusion and FLUX) typically remain limited to low-dynamic-range (LDR) output due to the lack of large-scale HDR training data. In this work, we show that existing pretrained diffusion models can be easily adapted to HDR generation without retraining from scratch. A key challenge is that HDR images are natively represented in linear RGB, whose intensity and color statistics differ substantially from those of sRGB-encoded LDR images. This gap, however, can be effectively bridged by converting HDR inputs into perceptually uniform encodings (e.g., using PU21 or PQ). Empirically, we find that LDR-pretrained variational autoencoders (VAEs) reconstruct PU21-encoded HDR inputs with fidelity comparable to LDR data, whereas linear RGB inputs cause severe degradations. Motivated by this finding, we describe an efficient adaptation strategy that freezes the VAE and finetunes only the denoiser via low-rank adaptation in a perceptually uniform space. This results in a unified computational method that supports both text-to-HDR synthesis and single-image RAW-to-HDR reconstruction. Experiments demonstrate that our perceptually encoded adaptation consistently improves perceptual fidelity, text-image alignment, and effective dynamic range, relative to previous techniques.
IVSep 18, 2023
Preserving Tumor Volumes for Unsupervised Medical Image RegistrationQihua Dong, Hao Du, Ying Song et al.
Medical image registration is a critical task that estimates the spatial correspondence between pairs of images. However, current traditional and deep-learning-based methods rely on similarity measures to generate a deforming field, which often results in disproportionate volume changes in dissimilar regions, especially in tumor regions. These changes can significantly alter the tumor size and underlying anatomy, which limits the practical use of image registration in clinical diagnosis. To address this issue, we have formulated image registration with tumors as a constraint problem that preserves tumor volumes while maximizing image similarity in other normal regions. Our proposed strategy involves a two-stage process. In the first stage, we use similarity-based registration to identify potential tumor regions by their volume change, generating a soft tumor mask accordingly. In the second stage, we propose a volume-preserving registration with a novel adaptive volume-preserving loss that penalizes the change in size adaptively based on the masks calculated from the previous stage. Our approach balances image similarity and volume preservation in different regions, i.e., normal and tumor regions, by using soft tumor masks to adjust the imposition of volume-preserving loss on each one. This ensures that the tumor volume is preserved during the registration process. We have evaluated our strategy on various datasets and network architectures, demonstrating that our method successfully preserves the tumor volume while achieving comparable registration results with state-of-the-art methods. Our codes is available at: \url{https://dddraxxx.github.io/Volume-Preserving-Registration/}.
CVJan 8
FaceRefiner: High-Fidelity Facial Texture Refinement with Differentiable Rendering-based Style TransferChengyang Li, Baoping Cheng, Yao Cheng et al.
Recent facial texture generation methods prefer to use deep networks to synthesize image content and then fill in the UV map, thus generating a compelling full texture from a single image. Nevertheless, the synthesized texture UV map usually comes from a space constructed by the training data or the 2D face generator, which limits the methods' generalization ability for in-the-wild input images. Consequently, their facial details, structures and identity may not be consistent with the input. In this paper, we address this issue by proposing a style transfer-based facial texture refinement method named FaceRefiner. FaceRefiner treats the 3D sampled texture as style and the output of a texture generation method as content. The photo-realistic style is then expected to be transferred from the style image to the content image. Different from current style transfer methods that only transfer high and middle level information to the result, our style transfer method integrates differentiable rendering to also transfer low level (or pixel level) information in the visible face regions. The main benefit of such multi-level information transfer is that, the details, structures and semantics in the input can thus be well preserved. The extensive experiments on Multi-PIE, CelebA and FFHQ datasets demonstrate that our refinement method can improve the texture quality and the face identity preserving ability, compared with state-of-the-arts.
CVNov 20, 2025Code
Video-as-Answer: Predict and Generate Next Video Event with Joint-GRPOJunhao Cheng, Liang Hou, Xin Tao et al.
