HKUST
Abstract:We introduce AvatarForge, a framework for generating animatable 3D human avatars from text or image inputs using AI-driven procedural generation. While diffusion-based methods have made strides in general 3D object generation, they struggle with high-quality, customizable human avatars due to the complexity and diversity of human body shapes, poses, exacerbated by the scarcity of high-quality data. Additionally, animating these avatars remains a significant challenge for existing methods. AvatarForge overcomes these limitations by combining LLM-based commonsense reasoning with off-the-shelf 3D human generators, enabling fine-grained control over body and facial details. Unlike diffusion models which often rely on pre-trained datasets lacking precise control over individual human features, AvatarForge offers a more flexible approach, bringing humans into the iterative design and modeling loop, with its auto-verification system allowing for continuous refinement of the generated avatars, and thus promoting high accuracy and customization. Our evaluations show that AvatarForge outperforms state-of-the-art methods in both text- and image-to-avatar generation, making it a versatile tool for artistic creation and animation.
Abstract:Reasoning segmentation is a challenging vision-language task that aims to output the segmentation mask with respect to a complex, implicit, and even non-visual query text. Previous works incorporated multimodal Large Language Models (MLLMs) with segmentation models to approach the difficult problem. However, their segmentation quality often falls short in complex cases, particularly when dealing with out-of-domain objects with intricate structures, blurry boundaries, occlusions, or high similarity with surroundings. In this paper, we introduce ThinkFirst, a training-free reasoning segmentation framework that leverages GPT's chain of thought to address these challenging cases. Our approach allows GPT-4o or other powerful MLLMs to generate a detailed, chain-of-thought description of an image. This summarized description is then passed to a language-instructed segmentation assistant to aid the segmentation process. Our framework allows users to easily interact with the segmentation agent using multimodal inputs, such as easy text and image scribbles, for successive refinement or communication. We evaluate the performance of ThinkFirst on diverse objects. Extensive experiments show that, this zero-shot-CoT approach significantly improves the vanilla reasoning segmentation agent, both qualitatively and quantitatively, while being less sensitive or critical to user-supplied prompts after Thinking First.
Abstract:Large Language Models (LLMs) have demonstrated strong generalizable reasoning and planning capabilities. However, their efficacies in spatial path planning and obstacle-free trajectory generation remain underexplored. Leveraging LLMs for navigation holds significant potential, given LLMs' ability to handle unseen scenarios, support user-agent interactions, and provide global control across complex systems, making them well-suited for agentic planning and humanoid motion generation. As one of the first studies in this domain, we explore the zero-shot navigation and path generation capabilities of LLMs by constructing a dataset and proposing an evaluation protocol. Specifically, we represent paths using anchor points connected by straight lines, enabling movement in various directions. This approach offers greater flexibility and practicality compared to previous methods while remaining simple and intuitive for LLMs. We demonstrate that, when tasks are well-structured in this manner, modern LLMs exhibit substantial planning proficiency in avoiding obstacles while autonomously refining navigation with the generated motion to reach the target. Further, this spatial reasoning ability of a single LLM motion agent interacting in a static environment can be seamlessly generalized in multi-motion agents coordination in dynamic environments. Unlike traditional approaches that rely on single-step planning or local policies, our training-free LLM-based method enables global, dynamic, closed-loop planning, and autonomously resolving collision issues.
Abstract:Film production is an important application for generative audio, where richer context is provided through multiple scenes. In ReelWave, we propose a multi-agent framework for audio generation inspired by the professional movie production process. We first capture semantic and temporal synchronized "on-screen" sound by training a prediction model that predicts three interpretable time-varying audio control signals comprising loudness, pitch, and timbre. These three parameters are subsequently specified as conditions by a cross-attention module. Then, our framework infers "off-screen" sound to complement the generation through cooperative interaction between communicative agents. Each agent takes up specific roles similar to the movie production team and is supervised by an agent called the director. Besides, we investigate when the conditional video consists of multiple scenes, a case frequently seen in videos extracted from movies of considerable length. Consequently, our framework can capture a richer context of audio generation conditioned on video clips extracted from movies.
Abstract:Constructing photorealistic virtual worlds has applications across various fields, but it often requires the extensive labor of highly trained professionals to operate conventional 3D modeling software. To democratize this process, we introduce WorldCraft, a system where large language model (LLM) agents leverage procedural generation to create indoor and outdoor scenes populated with objects, allowing users to control individual object attributes and the scene layout using intuitive natural language commands. In our framework, a coordinator agent manages the overall process and works with two specialized LLM agents to complete the scene creation: ForgeIt, which integrates an ever-growing manual through auto-verification to enable precise customization of individual objects, and ArrangeIt, which formulates hierarchical optimization problems to achieve a layout that balances ergonomic and aesthetic considerations. Additionally, our pipeline incorporates a trajectory control agent, allowing users to animate the scene and operate the camera through natural language interactions. Our system is also compatible with off-the-shelf deep 3D generators to enrich scene assets. Through evaluations and comparisons with state-of-the-art methods, we demonstrate the versatility of WorldCraft, ranging from single-object customization to intricate, large-scale interior and exterior scene designs. This system empowers non-professionals to bring their creative visions to life.
