CVOct 28, 2022
NeRFPlayer: A Streamable Dynamic Scene Representation with Decomposed Neural Radiance FieldsLiangchen Song, Anpei Chen, Zhong Li et al. · eth-zurich
Visually exploring in a real-world 4D spatiotemporal space freely in VR has been a long-term quest. The task is especially appealing when only a few or even single RGB cameras are used for capturing the dynamic scene. To this end, we present an efficient framework capable of fast reconstruction, compact modeling, and streamable rendering. First, we propose to decompose the 4D spatiotemporal space according to temporal characteristics. Points in the 4D space are associated with probabilities of belonging to three categories: static, deforming, and new areas. Each area is represented and regularized by a separate neural field. Second, we propose a hybrid representations based feature streaming scheme for efficiently modeling the neural fields. Our approach, coined NeRFPlayer, is evaluated on dynamic scenes captured by single hand-held cameras and multi-camera arrays, achieving comparable or superior rendering performance in terms of quality and speed comparable to recent state-of-the-art methods, achieving reconstruction in 10 seconds per frame and interactive rendering.
CVMar 15, 2023Code
Harnessing Low-Frequency Neural Fields for Few-Shot View SynthesisLiangchen Song, Zhong Li, Xuan Gong et al.
Neural Radiance Fields (NeRF) have led to breakthroughs in the novel view synthesis problem. Positional Encoding (P.E.) is a critical factor that brings the impressive performance of NeRF, where low-dimensional coordinates are mapped to high-dimensional space to better recover scene details. However, blindly increasing the frequency of P.E. leads to overfitting when the reconstruction problem is highly underconstrained, \eg, few-shot images for training. We harness low-frequency neural fields to regularize high-frequency neural fields from overfitting to better address the problem of few-shot view synthesis. We propose reconstructing with a low-frequency only field and then finishing details with a high-frequency equipped field. Unlike most existing solutions that regularize the output space (\ie, rendered images), our regularization is conducted in the input space (\ie, signal frequency). We further propose a simple-yet-effective strategy for tuning the frequency to avoid overfitting few-shot inputs: enforcing consistency among the frequency domain of rendered 2D images. Thanks to the input space regularizing scheme, our method readily applies to inputs beyond spatial locations, such as the time dimension in dynamic scenes. Comparisons with state-of-the-art on both synthetic and natural datasets validate the effectiveness of our proposed solution for few-shot view synthesis. Code is available at \href{https://github.com/lsongx/halo}{https://github.com/lsongx/halo}.
CVSep 27, 2023
NeuRBF: A Neural Fields Representation with Adaptive Radial Basis FunctionsZhang Chen, Zhong Li, Liangchen Song et al.
We present a novel type of neural fields that uses general radial bases for signal representation. State-of-the-art neural fields typically rely on grid-based representations for storing local neural features and N-dimensional linear kernels for interpolating features at continuous query points. The spatial positions of their neural features are fixed on grid nodes and cannot well adapt to target signals. Our method instead builds upon general radial bases with flexible kernel position and shape, which have higher spatial adaptivity and can more closely fit target signals. To further improve the channel-wise capacity of radial basis functions, we propose to compose them with multi-frequency sinusoid functions. This technique extends a radial basis to multiple Fourier radial bases of different frequency bands without requiring extra parameters, facilitating the representation of details. Moreover, by marrying adaptive radial bases with grid-based ones, our hybrid combination inherits both adaptivity and interpolation smoothness. We carefully designed weighting schemes to let radial bases adapt to different types of signals effectively. Our experiments on 2D image and 3D signed distance field representation demonstrate the higher accuracy and compactness of our method than prior arts. When applied to neural radiance field reconstruction, our method achieves state-of-the-art rendering quality, with small model size and comparable training speed.
CVOct 23, 2023Code
Relit-NeuLF: Efficient Relighting and Novel View Synthesis via Neural 4D Light FieldZhong Li, Liangchen Song, Zhang Chen et al.
