Liefeng Bo

CV
h-index53
71papers
4,965citations
Novelty56%
AI Score46

71 Papers

25.7CVNov 29, 2022Code
Compressing Volumetric Radiance Fields to 1 MB

Lingzhi Li, Zhen Shen, Zhongshu Wang et al.

Approximating radiance fields with volumetric grids is one of promising directions for improving NeRF, represented by methods like Plenoxels and DVGO, which achieve super-fast training convergence and real-time rendering. However, these methods typically require a tremendous storage overhead, costing up to hundreds of megabytes of disk space and runtime memory for a single scene. We address this issue in this paper by introducing a simple yet effective framework, called vector quantized radiance fields (VQRF), for compressing these volume-grid-based radiance fields. We first present a robust and adaptive metric for estimating redundancy in grid models and performing voxel pruning by better exploring intermediate outputs of volumetric rendering. A trainable vector quantization is further proposed to improve the compactness of grid models. In combination with an efficient joint tuning strategy and post-processing, our method can achieve a compression ratio of 100$\times$ by reducing the overall model size to 1 MB with negligible loss on visual quality. Extensive experiments demonstrate that the proposed framework is capable of achieving unrivaled performance and well generalization across multiple methods with distinct volumetric structures, facilitating the wide use of volumetric radiance fields methods in real-world applications. Code Available at \url{https://github.com/AlgoHunt/VQRF}

17.3CVDec 9, 2022Code
4K-NeRF: High Fidelity Neural Radiance Fields at Ultra High Resolutions

Zhongshu Wang, Lingzhi Li, Zhen Shen et al.

In this paper, we present a novel and effective framework, named 4K-NeRF, to pursue high fidelity view synthesis on the challenging scenarios of ultra high resolutions, building on the methodology of neural radiance fields (NeRF). The rendering procedure of NeRF-based methods typically relies on a pixel-wise manner in which rays (or pixels) are treated independently on both training and inference phases, limiting its representational ability on describing subtle details, especially when lifting to a extremely high resolution. We address the issue by exploring ray correlation to enhance high-frequency details recovery. Particularly, we use the 3D-aware encoder to model geometric information effectively in a lower resolution space and recover fine details through the 3D-aware decoder, conditioned on ray features and depths estimated by the encoder. Joint training with patch-based sampling further facilitates our method incorporating the supervision from perception oriented regularization beyond pixel-wise loss. Benefiting from the use of geometry-aware local context, our method can significantly boost rendering quality on high-frequency details compared with modern NeRF methods, and achieve the state-of-the-art visual quality on 4K ultra-high-resolution scenarios. Code Available at \url{https://github.com/frozoul/4K-NeRF}

3.9CVApr 10, 2023Code
Evaluate Geometry of Radiance Fields with Low-frequency Color Prior

Qihang Fang, Yafei Song, Keqiang Li et al.

A radiance field is an effective representation of 3D scenes, which has been widely adopted in novel-view synthesis and 3D reconstruction. It is still an open and challenging problem to evaluate the geometry, i.e., the density field, as the ground-truth is almost impossible to obtain. One alternative indirect solution is to transform the density field into a point-cloud and compute its Chamfer Distance with the scanned ground-truth. However, many widely-used datasets have no point-cloud ground-truth since the scanning process along with the equipment is expensive and complicated. To this end, we propose a novel metric, named Inverse Mean Residual Color (IMRC), which can evaluate the geometry only with the observation images. Our key insight is that the better the geometry, the lower-frequency the computed color field. From this insight, given a reconstructed density field and observation images, we design a closed-form method to approximate the color field with low-frequency spherical harmonics, and compute the inverse mean residual color. Then the higher the IMRC, the better the geometry. Qualitative and quantitative experimental results verify the effectiveness of our proposed IMRC metric. We also benchmark several state-of-the-art methods using IMRC to promote future related research. Our code is available at https://github.com/qihangGH/IMRC.

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/

22.4CVSep 26, 2024
MoGenTS: Motion Generation based on Spatial-Temporal Joint Modeling

Weihao Yuan, Weichao Shen, Yisheng He et al.

Motion generation from discrete quantization offers many advantages over continuous regression, but at the cost of inevitable approximation errors. Previous methods usually quantize the entire body pose into one code, which not only faces the difficulty in encoding all joints within one vector but also loses the spatial relationship between different joints. Differently, in this work we quantize each individual joint into one vector, which i) simplifies the quantization process as the complexity associated with a single joint is markedly lower than that of the entire pose; ii) maintains a spatial-temporal structure that preserves both the spatial relationships among joints and the temporal movement patterns; iii) yields a 2D token map, which enables the application of various 2D operations widely used in 2D images. Grounded in the 2D motion quantization, we build a spatial-temporal modeling framework, where 2D joint VQVAE, temporal-spatial 2D masking technique, and spatial-temporal 2D attention are proposed to take advantage of spatial-temporal signals among the 2D tokens. Extensive experiments demonstrate that our method significantly outperforms previous methods across different datasets, with a 26.6% decrease of FID on HumanML3D and a 29.9% decrease on KIT-ML. Project page: https://aigc3d.github.io/mogents.

35.7CVNov 28, 2023
RichDreamer: A Generalizable Normal-Depth Diffusion Model for Detail Richness in Text-to-3D

Lingteng Qiu, Guanying Chen, Xiaodong Gu et al.

Lifting 2D diffusion for 3D generation is a challenging problem due to the lack of geometric prior and the complex entanglement of materials and lighting in natural images. Existing methods have shown promise by first creating the geometry through score-distillation sampling (SDS) applied to rendered surface normals, followed by appearance modeling. However, relying on a 2D RGB diffusion model to optimize surface normals is suboptimal due to the distribution discrepancy between natural images and normals maps, leading to instability in optimization. In this paper, recognizing that the normal and depth information effectively describe scene geometry and be automatically estimated from images, we propose to learn a generalizable Normal-Depth diffusion model for 3D generation. We achieve this by training on the large-scale LAION dataset together with the generalizable image-to-depth and normal prior models. In an attempt to alleviate the mixed illumination effects in the generated materials, we introduce an albedo diffusion model to impose data-driven constraints on the albedo component. Our experiments show that when integrated into existing text-to-3D pipelines, our models significantly enhance the detail richness, achieving state-of-the-art results. Our project page is https://aigc3d.github.io/richdreamer/.

