CVPR2024/CVPR2024-papers-abstract-index huggingface dataset:
This approach can capitalize on the common asymmetry in scenarios where the number of test samples under concurrent examination is much smaller than the scale of the training dataset thus gaining a significant improvement in efficiency compared to existing approaches. We demonstrate the applicability of our method across a range of scenarios including data attribution in diffusion models data leakage detection analysis of memorization mislabeled data detection and tracing behavior in language models.
In rapidly-evolving domains such as autonomous driving the use of multiple sensors with different modalities is crucial to ensure high operational precision and stability. To correctly exploit the provided information by each sensor in a single common frame it is essential for these sensors to be accurately calibrated. In this paper we leverage the ability of Neural Radiance Fields (NeRF) to represent different sensors modalities in a common volumetric representation to achieve robust and accurate spatio-temporal sensor calibration. By designing a partitioning approach based on the visible part of the scene for each sensor we formulate the calibration problem using only the overlapping areas. This strategy results in a more robust and accurate calibration that is less prone to failure. We demonstrate that our approach works on outdoor urban scenes by validating it on multiple established driving datasets. Results show that our method is able to get better accuracy and robustness compared to existing methods.
Grounding referred objects in 3D scenes is a burgeoning vision-language task pivotal for propelling Embodied AI as it endeavors to connect the 3D physical world with free-form descriptions. Compared to the 2D counterparts challenges posed by the variability of 3D visual grounding remain relatively unsolved in existing studies: 1) the underlying geometric and complex spatial relationships in 3D scene. 2) the inherent complexity of 3D grounded language. 3) the inconsistencies between text and geometric features. To tackle these issues we propose G^3-LQ a DEtection TRansformer-based model tailored for 3D visual grounding task. G^3-LQ explicitly models Geometric-aware visual representations and Generates fine-Grained Language-guided object Queries in an overarching framework which comprises two dedicated modules. Specifically the Position Adaptive Geometric Exploring (PAGE) unearths underlying information of 3D objects in the geometric details and spatial relationships perspectives. The Fine-grained Language-guided Query Selection (Flan-QS) delves into syntactic structure of texts and generates object queries that exhibit higher relevance towards fine-grained text features.
The Fine-grained Language-guided Query Selection (Flan-QS) delves into syntactic structure of texts and generates object queries that exhibit higher relevance towards fine-grained text features. Finally a pioneering Poincare Semantic Alignment (PSA) loss establishes semantic-geometry consistencies by modeling non-linear vision-text feature mappings and aligning them on a hyperbolic prototype--Poincare ball. Extensive experiments verify the superiority of our G^3-LQ method trumping the state-of-the-arts by a considerable margin.
While modeling people wearing tight-fitting clothing has made great strides in recent years loose-fitting clothing remains a challenge. We propose a method that delivers realistic garment models from real-world images regardless of garment shape or deformation. To this end we introduce a fitting approach that utilizes shape and deformation priors learned from synthetic data to accurately capture garment shapes and deformations including large ones. Not only does our approach recover the garment geometry accurately it also yields models that can be directly used by downstream applications such as animation and simulation.
Reconstructing the viewed images from human brain activity bridges human and computer vision through the Brain-Computer Interface. The inherent variability in brain function between individuals leads existing literature to focus on acquiring separate models for each individual using their respective brain signal data ignoring commonalities between these data. In this article we devise Psychometry an omnifit model for reconstructing images from functional Magnetic Resonance Imaging (fMRI) obtained from different subjects. Psychometry incorporates an omni mixture-of-experts (Omni MoE) module where all the experts work together to capture the inter-subject commonalities while each expert associated with subject-specific parameters copes with the individual differences. Moreover Psychometry is equipped with a retrieval-enhanced inference strategy termed Ecphory which aims to enhance the learned fMRI representation via retrieving from prestored subject-specific memories. These designs collectively render Psychometry omnifit and efficient enabling it to capture both inter-subject commonality and individual specificity across subjects. As a result the enhanced fMRI representations serve as conditional signals to guide a generation model to reconstruct high-quality and realistic images establishing Psychometry as state-of-the-art in terms of both high-level and low-level metrics.
CLIP has demonstrated marked progress in visual recognition due to its powerful pre-training on large-scale image-text pairs. However it still remains a critical challenge: how to transfer image-level knowledge into pixel-level understanding tasks such as semantic segmentation. In this paper to solve the mentioned challenge we analyze the gap between the capability of the CLIP model and the requirement of the zero-shot semantic segmentation task. Based on our analysis and observations we propose a novel method for zero-shot semantic segmentation dubbed CLIP-RC (CLIP with Regional Clues) bringing two main insights. On the one hand a region-level bridge is necessary to provide fine-grained semantics. On the other hand overfitting should be mitigated during the training stage. Benefiting from the above discoveries CLIP-RC achieves state-of-the-art performance on various zero-shot semantic segmentation benchmarks including PASCAL VOC PASCAL Context and COCO-Stuff 164K. Code will be available at https://github.com/Jittor/JSeg.
