Bang Zhang

CV
h-index16
26papers
1,783citations
Novelty58%
AI Score55

26 Papers

23.1CVMay 8, 2022Code
Recurrent Dynamic Embedding for Video Object Segmentation

Mingxing Li, Li Hu, Zhiwei Xiong et al.

Space-time memory (STM) based video object segmentation (VOS) networks usually keep increasing memory bank every several frames, which shows excellent performance. However, 1) the hardware cannot withstand the ever-increasing memory requirements as the video length increases. 2) Storing lots of information inevitably introduces lots of noise, which is not conducive to reading the most important information from the memory bank. In this paper, we propose a Recurrent Dynamic Embedding (RDE) to build a memory bank of constant size. Specifically, we explicitly generate and update RDE by the proposed Spatio-temporal Aggregation Module (SAM), which exploits the cue of historical information. To avoid error accumulation owing to the recurrent usage of SAM, we propose an unbiased guidance loss during the training stage, which makes SAM more robust in long videos. Moreover, the predicted masks in the memory bank are inaccurate due to the inaccurate network inference, which affects the segmentation of the query frame. To address this problem, we design a novel self-correction strategy so that the network can repair the embeddings of masks with different qualities in the memory bank. Extensive experiments show our method achieves the best tradeoff between performance and speed. Code is available at https://github.com/Limingxing00/RDE-VOS-CVPR2022.

14.1CVSep 17, 2023Code
RenderIH: A Large-scale Synthetic Dataset for 3D Interacting Hand Pose Estimation

Lijun Li, Linrui Tian, Xindi Zhang et al.

The current interacting hand (IH) datasets are relatively simplistic in terms of background and texture, with hand joints being annotated by a machine annotator, which may result in inaccuracies, and the diversity of pose distribution is limited. However, the variability of background, pose distribution, and texture can greatly influence the generalization ability. Therefore, we present a large-scale synthetic dataset RenderIH for interacting hands with accurate and diverse pose annotations. The dataset contains 1M photo-realistic images with varied backgrounds, perspectives, and hand textures. To generate natural and diverse interacting poses, we propose a new pose optimization algorithm. Additionally, for better pose estimation accuracy, we introduce a transformer-based pose estimation network, TransHand, to leverage the correlation between interacting hands and verify the effectiveness of RenderIH in improving results. Our dataset is model-agnostic and can improve more accuracy of any hand pose estimation method in comparison to other real or synthetic datasets. Experiments have shown that pretraining on our synthetic data can significantly decrease the error from 6.76mm to 5.79mm, and our Transhand surpasses contemporary methods. Our dataset and code are available at https://github.com/adwardlee/RenderIH.

24.8CVApr 11, 2023
One-Shot High-Fidelity Talking-Head Synthesis with Deformable Neural Radiance Field

Weichuang Li, Longhao Zhang, Dong Wang et al.

Talking head generation aims to generate faces that maintain the identity information of the source image and imitate the motion of the driving image. Most pioneering methods rely primarily on 2D representations and thus will inevitably suffer from face distortion when large head rotations are encountered. Recent works instead employ explicit 3D structural representations or implicit neural rendering to improve performance under large pose changes. Nevertheless, the fidelity of identity and expression is not so desirable, especially for novel-view synthesis. In this paper, we propose HiDe-NeRF, which achieves high-fidelity and free-view talking-head synthesis. Drawing on the recently proposed Deformable Neural Radiance Fields, HiDe-NeRF represents the 3D dynamic scene into a canonical appearance field and an implicit deformation field, where the former comprises the canonical source face and the latter models the driving pose and expression. In particular, we improve fidelity from two aspects: (i) to enhance identity expressiveness, we design a generalized appearance module that leverages multi-scale volume features to preserve face shape and details; (ii) to improve expression preciseness, we propose a lightweight deformation module that explicitly decouples the pose and expression to enable precise expression modeling. Extensive experiments demonstrate that our proposed approach can generate better results than previous works. Project page: https://www.waytron.net/hidenerf/

22.5CVApr 13, 2022Code
Multi-View Consistent Generative Adversarial Networks for 3D-aware Image Synthesis

Xuanmeng Zhang, Zhedong Zheng, Daiheng Gao et al.

