Abstract:Multimodal Entity Linking (MEL) is extensively utilized in the domains of information retrieval. However, existing MEL methods typically utilize mention words as mentions for retrieval. This results in a significant dependence of MEL on mention words, thereby constraining its capacity to effectively leverage information from both images and text. In situations where mention words are absent, MEL methods struggle to leverage image-text pairs for entity linking. To solve these issues, we introduce a Visual Prompts guided Multimodal Entity Linking (VP-MEL) task. VP-MEL directly marks specific regions within the image. These markers are referred to as visual prompts in VP-MEL. Without mention words, VP-MEL aims to utilize marked image-text pairs to align visual prompts with specific entities in the knowledge bases. A new dataset for the VP-MEL task, VPWiki, is proposed in this paper. Moreover, we propose a framework named FBMEL, which enhances the significance of visual prompts and fully leverages the information in image-text pairs. Experimental results on the VPWiki dataset demonstrate that FBMEL outperforms baseline methods across multiple benchmarks for the VP-MEL task.
Abstract:Significant advancements in video diffusion models have brought substantial progress to the field of text-to-video (T2V) synthesis. However, existing T2V synthesis model struggle to accurately generate complex motion dynamics, leading to a reduction in video realism. One possible solution is to collect massive data and train the model on it, but this would be extremely expensive. To alleviate this problem, in this paper, we reformulate the typical T2V generation process as a search-based generation pipeline. Instead of scaling up the model training, we employ existing videos as the motion prior database. Specifically, we divide T2V generation process into two steps: (i) For a given prompt input, we search existing text-video datasets to find videos with text labels that closely match the prompt motions. We propose a tailored search algorithm that emphasizes object motion features. (ii) Retrieved videos are processed and distilled into motion priors to fine-tune a pre-trained base T2V model, followed by generating desired videos using input prompt. By utilizing the priors gleaned from the searched videos, we enhance the realism of the generated videos' motion. All operations can be finished on a single NVIDIA RTX 4090 GPU. We validate our method against state-of-the-art T2V models across diverse prompt inputs. The code will be public.
Abstract:Implementing fine-grained emotion control is crucial for emotion generation tasks because it enhances the expressive capability of the generative model, allowing it to accurately and comprehensively capture and express various nuanced emotional states, thereby improving the emotional quality and personalization of generated content. Generating fine-grained facial animations that accurately portray emotional expressions using only a portrait and an audio recording presents a challenge. In order to address this challenge, we propose a visual attribute-guided audio decoupler. This enables the obtention of content vectors solely related to the audio content, enhancing the stability of subsequent lip movement coefficient predictions. To achieve more precise emotional expression, we introduce a fine-grained emotion coefficient prediction module. Additionally, we propose an emotion intensity control method using a fine-grained emotion matrix. Through these, effective control over emotional expression in the generated videos and finer classification of emotion intensity are accomplished. Subsequently, a series of 3DMM coefficient generation networks are designed to predict 3D coefficients, followed by the utilization of a rendering network to generate the final video. Our experimental results demonstrate that our proposed method, EmoSpeaker, outperforms existing emotional talking face generation methods in terms of expression variation and lip synchronization. Project page: https://peterfanfan.github.io/EmoSpeaker/
Abstract:Multi-camera perception tasks have gained significant attention in the field of autonomous driving. However, existing frameworks based on Lift-Splat-Shoot (LSS) in the multi-camera setting cannot produce suitable dense 3D features due to the projection nature and uncontrollable densification process. To resolve this problem, we propose to regulate intermediate dense 3D features with the help of volume rendering. Specifically, we employ volume rendering to process the dense 3D features to obtain corresponding 2D features (e.g., depth maps, semantic maps), which are supervised by associated labels in the training. This manner regulates the generation of dense 3D features on the feature level, providing appropriate dense and unified features for multiple perception tasks. Therefore, our approach is termed Vampire, stands for "Volume rendering As Multi-camera Perception Intermediate feature REgulator". Experimental results on the Occ3D and nuScenes datasets demonstrate that Vampire facilitates fine-grained and appropriate extraction of dense 3D features, and is competitive with existing SOTA methods across diverse downstream perception tasks like 3D occupancy prediction, LiDAR segmentation and 3D objection detection, while utilizing moderate GPU resources. We provide a video demonstration in the supplementary materials and Codes are available at github.com/cskkxjk/Vampire.
