CVJul 4, 2023Code
Consistent Multimodal Generation via A Unified GAN FrameworkZhen Zhu, Yijun Li, Weijie Lyu et al.
We investigate how to generate multimodal image outputs, such as RGB, depth, and surface normals, with a single generative model. The challenge is to produce outputs that are realistic, and also consistent with each other. Our solution builds on the StyleGAN3 architecture, with a shared backbone and modality-specific branches in the last layers of the synthesis network, and we propose per-modality fidelity discriminators and a cross-modality consistency discriminator. In experiments on the Stanford2D3D dataset, we demonstrate realistic and consistent generation of RGB, depth, and normal images. We also show a training recipe to easily extend our pretrained model on a new domain, even with a few pairwise data. We further evaluate the use of synthetically generated RGB and depth pairs for training or fine-tuning depth estimators. Code will be available at https://github.com/jessemelpolio/MultimodalGAN.
CVDec 21, 2022
PaletteNeRF: Palette-based Appearance Editing of Neural Radiance FieldsZhengfei Kuang, Fujun Luan, Sai Bi et al.
Recent advances in neural radiance fields have enabled the high-fidelity 3D reconstruction of complex scenes for novel view synthesis. However, it remains underexplored how the appearance of such representations can be efficiently edited while maintaining photorealism. In this work, we present PaletteNeRF, a novel method for photorealistic appearance editing of neural radiance fields (NeRF) based on 3D color decomposition. Our method decomposes the appearance of each 3D point into a linear combination of palette-based bases (i.e., 3D segmentations defined by a group of NeRF-type functions) that are shared across the scene. While our palette-based bases are view-independent, we also predict a view-dependent function to capture the color residual (e.g., specular shading). During training, we jointly optimize the basis functions and the color palettes, and we also introduce novel regularizers to encourage the spatial coherence of the decomposition. Our method allows users to efficiently edit the appearance of the 3D scene by modifying the color palettes. We also extend our framework with compressed semantic features for semantic-aware appearance editing. We demonstrate that our technique is superior to baseline methods both quantitatively and qualitatively for appearance editing of complex real-world scenes.
CVMar 24, 2022
Learning Motion-Dependent Appearance for High-Fidelity Rendering of Dynamic Humans from a Single CameraJae Shin Yoon, Duygu Ceylan, Tuanfeng Y. Wang et al.
Appearance of dressed humans undergoes a complex geometric transformation induced not only by the static pose but also by its dynamics, i.e., there exists a number of cloth geometric configurations given a pose depending on the way it has moved. Such appearance modeling conditioned on motion has been largely neglected in existing human rendering methods, resulting in rendering of physically implausible motion. A key challenge of learning the dynamics of the appearance lies in the requirement of a prohibitively large amount of observations. In this paper, we present a compact motion representation by enforcing equivariance -- a representation is expected to be transformed in the way that the pose is transformed. We model an equivariant encoder that can generate the generalizable representation from the spatial and temporal derivatives of the 3D body surface. This learned representation is decoded by a compositional multi-task decoder that renders high fidelity time-varying appearance. Our experiments show that our method can generate a temporally coherent video of dynamic humans for unseen body poses and novel views given a single view video.
CVAug 24, 2022
3D-FM GAN: Towards 3D-Controllable Face ManipulationYuchen Liu, Zhixin Shu, Yijun Li et al.
3D-controllable portrait synthesis has significantly advanced, thanks to breakthroughs in generative adversarial networks (GANs). However, it is still challenging to manipulate existing face images with precise 3D control. While concatenating GAN inversion and a 3D-aware, noise-to-image GAN is a straight-forward solution, it is inefficient and may lead to noticeable drop in editing quality. To fill this gap, we propose 3D-FM GAN, a novel conditional GAN framework designed specifically for 3D-controllable face manipulation, and does not require any tuning after the end-to-end learning phase. By carefully encoding both the input face image and a physically-based rendering of 3D edits into a StyleGAN's latent spaces, our image generator provides high-quality, identity-preserved, 3D-controllable face manipulation. To effectively learn such novel framework, we develop two essential training strategies and a novel multiplicative co-modulation architecture that improves significantly upon naive schemes. With extensive evaluations, we show that our method outperforms the prior arts on various tasks, with better editability, stronger identity preservation, and higher photo-realism. In addition, we demonstrate a better generalizability of our design on large pose editing and out-of-domain images.
CVJun 13, 2022
RigNeRF: Fully Controllable Neural 3D PortraitsShahRukh Athar, Zexiang Xu, Kalyan Sunkavalli et al.
Volumetric neural rendering methods, such as neural radiance fields (NeRFs), have enabled photo-realistic novel view synthesis. However, in their standard form, NeRFs do not support the editing of objects, such as a human head, within a scene. In this work, we propose RigNeRF, a system that goes beyond just novel view synthesis and enables full control of head pose and facial expressions learned from a single portrait video. We model changes in head pose and facial expressions using a deformation field that is guided by a 3D morphable face model (3DMM). The 3DMM effectively acts as a prior for RigNeRF that learns to predict only residuals to the 3DMM deformations and allows us to render novel (rigid) poses and (non-rigid) expressions that were not present in the input sequence. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls. The project page can be found here: http://shahrukhathar.github.io/2022/06/06/RigNeRF.html
CVFeb 9, 2023
In-N-Out: Faithful 3D GAN Inversion with Volumetric Decomposition for Face EditingYiran Xu, Zhixin Shu, Cameron Smith et al.