6.5CVApr 2, 2022
A-ACT: Action Anticipation through Cycle Transformations

Akash Gupta, Jingen Liu, Liefeng Bo et al.

While action anticipation has garnered a lot of research interest recently, most of the works focus on anticipating future action directly through observed visual cues only. In this work, we take a step back to analyze how the human capability to anticipate the future can be transferred to machine learning algorithms. To incorporate this ability in intelligent systems a question worth pondering upon is how exactly do we anticipate? Is it by anticipating future actions from past experiences? Or is it by simulating possible scenarios based on cues from the present? A recent study on human psychology explains that, in anticipating an occurrence, the human brain counts on both systems. In this work, we study the impact of each system for the task of action anticipation and introduce a paradigm to integrate them in a learning framework. We believe that intelligent systems designed by leveraging the psychological anticipation models will do a more nuanced job at the task of human action prediction. Furthermore, we introduce cyclic transformation in the temporal dimension in feature and semantic label space to instill the human ability of reasoning of past actions based on the predicted future. Experiments on Epic-Kitchen, Breakfast, and 50Salads dataset demonstrate that the action anticipation model learned using a combination of the two systems along with the cycle transformation performs favorably against various state-of-the-art approaches.

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.

9.1CVAug 8, 2023
Cloth2Tex: A Customized Cloth Texture Generation Pipeline for 3D Virtual Try-On

Daiheng Gao, Xu Chen, Xindi Zhang et al.

Fabricating and designing 3D garments has become extremely demanding with the increasing need for synthesizing realistic dressed persons for a variety of applications, e.g. 3D virtual try-on, digitalization of 2D clothes into 3D apparel, and cloth animation. It thus necessitates a simple and straightforward pipeline to obtain high-quality texture from simple input, such as 2D reference images. Since traditional warping-based texture generation methods require a significant number of control points to be manually selected for each type of garment, which can be a time-consuming and tedious process. We propose a novel method, called Cloth2Tex, which eliminates the human burden in this process. Cloth2Tex is a self-supervised method that generates texture maps with reasonable layout and structural consistency. Another key feature of Cloth2Tex is that it can be used to support high-fidelity texture inpainting. This is done by combining Cloth2Tex with a prevailing latent diffusion model. We evaluate our approach both qualitatively and quantitatively and demonstrate that Cloth2Tex can generate high-quality texture maps and achieve the best visual effects in comparison to other methods. Project page: tomguluson92.github.io/projects/cloth2tex/

27.9CVSep 24, 2024
MIMO: Controllable Character Video Synthesis with Spatial Decomposed Modeling

Yifang Men, Yuan Yao, Miaomiao Cui et al.

Character video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip to three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results demonstrate effectiveness and robustness of the proposed method.

33.8CVJan 25, 2025Code
HumanOmni: A Large Vision-Speech Language Model for Human-Centric Video Understanding

Jiaxing Zhao, Qize Yang, Yixing Peng et al.

In human-centric scenes, the ability to simultaneously understand visual and auditory information is crucial. While recent omni models can process multiple modalities, they generally lack effectiveness in human-centric scenes due to the absence of large-scale, specialized datasets and non-targeted architectures. In this work, we developed HumanOmni, the industry's first human-centric Omni-multimodal large language model. We constructed a dataset containing over 2.4 million human-centric video clips with detailed captions and more than 14 million instructions, facilitating the understanding of diverse human-centric scenes. HumanOmni includes three specialized branches for understanding different types of scenes. It adaptively fuses features from these branches based on user instructions, significantly enhancing visual understanding in scenes centered around individuals. Moreover, HumanOmni integrates audio features to ensure a comprehensive understanding of environments and individuals. Our experiments validate HumanOmni's advanced capabilities in handling human-centric scenes across a variety of tasks, including emotion recognition, facial expression description, and action understanding. Our model will be open-sourced to facilitate further development and collaboration within both academia and industry.

24.0CVAug 12, 2024Code
UniPortrait: A Unified Framework for Identity-Preserving Single- and Multi-Human Image Personalization

Junjie He, Yifeng Geng, Liefeng Bo

This paper presents UniPortrait, an innovative human image personalization framework that unifies single- and multi-ID customization with high face fidelity, extensive facial editability, free-form input description, and diverse layout generation. UniPortrait consists of only two plug-and-play modules: an ID embedding module and an ID routing module. The ID embedding module extracts versatile editable facial features with a decoupling strategy for each ID and embeds them into the context space of diffusion models. The ID routing module then combines and distributes these embeddings adaptively to their respective regions within the synthesized image, achieving the customization of single and multiple IDs. With a carefully designed two-stage training scheme, UniPortrait achieves superior performance in both single- and multi-ID customization. Quantitative and qualitative experiments demonstrate the advantages of our method over existing approaches as well as its good scalability, e.g., the universal compatibility with existing generative control tools. The project page is at https://aigcdesigngroup.github.io/UniPortrait-Page/ .

23.5CVNov 22, 2024Code
AnyText2: Visual Text Generation and Editing With Customizable Attributes

Yuxiang Tuo, Yifeng Geng, Liefeng Bo

As the text-to-image (T2I) domain progresses, generating text that seamlessly integrates with visual content has garnered significant attention. However, even with accurate text generation, the inability to control font and color can greatly limit certain applications, and this issue remains insufficiently addressed. This paper introduces AnyText2, a novel method that enables precise control over multilingual text attributes in natural scene image generation and editing. Our approach consists of two main components. First, we propose a WriteNet+AttnX architecture that injects text rendering capabilities into a pre-trained T2I model. Compared to its predecessor, AnyText, our new approach not only enhances image realism but also achieves a 19.8% increase in inference speed. Second, we explore techniques for extracting fonts and colors from scene images and develop a Text Embedding Module that encodes these text attributes separately as conditions. As an extension of AnyText, this method allows for customization of attributes for each line of text, leading to improvements of 3.3% and 9.3% in text accuracy for Chinese and English, respectively. Through comprehensive experiments, we demonstrate the state-of-the-art performance of our method. The code and model will be made open-source in https://github.com/tyxsspa/AnyText2.

3.9CVDec 20, 2023Code
Reducing Shape-Radiance Ambiguity in Radiance Fields with a Closed-Form Color Estimation Method

Qihang Fang, Yafei Song, Keqiang Li et al.