Despite significant advancements in text-to-motion synthesis generating language-guided human motion within 3D environments poses substantial challenges. These challenges stem primarily from (i) the absence of powerful generative models capable of jointly modeling natural language 3D scenes and human motion and (ii) the generative models' intensive data requirements contrasted with the scarcity of comprehensive high-quality language-scene-motion datasets. To tackle these issues we introduce a novel two-stage framework that employs scene affordance as an intermediate representation effectively linking 3D scene grounding and conditional motion generation. Our framework comprises an Affordance Diffusion Model (ADM) for predicting explicit affordance map and an Affordance-to-Motion Diffusion Model (AMDM) for generating plausible human motions. By leveraging scene affordance maps our method overcomes the difficulty in generating human motion under multimodal condition signals especially when training with limited data lacking extensive language-scene-motion pairs. Our extensive experiments demonstrate that our approach consistently outperforms all baselines on established benchmarks including HumanML3D and HUMANISE. Additionally we validate our model's exceptional generalization capabilities on a specially curated evaluation set featuring previously unseen descriptions and scenes.
Scene text images contain not only style information (font background) but also content information (character texture). Different scene text tasks need different information but previous representation learning methods use tightly coupled features for all tasks resulting in sub-optimal performance. We propose a Disentangled Representation Learning framework (DARLING) aimed at disentangling these two types of features for improved adaptability in better addressing various downstream tasks (choose what you really need). Specifically we synthesize a dataset of image pairs with identical style but different content. Based on the dataset we decouple the two types of features by the supervision design. Clearly we directly split the visual representation into style and content features the content features are supervised by a text recognition loss while an alignment loss aligns the style features in the image pairs. Then style features are employed in reconstructing the counterpart image via an image decoder with a prompt that indicates the counterpart's content. Such an operation effectively decouples the features based on their distinctive properties. To the best of our knowledge this is the first time in the field of scene text that disentangles the inherent properties of the text images. Our method achieves state-of-the-art performance in Scene Text Recognition Removal and Editing.
As a significant step for human face modeling editing and generation face landmarking aims at extracting facial keypoints from images. A generalizable face landmarker is required in practice because real-world facial images e.g. the avatars in animations and games are often stylized in various ways. However achieving generalizable face landmarking is challenging due to the diversity of facial styles and the scarcity of labeled stylized faces. In this study we propose a simple but effective paradigm to learn a generalizable face landmarker based on labeled real human faces and unlabeled stylized faces. Our method learns the face landmarker as the key module of a conditional face warper. Given a pair of real and stylized facial images the conditional face warper predicts a warping field from the real face to the stylized one in which the face landmarker predicts the ending points of the warping field and provides us with high-quality pseudo landmarks for the corresponding stylized facial images. Applying an alternating optimization strategy we learn the face landmarker to minimize i) the discrepancy between the stylized faces and the warped real ones and ii) the prediction errors of both real and pseudo landmarks.
Applying an alternating optimization strategy we learn the face landmarker to minimize i) the discrepancy between the stylized faces and the warped real ones and ii) the prediction errors of both real and pseudo landmarks. Experiments on various datasets show that our method outperforms existing state-of-the-art domain adaptation methods in face landmarking tasks leading to a face landmarker with better generalizability. Code is available at https://plustwo0.github.io/project-face-landmarker.
Directly generating scenes from satellite imagery offers exciting possibilities for integration into applications like games and map services. However challenges arise from significant view changes and scene scale. Previous efforts mainly focused on image or video generation lacking exploration into the adaptability of scene generation for arbitrary views. Existing 3D generation works either operate at the object level or are difficult to utilize the geometry obtained from satellite imagery. To overcome these limitations we propose a novel architecture for direct 3D scene generation by introducing diffusion models into 3D sparse representations and combining them with neural rendering techniques. Specifically our approach generates texture colors at the point level for a given geometry using a 3D diffusion model first which is then transformed into a scene representation in a feed-forward manner. The representation can be utilized to render arbitrary views which would excel in both single-frame quality and inter-frame consistency. Experiments in two city-scale datasets show that our model demonstrates proficiency in generating photo-realistic street-view image sequences and cross-view urban scenes from satellite imagery.