3D-aware GANs offer new capabilities for view synthesis while preserving the editing functionalities of their 2D counterparts. GAN inversion is a crucial step that seeks the latent code to reconstruct input images or videos, subsequently enabling diverse editing tasks through manipulation of this latent code. However, a model pre-trained on a particular dataset (e.g., FFHQ) often has difficulty reconstructing images with out-of-distribution (OOD) objects such as faces with heavy make-up or occluding objects. We address this issue by explicitly modeling OOD objects from the input in 3D-aware GANs. Our core idea is to represent the image using two individual neural radiance fields: one for the in-distribution content and the other for the out-of-distribution object. The final reconstruction is achieved by optimizing the composition of these two radiance fields with carefully designed regularization. We demonstrate that our explicit decomposition alleviates the inherent trade-off between reconstruction fidelity and editability. We evaluate reconstruction accuracy and editability of our method on challenging real face images and videos and showcase favorable results against other baselines.
CVAug 25, 2024
COMPOSE: Comprehensive Portrait Shadow EditingAndrew Hou, Zhixin Shu, Xuaner Zhang et al.
Existing portrait relighting methods struggle with precise control over facial shadows, particularly when faced with challenges such as handling hard shadows from directional light sources or adjusting shadows while remaining in harmony with existing lighting conditions. In many situations, completely altering input lighting is undesirable for portrait retouching applications: one may want to preserve some authenticity in the captured environment. Existing shadow editing methods typically restrict their application to just the facial region and often offer limited lighting control options, such as shadow softening or rotation. In this paper, we introduce COMPOSE: a novel shadow editing pipeline for human portraits, offering precise control over shadow attributes such as shape, intensity, and position, all while preserving the original environmental illumination of the portrait. This level of disentanglement and controllability is obtained thanks to a novel decomposition of the environment map representation into ambient light and an editable gaussian dominant light source. COMPOSE is a four-stage pipeline that consists of light estimation and editing, light diffusion, shadow synthesis, and finally shadow editing. We define facial shadows as the result of a dominant light source, encoded using our novel gaussian environment map representation. Utilizing an OLAT dataset, we have trained models to: (1) predict this light source representation from images, and (2) generate realistic shadows using this representation. We also demonstrate comprehensive and intuitive shadow editing with our pipeline. Through extensive quantitative and qualitative evaluations, we have demonstrated the robust capability of our system in shadow editing.
CVSep 20, 2023
Controllable Dynamic Appearance for Neural 3D PortraitsShahRukh Athar, Zhixin Shu, Zexiang Xu et al.
Recent advances in Neural Radiance Fields (NeRFs) have made it possible to reconstruct and reanimate dynamic portrait scenes with control over head-pose, facial expressions and viewing direction. However, training such models assumes photometric consistency over the deformed region e.g. the face must be evenly lit as it deforms with changing head-pose and facial expression. Such photometric consistency across frames of a video is hard to maintain, even in studio environments, thus making the created reanimatable neural portraits prone to artifacts during reanimation. In this work, we propose CoDyNeRF, a system that enables the creation of fully controllable 3D portraits in real-world capture conditions. CoDyNeRF learns to approximate illumination dependent effects via a dynamic appearance model in the canonical space that is conditioned on predicted surface normals and the facial expressions and head-pose deformations. The surface normals prediction is guided using 3DMM normals that act as a coarse prior for the normals of the human head, where direct prediction of normals is hard due to rigid and non-rigid deformations induced by head-pose and facial expression changes. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls, and realistic lighting effects. The project page can be found here: http://shahrukhathar.github.io/2023/08/22/CoDyNeRF.html
CVMar 28
LightMover: Generative Light Movement with Color and Intensity ControlsGengze Zhou, Tianyu Wang, Soo Ye Kim et al.
We present LightMover, a framework for controllable light manipulation in single images that leverages video diffusion priors to produce physically plausible illumination changes without re-rendering the scene. We formulate light editing as a sequence-to-sequence prediction problem in visual token space: given an image and light-control tokens, the model adjusts light position, color, and intensity together with resulting reflections, shadows, and falloff from a single view. This unified treatment of spatial (movement) and appearance (color, intensity) controls improves both manipulation and illumination understanding. We further introduce an adaptive token-pruning mechanism that preserves spatially informative tokens while compactly encoding non-spatial attributes, reducing control sequence length by 41% while maintaining editing fidelity. To train our framework, we construct a scalable rendering pipeline that generates large numbers of image pairs across varied light positions, colors, and intensities while keeping the scene content consistent with the original image. LightMover enables precise, independent control over light position, color, and intensity, and achieves high PSNR and strong semantic consistency (DINO, CLIP) across different tasks.
CVApr 17
TokenLight: Precise Lighting Control in Images using Attribute TokensSumit Chaturvedi, Yannick Hold-Geoffroy, Mengwei Ren et al.
