Hongyi Xu

CV
h-index6
16papers
859citations
Novelty58%
AI Score40

16 Papers

25.6CVNov 26, 2022Code
AvatarGen: A 3D Generative Model for Animatable Human Avatars

Jianfeng Zhang, Zihang Jiang, Dingdong Yang et al.

Unsupervised generation of 3D-aware clothed humans with various appearances and controllable geometries is important for creating virtual human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not generative and thus unable to generate high-quality virtual humans and animate them. In this work, we propose AvatarGen, the first method that enables not only geometry-aware clothed human synthesis with high-fidelity appearances but also disentangled human animation controllability, while only requiring 2D images for training. Specifically, we decompose the generative 3D human synthesis into pose-guided mapping and canonical representation with predefined human pose and shape, such that the canonical representation can be explicitly driven to different poses and shapes with the guidance of a 3D parametric human model SMPL. AvatarGen further introduces a deformation network to learn non-rigid deformations for modeling fine-grained geometric details and pose-dependent dynamics. To improve the geometry quality of the generated human avatars, it leverages the signed distance field as geometric proxy, which allows more direct regularization from the 3D geometric priors of SMPL. Benefiting from these designs, our method can generate animatable 3D human avatars with high-quality appearance and geometry modeling, significantly outperforming previous 3D GANs. Furthermore, it is competent for many applications, e.g., single-view reconstruction, re-animation, and text-guided synthesis/editing. Code and pre-trained model will be available at http://jeff95.me/projects/avatargen.html.

2.6CVAug 1, 2022Code
AvatarGen: a 3D Generative Model for Animatable Human Avatars

Jianfeng Zhang, Zihang Jiang, Dingdong Yang et al.

Unsupervised generation of clothed virtual humans with various appearance and animatable poses is important for creating 3D human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not generative and thus unable to synthesize high-quality virtual humans and animate them. In this work, we propose AvatarGen, the first method that enables not only non-rigid human generation with diverse appearance but also full control over poses and viewpoints, while only requiring 2D images for training. Specifically, it extends the recent 3D GANs to clothed human generation by utilizing a coarse human body model as a proxy to warp the observation space into a standard avatar under a canonical space. To model non-rigid dynamics, it introduces a deformation network to learn pose-dependent deformations in the canonical space. To improve geometry quality of the generated human avatars, it leverages signed distance field as geometric representation, which allows more direct regularization from the body model on the geometry learning. Benefiting from these designs, our method can generate animatable human avatars with high-quality appearance and geometry modeling, significantly outperforming previous 3D GANs. Furthermore, it is competent for many applications, e.g., single-view reconstruction, reanimation, and text-guided synthesis. Code and pre-trained model will be available.

20.1CVMay 24, 2022
Trajectory Optimization for Physics-Based Reconstruction of 3d Human Pose from Monocular Video

Erik Gärtner, Mykhaylo Andriluka, Hongyi Xu et al.

We focus on the task of estimating a physically plausible articulated human motion from monocular video. Existing approaches that do not consider physics often produce temporally inconsistent output with motion artifacts, while state-of-the-art physics-based approaches have either been shown to work only in controlled laboratory conditions or consider simplified body-ground contact limited to feet. This paper explores how these shortcomings can be addressed by directly incorporating a fully-featured physics engine into the pose estimation process. Given an uncontrolled, real-world scene as input, our approach estimates the ground-plane location and the dimensions of the physical body model. It then recovers the physical motion by performing trajectory optimization. The advantage of our formulation is that it readily generalizes to a variety of scenes that might have diverse ground properties and supports any form of self-contact and contact between the articulated body and scene geometry. We show that our approach achieves competitive results with respect to existing physics-based methods on the Human3.6M benchmark, while being directly applicable without re-training to more complex dynamic motions from the AIST benchmark and to uncontrolled internet videos.

20.1CVMar 27, 2023
OmniAvatar: Geometry-Guided Controllable 3D Head Synthesis

Hongyi Xu, Guoxian Song, Zihang Jiang et al.