In this paper, we address the problem of simultaneous relighting and novel view synthesis of a complex scene from multi-view images with a limited number of light sources. We propose an analysis-synthesis approach called Relit-NeuLF. Following the recent neural 4D light field network (NeuLF), Relit-NeuLF first leverages a two-plane light field representation to parameterize each ray in a 4D coordinate system, enabling efficient learning and inference. Then, we recover the spatially-varying bidirectional reflectance distribution function (SVBRDF) of a 3D scene in a self-supervised manner. A DecomposeNet learns to map each ray to its SVBRDF components: albedo, normal, and roughness. Based on the decomposed BRDF components and conditioning light directions, a RenderNet learns to synthesize the color of the ray. To self-supervise the SVBRDF decomposition, we encourage the predicted ray color to be close to the physically-based rendering result using the microfacet model. Comprehensive experiments demonstrate that the proposed method is efficient and effective on both synthetic data and real-world human face data, and outperforms the state-of-the-art results. We publicly released our code on GitHub. You can find it here: https://github.com/oppo-us-research/RelitNeuLF
CVJul 17, 2023
Uncertainty-aware State Space Transformer for Egocentric 3D Hand Trajectory ForecastingWentao Bao, Lele Chen, Libing Zeng et al.
Hand trajectory forecasting from egocentric views is crucial for enabling a prompt understanding of human intentions when interacting with AR/VR systems. However, existing methods handle this problem in a 2D image space which is inadequate for 3D real-world applications. In this paper, we set up an egocentric 3D hand trajectory forecasting task that aims to predict hand trajectories in a 3D space from early observed RGB videos in a first-person view. To fulfill this goal, we propose an uncertainty-aware state space Transformer (USST) that takes the merits of the attention mechanism and aleatoric uncertainty within the framework of the classical state-space model. The model can be further enhanced by the velocity constraint and visual prompt tuning (VPT) on large vision transformers. Moreover, we develop an annotation workflow to collect 3D hand trajectories with high quality. Experimental results on H2O and EgoPAT3D datasets demonstrate the superiority of USST for both 2D and 3D trajectory forecasting. The code and datasets are publicly released: https://actionlab-cv.github.io/EgoHandTrajPred.
CVJun 8, 2023
MyStyle++: A Controllable Personalized Generative PriorLibing Zeng, Lele Chen, Yi Xu et al.
In this paper, we propose an approach to obtain a personalized generative prior with explicit control over a set of attributes. We build upon MyStyle, a recently introduced method, that tunes the weights of a pre-trained StyleGAN face generator on a few images of an individual. This system allows synthesizing, editing, and enhancing images of the target individual with high fidelity to their facial features. However, MyStyle does not demonstrate precise control over the attributes of the generated images. We propose to address this problem through a novel optimization system that organizes the latent space in addition to tuning the generator. Our key contribution is to formulate a loss that arranges the latent codes, corresponding to the input images, along a set of specific directions according to their attributes. We demonstrate that our approach, dubbed MyStyle++, is able to synthesize, edit, and enhance images of an individual with great control over the attributes, while preserving the unique facial characteristics of that individual.
CVSep 23, 2024
TextToon: Real-Time Text Toonify Head Avatar from Single VideoLuchuan Song, Lele Chen, Celong Liu et al.
We propose TextToon, a method to generate a drivable toonified avatar. Given a short monocular video sequence and a written instruction about the avatar style, our model can generate a high-fidelity toonified avatar that can be driven in real-time by another video with arbitrary identities. Existing related works heavily rely on multi-view modeling to recover geometry via texture embeddings, presented in a static manner, leading to control limitations. The multi-view video input also makes it difficult to deploy these models in real-world applications. To address these issues, we adopt a conditional embedding Tri-plane to learn realistic and stylized facial representations in a Gaussian deformation field. Additionally, we expand the stylization capabilities of 3D Gaussian Splatting by introducing an adaptive pixel-translation neural network and leveraging patch-aware contrastive learning to achieve high-quality images. To push our work into consumer applications, we develop a real-time system that can operate at 48 FPS on a GPU machine and 15-18 FPS on a mobile machine. Extensive experiments demonstrate the efficacy of our approach in generating textual avatars over existing methods in terms of quality and real-time animation. Please refer to our project page for more details: https://songluchuan.github.io/TextToon/.
