GRMay 3, 2022Code
Predicting Loose-Fitting Garment Deformations Using Bone-Driven Motion NetworksXiaoyu Pan, Jiaming Mai, Xinwei Jiang et al.
We present a learning algorithm that uses bone-driven motion networks to predict the deformation of loose-fitting garment meshes at interactive rates. Given a garment, we generate a simulation database and extract virtual bones from simulated mesh sequences using skin decomposition. At runtime, we separately compute low- and high-frequency deformations in a sequential manner. The low-frequency deformations are predicted by transferring body motions to virtual bones' motions, and the high-frequency deformations are estimated leveraging the global information of virtual bones' motions and local information extracted from low-frequency meshes. In addition, our method can estimate garment deformations caused by variations of the simulation parameters (e.g., fabric's bending stiffness) using an RBF kernel ensembling trained networks for different sets of simulation parameters. Through extensive comparisons, we show that our method outperforms state-of-the-art methods in terms of prediction accuracy of mesh deformations by about 20% in RMSE and 10% in Hausdorff distance and STED. The code and data are available at https://github.com/non-void/VirtualBones.
CVJun 21, 2023Code
RSMT: Real-time Stylized Motion Transition for CharactersXiangjun Tang, Linjun Wu, He Wang et al.
Styled online in-between motion generation has important application scenarios in computer animation and games. Its core challenge lies in the need to satisfy four critical requirements simultaneously: generation speed, motion quality, style diversity, and synthesis controllability. While the first two challenges demand a delicate balance between simple fast models and learning capacity for generation quality, the latter two are rarely investigated together in existing methods, which largely focus on either control without style or uncontrolled stylized motions. To this end, we propose a Real-time Stylized Motion Transition method (RSMT) to achieve all aforementioned goals. Our method consists of two critical, independent components: a general motion manifold model and a style motion sampler. The former acts as a high-quality motion source and the latter synthesizes styled motions on the fly under control signals. Since both components can be trained separately on different datasets, our method provides great flexibility, requires less data, and generalizes well when no/few samples are available for unseen styles. Through exhaustive evaluation, our method proves to be fast, high-quality, versatile, and controllable. The code and data are available at {https://github.com/yuyujunjun/RSMT-Realtime-Stylized-Motion-Transition.}
CVMar 25, 2023
LPFF: A Portrait Dataset for Face Generators Across Large PosesYiqian Wu, Jing Zhang, Hongbo Fu et al.
The creation of 2D realistic facial images and 3D face shapes using generative networks has been a hot topic in recent years. Existing face generators exhibit exceptional performance on faces in small to medium poses (with respect to frontal faces) but struggle to produce realistic results for large poses. The distorted rendering results on large poses in 3D-aware generators further show that the generated 3D face shapes are far from the distribution of 3D faces in reality. We find that the above issues are caused by the training dataset's pose imbalance. In this paper, we present LPFF, a large-pose Flickr face dataset comprised of 19,590 high-quality real large-pose portrait images. We utilize our dataset to train a 2D face generator that can process large-pose face images, as well as a 3D-aware generator that can generate realistic human face geometry. To better validate our pose-conditional 3D-aware generators, we develop a new FID measure to evaluate the 3D-level performance. Through this novel FID measure and other experiments, we show that LPFF can help 2D face generators extend their latent space and better manipulate the large-pose data, and help 3D-aware face generators achieve better view consistency and more realistic 3D reconstruction results.
CVSep 22, 2023
Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene ReconstructionZiyi Yang, Xinyu Gao, Wen Zhou et al.
Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction and rendering. Nonetheless, cutting-edge dynamic neural rendering methods rely heavily on these implicit representations, which frequently struggle to capture the intricate details of objects in the scene. Furthermore, implicit methods have difficulty achieving real-time rendering in general dynamic scenes, limiting their use in a variety of tasks. To address the issues, we propose a deformable 3D Gaussians Splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead, which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world datasets. Through a differential Gaussian rasterizer, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time interpolation, and real-time rendering.
CVJul 27, 2023
3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body PosesYiqian Wu, Hao Xu, Xiangjun Tang et al.
3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data, and as such, they are unable to construct one-quarter headshot 3D portraits with complete head, neck, and shoulder geometry. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset 360°-Portrait-HQ (360°PHQ for short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360° range) and body poses. We then propose 3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the 360°PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles.
CVSep 18, 2024Code
RoMo: A Robust Solver for Full-body Unlabeled Optical Motion CaptureXiaoyu Pan, Bowen Zheng, Xinwei Jiang et al.
