96.5CVJun 3Code
MeshFlow: Efficient Artistic Mesh Generation via MeshVAE and Flow-based Diffusion TransformerWeiyu Li, Antoine Toisoul, Tom Monnier et al.
We present MeshFlow, a new method for generating artist-like 3D meshes. Current mesh generators often adopt Auto-Regressive (AR) next-token prediction, a natural choice given the discrete nature of mesh topology. However, AR methods scale poorly because the inference cost is quadratic in mesh size. They also require discretizing the vertex coordinates, which introduces quantization errors. To address these challenges, we introduce a Variational Autoencoder (VAE) that, supervised with a contrastive loss, represents both continuous vertex positions and discrete connectivity in a continuous latent space. This latent space is significantly more compact than prior token-based mesh representations. We then build a 3D generator based on a Rectified Flow transformer, generating all mesh vertices and edges in parallel. Our model generates meshes 18x faster than the fastest AR generator while also achieving excellent accuracy across standard mesh-generation metrics. Homepage: https://mesh-flow.github.io/, Code: https://github.com/facebookresearch/meshflow
CVMar 30, 2023
Learning Garment DensePose for Robust Warping in Virtual Try-OnAiyu Cui, Sen He, Tao Xiang et al.
Virtual try-on, i.e making people virtually try new garments, is an active research area in computer vision with great commercial applications. Current virtual try-on methods usually work in a two-stage pipeline. First, the garment image is warped on the person's pose using a flow estimation network. Then in the second stage, the warped garment is fused with the person image to render a new try-on image. Unfortunately, such methods are heavily dependent on the quality of the garment warping which often fails when dealing with hard poses (e.g., a person lifting or crossing arms). In this work, we propose a robust warping method for virtual try-on based on a learned garment DensePose which has a direct correspondence with the person's DensePose. Due to the lack of annotated data, we show how to leverage an off-the-shelf person DensePose model and a pretrained flow model to learn the garment DensePose in a weakly supervised manner. The garment DensePose allows a robust warping to any person's pose without any additional computation. Our method achieves the state-of-the-art equivalent on virtual try-on benchmarks and shows warping robustness on in-the-wild person images with hard poses, making it more suited for real-world virtual try-on applications.
98.4GRMay 22
AssetGen: Deployable 3D Asset Generation at Interactive SpeedDilin Wang, Xiaoyu Xiang, Kihyuk Sohn et al.
While 3D generation is progressing rapidly, recent work has often focused on obtaining high-resolution assets, leaving user experience and deployability as afterthoughts. We present AssetGen, a 3D generator that focuses instead on these two aspects. Given one reference image, in 30 seconds it produces a high-quality mesh with baked normals, a color texture, and a controlled polygon budget suitable for real-time rendering, including mobile use cases. The AssetGen Flash variant further reduces latency to 14 seconds for interactive and agentic creation loops. Our model generates the object geometry with a coarse-to-refine VecSet framework, which implements mesh simplification, cleaning, and normal baking on the GPU, and a fast parallel UV unwrapping. It then generates textures in a multi-view fashion, followed by backprojection and 3D inpainting. Model distillation, kernel optimization, and pipeline parallelization are co-designed to accelerate the system end-to-end. We introduce numerous automated and blind human evaluations and demonstrate competitive visual quality against leading commercial solutions in 30 seconds and preview-quality results in less than 15 seconds. The final result is a system that supports AI-assisted, deployable 3D content creation in interactive workflows.
CVJul 2, 2024
Meta 3D GenRaphael Bensadoun, Tom Monnier, Yanir Kleiman et al.
We introduce Meta 3D Gen (3DGen), a new state-of-the-art, fast pipeline for text-to-3D asset generation. 3DGen offers 3D asset creation with high prompt fidelity and high-quality 3D shapes and textures in under a minute. It supports physically-based rendering (PBR), necessary for 3D asset relighting in real-world applications. Additionally, 3DGen supports generative retexturing of previously generated (or artist-created) 3D shapes using additional textual inputs provided by the user. 3DGen integrates key technical components, Meta 3D AssetGen and Meta 3D TextureGen, that we developed for text-to-3D and text-to-texture generation, respectively. By combining their strengths, 3DGen represents 3D objects simultaneously in three ways: in view space, in volumetric space, and in UV (or texture) space. The integration of these two techniques achieves a win rate of 68% with respect to the single-stage model. We compare 3DGen to numerous industry baselines, and show that it outperforms them in terms of prompt fidelity and visual quality for complex textual prompts, while being significantly faster.