86.0CVMar 21
Glove2Hand: Synthesizing Natural Hand-Object Interaction from Multi-Modal Sensing GlovesXinyu Zhang, Ziyi Kou, Chuan Qin et al.
Understanding hand-object interaction (HOI) is fundamental to computer vision, robotics, and AR/VR. However, conventional hand videos often lack essential physical information such as contact forces and motion signals, and are prone to frequent occlusions. To address the challenges, we present Glove2Hand, a framework that translates multi-modal sensing glove HOI videos into photorealistic bare hands, while faithfully preserving the underlying physical interaction dynamics. We introduce a novel 3D Gaussian hand model that ensures temporal rendering consistency. The rendered hand is seamlessly integrated into the scene using a diffusion-based hand restorer, which effectively handles complex hand-object interactions and non-rigid deformations. Leveraging Glove2Hand, we create HandSense, the first multi-modal HOI dataset featuring glove-to-hand videos with synchronized tactile and IMU signals. We demonstrate that HandSense significantly enhances downstream bare-hand applications, including video-based contact estimation and hand tracking under severe occlusion.
CVJul 16, 2020Code
Talking-head Generation with Rhythmic Head MotionLele Chen, Guofeng Cui, Celong Liu et al.
When people deliver a speech, they naturally move heads, and this rhythmic head motion conveys prosodic information. However, generating a lip-synced video while moving head naturally is challenging. While remarkably successful, existing works either generate still talkingface videos or rely on landmark/video frames as sparse/dense mapping guidance to generate head movements, which leads to unrealistic or uncontrollable video synthesis. To overcome the limitations, we propose a 3D-aware generative network along with a hybrid embedding module and a non-linear composition module. Through modeling the head motion and facial expressions1 explicitly, manipulating 3D animation carefully, and embedding reference images dynamically, our approach achieves controllable, photo-realistic, and temporally coherent talking-head videos with natural head movements. Thoughtful experiments on several standard benchmarks demonstrate that our method achieves significantly better results than the state-of-the-art methods in both quantitative and qualitative comparisons. The code is available on https://github.com/ lelechen63/Talking-head-Generation-with-Rhythmic-Head-Motion.
CVMay 7, 2020Code
What comprises a good talking-head video generation?: A Survey and BenchmarkLele Chen, Guofeng Cui, Ziyi Kou et al.
Over the years, performance evaluation has become essential in computer vision, enabling tangible progress in many sub-fields. While talking-head video generation has become an emerging research topic, existing evaluations on this topic present many limitations. For example, most approaches use human subjects (e.g., via Amazon MTurk) to evaluate their research claims directly. This subjective evaluation is cumbersome, unreproducible, and may impend the evolution of new research. In this work, we present a carefully-designed benchmark for evaluating talking-head video generation with standardized dataset pre-processing strategies. As for evaluation, we either propose new metrics or select the most appropriate ones to evaluate results in what we consider as desired properties for a good talking-head video, namely, identity preserving, lip synchronization, high video quality, and natural-spontaneous motion. By conducting a thoughtful analysis across several state-of-the-art talking-head generation approaches, we aim to uncover the merits and drawbacks of current methods and point out promising directions for future work. All the evaluation code is available at: https://github.com/lelechen63/talking-head-generation-survey.
CVJan 17, 2024
Tri$^{2}$-plane: Thinking Head Avatar via Feature PyramidLuchuan Song, Pinxin Liu, Lele Chen et al.