This paper presents a method for image relighting that enables precise and continuous control over multiple illumination attributes in a photograph. We formulate relighting as a conditional image generation task and introduce attribute tokens to encode distinct lighting factors such as intensity, color, ambient illumination, diffuse level, and 3D light positions. The model is trained on a large-scale synthetic dataset with ground-truth lighting annotations, supplemented by a small set of real captures to enhance realism and generalization. We validate our approach across a variety of relighting tasks, including controlling in-scene lighting fixtures and editing environment illumination using virtual light sources, on synthetic and real images. Our method achieves state-of-the-art quantitative and qualitative performance compared to prior work. Remarkably, without explicit inverse rendering supervision, the model exhibits an inherent understanding of how light interacts with scene geometry, occlusion, and materials, yielding convincing lighting effects even in traditionally challenging scenarios such as placing lights within objects or relighting transparent materials plausibly. Project page: vrroom.github.io/tokenlight/
CVMay 21
MotiMotion: Motion-Controlled Video Generation with Visual ReasoningLee Hsin-Ying, Hanwen Jiang, Yiqun Mei et al.
Current motion-controlled image-to-video generation models rigidly follow user-provided trajectories that are often sparse, imprecise, and causally incomplete. Such reliance often yields unnatural or implausible outcomes, especially by missing secondary causal consequences. To address this, we introduce MotiMotion, a novel framework that reformulates motion control as a reasoning-then-generation problem. To encourage causally grounded and commonsense-consistent interactions, we leverage a training-free vision-language reasoner to refine image-space coordinates of primary trajectories and to hallucinate plausible secondary motions. To further improve motion naturalness, we propose a confidence-aware control scheme that modulates guidance strength, enabling the model to closely follow high-confidence plans while correcting artifacts under low-confidence inputs with its internal generative priors. To support systematic evaluation, we curate a new image-to-video benchmark, MotiBench, consisting of interaction-centric scenes where new events are triggered by motion. Both VLM-based evaluation and a human study on MotiBench demonstrate that MotiMotion produces videos with more plausible object behaviors and interaction, and is preferred over existing approaches.
CVJul 28, 2024
Perm: A Parametric Representation for Multi-Style 3D Hair ModelingChengan He, Xin Sun, Zhixin Shu et al.
We present Perm, a learned parametric representation of human 3D hair designed to facilitate various hair-related applications. Unlike previous work that jointly models the global hair structure and local curl patterns, we propose to disentangle them using a PCA-based strand representation in the frequency domain, thereby allowing more precise editing and output control. Specifically, we leverage our strand representation to fit and decompose hair geometry textures into low- to high-frequency hair structures, termed guide textures and residual textures, respectively. These decomposed textures are later parameterized with different generative models, emulating common stages in the hair grooming process. We conduct extensive experiments to validate the architecture design of Perm, and finally deploy the trained model as a generic prior to solve task-agnostic problems, further showcasing its flexibility and superiority in tasks such as single-view hair reconstruction, hairstyle editing, and hair-conditioned image generation. More details can be found on our project page: https://cs.yale.edu/homes/che/projects/perm/.
SDSep 29, 2024
Learning Frame-Wise Emotion Intensity for Audio-Driven Talking-Head GenerationJingyi Xu, Hieu Le, Zhixin Shu et al.
Human emotional expression is inherently dynamic, complex, and fluid, characterized by smooth transitions in intensity throughout verbal communication. However, the modeling of such intensity fluctuations has been largely overlooked by previous audio-driven talking-head generation methods, which often results in static emotional outputs. In this paper, we explore how emotion intensity fluctuates during speech, proposing a method for capturing and generating these subtle shifts for talking-head generation. Specifically, we develop a talking-head framework that is capable of generating a variety of emotions with precise control over intensity levels. This is achieved by learning a continuous emotion latent space, where emotion types are encoded within latent orientations and emotion intensity is reflected in latent norms. In addition, to capture the dynamic intensity fluctuations, we adopt an audio-to-intensity predictor by considering the speaking tone that reflects the intensity. The training signals for this predictor are obtained through our emotion-agnostic intensity pseudo-labeling method without the need of frame-wise intensity labeling. Extensive experiments and analyses validate the effectiveness of our proposed method in accurately capturing and reproducing emotion intensity fluctuations in talking-head generation, thereby significantly enhancing the expressiveness and realism of the generated outputs.
CVDec 21, 2023Code
Carve3D: Improving Multi-view Reconstruction Consistency for Diffusion Models with RL FinetuningDesai Xie, Jiahao Li, Hao Tan et al.
Multi-view diffusion models, obtained by applying Supervised Finetuning (SFT) to text-to-image diffusion models, have driven recent breakthroughs in text-to-3D research. However, due to the limited size and quality of existing 3D datasets, they still suffer from multi-view inconsistencies and Neural Radiance Field (NeRF) reconstruction artifacts. We argue that multi-view diffusion models can benefit from further Reinforcement Learning Finetuning (RLFT), which allows models to learn from the data generated by themselves and improve beyond their dataset limitations during SFT. To this end, we introduce Carve3D, an improved RLFT algorithm coupled with a novel Multi-view Reconstruction Consistency (MRC) metric, to enhance the consistency of multi-view diffusion models. To measure the MRC metric on a set of multi-view images, we compare them with their corresponding NeRF renderings at the same camera viewpoints. The resulting model, which we denote as Carve3DM, demonstrates superior multi-view consistency and NeRF reconstruction quality than existing models. Our results suggest that pairing SFT with Carve3D's RLFT is essential for developing multi-view-consistent diffusion models, mirroring the standard Large Language Model (LLM) alignment pipeline. Our code, training and testing data, and video results are available at: https://desaixie.github.io/carve-3d.
CVDec 11, 2023
Relightful Harmonization: Lighting-aware Portrait Background ReplacementMengwei Ren, Wei Xiong, Jae Shin Yoon et al.