3D-aware image synthesis aims to generate images of objects from multiple views by learning a 3D representation. However, one key challenge remains: existing approaches lack geometry constraints, hence usually fail to generate multi-view consistent images. To address this challenge, we propose Multi-View Consistent Generative Adversarial Networks (MVCGAN) for high-quality 3D-aware image synthesis with geometry constraints. By leveraging the underlying 3D geometry information of generated images, i.e., depth and camera transformation matrix, we explicitly establish stereo correspondence between views to perform multi-view joint optimization. In particular, we enforce the photometric consistency between pairs of views and integrate a stereo mixup mechanism into the training process, encouraging the model to reason about the correct 3D shape. Besides, we design a two-stage training strategy with feature-level multi-view joint optimization to improve the image quality. Extensive experiments on three datasets demonstrate that MVCGAN achieves the state-of-the-art performance for 3D-aware image synthesis.

11.2CVJul 8, 2022
Jointly Harnessing Prior Structures and Temporal Consistency for Sign Language Video Generation

Yucheng Suo, Zhedong Zheng, Xiaohan Wang et al.

Sign language is the window for people differently-abled to express their feelings as well as emotions. However, it remains challenging for people to learn sign language in a short time. To address this real-world challenge, in this work, we study the motion transfer system, which can transfer the user photo to the sign language video of specific words. In particular, the appearance content of the output video comes from the provided user image, while the motion of the video is extracted from the specified tutorial video. We observe two primary limitations in adopting the state-of-the-art motion transfer methods to sign language generation:(1) Existing motion transfer works ignore the prior geometrical knowledge of the human body. (2) The previous image animation methods only take image pairs as input in the training stage, which could not fully exploit the temporal information within videos. In an attempt to address the above-mentioned limitations, we propose Structure-aware Temporal Consistency Network (STCNet) to jointly optimize the prior structure of human with the temporal consistency for sign language video generation. There are two main contributions in this paper. (1) We harness a fine-grained skeleton detector to provide prior knowledge of the body keypoints. In this way, we ensure the keypoint movement in a valid range and make the model become more explainable and robust. (2) We introduce two cycle-consistency losses, i.e., short-term cycle loss and long-term cycle loss, which are conducted to assure the continuity of the generated video. We optimize the two losses and keypoint detector network in an end-to-end manner.

50.0CVNov 28, 2023
Animate Anyone: Consistent and Controllable Image-to-Video Synthesis for Character Animation

Li Hu, Xin Gao, Peng Zhang et al.

Character Animation aims to generating character videos from still images through driving signals. Currently, diffusion models have become the mainstream in visual generation research, owing to their robust generative capabilities. However, challenges persist in the realm of image-to-video, especially in character animation, where temporally maintaining consistency with detailed information from character remains a formidable problem. In this paper, we leverage the power of diffusion models and propose a novel framework tailored for character animation. To preserve consistency of intricate appearance features from reference image, we design ReferenceNet to merge detail features via spatial attention. To ensure controllability and continuity, we introduce an efficient pose guider to direct character's movements and employ an effective temporal modeling approach to ensure smooth inter-frame transitions between video frames. By expanding the training data, our approach can animate arbitrary characters, yielding superior results in character animation compared to other image-to-video methods. Furthermore, we evaluate our method on benchmarks for fashion video and human dance synthesis, achieving state-of-the-art results.

16.7CVOct 14, 2022Code
DART: Articulated Hand Model with Diverse Accessories and Rich Textures

Daiheng Gao, Yuliang Xiu, Kailin Li et al.

Hand, the bearer of human productivity and intelligence, is receiving much attention due to the recent fever of digital twins. Among different hand morphable models, MANO has been widely used in vision and graphics community. However, MANO disregards textures and accessories, which largely limits its power to synthesize photorealistic hand data. In this paper, we extend MANO with Diverse Accessories and Rich Textures, namely DART. DART is composed of 50 daily 3D accessories which varies in appearance and shape, and 325 hand-crafted 2D texture maps covers different kinds of blemishes or make-ups. Unity GUI is also provided to generate synthetic hand data with user-defined settings, e.g., pose, camera, background, lighting, textures, and accessories. Finally, we release DARTset, which contains large-scale (800K), high-fidelity synthetic hand images, paired with perfect-aligned 3D labels. Experiments demonstrate its superiority in diversity. As a complement to existing hand datasets, DARTset boosts the generalization in both hand pose estimation and mesh recovery tasks. Raw ingredients (textures, accessories), Unity GUI, source code and DARTset are publicly available at dart2022.github.io

5.9CVDec 12, 2023Code
MaTe3D: Mask-guided Text-based 3D-aware Portrait Editing

Kangneng Zhou, Daiheng Gao, Xuan Wang et al.