While language models have become impactful in many real-world applications, video generation remains largely confined to entertainment. Motivated by video's inherent capacity to demonstrate physical-world information that is difficult to convey through language alone (e.g., imagine teaching someone to tie a tie using only text), we identify an underutilized opportunity to extend video as a new answer modality for Next-Event Prediction (NEP), formalized as Video-Next-Event Prediction (VNEP). While the established NEP task takes a video with a procedural or predictive question as input to predict the next event in text, VNEP requires dynamic video responses. This shift from telling to showing unlocks more intuitive and customized answers for procedural learning and creative exploration. However, this task remains challenging for existing models, as it demands an understanding of multimodal input, instruction-conditioned reasoning, and the generation of video with visual and semantic consistency. To address this, we introduce VANS, a model that leverages reinforcement learning to align a Vision-Language Model (VLM) with a Video Diffusion Model (VDM) for VNEP. The core of VANS is our proposed Joint-GRPO that orchestrates the VLM and VDM to function as a unit. Driven by a shared reward on their respective output, it optimizes the VLM to produce captions that are both accurate and friendly to visualize, while guiding the VDM to generate videos that are faithful to these captions and the input visual context. To enable this learning, we craft VANS-Data-100K, a dedicated dataset for the VNEP task. Experiments on procedural and predictive benchmarks demonstrate that VANS achieves state-of-the-art performance in both video event prediction and visualization. Codes are released in https://github.com/KlingTeam/VANS.
CVFeb 5, 2024
Direct-a-Video: Customized Video Generation with User-Directed Camera Movement and Object MotionShiyuan Yang, Liang Hou, Haibin Huang et al.
Recent text-to-video diffusion models have achieved impressive progress. In practice, users often desire the ability to control object motion and camera movement independently for customized video creation. However, current methods lack the focus on separately controlling object motion and camera movement in a decoupled manner, which limits the controllability and flexibility of text-to-video models. In this paper, we introduce Direct-a-Video, a system that allows users to independently specify motions for multiple objects as well as camera's pan and zoom movements, as if directing a video. We propose a simple yet effective strategy for the decoupled control of object motion and camera movement. Object motion is controlled through spatial cross-attention modulation using the model's inherent priors, requiring no additional optimization. For camera movement, we introduce new temporal cross-attention layers to interpret quantitative camera movement parameters. We further employ an augmentation-based approach to train these layers in a self-supervised manner on a small-scale dataset, eliminating the need for explicit motion annotation. Both components operate independently, allowing individual or combined control, and can generalize to open-domain scenarios. Extensive experiments demonstrate the superiority and effectiveness of our method. Project page and code are available at https://direct-a-video.github.io/.
CVMar 6
EffectMaker: Unifying Reasoning and Generation for Customized Visual Effect CreationShiyuan Yang, Ruihuang Li, Jiale Tao et al.
Visual effects (VFX) are essential for enhancing the expressiveness and creativity of video content, yet producing high-quality effects typically requires expert knowledge and costly production pipelines. Existing AIGC systems face significant challenges in VFX generation due to the scarcity of effect-specific data and the inherent difficulty of modeling supernatural or stylized effects. Moreover, these approaches often require per-effect fine-tuning, which severely limits their scalability and generalization to novel VFX. In this work, we present EffectMaker, a unified reasoning-generation framework that enables reference-based VFX customization. EffectMaker employs a multimodal large language model to interpret high-level effect semantics and reason about how they should adapt to a target subject, while a diffusion transformer leverages in-context learning to capture fine-grained visual cues from reference videos. These two components form a semantic-visual dual-path guidance mechanism that enables accurate, controllable, and effect-consistent synthesis without per-effect fine-tuning. Furthermore, we construct EffectData, the largest high-quality synthetic dataset containing 130k videos across 3k VFX categories, to improve generalization and scalability. Experiments show that EffectMaker achieves superior visual quality and effect consistency over state-of-the-art baselines, offering a scalable and flexible paradigm for customized VFX generation. Project page: https://effectmaker.github.io
CVMay 19, 2023Code
Text2NeRF: Text-Driven 3D Scene Generation with Neural Radiance FieldsJingbo Zhang, Xiaoyu Li, Ziyu Wan et al.