Optical motion capture (MoCap) is the "gold standard" for accurately capturing full-body motions. To make use of raw MoCap point data, the system labels the points with corresponding body part locations and solves the full-body motions. However, MoCap data often contains mislabeling, occlusion and positional errors, requiring extensive manual correction. To alleviate this burden, we introduce RoMo, a learning-based framework for robustly labeling and solving raw optical motion capture data. In the labeling stage, RoMo employs a divide-and-conquer strategy to break down the complex full-body labeling challenge into manageable subtasks: alignment, full-body segmentation and part-specific labeling. To utilize the temporal continuity of markers, RoMo generates marker tracklets using a K-partite graph-based clustering algorithm, where markers serve as nodes, and edges are formed based on positional and feature similarities. For motion solving, to prevent error accumulation along the kinematic chain, we introduce a hybrid inverse kinematic solver that utilizes joint positions as intermediate representations and adjusts the template skeleton to match estimated joint positions. We demonstrate that RoMo achieves high labeling and solving accuracy across multiple metrics and various datasets. Extensive comparisons show that our method outperforms state-of-the-art research methods. On a real dataset, RoMo improves the F1 score of hand labeling from 0.94 to 0.98, and reduces joint position error of body motion solving by 25%. Furthermore, RoMo can be applied in scenarios where commercial systems are inadequate. The code and data for RoMo are available at https://github.com/non-void/RoMo.
CVApr 24, 2023
GRIG: Few-Shot Generative Residual Image InpaintingWanglong Lu, Xianta Jiang, Xiaogang Jin et al.
Image inpainting is the task of filling in missing or masked region of an image with semantically meaningful contents. Recent methods have shown significant improvement in dealing with large-scale missing regions. However, these methods usually require large training datasets to achieve satisfactory results and there has been limited research into training these models on a small number of samples. To address this, we present a novel few-shot generative residual image inpainting method that produces high-quality inpainting results. The core idea is to propose an iterative residual reasoning method that incorporates Convolutional Neural Networks (CNNs) for feature extraction and Transformers for global reasoning within generative adversarial networks, along with image-level and patch-level discriminators. We also propose a novel forgery-patch adversarial training strategy to create faithful textures and detailed appearances. Extensive evaluations show that our method outperforms previous methods on the few-shot image inpainting task, both quantitatively and qualitatively.
CVMay 5, 2022
Parametric Reshaping of Portraits in VideosXiangjun Tang, Wenxin Sun, Yong-Liang Yang et al.
Sharing short personalized videos to various social media networks has become quite popular in recent years. This raises the need for digital retouching of portraits in videos. However, applying portrait image editing directly on portrait video frames cannot generate smooth and stable video sequences. To this end, we present a robust and easy-to-use parametric method to reshape the portrait in a video to produce smooth retouched results. Given an input portrait video, our method consists of two main stages: stabilized face reconstruction, and continuous video reshaping. In the first stage, we start by estimating face rigid pose transformations across video frames. Then we jointly optimize multiple frames to reconstruct an accurate face identity, followed by recovering face expressions over the entire video. In the second stage, we first reshape the reconstructed 3D face using a parametric reshaping model reflecting the weight change of the face, and then utilize the reshaped 3D face to guide the warping of video frames. We develop a novel signed distance function based dense mapping method for the warping between face contours before and after reshaping, resulting in stable warped video frames with minimum distortions. In addition, we use the 3D structure of the face to correct the dense mapping to achieve temporal consistency. We generate the final result by minimizing the background distortion through optimizing a content-aware warping mesh. Extensive experiments show that our method is able to create visually pleasing results by adjusting a simple reshaping parameter, which facilitates portrait video editing for social media and visual effects.
CVAug 9, 2023
A General Implicit Framework for Fast NeRF Composition and RenderingXinyu Gao, Ziyi Yang, Yunlu Zhao et al.
A variety of Neural Radiance Fields (NeRF) methods have recently achieved remarkable success in high render speed. However, current accelerating methods are specialized and incompatible with various implicit methods, preventing real-time composition over various types of NeRF works. Because NeRF relies on sampling along rays, it is possible to provide general guidance for acceleration. To that end, we propose a general implicit pipeline for composing NeRF objects quickly. Our method enables the casting of dynamic shadows within or between objects using analytical light sources while allowing multiple NeRF objects to be seamlessly placed and rendered together with any arbitrary rigid transformations. Mainly, our work introduces a new surface representation known as Neural Depth Fields (NeDF) that quickly determines the spatial relationship between objects by allowing direct intersection computation between rays and implicit surfaces. It leverages an intersection neural network to query NeRF for acceleration instead of depending on an explicit spatial structure.Our proposed method is the first to enable both the progressive and interactive composition of NeRF objects. Additionally, it also serves as a previewing plugin for a range of existing NeRF works.
