Abstract:Video generation, by leveraging a dynamic visual generation method, pushes the boundaries of Artificial Intelligence Generated Content (AIGC). Video generation presents unique challenges beyond static image generation, requiring both high-quality individual frames and temporal coherence to maintain consistency across the spatiotemporal sequence. Recent works have aimed at addressing the spatiotemporal consistency issue in video generation, while few literature review has been organized from this perspective. This gap hinders a deeper understanding of the underlying mechanisms for high-quality video generation. In this survey, we systematically review the recent advances in video generation, covering five key aspects: foundation models, information representations, generation schemes, post-processing techniques, and evaluation metrics. We particularly focus on their contributions to maintaining spatiotemporal consistency. Finally, we discuss the future directions and challenges in this field, hoping to inspire further efforts to advance the development of video generation.
Abstract:This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.
Abstract:State-of-the-art methods for mesh detailization predominantly utilize Generative Adversarial Networks (GANs) to generate detailed meshes from coarse ones. These methods typically learn a specific style code for each category or similar categories without enforcing geometry supervision across different Levels of Detail (LODs). Consequently, such methods often fail to generalize across a broader range of categories and cannot ensure shape consistency throughout the detailization process. In this paper, we introduce MARS, a novel approach for 3D shape detailization. Our method capitalizes on a novel multi-LOD, multi-category mesh representation to learn shape-consistent mesh representations in latent space across different LODs. We further propose a mesh autoregressive model capable of generating such latent representations through next-LOD token prediction. This approach significantly enhances the realism of the generated shapes. Extensive experiments conducted on the challenging 3D Shape Detailization benchmark demonstrate that our proposed MARS model achieves state-of-the-art performance, surpassing existing methods in both qualitative and quantitative assessments. Notably, the model's capability to generate fine-grained details while preserving the overall shape integrity is particularly commendable.
Abstract:While recent advancements have shown remarkable progress in general 3D shape generation models, the challenge of leveraging these approaches to automatically generate wearable 3D assets remains unexplored. To this end, we present BAG, a Body-aligned Asset Generation method to output 3D wearable asset that can be automatically dressed on given 3D human bodies. This is achived by controlling the 3D generation process using human body shape and pose information. Specifically, we first build a general single-image to consistent multiview image diffusion model, and train it on the large Objaverse dataset to achieve diversity and generalizability. Then we train a Controlnet to guide the multiview generator to produce body-aligned multiview images. The control signal utilizes the multiview 2D projections of the target human body, where pixel values represent the XYZ coordinates of the body surface in a canonical space. The body-conditioned multiview diffusion generates body-aligned multiview images, which are then fed into a native 3D diffusion model to produce the 3D shape of the asset. Finally, by recovering the similarity transformation using multiview silhouette supervision and addressing asset-body penetration with physics simulators, the 3D asset can be accurately fitted onto the target human body. Experimental results demonstrate significant advantages over existing methods in terms of image prompt-following capability, shape diversity, and shape quality. Our project page is available at https://bag-3d.github.io/.
Abstract:Recently, Transformer networks have demonstrated outstanding performance in the field of image restoration due to the global receptive field and adaptability to input. However, the quadratic computational complexity of Softmax-attention poses a significant limitation on its extensive application in image restoration tasks, particularly for high-resolution images. To tackle this challenge, we propose a novel variant of the Transformer. This variant leverages the Taylor expansion to approximate the Softmax-attention and utilizes the concept of norm-preserving mapping to approximate the remainder of the first-order Taylor expansion, resulting in a linear computational complexity. Moreover, we introduce a multi-branch architecture featuring multi-scale patch embedding into the proposed Transformer, which has four distinct advantages: 1) various sizes of the receptive field; 2) multi-level semantic information; 3) flexible shapes of the receptive field; 4) accelerated training and inference speed. Hence, the proposed model, named the second version of Taylor formula expansion-based Transformer (for short MB-TaylorFormer V2) has the capability to concurrently process coarse-to-fine features, capture long-distance pixel interactions with limited computational cost, and improve the approximation of the Taylor expansion remainder. Experimental results across diverse image restoration benchmarks demonstrate that MB-TaylorFormer V2 achieves state-of-the-art performance in multiple image restoration tasks, such as image dehazing, deraining, desnowing, motion deblurring, and denoising, with very little computational overhead. The source code is available at https://github.com/FVL2020/MB-TaylorFormerV2.