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. Our code is available at https://github.com/eckertzhang/Text2NeRF.
CVMar 31, 2022Code
Bringing Old Films Back to LifeZiyu Wan, Bo Zhang, Dongdong Chen et al.
We present a learning-based framework, recurrent transformer network (RTN), to restore heavily degraded old films. Instead of performing frame-wise restoration, our method is based on the hidden knowledge learned from adjacent frames that contain abundant information about the occlusion, which is beneficial to restore challenging artifacts of each frame while ensuring temporal coherency. Moreover, contrasting the representation of the current frame and the hidden knowledge makes it possible to infer the scratch position in an unsupervised manner, and such defect localization generalizes well to real-world degradations. To better resolve mixed degradation and compensate for the flow estimation error during frame alignment, we propose to leverage more expressive transformer blocks for spatial restoration. Experiments on both synthetic dataset and real-world old films demonstrate the significant superiority of the proposed RTN over existing solutions. In addition, the same framework can effectively propagate the color from keyframes to the whole video, ultimately yielding compelling restored films. The implementation and model will be released at https://github.com/raywzy/Bringing-Old-Films-Back-to-Life.
CVDec 9, 2021Code
HairCLIP: Design Your Hair by Text and Reference ImageTianyi Wei, Dongdong Chen, Wenbo Zhou et al.
Hair editing is an interesting and challenging problem in computer vision and graphics. Many existing methods require well-drawn sketches or masks as conditional inputs for editing, however these interactions are neither straightforward nor efficient. In order to free users from the tedious interaction process, this paper proposes a new hair editing interaction mode, which enables manipulating hair attributes individually or jointly based on the texts or reference images provided by users. For this purpose, we encode the image and text conditions in a shared embedding space and propose a unified hair editing framework by leveraging the powerful image text representation capability of the Contrastive Language-Image Pre-Training (CLIP) model. With the carefully designed network structures and loss functions, our framework can perform high-quality hair editing in a disentangled manner. Extensive experiments demonstrate the superiority of our approach in terms of manipulation accuracy, visual realism of editing results, and irrelevant attribute preservation. Project repo is https://github.com/wty-ustc/HairCLIP.
CVDec 9, 2021Code
CLIP-NeRF: Text-and-Image Driven Manipulation of Neural Radiance FieldsCan Wang, Menglei Chai, Mingming He et al.
We present CLIP-NeRF, a multi-modal 3D object manipulation method for neural radiance fields (NeRF). By leveraging the joint language-image embedding space of the recent Contrastive Language-Image Pre-Training (CLIP) model, we propose a unified framework that allows manipulating NeRF in a user-friendly way, using either a short text prompt or an exemplar image. Specifically, to combine the novel view synthesis capability of NeRF and the controllable manipulation ability of latent representations from generative models, we introduce a disentangled conditional NeRF architecture that allows individual control over both shape and appearance. This is achieved by performing the shape conditioning via applying a learned deformation field to the positional encoding and deferring color conditioning to the volumetric rendering stage. To bridge this disentangled latent representation to the CLIP embedding, we design two code mappers that take a CLIP embedding as input and update the latent codes to reflect the targeted editing. The mappers are trained with a CLIP-based matching loss to ensure the manipulation accuracy. Furthermore, we propose an inverse optimization method that accurately projects an input image to the latent codes for manipulation to enable editing on real images. We evaluate our approach by extensive experiments on a variety of text prompts and exemplar images and also provide an intuitive interface for interactive editing. Our implementation is available at https://cassiepython.github.io/clipnerf/
CVApr 15, 2021Code
E2Style: Improve the Efficiency and Effectiveness of StyleGAN InversionTianyi Wei, Dongdong Chen, Wenbo Zhou et al.