3D-aware portrait editing has a wide range of applications in multiple fields. However, current approaches are limited due that they can only perform mask-guided or text-based editing. Even by fusing the two procedures into a model, the editing quality and stability cannot be ensured. To address this limitation, we propose \textbf{MaTe3D}: mask-guided text-based 3D-aware portrait editing. In this framework, first, we introduce a new SDF-based 3D generator which learns local and global representations with proposed SDF and density consistency losses. This enhances masked-based editing in local areas; second, we present a novel distillation strategy: Conditional Distillation on Geometry and Texture (CDGT). Compared to exiting distillation strategies, it mitigates visual ambiguity and avoids mismatch between texture and geometry, thereby producing stable texture and convincing geometry while editing. Additionally, we create the CatMask-HQ dataset, a large-scale high-resolution cat face annotation for exploration of model generalization and expansion. We perform expensive experiments on both the FFHQ and CatMask-HQ datasets to demonstrate the editing quality and stability of the proposed method. Our method faithfully generates a 3D-aware edited face image based on a modified mask and a text prompt. Our code and models will be publicly released.

1.4CVJun 21, 2022
One-stage Action Detection Transformer

Lijun Li, Li'an Zhuo, Bang Zhang

In this work, we introduce our solution to the EPIC-KITCHENS-100 2022 Action Detection challenge. One-stage Action Detection Transformer (OADT) is proposed to model the temporal connection of video segments. With the help of OADT, both the category and time boundary can be recognized simultaneously. After ensembling multiple OADT models trained from different features, our model can reach 21.28\% action mAP and ranks the 1st on the test-set of the Action detection challenge.

3.6CVDec 2, 2025
Co-speech Gesture Video Generation via Motion-Based Graph Retrieval

Yafei Song, Peng Zhang, Bang Zhang

Synthesizing synchronized and natural co-speech gesture videos remains a formidable challenge. Recent approaches have leveraged motion graphs to harness the potential of existing video data. To retrieve an appropriate trajectory from the graph, previous methods either utilize the distance between features extracted from the input audio and those associated with the motions in the graph or embed both the input audio and motion into a shared feature space. However, these techniques may not be optimal due to the many-to-many mapping nature between audio and gestures, which cannot be adequately addressed by one-to-one mapping. To alleviate this limitation, we propose a novel framework that initially employs a diffusion model to generate gesture motions. The diffusion model implicitly learns the joint distribution of audio and motion, enabling the generation of contextually appropriate gestures from input audio sequences. Furthermore, our method extracts both low-level and high-level features from the input audio to enrich the training process of the diffusion model. Subsequently, a meticulously designed motion-based retrieval algorithm is applied to identify the most suitable path within the graph by assessing both global and local similarities in motion. Given that not all nodes in the retrieved path are sequentially continuous, the final step involves seamlessly stitching together these segments to produce a coherent video output. Experimental results substantiate the efficacy of our proposed method, demonstrating a significant improvement over prior approaches in terms of synchronization accuracy and naturalness of generated gestures.

39.9CVMay 22, 2023Code
Gloss-Free End-to-End Sign Language Translation

Kezhou Lin, Xiaohan Wang, Linchao Zhu et al.

In this paper, we tackle the problem of sign language translation (SLT) without gloss annotations. Although intermediate representation like gloss has been proven effective, gloss annotations are hard to acquire, especially in large quantities. This limits the domain coverage of translation datasets, thus handicapping real-world applications. To mitigate this problem, we design the Gloss-Free End-to-end sign language translation framework (GloFE). Our method improves the performance of SLT in the gloss-free setting by exploiting the shared underlying semantics of signs and the corresponding spoken translation. Common concepts are extracted from the text and used as a weak form of intermediate representation. The global embedding of these concepts is used as a query for cross-attention to find the corresponding information within the learned visual features. In a contrastive manner, we encourage the similarity of query results between samples containing such concepts and decrease those that do not. We obtained state-of-the-art results on large-scale datasets, including OpenASL and How2Sign. The code and model will be available at https://github.com/HenryLittle/GloFE.

30.3CVDec 29, 2024Code
EraseAnything: Enabling Concept Erasure in Rectified Flow Transformers

Daiheng Gao, Shilin Lu, Shaw Walters et al.