GRMay 5, 2022
Real-time Controllable Motion Transition for CharactersXiangjun Tang, He Wang, Bo Hu et al.
Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability and speed, which renders any methods that need offline computation (or post-processing) or cannot incorporate (often unpredictable) user control undesirable. To this end, we propose a new real-time transition method to address the aforementioned challenges. Our approach consists of two key components: motion manifold and conditional transitioning. The former learns the important low-level motion features and their dynamics; while the latter synthesizes transitions conditioned on a target frame and the desired transition duration. We first learn a motion manifold that explicitly models the intrinsic transition stochasticity in human motions via a multi-modal mapping mechanism. Then, during generation, we design a transition model which is essentially a sampling strategy to sample from the learned manifold, based on the target frame and the aimed transition duration. We validate our method on different datasets in tasks where no post-processing or offline computation is allowed. Through exhaustive evaluation and comparison, we show that our method is able to generate high-quality motions measured under multiple metrics. Our method is also robust under various target frames (with extreme cases).
CVOct 19, 2023
SIRe-IR: Inverse Rendering for BRDF Reconstruction with Shadow and Illumination Removal in High-Illuminance ScenesZiyi Yang, Yanzhen Chen, Xinyu Gao et al.
Implicit neural representation has opened up new possibilities for inverse rendering. However, existing implicit neural inverse rendering methods struggle to handle strongly illuminated scenes with significant shadows and indirect illumination. The existence of shadows and reflections can lead to an inaccurate understanding of scene geometry, making precise factorization difficult. To this end, we present SIRe-IR, an implicit neural inverse rendering approach that uses non-linear mapping and regularized visibility estimation to decompose the scene into environment map, albedo, and roughness. By accurately modeling the indirect radiance field, normal, visibility, and direct light simultaneously, we are able to remove both shadows and indirect illumination in materials without imposing strict constraints on the scene. Even in the presence of intense illumination, our method recovers high-quality albedo and roughness with no shadow interference. SIRe-IR outperforms existing methods in both quantitative and qualitative evaluations.
CVSep 9, 2024
Decoupling Contact for Fine-Grained Motion Style TransferXiangjun Tang, Linjun Wu, He Wang et al.
Motion style transfer changes the style of a motion while retaining its content and is useful in computer animations and games. Contact is an essential component of motion style transfer that should be controlled explicitly in order to express the style vividly while enhancing motion naturalness and quality. However, it is unknown how to decouple and control contact to achieve fine-grained control in motion style transfer. In this paper, we present a novel style transfer method for fine-grained control over contacts while achieving both motion naturalness and spatial-temporal variations of style. Based on our empirical evidence, we propose controlling contact indirectly through the hip velocity, which can be further decomposed into the trajectory and contact timing, respectively. To this end, we propose a new model that explicitly models the correlations between motions and trajectory/contact timing/style, allowing us to decouple and control each separately. Our approach is built around a motion manifold, where hip controls can be easily integrated into a Transformer-based decoder. It is versatile in that it can generate motions directly as well as be used as post-processing for existing methods to improve quality and contact controllability. In addition, we propose a new metric that measures a correlation pattern of motions based on our empirical evidence, aligning well with human perception in terms of motion naturalness. Based on extensive evaluation, our method outperforms existing methods in terms of style expressivity and motion quality.
CVDec 26, 2024Code
Mask Factory: Towards High-quality Synthetic Data Generation for Dichotomous Image SegmentationHaotian Qian, YD Chen, Shengtao Lou et al.