This paper studies the problem of StyleGAN inversion, which plays an essential role in enabling the pretrained StyleGAN to be used for real image editing tasks. The goal of StyleGAN inversion is to find the exact latent code of the given image in the latent space of StyleGAN. This problem has a high demand for quality and efficiency. Existing optimization-based methods can produce high-quality results, but the optimization often takes a long time. On the contrary, forward-based methods are usually faster but the quality of their results is inferior. In this paper, we present a new feed-forward network "E2Style" for StyleGAN inversion, with significant improvement in terms of efficiency and effectiveness. In our inversion network, we introduce: 1) a shallower backbone with multiple efficient heads across scales; 2) multi-layer identity loss and multi-layer face parsing loss to the loss function; and 3) multi-stage refinement. Combining these designs together forms an effective and efficient method that exploits all benefits of optimization-based and forward-based methods. Quantitative and qualitative results show that our E2Style performs better than existing forward-based methods and comparably to state-of-the-art optimization-based methods while maintaining the high efficiency as well as forward-based methods. Moreover, a number of real image editing applications demonstrate the efficacy of our E2Style. Our code is available at \url{https://github.com/wty-ustc/e2style}
CVMar 11, 2021Code
Diverse Semantic Image Synthesis via Probability Distribution ModelingZhentao Tan, Menglei Chai, Dongdong Chen et al.
Semantic image synthesis, translating semantic layouts to photo-realistic images, is a one-to-many mapping problem. Though impressive progress has been recently made, diverse semantic synthesis that can efficiently produce semantic-level multimodal results, still remains a challenge. In this paper, we propose a novel diverse semantic image synthesis framework from the perspective of semantic class distributions, which naturally supports diverse generation at semantic or even instance level. We achieve this by modeling class-level conditional modulation parameters as continuous probability distributions instead of discrete values, and sampling per-instance modulation parameters through instance-adaptive stochastic sampling that is consistent across the network. Moreover, we propose prior noise remapping, through linear perturbation parameters encoded from paired references, to facilitate supervised training and exemplar-based instance style control at test time. Extensive experiments on multiple datasets show that our method can achieve superior diversity and comparable quality compared to state-of-the-art methods. Code will be available at \url{https://github.com/tzt101/INADE.git}
CVDec 8, 2020Code
Efficient Semantic Image Synthesis via Class-Adaptive NormalizationZhentao Tan, Dongdong Chen, Qi Chu et al.
Spatially-adaptive normalization (SPADE) is remarkably successful recently in conditional semantic image synthesis \cite{park2019semantic}, which modulates the normalized activation with spatially-varying transformations learned from semantic layouts, to prevent the semantic information from being washed away. Despite its impressive performance, a more thorough understanding of the advantages inside the box is still highly demanded to help reduce the significant computation and parameter overhead introduced by this novel structure. In this paper, from a return-on-investment point of view, we conduct an in-depth analysis of the effectiveness of this spatially-adaptive normalization and observe that its modulation parameters benefit more from semantic-awareness rather than spatial-adaptiveness, especially for high-resolution input masks. Inspired by this observation, we propose class-adaptive normalization (CLADE), a lightweight but equally-effective variant that is only adaptive to semantic class. In order to further improve spatial-adaptiveness, we introduce intra-class positional map encoding calculated from semantic layouts to modulate the normalization parameters of CLADE and propose a truly spatially-adaptive variant of CLADE, namely CLADE-ICPE.Through extensive experiments on multiple challenging datasets, we demonstrate that the proposed CLADE can be generalized to different SPADE-based methods while achieving comparable generation quality compared to SPADE, but it is much more efficient with fewer extra parameters and lower computational cost. The code and pretrained models are available at \url{https://github.com/tzt101/CLADE.git}.
CVOct 30, 2020Code
MichiGAN: Multi-Input-Conditioned Hair Image Generation for Portrait EditingZhentao Tan, Menglei Chai, Dongdong Chen et al.