Portrait harmonization aims to composite a subject into a new background, adjusting its lighting and color to ensure harmony with the background scene. Existing harmonization techniques often only focus on adjusting the global color and brightness of the foreground and ignore crucial illumination cues from the background such as apparent lighting direction, leading to unrealistic compositions. We introduce Relightful Harmonization, a lighting-aware diffusion model designed to seamlessly harmonize sophisticated lighting effect for the foreground portrait using any background image. Our approach unfolds in three stages. First, we introduce a lighting representation module that allows our diffusion model to encode lighting information from target image background. Second, we introduce an alignment network that aligns lighting features learned from image background with lighting features learned from panorama environment maps, which is a complete representation for scene illumination. Last, to further boost the photorealism of the proposed method, we introduce a novel data simulation pipeline that generates synthetic training pairs from a diverse range of natural images, which are used to refine the model. Our method outperforms existing benchmarks in visual fidelity and lighting coherence, showing superior generalization in real-world testing scenarios, highlighting its versatility and practicality.
CVFeb 6, 2024
Rig3DGS: Creating Controllable Portraits from Casual Monocular VideosAlfredo Rivero, ShahRukh Athar, Zhixin Shu et al.
Creating controllable 3D human portraits from casual smartphone videos is highly desirable due to their immense value in AR/VR applications. The recent development of 3D Gaussian Splatting (3DGS) has shown improvements in rendering quality and training efficiency. However, it still remains a challenge to accurately model and disentangle head movements and facial expressions from a single-view capture to achieve high-quality renderings. In this paper, we introduce Rig3DGS to address this challenge. We represent the entire scene, including the dynamic subject, using a set of 3D Gaussians in a canonical space. Using a set of control signals, such as head pose and expressions, we transform them to the 3D space with learned deformations to generate the desired rendering. Our key innovation is a carefully designed deformation method which is guided by a learnable prior derived from a 3D morphable model. This approach is highly efficient in training and effective in controlling facial expressions, head positions, and view synthesis across various captures. We demonstrate the effectiveness of our learned deformation through extensive quantitative and qualitative experiments. The project page can be found at http://shahrukhathar.github.io/2024/02/05/Rig3DGS.html
CVDec 18, 2024
MegaSynth: Scaling Up 3D Scene Reconstruction with Synthesized DataHanwen Jiang, Zexiang Xu, Desai Xie et al.
We propose scaling up 3D scene reconstruction by training with synthesized data. At the core of our work is MegaSynth, a procedurally generated 3D dataset comprising 700K scenes - over 50 times larger than the prior real dataset DL3DV - dramatically scaling the training data. To enable scalable data generation, our key idea is eliminating semantic information, removing the need to model complex semantic priors such as object affordances and scene composition. Instead, we model scenes with basic spatial structures and geometry primitives, offering scalability. Besides, we control data complexity to facilitate training while loosely aligning it with real-world data distribution to benefit real-world generalization. We explore training LRMs with both MegaSynth and available real data. Experiment results show that joint training or pre-training with MegaSynth improves reconstruction quality by 1.2 to 1.8 dB PSNR across diverse image domains. Moreover, models trained solely on MegaSynth perform comparably to those trained on real data, underscoring the low-level nature of 3D reconstruction. Additionally, we provide an in-depth analysis of MegaSynth's properties for enhancing model capability, training stability, and generalization, as well as application to other tasks.
CVJan 16, 2025
SynthLight: Portrait Relighting with Diffusion Model by Learning to Re-render Synthetic FacesSumit Chaturvedi, Mengwei Ren, Yannick Hold-Geoffroy et al.
We introduce SynthLight, a diffusion model for portrait relighting. Our approach frames image relighting as a re-rendering problem, where pixels are transformed in response to changes in environmental lighting conditions. Using a physically-based rendering engine, we synthesize a dataset to simulate this lighting-conditioned transformation with 3D head assets under varying lighting. We propose two training and inference strategies to bridge the gap between the synthetic and real image domains: (1) multi-task training that takes advantage of real human portraits without lighting labels; (2) an inference time diffusion sampling procedure based on classifier-free guidance that leverages the input portrait to better preserve details. Our method generalizes to diverse real photographs and produces realistic illumination effects, including specular highlights and cast shadows, while preserving the subject's identity. Our quantitative experiments on Light Stage data demonstrate results comparable to state-of-the-art relighting methods. Our qualitative results on in-the-wild images showcase rich and unprecedented illumination effects. Project Page: \url{https://vrroom.github.io/synthlight/}
CVDec 23, 2024
FaceLift: Learning Generalizable Single Image 3D Face Reconstruction from Synthetic HeadsWeijie Lyu, Yi Zhou, Ming-Hsuan Yang et al.
We present FaceLift, a novel feed-forward approach for generalizable high-quality 360-degree 3D head reconstruction from a single image. Our pipeline first employs a multi-view latent diffusion model to generate consistent side and back views from a single facial input, which then feeds into a transformer-based reconstructor that produces a comprehensive 3D Gaussian splats representation. Previous methods for monocular 3D face reconstruction often lack full view coverage or view consistency due to insufficient multi-view supervision. We address this by creating a high-quality synthetic head dataset that enables consistent supervision across viewpoints. To bridge the domain gap between synthetic training data and real-world images, we propose a simple yet effective technique that ensures the view generation process maintains fidelity to the input by learning to reconstruct the input image alongside the view generation. Despite being trained exclusively on synthetic data, our method demonstrates remarkable generalization to real-world images. Through extensive qualitative and quantitative evaluations, we show that FaceLift outperforms state-of-the-art 3D face reconstruction methods on identity preservation, detail recovery, and rendering quality.