Dichotomous Image Segmentation (DIS) tasks require highly precise annotations, and traditional dataset creation methods are labor intensive, costly, and require extensive domain expertise. Although using synthetic data for DIS is a promising solution to these challenges, current generative models and techniques struggle with the issues of scene deviations, noise-induced errors, and limited training sample variability. To address these issues, we introduce a novel approach, \textbf{\ourmodel{}}, which provides a scalable solution for generating diverse and precise datasets, markedly reducing preparation time and costs. We first introduce a general mask editing method that combines rigid and non-rigid editing techniques to generate high-quality synthetic masks. Specially, rigid editing leverages geometric priors from diffusion models to achieve precise viewpoint transformations under zero-shot conditions, while non-rigid editing employs adversarial training and self-attention mechanisms for complex, topologically consistent modifications. Then, we generate pairs of high-resolution image and accurate segmentation mask using a multi-conditional control generation method. Finally, our experiments on the widely-used DIS5K dataset benchmark demonstrate superior performance in quality and efficiency compared to existing methods. The code is available at \url{https://qian-hao-tian.github.io/MaskFactory/}.
CVAug 28, 2024
Towards Realistic Example-based Modeling via 3D Gaussian StitchingXinyu Gao, Ziyi Yang, Bingchen Gong et al.
Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of a Gaussian model using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in terms of realistic synthesis, demonstrating its practicality. More demos are available at https://ingra14m.github.io/gs_stitching_website.
CVOct 6, 2023
Enhancing the Authenticity of Rendered Portraits with Identity-Consistent Transfer LearningLuyuan Wang, Yiqian Wu, Yongliang Yang et al.
Despite rapid advances in computer graphics, creating high-quality photo-realistic virtual portraits is prohibitively expensive. Furthermore, the well-know ''uncanny valley'' effect in rendered portraits has a significant impact on the user experience, especially when the depiction closely resembles a human likeness, where any minor artifacts can evoke feelings of eeriness and repulsiveness. In this paper, we present a novel photo-realistic portrait generation framework that can effectively mitigate the ''uncanny valley'' effect and improve the overall authenticity of rendered portraits. Our key idea is to employ transfer learning to learn an identity-consistent mapping from the latent space of rendered portraits to that of real portraits. During the inference stage, the input portrait of an avatar can be directly transferred to a realistic portrait by changing its appearance style while maintaining the facial identity. To this end, we collect a new dataset, Daz-Rendered-Faces-HQ (DRFHQ), that is specifically designed for rendering-style portraits. We leverage this dataset to fine-tune the StyleGAN2 generator, using our carefully crafted framework, which helps to preserve the geometric and color features relevant to facial identity. We evaluate our framework using portraits with diverse gender, age, and race variations. Qualitative and quantitative evaluations and ablation studies show the advantages of our method compared to state-of-the-art approaches.
GRSep 1, 2023Code
A Locality-based Neural Solver for Optical Motion CaptureXiaoyu Pan, Bowen Zheng, Xinwei Jiang et al.
We present a novel locality-based learning method for cleaning and solving optical motion capture data. Given noisy marker data, we propose a new heterogeneous graph neural network which treats markers and joints as different types of nodes, and uses graph convolution operations to extract the local features of markers and joints and transform them to clean motions. To deal with anomaly markers (e.g. occluded or with big tracking errors), the key insight is that a marker's motion shows strong correlations with the motions of its immediate neighboring markers but less so with other markers, a.k.a. locality, which enables us to efficiently fill missing markers (e.g. due to occlusion). Additionally, we also identify marker outliers due to tracking errors by investigating their acceleration profiles. Finally, we propose a training regime based on representation learning and data augmentation, by training the model on data with masking. The masking schemes aim to mimic the occluded and noisy markers often observed in the real data. Finally, we show that our method achieves high accuracy on multiple metrics across various datasets. Extensive comparison shows our method outperforms state-of-the-art methods in terms of prediction accuracy of occluded marker position error by approximately 20%, which leads to a further error reduction on the reconstructed joint rotations and positions by 30%. The code and data for this paper are available at https://github.com/non-void/LocalMoCap.
CVFeb 24, 2024
Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian SplattingZiyi Yang, Xinyu Gao, Yangtian Sun et al.
The recent advancements in 3D Gaussian splatting (3D-GS) have not only facilitated real-time rendering through modern GPU rasterization pipelines but have also attained state-of-the-art rendering quality. Nevertheless, despite its exceptional rendering quality and performance on standard datasets, 3D-GS frequently encounters difficulties in accurately modeling specular and anisotropic components. This issue stems from the limited ability of spherical harmonics (SH) to represent high-frequency information. To overcome this challenge, we introduce Spec-Gaussian, an approach that utilizes an anisotropic spherical Gaussian (ASG) appearance field instead of SH for modeling the view-dependent appearance of each 3D Gaussian. Additionally, we have developed a coarse-to-fine training strategy to improve learning efficiency and eliminate floaters caused by overfitting in real-world scenes. Our experimental results demonstrate that our method surpasses existing approaches in terms of rendering quality. Thanks to ASG, we have significantly improved the ability of 3D-GS to model scenes with specular and anisotropic components without increasing the number of 3D Gaussians. This improvement extends the applicability of 3D GS to handle intricate scenarios with specular and anisotropic surfaces. Project page is https://ingra14m.github.io/Spec-Gaussian-website/.