Neural radiance field (NeRF) enables the synthesis of cutting-edge realistic novel view images of a 3D scene. It includes density and color fields to model the shape and radiance of a scene, respectively. Supervised by the photometric loss in an end-to-end training manner, NeRF inherently suffers from the shape-radiance ambiguity problem, i.e., it can perfectly fit training views but does not guarantee decoupling the two fields correctly. To deal with this issue, existing works have incorporated prior knowledge to provide an independent supervision signal for the density field, including total variation loss, sparsity loss, distortion loss, etc. These losses are based on general assumptions about the density field, e.g., it should be smooth, sparse, or compact, which are not adaptive to a specific scene. In this paper, we propose a more adaptive method to reduce the shape-radiance ambiguity. The key is a rendering method that is only based on the density field. Specifically, we first estimate the color field based on the density field and posed images in a closed form. Then NeRF's rendering process can proceed. We address the problems in estimating the color field, including occlusion and non-uniformly distributed views. Afterward, it is applied to regularize NeRF's density field. As our regularization is guided by photometric loss, it is more adaptive compared to existing ones. Experimental results show that our method improves the density field of NeRF both qualitatively and quantitatively. Our code is available at https://github.com/qihangGH/Closed-form-color-field.

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.

29.5CVFeb 25, 2025Code
LAM: Large Avatar Model for One-shot Animatable Gaussian Head

Yisheng He, Xiaodong Gu, Xiaodan Ye et al.

We present LAM, an innovative Large Avatar Model for animatable Gaussian head reconstruction from a single image. Unlike previous methods that require extensive training on captured video sequences or rely on auxiliary neural networks for animation and rendering during inference, our approach generates Gaussian heads that are immediately animatable and renderable. Specifically, LAM creates an animatable Gaussian head in a single forward pass, enabling reenactment and rendering without additional networks or post-processing steps. This capability allows for seamless integration into existing rendering pipelines, ensuring real-time animation and rendering across a wide range of platforms, including mobile phones. The centerpiece of our framework is the canonical Gaussian attributes generator, which utilizes FLAME canonical points as queries. These points interact with multi-scale image features through a Transformer to accurately predict Gaussian attributes in the canonical space. The reconstructed canonical Gaussian avatar can then be animated utilizing standard linear blend skinning (LBS) with corrective blendshapes as the FLAME model did and rendered in real-time on various platforms. Our experimental results demonstrate that LAM outperforms state-of-the-art methods on existing benchmarks. Our code and video are available at https://aigc3d.github.io/projects/LAM/

41.7CVFeb 27, 2024
EMO: Emote Portrait Alive -- Generating Expressive Portrait Videos with Audio2Video Diffusion Model under Weak Conditions

Linrui Tian, Qi Wang, Bang Zhang et al.

In this work, we tackle the challenge of enhancing the realism and expressiveness in talking head video generation by focusing on the dynamic and nuanced relationship between audio cues and facial movements. We identify the limitations of traditional techniques that often fail to capture the full spectrum of human expressions and the uniqueness of individual facial styles. To address these issues, we propose EMO, a novel framework that utilizes a direct audio-to-video synthesis approach, bypassing the need for intermediate 3D models or facial landmarks. Our method ensures seamless frame transitions and consistent identity preservation throughout the video, resulting in highly expressive and lifelike animations. Experimental results demonsrate that EMO is able to produce not only convincing speaking videos but also singing videos in various styles, significantly outperforming existing state-of-the-art methodologies in terms of expressiveness and realism.

7.0SDMay 6, 2025Code
CoGenAV: Versatile Audio-Visual Representation Learning via Contrastive-Generative Synchronization

Detao Bai, Zhiheng Ma, Xihan Wei et al.

The inherent synchronization between a speaker's lip movements, voice, and the underlying linguistic content offers a rich source of information for improving speech processing tasks, especially in challenging conditions where traditional audio-only systems falter. We introduce CoGenAV, a powerful and data-efficient model designed to learn versatile audio-visual representations applicable across a wide range of speech and audio-visual tasks. CoGenAV is trained by optimizing a dual objective derived from natural audio-visual synchrony, contrastive feature alignment and generative text prediction, using only 223 hours of labeled data from the LRS2 dataset. This contrastive-generative synchronization strategy effectively captures fundamental cross-modal correlations. We showcase the effectiveness and versatility of the learned CoGenAV representations on multiple benchmarks. When utilized for Audio-Visual Speech Recognition (AVSR) on LRS2, these representations contribute to achieving a state-of-the-art Word Error Rate (WER) of 1.27. They also enable strong performance in Visual Speech Recognition (VSR) with a WER of 20.5 on LRS2, and significantly improve performance in noisy environments by over 70%. Furthermore, CoGenAV representations benefit speech reconstruction tasks, boosting performance in Speech Enhancement and Separation, and achieve competitive results in audio-visual synchronization tasks like Active Speaker Detection (ASD). Our model will be open-sourced to facilitate further development and collaboration within both academia and industry.

3.6CVMar 14, 2025Code
GaussianIP: Identity-Preserving Realistic 3D Human Generation via Human-Centric Diffusion Prior

Zichen Tang, Yuan Yao, Miaomiao Cui et al.

Text-guided 3D human generation has advanced with the development of efficient 3D representations and 2D-lifting methods like Score Distillation Sampling (SDS). However, current methods suffer from prolonged training times and often produce results that lack fine facial and garment details. In this paper, we propose GaussianIP, an effective two-stage framework for generating identity-preserving realistic 3D humans from text and image prompts. Our core insight is to leverage human-centric knowledge to facilitate the generation process. In stage 1, we propose a novel Adaptive Human Distillation Sampling (AHDS) method to rapidly generate a 3D human that maintains high identity consistency with the image prompt and achieves a realistic appearance. Compared to traditional SDS methods, AHDS better aligns with the human-centric generation process, enhancing visual quality with notably fewer training steps. To further improve the visual quality of the face and clothes regions, we design a View-Consistent Refinement (VCR) strategy in stage 2. Specifically, it produces detail-enhanced results of the multi-view images from stage 1 iteratively, ensuring the 3D texture consistency across views via mutual attention and distance-guided attention fusion. Then a polished version of the 3D human can be achieved by directly perform reconstruction with the refined images. Extensive experiments demonstrate that GaussianIP outperforms existing methods in both visual quality and training efficiency, particularly in generating identity-preserving results. Our code is available at: https://github.com/silence-tang/GaussianIP.