Recent years have witnessed considerable achievements in facial avatar reconstruction with neural volume rendering. Despite notable advancements, the reconstruction of complex and dynamic head movements from monocular videos still suffers from capturing and restoring fine-grained details. In this work, we propose a novel approach, named Tri$^2$-plane, for monocular photo-realistic volumetric head avatar reconstructions. Distinct from the existing works that rely on a single tri-plane deformation field for dynamic facial modeling, the proposed Tri$^2$-plane leverages the principle of feature pyramids and three top-to-down lateral connections tri-planes for details improvement. It samples and renders facial details at multiple scales, transitioning from the entire face to specific local regions and then to even more refined sub-regions. Moreover, we incorporate a camera-based geometry-aware sliding window method as an augmentation in training, which improves the robustness beyond the canonical space, with a particular improvement in cross-identity generation capabilities. Experimental outcomes indicate that the Tri$^2$-plane not only surpasses existing methodologies but also achieves superior performance across quantitative and qualitative assessments. The project website is: \url{https://songluchuan.github.io/Tri2Plane.github.io/}.
CVMar 3, 2024
Spectrum AUC Difference (SAUCD): Human-aligned 3D Shape EvaluationTianyu Luan, Zhong Li, Lele Chen et al.
Existing 3D mesh shape evaluation metrics mainly focus on the overall shape but are usually less sensitive to local details. This makes them inconsistent with human evaluation, as human perception cares about both overall and detailed shape. In this paper, we propose an analytic metric named Spectrum Area Under the Curve Difference (SAUCD) that demonstrates better consistency with human evaluation. To compare the difference between two shapes, we first transform the 3D mesh to the spectrum domain using the discrete Laplace-Beltrami operator and Fourier transform. Then, we calculate the Area Under the Curve (AUC) difference between the two spectrums, so that each frequency band that captures either the overall or detailed shape is equitably considered. Taking human sensitivity across frequency bands into account, we further extend our metric by learning suitable weights for each frequency band which better aligns with human perception. To measure the performance of SAUCD, we build a 3D mesh evaluation dataset called Shape Grading, along with manual annotations from more than 800 subjects. By measuring the correlation between our metric and human evaluation, we demonstrate that SAUCD is well aligned with human evaluation, and outperforms previous 3D mesh metrics.
CVMar 29, 2021
High-fidelity Face Tracking for AR/VR via Deep Lighting AdaptationLele Chen, Chen Cao, Fernando De la Torre et al.
3D video avatars can empower virtual communications by providing compression, privacy, entertainment, and a sense of presence in AR/VR. Best 3D photo-realistic AR/VR avatars driven by video, that can minimize uncanny effects, rely on person-specific models. However, existing person-specific photo-realistic 3D models are not robust to lighting, hence their results typically miss subtle facial behaviors and cause artifacts in the avatar. This is a major drawback for the scalability of these models in communication systems (e.g., Messenger, Skype, FaceTime) and AR/VR. This paper addresses previous limitations by learning a deep learning lighting model, that in combination with a high-quality 3D face tracking algorithm, provides a method for subtle and robust facial motion transfer from a regular video to a 3D photo-realistic avatar. Extensive experimental validation and comparisons to other state-of-the-art methods demonstrate the effectiveness of the proposed framework in real-world scenarios with variability in pose, expression, and illumination. Please visit https://www.youtube.com/watch?v=dtz1LgZR8cc for more results. Our project page can be found at https://www.cs.rochester.edu/u/lchen63.
CVApr 18, 2020
Example-Guided Image Synthesis across Arbitrary Scenes using Masked Spatial-Channel Attention and Self-SupervisionHaitian Zheng, Haofu Liao, Lele Chen et al.
Example-guided image synthesis has recently been attempted to synthesize an image from a semantic label map and an exemplary image. In the task, the additional exemplar image provides the style guidance that controls the appearance of the synthesized output. Despite the controllability advantage, the existing models are designed on datasets with specific and roughly aligned objects. In this paper, we tackle a more challenging and general task, where the exemplar is an arbitrary scene image that is semantically different from the given label map. To this end, we first propose a Masked Spatial-Channel Attention (MSCA) module which models the correspondence between two arbitrary scenes via efficient decoupled attention. Next, we propose an end-to-end network for joint global and local feature alignment and synthesis. Finally, we propose a novel self-supervision task to enable training. Experiments on the large-scale and more diverse COCO-stuff dataset show significant improvements over the existing methods. Moreover, our approach provides interpretability and can be readily extended to other content manipulation tasks including style and spatial interpolation or extrapolation.