CVApr 16, 2024
Portrait3D: Text-Guided High-Quality 3D Portrait Generation Using Pyramid Representation and GANs PriorYiqian Wu, Hao Xu, Xiangjun Tang et al.
Existing neural rendering-based text-to-3D-portrait generation methods typically make use of human geometry prior and diffusion models to obtain guidance. However, relying solely on geometry information introduces issues such as the Janus problem, over-saturation, and over-smoothing. We present Portrait3D, a novel neural rendering-based framework with a novel joint geometry-appearance prior to achieve text-to-3D-portrait generation that overcomes the aforementioned issues. To accomplish this, we train a 3D portrait generator, 3DPortraitGAN-Pyramid, as a robust prior. This generator is capable of producing 360° canonical 3D portraits, serving as a starting point for the subsequent diffusion-based generation process. To mitigate the "grid-like" artifact caused by the high-frequency information in the feature-map-based 3D representation commonly used by most 3D-aware GANs, we integrate a novel pyramid tri-grid 3D representation into 3DPortraitGAN-Pyramid. To generate 3D portraits from text, we first project a randomly generated image aligned with the given prompt into the pre-trained 3DPortraitGAN-Pyramid's latent space. The resulting latent code is then used to synthesize a pyramid tri-grid. Beginning with the obtained pyramid tri-grid, we use score distillation sampling to distill the diffusion model's knowledge into the pyramid tri-grid. Following that, we utilize the diffusion model to refine the rendered images of the 3D portrait and then use these refined images as training data to further optimize the pyramid tri-grid, effectively eliminating issues with unrealistic color and unnatural artifacts. Our experimental results show that Portrait3D can produce realistic, high-quality, and canonical 3D portraits that align with the prompt.
GRDec 11, 2024
Design2GarmentCode: Turning Design Concepts to Tangible Garments Through Program SynthesisFeng Zhou, Ruiyang Liu, Chen Liu et al.
Sewing patterns, the essential blueprints for fabric cutting and tailoring, act as a crucial bridge between design concepts and producible garments. However, existing uni-modal sewing pattern generation models struggle to effectively encode complex design concepts with a multi-modal nature and correlate them with vectorized sewing patterns that possess precise geometric structures and intricate sewing relations. In this work, we propose a novel sewing pattern generation approach \textbf{Design2GarmentCode} based on Large Multimodal Models (LMMs), to generate parametric pattern-making programs from multi-modal design concepts. LMM offers an intuitive interface for interpreting diverse design inputs, while pattern-making programs could serve as well-structured and semantically meaningful representations of sewing patterns, and act as a robust bridge connecting the cross-domain pattern-making knowledge embedded in LMMs with vectorized sewing patterns. Experimental results demonstrate that our method can flexibly handle various complex design expressions such as images, textual descriptions, designer sketches, or their combinations, and convert them into size-precise sewing patterns with correct stitches. Compared to previous methods, our approach significantly enhances training efficiency, generation quality, and authoring flexibility.
CVFeb 27, 2024
SocialCVAE: Predicting Pedestrian Trajectory via Interaction Conditioned LatentsWei Xiang, Haoteng Yin, He Wang et al.
Pedestrian trajectory prediction is the key technology in many applications for providing insights into human behavior and anticipating human future motions. Most existing empirical models are explicitly formulated by observed human behaviors using explicable mathematical terms with a deterministic nature, while recent work has focused on developing hybrid models combined with learning-based techniques for powerful expressiveness while maintaining explainability. However, the deterministic nature of the learned steering behaviors from the empirical models limits the models' practical performance. To address this issue, this work proposes the social conditional variational autoencoder (SocialCVAE) for predicting pedestrian trajectories, which employs a CVAE to explore behavioral uncertainty in human motion decisions. SocialCVAE learns socially reasonable motion randomness by utilizing a socially explainable interaction energy map as the CVAE's condition, which illustrates the future occupancy of each pedestrian's local neighborhood area. The energy map is generated using an energy-based interaction model, which anticipates the energy cost (i.e., repulsion intensity) of pedestrians' interactions with neighbors. Experimental results on two public benchmarks including 25 scenes demonstrate that SocialCVAE significantly improves prediction accuracy compared with the state-of-the-art methods, with up to 16.85% improvement in Average Displacement Error (ADE) and 69.18% improvement in Final Displacement Error (FDE).
