Abstract:On top of Segment Anything Model (SAM), SAM 2 further extends its capability from image to video inputs through a memory bank mechanism and obtains a remarkable performance compared with previous methods, making it a foundation model for video segmentation task. In this paper, we aim at making SAM 2 much more efficient so that it even runs on mobile devices while maintaining a comparable performance. Despite several works optimizing SAM for better efficiency, we find they are not sufficient for SAM 2 because they all focus on compressing the image encoder, while our benchmark shows that the newly introduced memory attention blocks are also the latency bottleneck. Given this observation, we propose EdgeTAM, which leverages a novel 2D Spatial Perceiver to reduce the computational cost. In particular, the proposed 2D Spatial Perceiver encodes the densely stored frame-level memories with a lightweight Transformer that contains a fixed set of learnable queries. Given that video segmentation is a dense prediction task, we find preserving the spatial structure of the memories is essential so that the queries are split into global-level and patch-level groups. We also propose a distillation pipeline that further improves the performance without inference overhead. As a result, EdgeTAM achieves 87.7, 70.0, 72.3, and 71.7 J&F on DAVIS 2017, MOSE, SA-V val, and SA-V test, while running at 16 FPS on iPhone 15 Pro Max.
Abstract:Video restoration poses non-trivial challenges in maintaining fidelity while recovering temporally consistent details from unknown degradations in the wild. Despite recent advances in diffusion-based restoration, these methods often face limitations in generation capability and sampling efficiency. In this work, we present SeedVR, a diffusion transformer designed to handle real-world video restoration with arbitrary length and resolution. The core design of SeedVR lies in the shifted window attention that facilitates effective restoration on long video sequences. SeedVR further supports variable-sized windows near the boundary of both spatial and temporal dimensions, overcoming the resolution constraints of traditional window attention. Equipped with contemporary practices, including causal video autoencoder, mixed image and video training, and progressive training, SeedVR achieves highly-competitive performance on both synthetic and real-world benchmarks, as well as AI-generated videos. Extensive experiments demonstrate SeedVR's superiority over existing methods for generic video restoration.
Abstract:Garment animation is ubiquitous in various applications, such as virtual reality, gaming, and film producing. Recently, learning-based approaches obtain compelling performance in animating diverse garments under versatile scenarios. Nevertheless, to mimic the deformations of the observed garments, data-driven methods require large scale of garment data, which are both resource-wise expensive and time-consuming. In addition, forcing models to match the dynamics of observed garment animation may hinder the potentials to generalize to unseen cases. In this paper, instead of using garment-wise supervised-learning we adopt a disentangled scheme to learn how to animate observed garments: 1). learning constitutive behaviors from the observed cloth; 2). dynamically animate various garments constrained by the learned constitutive laws. Specifically, we propose Energy Unit network (EUNet) to model the constitutive relations in the format of energy. Without the priors from analytical physics models and differentiable simulation engines, EUNet is able to directly capture the constitutive behaviors from the observed piece of cloth and uniformly describes the change of energy caused by deformations, such as stretching and bending. We further apply the pre-trained EUNet to animate various garments based on energy optimizations. The disentangled scheme alleviates the need of garment data and enables us to utilize the dynamics of a piece of cloth for animating garments. Experiments show that while EUNet effectively delivers the energy gradients due to the deformations, models constrained by EUNet achieve more stable and physically plausible performance comparing with those trained in garment-wise supervised manner. Code is available at https://github.com/ftbabi/EUNet_NeurIPS2024.git .
Abstract:Despite advances in neural rendering, due to the scarcity of high-quality 3D datasets and the inherent limitations of multi-view diffusion models, view synthesis and 3D model generation are restricted to low resolutions with suboptimal multi-view consistency. In this study, we present a novel 3D enhancement pipeline, dubbed 3DEnhancer, which employs a multi-view latent diffusion model to enhance coarse 3D inputs while preserving multi-view consistency. Our method includes a pose-aware encoder and a diffusion-based denoiser to refine low-quality multi-view images, along with data augmentation and a multi-view attention module with epipolar aggregation to maintain consistent, high-quality 3D outputs across views. Unlike existing video-based approaches, our model supports seamless multi-view enhancement with improved coherence across diverse viewing angles. Extensive evaluations show that 3DEnhancer significantly outperforms existing methods, boosting both multi-view enhancement and per-instance 3D optimization tasks.
Abstract:In this work, we introduce GauSim, a novel neural network-based simulator designed to capture the dynamic behaviors of real-world elastic objects represented through Gaussian kernels. Unlike traditional methods that treat kernels as particles within particle-based simulations, we leverage continuum mechanics, modeling each kernel as a continuous piece of matter to account for realistic deformations without idealized assumptions. To improve computational efficiency and fidelity, we employ a hierarchical structure that organizes kernels into Center of Mass Systems (CMS) with explicit formulations, enabling a coarse-to-fine simulation approach. This structure significantly reduces computational overhead while preserving detailed dynamics. In addition, GauSim incorporates explicit physics constraints, such as mass and momentum conservation, ensuring interpretable results and robust, physically plausible simulations. To validate our approach, we present a new dataset, READY, containing multi-view videos of real-world elastic deformations. Experimental results demonstrate that GauSim achieves superior performance compared to existing physics-driven baselines, offering a practical and accurate solution for simulating complex dynamic behaviors. Code and model will be released. Project page: https://www.mmlab-ntu.com/project/gausim/index.html .