Despite the recent success of face image generation with GANs, conditional hair editing remains challenging due to the under-explored complexity of its geometry and appearance. In this paper, we present MichiGAN (Multi-Input-Conditioned Hair Image GAN), a novel conditional image generation method for interactive portrait hair manipulation. To provide user control over every major hair visual factor, we explicitly disentangle hair into four orthogonal attributes, including shape, structure, appearance, and background. For each of them, we design a corresponding condition module to represent, process, and convert user inputs, and modulate the image generation pipeline in ways that respect the natures of different visual attributes. All these condition modules are integrated with the backbone generator to form the final end-to-end network, which allows fully-conditioned hair generation from multiple user inputs. Upon it, we also build an interactive portrait hair editing system that enables straightforward manipulation of hair by projecting intuitive and high-level user inputs such as painted masks, guiding strokes, or reference photos to well-defined condition representations. Through extensive experiments and evaluations, we demonstrate the superiority of our method regarding both result quality and user controllability. The code is available at https://github.com/tzt101/MichiGAN.
CVOct 29, 2020Code
Passport-aware Normalization for Deep Model ProtectionJie Zhang, Dongdong Chen, Jing Liao et al.
Despite tremendous success in many application scenarios, deep learning faces serious intellectual property (IP) infringement threats. Considering the cost of designing and training a good model, infringements will significantly infringe the interests of the original model owner. Recently, many impressive works have emerged for deep model IP protection. However, they either are vulnerable to ambiguity attacks, or require changes in the target network structure by replacing its original normalization layers and hence cause significant performance drops. To this end, we propose a new passport-aware normalization formulation, which is generally applicable to most existing normalization layers and only needs to add another passport-aware branch for IP protection. This new branch is jointly trained with the target model but discarded in the inference stage. Therefore it causes no structure change in the target model. Only when the model IP is suspected to be stolen by someone, the private passport-aware branch is added back for ownership verification. Through extensive experiments, we verify its effectiveness in both image and 3D point recognition models. It is demonstrated to be robust not only to common attack techniques like fine-tuning and model compression, but also to ambiguity attacks. By further combining it with trigger-set based methods, both black-box and white-box verification can be achieved for enhanced security of deep learning models deployed in real systems. Code can be found at https://github.com/ZJZAC/Passport-aware-Normalization.
CVOct 29, 2020Code
Cream of the Crop: Distilling Prioritized Paths For One-Shot Neural Architecture SearchHouwen Peng, Hao Du, Hongyuan Yu et al.
One-shot weight sharing methods have recently drawn great attention in neural architecture search due to high efficiency and competitive performance. However, weight sharing across models has an inherent deficiency, i.e., insufficient training of subnetworks in hypernetworks. To alleviate this problem, we present a simple yet effective architecture distillation method. The central idea is that subnetworks can learn collaboratively and teach each other throughout the training process, aiming to boost the convergence of individual models. We introduce the concept of prioritized path, which refers to the architecture candidates exhibiting superior performance during training. Distilling knowledge from the prioritized paths is able to boost the training of subnetworks. Since the prioritized paths are changed on the fly depending on their performance and complexity, the final obtained paths are the cream of the crop. We directly select the most promising one from the prioritized paths as the final architecture, without using other complex search methods, such as reinforcement learning or evolution algorithms. The experiments on ImageNet verify such path distillation method can improve the convergence ratio and performance of the hypernetwork, as well as boosting the training of subnetworks. The discovered architectures achieve superior performance compared to the recent MobileNetV3 and EfficientNet families under aligned settings. Moreover, the experiments on object detection and more challenging search space show the generality and robustness of the proposed method. Code and models are available at https://github.com/microsoft/cream.git.
CVJan 6, 2019Code
Transductive Zero-Shot Learning with Visual Structure ConstraintZiyu Wan, Dongdong Chen, Yan Li et al.