CVDec 26, 2024
FACEMUG: A Multimodal Generative and Fusion Framework for Local Facial EditingWanglong Lu, Jikai Wang, Xiaogang Jin et al.
Existing facial editing methods have achieved remarkable results, yet they often fall short in supporting multimodal conditional local facial editing. One of the significant evidences is that their output image quality degrades dramatically after several iterations of incremental editing, as they do not support local editing. In this paper, we present a novel multimodal generative and fusion framework for globally-consistent local facial editing (FACEMUG) that can handle a wide range of input modalities and enable fine-grained and semantic manipulation while remaining unedited parts unchanged. Different modalities, including sketches, semantic maps, color maps, exemplar images, text, and attribute labels, are adept at conveying diverse conditioning details, and their combined synergy can provide more explicit guidance for the editing process. We thus integrate all modalities into a unified generative latent space to enable multimodal local facial edits. Specifically, a novel multimodal feature fusion mechanism is proposed by utilizing multimodal aggregation and style fusion blocks to fuse facial priors and multimodalities in both latent and feature spaces. We further introduce a novel self-supervised latent warping algorithm to rectify misaligned facial features, efficiently transferring the pose of the edited image to the given latent codes. We evaluate our FACEMUG through extensive experiments and comparisons to state-of-the-art (SOTA) methods. The results demonstrate the superiority of FACEMUG in terms of editing quality, flexibility, and semantic control, making it a promising solution for a wide range of local facial editing tasks.
CVJan 2, 2024
On Optimal Sampling for Learning SDF Using MLPs Equipped with Positional EncodingGuying Lin, Lei Yang, Yuan Liu et al.
Neural implicit fields, such as the neural signed distance field (SDF) of a shape, have emerged as a powerful representation for many applications, e.g., encoding a 3D shape and performing collision detection. Typically, implicit fields are encoded by Multi-layer Perceptrons (MLP) with positional encoding (PE) to capture high-frequency geometric details. However, a notable side effect of such PE-equipped MLPs is the noisy artifacts present in the learned implicit fields. While increasing the sampling rate could in general mitigate these artifacts, in this paper we aim to explain this adverse phenomenon through the lens of Fourier analysis. We devise a tool to determine the appropriate sampling rate for learning an accurate neural implicit field without undesirable side effects. Specifically, we propose a simple yet effective method to estimate the intrinsic frequency of a given network with randomized weights based on the Fourier analysis of the network's responses. It is observed that a PE-equipped MLP has an intrinsic frequency much higher than the highest frequency component in the PE layer. Sampling against this intrinsic frequency following the Nyquist-Sannon sampling theorem allows us to determine an appropriate training sampling rate. We empirically show in the setting of SDF fitting that this recommended sampling rate is sufficient to secure accurate fitting results, while further increasing the sampling rate would not further noticeably reduce the fitting error. Training PE-equipped MLPs simply with our sampling strategy leads to performances superior to the existing methods.
95.2CVApr 8
GenLCA: 3D Diffusion for Full-Body Avatars from In-the-Wild VideosYiqian Wu, Rawal Khirodkar, Egor Zakharov et al.
We present GenLCA, a diffusion-based generative model for generating and editing photorealistic full-body avatars from text and image inputs. The generated avatars are faithful to the inputs, while supporting high-fidelity facial and full-body animations. The core idea is a novel paradigm that enables training a full-body 3D diffusion model from partially observable 2D data, allowing the training dataset to scale to millions of real-world videos. This scalability contributes to the superior photorealism and generalizability of GenLCA. Specifically, we scale up the dataset by repurposing a pretrained feed-forward avatar reconstruction model as an animatable 3D tokenizer, which encodes unstructured video frames into structured 3D tokens. However, most real-world videos only provide partial observations of body parts, resulting in excessive blurring or transparency artifacts in the 3D tokens. To address this, we propose a novel visibility-aware diffusion training strategy that replaces invalid regions with learnable tokens and computes losses only over valid regions. We then train a flow-based diffusion model on the token dataset, inherently maintaining the photorealism and animatability provided by the pretrained avatar reconstruction model. Our approach effectively enables the use of large-scale real-world video data to train a diffusion model natively in 3D. We demonstrate the efficacy of our method through diverse and high-fidelity generation and editing results, outperforming existing solutions by a large margin. The project page is available at https://onethousandwu.com/GenLCA-Page.