We present OmniAvatar, a novel geometry-guided 3D head synthesis model trained from in-the-wild unstructured images that is capable of synthesizing diverse identity-preserved 3D heads with compelling dynamic details under full disentangled control over camera poses, facial expressions, head shapes, articulated neck and jaw poses. To achieve such high level of disentangled control, we first explicitly define a novel semantic signed distance function (SDF) around a head geometry (FLAME) conditioned on the control parameters. This semantic SDF allows us to build a differentiable volumetric correspondence map from the observation space to a disentangled canonical space from all the control parameters. We then leverage the 3D-aware GAN framework (EG3D) to synthesize detailed shape and appearance of 3D full heads in the canonical space, followed by a volume rendering step guided by the volumetric correspondence map to output into the observation space. To ensure the control accuracy on the synthesized head shapes and expressions, we introduce a geometry prior loss to conform to head SDF and a control loss to conform to the expression code. Further, we enhance the temporal realism with dynamic details conditioned upon varying expressions and joint poses. Our model can synthesize more preferable identity-preserved 3D heads with compelling dynamic details compared to the state-of-the-art methods both qualitatively and quantitatively. We also provide an ablation study to justify many of our system design choices.

28.4CVMar 23, 2023
PanoHead: Geometry-Aware 3D Full-Head Synthesis in 360$^{\circ}$

Sizhe An, Hongyi Xu, Yichun Shi et al.

Synthesis and reconstruction of 3D human head has gained increasing interests in computer vision and computer graphics recently. Existing state-of-the-art 3D generative adversarial networks (GANs) for 3D human head synthesis are either limited to near-frontal views or hard to preserve 3D consistency in large view angles. We propose PanoHead, the first 3D-aware generative model that enables high-quality view-consistent image synthesis of full heads in $360^\circ$ with diverse appearance and detailed geometry using only in-the-wild unstructured images for training. At its core, we lift up the representation power of recent 3D GANs and bridge the data alignment gap when training from in-the-wild images with widely distributed views. Specifically, we propose a novel two-stage self-adaptive image alignment for robust 3D GAN training. We further introduce a tri-grid neural volume representation that effectively addresses front-face and back-head feature entanglement rooted in the widely-adopted tri-plane formulation. Our method instills prior knowledge of 2D image segmentation in adversarial learning of 3D neural scene structures, enabling compositable head synthesis in diverse backgrounds. Benefiting from these designs, our method significantly outperforms previous 3D GANs, generating high-quality 3D heads with accurate geometry and diverse appearances, even with long wavy and afro hairstyles, renderable from arbitrary poses. Furthermore, we show that our system can reconstruct full 3D heads from single input images for personalized realistic 3D avatars.

6.8CVMar 24, 2023
AgileGAN3D: Few-Shot 3D Portrait Stylization by Augmented Transfer Learning

Guoxian Song, Hongyi Xu, Jing Liu et al.

While substantial progresses have been made in automated 2D portrait stylization, admirable 3D portrait stylization from a single user photo remains to be an unresolved challenge. One primary obstacle here is the lack of high quality stylized 3D training data. In this paper, we propose a novel framework \emph{AgileGAN3D} that can produce 3D artistically appealing and personalized portraits with detailed geometry. New stylization can be obtained with just a few (around 20) unpaired 2D exemplars. We achieve this by first leveraging existing 2D stylization capabilities, \emph{style prior creation}, to produce a large amount of augmented 2D style exemplars. These augmented exemplars are generated with accurate camera pose labels, as well as paired real face images, which prove to be critical for the downstream 3D stylization task. Capitalizing on the recent advancement of 3D-aware GAN models, we perform \emph{guided transfer learning} on a pretrained 3D GAN generator to produce multi-view-consistent stylized renderings. In order to achieve 3D GAN inversion that can preserve subject's identity well, we incorporate \emph{multi-view consistency loss} in the training of our encoder. Our pipeline demonstrates strong capability in turning user photos into a diverse range of 3D artistic portraits. Both qualitative results and quantitative evaluations have been conducted to show the superior performance of our method. Code and pretrained models will be released for reproduction purpose.