20.8LGJan 7, 2022Code
Spatial-Temporal Sequential Hypergraph Network for Crime Prediction with Dynamic Multiplex Relation Learning

Lianghao Xia, Chao Huang, Yong Xu et al.

Crime prediction is crucial for public safety and resource optimization, yet is very challenging due to two aspects: i) the dynamics of criminal patterns across time and space, crime events are distributed unevenly on both spatial and temporal domains; ii) time-evolving dependencies between different types of crimes (e.g., Theft, Robbery, Assault, Damage) which reveal fine-grained semantics of crimes. To tackle these challenges, we propose Spatial-Temporal Sequential Hypergraph Network (ST-SHN) to collectively encode complex crime spatial-temporal patterns as well as the underlying category-wise crime semantic relationships. In specific, to handle spatial-temporal dynamics under the long-range and global context, we design a graph-structured message passing architecture with the integration of the hypergraph learning paradigm. To capture category-wise crime heterogeneous relations in a dynamic environment, we introduce a multi-channel routing mechanism to learn the time-evolving structural dependency across crime types. We conduct extensive experiments on two real-world datasets, showing that our proposed ST-SHN framework can significantly improve the prediction performance as compared to various state-of-the-art baselines. The source code is available at: https://github.com/akaxlh/ST-SHN.

12.2IRJan 7, 2022Code
Multi-Behavior Enhanced Recommendation with Cross-Interaction Collaborative Relation Modeling

Lianghao Xia, Chao Huang, Yong Xu et al.

Many previous studies aim to augment collaborative filtering with deep neural network techniques, so as to achieve better recommendation performance. However, most existing deep learning-based recommender systems are designed for modeling singular type of user-item interaction behavior, which can hardly distill the heterogeneous relations between user and item. In practical recommendation scenarios, there exist multityped user behaviors, such as browse and purchase. Due to the overlook of user's multi-behavioral patterns over different items, existing recommendation methods are insufficient to capture heterogeneous collaborative signals from user multi-behavior data. Inspired by the strength of graph neural networks for structured data modeling, this work proposes a Graph Neural Multi-Behavior Enhanced Recommendation (GNMR) framework which explicitly models the dependencies between different types of user-item interactions under a graph-based message passing architecture. GNMR devises a relation aggregation network to model interaction heterogeneity, and recursively performs embedding propagation between neighboring nodes over the user-item interaction graph. Experiments on real-world recommendation datasets show that our GNMR consistently outperforms state-of-the-art methods. The source code is available at https://github.com/akaxlh/GNMR.

21.5LGOct 8, 2021Code
Traffic Flow Forecasting with Spatial-Temporal Graph Diffusion Network

Xiyue Zhang, Chao Huang, Yong Xu et al.

Accurate forecasting of citywide traffic flow has been playing critical role in a variety of spatial-temporal mining applications, such as intelligent traffic control and public risk assessment. While previous work has made significant efforts to learn traffic temporal dynamics and spatial dependencies, two key limitations exist in current models. First, only the neighboring spatial correlations among adjacent regions are considered in most existing methods, and the global inter-region dependency is ignored. Additionally, these methods fail to encode the complex traffic transition regularities exhibited with time-dependent and multi-resolution in nature. To tackle these challenges, we develop a new traffic prediction framework-Spatial-Temporal Graph Diffusion Network (ST-GDN). In particular, ST-GDN is a hierarchically structured graph neural architecture which learns not only the local region-wise geographical dependencies, but also the spatial semantics from a global perspective. Furthermore, a multi-scale attention network is developed to empower ST-GDN with the capability of capturing multi-level temporal dynamics. Experiments on several real-life traffic datasets demonstrate that ST-GDN outperforms different types of state-of-the-art baselines. Source codes of implementations are available at https://github.com/jill001/ST-GDN.

23.8IROct 8, 2021Code
Knowledge-Enhanced Hierarchical Graph Transformer Network for Multi-Behavior Recommendation

Lianghao Xia, Chao Huang, Yong Xu et al.

Accurate user and item embedding learning is crucial for modern recommender systems. However, most existing recommendation techniques have thus far focused on modeling users' preferences over singular type of user-item interactions. Many practical recommendation scenarios involve multi-typed user interactive behaviors (e.g., page view, add-to-favorite and purchase), which presents unique challenges that cannot be handled by current recommendation solutions. In particular: i) complex inter-dependencies across different types of user behaviors; ii) the incorporation of knowledge-aware item relations into the multi-behavior recommendation framework; iii) dynamic characteristics of multi-typed user-item interactions. To tackle these challenges, this work proposes a Knowledge-Enhanced Hierarchical Graph Transformer Network (KHGT), to investigate multi-typed interactive patterns between users and items in recommender systems. Specifically, KHGT is built upon a graph-structured neural architecture to i) capture type-specific behavior characteristics; ii) explicitly discriminate which types of user-item interactions are more important in assisting the forecasting task on the target behavior. Additionally, we further integrate the graph attention layer with the temporal encoding strategy, to empower the learned embeddings be reflective of both dedicated multiplex user-item and item-item relations, as well as the underlying interaction dynamics. Extensive experiments conducted on three real-world datasets show that KHGT consistently outperforms many state-of-the-art recommendation methods across various evaluation settings. Our implementation code is available at https://github.com/akaxlh/KHGT.

26.9IROct 8, 2021Code
Knowledge-aware Coupled Graph Neural Network for Social Recommendation

Chao Huang, Huance Xu, Yong Xu et al.

Social recommendation task aims to predict users' preferences over items with the incorporation of social connections among users, so as to alleviate the sparse issue of collaborative filtering. While many recent efforts show the effectiveness of neural network-based social recommender systems, several important challenges have not been well addressed yet: (i) The majority of models only consider users' social connections, while ignoring the inter-dependent knowledge across items; (ii) Most of existing solutions are designed for singular type of user-item interactions, making them infeasible to capture the interaction heterogeneity; (iii) The dynamic nature of user-item interactions has been less explored in many social-aware recommendation techniques. To tackle the above challenges, this work proposes a Knowledge-aware Coupled Graph Neural Network (KCGN) that jointly injects the inter-dependent knowledge across items and users into the recommendation framework. KCGN enables the high-order user- and item-wise relation encoding by exploiting the mutual information for global graph structure awareness. Additionally, we further augment KCGN with the capability of capturing dynamic multi-typed user-item interactive patterns. Experimental studies on real-world datasets show the effectiveness of our method against many strong baselines in a variety of settings. Source codes are available at: https://github.com/xhcdream/KCGN.