Abstract:Recent one-shot video tuning methods, which fine-tune the network on a specific video based on pre-trained text-to-image models (e.g., Stable Diffusion), are popular in the community because of the flexibility. However, these methods often produce videos marred by incoherence and inconsistency. To address these limitations, this paper introduces a simple yet effective noise constraint across video frames. This constraint aims to regulate noise predictions across their temporal neighbors, resulting in smooth latents. It can be simply included as a loss term during the training phase. By applying the loss to existing one-shot video tuning methods, we significantly improve the overall consistency and smoothness of the generated videos. Furthermore, we argue that current video evaluation metrics inadequately capture smoothness. To address this, we introduce a novel metric that considers detailed features and their temporal dynamics. Experimental results validate the effectiveness of our approach in producing smoother videos on various one-shot video tuning baselines. The source codes and video demos are available at \href{https://github.com/SPengLiang/SmoothVideo}{https://github.com/SPengLiang/SmoothVideo}.
Abstract:Graph matching is one of the most significant graph analytic tasks in practice, which aims to find the node correspondence across different graphs. Most existing approaches rely on adjacency matrices or node embeddings when matching graphs, whose performances are often sub-optimal because of not fully leveraging the multi-modal information hidden in graphs, such as node attributes, subgraph structures, etc. In this study, we propose a novel and effective graph matching method based on a differentiable hierarchical optimal transport (HOT) framework, called DHOT-GM. Essentially, our method represents each graph as a set of relational matrices corresponding to the information of different modalities. Given two graphs, we enumerate all relational matrix pairs and obtain their matching results, and accordingly, infer the node correspondence by the weighted averaging of the matching results. This method can be implemented as computing the HOT distance between the two graphs -- each matching result is an optimal transport plan associated with the Gromov-Wasserstein (GW) distance between two relational matrices, and the weights of all matching results are the elements of an upper-level optimal transport plan defined on the matrix sets. We propose a bi-level optimization algorithm to compute the HOT distance in a differentiable way, making the significance of the relational matrices adjustable. Experiments on various graph matching tasks demonstrate the superiority and robustness of our method compared to state-of-the-art approaches.
Abstract:In the field of monocular 3D detection, it is common practice to utilize scene geometric clues to enhance the detector's performance. However, many existing works adopt these clues explicitly such as estimating a depth map and back-projecting it into 3D space. This explicit methodology induces sparsity in 3D representations due to the increased dimensionality from 2D to 3D, and leads to substantial information loss, especially for distant and occluded objects. To alleviate this issue, we propose MonoNeRD, a novel detection framework that can infer dense 3D geometry and occupancy. Specifically, we model scenes with Signed Distance Functions (SDF), facilitating the production of dense 3D representations. We treat these representations as Neural Radiance Fields (NeRF) and then employ volume rendering to recover RGB images and depth maps. To the best of our knowledge, this work is the first to introduce volume rendering for M3D, and demonstrates the potential of implicit reconstruction for image-based 3D perception. Extensive experiments conducted on the KITTI-3D benchmark and Waymo Open Dataset demonstrate the effectiveness of MonoNeRD. Codes are available at https://github.com/cskkxjk/MonoNeRD.
Abstract:Monocular 3D detection is a challenging task due to the lack of accurate 3D information. Existing approaches typically rely on geometry constraints and dense depth estimates to facilitate the learning, but often fail to fully exploit the benefits of three-dimensional feature extraction in frustum and 3D space. In this paper, we propose \textbf{OccupancyM3D}, a method of learning occupancy for monocular 3D detection. It directly learns occupancy in frustum and 3D space, leading to more discriminative and informative 3D features and representations. Specifically, by using synchronized raw sparse LiDAR point clouds, we define the space status and generate voxel-based occupancy labels. We formulate occupancy prediction as a simple classification problem and design associated occupancy losses. Resulting occupancy estimates are employed to enhance original frustum/3D features. As a result, experiments on KITTI and Waymo open datasets demonstrate that the proposed method achieves a new state of the art and surpasses other methods by a significant margin. Codes and pre-trained models will be available at \url{https://github.com/SPengLiang/OccupancyM3D}.