CVJan 17, 2020
TailorGAN: Making User-Defined Fashion DesignsLele Chen, Justin Tian, Guo Li et al.
Attribute editing has become an important and emerging topic of computer vision. In this paper, we consider a task: given a reference garment image A and another image B with target attribute (collar/sleeve), generate a photo-realistic image which combines the texture from reference A and the new attribute from reference B. The highly convoluted attributes and the lack of paired data are the main challenges to the task. To overcome those limitations, we propose a novel self-supervised model to synthesize garment images with disentangled attributes (e.g., collar and sleeves) without paired data. Our method consists of a reconstruction learning step and an adversarial learning step. The model learns texture and location information through reconstruction learning. And, the model's capability is generalized to achieve single-attribute manipulation by adversarial learning. Meanwhile, we compose a new dataset, named GarmentSet, with annotation of landmarks of collars and sleeves on clean garment images. Extensive experiments on this dataset and real-world samples demonstrate that our method can synthesize much better results than the state-of-the-art methods in both quantitative and qualitative comparisons.
CVNov 27, 2019
Example-Guided Scene Image Synthesis using Masked Spatial-Channel Attention and Patch-Based Self-SupervisionHaitian Zheng, Haofu Liao, Lele Chen et al.
Example-guided image synthesis has been recently attempted to synthesize an image from a semantic label map and an exemplary image. In the task, the additional exemplary image serves to provide style guidance that controls the appearance of the synthesized output. Despite the controllability advantage, the previous models are designed on datasets with specific and roughly aligned objects. In this paper, we tackle a more challenging and general task, where the exemplar is an arbitrary scene image that is semantically unaligned to the given label map. To this end, we first propose a new Masked Spatial-Channel Attention (MSCA) module which models the correspondence between two unstructured scenes via cross-attention. Next, we propose an end-to-end network for joint global and local feature alignment and synthesis. In addition, we propose a novel patch-based self-supervision scheme to enable training. Experiments on the large-scale CCOO-stuff dataset show significant improvements over existing methods. Moreover, our approach provides interpretability and can be readily extended to other tasks including style and spatial interpolation or extrapolation, as well as other content manipulation.
CVSep 30, 2019
Unsupervised Pose Flow Learning for Pose Guided SynthesisHaitian Zheng, Lele Chen, Chenliang Xu et al.
Pose guided synthesis aims to generate a new image in an arbitrary target pose while preserving the appearance details from the source image. Existing approaches rely on either hard-coded spatial transformations or 3D body modeling. They often overlook complex non-rigid pose deformation or unmatched occluded regions, thus fail to effectively preserve appearance information. In this paper, we propose an unsupervised pose flow learning scheme that learns to transfer the appearance details from the source image. Based on such learned pose flow, we proposed GarmentNet and SynthesisNet, both of which use multi-scale feature-domain alignment for coarse-to-fine synthesis. Experiments on the DeepFashion, MVC dataset and additional real-world datasets demonstrate that our approach compares favorably with the state-of-the-art methods and generalizes to unseen poses and clothing styles.
CVMay 9, 2019
Hierarchical Cross-Modal Talking Face Generationwith Dynamic Pixel-Wise LossLele Chen, Ross K. Maddox, Zhiyao Duan et al.
We devise a cascade GAN approach to generate talking face video, which is robust to different face shapes, view angles, facial characteristics, and noisy audio conditions. Instead of learning a direct mapping from audio to video frames, we propose first to transfer audio to high-level structure, i.e., the facial landmarks, and then to generate video frames conditioned on the landmarks. Compared to a direct audio-to-image approach, our cascade approach avoids fitting spurious correlations between audiovisual signals that are irrelevant to the speech content. We, humans, are sensitive to temporal discontinuities and subtle artifacts in video. To avoid those pixel jittering problems and to enforce the network to focus on audiovisual-correlated regions, we propose a novel dynamically adjustable pixel-wise loss with an attention mechanism. Furthermore, to generate a sharper image with well-synchronized facial movements, we propose a novel regression-based discriminator structure, which considers sequence-level information along with frame-level information. Thoughtful experiments on several datasets and real-world samples demonstrate significantly better results obtained by our method than the state-of-the-art methods in both quantitative and qualitative comparisons.