15.1IROct 8, 2021Code
Social Recommendation with Self-Supervised Metagraph Informax Network

Xiaoling Long, Chao Huang, Yong Xu et al.

In recent years, researchers attempt to utilize online social information to alleviate data sparsity for collaborative filtering, based on the rationale that social networks offers the insights to understand the behavioral patterns. However, due to the overlook of inter-dependent knowledge across items (e.g., categories of products), existing social recommender systems are insufficient to distill the heterogeneous collaborative signals from both user and item sides. In this work, we propose a Self-Supervised Metagraph Infor-max Network (SMIN) which investigates the potential of jointly incorporating social- and knowledge-aware relational structures into the user preference representation for recommendation. To model relation heterogeneity, we design a metapath-guided heterogeneous graph neural network to aggregate feature embeddings from different types of meta-relations across users and items, em-powering SMIN to maintain dedicated representations for multi-faceted user- and item-wise dependencies. Additionally, to inject high-order collaborative signals, we generalize the mutual information learning paradigm under the self-supervised graph-based collaborative filtering. This endows the expressive modeling of user-item interactive patterns, by exploring global-level collaborative relations and underlying isomorphic transformation property of graph topology. Experimental results on several real-world datasets demonstrate the effectiveness of our SMIN model over various state-of-the-art recommendation methods. We release our source code at https://github.com/SocialRecsys/SMIN.

7.5LGJul 8, 2021Code
Fedlearn-Algo: A flexible open-source privacy-preserving machine learning platform

Bo Liu, Chaowei Tan, Jiazhou Wang et al.

In this paper, we present Fedlearn-Algo, an open-source privacy preserving machine learning platform. We use this platform to demonstrate our research and development results on privacy preserving machine learning algorithms. As the first batch of novel FL algorithm examples, we release vertical federated kernel binary classification model and vertical federated random forest model. They have been tested to be more efficient than existing vertical federated learning models in our practice. Besides the novel FL algorithm examples, we also release a machine communication module. The uniform data transfer interface supports transferring widely used data formats between machines. We will maintain this platform by adding more functional modules and algorithm examples. The code is available at https://github.com/fedlearnAI/fedlearn-algo.

4.7CVMar 4, 2021Code
Data Augmentation for Object Detection via Differentiable Neural Rendering

Guanghan Ning, Guang Chen, Chaowei Tan et al.

It is challenging to train a robust object detector under the supervised learning setting when the annotated data are scarce. Thus, previous approaches tackling this problem are in two categories: semi-supervised learning models that interpolate labeled data from unlabeled data, and self-supervised learning approaches that exploit signals within unlabeled data via pretext tasks. To seamlessly integrate and enhance existing supervised object detection methods, in this work, we focus on addressing the data scarcity problem from a fundamental viewpoint without changing the supervised learning paradigm. We propose a new offline data augmentation method for object detection, which semantically interpolates the training data with novel views. Specifically, our new system generates controllable views of training images based on differentiable neural rendering, together with corresponding bounding box annotations which involve no human intervention. Firstly, we extract and project pixel-aligned image features into point clouds while estimating depth maps. We then re-project them with a target camera pose and render a novel-view 2d image. Objects in the form of keypoints are marked in point clouds to recover annotations in new views. Our new method is fully compatible with online data augmentation methods, such as affine transform, image mixup, etc. Extensive experiments show that our method, as a cost-free tool to enrich images and labels, can significantly boost the performance of object detection systems with scarce training data. Code is available at \url{https://github.com/Guanghan/DANR}.

27.1CVApr 16, 2019Code
Adaptive Wing Loss for Robust Face Alignment via Heatmap Regression

Xinyao Wang, Liefeng Bo, Li Fuxin

Heatmap regression with a deep network has become one of the mainstream approaches to localize facial landmarks. However, the loss function for heatmap regression is rarely studied. In this paper, we analyze the ideal loss function properties for heatmap regression in face alignment problems. Then we propose a novel loss function, named Adaptive Wing loss, that is able to adapt its shape to different types of ground truth heatmap pixels. This adaptability penalizes loss more on foreground pixels while less on background pixels. To address the imbalance between foreground and background pixels, we also propose Weighted Loss Map, which assigns high weights on foreground and difficult background pixels to help training process focus more on pixels that are crucial to landmark localization. To further improve face alignment accuracy, we introduce boundary prediction and CoordConv with boundary coordinates. Extensive experiments on different benchmarks, including COFW, 300W and WFLW, show our approach outperforms the state-of-the-art by a significant margin on various evaluation metrics. Besides, the Adaptive Wing loss also helps other heatmap regression tasks. Code will be made publicly available at https://github.com/protossw512/AdaptiveWingLoss.

19.4CVApr 4, 2019Code
Spatiotemporal CNN for Video Object Segmentation

Kai Xu, Longyin Wen, Guorong Li et al.

In this paper, we present a unified, end-to-end trainable spatiotemporal CNN model for VOS, which consists of two branches, i.e., the temporal coherence branch and the spatial segmentation branch. Specifically, the temporal coherence branch pretrained in an adversarial fashion from unlabeled video data, is designed to capture the dynamic appearance and motion cues of video sequences to guide object segmentation. The spatial segmentation branch focuses on segmenting objects accurately based on the learned appearance and motion cues. To obtain accurate segmentation results, we design a coarse-to-fine process to sequentially apply a designed attention module on multi-scale feature maps, and concatenate them to produce the final prediction. In this way, the spatial segmentation branch is enforced to gradually concentrate on object regions. These two branches are jointly fine-tuned on video segmentation sequences in an end-to-end manner. Several experiments are carried out on three challenging datasets (i.e., DAVIS-2016, DAVIS-2017 and Youtube-Object) to show that our method achieves favorable performance against the state-of-the-arts. Code is available at https://github.com/longyin880815/STCNN.

18.6CVOct 19, 2018Code
ScratchDet: Training Single-Shot Object Detectors from Scratch

Rui Zhu, Shifeng Zhang, Xiaobo Wang et al.