Abstract:Large Reconstruction Models (LRMs) have recently become a popular method for creating 3D foundational models. Training 3D reconstruction models with 2D visual data traditionally requires prior knowledge of camera poses for the training samples, a process that is both time-consuming and prone to errors. Consequently, 3D reconstruction training has been confined to either synthetic 3D datasets or small-scale datasets with annotated poses. In this study, we investigate the feasibility of 3D reconstruction using unposed video data of various objects. We introduce UVRM, a novel 3D reconstruction model capable of being trained and evaluated on monocular videos without requiring any information about the pose. UVRM uses a transformer network to implicitly aggregate video frames into a pose-invariant latent feature space, which is then decoded into a tri-plane 3D representation. To obviate the need for ground-truth pose annotations during training, UVRM employs a combination of the score distillation sampling (SDS) method and an analysis-by-synthesis approach, progressively synthesizing pseudo novel-views using a pre-trained diffusion model. We qualitatively and quantitatively evaluate UVRM's performance on the G-Objaverse and CO3D datasets without relying on pose information. Extensive experiments show that UVRM is capable of effectively and efficiently reconstructing a wide range of 3D objects from unposed videos.
Abstract:We introduce Audio-Agent, a multimodal framework for audio generation, editing and composition based on text or video inputs. Conventional approaches for text-to-audio (TTA) tasks often make single-pass inferences from text descriptions. While straightforward, this design struggles to produce high-quality audio when given complex text conditions. In our method, we utilize a pre-trained TTA diffusion network as the audio generation agent to work in tandem with GPT-4, which decomposes the text condition into atomic, specific instructions, and calls the agent for audio generation. Consequently, Audio-Agent generates high-quality audio that is closely aligned with the provided text or video while also supporting variable-length generation. For video-to-audio (VTA) tasks, most existing methods require training a timestamp detector to synchronize video events with generated audio, a process that can be tedious and time-consuming. We propose a simpler approach by fine-tuning a pre-trained Large Language Model (LLM), e.g., Gemma2-2B-it, to obtain both semantic and temporal conditions to bridge video and audio modality. Thus our framework provides a comprehensive solution for both TTA and VTA tasks without substantial computational overhead in training.
Abstract:Cinematographers adeptly capture the essence of the world, crafting compelling visual narratives through intricate camera movements. Witnessing the strides made by large language models in perceiving and interacting with the 3D world, this study explores their capability to control cameras with human language guidance. We introduce ChatCam, a system that navigates camera movements through conversations with users, mimicking a professional cinematographer's workflow. To achieve this, we propose CineGPT, a GPT-based autoregressive model for text-conditioned camera trajectory generation. We also develop an Anchor Determinator to ensure precise camera trajectory placement. ChatCam understands user requests and employs our proposed tools to generate trajectories, which can be used to render high-quality video footage on radiance field representations. Our experiments, including comparisons to state-of-the-art approaches and user studies, demonstrate our approach's ability to interpret and execute complex instructions for camera operation, showing promising applications in real-world production settings.
Abstract:Recent conditional 3D completion works have mainly relied on CLIP or BERT to encode textual information, which cannot support complex instruction. Meanwhile, large language models (LLMs) have shown great potential in multi-modal understanding and generation tasks. Inspired by the recent advancements of LLM, we present Volume Patch LLM (VP-LLM), which leverages LLMs to perform conditional 3D completion in a single-forward pass. To integrate a 3D model into the LLM tokenization configuration, the incomplete 3D object is first divided into small patches that can be encoded independently. These encoded patches are then fed into an LLM along with the text prompt, instructing the LLM to capture the relations between these patches as well as injecting semantic meanings into the 3D object. Our results demonstrate a strong ability of LLMs to interpret complex text instructions and understand 3D objects, surpassing state-of-the-art diffusion-based 3D completion models in generation quality.
Abstract:Extensions of Neural Radiance Fields (NeRFs) to model dynamic scenes have enabled their near photo-realistic, free-viewpoint rendering. Although these methods have shown some potential in creating immersive experiences, two drawbacks limit their ubiquity: (i) a significant reduction in reconstruction quality when the computing budget is limited, and (ii) a lack of semantic understanding of the underlying scenes. To address these issues, we introduce Gear-NeRF, which leverages semantic information from powerful image segmentation models. Our approach presents a principled way for learning a spatio-temporal (4D) semantic embedding, based on which we introduce the concept of gears to allow for stratified modeling of dynamic regions of the scene based on the extent of their motion. Such differentiation allows us to adjust the spatio-temporal sampling resolution for each region in proportion to its motion scale, achieving more photo-realistic dynamic novel view synthesis. At the same time, almost for free, our approach enables free-viewpoint tracking of objects of interest - a functionality not yet achieved by existing NeRF-based methods. Empirical studies validate the effectiveness of our method, where we achieve state-of-the-art rendering and tracking performance on multiple challenging datasets.