CVApr 10, 2024
Move Anything with Layered Scene DiffusionJiawei Ren, Mengmeng Xu, Jui-Chieh Wu et al.
Diffusion models generate images with an unprecedented level of quality, but how can we freely rearrange image layouts? Recent works generate controllable scenes via learning spatially disentangled latent codes, but these methods do not apply to diffusion models due to their fixed forward process. In this work, we propose SceneDiffusion to optimize a layered scene representation during the diffusion sampling process. Our key insight is that spatial disentanglement can be obtained by jointly denoising scene renderings at different spatial layouts. Our generated scenes support a wide range of spatial editing operations, including moving, resizing, cloning, and layer-wise appearance editing operations, including object restyling and replacing. Moreover, a scene can be generated conditioned on a reference image, thus enabling object moving for in-the-wild images. Notably, this approach is training-free, compatible with general text-to-image diffusion models, and responsive in less than a second.
CVJan 13, 2025
UnCommon Objects in 3DXingchen Liu, Piyush Tayal, Jianyuan Wang et al. · meta-ai
We introduce Uncommon Objects in 3D (uCO3D), a new object-centric dataset for 3D deep learning and 3D generative AI. uCO3D is the largest publicly-available collection of high-resolution videos of objects with 3D annotations that ensures full-360$^{\circ}$ coverage. uCO3D is significantly more diverse than MVImgNet and CO3Dv2, covering more than 1,000 object categories. It is also of higher quality, due to extensive quality checks of both the collected videos and the 3D annotations. Similar to analogous datasets, uCO3D contains annotations for 3D camera poses, depth maps and sparse point clouds. In addition, each object is equipped with a caption and a 3D Gaussian Splat reconstruction. We train several large 3D models on MVImgNet, CO3Dv2, and uCO3D and obtain superior results using the latter, showing that uCO3D is better for learning applications.
CVJan 20, 2021
Few-shot Action Recognition with Prototype-centered Attentive LearningXiatian Zhu, Antoine Toisoul, Juan-Manuel Perez-Rua et al.
Few-shot action recognition aims to recognize action classes with few training samples. Most existing methods adopt a meta-learning approach with episodic training. In each episode, the few samples in a meta-training task are split into support and query sets. The former is used to build a classifier, which is then evaluated on the latter using a query-centered loss for model updating. There are however two major limitations: lack of data efficiency due to the query-centered only loss design and inability to deal with the support set outlying samples and inter-class distribution overlapping problems. In this paper, we overcome both limitations by proposing a new Prototype-centered Attentive Learning (PAL) model composed of two novel components. First, a prototype-centered contrastive learning loss is introduced to complement the conventional query-centered learning objective, in order to make full use of the limited training samples in each episode. Second, PAL further integrates a hybrid attentive learning mechanism that can minimize the negative impacts of outliers and promote class separation. Extensive experiments on four standard few-shot action benchmarks show that our method clearly outperforms previous state-of-the-art methods, with the improvement particularly significant (10+\%) on the most challenging fine-grained action recognition benchmark.
CVJul 3, 2020
Egocentric Action Recognition by Video Attention and Temporal ContextJuan-Manuel Perez-Rua, Antoine Toisoul, Brais Martinez et al.
We present the submission of Samsung AI Centre Cambridge to the CVPR2020 EPIC-Kitchens Action Recognition Challenge. In this challenge, action recognition is posed as the problem of simultaneously predicting a single `verb' and `noun' class label given an input trimmed video clip. That is, a `verb' and a `noun' together define a compositional `action' class. The challenging aspects of this real-life action recognition task include small fast moving objects, complex hand-object interactions, and occlusions. At the core of our submission is a recently-proposed spatial-temporal video attention model, called `W3' (`What-Where-When') attention~\cite{perez2020knowing}. We further introduce a simple yet effective contextual learning mechanism to model `action' class scores directly from long-term temporal behaviour based on the `verb' and `noun' prediction scores. Our solution achieves strong performance on the challenge metrics without using object-specific reasoning nor extra training data. In particular, our best solution with multimodal ensemble achieves the 2$^{nd}$ best position for `verb', and 3$^{rd}$ best for `noun' and `action' on the Seen Kitchens test set.
