Abstract:The existing methods for audio-driven talking head video editing have the limitations of poor visual effects. This paper tries to tackle this problem through editing talking face images seamless with different emotions based on two modules: (1) an audio-to-landmark module, consisting of the CrossReconstructed Emotion Disentanglement and an alignment network module. It bridges the gap between speech and facial motions by predicting corresponding emotional landmarks from speech; (2) a landmark-based editing module edits face videos via StyleGAN. It aims to generate the seamless edited video consisting of the emotion and content components from the input audio. Extensive experiments confirm that compared with state-of-the-arts methods, our method provides high-resolution videos with high visual quality.
Abstract:This paper presents a novel approach 4DRecons that takes a single camera RGB-D sequence of a dynamic subject as input and outputs a complete textured deforming 3D model over time. 4DRecons encodes the output as a 4D neural implicit surface and presents an optimization procedure that combines a data term and two regularization terms. The data term fits the 4D implicit surface to the input partial observations. We address fundamental challenges in fitting a complete implicit surface to partial observations. The first regularization term enforces that the deformation among adjacent frames is as rigid as possible (ARAP). To this end, we introduce a novel approach to compute correspondences between adjacent textured implicit surfaces, which are used to define the ARAP regularization term. The second regularization term enforces that the topology of the underlying object remains fixed over time. This regularization is critical for avoiding self-intersections that are typical in implicit-based reconstructions. We have evaluated the performance of 4DRecons on a variety of datasets. Experimental results show that 4DRecons can handle large deformations and complex inter-part interactions and outperform state-of-the-art approaches considerably.
Abstract:Parametric 3D models have enabled a wide variety of computer vision and graphics tasks, such as modeling human faces, bodies and hands. In 3D face modeling, 3DMM is the most widely used parametric model, but can't generate fine geometric details solely from identity and expression inputs. To tackle this limitation, we propose a neural parametric model named DNPM for the facial geometric details, which utilizes deep neural network to extract latent codes from facial displacement maps encoding details and wrinkles. Built upon DNPM, a novel 3DMM named Detailed3DMM is proposed, which augments traditional 3DMMs by including the synthesis of facial details only from the identity and expression inputs. Moreover, we show that DNPM and Detailed3DMM can facilitate two downstream applications: speech-driven detailed 3D facial animation and 3D face reconstruction from a degraded image. Extensive experiments have shown the usefulness of DNPM and Detailed3DMM, and the progressiveness of two proposed applications.
Abstract:We present a new loss function for joint disparity and uncertainty estimation in deep stereo matching. Our work is motivated by the need for precise uncertainty estimates and the observation that multi-task learning often leads to improved performance in all tasks. We show that this can be achieved by requiring the distribution of uncertainty to match the distribution of disparity errors via a KL divergence term in the network's loss function. A differentiable soft-histogramming technique is used to approximate the distributions so that they can be used in the loss. We experimentally assess the effectiveness of our approach and observe significant improvements in both disparity and uncertainty prediction on large datasets.
Abstract:The shift-enabled property of an underlying graph is essential in designing distributed filters. This article discusses when a random graph is shift-enabled. In particular, popular graph models ER, WS, BA random graph are used, weighted and unweighted, as well as signed graphs. Our results show that the considered unweighted connected random graphs are shift-enabled with high probability when the number of edges is moderately high. However, very dense graphs, as well as fully connected graphs, are not shift-enabled. Interestingly, this behaviour is not observed for weighted connected graphs, which are always shift-enabled unless the number of edges in the graph is very low.
Abstract:Most recent state-of-the-art Visual Question Answering (VQA) systems are opaque black boxes that are only trained to fit the answer distribution given the question and visual content. As a result, these systems frequently take shortcuts, focusing on simple visual concepts or question priors. This phenomenon becomes more problematic as the questions become complex that requires more reasoning and commonsense knowledge. To address this issue, we present a novel framework that uses explanations for competing answers to help VQA systems select the correct answer. By training on human textual explanations, our framework builds better representations for the questions and visual content, and then reweights confidences in the answer candidates using either generated or retrieved explanations from the training set. We evaluate our framework on the VQA-X dataset, which has more difficult questions with human explanations, achieving new state-of-the-art results on both VQA and its explanations.
Abstract:Dropout as a regularizer in deep neural networks has been less effective in convolutional layers than in fully connected layers. This is due to the fact that dropout drops features randomly. When features are spatially correlated as in the case of convolutional layers, information about the dropped pixels can still propagate to the next layers via neighboring pixels. In order to address this problem, more structured forms of dropout have been proposed. A drawback of these methods is that they do not adapt to the data. In this work, we introduce a novel structured regularization for convolutional layers, which we call DropCluster. Our regularizer relies on data-driven structure. It finds clusters of correlated features in convolutional layer outputs and drops the clusters randomly at each iteration. The clusters are learned and updated during model training so that they adapt both to the data and to the model weights. Our experiments on the ResNet-50 architecture demonstrate that our approach achieves better performance than DropBlock or other existing structured dropout variants. We also demonstrate the robustness of our approach when the size of training data is limited and when there is corruption in the data at test time.
Abstract:Full 3D estimation of human pose from a single image remains a challenging task despite many recent advances. In this paper, we explore the hypothesis that strong prior information about scene geometry can be used to improve pose estimation accuracy. To tackle this question empirically, we have assembled a novel $\textbf{Geometric Pose Affordance}$ dataset, consisting of multi-view imagery of people interacting with a variety of rich 3D environments. We utilized a commercial motion capture system to collect gold-standard estimates of pose and construct accurate geometric 3D CAD models of the scene itself. To inject prior knowledge of scene constraints into existing frameworks for pose estimation from images, we introduce a novel, view-based representation of scene geometry, a $\textbf{multi-layer depth map}$, which employs multi-hit ray tracing to concisely encode multiple surface entry and exit points along each camera view ray direction. We propose two different mechanisms for integrating multi-layer depth information pose estimation: input as encoded ray features used in lifting 2D pose to full 3D, and secondly as a differentiable loss that encourages learned models to favor geometrically consistent pose estimates. We show experimentally that these techniques can improve the accuracy of 3D pose estimates, particularly in the presence of occlusion and complex scene geometry.
Abstract:Representing entities and relations in an embedding space is a well-studied approach for machine learning on relational data. Existing approaches, however, primarily focus on simple link structure between a finite set of entities, ignoring the variety of data types that are often used in knowledge bases, such as text, images, and numerical values. In this paper, we propose multimodal knowledge base embeddings (MKBE) that use different neural encoders for this variety of observed data, and combine them with existing relational models to learn embeddings of the entities and multimodal data. Further, using these learned embedings and different neural decoders, we introduce a novel multimodal imputation model to generate missing multimodal values, like text and images, from information in the knowledge base. We enrich existing relational datasets to create two novel benchmarks that contain additional information such as textual descriptions and images of the original entities. We demonstrate that our models utilize this additional information effectively to provide more accurate link prediction, achieving state-of-the-art results with a considerable gap of 5-7% over existing methods. Further, we evaluate the quality of our generated multimodal values via a user study. We have release the datasets and the open-source implementation of our models at https://github.com/pouyapez/mkbe