Abstract:This study presents a new image super-resolution (SR) technique based on diffusion inversion, aiming at harnessing the rich image priors encapsulated in large pre-trained diffusion models to improve SR performance. We design a Partial noise Prediction strategy to construct an intermediate state of the diffusion model, which serves as the starting sampling point. Central to our approach is a deep noise predictor to estimate the optimal noise maps for the forward diffusion process. Once trained, this noise predictor can be used to initialize the sampling process partially along the diffusion trajectory, generating the desirable high-resolution result. Compared to existing approaches, our method offers a flexible and efficient sampling mechanism that supports an arbitrary number of sampling steps, ranging from one to five. Even with a single sampling step, our method demonstrates superior or comparable performance to recent state-of-the-art approaches. The code and model are publicly available at https://github.com/zsyOAOA/InvSR.
Abstract:This study aims to achieve more precise and versatile object control in image-to-video (I2V) generation. Current methods typically represent the spatial movement of target objects with 2D trajectories, which often fail to capture user intention and frequently produce unnatural results. To enhance control, we present ObjCtrl-2.5D, a training-free object control approach that uses a 3D trajectory, extended from a 2D trajectory with depth information, as a control signal. By modeling object movement as camera movement, ObjCtrl-2.5D represents the 3D trajectory as a sequence of camera poses, enabling object motion control using an existing camera motion control I2V generation model (CMC-I2V) without training. To adapt the CMC-I2V model originally designed for global motion control to handle local object motion, we introduce a module to isolate the target object from the background, enabling independent local control. In addition, we devise an effective way to achieve more accurate object control by sharing low-frequency warped latent within the object's region across frames. Extensive experiments demonstrate that ObjCtrl-2.5D significantly improves object control accuracy compared to training-free methods and offers more diverse control capabilities than training-based approaches using 2D trajectories, enabling complex effects like object rotation. Code and results are available at https://wzhouxiff.github.io/projects/ObjCtrl-2.5D/.
Abstract:In this work, we introduce a single parameter $\omega$, to effectively control granularity in diffusion-based synthesis. This parameter is incorporated during the denoising steps of the diffusion model's reverse process. Our approach does not require model retraining, architectural modifications, or additional computational overhead during inference, yet enables precise control over the level of details in the generated outputs. Moreover, spatial masks or denoising schedules with varying $\omega$ values can be applied to achieve region-specific or timestep-specific granularity control. Prior knowledge of image composition from control signals or reference images further facilitates the creation of precise $\omega$ masks for granularity control on specific objects. To highlight the parameter's role in controlling subtle detail variations, the technique is named Omegance, combining "omega" and "nuance". Our method demonstrates impressive performance across various image and video synthesis tasks and is adaptable to advanced diffusion models. The code is available at https://github.com/itsmag11/Omegance.
Abstract:While 3D content generation has advanced significantly, existing methods still face challenges with input formats, latent space design, and output representations. This paper introduces a novel 3D generation framework that addresses these challenges, offering scalable, high-quality 3D generation with an interactive Point Cloud-structured Latent space. Our framework employs a Variational Autoencoder (VAE) with multi-view posed RGB-D(epth)-N(ormal) renderings as input, using a unique latent space design that preserves 3D shape information, and incorporates a cascaded latent diffusion model for improved shape-texture disentanglement. The proposed method, GaussianAnything, supports multi-modal conditional 3D generation, allowing for point cloud, caption, and single/multi-view image inputs. Notably, the newly proposed latent space naturally enables geometry-texture disentanglement, thus allowing 3D-aware editing. Experimental results demonstrate the effectiveness of our approach on multiple datasets, outperforming existing methods in both text- and image-conditioned 3D generation.
Abstract:Line art colorization plays a crucial role in hand-drawn animation production, where digital artists manually colorize segments using a paint bucket tool, guided by RGB values from character color design sheets. This process, often called paint bucket colorization, involves two main tasks: keyframe colorization, where colors are applied according to the character's color design sheet, and consecutive frame colorization, where these colors are replicated across adjacent frames. Current automated colorization methods primarily focus on reference-based and segment-matching approaches. However, reference-based methods often fail to accurately assign specific colors to each region, while matching-based methods are limited to consecutive frame colorization and struggle with issues like significant deformation and occlusion. In this work, we introduce inclusion matching, which allows the network to understand the inclusion relationships between segments, rather than relying solely on direct visual correspondences. By integrating this approach with segment parsing and color warping modules, our inclusion matching pipeline significantly improves performance in both keyframe colorization and consecutive frame colorization. To support our network's training, we have developed a unique dataset named PaintBucket-Character, which includes rendered line arts alongside their colorized versions and shading annotations for various 3D characters. To replicate industry animation data formats, we also created color design sheets for each character, with semantic information for each color and standard pose reference images. Experiments highlight the superiority of our method, demonstrating accurate and consistent colorization across both our proposed benchmarks and hand-drawn animations.