17.8CVOct 4, 2023
GETAvatar: Generative Textured Meshes for Animatable Human Avatars

Xuanmeng Zhang, Jianfeng Zhang, Rohan Chacko et al.

We study the problem of 3D-aware full-body human generation, aiming at creating animatable human avatars with high-quality textures and geometries. Generally, two challenges remain in this field: i) existing methods struggle to generate geometries with rich realistic details such as the wrinkles of garments; ii) they typically utilize volumetric radiance fields and neural renderers in the synthesis process, making high-resolution rendering non-trivial. To overcome these problems, we propose GETAvatar, a Generative model that directly generates Explicit Textured 3D meshes for animatable human Avatar, with photo-realistic appearance and fine geometric details. Specifically, we first design an articulated 3D human representation with explicit surface modeling, and enrich the generated humans with realistic surface details by learning from the 2D normal maps of 3D scan data. Second, with the explicit mesh representation, we can use a rasterization-based renderer to perform surface rendering, allowing us to achieve high-resolution image generation efficiently. Extensive experiments demonstrate that GETAvatar achieves state-of-the-art performance on 3D-aware human generation both in appearance and geometry quality. Notably, GETAvatar can generate images at 512x512 resolution with 17FPS and 1024x1024 resolution with 14FPS, improving upon previous methods by 2x. Our code and models will be available.

9.6CVSep 29, 2024
High Quality Human Image Animation using Regional Supervision and Motion Blur Condition

Zhongcong Xu, Chaoyue Song, Guoxian Song et al.

Recent advances in video diffusion models have enabled realistic and controllable human image animation with temporal coherence. Although generating reasonable results, existing methods often overlook the need for regional supervision in crucial areas such as the face and hands, and neglect the explicit modeling for motion blur, leading to unrealistic low-quality synthesis. To address these limitations, we first leverage regional supervision for detailed regions to enhance face and hand faithfulness. Second, we model the motion blur explicitly to further improve the appearance quality. Third, we explore novel training strategies for high-resolution human animation to improve the overall fidelity. Experimental results demonstrate that our proposed method outperforms state-of-the-art approaches, achieving significant improvements upon the strongest baseline by more than 21.0% and 57.4% in terms of reconstruction precision (L1) and perceptual quality (FVD) on HumanDance dataset. Code and model will be made available.

17.8CVDec 21, 2023
DREAM-Talk: Diffusion-based Realistic Emotional Audio-driven Method for Single Image Talking Face Generation

Chenxu Zhang, Chao Wang, Jianfeng Zhang et al.

The generation of emotional talking faces from a single portrait image remains a significant challenge. The simultaneous achievement of expressive emotional talking and accurate lip-sync is particularly difficult, as expressiveness is often compromised for the accuracy of lip-sync. As widely adopted by many prior works, the LSTM network often fails to capture the subtleties and variations of emotional expressions. To address these challenges, we introduce DREAM-Talk, a two-stage diffusion-based audio-driven framework, tailored for generating diverse expressions and accurate lip-sync concurrently. In the first stage, we propose EmoDiff, a novel diffusion module that generates diverse highly dynamic emotional expressions and head poses in accordance with the audio and the referenced emotion style. Given the strong correlation between lip motion and audio, we then refine the dynamics with enhanced lip-sync accuracy using audio features and emotion style. To this end, we deploy a video-to-video rendering module to transfer the expressions and lip motions from our proxy 3D avatar to an arbitrary portrait. Both quantitatively and qualitatively, DREAM-Talk outperforms state-of-the-art methods in terms of expressiveness, lip-sync accuracy and perceptual quality.

16.8CVDec 20, 2023Code
DiffPortrait3D: Controllable Diffusion for Zero-Shot Portrait View Synthesis

Yuming Gu, You Xie, Hongyi Xu et al.