Current state-of-the-art object objectors are fine-tuned from the off-the-shelf networks pretrained on large-scale classification dataset ImageNet, which incurs some additional problems: 1) The classification and detection have different degrees of sensitivity to translation, resulting in the learning objective bias; 2) The architecture is limited by the classification network, leading to the inconvenience of modification. To cope with these problems, training detectors from scratch is a feasible solution. However, the detectors trained from scratch generally perform worse than the pretrained ones, even suffer from the convergence issue in training. In this paper, we explore to train object detectors from scratch robustly. By analysing the previous work on optimization landscape, we find that one of the overlooked points in current trained-from-scratch detector is the BatchNorm. Resorting to the stable and predictable gradient brought by BatchNorm, detectors can be trained from scratch stably while keeping the favourable performance independent to the network architecture. Taking this advantage, we are able to explore various types of networks for object detection, without suffering from the poor convergence. By extensive experiments and analyses on downsampling factor, we propose the Root-ResNet backbone network, which makes full use of the information from original images. Our ScratchDet achieves the state-of-the-art accuracy on PASCAL VOC 2007, 2012 and MS COCO among all the train-from-scratch detectors and even performs better than several one-stage pretrained methods. Codes will be made publicly available at https://github.com/KimSoybean/ScratchDet.

25.0CVMar 18, 2024
VideoMV: Consistent Multi-View Generation Based on Large Video Generative Model

Qi Zuo, Xiaodong Gu, Lingteng Qiu et al.

Generating multi-view images based on text or single-image prompts is a critical capability for the creation of 3D content. Two fundamental questions on this topic are what data we use for training and how to ensure multi-view consistency. This paper introduces a novel framework that makes fundamental contributions to both questions. Unlike leveraging images from 2D diffusion models for training, we propose a dense consistent multi-view generation model that is fine-tuned from off-the-shelf video generative models. Images from video generative models are more suitable for multi-view generation because the underlying network architecture that generates them employs a temporal module to enforce frame consistency. Moreover, the video data sets used to train these models are abundant and diverse, leading to a reduced train-finetuning domain gap. To enhance multi-view consistency, we introduce a 3D-Aware Denoising Sampling, which first employs a feed-forward reconstruction module to get an explicit global 3D model, and then adopts a sampling strategy that effectively involves images rendered from the global 3D model into the denoising sampling loop to improve the multi-view consistency of the final images. As a by-product, this module also provides a fast way to create 3D assets represented by 3D Gaussians within a few seconds. Our approach can generate 24 dense views and converges much faster in training than state-of-the-art approaches (4 GPU hours versus many thousand GPU hours) with comparable visual quality and consistency. By further fine-tuning, our approach outperforms existing state-of-the-art methods in both quantitative metrics and visual effects. Our project page is aigc3d.github.io/VideoMV.

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.

33.4CVMar 13, 2025Code
LHM: Large Animatable Human Reconstruction Model from a Single Image in Seconds

Lingteng Qiu, Xiaodong Gu, Peihao Li et al.

Animatable 3D human reconstruction from a single image is a challenging problem due to the ambiguity in decoupling geometry, appearance, and deformation. Recent advances in 3D human reconstruction mainly focus on static human modeling, and the reliance of using synthetic 3D scans for training limits their generalization ability. Conversely, optimization-based video methods achieve higher fidelity but demand controlled capture conditions and computationally intensive refinement processes. Motivated by the emergence of large reconstruction models for efficient static reconstruction, we propose LHM (Large Animatable Human Reconstruction Model) to infer high-fidelity avatars represented as 3D Gaussian splatting in a feed-forward pass. Our model leverages a multimodal transformer architecture to effectively encode the human body positional features and image features with attention mechanism, enabling detailed preservation of clothing geometry and texture. To further boost the face identity preservation and fine detail recovery, we propose a head feature pyramid encoding scheme to aggregate multi-scale features of the head regions. Extensive experiments demonstrate that our LHM generates plausible animatable human in seconds without post-processing for face and hands, outperforming existing methods in both reconstruction accuracy and generalization ability.

34.4CVJan 17, 2025Code
DiffuEraser: A Diffusion Model for Video Inpainting

Xiaowen Li, Haolan Xue, Peiran Ren et al.

Recent video inpainting algorithms integrate flow-based pixel propagation with transformer-based generation to leverage optical flow for restoring textures and objects using information from neighboring frames, while completing masked regions through visual Transformers. However, these approaches often encounter blurring and temporal inconsistencies when dealing with large masks, highlighting the need for models with enhanced generative capabilities. Recently, diffusion models have emerged as a prominent technique in image and video generation due to their impressive performance. In this paper, we introduce DiffuEraser, a video inpainting model based on stable diffusion, designed to fill masked regions with greater details and more coherent structures. We incorporate prior information to provide initialization and weak conditioning,which helps mitigate noisy artifacts and suppress hallucinations. Additionally, to improve temporal consistency during long-sequence inference, we expand the temporal receptive fields of both the prior model and DiffuEraser, and further enhance consistency by leveraging the temporal smoothing property of Video Diffusion Models. Experimental results demonstrate that our proposed method outperforms state-of-the-art techniques in both content completeness and temporal consistency while maintaining acceptable efficiency.

21.5CVDec 3, 2024
AniGS: Animatable Gaussian Avatar from a Single Image with Inconsistent Gaussian Reconstruction

Lingteng Qiu, Shenhao Zhu, Qi Zuo et al.

Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative approaches for controllable animation, though avoiding explicit 3D modeling, suffer from viewpoint inconsistencies in extreme poses and computational inefficiencies. In this paper, we address these challenges by leveraging the power of generative models to produce detailed multi-view canonical pose images, which help resolve ambiguities in animatable human reconstruction. We then propose a robust method for 3D reconstruction of inconsistent images, enabling real-time rendering during inference. Specifically, we adapt a transformer-based video generation model to generate multi-view canonical pose images and normal maps, pretraining on a large-scale video dataset to improve generalization. To handle view inconsistencies, we recast the reconstruction problem as a 4D task and introduce an efficient 3D modeling approach using 4D Gaussian Splatting. Experiments demonstrate that our method achieves photorealistic, real-time animation of 3D human avatars from in-the-wild images, showcasing its effectiveness and generalization capability.

22.8CVJan 16, 2025Code
AnyStory: Towards Unified Single and Multiple Subject Personalization in Text-to-Image Generation

Junjie He, Yuxiang Tuo, Binghui Chen et al.

