OpenRaiser/Intern-Atlas huggingface dataset:
OMG: Towards Open-vocabulary Motion Generation via Mixture of Controllers
Venue: Conference CVPR 2024
Year: 2024

We have recently seen tremendous progress in realistic text-to-motion generation. Yet, the existing methods often fail or produce implausible motions with unseen text inputs, which limits the applications. In this paper, we present OMG, a novel framework, which enables compelling motion generation from zero-shot open-vocabulary text prompts. Our key idea is to carefully tailor the pretrain-then-finetune paradigm into the text-to-motion generation. At the pre-training stage, our model improves the generation ability by learning the rich out-of-domain inherent motion traits. To this end, we scale up a large unconditional diffusion model up to 1B parameters, so as to utilize the massive unlabeled motion data up to over 20M motion instances. At the subsequent fine-tuning stage, we introduce motion ControlNet, which incorporates text prompts as conditioning information, through a trainable copy of the pre-trained model and the proposed novel Mixture-of-Controllers (MoC) block. MoC block adaptively recognizes various ranges of the sub-motions with a cross-attention mechanism and processes them separately with the text-token-specific experts. Such a design effectively aligns the CLIP token embeddings of text prompts to various ranges of compact and expressive motion features. Extensive experiments demonstrate that our OMG achieves significant improvements over the state-of-the-art methods on zero-shot text-to-motion generation. Project page: https://tr3e.github.io/omg-page.
Align Your Gaussians: Text-to-4D with Dynamic 3D Gaussians and Composed Diffusion Models
Venue: Conference CVPR 2024
Year: 2024

Text-guided diffusion models have revolutionized image and video generation and have also been successfully used for optimization-based 3D object synthesis. Here, we instead focus on the underexplored text-to-4D setting and synthesize dynamic, animated 3D objects using score distillation methods with an additional temporal dimension. Compared to previous work, we pursue a novel compositional generation-based approach, and combine text-to-image, text-to-video, and 3D-aware multiview diffusion models to provide feedback during 4D object optimization, thereby simultaneously enforcing temporal consistency, high-quality visual appearance and realistic geometry. Our method, called Align Your Gaussians (AYG), leverages dynamic 3D Gaussian Splatting with deformation fields as 4D representation. Crucial to AYG is a novel method to regularize the distribution of the moving 3D Gaussians and thereby stabilize the optimization and induce motion. We also propose a motion amplification mechanism as well as a new autoregressive synthesis scheme to generate and combine multiple 4D sequences for longer generation. These techniques allow us to synthesize vivid dynamic scenes, outperform previous work qualitatively and quantitatively and achieve state-of-the-art text-to-4D performance. Due to the Gaussian 4D representation, different 4D animations can be seamlessly combined, as we demonstrate. AYG opens up promising avenues for animation, simulation and digital content creation as well as synthetic data generation.
PDF: A Probability-Driven Framework for Open World 3D Point Cloud Semantic Segmentation
Venue: Conference CVPR 2024
Year: 2024

Existing point cloud semantic segmentation networks cannot identify unknown classes and update their knowledge, due to a closed-set and static perspective of the real world, which would induce the intelligent agent to make bad decisions. To address this problem, we propose a Probability-Driven Framework (PDF) for open world semantic segmentation that includes (i) a lightweight U-decoder branch to identify unknown classes by estimating the uncertainties, (ii) a flexible pseudo-labeling scheme to supply geometry features along with probability distribution features of unknown classes by generating pseudo labels, and (iii) an incremental knowledge distillation strategy to incorporate novel classes into the existing knowledge base gradually. Our framework enables the model to behave like human beings, which could recognize unknown objects and incrementally learn them with the corresponding knowledge. Experimental results on the S3DIS and ScanNetv2 datasets demonstrate that the proposed PDF outperforms other methods by a large margin in both important tasks of open world semantic segmentation.
Test-Time Domain Generalization for Face Anti-Spoofing
Venue: Conference CVPR 2024
Year: 2024

Face Anti-Spoofing (FAS) is pivotal in safeguarding facial recognition systems against presentation attacks. While domain generalization (DG) methods have been developed to enhance FAS performance, they predominantly focus on learning domain-invariant features during training, which may not guarantee generalizability to unseen data that differs largely from the source distributions. Our insight is that testing data can serve as a valuable resource to enhance the generalizability beyond mere evaluation for DG FAS. In this paper, we introduce a novel Test-Time Domain Generalization (TTDG) framework for FAS, which leverages the testing data to boost the model's generalizability. Our method, consisting of Test-Time Style Projection (TTSP) and Diverse Style Shifts Simulation (DSSS), effectively projects the unseen data to the seen domain space. In particular, we first introduce the innovative TTSP to project the styles of the arbitrarily unseen samples of the testing distribution to the known source space of the training distributions. We then design the efficient DSSS to synthesize diverse style shifts via learnable style bases with two specifically designed losses in a hyperspherical feature space. Our method eliminates the need for model updates at the test time and can be seamlessly integrated into not only the CNN but also ViT backbones. Comprehensive experiments on widely used cross-domain FAS benchmarks demonstrate our method's state-of-the-art performance and effectiveness.
Real-time 3D-aware Portrait Video Relighting
Venue: Conference CVPR 2024
Year: 2024