Removing unwanted concepts from large-scale text-to-image (T2I) diffusion models while maintaining their overall generative quality remains an open challenge. This difficulty is especially pronounced in emerging paradigms, such as Stable Diffusion (SD) v3 and Flux, which incorporate flow matching and transformer-based architectures. These advancements limit the transferability of existing concept-erasure techniques that were originally designed for the previous T2I paradigm (e.g., SD v1.4). In this work, we introduce EraseAnything, the first method specifically developed to address concept erasure within the latest flow-based T2I framework. We formulate concept erasure as a bi-level optimization problem, employing LoRA-based parameter tuning and an attention map regularizer to selectively suppress undesirable activations. Furthermore, we propose a self-contrastive learning strategy to ensure that removing unwanted concepts does not inadvertently harm performance on unrelated ones. Experimental results demonstrate that EraseAnything successfully fills the research gap left by earlier methods in this new T2I paradigm, achieving state-of-the-art performance across a wide range of concept erasure tasks.

21.8CVDec 4, 2023
VividTalk: One-Shot Audio-Driven Talking Head Generation Based on 3D Hybrid Prior

Xusen Sun, Longhao Zhang, Hao Zhu et al.

Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, expressive facial expressions, natural head pose generation, and high video quality. However, no model has yet led or tied on all these metrics due to the one-to-many mapping between audio and motion. In this paper, we propose VividTalk, a two-stage generic framework that supports generating high-visual quality talking head videos with all the above properties. Specifically, in the first stage, we map the audio to mesh by learning two motions, including non-rigid expression motion and rigid head motion. For expression motion, both blendshape and vertex are adopted as the intermediate representation to maximize the representation ability of the model. For natural head motion, a novel learnable head pose codebook with a two-phase training mechanism is proposed. In the second stage, we proposed a dual branch motion-vae and a generator to transform the meshes into dense motion and synthesize high-quality video frame-by-frame. Extensive experiments show that the proposed VividTalk can generate high-visual quality talking head videos with lip-sync and realistic enhanced by a large margin, and outperforms previous state-of-the-art works in objective and subjective comparisons.

34.2CVFeb 10, 2025
Animate Anyone 2: High-Fidelity Character Image Animation with Environment Affordance

Li Hu, Guangyuan Wang, Zhen Shen et al.

Recent character image animation methods based on diffusion models, such as Animate Anyone, have made significant progress in generating consistent and generalizable character animations. However, these approaches fail to produce reasonable associations between characters and their environments. To address this limitation, we introduce Animate Anyone 2, aiming to animate characters with environment affordance. Beyond extracting motion signals from source video, we additionally capture environmental representations as conditional inputs. The environment is formulated as the region with the exclusion of characters and our model generates characters to populate these regions while maintaining coherence with the environmental context. We propose a shape-agnostic mask strategy that more effectively characterizes the relationship between character and environment. Furthermore, to enhance the fidelity of object interactions, we leverage an object guider to extract features of interacting objects and employ spatial blending for feature injection. We also introduce a pose modulation strategy that enables the model to handle more diverse motion patterns. Experimental results demonstrate the superior performance of the proposed method.

29.2CVJan 18, 2025
EMO2: End-Effector Guided Audio-Driven Avatar Video Generation

Linrui Tian, Siqi Hu, Qi Wang et al.

In this paper, we propose a novel audio-driven talking head method capable of simultaneously generating highly expressive facial expressions and hand gestures. Unlike existing methods that focus on generating full-body or half-body poses, we investigate the challenges of co-speech gesture generation and identify the weak correspondence between audio features and full-body gestures as a key limitation. To address this, we redefine the task as a two-stage process. In the first stage, we generate hand poses directly from audio input, leveraging the strong correlation between audio signals and hand movements. In the second stage, we employ a diffusion model to synthesize video frames, incorporating the hand poses generated in the first stage to produce realistic facial expressions and body movements. Our experimental results demonstrate that the proposed method outperforms state-of-the-art approaches, such as CyberHost and Vlogger, in terms of both visual quality and synchronization accuracy. This work provides a new perspective on audio-driven gesture generation and a robust framework for creating expressive and natural talking head animations.

14.4CVMar 27, 2025
ChatAnyone: Stylized Real-time Portrait Video Generation with Hierarchical Motion Diffusion Model

Jinwei Qi, Chaonan Ji, Sheng Xu et al.