Recently, large-scale generative models have demonstrated outstanding text-to-image generation capabilities. However, generating high-fidelity personalized images with specific subjects still presents challenges, especially in cases involving multiple subjects. In this paper, we propose AnyStory, a unified approach for personalized subject generation. AnyStory not only achieves high-fidelity personalization for single subjects, but also for multiple subjects, without sacrificing subject fidelity. Specifically, AnyStory models the subject personalization problem in an "encode-then-route" manner. In the encoding step, AnyStory utilizes a universal and powerful image encoder, i.e., ReferenceNet, in conjunction with CLIP vision encoder to achieve high-fidelity encoding of subject features. In the routing step, AnyStory utilizes a decoupled instance-aware subject router to accurately perceive and predict the potential location of the corresponding subject in the latent space, and guide the injection of subject conditions. Detailed experimental results demonstrate the excellent performance of our method in retaining subject details, aligning text descriptions, and personalizing for multiple subjects. The project page is at https://aigcdesigngroup.github.io/AnyStory/ .

9.1CVDec 24, 2023
Make-A-Character: High Quality Text-to-3D Character Generation within Minutes

Jianqiang Ren, Chao He, Lin Liu et al.

There is a growing demand for customized and expressive 3D characters with the emergence of AI agents and Metaverse, but creating 3D characters using traditional computer graphics tools is a complex and time-consuming task. To address these challenges, we propose a user-friendly framework named Make-A-Character (Mach) to create lifelike 3D avatars from text descriptions. The framework leverages the power of large language and vision models for textual intention understanding and intermediate image generation, followed by a series of human-oriented visual perception and 3D generation modules. Our system offers an intuitive approach for users to craft controllable, realistic, fully-realized 3D characters that meet their expectations within 2 minutes, while also enabling easy integration with existing CG pipeline for dynamic expressiveness. For more information, please visit the project page at https://human3daigc.github.io/MACH/.

22.8CVJan 9, 2025
Perception-as-Control: Fine-grained Controllable Image Animation with 3D-aware Motion Representation

Yingjie Chen, Yifang Men, Yuan Yao et al.

Motion-controllable image animation is a fundamental task with a wide range of potential applications. Recent works have made progress in controlling camera or object motion via various motion representations, while they still struggle to support collaborative camera and object motion control with adaptive control granularity. To this end, we introduce 3D-aware motion representation and propose an image animation framework, called Perception-as-Control, to achieve fine-grained collaborative motion control. Specifically, we construct 3D-aware motion representation from a reference image, manipulate it based on interpreted user instructions, and perceive it from different viewpoints. In this way, camera and object motions are transformed into intuitive and consistent visual changes. Then, our framework leverages the perception results as motion control signals, enabling it to support various motion-related video synthesis tasks in a unified and flexible way. Experiments demonstrate the superiority of the proposed approach. For more details and qualitative results, please refer to our anonymous project webpage: https://chen-yingjie.github.io/projects/Perception-as-Control.

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.

9.6CVApr 3, 2024
Freditor: High-Fidelity and Transferable NeRF Editing by Frequency Decomposition

Yisheng He, Weihao Yuan, Siyu Zhu et al.

This paper enables high-fidelity, transferable NeRF editing by frequency decomposition. Recent NeRF editing pipelines lift 2D stylization results to 3D scenes while suffering from blurry results, and fail to capture detailed structures caused by the inconsistency between 2D editings. Our critical insight is that low-frequency components of images are more multiview-consistent after editing compared with their high-frequency parts. Moreover, the appearance style is mainly exhibited on the low-frequency components, and the content details especially reside in high-frequency parts. This motivates us to perform editing on low-frequency components, which results in high-fidelity edited scenes. In addition, the editing is performed in the low-frequency feature space, enabling stable intensity control and novel scene transfer. Comprehensive experiments conducted on photorealistic datasets demonstrate the superior performance of high-fidelity and transferable NeRF editing. The project page is at \url{https://aigc3d.github.io/freditor}.

5.2CVOct 16, 2024Code
FaceChain-FACT: Face Adapter with Decoupled Training for Identity-preserved Personalization

Cheng Yu, Haoyu Xie, Lei Shang et al.

In the field of human-centric personalized image generation, the adapter-based method obtains the ability to customize and generate portraits by text-to-image training on facial data. This allows for identity-preserved personalization without additional fine-tuning in inference. Although there are improvements in efficiency and fidelity, there is often a significant performance decrease in test following ability, controllability, and diversity of generated faces compared to the base model. In this paper, we analyze that the performance degradation is attributed to the failure to decouple identity features from other attributes during extraction, as well as the failure to decouple the portrait generation training from the overall generation task. To address these issues, we propose the Face Adapter with deCoupled Training (FACT) framework, focusing on both model architecture and training strategy. To decouple identity features from others, we leverage a transformer-based face-export encoder and harness fine-grained identity features. To decouple the portrait generation training, we propose Face Adapting Increment Regularization~(FAIR), which effectively constrains the effect of face adapters on the facial region, preserving the generative ability of the base model. Additionally, we incorporate a face condition drop and shuffle mechanism, combined with curriculum learning, to enhance facial controllability and diversity. As a result, FACT solely learns identity preservation from training data, thereby minimizing the impact on the original text-to-image capabilities of the base model. Extensive experiments show that FACT has both controllability and fidelity in both text-to-image generation and inpainting solutions for portrait generation.

11.8CVApr 30, 2025
MoSAM: Motion-Guided Segment Anything Model with Spatial-Temporal Memory Selection

Qiushi Yang, Yuan Yao, Miaomiao Cui et al.

The recent Segment Anything Model 2 (SAM2) has demonstrated exceptional capabilities in interactive object segmentation for both images and videos. However, as a foundational model on interactive segmentation, SAM2 performs segmentation directly based on mask memory from the past six frames, leading to two significant challenges. Firstly, during inference in videos, objects may disappear since SAM2 relies solely on memory without accounting for object motion information, which limits its long-range object tracking capabilities. Secondly, its memory is constructed from fixed past frames, making it susceptible to challenges associated with object disappearance or occlusion, due to potentially inaccurate segmentation results in memory. To address these problems, we present MoSAM, incorporating two key strategies to integrate object motion cues into the model and establish more reliable feature memory. Firstly, we propose Motion-Guided Prompting (MGP), which represents the object motion in both sparse and dense manners, then injects them into SAM2 through a set of motion-guided prompts. MGP enables the model to adjust its focus towards the direction of motion, thereby enhancing the object tracking capabilities. Furthermore, acknowledging that past segmentation results may be inaccurate, we devise a Spatial-Temporal Memory Selection (ST-MS) mechanism that dynamically identifies frames likely to contain accurate segmentation in both pixel- and frame-level. By eliminating potentially inaccurate mask predictions from memory, we can leverage more reliable memory features to exploit similar regions for improving segmentation results. Extensive experiments on various benchmarks of video object segmentation and video instance segmentation demonstrate that our MoSAM achieves state-of-the-art results compared to other competitors.