CVOct 15, 2025
No-Reference Rendered Video Quality Assessment: Dataset and MetricsSipeng Yang, Jiayu Ji, Qingchuan Zhu et al.
Quality assessment of videos is crucial for many computer graphics applications, including video games, virtual reality, and augmented reality, where visual performance has a significant impact on user experience. When test videos cannot be perfectly aligned with references or when references are unavailable, the significance of no-reference video quality assessment (NR-VQA) methods is undeniable. However, existing NR-VQA datasets and metrics are primarily focused on camera-captured videos; applying them directly to rendered videos would result in biased predictions, as rendered videos are more prone to temporal artifacts. To address this, we present a large rendering-oriented video dataset with subjective quality annotations, as well as a designed NR-VQA metric specific to rendered videos. The proposed dataset includes a wide range of 3D scenes and rendering settings, with quality scores annotated for various display types to better reflect real-world application scenarios. Building on this dataset, we calibrate our NR-VQA metric to assess rendered video quality by looking at both image quality and temporal stability. We compare our metric to existing NR-VQA metrics, demonstrating its superior performance on rendered videos. Finally, we demonstrate that our metric can be used to benchmark supersampling methods and assess frame generation strategies in real-time rendering.
GRSep 23, 2025
One-shot Embroidery Customization via Contrastive LoRA ModulationJun Ma, Qian He, Gaofeng He et al.
Diffusion models have significantly advanced image manipulation techniques, and their ability to generate photorealistic images is beginning to transform retail workflows, particularly in presale visualization. Beyond artistic style transfer, the capability to perform fine-grained visual feature transfer is becoming increasingly important. Embroidery is a textile art form characterized by intricate interplay of diverse stitch patterns and material properties, which poses unique challenges for existing style transfer methods. To explore the customization for such fine-grained features, we propose a novel contrastive learning framework that disentangles fine-grained style and content features with a single reference image, building on the classic concept of image analogy. We first construct an image pair to define the target style, and then adopt a similarity metric based on the decoupled representations of pretrained diffusion models for style-content separation. Subsequently, we propose a two-stage contrastive LoRA modulation technique to capture fine-grained style features. In the first stage, we iteratively update the whole LoRA and the selected style blocks to initially separate style from content. In the second stage, we design a contrastive learning strategy to further decouple style and content through self-knowledge distillation. Finally, we build an inference pipeline to handle image or text inputs with only the style blocks. To evaluate our method on fine-grained style transfer, we build a benchmark for embroidery customization. Our approach surpasses prior methods on this task and further demonstrates strong generalization to three additional domains: artistic style transfer, sketch colorization, and appearance transfer.
CVApr 22, 2025
Text-based Animatable 3D Avatars with Morphable Model AlignmentYiqian Wu, Malte Prinzler, Xiaogang Jin et al.
The generation of high-quality, animatable 3D head avatars from text has enormous potential in content creation applications such as games, movies, and embodied virtual assistants. Current text-to-3D generation methods typically combine parametric head models with 2D diffusion models using score distillation sampling to produce 3D-consistent results. However, they struggle to synthesize realistic details and suffer from misalignments between the appearance and the driving parametric model, resulting in unnatural animation results. We discovered that these limitations stem from ambiguities in the 2D diffusion predictions during 3D avatar distillation, specifically: i) the avatar's appearance and geometry is underconstrained by the text input, and ii) the semantic alignment between the predictions and the parametric head model is insufficient because the diffusion model alone cannot incorporate information from the parametric model. In this work, we propose a novel framework, AnimPortrait3D, for text-based realistic animatable 3DGS avatar generation with morphable model alignment, and introduce two key strategies to address these challenges. First, we tackle appearance and geometry ambiguities by utilizing prior information from a pretrained text-to-3D model to initialize a 3D avatar with robust appearance, geometry, and rigging relationships to the morphable model. Second, we refine the initial 3D avatar for dynamic expressions using a ControlNet that is conditioned on semantic and normal maps of the morphable model to ensure accurate alignment. As a result, our method outperforms existing approaches in terms of synthesis quality, alignment, and animation fidelity. Our experiments show that the proposed method advances the state of the art in text-based, animatable 3D head avatar generation.