Real-time interactive video-chat portraits have been increasingly recognized as the future trend, particularly due to the remarkable progress made in text and voice chat technologies. However, existing methods primarily focus on real-time generation of head movements, but struggle to produce synchronized body motions that match these head actions. Additionally, achieving fine-grained control over the speaking style and nuances of facial expressions remains a challenge. To address these limitations, we introduce a novel framework for stylized real-time portrait video generation, enabling expressive and flexible video chat that extends from talking head to upper-body interaction. Our approach consists of the following two stages. The first stage involves efficient hierarchical motion diffusion models, that take both explicit and implicit motion representations into account based on audio inputs, which can generate a diverse range of facial expressions with stylistic control and synchronization between head and body movements. The second stage aims to generate portrait video featuring upper-body movements, including hand gestures. We inject explicit hand control signals into the generator to produce more detailed hand movements, and further perform face refinement to enhance the overall realism and expressiveness of the portrait video. Additionally, our approach supports efficient and continuous generation of upper-body portrait video in maximum 512 * 768 resolution at up to 30fps on 4090 GPU, supporting interactive video-chat in real-time. Experimental results demonstrate the capability of our approach to produce portrait videos with rich expressiveness and natural upper-body movements.

7.0SDJun 3, 2025
MotionRAG-Diff: A Retrieval-Augmented Diffusion Framework for Long-Term Music-to-Dance Generation

Mingyang Huang, Peng Zhang, Bang Zhang

Generating long-term, coherent, and realistic music-conditioned dance sequences remains a challenging task in human motion synthesis. Existing approaches exhibit critical limitations: motion graph methods rely on fixed template libraries, restricting creative generation; diffusion models, while capable of producing novel motions, often lack temporal coherence and musical alignment. To address these challenges, we propose $\textbf{MotionRAG-Diff}$, a hybrid framework that integrates Retrieval-Augmented Generation (RAG) with diffusion-based refinement to enable high-quality, musically coherent dance generation for arbitrary long-term music inputs. Our method introduces three core innovations: (1) A cross-modal contrastive learning architecture that aligns heterogeneous music and dance representations in a shared latent space, establishing unsupervised semantic correspondence without paired data; (2) An optimized motion graph system for efficient retrieval and seamless concatenation of motion segments, ensuring realism and temporal coherence across long sequences; (3) A multi-condition diffusion model that jointly conditions on raw music signals and contrastive features to enhance motion quality and global synchronization. Extensive experiments demonstrate that MotionRAG-Diff achieves state-of-the-art performance in motion quality, diversity, and music-motion synchronization accuracy. This work establishes a new paradigm for music-driven dance generation by synergizing retrieval-based template fidelity with diffusion-based creative enhancement.

3.3AINov 21, 2025
MIR: Efficient Exploration in Episodic Multi-Agent Reinforcement Learning via Mutual Intrinsic Reward

Kesheng Chen, Wenjian Luo, Bang Zhang et al.

Episodic rewards present a significant challenge in reinforcement learning. While intrinsic reward methods have demonstrated effectiveness in single-agent rein-forcement learning scenarios, their application to multi-agent reinforcement learn-ing (MARL) remains problematic. The primary difficulties stem from two fac-tors: (1) the exponential sparsity of joint action trajectories that lead to rewards as the exploration space expands, and (2) existing methods often fail to account for joint actions that can influence team states. To address these challenges, this paper introduces Mutual Intrinsic Reward (MIR), a simple yet effective enhancement strategy for MARL with extremely sparse rewards like episodic rewards. MIR incentivizes individual agents to explore actions that affect their teammates, and when combined with original strategies, effectively stimulates team exploration and improves algorithm performance. For comprehensive experimental valida-tion, we extend the representative single-agent MiniGrid environment to create MiniGrid-MA, a series of MARL environments with sparse rewards. Our evalu-ation compares the proposed method against state-of-the-art approaches in the MiniGrid-MA setting, with experimental results demonstrating superior perfor-mance.

33.6CVSep 17, 2025
Wan-Animate: Unified Character Animation and Replacement with Holistic Replication

Gang Cheng, Xin Gao, Li Hu et al.