CVDec 23, 2024
Free-viewpoint Human Animation with Pose-correlated Reference SelectionFa-Ting Hong, Zhan Xu, Haiyang Liu et al.
Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.
CVApr 3, 2025
Comprehensive Relighting: Generalizable and Consistent Monocular Human Relighting and HarmonizationJunying Wang, Jingyuan Liu, Xin Sun et al.
This paper introduces Comprehensive Relighting, the first all-in-one approach that can both control and harmonize the lighting from an image or video of humans with arbitrary body parts from any scene. Building such a generalizable model is extremely challenging due to the lack of dataset, restricting existing image-based relighting models to a specific scenario (e.g., face or static human). To address this challenge, we repurpose a pre-trained diffusion model as a general image prior and jointly model the human relighting and background harmonization in the coarse-to-fine framework. To further enhance the temporal coherence of the relighting, we introduce an unsupervised temporal lighting model that learns the lighting cycle consistency from many real-world videos without any ground truth. In inference time, our temporal lighting module is combined with the diffusion models through the spatio-temporal feature blending algorithms without extra training; and we apply a new guided refinement as a post-processing to preserve the high-frequency details from the input image. In the experiments, Comprehensive Relighting shows a strong generalizability and lighting temporal coherence, outperforming existing image-based human relighting and harmonization methods.
CVApr 15, 2025
GaSLight: Gaussian Splats for Spatially-Varying Lighting in HDRChristophe Bolduc, Yannick Hold-Geoffroy, Zhixin Shu et al.
We present GaSLight, a method that generates spatially-varying lighting from regular images. Our method proposes using HDR Gaussian Splats as light source representation, marking the first time regular images can serve as light sources in a 3D renderer. Our two-stage process first enhances the dynamic range of images plausibly and accurately by leveraging the priors embedded in diffusion models. Next, we employ Gaussian Splats to model 3D lighting, achieving spatially variant lighting. Our approach yields state-of-the-art results on HDR estimations and their applications in illuminating virtual objects and scenes. To facilitate the benchmarking of images as light sources, we introduce a novel dataset of calibrated and unsaturated HDR to evaluate images as light sources. We assess our method using a combination of this novel dataset and an existing dataset from the literature. Project page: https://lvsn.github.io/gaslight/
CVMar 5
FaceCam: Portrait Video Camera Control via Scale-Aware ConditioningWeijie Lyu, Ming-Hsuan Yang, Zhixin Shu
We introduce FaceCam, a system that generates video under customizable camera trajectories for monocular human portrait video input. Recent camera control approaches based on large video-generation models have shown promising progress but often exhibit geometric distortions and visual artifacts on portrait videos due to scale-ambiguous camera representations or 3D reconstruction errors. To overcome these limitations, we propose a face-tailored scale-aware representation for camera transformations that provides deterministic conditioning without relying on 3D priors. We train a video generation model on both multi-view studio captures and in-the-wild monocular videos, and introduce two camera-control data generation strategies: synthetic camera motion and multi-shot stitching, to exploit stationary training cameras while generalizing to dynamic, continuous camera trajectories at inference time. Experiments on Ava-256 dataset and diverse in-the-wild videos demonstrate that FaceCam achieves superior performance in camera controllability, visual quality, identity and motion preservation.
CVOct 28, 2025
VividCam: Learning Unconventional Camera Motions from Virtual Synthetic VideosQiucheng Wu, Handong Zhao, Zhixin Shu et al.
Although recent text-to-video generative models are getting more capable of following external camera controls, imposed by either text descriptions or camera trajectories, they still struggle to generalize to unconventional camera motions, which is crucial in creating truly original and artistic videos. The challenge lies in the difficulty of finding sufficient training videos with the intended uncommon camera motions. To address this challenge, we propose VividCam, a training paradigm that enables diffusion models to learn complex camera motions from synthetic videos, releasing the reliance on collecting realistic training videos. VividCam incorporates multiple disentanglement strategies that isolates camera motion learning from synthetic appearance artifacts, ensuring more robust motion representation and mitigating domain shift. We demonstrate that our design synthesizes a wide range of precisely controlled and complex camera motions using surprisingly simple synthetic data. Notably, this synthetic data often consists of basic geometries within a low-poly 3D scene and can be efficiently rendered by engines like Unity. Our video results can be found in https://wuqiuche.github.io/VividCamDemoPage/ .
CVJun 13, 2024
LRM-Zero: Training Large Reconstruction Models with Synthesized DataDesai Xie, Sai Bi, Zhixin Shu et al.