We present DiffPortrait3D, a conditional diffusion model that is capable of synthesizing 3D-consistent photo-realistic novel views from as few as a single in-the-wild portrait. Specifically, given a single RGB input, we aim to synthesize plausible but consistent facial details rendered from novel camera views with retained both identity and facial expression. In lieu of time-consuming optimization and fine-tuning, our zero-shot method generalizes well to arbitrary face portraits with unposed camera views, extreme facial expressions, and diverse artistic depictions. At its core, we leverage the generative prior of 2D diffusion models pre-trained on large-scale image datasets as our rendering backbone, while the denoising is guided with disentangled attentive control of appearance and camera pose. To achieve this, we first inject the appearance context from the reference image into the self-attention layers of the frozen UNets. The rendering view is then manipulated with a novel conditional control module that interprets the camera pose by watching a condition image of a crossed subject from the same view. Furthermore, we insert a trainable cross-view attention module to enhance view consistency, which is further strengthened with a novel 3D-aware noise generation process during inference. We demonstrate state-of-the-art results both qualitatively and quantitatively on our challenging in-the-wild and multi-view benchmarks.

19.0CVMar 19, 2025Code
DiffPortrait360: Consistent Portrait Diffusion for 360 View Synthesis

Yuming Gu, Phong Tran, Yujian Zheng et al.

Generating high-quality 360-degree views of human heads from single-view images is essential for enabling accessible immersive telepresence applications and scalable personalized content creation. While cutting-edge methods for full head generation are limited to modeling realistic human heads, the latest diffusion-based approaches for style-omniscient head synthesis can produce only frontal views and struggle with view consistency, preventing their conversion into true 3D models for rendering from arbitrary angles. We introduce a novel approach that generates fully consistent 360-degree head views, accommodating human, stylized, and anthropomorphic forms, including accessories like glasses and hats. Our method builds on the DiffPortrait3D framework, incorporating a custom ControlNet for back-of-head detail generation and a dual appearance module to ensure global front-back consistency. By training on continuous view sequences and integrating a back reference image, our approach achieves robust, locally continuous view synthesis. Our model can be used to produce high-quality neural radiance fields (NeRFs) for real-time, free-viewpoint rendering, outperforming state-of-the-art methods in object synthesis and 360-degree head generation for very challenging input portraits.

11.1AIMay 20, 2025
Multimodal RAG-driven Anomaly Detection and Classification in Laser Powder Bed Fusion using Large Language Models

Kiarash Naghavi Khanghah, Zhiling Chen, Lela Romeo et al.

Additive manufacturing enables the fabrication of complex designs while minimizing waste, but faces challenges related to defects and process anomalies. This study presents a novel multimodal Retrieval-Augmented Generation-based framework that automates anomaly detection across various Additive Manufacturing processes leveraging retrieved information from literature, including images and descriptive text, rather than training datasets. This framework integrates text and image retrieval from scientific literature and multimodal generation models to perform zero-shot anomaly identification, classification, and explanation generation in a Laser Powder Bed Fusion setting. The proposed framework is evaluated on four L-PBF manufacturing datasets from Oak Ridge National Laboratory, featuring various printer makes, models, and materials. This evaluation demonstrates the framework's adaptability and generalizability across diverse images without requiring additional training. Comparative analysis using Qwen2-VL-2B and GPT-4o-mini as MLLM within the proposed framework highlights that GPT-4o-mini outperforms Qwen2-VL-2B and proportional random baseline in manufacturing anomalies classification. Additionally, the evaluation of the RAG system confirms that incorporating retrieval mechanisms improves average accuracy by 12% by reducing the risk of hallucination and providing additional information. The proposed framework can be continuously updated by integrating emerging research, allowing seamless adaptation to the evolving landscape of AM technologies. This scalable, automated, and zero-shot-capable framework streamlines AM anomaly analysis, enhancing efficiency and accuracy.

