Abstract:We present a unified controllable video generation approach AnimateAnything that facilitates precise and consistent video manipulation across various conditions, including camera trajectories, text prompts, and user motion annotations. Specifically, we carefully design a multi-scale control feature fusion network to construct a common motion representation for different conditions. It explicitly converts all control information into frame-by-frame optical flows. Then we incorporate the optical flows as motion priors to guide final video generation. In addition, to reduce the flickering issues caused by large-scale motion, we propose a frequency-based stabilization module. It can enhance temporal coherence by ensuring the video's frequency domain consistency. Experiments demonstrate that our method outperforms the state-of-the-art approaches. For more details and videos, please refer to the webpage: https://yu-shaonian.github.io/Animate_Anything/.
Abstract:Shadows can originate from occlusions in both direct and indirect illumination. Although most current shadow removal research focuses on shadows caused by direct illumination, shadows from indirect illumination are often just as pervasive, particularly in indoor scenes. A significant challenge in removing shadows from indirect illumination is obtaining shadow-free images to train the shadow removal network. To overcome this challenge, we propose a novel rendering pipeline for generating shadowed and shadow-free images under direct and indirect illumination, and create a comprehensive synthetic dataset that contains over 30,000 image pairs, covering various object types and lighting conditions. We also propose an innovative shadow removal network that explicitly integrates semantic and geometric priors through concatenation and attention mechanisms. The experiments show that our method outperforms state-of-the-art shadow removal techniques and can effectively generalize to indoor and outdoor scenes under various lighting conditions, enhancing the overall effectiveness and applicability of shadow removal methods.
Abstract:Recent advances in Large Language Models (LLMs) have revolutionized code generation, leading to widespread adoption of AI coding tools by developers. However, LLMs can generate license-protected code without providing the necessary license information, leading to potential intellectual property violations during software production. This paper addresses the critical, yet underexplored, issue of license compliance in LLM-generated code by establishing a benchmark to evaluate the ability of LLMs to provide accurate license information for their generated code. To establish this benchmark, we conduct an empirical study to identify a reasonable standard for "striking similarity" that excludes the possibility of independent creation, indicating a copy relationship between the LLM output and certain open-source code. Based on this standard, we propose an evaluation benchmark LiCoEval, to evaluate the license compliance capabilities of LLMs. Using LiCoEval, we evaluate 14 popular LLMs, finding that even top-performing LLMs produce a non-negligible proportion (0.88% to 2.01%) of code strikingly similar to existing open-source implementations. Notably, most LLMs fail to provide accurate license information, particularly for code under copyleft licenses. These findings underscore the urgent need to enhance LLM compliance capabilities in code generation tasks. Our study provides a foundation for future research and development to improve license compliance in AI-assisted software development, contributing to both the protection of open-source software copyrights and the mitigation of legal risks for LLM users.
Abstract:We propose a novel point-based representation, Gaussian surfels, to combine the advantages of the flexible optimization procedure in 3D Gaussian points and the surface alignment property of surfels. This is achieved by directly setting the z-scale of 3D Gaussian points to 0, effectively flattening the original 3D ellipsoid into a 2D ellipse. Such a design provides clear guidance to the optimizer. By treating the local z-axis as the normal direction, it greatly improves optimization stability and surface alignment. While the derivatives to the local z-axis computed from the covariance matrix are zero in this setting, we design a self-supervised normal-depth consistency loss to remedy this issue. Monocular normal priors and foreground masks are incorporated to enhance the quality of the reconstruction, mitigating issues related to highlights and background. We propose a volumetric cutting method to aggregate the information of Gaussian surfels so as to remove erroneous points in depth maps generated by alpha blending. Finally, we apply screened Poisson reconstruction method to the fused depth maps to extract the surface mesh. Experimental results show that our method demonstrates superior performance in surface reconstruction compared to state-of-the-art neural volume rendering and point-based rendering methods.
Abstract:Learning 3D human motion from 2D inputs is a fundamental task in the realms of computer vision and computer graphics. Many previous methods grapple with this inherently ambiguous task by introducing motion priors into the learning process. However, these approaches face difficulties in defining the complete configurations of such priors or training a robust model. In this paper, we present the Video-to-Motion Generator (VTM), which leverages motion priors through cross-modal latent feature space alignment between 3D human motion and 2D inputs, namely videos and 2D keypoints. To reduce the complexity of modeling motion priors, we model the motion data separately for the upper and lower body parts. Additionally, we align the motion data with a scale-invariant virtual skeleton to mitigate the interference of human skeleton variations to the motion priors. Evaluated on AIST++, the VTM showcases state-of-the-art performance in reconstructing 3D human motion from monocular videos. Notably, our VTM exhibits the capabilities for generalization to unseen view angles and in-the-wild videos.