8.4CVJan 14, 2025
Make-A-Character 2: Animatable 3D Character Generation From a Single Image

Lin Liu, Yutong Wang, Jiahao Chen et al.

This report introduces Make-A-Character 2, an advanced system for generating high-quality 3D characters from single portrait photographs, ideal for game development and digital human applications. Make-A-Character 2 builds upon its predecessor by incorporating several significant improvements for image-based head generation. We utilize the IC-Light method to correct non-ideal illumination in input photos and apply neural network-based color correction to harmonize skin tones between the photos and game engine renders. We also employ the Hierarchical Representation Network to capture high-frequency facial structures and conduct adaptive skeleton calibration for accurate and expressive facial animations. The entire image-to-3D-character generation process takes less than 2 minutes. Furthermore, we leverage transformer architecture to generate co-speech facial and gesture actions, enabling real-time conversation with the generated character. These technologies have been integrated into our conversational AI avatar products.

19.8CVDec 21, 2024
SemTalk: Holistic Co-speech Motion Generation with Frame-level Semantic Emphasis

Xiangyue Zhang, Jianfang Li, Jiaxu Zhang et al.

A good co-speech motion generation cannot be achieved without a careful integration of common rhythmic motion and rare yet essential semantic motion. In this work, we propose SemTalk for holistic co-speech motion generation with frame-level semantic emphasis. Our key insight is to separately learn base motions and sparse motions, and then adaptively fuse them. In particular, coarse2fine cross-attention module and rhythmic consistency learning are explored to establish rhythm-related base motion, ensuring a coherent foundation that synchronizes gestures with the speech rhythm. Subsequently, semantic emphasis learning is designed to generate semantic-aware sparse motion, focusing on frame-level semantic cues. Finally, to integrate sparse motion into the base motion and generate semantic-emphasized co-speech gestures, we further leverage a learned semantic score for adaptive synthesis. Qualitative and quantitative comparisons on two public datasets demonstrate that our method outperforms the state-of-the-art, delivering high-quality co-speech motion with enhanced semantic richness over a stable base motion.

9.6CVOct 16, 2024Code
AdaptiveDrag: Semantic-Driven Dragging on Diffusion-Based Image Editing

DuoSheng Chen, Binghui Chen, Yifeng Geng et al.

Recently, several point-based image editing methods (e.g., DragDiffusion, FreeDrag, DragNoise) have emerged, yielding precise and high-quality results based on user instructions. However, these methods often make insufficient use of semantic information, leading to less desirable results. In this paper, we proposed a novel mask-free point-based image editing method, AdaptiveDrag, which provides a more flexible editing approach and generates images that better align with user intent. Specifically, we design an auto mask generation module using super-pixel division for user-friendliness. Next, we leverage a pre-trained diffusion model to optimize the latent, enabling the dragging of features from handle points to target points. To ensure a comprehensive connection between the input image and the drag process, we have developed a semantic-driven optimization. We design adaptive steps that are supervised by the positions of the points and the semantic regions derived from super-pixel segmentation. This refined optimization process also leads to more realistic and accurate drag results. Furthermore, to address the limitations in the generative consistency of the diffusion model, we introduce an innovative corresponding loss during the sampling process. Building on these effective designs, our method delivers superior generation results using only the single input image and the handle-target point pairs. Extensive experiments have been conducted and demonstrate that the proposed method outperforms others in handling various drag instructions (e.g., resize, movement, extension) across different domains (e.g., animals, human face, land space, clothing).

3.7CVMar 30, 2024
IPoD: Implicit Field Learning with Point Diffusion for Generalizable 3D Object Reconstruction from Single RGB-D Images

Yushuang Wu, Luyue Shi, Junhao Cai et al.

Generalizable 3D object reconstruction from single-view RGB-D images remains a challenging task, particularly with real-world data. Current state-of-the-art methods develop Transformer-based implicit field learning, necessitating an intensive learning paradigm that requires dense query-supervision uniformly sampled throughout the entire space. We propose a novel approach, IPoD, which harmonizes implicit field learning with point diffusion. This approach treats the query points for implicit field learning as a noisy point cloud for iterative denoising, allowing for their dynamic adaptation to the target object shape. Such adaptive query points harness diffusion learning's capability for coarse shape recovery and also enhances the implicit representation's ability to delineate finer details. Besides, an additional self-conditioning mechanism is designed to use implicit predictions as the guidance of diffusion learning, leading to a cooperative system. Experiments conducted on the CO3D-v2 dataset affirm the superiority of IPoD, achieving 7.8% improvement in F-score and 28.6% in Chamfer distance over existing methods. The generalizability of IPoD is also demonstrated on the MVImgNet dataset. Our project page is at https://yushuang-wu.github.io/IPoD.

3.7CVMar 22, 2024
An Optimization Framework to Enforce Multi-View Consistency for Texturing 3D Meshes

Zhengyi Zhao, Chen Song, Xiaodong Gu et al.

A fundamental problem in the texturing of 3D meshes using pre-trained text-to-image models is to ensure multi-view consistency. State-of-the-art approaches typically use diffusion models to aggregate multi-view inputs, where common issues are the blurriness caused by the averaging operation in the aggregation step or inconsistencies in local features. This paper introduces an optimization framework that proceeds in four stages to achieve multi-view consistency. Specifically, the first stage generates an over-complete set of 2D textures from a predefined set of viewpoints using an MV-consistent diffusion process. The second stage selects a subset of views that are mutually consistent while covering the underlying 3D model. We show how to achieve this goal by solving semi-definite programs. The third stage performs non-rigid alignment to align the selected views across overlapping regions. The fourth stage solves an MRF problem to associate each mesh face with a selected view. In particular, the third and fourth stages are iterated, with the cuts obtained in the fourth stage encouraging non-rigid alignment in the third stage to focus on regions close to the cuts. Experimental results show that our approach significantly outperforms baseline approaches both qualitatively and quantitatively. Project page: https://aigc3d.github.io/ConsistenTex.

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.