We introduce Control4D an innovative framework for editing dynamic 4D portraits using text instructions. Our method addresses the prevalent challenges in 4D editing notably the inefficiencies of existing 4D representations and the inconsistent editing effect caused by diffusion-based editors. We first propose GaussianPlanes a novel 4D representation that makes Gaussian Splatting more structured by applying plane-based decomposition in 3D space and time. This enhances both efficiency and robustness in 4D editing. Furthermore we propose to leverage a 4D generator to learn a more continuous generation space from inconsistent edited images produced by the diffusion-based editor which effectively improves the consistency and quality of 4D editing. Comprehensive evaluation demonstrates the superiority of Control4D including significantly reduced training time high-quality rendering and spatial-temporal consistency in 4D portrait editing.
3D Semantic Scene Completion (SSC) has emerged as a nascent and pivotal undertaking in autonomous driving aiming to predict the voxel occupancy within volumetric scenes. However prevailing methodologies primarily focus on voxel-wise feature aggregation while neglecting instance semantics and scene context. In this paper we present a novel paradigm termed Symphonies (Scene-from-Insts) that delves into the integration of instance queries to orchestrate 2D-to-3D reconstruction and 3D scene modeling. Leveraging our proposed Serial Instance-Propagated Attentions Symphonies dynamically encodes instance-centric semantics facilitating intricate interactions between the image and volumetric domains. Simultaneously Symphonies fosters holistic scene comprehension by capturing context through the efficient fusion of instance queries alleviating geometric ambiguities such as occlusion and perspective errors through contextual scene reasoning. Experimental results demonstrate that Symphonies achieves state-of-the-art performance on the challenging SemanticKITTI and SSCBench-KITTI-360 benchmarks yielding remarkable mIoU scores of 15.04 and 18.58 respectively. These results showcase the promising advancements of our paradigm. The code for our method is available at https://github.com/hustvl/Symphonies.
Neural RGBD SLAM techniques have shown promise in dense Simultaneous Localization And Mapping (SLAM) yet face challenges such as error accumulation during camera tracking resulting in distorted maps. In response we introduce Loopy-SLAM that globally optimizes poses and the dense 3D model. We use frame-to-model tracking using a data-driven point-based submap generation method and trigger loop closures online by performing global place recognition. Robust pose graph optimization is used to rigidly align the local submaps. As our representation is point based map corrections can be performed efficiently without the need to store the entire history of input frames used for mapping as typically required by methods employing a grid based mapping structure. Evaluation on the synthetic Replica and real-world TUM-RGBD and ScanNet datasets demonstrate competitive or superior performance in tracking mapping and rendering accuracy when compared to existing dense neural RGBD SLAM methods. Project page: notchla.github.io/Loopy-SLAM.
Recent image tone adjustment (or enhancement) approaches have predominantly adopted supervised learning for learning human-centric perceptual assessment. However these approaches are constrained by intrinsic challenges of supervised learning. Primarily the requirement for expertly-curated or retouched images escalates the data acquisition expenses. Moreover their coverage of target styles is confined to stylistic variants inferred from the training data. To surmount the above challenges we propose an unsupervised learning-based approach for text-based image tone adjustment CLIPtone that extends an existing image enhancement method to accommodate natural language descriptions. Specifically we design a hyper-network to adaptively modulate the pretrained parameters of a backbone model based on a text description. To assess whether an adjusted image aligns with its text description without a ground-truth image we utilize CLIP which is trained on a vast set of language-image pairs and thus encompasses the knowledge of human perception. The major advantages of our approach are threefold: (i) minimal data collection expenses (ii) support for a range of adjustments and (iii) the ability to handle novel text descriptions unseen in training. The efficacy of the proposed method is demonstrated through comprehensive experiments including a user study.
The rapid evolution of automatic facial indexing tech- nologies increases the risk of compromising personal and sensitive information. To address the issue we propose cre- ating cartoon avatars or 'toon avatars' designed to effec- tively obscure identity features. The primary objective is to deceive current AI systems preventing them from accu- rately identifying individuals while making minimal modi- fications to their facial features. Moreover we aim to en- sure that a human observer can still recognize the person depicted in these altered avatar images. To achieve this we introduce 'ToonerGAN' a novel approach that utilizes Generative Adversarial Networks (GANs) to craft person- alized cartoon avatars. The ToonerGAN framework con- sists of a style module and a de-identification module that work together to produce high-resolution realistic cartoon images. For the efficient training of our network we have developed an extensive dataset named 'ToonSet' compris- ing approximately 23000 facial images and their cartoon renditions. Through comprehensive experiments and bench- marking against existing datasets including CelebA-HQ our method demonstrates superior performance in obfus- cating identity while preserving the utility of data.