To recognize objects of the unseen classes, most existing Zero-Shot Learning(ZSL) methods first learn a compatible projection function between the common semantic space and the visual space based on the data of source seen classes, then directly apply it to the target unseen classes. However, in real scenarios, the data distribution between the source and target domain might not match well, thus causing the well-known \textbf{domain shift} problem. Based on the observation that visual features of test instances can be separated into different clusters, we propose a new visual structure constraint on class centers for transductive ZSL, to improve the generality of the projection function (i.e. alleviate the above domain shift problem). Specifically, three different strategies (symmetric Chamfer-distance, Bipartite matching distance, and Wasserstein distance) are adopted to align the projected unseen semantic centers and visual cluster centers of test instances. We also propose a new training strategy to handle the real cases where many unrelated images exist in the test dataset, which is not considered in previous methods. Experiments on many widely used datasets demonstrate that the proposed visual structure constraint can bring substantial performance gain consistently and achieve state-of-the-art results. The source code is available at \url{https://github.com/raywzy/VSC}.
CVNov 21, 2018Code
Gated Context Aggregation Network for Image Dehazing and DerainingDongdong Chen, Mingming He, Qingnan Fan et al.
Image dehazing aims to recover the uncorrupted content from a hazy image. Instead of leveraging traditional low-level or handcrafted image priors as the restoration constraints, e.g., dark channels and increased contrast, we propose an end-to-end gated context aggregation network to directly restore the final haze-free image. In this network, we adopt the latest smoothed dilation technique to help remove the gridding artifacts caused by the widely-used dilated convolution with negligible extra parameters, and leverage a gated sub-network to fuse the features from different levels. Extensive experiments demonstrate that our method can surpass previous state-of-the-art methods by a large margin both quantitatively and qualitatively. In addition, to demonstrate the generality of the proposed method, we further apply it to the image deraining task, which also achieves the state-of-the-art performance. Code has been made available at https://github.com/cddlyf/GCANet.
CVDec 11, 2025
DuetSVG: Unified Multimodal SVG Generation with Internal Visual GuidancePeiying Zhang, Nanxuan Zhao, Matthew Fisher et al.
Recent vision-language model (VLM)-based approaches have achieved impressive results on SVG generation. However, because they generate only text and lack visual signals during decoding, they often struggle with complex semantics and fail to produce visually appealing or geometrically coherent SVGs. We introduce DuetSVG, a unified multimodal model that jointly generates image tokens and corresponding SVG tokens in an end-to-end manner. DuetSVG is trained on both image and SVG datasets. At inference, we apply a novel test-time scaling strategy that leverages the model's native visual predictions as guidance to improve SVG decoding quality. Extensive experiments show that our method outperforms existing methods, producing visually faithful, semantically aligned, and syntactically clean SVGs across a wide range of applications.
CVJan 31, 2024
Advances in 3D Generation: A SurveyXiaoyu Li, Qi Zhang, Di Kang et al.
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
CVDec 12, 2023
HeadArtist: Text-conditioned 3D Head Generation with Self Score DistillationHongyu Liu, Xuan Wang, Ziyu Wan et al.
This work presents HeadArtist for 3D head generation from text descriptions. With a landmark-guided ControlNet serving as the generative prior, we come up with an efficient pipeline that optimizes a parameterized 3D head model under the supervision of the prior distillation itself. We call such a process self score distillation (SSD). In detail, given a sampled camera pose, we first render an image and its corresponding landmarks from the head model, and add some particular level of noise onto the image. The noisy image, landmarks, and text condition are then fed into the frozen ControlNet twice for noise prediction. Two different classifier-free guidance (CFG) weights are applied during these two predictions, and the prediction difference offers a direction on how the rendered image can better match the text of interest. Experimental results suggest that our approach delivers high-quality 3D head sculptures with adequate geometry and photorealistic appearance, significantly outperforming state-ofthe-art methods. We also show that the same pipeline well supports editing the generated heads, including both geometry deformation and appearance change.