Abstract:Automatic 3D facial texture generation has gained significant interest recently. Existing approaches may not support the traditional physically based rendering pipeline or rely on 3D data captured by Light Stage. Our key contribution is a progressive latent space refinement approach that can bootstrap from 3D Morphable Models (3DMMs)-based texture maps generated from facial images to generate high-quality and diverse PBR textures, including albedo, normal, and roughness. It starts with enhancing Generative Adversarial Networks (GANs) for text-guided and diverse texture generation. To this end, we design a self-supervised paradigm to overcome the reliance on ground truth 3D textures and train the generative model with only entangled texture maps. Besides, we foster mutual enhancement between GANs and Score Distillation Sampling (SDS). SDS boosts GANs with more generative modes, while GANs promote more efficient optimization of SDS. Furthermore, we introduce an edge-aware SDS for multi-view consistent facial structure. Experiments demonstrate that our method outperforms existing 3D texture generation methods regarding photo-realistic quality, diversity, and efficiency.
Abstract:Text-driven 3D scene generation techniques have made rapid progress in recent years. Their success is mainly attributed to using existing generative models to iteratively perform image warping and inpainting to generate 3D scenes. However, these methods heavily rely on the outputs of existing models, leading to error accumulation in geometry and appearance that prevent the models from being used in various scenarios (e.g., outdoor and unreal scenarios). To address this limitation, we generatively refine the newly generated local views by querying and aggregating global 3D information, and then progressively generate the 3D scene. Specifically, we employ a tri-plane features-based NeRF as a unified representation of the 3D scene to constrain global 3D consistency, and propose a generative refinement network to synthesize new contents with higher quality by exploiting the natural image prior from 2D diffusion model as well as the global 3D information of the current scene. Our extensive experiments demonstrate that, in comparison to previous methods, our approach supports wide variety of scene generation and arbitrary camera trajectories with improved visual quality and 3D consistency.
Abstract:Text-guided 3D face synthesis has achieved remarkable results by leveraging text-to-image (T2I) diffusion models. However, most existing works focus solely on the direct generation, ignoring the editing, restricting them from synthesizing customized 3D faces through iterative adjustments. In this paper, we propose a unified text-guided framework from face generation to editing. In the generation stage, we propose a geometry-texture decoupled generation to mitigate the loss of geometric details caused by coupling. Besides, decoupling enables us to utilize the generated geometry as a condition for texture generation, yielding highly geometry-texture aligned results. We further employ a fine-tuned texture diffusion model to enhance texture quality in both RGB and YUV space. In the editing stage, we first employ a pre-trained diffusion model to update facial geometry or texture based on the texts. To enable sequential editing, we introduce a UV domain consistency preservation regularization, preventing unintentional changes to irrelevant facial attributes. Besides, we propose a self-guided consistency weight strategy to improve editing efficacy while preserving consistency. Through comprehensive experiments, we showcase our method's superiority in face synthesis. Project page: https://faceg2e.github.io/.
Abstract:Content and style disentanglement is an effective way to achieve few-shot font generation. It allows to transfer the style of the font image in a source domain to the style defined with a few reference images in a target domain. However, the content feature extracted using a representative font might not be optimal. In light of this, we propose a content fusion module (CFM) to project the content feature into a linear space defined by the content features of basis fonts, which can take the variation of content features caused by different fonts into consideration. Our method also allows to optimize the style representation vector of reference images through a lightweight iterative style-vector refinement (ISR) strategy. Moreover, we treat the 1D projection of a character image as a probability distribution and leverage the distance between two distributions as the reconstruction loss (namely projected character loss, PCL). Compared to L2 or L1 reconstruction loss, the distribution distance pays more attention to the global shape of characters. We have evaluated our method on a dataset of 300 fonts with 6.5k characters each. Experimental results verify that our method outperforms existing state-of-the-art few-shot font generation methods by a large margin. The source code can be found at https://github.com/wangchi95/CF-Font.
Abstract:Layout is essential for graphic design and poster generation. Recently, applying deep learning models to generate layouts has attracted increasing attention. This paper focuses on using the GAN-based model conditioned on image contents to generate advertising poster graphic layouts, which requires an advertising poster layout dataset with paired product images and graphic layouts. However, the paired images and layouts in the existing dataset are collected by inpainting and annotating posters, respectively. There exists a domain gap between inpainted posters (source domain data) and clean product images (target domain data). Therefore, this paper combines unsupervised domain adaption techniques to design a GAN with a novel pixel-level discriminator (PD), called PDA-GAN, to generate graphic layouts according to image contents. The PD is connected to the shallow level feature map and computes the GAN loss for each input-image pixel. Both quantitative and qualitative evaluations demonstrate that PDA-GAN can achieve state-of-the-art performances and generate high-quality image-aware graphic layouts for advertising posters.