Abstract:Controllable character animation is an emerging task that generates character videos controlled by pose sequences from given character images. Although character consistency has made significant progress via reference UNet, another crucial factor, pose control, has not been well studied by existing methods yet, resulting in several issues: 1) The generation may fail when the input pose sequence is corrupted. 2) The hands generated using the DWPose sequence are blurry and unrealistic. 3) The generated video will be shaky if the pose sequence is not smooth enough. In this paper, we present RealisDance to handle all the above issues. RealisDance adaptively leverages three types of poses, avoiding failed generation caused by corrupted pose sequences. Among these pose types, HaMeR provides accurate 3D and depth information of hands, enabling RealisDance to generate realistic hands even for complex gestures. Besides using temporal attention in the main UNet, RealisDance also inserts temporal attention into the pose guidance network, smoothing the video from the pose condition aspect. Moreover, we introduce pose shuffle augmentation during training to further improve generation robustness and video smoothness. Qualitative experiments demonstrate the superiority of RealisDance over other existing methods, especially in hand quality.
Abstract:In recent years, diffusion models have revolutionized visual generation, outperforming traditional frameworks like Generative Adversarial Networks (GANs). However, generating images of humans with realistic semantic parts, such as hands and faces, remains a significant challenge due to their intricate structural complexity. To address this issue, we propose a novel post-processing solution named RealisHuman. The RealisHuman framework operates in two stages. First, it generates realistic human parts, such as hands or faces, using the original malformed parts as references, ensuring consistent details with the original image. Second, it seamlessly integrates the rectified human parts back into their corresponding positions by repainting the surrounding areas to ensure smooth and realistic blending. The RealisHuman framework significantly enhances the realism of human generation, as demonstrated by notable improvements in both qualitative and quantitative metrics. Code is available at https://github.com/Wangbenzhi/RealisHuman.
Abstract:Existing score distillation methods are sensitive to classifier-free guidance (CFG) scale: manifested as over-smoothness or instability at small CFG scales, while over-saturation at large ones. To explain and analyze these issues, we revisit the derivation of Score Distillation Sampling (SDS) and decipher existing score distillation with the Wasserstein Generative Adversarial Network (WGAN) paradigm. With the WGAN paradigm, we find that existing score distillation either employs a fixed sub-optimal discriminator or conducts incomplete discriminator optimization, resulting in the scale-sensitive issue. We propose the Adversarial Score Distillation (ASD), which maintains an optimizable discriminator and updates it using the complete optimization objective. Experiments show that the proposed ASD performs favorably in 2D distillation and text-to-3D tasks against existing methods. Furthermore, to explore the generalization ability of our WGAN paradigm, we extend ASD to the image editing task, which achieves competitive results. The project page and code are at https://github.com/2y7c3/ASD.
Abstract:The research fields of parametric face models and 3D face reconstruction have been extensively studied. However, a critical question remains unanswered: how to tailor the face model for specific reconstruction settings. We argue that reconstruction with multi-view uncalibrated images demands a new model with stronger capacity. Our study shifts attention from data-dependent 3D Morphable Models (3DMM) to an understudied human-designed skinning model. We propose Adaptive Skinning Model (ASM), which redefines the skinning model with more compact and fully tunable parameters. With extensive experiments, we demonstrate that ASM achieves significantly improved capacity than 3DMM, with the additional advantage of model size and easy implementation for new topology. We achieve state-of-the-art performance with ASM for multi-view reconstruction on the Florence MICC Coop benchmark. Our quantitative analysis demonstrates the importance of a high-capacity model for fully exploiting abundant information from multi-view input in reconstruction. Furthermore, our model with physical-semantic parameters can be directly utilized for real-world applications, such as in-game avatar creation. As a result, our work opens up new research directions for the parametric face models and facilitates future research on multi-view reconstruction.
Abstract:Self-attention is powerful in modeling long-range dependencies, but it is weak in local finer-level feature learning. The performance of local self-attention (LSA) is just on par with convolution and inferior to dynamic filters, which puzzles researchers on whether to use LSA or its counterparts, which one is better, and what makes LSA mediocre. To clarify these, we comprehensively investigate LSA and its counterparts from two sides: \emph{channel setting} and \emph{spatial processing}. We find that the devil lies in the generation and application of spatial attention, where relative position embeddings and the neighboring filter application are key factors. Based on these findings, we propose the enhanced local self-attention (ELSA) with Hadamard attention and the ghost head. Hadamard attention introduces the Hadamard product to efficiently generate attention in the neighboring case, while maintaining the high-order mapping. The ghost head combines attention maps with static matrices to increase channel capacity. Experiments demonstrate the effectiveness of ELSA. Without architecture / hyperparameter modification, drop-in replacing LSA with ELSA boosts Swin Transformer \cite{swin} by up to +1.4 on top-1 accuracy. ELSA also consistently benefits VOLO \cite{volo} from D1 to D5, where ELSA-VOLO-D5 achieves 87.2 on the ImageNet-1K without extra training images. In addition, we evaluate ELSA in downstream tasks. ELSA significantly improves the baseline by up to +1.9 box Ap / +1.3 mask Ap on the COCO, and by up to +1.9 mIoU on the ADE20K. Code is available at \url{https://github.com/damo-cv/ELSA}.
Abstract:Vision transformers (ViTs) have been an alternative design paradigm to convolutional neural networks (CNNs). However, the training of ViTs is much harder than CNNs, as it is sensitive to the training parameters, such as learning rate, optimizer and warmup epoch. The reasons for training difficulty are empirically analysed in ~\cite{xiao2021early}, and the authors conjecture that the issue lies with the \textit{patchify-stem} of ViT models and propose that early convolutions help transformers see better. In this paper, we further investigate this problem and extend the above conclusion: only early convolutions do not help for stable training, but the scaled ReLU operation in the \textit{convolutional stem} (\textit{conv-stem}) matters. We verify, both theoretically and empirically, that scaled ReLU in \textit{conv-stem} not only improves training stabilization, but also increases the diversity of patch tokens, thus boosting peak performance with a large margin via adding few parameters and flops. In addition, extensive experiments are conducted to demonstrate that previous ViTs are far from being well trained, further showing that ViTs have great potential to be a better substitute of CNNs.
Abstract:Convolution is one of the basic building blocks of CNN architectures. Despite its common use, standard convolution has two main shortcomings: Content-agnostic and Computation-heavy. Dynamic filters are content-adaptive, while further increasing the computational overhead. Depth-wise convolution is a lightweight variant, but it usually leads to a drop in CNN performance or requires a larger number of channels. In this work, we propose the Decoupled Dynamic Filter (DDF) that can simultaneously tackle both of these shortcomings. Inspired by recent advances in attention, DDF decouples a depth-wise dynamic filter into spatial and channel dynamic filters. This decomposition considerably reduces the number of parameters and limits computational costs to the same level as depth-wise convolution. Meanwhile, we observe a significant boost in performance when replacing standard convolution with DDF in classification networks. ResNet50 / 101 get improved by 1.9% and 1.3% on the top-1 accuracy, while their computational costs are reduced by nearly half. Experiments on the detection and joint upsampling networks also demonstrate the superior performance of the DDF upsampling variant (DDF-Up) in comparison with standard convolution and specialized content-adaptive layers.