We present LRM-Zero, a Large Reconstruction Model (LRM) trained entirely on synthesized 3D data, achieving high-quality sparse-view 3D reconstruction. The core of LRM-Zero is our procedural 3D dataset, Zeroverse, which is automatically synthesized from simple primitive shapes with random texturing and augmentations (e.g., height fields, boolean differences, and wireframes). Unlike previous 3D datasets (e.g., Objaverse) which are often captured or crafted by humans to approximate real 3D data, Zeroverse completely ignores realistic global semantics but is rich in complex geometric and texture details that are locally similar to or even more intricate than real objects. We demonstrate that our LRM-Zero, trained with our fully synthesized Zeroverse, can achieve high visual quality in the reconstruction of real-world objects, competitive with models trained on Objaverse. We also analyze several critical design choices of Zeroverse that contribute to LRM-Zero's capability and training stability. Our work demonstrates that 3D reconstruction, one of the core tasks in 3D vision, can potentially be addressed without the semantics of real-world objects. The Zeroverse's procedural synthesis code and interactive visualization are available at: https://desaixie.github.io/lrm-zero/.
CVMar 14, 2024
Holo-Relighting: Controllable Volumetric Portrait Relighting from a Single ImageYiqun Mei, Yu Zeng, He Zhang et al.
At the core of portrait photography is the search for ideal lighting and viewpoint. The process often requires advanced knowledge in photography and an elaborate studio setup. In this work, we propose Holo-Relighting, a volumetric relighting method that is capable of synthesizing novel viewpoints, and novel lighting from a single image. Holo-Relighting leverages the pretrained 3D GAN (EG3D) to reconstruct geometry and appearance from an input portrait as a set of 3D-aware features. We design a relighting module conditioned on a given lighting to process these features, and predict a relit 3D representation in the form of a tri-plane, which can render to an arbitrary viewpoint through volume rendering. Besides viewpoint and lighting control, Holo-Relighting also takes the head pose as a condition to enable head-pose-dependent lighting effects. With these novel designs, Holo-Relighting can generate complex non-Lambertian lighting effects (e.g., specular highlights and cast shadows) without using any explicit physical lighting priors. We train Holo-Relighting with data captured with a light stage, and propose two data-rendering techniques to improve the data quality for training the volumetric relighting system. Through quantitative and qualitative experiments, we demonstrate Holo-Relighting can achieve state-of-the-arts relighting quality with better photorealism, 3D consistency and controllability.
CVMar 22, 2023
LightPainter: Interactive Portrait Relighting with Freehand ScribbleYiqun Mei, He Zhang, Xuaner Zhang et al.
Recent portrait relighting methods have achieved realistic results of portrait lighting effects given a desired lighting representation such as an environment map. However, these methods are not intuitive for user interaction and lack precise lighting control. We introduce LightPainter, a scribble-based relighting system that allows users to interactively manipulate portrait lighting effect with ease. This is achieved by two conditional neural networks, a delighting module that recovers geometry and albedo optionally conditioned on skin tone, and a scribble-based module for relighting. To train the relighting module, we propose a novel scribble simulation procedure to mimic real user scribbles, which allows our pipeline to be trained without any human annotations. We demonstrate high-quality and flexible portrait lighting editing capability with both quantitative and qualitative experiments. User study comparisons with commercial lighting editing tools also demonstrate consistent user preference for our method.
CVJan 21, 2022
Point-NeRF: Point-based Neural Radiance FieldsQiangeng Xu, Zexiang Xu, Julien Philip et al.
Volumetric neural rendering methods like NeRF generate high-quality view synthesis results but are optimized per-scene leading to prohibitive reconstruction time. On the other hand, deep multi-view stereo methods can quickly reconstruct scene geometry via direct network inference. Point-NeRF combines the advantages of these two approaches by using neural 3D point clouds, with associated neural features, to model a radiance field. Point-NeRF can be rendered efficiently by aggregating neural point features near scene surfaces, in a ray marching-based rendering pipeline. Moreover, Point-NeRF can be initialized via direct inference of a pre-trained deep network to produce a neural point cloud; this point cloud can be finetuned to surpass the visual quality of NeRF with 30X faster training time. Point-NeRF can be combined with other 3D reconstruction methods and handles the errors and outliers in such methods via a novel pruning and growing mechanism. The experiments on the DTU, the NeRF Synthetics , the ScanNet and the Tanks and Temples datasets demonstrate Point-NeRF can surpass the existing methods and achieve the state-of-the-art results.
CVSep 13, 2021
Pose with Style: Detail-Preserving Pose-Guided Image Synthesis with Conditional StyleGANBadour AlBahar, Jingwan Lu, Jimei Yang et al.
We present an algorithm for re-rendering a person from a single image under arbitrary poses. Existing methods often have difficulties in hallucinating occluded contents photo-realistically while preserving the identity and fine details in the source image. We first learn to inpaint the correspondence field between the body surface texture and the source image with a human body symmetry prior. The inpainted correspondence field allows us to transfer/warp local features extracted from the source to the target view even under large pose changes. Directly mapping the warped local features to an RGB image using a simple CNN decoder often leads to visible artifacts. Thus, we extend the StyleGAN generator so that it takes pose as input (for controlling poses) and introduces a spatially varying modulation for the latent space using the warped local features (for controlling appearances). We show that our method compares favorably against the state-of-the-art algorithms in both quantitative evaluation and visual comparison.