Abstract:This paper proposes DoubleDiffusion, a novel framework that combines heat dissipation diffusion and denoising diffusion for direct generative learning on 3D mesh surfaces. Our approach addresses the challenges of generating continuous signal distributions residing on a curve manifold surface. Unlike previous methods that rely on unrolling 3D meshes into 2D or adopting field representations, DoubleDiffusion leverages the Laplacian-Beltrami operator to process features respecting the mesh structure. This combination enables effective geometry-aware signal diffusion across the underlying geometry. As shown in Fig.~\ref{fig:teaser}, we demonstrate that DoubleDiffusion has the ability to generate RGB signal distributions on complex 3D mesh surfaces and achieves per-category shape-conditioned texture generation across different shape geometry. Our work contributes a new direction in diffusion-based generative modeling on 3D surfaces, with potential applications in the field of 3D asset generation.
Abstract:Generative modeling of 3D human bodies have been studied extensively in computer vision. The core is to design a compact latent representation that is both expressive and semantically interpretable, yet existing approaches struggle to achieve both requirements. In this work, we introduce JADE, a generative framework that learns the variations of human shapes with fined-grained control. Our key insight is a joint-aware latent representation that decomposes human bodies into skeleton structures, modeled by joint positions, and local surface geometries, characterized by features attached to each joint. This disentangled latent space design enables geometric and semantic interpretation, facilitating users with flexible controllability. To generate coherent and plausible human shapes under our proposed decomposition, we also present a cascaded pipeline where two diffusions are employed to model the distribution of skeleton structures and local surface geometries respectively. Extensive experiments are conducted on public datasets, where we demonstrate the effectiveness of JADE framework in multiple tasks in terms of autoencoding reconstruction accuracy, editing controllability and generation quality compared with existing methods.
Abstract:Diffusion models have demonstrated remarkable success in dense prediction problems, which aims to model per-pixel relationship between RGB images and dense signal maps, thanks to their ability to effectively capture complex data distributions. However, initiating the reverse sampling trajectory from uninformative noise prior introduces limitations such as degraded performance and slow inference speed. In this work, we propose DPBridge, a generative framework that formulates dense prediction tasks as image-conditioned generation problems and establishes a direct mapping between input image and its corresponding dense map based on fully-tractable diffusion bridge process. This approach addresses aforementioned limitations in conventional diffusion-based solutions. In addition, we introduce finetuning strategies to adapt our model from pretrained image diffusion backbone, leveraging its rich visual prior knowledge to facilitate both efficient training and robust generalization ability. Experimental results shows that our DPBridge can achieve competitive performance compared to both feed-forward and diffusion-based approaches across various benchmarks, highlighting its effectiveness and adaptability.
Abstract:Scene generation is crucial to many computer graphics applications. Recent advances in generative AI have streamlined sketch-to-image workflows, easing the workload for artists and designers in creating scene concept art. However, these methods often struggle for complex scenes with multiple detailed objects, sometimes missing small or uncommon instances. In this paper, we propose a Training-free Triplet Tuning for Sketch-to-Scene (T3-S2S) generation after reviewing the entire cross-attention mechanism. This scheme revitalizes the existing ControlNet model, enabling effective handling of multi-instance generations, involving prompt balance, characteristics prominence, and dense tuning. Specifically, this approach enhances keyword representation via the prompt balance module, reducing the risk of missing critical instances. It also includes a characteristics prominence module that highlights TopK indices in each channel, ensuring essential features are better represented based on token sketches. Additionally, it employs dense tuning to refine contour details in the attention map, compensating for instance-related regions. Experiments validate that our triplet tuning approach substantially improves the performance of existing sketch-to-image models. It consistently generates detailed, multi-instance 2D images, closely adhering to the input prompts and enhancing visual quality in complex multi-instance scenes. Code is available at https://github.com/chaos-sun/t3s2s.git.
Abstract:3D shape analysis has been largely focused on traditional 3D representations of point clouds and meshes, but the discrete nature of these data makes the analysis susceptible to variations in input resolutions. Recent development of neural fields brings in level-set parameters from signed distance functions as a novel, continuous, and numerical representation of 3D shapes, where the shape surfaces are defined as zero-level-sets of those functions. This motivates us to extend shape analysis from the traditional 3D data to these novel parameter data. Since the level-set parameters are not Euclidean like point clouds, we establish correlations across different shapes by formulating them as a pseudo-normal distribution, and learn the distribution prior from the respective dataset. To further explore the level-set parameters with shape transformations, we propose to condition a subset of these parameters on rotations and translations, and generate them with a hypernetwork. This simplifies the pose-related shape analysis compared to using traditional data. We demonstrate the promise of the novel representations through applications in shape classification (arbitrary poses), retrieval, and 6D object pose estimation. Code and data in this research are provided at https://github.com/EnyaHermite/LevelSetParamData.