Abstract:In this work, we present Semantic Gesticulator, a novel framework designed to synthesize realistic gestures accompanying speech with strong semantic correspondence. Semantically meaningful gestures are crucial for effective non-verbal communication, but such gestures often fall within the long tail of the distribution of natural human motion. The sparsity of these movements makes it challenging for deep learning-based systems, trained on moderately sized datasets, to capture the relationship between the movements and the corresponding speech semantics. To address this challenge, we develop a generative retrieval framework based on a large language model. This framework efficiently retrieves suitable semantic gesture candidates from a motion library in response to the input speech. To construct this motion library, we summarize a comprehensive list of commonly used semantic gestures based on findings in linguistics, and we collect a high-quality motion dataset encompassing both body and hand movements. We also design a novel GPT-based model with strong generalization capabilities to audio, capable of generating high-quality gestures that match the rhythm of speech. Furthermore, we propose a semantic alignment mechanism to efficiently align the retrieved semantic gestures with the GPT's output, ensuring the naturalness of the final animation. Our system demonstrates robustness in generating gestures that are rhythmically coherent and semantically explicit, as evidenced by a comprehensive collection of examples. User studies confirm the quality and human-likeness of our results, and show that our system outperforms state-of-the-art systems in terms of semantic appropriateness by a clear margin.
Abstract:Animatable 3D reconstruction has significant applications across various fields, primarily relying on artists' handcraft creation. Recently, some studies have successfully constructed animatable 3D models from monocular videos. However, these approaches require sufficient view coverage of the object within the input video and typically necessitate significant time and computational costs for training and rendering. This limitation restricts the practical applications. In this work, we propose a method to build animatable 3D Gaussian Splatting from monocular video with diffusion priors. The 3D Gaussian representations significantly accelerate the training and rendering process, and the diffusion priors allow the method to learn 3D models with limited viewpoints. We also present the rigid regularization to enhance the utilization of the priors. We perform an extensive evaluation across various real-world videos, demonstrating its superior performance compared to the current state-of-the-art methods.
Abstract:Diffusion models have recently become the de-facto approach for generative modeling in the 2D domain. However, extending diffusion models to 3D is challenging due to the difficulties in acquiring 3D ground truth data for training. On the other hand, 3D GANs that integrate implicit 3D representations into GANs have shown remarkable 3D-aware generation when trained only on single-view image datasets. However, 3D GANs do not provide straightforward ways to precisely control image synthesis. To address these challenges, We present Control3Diff, a 3D diffusion model that combines the strengths of diffusion models and 3D GANs for versatile, controllable 3D-aware image synthesis for single-view datasets. Control3Diff explicitly models the underlying latent distribution (optionally conditioned on external inputs), thus enabling direct control during the diffusion process. Moreover, our approach is general and applicable to any type of controlling input, allowing us to train it with the same diffusion objective without any auxiliary supervision. We validate the efficacy of Control3Diff on standard image generation benchmarks, including FFHQ, AFHQ, and ShapeNet, using various conditioning inputs such as images, sketches, and text prompts. Please see the project website (\url{https://jiataogu.me/control3diff}) for video comparisons.
Abstract:Automatic synthesis of realistic co-speech gestures is an increasingly important yet challenging task in artificial embodied agent creation. Previous systems mainly focus on generating gestures in an end-to-end manner, which leads to difficulties in mining the clear rhythm and semantics due to the complex yet subtle harmony between speech and gestures. We present a novel co-speech gesture synthesis method that achieves convincing results both on the rhythm and semantics. For the rhythm, our system contains a robust rhythm-based segmentation pipeline to ensure the temporal coherence between the vocalization and gestures explicitly. For the gesture semantics, we devise a mechanism to effectively disentangle both low- and high-level neural embeddings of speech and motion based on linguistic theory. The high-level embedding corresponds to semantics, while the low-level embedding relates to subtle variations. Lastly, we build correspondence between the hierarchical embeddings of the speech and the motion, resulting in rhythm- and semantics-aware gesture synthesis. Evaluations with existing objective metrics, a newly proposed rhythmic metric, and human feedback show that our method outperforms state-of-the-art systems by a clear margin.
Abstract:We propose a new method for learning a generalized animatable neural human representation from a sparse set of multi-view imagery of multiple persons. The learned representation can be used to synthesize novel view images of an arbitrary person from a sparse set of cameras, and further animate them with the user's pose control. While existing methods can either generalize to new persons or synthesize animations with user control, none of them can achieve both at the same time. We attribute this accomplishment to the employment of a 3D proxy for a shared multi-person human model, and further the warping of the spaces of different poses to a shared canonical pose space, in which we learn a neural field and predict the person- and pose-dependent deformations, as well as appearance with the features extracted from input images. To cope with the complexity of the large variations in body shapes, poses, and clothing deformations, we design our neural human model with disentangled geometry and appearance. Furthermore, we utilize the image features both at the spatial point and on the surface points of the 3D proxy for predicting person- and pose-dependent properties. Experiments show that our method significantly outperforms the state-of-the-arts on both tasks. The video and code are available at https://talegqz.github.io/neural_novel_actor.
Abstract:Co-part segmentation is an important problem in computer vision for its rich applications. We propose an unsupervised learning approach for co-part segmentation from images. For the training stage, we leverage motion information embedded in videos and explicitly extract latent representations to segment meaningful object parts. More importantly, we introduce a dual procedure of part-assembly to form a closed loop with part-segmentation, enabling an effective self-supervision. We demonstrate the effectiveness of our approach with a host of extensive experiments, ranging from human bodies, hands, quadruped, and robot arms. We show that our approach can achieve meaningful and compact part segmentation, outperforming state-of-the-art approaches on diverse benchmarks.