CVAug 10, 2021
FLAME-in-NeRF : Neural control of Radiance Fields for Free View Face AnimationShahRukh Athar, Zhixin Shu, Dimitris Samaras
This paper presents a neural rendering method for controllable portrait video synthesis. Recent advances in volumetric neural rendering, such as neural radiance fields (NeRF), has enabled the photorealistic novel view synthesis of static scenes with impressive results. However, modeling dynamic and controllable objects as part of a scene with such scene representations is still challenging. In this work, we design a system that enables both novel view synthesis for portrait video, including the human subject and the scene background, and explicit control of the facial expressions through a low-dimensional expression representation. We leverage the expression space of a 3D morphable face model (3DMM) to represent the distribution of human facial expressions, and use it to condition the NeRF volumetric function. Furthermore, we impose a spatial prior brought by 3DMM fitting to guide the network to learn disentangled control for scene appearance and facial actions. We demonstrate the effectiveness of our method on free view synthesis of portrait videos with expression controls. To train a scene, our method only requires a short video of a subject captured by a mobile device.
CVJul 15, 2021
Single-image Full-body Human RelightingManuel Lagunas, Xin Sun, Jimei Yang et al.
We present a single-image data-driven method to automatically relight images with full-body humans in them. Our framework is based on a realistic scene decomposition leveraging precomputed radiance transfer (PRT) and spherical harmonics (SH) lighting. In contrast to previous work, we lift the assumptions on Lambertian materials and explicitly model diffuse and specular reflectance in our data. Moreover, we introduce an additional light-dependent residual term that accounts for errors in the PRT-based image reconstruction. We propose a new deep learning architecture, tailored to the decomposition performed in PRT, that is trained using a combination of L1, logarithmic, and rendering losses. Our model outperforms the state of the art for full-body human relighting both with synthetic images and photographs.
CVApr 6, 2021
Content-Aware GAN CompressionYuchen Liu, Zhixin Shu, Yijun Li et al.
Generative adversarial networks (GANs), e.g., StyleGAN2, play a vital role in various image generation and synthesis tasks, yet their notoriously high computational cost hinders their efficient deployment on edge devices. Directly applying generic compression approaches yields poor results on GANs, which motivates a number of recent GAN compression works. While prior works mainly accelerate conditional GANs, e.g., pix2pix and CycleGAN, compressing state-of-the-art unconditional GANs has rarely been explored and is more challenging. In this paper, we propose novel approaches for unconditional GAN compression. We first introduce effective channel pruning and knowledge distillation schemes specialized for unconditional GANs. We then propose a novel content-aware method to guide the processes of both pruning and distillation. With content-awareness, we can effectively prune channels that are unimportant to the contents of interest, e.g., human faces, and focus our distillation on these regions, which significantly enhances the distillation quality. On StyleGAN2 and SN-GAN, we achieve a substantial improvement over the state-of-the-art compression method. Notably, we reduce the FLOPs of StyleGAN2 by 11x with visually negligible image quality loss compared to the full-size model. More interestingly, when applied to various image manipulation tasks, our compressed model forms a smoother and better disentangled latent manifold, making it more effective for image editing.
CVOct 7, 2020
Learning Clusterable Visual Features for Zero-Shot RecognitionJingyi Xu, Zhixin Shu, Dimitris Samaras
In zero-shot learning (ZSL), conditional generators have been widely used to generate additional training features. These features can then be used to train the classifiers for testing data. However, some testing data are considered "hard" as they lie close to the decision boundaries and are prone to misclassification, leading to performance degradation for ZSL. In this paper, we propose to learn clusterable features for ZSL problems. Using a Conditional Variational Autoencoder (CVAE) as the feature generator, we project the original features to a new feature space supervised by an auxiliary classification loss. To further increase clusterability, we fine-tune the features using Gaussian similarity loss. The clusterable visual features are not only more suitable for CVAE reconstruction but are also more separable which improves classification accuracy. Moreover, we introduce Gaussian noise to enlarge the intra-class variance of the generated features, which helps to improve the classifier's robustness. Our experiments on SUN,CUB, and AWA2 datasets show consistent improvement over previous state-of-the-art ZSL results by a large margin. In addition to its effectiveness on zero-shot classification, experiments show that our method to increase feature clusterability benefits few-shot learning algorithms as well.
CVNov 2, 2019
Self-supervised Deformation Modeling for Facial Expression EditingShahRukh Athar, Zhixin Shu, Dimitris Samaras
Recent advances in deep generative models have demonstrated impressive results in photo-realistic facial image synthesis and editing. Facial expressions are inherently the result of muscle movement. However, existing neural network-based approaches usually only rely on texture generation to edit expressions and largely neglect the motion information. In this work, we propose a novel end-to-end network that disentangles the task of facial editing into two steps: a " "motion-editing" step and a "texture-editing" step. In the "motion-editing" step, we explicitly model facial movement through image deformation, warping the image into the desired expression. In the "texture-editing" step, we generate necessary textures, such as teeth and shading effects, for a photo-realistic result. Our physically-based task-disentanglement system design allows each step to learn a focused task, removing the need of generating texture to hallucinate motion. Our system is trained in a self-supervised manner, requiring no ground truth deformation annotation. Using Action Units [8] as the representation for facial expression, our method improves the state-of-the-art facial expression editing performance in both qualitative and quantitative evaluations.
CVApr 26, 2019
Lifting AutoEncoders: Unsupervised Learning of a Fully-Disentangled 3D Morphable Model using Deep Non-Rigid Structure from MotionMihir Sahasrabudhe, Zhixin Shu, Edward Bartrum et al.
