With the rising prevalence of deepfakes, there is a growing interest in developing generalizable detection methods for various types of deepfakes. While effective in their specific modalities, traditional detection methods fall short in addressing the generalizability of detection across diverse cross-modal deepfakes. This paper aims to explicitly learn potential cross-modal correlation to enhance deepfake detection towards various generation scenarios. Our approach introduces a correlation distillation task, which models the inherent cross-modal correlation based on content information. This strategy helps to prevent the model from overfitting merely to audio-visual synchronization. Additionally, we present the Cross-Modal Deepfake Dataset (CMDFD), a comprehensive dataset with four generation methods to evaluate the detection of diverse cross-modal deepfakes. The experimental results on CMDFD and FakeAVCeleb datasets demonstrate the superior generalizability of our method over existing state-of-the-art methods. Our code and data can be found at \url{https://github.com/ljj898/CMDFD-Dataset-and-Deepfake-Detection}.
Synthesizing natural human motions that enable a 3D human avatar to walk and reach for arbitrary goals in 3D space remains an unsolved problem with many applications. Existing methods (data-driven or using reinforcement learning) are limited in terms of generalization and motion naturalness. A primary obstacle is the scarcity of training data that combines locomotion with goal reaching. To address this, we introduce WANDR, a data-driven model that takes an avatar's initial pose and a goal's 3D position and generates natural human motions that place the end effector (wrist) on the goal location. To solve this, we introduce novel intention features that drive rich goal-oriented movement. Intention guides the agent to the goal, and interactively adapts the generation to novel situations without needing to define sub-goals or the entire motion path. Crucially, intention allows training on datasets that have goal-oriented motions as well as those that do not. WANDR is a conditional Variational Auto-Encoder (c-VAE), which we train using the AMASS and CIRCLE datasets. We evaluate our method extensively and demonstrate its ability to generate natural and long-term motions that reach 3D goals and generalize to unseen goal locations. Our models and code are available for research purposes at wandr.is.tue.mpg.de.
In controllable generation tasks, flexibly manipulating the generated images to attain a desired appearance or structure based on a single input image cue remains a critical and longstanding challenge. Achieving this requires the effective decoupling of key attributes within the input image data, aiming to get representations accurately. Previous research has predominantly concentrated on disentangling image attributes within feature space. However, the complex distribution present in real-world data often makes the application of such decoupling algorithms to other datasets challenging. Moreover, the granularity of control over feature encoding frequently fails to meet specific task requirements. Upon scrutinizing the characteristics of various generative models, we have observed that the input sensitivity and dynamic evolution properties of the diffusion model can be effectively fused with the explicit decomposition operation in pixel space. This integration enables the image processing operations performed in pixel space for a specific feature distribution of the input image, and can achieve the desired control effect in the generated results. Therefore, we propose FilterPrompt, an approach to enhance the model control effect. It can be universally applied to any diffusion model, allowing users to adjust the representation of specific image features in accordance with task requirements, thereby facilitating more precise and controllable generation outcomes. In particular, our designed experiments demonstrate that the FilterPrompt optimizes feature correlation, mitigates content conflicts during the generation process, and enhances the model's control capability.
Classifier-Free Guidance (CFG) enhances the quality and condition adherence of text-to-image diffusion models. It operates by combining the conditional and unconditional predictions using a fixed weight. However, recent works vary the weights throughout the diffusion process, reporting superior results but without providing any rationale or analysis. By conducting comprehensive experiments, this paper provides insights into CFG weight schedulers. Our findings suggest that simple, monotonically increasing weight schedulers consistently lead to improved performances, requiring merely a single line of code. In addition, more complex parametrized schedulers can be optimized for further improvement, but do not generalize across different models and tasks.
Eye-tracking applications that utilize the human gaze in video understanding tasks have become increasingly important. To effectively automate the process of video analysis based on eye-tracking data, it is important to accurately replicate human gaze behavior. However, this task presents significant challenges due to the inherent complexity and ambiguity of human gaze patterns. In this work, we introduce a novel method for simulating human gaze behavior. Our approach uses a transformer-based reinforcement learning algorithm to train an agent that acts as a human observer, with the primary role of watching videos and simulating human gaze behavior. We employed an eye-tracking dataset gathered from videos generated by the VirtualHome simulator, with a primary focus on activity recognition. Our experimental results demonstrate the effectiveness of our gaze prediction method by highlighting its capability to replicate human gaze behavior and its applicability for downstream tasks where real human-gaze is used as input.
Humans utilize their gaze to concentrate on essential information while perceiving and interpreting intentions in videos. Incorporating human gaze into computational algorithms can significantly enhance model performance in video understanding tasks. In this work, we address a challenging and innovative task in video understanding: predicting the actions of an agent in a video based on a partial video. We introduce the Gaze-guided Action Anticipation algorithm, which establishes a visual-semantic graph from the video input. Our method utilizes a Graph Neural Network to recognize the agent's intention and predict the action sequence to fulfill this intention. To assess the efficiency of our approach, we collect a dataset containing household activities generated in the VirtualHome environment, accompanied by human gaze data of viewing videos. Our method outperforms state-of-the-art techniques, achieving a 7\% improvement in accuracy for 18-class intention recognition. This highlights the efficiency of our method in learning important features from human gaze data.