CVMar 28, 2018
Lip Movements Generation at a GlanceLele Chen, Zhiheng Li, Ross K. Maddox et al.
Cross-modality generation is an emerging topic that aims to synthesize data in one modality based on information in a different modality. In this paper, we consider a task of such: given an arbitrary audio speech and one lip image of arbitrary target identity, generate synthesized lip movements of the target identity saying the speech. To perform well in this task, it inevitably requires a model to not only consider the retention of target identity, photo-realistic of synthesized images, consistency and smoothness of lip images in a sequence, but more importantly, learn the correlations between audio speech and lip movements. To solve the collective problems, we explore the best modeling of the audio-visual correlations in building and training a lip-movement generator network. Specifically, we devise a method to fuse audio and image embeddings to generate multiple lip images at once and propose a novel correlation loss to synchronize lip changes and speech changes. Our final model utilizes a combination of four losses for a comprehensive consideration in generating lip movements; it is trained in an end-to-end fashion and is robust to lip shapes, view angles and different facial characteristics. Thoughtful experiments on three datasets ranging from lab-recorded to lips in-the-wild show that our model significantly outperforms other state-of-the-art methods extended to this task.
IVJan 18, 2018
MRI Tumor Segmentation with Densely Connected 3D CNNLele Chen, Yue Wu, Adora M. DSouza et al.
Glioma is one of the most common and aggressive types of primary brain tumors. The accurate segmentation of subcortical brain structures is crucial to the study of gliomas in that it helps the monitoring of the progression of gliomas and aids the evaluation of treatment outcomes. However, the large amount of required human labor makes it difficult to obtain the manually segmented Magnetic Resonance Imaging (MRI) data, limiting the use of precise quantitative measurements in the clinical practice. In this work, we try to address this problem by developing a 3D Convolutional Neural Network~(3D CNN) based model to automatically segment gliomas. The major difficulty of our segmentation model comes with the fact that the location, structure, and shape of gliomas vary significantly among different patients. In order to accurately classify each voxel, our model captures multi-scale contextual information by extracting features from two scales of receptive fields. To fully exploit the tumor structure, we propose a novel architecture that hierarchically segments different lesion regions of the necrotic and non-enhancing tumor~(NCR/NET), peritumoral edema~(ED) and GD-enhancing tumor~(ET). Additionally, we utilize densely connected convolutional blocks to further boost the performance. We train our model with a patch-wise training schema to mitigate the class imbalance problem. The proposed method is validated on the BraTS 2017 dataset and it achieves Dice scores of 0.72, 0.83 and 0.81 for the complete tumor, tumor core and enhancing tumor, respectively. These results are comparable to the reported state-of-the-art results, and our method is better than existing 3D-based methods in terms of compactness, time and space efficiency.
CVApr 26, 2017
Deep Cross-Modal Audio-Visual GenerationLele Chen, Sudhanshu Srivastava, Zhiyao Duan et al.
Cross-modal audio-visual perception has been a long-lasting topic in psychology and neurology, and various studies have discovered strong correlations in human perception of auditory and visual stimuli. Despite works in computational multimodal modeling, the problem of cross-modal audio-visual generation has not been systematically studied in the literature. In this paper, we make the first attempt to solve this cross-modal generation problem leveraging the power of deep generative adversarial training. Specifically, we use conditional generative adversarial networks to achieve cross-modal audio-visual generation of musical performances. We explore different encoding methods for audio and visual signals, and work on two scenarios: instrument-oriented generation and pose-oriented generation. Being the first to explore this new problem, we compose two new datasets with pairs of images and sounds of musical performances of different instruments. Our experiments using both classification and human evaluations demonstrate that our model has the ability to generate one modality, i.e., audio/visual, from the other modality, i.e., visual/audio, to a good extent. Our experiments on various design choices along with the datasets will facilitate future research in this new problem space.