In this work we introduce Lifting Autoencoders, a generative 3D surface-based model of object categories. We bring together ideas from non-rigid structure from motion, image formation, and morphable models to learn a controllable, geometric model of 3D categories in an entirely unsupervised manner from an unstructured set of images. We exploit the 3D geometric nature of our model and use normal information to disentangle appearance into illumination, shading and albedo. We further use weak supervision to disentangle the non-rigid shape variability of human faces into identity and expression. We combine the 3D representation with a differentiable renderer to generate RGB images and append an adversarially trained refinement network to obtain sharp, photorealistic image reconstruction results. The learned generative model can be controlled in terms of interpretable geometry and appearance factors, allowing us to perform photorealistic image manipulation of identity, expression, 3D pose, and illumination properties.
LGSep 16, 2018
Latent Space Optimal Transport for Generative ModelsHuidong Liu, Yang Guo, Na Lei et al.
Variational Auto-Encoders enforce their learned intermediate latent-space data distribution to be a simple distribution, such as an isotropic Gaussian. However, this causes the posterior collapse problem and loses manifold structure which can be important for datasets such as facial images. A GAN can transform a simple distribution to a latent-space data distribution and thus preserve the manifold structure, but optimizing a GAN involves solving a Min-Max optimization problem, which is difficult and not well understood so far. Therefore, we propose a GAN-like method to transform a simple distribution to a data distribution in the latent space by solving only a minimization problem. This minimization problem comes from training a discriminator between a simple distribution and a latent-space data distribution. Then, we can explicitly formulate an Optimal Transport (OT) problem that computes the desired mapping between the two distributions. This means that we can transform a distribution without solving the difficult Min-Max optimization problem. Experimental results on an eight-Gaussian dataset show that the proposed OT can handle multi-cluster distributions. Results on the MNIST and the CelebA datasets validate the effectiveness of the proposed method.
CVJun 18, 2018
Deforming Autoencoders: Unsupervised Disentangling of Shape and AppearanceZhixin Shu, Mihir Sahasrabudhe, Alp Guler et al.
In this work we introduce Deforming Autoencoders, a generative model for images that disentangles shape from appearance in an unsupervised manner. As in the deformable template paradigm, shape is represented as a deformation between a canonical coordinate system (`template') and an observed image, while appearance is modeled in `canonical', template, coordinates, thus discarding variability due to deformations. We introduce novel techniques that allow this approach to be deployed in the setting of autoencoders and show that this method can be used for unsupervised group-wise image alignment. We show experiments with expression morphing in humans, hands, and digits, face manipulation, such as shape and appearance interpolation, as well as unsupervised landmark localization. A more powerful form of unsupervised disentangling becomes possible in template coordinates, allowing us to successfully decompose face images into shading and albedo, and further manipulate face images.
CVNov 28, 2017
An Adversarial Neuro-Tensorial Approach For Learning Disentangled RepresentationsMengjiao Wang, Zhixin Shu, Shiyang Cheng et al.
Several factors contribute to the appearance of an object in a visual scene, including pose, illumination, and deformation, among others. Each factor accounts for a source of variability in the data, while the multiplicative interactions of these factors emulate the entangled variability, giving rise to the rich structure of visual object appearance. Disentangling such unobserved factors from visual data is a challenging task, especially when the data have been captured in uncontrolled recording conditions (also referred to as "in-the-wild") and label information is not available. In this paper, we propose the first unsupervised deep learning method (with pseudo-supervision) for disentangling multiple latent factors of variation in face images captured in-the-wild. To this end, we propose a deep latent variable model, where the multiplicative interactions of multiple latent factors of variation are explicitly modelled by means of multilinear (tensor) structure. We demonstrate that the proposed approach indeed learns disentangled representations of facial expressions and pose, which can be used in various applications, including face editing, as well as 3D face reconstruction and classification of facial expression, identity and pose.
CVSep 8, 2017
Improving Heterogeneous Face Recognition with Conditional Adversarial NetworksWuming Zhang, Zhixin Shu, Dimitris Samaras et al.
Heterogeneous face recognition between color image and depth image is a much desired capacity for real world applications where shape information is looked upon as merely involved in gallery. In this paper, we propose a cross-modal deep learning method as an effective and efficient workaround for this challenge. Specifically, we begin with learning two convolutional neural networks (CNNs) to extract 2D and 2.5D face features individually. Once trained, they can serve as pre-trained models for another two-way CNN which explores the correlated part between color and depth for heterogeneous matching. Compared with most conventional cross-modal approaches, our method additionally conducts accurate depth image reconstruction from single color image with Conditional Generative Adversarial Nets (cGAN), and further enhances the recognition performance by fusing multi-modal matching results. Through both qualitative and quantitative experiments on benchmark FRGC 2D/3D face database, we demonstrate that the proposed pipeline outperforms state-of-the-art performance on heterogeneous face recognition and ensures a drastically efficient on-line stage.
CVApr 13, 2017
Neural Face Editing with Intrinsic Image DisentanglingZhixin Shu, Ersin Yumer, Sunil Hadap et al.
Traditional face editing methods often require a number of sophisticated and task specific algorithms to be applied one after the other --- a process that is tedious, fragile, and computationally intensive. In this paper, we propose an end-to-end generative adversarial network that infers a face-specific disentangled representation of intrinsic face properties, including shape (i.e. normals), albedo, and lighting, and an alpha matte. We show that this network can be trained on "in-the-wild" images by incorporating an in-network physically-based image formation module and appropriate loss functions. Our disentangling latent representation allows for semantically relevant edits, where one aspect of facial appearance can be manipulated while keeping orthogonal properties fixed, and we demonstrate its use for a number of facial editing applications.