In real-world recommender systems, implicitly collected user feedback, while abundant, often includes noisy false-positive and false-negative interactions. The possible misinterpretations of the user-item interactions pose a significant challenge for traditional graph neural recommenders. These approaches aggregate the users' or items' neighbours based on implicit user-item interactions in order to accurately capture the users' profiles. To account for and model possible noise in the users' interactions in graph neural recommenders, we propose a novel Diffusion Graph Transformer (DiffGT) model for top-k recommendation. Our DiffGT model employs a diffusion process, which includes a forward phase for gradually introducing noise to implicit interactions, followed by a reverse process to iteratively refine the representations of the users' hidden preferences (i.e., a denoising process). In our proposed approach, given the inherent anisotropic structure observed in the user-item interaction graph, we specifically use anisotropic and directional Gaussian noises in the forward diffusion process. Our approach differs from the sole use of isotropic Gaussian noises in existing diffusion models. In the reverse diffusion process, to reverse the effect of noise added earlier and recover the true users' preferences, we integrate a graph transformer architecture with a linear attention module to denoise the noisy user/item embeddings in an effective and efficient manner. In addition, such a reverse diffusion process is further guided by personalised information (e.g., interacted items) to enable the accurate estimation of the users' preferences on items. Our extensive experiments conclusively demonstrate the superiority of our proposed graph diffusion model over ten existing state-of-the-art approaches across three benchmark datasets.
Interior design allows us to be who we are and live how we want - each design is as unique as our distinct personality. However, it is not trivial for non-professionals to express and materialize this since it requires aligning functional and visual expectations with the constraints of physical space; this renders interior design a luxury. To make it more accessible, we present I-Design, a personalized interior designer that allows users to generate and visualize their design goals through natural language communication. I-Design starts with a team of large language model agents that engage in dialogues and logical reasoning with one another, transforming textual user input into feasible scene graph designs with relative object relationships. Subsequently, an effective placement algorithm determines optimal locations for each object within the scene. The final design is then constructed in 3D by retrieving and integrating assets from an existing object database. Additionally, we propose a new evaluation protocol that utilizes a vision-language model and complements the design pipeline. Extensive quantitative and qualitative experiments show that I-Design outperforms existing methods in delivering high-quality 3D design solutions and aligning with abstract concepts that match user input, showcasing its advantages across detailed 3D arrangement and conceptual fidelity.
Driver's eye gaze holds a wealth of cognitive and intentional cues crucial for intelligent vehicles. Despite its significance, research on in-vehicle gaze estimation remains limited due to the scarcity of comprehensive and well-annotated datasets in real driving scenarios. In this paper, we present three novel elements to advance in-vehicle gaze research. Firstly, we introduce IVGaze, a pioneering dataset capturing in-vehicle gaze, collected from 125 subjects and covering a large range of gaze and head poses within vehicles. Conventional gaze collection systems are inadequate for in-vehicle use. In this dataset, we propose a new vision-based solution for in-vehicle gaze collection, introducing a refined gaze target calibration method to tackle annotation challenges. Second, our research focuses on in-vehicle gaze estimation leveraging the IVGaze. In-vehicle face images often suffer from low resolution, prompting our introduction of a gaze pyramid transformer that leverages transformer-based multilevel features integration. Expanding upon this, we introduce the dual-stream gaze pyramid transformer (GazeDPTR). Employing perspective transformation, we rotate virtual cameras to normalize images, utilizing camera pose to merge normalized and original images for accurate gaze estimation. GazeDPTR shows state-of-the-art performance on the IVGaze dataset. Thirdly, we explore a novel strategy for gaze zone classification by extending the GazeDPTR. A foundational tri-plane and project gaze onto these planes are newly defined. Leveraging both positional features from the projection points and visual attributes from images, we achieve superior performance compared to relying solely on visual features, substantiating the advantage of gaze estimation. Our project is available at https://yihua.zone/work/ivgaze.
The advancement of Large Language Models (LLMs) has led to significant enhancements in the performance of chatbot systems. Many researchers have dedicated their efforts to the development of bringing characteristics to chatbots. While there have been commercial products for developing role-driven chatbots using LLMs, it is worth noting that academic research in this area remains relatively scarce. Our research focuses on investigating the performance of LLMs in constructing Characteristic AI Agents by simulating real-life individuals across different settings. Current investigations have primarily focused on act on roles with simple profiles. In response to this research gap, we create a benchmark for the characteristic AI agents task, including dataset, techniques, and evaluation metrics. A dataset called ``Character100'' is built for this benchmark, comprising the most-visited people on Wikipedia for language models to role-play. With the constructed dataset, we conduct comprehensive assessment of LLMs across various settings. In addition, we devise a set of automatic metrics for quantitative performance evaluation. The experimental results underscore the potential directions for further improvement in the capabilities of LLMs in constructing characteristic AI agents. The benchmark is available at https://github.com/nuaa-nlp/Character100.