Synthesizing realistic videos of talking faces under custom lighting conditions and viewing angles benefits various downstream applications like video conferencing. However, most existing relighting methods are either time-consuming or unable to adjust the viewpoints. In this paper, we present the first real-time 3D-aware method for relighting in-the-wild videos of talking faces based on Neural Radiance Fields (NeRF). Given an input portrait video, our method can synthesize talking faces under both novel views and novel lighting conditions with a photo-realistic and disentangled 3D representation. Specifically, we infer an albedo tri-plane, as well as a shading tri-plane based on a desired lighting condition for each video frame with fast dual-encoders. We also leverage a temporal consistency network to ensure smooth transitions and reduce flickering artifacts. Our method runs at 32.98 fps on consumer-level hardware and achieves state-of-the-art results in terms of reconstruction quality, lighting error, lighting instability, temporal consistency and inference speed. We demonstrate the effectiveness and interactivity of our method on various portrait videos with diverse lighting and viewing conditions.
3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting
Venue: Conference CVPR 2024
Year: 2024

We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the community has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive rendering frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experimental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monocular input, while being 400x and 250x faster in training and inference, respectively.
Style Aligned Image Generation via Shared Attention
Venue: Conference CVPR 2024
Year: 2024

Large-scale Text-to-Image (T2I) models have rapidly gained prominence across creative fields, generating visually compelling outputs from textual prompts. However, controlling these models to ensure consistent style remains challenging, with existing methods necessitating fine-tuning and manual intervention to disentangle content and style. In this paper, we introduce StyleAligned, a novel technique designed to establish style alignment among a series of generated images. By employing minimal `attention sharing' during the diffusion process, our method maintains style consistency across images within T2I models. This approach allows for the creation of style-consistent images using a reference style through a straightforward inversion operation. Our method's evaluation across diverse styles and text prompts demonstrates high-quality synthesis and fidelity, underscoring its efficacy in achieving consistent style across various inputs.
Back to 3D: Few-Shot 3D Keypoint Detection with Back-Projected 2D Features
Venue: Conference CVPR 2024
Year: 2024

With the immense growth of dataset sizes and computing resources in recent years, so-called foundation models have become popular in NLP and vision tasks. In this work, we propose to explore foundation models for the task of keypoint detection on 3D shapes. A unique characteristic of keypoint detection is that it requires semantic and geometric awareness while demanding high localization accuracy. To address this problem, we propose, first, to back-project features from large pre-trained 2D vision models onto 3D shapes and employ them for this task. We show that we obtain robust 3D features that contain rich semantic information and analyze multiple candidate features stemming from different 2D foundation models. Second, we employ a keypoint candidate optimization module which aims to match the average observed distribution of keypoints on the shape and is guided by the back-projected features. The resulting approach achieves a new state of the art for few-shot keypoint detection on the KeyPointNet dataset, almost doubling the performance of the previous best methods.
Neural Markov Random Field for Stereo Matching
Venue: Conference CVPR 2024
Year: 2024

Stereo matching is a core task for many computer vision and robotics applications. Despite their dominance in traditional stereo methods, the hand-crafted Markov Random Field (MRF) models lack sufficient modeling accuracy compared to end-to-end deep models. While deep learning representations have greatly improved the unary terms of the MRF models, the overall accuracy is still severely limited by the hand-crafted pairwise terms and message passing. To address these issues, we propose a neural MRF model, where both potential functions and message passing are designed using data-driven neural networks. Our fully data-driven model is built on the foundation of variational inference theory, to prevent convergence issues and retain stereo MRF's graph inductive bias. To make the inference tractable and scale well to high-resolution images, we also propose a Disparity Proposal Network (DPN) to adaptively prune the search space of disparity. The proposed approach ranks $1^{st}$ on both KITTI 2012 and 2015 leaderboards among all published methods while running faster than 100 ms. This approach significantly outperforms prior global methods, e.g., lowering D1 metric by more than 50% on KITTI 2015. In addition, our method exhibits strong cross-domain generalization and can recover sharp edges. The codes at https://github.com/aeolusguan/NMRF
CCEdit: Creative and Controllable Video Editing via Diffusion Models
Venue: Conference CVPR 2024
Year: 2024