2.6LGDec 19, 2024
Balanced Gradient Sample Retrieval for Enhanced Knowledge Retention in Proxy-based Continual Learning

Hongye Xu, Jan Wasilewski, Bartosz Krawczyk

Continual learning in deep neural networks often suffers from catastrophic forgetting, where representations for previous tasks are overwritten during subsequent training. We propose a novel sample retrieval strategy from the memory buffer that leverages both gradient-conflicting and gradient-aligned samples to effectively retain knowledge about past tasks within a supervised contrastive learning framework. Gradient-conflicting samples are selected for their potential to reduce interference by re-aligning gradients, thereby preserving past task knowledge. Meanwhile, gradient-aligned samples are incorporated to reinforce stable, shared representations across tasks. By balancing gradient correction from conflicting samples with alignment reinforcement from aligned ones, our approach increases the diversity among retrieved instances and achieves superior alignment in parameter space, significantly enhancing knowledge retention and mitigating proxy drift. Empirical results demonstrate that using both sample types outperforms methods relying solely on one sample type or random retrieval. Experiments on popular continual learning benchmarks in computer vision validate our method's state-of-the-art performance in mitigating forgetting while maintaining competitive accuracy on new tasks.

13.5CVDec 30, 2021Code
Feature Generation and Hypothesis Verification for Reliable Face Anti-Spoofing

Shice Liu, Shitao Lu, Hongyi Xu et al.

Although existing face anti-spoofing (FAS) methods achieve high accuracy in intra-domain experiments, their effects drop severely in cross-domain scenarios because of poor generalization. Recently, multifarious techniques have been explored, such as domain generalization and representation disentanglement. However, the improvement is still limited by two issues: 1) It is difficult to perfectly map all faces to a shared feature space. If faces from unknown domains are not mapped to the known region in the shared feature space, accidentally inaccurate predictions will be obtained. 2) It is hard to completely consider various spoof traces for disentanglement. In this paper, we propose a Feature Generation and Hypothesis Verification framework to alleviate the two issues. Above all, feature generation networks which generate hypotheses of real faces and known attacks are introduced for the first time in the FAS task. Subsequently, two hypothesis verification modules are applied to judge whether the input face comes from the real-face space and the real-face distribution respectively. Furthermore, some analyses of the relationship between our framework and Bayesian uncertainty estimation are given, which provides theoretical support for reliable defense in unknown domains. Experimental results show our framework achieves promising results and outperforms the state-of-the-art approaches on extensive public datasets.

26.2CVAug 24, 2021
imGHUM: Implicit Generative Models of 3D Human Shape and Articulated Pose

Thiemo Alldieck, Hongyi Xu, Cristian Sminchisescu

We present imGHUM, the first holistic generative model of 3D human shape and articulated pose, represented as a signed distance function. In contrast to prior work, we model the full human body implicitly as a function zero-level-set and without the use of an explicit template mesh. We propose a novel network architecture and a learning paradigm, which make it possible to learn a detailed implicit generative model of human pose, shape, and semantics, on par with state-of-the-art mesh-based models. Our model features desired detail for human models, such as articulated pose including hand motion and facial expressions, a broad spectrum of shape variations, and can be queried at arbitrary resolutions and spatial locations. Additionally, our model has attached spatial semantics making it straightforward to establish correspondences between different shape instances, thus enabling applications that are difficult to tackle using classical implicit representations. In extensive experiments, we demonstrate the model accuracy and its applicability to current research problems.

23.7CVMar 23, 2020
Weakly Supervised 3D Human Pose and Shape Reconstruction with Normalizing Flows

Andrei Zanfir, Eduard Gabriel Bazavan, Hongyi Xu et al.

Monocular 3D human pose and shape estimation is challenging due to the many degrees of freedom of the human body and thedifficulty to acquire training data for large-scale supervised learning in complex visual scenes. In this paper we present practical semi-supervised and self-supervised models that support training and good generalization in real-world images and video. Our formulation is based on kinematic latent normalizing flow representations and dynamics, as well as differentiable, semantic body part alignment loss functions that support self-supervised learning. In extensive experiments using 3D motion capture datasets like CMU, Human3.6M, 3DPW, or AMASS, as well as image repositories like COCO, we show that the proposed methods outperform the state of the art, supporting the practical construction of an accurate family of models based on large-scale training with diverse and incompletely labeled image and video data.