We introduce Wan-Animate, a unified framework for character animation and replacement. Given a character image and a reference video, Wan-Animate can animate the character by precisely replicating the expressions and movements of the character in the video to generate high-fidelity character videos. Alternatively, it can integrate the animated character into the reference video to replace the original character, replicating the scene's lighting and color tone to achieve seamless environmental integration. Wan-Animate is built upon the Wan model. To adapt it for character animation tasks, we employ a modified input paradigm to differentiate between reference conditions and regions for generation. This design unifies multiple tasks into a common symbolic representation. We use spatially-aligned skeleton signals to replicate body motion and implicit facial features extracted from source images to reenact expressions, enabling the generation of character videos with high controllability and expressiveness. Furthermore, to enhance environmental integration during character replacement, we develop an auxiliary Relighting LoRA. This module preserves the character's appearance consistency while applying the appropriate environmental lighting and color tone. Experimental results demonstrate that Wan-Animate achieves state-of-the-art performance. We are committed to open-sourcing the model weights and its source code.

8.4CVJun 27, 2025
MirrorMe: Towards Realtime and High Fidelity Audio-Driven Halfbody Animation

Dechao Meng, Steven Xiao, Xindi Zhang et al.

Audio-driven portrait animation, which synthesizes realistic videos from reference images using audio signals, faces significant challenges in real-time generation of high-fidelity, temporally coherent animations. While recent diffusion-based methods improve generation quality by integrating audio into denoising processes, their reliance on frame-by-frame UNet architectures introduces prohibitive latency and struggles with temporal consistency. This paper introduces MirrorMe, a real-time, controllable framework built on the LTX video model, a diffusion transformer that compresses video spatially and temporally for efficient latent space denoising. To address LTX's trade-offs between compression and semantic fidelity, we propose three innovations: 1. A reference identity injection mechanism via VAE-encoded image concatenation and self-attention, ensuring identity consistency; 2. A causal audio encoder and adapter tailored to LTX's temporal structure, enabling precise audio-expression synchronization; and 3. A progressive training strategy combining close-up facial training, half-body synthesis with facial masking, and hand pose integration for enhanced gesture control. Extensive experiments on the EMTD Benchmark demonstrate MirrorMe's state-of-the-art performance in fidelity, lip-sync accuracy, and temporal stability.

10.2CVMay 27, 2025
Exploring Timeline Control for Facial Motion Generation

Yifeng Ma, Jinwei Qi, Chaonan Ji et al.

This paper introduces a new control signal for facial motion generation: timeline control. Compared to audio and text signals, timelines provide more fine-grained control, such as generating specific facial motions with precise timing. Users can specify a multi-track timeline of facial actions arranged in temporal intervals, allowing precise control over the timing of each action. To model the timeline control capability, We first annotate the time intervals of facial actions in natural facial motion sequences at a frame-level granularity. This process is facilitated by Toeplitz Inverse Covariance-based Clustering to minimize human labor. Based on the annotations, we propose a diffusion-based generation model capable of generating facial motions that are natural and accurately aligned with input timelines. Our method supports text-guided motion generation by using ChatGPT to convert text into timelines. Experimental results show that our method can annotate facial action intervals with satisfactory accuracy, and produces natural facial motions accurately aligned with timelines.

7.6CVMay 23, 2023
DiffHand: End-to-End Hand Mesh Reconstruction via Diffusion Models

Lijun Li, Li'an Zhuo, Bang Zhang et al.

Hand mesh reconstruction from the monocular image is a challenging task due to its depth ambiguity and severe occlusion, there remains a non-unique mapping between the monocular image and hand mesh. To address this, we develop DiffHand, the first diffusion-based framework that approaches hand mesh reconstruction as a denoising diffusion process. Our one-stage pipeline utilizes noise to model the uncertainty distribution of the intermediate hand mesh in a forward process. We reformulate the denoising diffusion process to gradually refine noisy hand mesh and then select mesh with the highest probability of being correct based on the image itself, rather than relying on 2D joints extracted beforehand. To better model the connectivity of hand vertices, we design a novel network module called the cross-modality decoder. Extensive experiments on the popular benchmarks demonstrate that our method outperforms the state-of-the-art hand mesh reconstruction approaches by achieving 5.8mm PA-MPJPE on the Freihand test set, 4.98mm PA-MPJPE on the DexYCB test set.