In this paper, we present CCEdit, a versatile generative video editing framework based on diffusion models. Our approach employs a novel trident network structure that separates structure and appearance control, ensuring precise and creative editing capabilities. Utilizing the foundational ControlNet architecture, we maintain the structural integrity of the video during editing. The incorporation of an additional appearance branch enables users to exert fine-grained control over the edited key frame. These two side branches seamlessly integrate into the main branch, which is constructed upon existing text-to-image (T2I) generation models, through learnable temporal layers. The versatility of our framework is demonstrated through a diverse range of choices in both structure representations and personalized T2I models, as well as the option to provide the edited key frame. To facilitate comprehensive evaluation, we introduce the BalanceCC benchmark dataset, comprising 100 videos and 4 target prompts for each video. Our extensive user studies compare CCEdit with eight state-of-the-art video editing methods. The outcomes demonstrate CCEdit's substantial superiority over all other methods.
HAVE-FUN: Human Avatar Reconstruction from Few-Shot Unconstrained Images
Venue: Conference CVPR 2024
Year: 2024

As for human avatar reconstruction, contemporary techniques commonly necessitate the acquisition of costly data and struggle to achieve satisfactory results from a small number of casual images. In this paper, we investigate this task from a few-shot unconstrained photo album. The reconstruction of human avatars from such data sources is challenging because of limited data amount and dynamic articulated poses. For handling dynamic data, we integrate a skinning mechanism with deep marching tetrahedra (DMTet) to form a drivable tetrahedral representation, which drives arbitrary mesh topologies generated by the DMTet for the adaptation of unconstrained images. To effectively mine instructive information from few-shot data, we devise a two-phase optimization method with few-shot reference and few-shot guidance. The former focuses on aligning avatar identity with reference images, while the latter aims to generate plausible appearances for unseen regions. Overall, our framework, called HaveFun, can undertake avatar reconstruction, rendering, and animation. Extensive experiments on our developed benchmarks demonstrate that HaveFun exhibits substantially superior performance in reconstructing the human body and hand. Project website: https://seanchenxy.github.io/HaveFunWeb/.
Towards Real-World HDR Video Reconstruction: A Large-Scale Benchmark Dataset and A Two-Stage Alignment Network
Venue: Conference CVPR 2024
Year: 2024

As an important and practical way to obtain high dynamic range (HDR) video, HDR video reconstruction from sequences with alternating exposures is still less explored, mainly due to the lack of large-scale real-world datasets. Existing methods are mostly trained on synthetic datasets, which perform poorly in real scenes. In this work, to facilitate the development of real-world HDR video reconstruction, we present Real-HDRV, a large-scale real-world benchmark dataset for HDR video reconstruction, featuring various scenes, diverse motion patterns, and high-quality labels. Specifically, our dataset contains 500 LDRs-HDRs video pairs, comprising about 28,000 LDR frames and 4,000 HDR labels, covering daytime, nighttime, indoor, and outdoor scenes. To our best knowledge, our dataset is the largest real-world HDR video reconstruction dataset. Correspondingly, we propose an end-to-end network for HDR video reconstruction, where a novel two-stage strategy is designed to perform alignment sequentially. Specifically, the first stage performs global alignment with the adaptively estimated global offsets, reducing the difficulty of subsequent alignment. The second stage implicitly performs local alignment in a coarse-to-fine manner at the feature level using the adaptive separable convolution. Extensive experiments demonstrate that: (1) models trained on our dataset can achieve better performance on real scenes than those trained on synthetic datasets; (2) our method outperforms previous state-of-the-art methods. Our dataset is available at https://github.com/yungsyu99/Real-HDRV.
Efficient 3D Implicit Head Avatar with Mesh-anchored Hash Table Blendshapes
Venue: Conference CVPR 2024
Year: 2024

3D head avatars built with neural implicit volumetric representations have achieved unprecedented levels of photorealism. However, the computational cost of these methods remains a significant barrier to their widespread adoption, particularly in real-time applications such as virtual reality and teleconferencing. While attempts have been made to develop fast neural rendering approaches for static scenes, these methods cannot be simply employed to support realistic facial expressions, such as in the case of a dynamic facial performance. To address these challenges, we propose a novel fast 3D neural implicit head avatar model that achieves real-time rendering while maintaining fine-grained controllability and high rendering quality. Our key idea lies in the introduction of local hash table blendshapes, which are learned and attached to the vertices of an underlying face parametric model. These per-vertex hash-tables are linearly merged with weights predicted via a CNN, resulting in expression dependent embeddings. Our novel representation enables efficient density and color predictions using a lightweight MLP, which is further accelerated by a hierarchical nearest neighbor search method. Extensive experiments show that our approach runs in real-time while achieving comparable rendering quality to state-of-the-arts and decent results on challenging expressions.
No Time to Train: Empowering Non-Parametric Networks for Few-shot 3D Scene Segmentation
Venue: Conference CVPR 2024
Year: 2024