CVApr 2, 2020
Knowing What, Where and When to Look: Efficient Video Action Modeling with AttentionJuan-Manuel Perez-Rua, Brais Martinez, Xiatian Zhu et al.
Attentive video modeling is essential for action recognition in unconstrained videos due to their rich yet redundant information over space and time. However, introducing attention in a deep neural network for action recognition is challenging for two reasons. First, an effective attention module needs to learn what (objects and their local motion patterns), where (spatially), and when (temporally) to focus on. Second, a video attention module must be efficient because existing action recognition models already suffer from high computational cost. To address both challenges, a novel What-Where-When (W3) video attention module is proposed. Departing from existing alternatives, our W3 module models all three facets of video attention jointly. Crucially, it is extremely efficient by factorizing the high-dimensional video feature data into low-dimensional meaningful spaces (1D channel vector for `what' and 2D spatial tensors for `where'), followed by lightweight temporal attention reasoning. Extensive experiments show that our attention model brings significant improvements to existing action recognition models, achieving new state-of-the-art performance on a number of benchmarks.
LGJun 14, 2019
Factorized Higher-Order CNNs with an Application to Spatio-Temporal Emotion EstimationJean Kossaifi, Antoine Toisoul, Adrian Bulat et al.
Training deep neural networks with spatio-temporal (i.e., 3D) or multidimensional convolutions of higher-order is computationally challenging due to millions of unknown parameters across dozens of layers. To alleviate this, one approach is to apply low-rank tensor decompositions to convolution kernels in order to compress the network and reduce its number of parameters. Alternatively, new convolutional blocks, such as MobileNet, can be directly designed for efficiency. In this paper, we unify these two approaches by proposing a tensor factorization framework for efficient multidimensional (separable) convolutions of higher-order. Interestingly, the proposed framework enables a novel higher-order transduction, allowing to train a network on a given domain (e.g., 2D images or N-dimensional data in general) and using transduction to generalize to higher-order data such as videos (or (N+K)-dimensional data in general), capturing for instance temporal dynamics while preserving the learnt spatial information. We apply the proposed methodology, coined CP-Higher-Order Convolution (HO-CPConv), to spatio-temporal facial emotion analysis. Most existing facial affect models focus on static imagery and discard all temporal information. This is due to the above-mentioned burden of training 3D convolutional nets and the lack of large bodies of video data annotated by experts. We address both issues with our proposed framework. Initial training is first done on static imagery before using transduction to generalize to the temporal domain. We demonstrate superior performance on three challenging large scale affect estimation datasets, AffectNet, SEWA, and AFEW-VA.
HCJan 9, 2019
SEWA DB: A Rich Database for Audio-Visual Emotion and Sentiment Research in the WildJean Kossaifi, Robert Walecki, Yannis Panagakis et al.
Natural human-computer interaction and audio-visual human behaviour sensing systems, which would achieve robust performance in-the-wild are more needed than ever as digital devices are increasingly becoming an indispensable part of our life. Accurately annotated real-world data are the crux in devising such systems. However, existing databases usually consider controlled settings, low demographic variability, and a single task. In this paper, we introduce the SEWA database of more than 2000 minutes of audio-visual data of 398 people coming from six cultures, 50% female, and uniformly spanning the age range of 18 to 65 years old. Subjects were recorded in two different contexts: while watching adverts and while discussing adverts in a video chat. The database includes rich annotations of the recordings in terms of facial landmarks, facial action units (FAU), various vocalisations, mirroring, and continuously valued valence, arousal, liking, agreement, and prototypic examples of (dis)liking. This database aims to be an extremely valuable resource for researchers in affective computing and automatic human sensing and is expected to push forward the research in human behaviour analysis, including cultural studies. Along with the database, we provide extensive baseline experiments for automatic FAU detection and automatic valence, arousal and (dis)liking intensity estimation.