GRApr 2, 2025
GarmageNet: A Multimodal Generative Framework for Sewing Pattern Design and Generic Garment ModelingSiran Li, Ruiyang Liu, Chen Liu et al.
Realistic digital garment modeling remains a labor-intensive task due to the intricate process of translating 2D sewing patterns into high-fidelity, simulation-ready 3D garments. We introduce GarmageNet, a unified generative framework that automates the creation of 2D sewing patterns, the construction of sewing relationships, and the synthesis of 3D garment initializations compatible with physics-based simulation. Central to our approach is Garmage, a novel garment representation that encodes each panel as a structured geometry image, effectively bridging the semantic and geometric gap between 2D structural patterns and 3D garment geometries. Followed by GarmageNet, a latent diffusion transformer to synthesize panel-wise geometry images and GarmageJigsaw, a neural module for predicting point-to-point sewing connections along panel contours. To support training and evaluation, we build GarmageSet, a large-scale dataset comprising 14,801 professionally designed garments with detailed structural and style annotations. Our method demonstrates versatility and efficacy across multiple application scenarios, including scalable garment generation from multi-modal design concepts (text prompts, sketches, photographs), automatic modeling from raw flat sewing patterns, pattern recovery from unstructured point clouds, and progressive garment editing using conventional instructions, laying the foundation for fully automated, production-ready pipelines in digital fashion. Project page: https://style3d.github.io/garmagenet/.
CVFeb 13, 2022
Do Inpainting Yourself: Generative Facial Inpainting Guided by ExemplarsWanglong Lu, Hanli Zhao, Xianta Jiang et al.
We present EXE-GAN, a novel exemplar-guided facial inpainting framework using generative adversarial networks. Our approach can not only preserve the quality of the input facial image but also complete the image with exemplar-like facial attributes. We achieve this by simultaneously leveraging the global style of the input image, the stochastic style generated from the random latent code, and the exemplar style of exemplar image. We introduce a novel attribute similarity metric to encourage networks to learn the style of facial attributes from the exemplar in a self-supervised way. To guarantee the natural transition across the boundaries of inpainted regions, we introduce a novel spatial variant gradient backpropagation technique to adjust the loss gradients based on the spatial location. Extensive evaluations and practical applications on public CelebA-HQ and FFHQ datasets validate the superiority of EXE-GAN in terms of the visual quality in facial inpainting.
CVNov 14, 2019
Progressive Feature Polishing Network for Salient Object DetectionBo Wang, Quan Chen, Min Zhou et al.
Feature matters for salient object detection. Existing methods mainly focus on designing a sophisticated structure to incorporate multi-level features and filter out cluttered features. We present Progressive Feature Polishing Network (PFPN), a simple yet effective framework to progressively polish the multi-level features to be more accurate and representative. By employing multiple Feature Polishing Modules (FPMs) in a recurrent manner, our approach is able to detect salient objects with fine details without any post-processing. A FPM parallelly updates the features of each level by directly incorporating all higher level context information. Moreover, it can keep the dimensions and hierarchical structures of the feature maps, which makes it flexible to be integrated with any CNN-based models. Empirical experiments show that our results are monotonically getting better with increasing number of FPMs. Without bells and whistles, PFPN outperforms the state-of-the-art methods significantly on five benchmark datasets under various evaluation metrics.
CVMay 19, 2017
Quadruplet Network with One-Shot Learning for Fast Visual Object TrackingXingping Dong, Jianbing Shen, Dongming Wu et al.
In the same vein of discriminative one-shot learning, Siamese networks allow recognizing an object from a single exemplar with the same class label. However, they do not take advantage of the underlying structure of the data and the relationship among the multitude of samples as they only rely on pairs of instances for training. In this paper, we propose a new quadruplet deep network to examine the potential connections among the training instances, aiming to achieve a more powerful representation. We design four shared networks that receive multi-tuple of instances as inputs and are connected by a novel loss function consisting of pair-loss and triplet-loss. According to the similarity metric, we select the most similar and the most dissimilar instances as the positive and negative inputs of triplet loss from each multi-tuple. We show that this scheme improves the training performance. Furthermore, we introduce a new weight layer to automatically select suitable combination weights, which will avoid the conflict between triplet and pair loss leading to worse performance. We evaluate our quadruplet framework by model-free tracking-by-detection of objects from a single initial exemplar in several Visual Object Tracking benchmarks. Our extensive experimental analysis demonstrates that our tracker achieves superior performance with a real-time processing speed of 78 frames-per-second (fps).