To reduce the reliance on large-scale datasets, recent works in 3D segmentation resort to few-shot learning. Current 3D few-shot segmentation methods first pre-train models on 'seen' classes, and then evaluate their generalization performance on 'unseen' classes. However, the prior pre-training stage not only introduces excessive time overhead but also incurs a significant domain gap on 'unseen' classes. To tackle these issues, we propose a Non-parametric Network for few-shot 3D Segmentation, Seg-NN, and its Parametric variant, Seg-PN. Without training, Seg-NN extracts dense representations by hand-crafted filters and achieves comparable performance to existing parametric models. Due to the elimination of pre-training, Seg-NN can alleviate the domain gap issue and save a substantial amount of time. Based on Seg-NN, Seg-PN only requires training a lightweight QUEry-Support Transferring (QUEST) module, which enhances the interaction between the support set and query set. Experiments suggest that Seg-PN outperforms previous state-of-the-art method by +4.19% and +7.71% mIoU on S3DIS and ScanNet datasets respectively, while reducing training time by -90%, indicating its effectiveness and efficiency.
PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics
Venue: Conference CVPR 2024
Year: 2024

We introduce PhysGaussian, a new method that seamlessly integrates physically grounded Newtonian dynamics within 3D Gaussians to achieve high-quality novel motion synthesis. Employing a custom Material Point Method (MPM), our approach enriches 3D Gaussian kernels with physically meaningful kinematic deformation and mechanical stress attributes, all evolved in line with continuum mechanics principles. A defining characteristic of our method is the seamless integration between physical simulation and visual rendering: both components utilize the same 3D Gaussian kernels as their discrete representations. This negates the necessity for triangle/tetrahedron meshing, marching cubes, "cage meshes," or any other geometry embedding, highlighting the principle of "what you see is what you simulate (WS$^2$)." Our method demonstrates exceptional versatility across a wide variety of materials--including elastic entities, metals, non-Newtonian fluids, and granular materials--showcasing its strong capabilities in creating diverse visual content with novel viewpoints and movements. Our project page is at: https://xpandora.github.io/PhysGaussian/
Telling Left from Right: Identifying Geometry-Aware Semantic Correspondence
Venue: Conference CVPR 2024
Year: 2024

While pre-trained large-scale vision models have shown significant promise for semantic correspondence, their features often struggle to grasp the geometry and orientation of instances. This paper identifies the importance of being geometry-aware for semantic correspondence and reveals a limitation of the features of current foundation models under simple post-processing. We show that incorporating this information can markedly enhance semantic correspondence performance with simple but effective solutions in both zero-shot and supervised settings. We also construct a new challenging benchmark for semantic correspondence built from an existing animal pose estimation dataset, for both pre-training validating models. Our method achieves a PCK@0.10 score of 65.4 (zero-shot) and 85.6 (supervised) on the challenging SPair-71k dataset, outperforming the state of the art by 5.5p and 11.0p absolute gains, respectively. Our code and datasets are publicly available at: https://telling-left-from-right.github.io/.
PAIR Diffusion: A Comprehensive Multimodal Object-Level Image Editor
Venue: Conference CVPR 2024
Year: 2024

Generative image editing has recently witnessed extremely fast-paced growth. Some works use high-level conditioning such as text, while others use low-level conditioning. Nevertheless, most of them lack fine-grained control over the properties of the different objects present in the image, i.e. object-level image editing. In this work, we tackle the task by perceiving the images as an amalgamation of various objects and aim to control the properties of each object in a fine-grained manner. Out of these properties, we identify structure and appearance as the most intuitive to understand and useful for editing purposes. We propose PAIR Diffusion, a generic framework that can enable a diffusion model to control the structure and appearance properties of each object in the image. We show that having control over the properties of each object in an image leads to comprehensive editing capabilities. Our framework allows for various object-level editing operations on real images such as reference image-based appearance editing, free-form shape editing, adding objects, and variations. Thanks to our design, we do not require any inversion step. Additionally, we propose multimodal classifier-free guidance which enables editing images using both reference images and text when using our approach with foundational diffusion models. We validate the above claims by extensively evaluating our framework on both unconditional and foundational diffusion models. Please refer to https://vidit98.github.io/publication/conference-paper/pair_diff.html for code and model release.