Through comprehensive experiments and bench- marking against existing datasets including CelebA-HQ our method demonstrates superior performance in obfus- cating identity while preserving the utility of data. Addi- tionally a user-centric study to explore the effectiveness of ToonerGAN has yielded some compelling observations.
Currently machine learning-based methods for remote sensing pansharpening have progressed rapidly. However existing pansharpening methods often do not fully exploit differentiating regional information in non-local spaces thereby limiting the effectiveness of the methods and resulting in redundant learning parameters. In this paper we introduce a so-called content-adaptive non-local convolution (CANConv) a novel method tailored for remote sensing image pansharpening. Specifically CANConv employs adaptive convolution ensuring spatial adaptability and incorporates non-local self-similarity through the similarity relationship partition (SRP) and the partition-wise adaptive convolution (PWAC) sub-modules. Furthermore we also propose a corresponding network architecture called CANNet which mainly utilizes the multi-scale self-similarity. Extensive experiments demonstrate the superior performance of CANConv compared with recent promising fusion methods. Besides we substantiate the method's effectiveness through visualization ablation experiments and comparison with existing methods on multiple test sets. The source code is publicly available at https://github.com/duanyll/CANConv.
Vector-Quantized Image Modeling (VQIM) is a fundamental research problem in image synthesis which aims to represent an image with a discrete token sequence. Existing studies effectively address this problem by learning a discrete codebook from scratch and in a code-independent manner to quantize continuous representations into discrete tokens. However learning a codebook from scratch and in a code-independent manner is highly challenging which may be a key reason causing codebook collapse i.e. some code vectors can rarely be optimized without regard to the relationship between codes and good codebook priors such that die off finally. In this paper inspired by pretrained language models we find that these language models have actually pretrained a superior codebook via a large number of text corpus but such information is rarely exploited in VQIM. To this end we propose a novel codebook transfer framework with part-of-speech called VQCT which aims to transfer a well-trained codebook from pretrained language models to VQIM for robust codebook learning. Specifically we first introduce a pretrained codebook from language models and part-of-speech knowledge as priors. Then we construct a vision-related codebook with these priors for achieving codebook transfer.
Specifically we first introduce a pretrained codebook from language models and part-of-speech knowledge as priors. Then we construct a vision-related codebook with these priors for achieving codebook transfer. Finally a novel codebook transfer network is designed to exploit abundant semantic relationships between codes contained in pretrained codebooks for robust VQIM codebook learning. Experimental results on four datasets show that our VQCT method achieves superior VQIM performance over previous state-of-the-art methods.
Colorizing line art is a pivotal task in the production of hand-drawn cel animation. This typically involves digital painters using a paint bucket tool to manually color each segment enclosed by lines based on RGB values predetermined by a color designer. This frame-by-frame process is both arduous and time-intensive. Current automated methods mainly focus on segment matching. This technique migrates colors from a reference to the target frame by aligning features within line-enclosed segments across frames. However issues like occlusion and wrinkles in animations often disrupt these direct correspondences leading to mismatches. In this work we introduce a new learning-based inclusion matching pipeline which directs the network to comprehend the inclusion relationships between segments rather than relying solely on direct visual correspondences. Our method features a two-stage pipeline that integrates a coarse color warping module with an inclusion matching module enabling more nuanced and accurate colorization. To facilitate the training of our network we also develope a unique dataset referred to as PaintBucket-Character. This dataset includes rendered line arts alongside their colorized counterparts featuring various 3D characters. Extensive experiments demonstrate the effectiveness and superiority of our method over existing techniques.
Scene simulation in autonomous driving has gained significant attention because of its huge potential for generating customized data. However existing editable scene simulation approaches face limitations in terms of user interaction efficiency multi-camera photo-realistic rendering and external digital assets integration. To address these challenges this paper introduces ChatSim the first system that enables editable photo-realistic 3D driving scene simulations via natural language commands with external digital assets. To enable editing with high command flexibility ChatSim leverages a large language model (LLM) agent collaboration framework. To generate photo-realistic outcomes ChatSim employs a novel multi-camera neural radiance field method. Furthermore to unleash the potential of extensive high-quality digital assets ChatSim employs a novel multi-camera lighting estimation method to achieve scene-consistent assets' rendering. Our experiments on Waymo Open Dataset demonstrate that ChatSim can handle complex language commands and generate corresponding photo-realistic scene videos. Code can be accessed at: https://github.com/yifanlu0227/ChatSim.