2.4AIJun 1, 2021
Divide and Rule: Recurrent Partitioned Network for Dynamic Processes

Qianyu Feng, Bang Zhang, Yi Yang

In general, many dynamic processes are involved with interacting variables, from physical systems to sociological analysis. The interplay of components in the system can give rise to confounding dynamic behavior. Many approaches model temporal sequences holistically ignoring the internal interaction which are impotent in capturing the protogenic actuation. Differently, our goal is to represent a system with a part-whole hierarchy and discover the implied dependencies among intra-system variables: inferring the interactions that possess causal effects on the sub-system behavior with REcurrent partItioned Network (REIN). The proposed architecture consists of (i) a perceptive module that extracts a hierarchical and temporally consistent representation of the observation at multiple levels, (ii) a deductive module for determining the relational connection between neurons at each level, and (iii) a statistical module that can predict the future by conditioning on the temporal distributional estimation. Our model is demonstrated to be effective in identifying the componential interactions with limited observation and stable in long-term future predictions experimented with diverse physical systems.

1.4CVMay 31, 2021Code
VidFace: A Full-Transformer Solver for Video FaceHallucination with Unaligned Tiny Snapshots

Yuan Gan, Yawei Luo, Xin Yu et al.

In this paper, we investigate the task of hallucinating an authentic high-resolution (HR) human face from multiple low-resolution (LR) video snapshots. We propose a pure transformer-based model, dubbed VidFace, to fully exploit the full-range spatio-temporal information and facial structure cues among multiple thumbnails. Specifically, VidFace handles multiple snapshots all at once and harnesses the spatial and temporal information integrally to explore face alignments across all the frames, thus avoiding accumulating alignment errors. Moreover, we design a recurrent position embedding module to equip our transformer with facial priors, which not only effectively regularises the alignment mechanism but also supplants notorious pre-training. Finally, we curate a new large-scale video face hallucination dataset from the public Voxceleb2 benchmark, which challenges prior arts on tackling unaligned and tiny face snapshots. To the best of our knowledge, we are the first attempt to develop a unified transformer-based solver tailored for video-based face hallucination. Extensive experiments on public video face benchmarks show that the proposed method significantly outperforms the state of the arts.

1.6LGMay 2, 2021
OR-Net: Pointwise Relational Inference for Data Completion under Partial Observation

Qianyu Feng, Linchao Zhu, Bang Zhang et al.

Contemporary data-driven methods are typically fed with full supervision on large-scale datasets which limits their applicability. However, in the actual systems with limitations such as measurement error and data acquisition problems, people usually obtain incomplete data. Although data completion has attracted wide attention, the underlying data pattern and relativity are still under-developed. Currently, the family of latent variable models allows learning deep latent variables over observed variables by fitting the marginal distribution. As far as we know, current methods fail to perceive the data relativity under partial observation. Aiming at modeling incomplete data, this work uses relational inference to fill in the incomplete data. Specifically, we expect to approximate the real joint distribution over the partial observation and latent variables, thus infer the unseen targets respectively. To this end, we propose Omni-Relational Network (OR-Net) to model the pointwise relativity in two aspects: (i) On one hand, the inner relationship is built among the context points in the partial observation; (ii) On the other hand, the unseen targets are inferred by learning the cross-relationship with the observed data points. It is further discovered that the proposed method can be generalized to different scenarios regardless of whether the physical structure can be observed or not. It is demonstrated that the proposed OR-Net can be well generalized for data completion tasks of various modalities, including function regression, image completion on MNIST and CelebA datasets, and also sequential motion generation conditioned on the observed poses.

23.3CVApr 9, 2021
Learning Position and Target Consistency for Memory-based Video Object Segmentation

Li Hu, Peng Zhang, Bang Zhang et al.

This paper studies the problem of semi-supervised video object segmentation(VOS). Multiple works have shown that memory-based approaches can be effective for video object segmentation. They are mostly based on pixel-level matching, both spatially and temporally. The main shortcoming of memory-based approaches is that they do not take into account the sequential order among frames and do not exploit object-level knowledge from the target. To address this limitation, we propose to Learn position and target Consistency framework for Memory-based video object segmentation, termed as LCM. It applies the memory mechanism to retrieve pixels globally, and meanwhile learns position consistency for more reliable segmentation. The learned location response promotes a better discrimination between target and distractors. Besides, LCM introduces an object-level relationship from the target to maintain target consistency, making LCM more robust to error drifting. Experiments show that our LCM achieves state-of-the-art performance on both DAVIS and Youtube-VOS benchmark. And we rank the 1st in the DAVIS 2020 challenge semi-supervised VOS task.