Abstract:Geometric estimation is required for scene understanding and analysis in panoramic 360{\deg} images. Current methods usually predict a single feature, such as depth or surface normal. These methods can lack robustness, especially when dealing with intricate textures or complex object surfaces. We introduce a novel multi-task learning (MTL) network that simultaneously estimates depth and surface normals from 360{\deg} images. Our first innovation is our MTL architecture, which enhances predictions for both tasks by integrating geometric information from depth and surface normal estimation, enabling a deeper understanding of 3D scene structure. Another innovation is our fusion module, which bridges the two tasks, allowing the network to learn shared representations that improve accuracy and robustness. Experimental results demonstrate that our MTL architecture significantly outperforms state-of-the-art methods in both depth and surface normal estimation, showing superior performance in complex and diverse scenes. Our model's effectiveness and generalizability, particularly in handling intricate surface textures, establish it as a new benchmark in 360{\deg} image geometric estimation. The code and model are available at \url{https://github.com/huangkun101230/360MTLGeometricEstimation}.
Abstract:Robotic manipulation of volumetric elastoplastic deformable materials, from foods such as dough to construction materials like clay, is in its infancy, largely due to the difficulty of modelling and perception in a high-dimensional space. Simulating the dynamics of such materials is computationally expensive. It tends to suffer from inaccurately estimated physics parameters of the materials and the environment, impeding high-precision manipulation. Estimating such parameters from raw point clouds captured by optical cameras suffers further from heavy occlusions. To address this challenge, this work introduces a novel Differentiable Physics-based System Identification (DPSI) framework that enables a robot arm to infer the physics parameters of elastoplastic materials and the environment using simple manipulation motions and incomplete 3D point clouds, aligning the simulation with the real world. Extensive experiments show that with only a single real-world interaction, the estimated parameters, Young's modulus, Poisson's ratio, yield stress and friction coefficients, can accurately simulate visually and physically realistic deformation behaviours induced by unseen and long-horizon manipulation motions. Additionally, the DPSI framework inherently provides physically intuitive interpretations for the parameters in contrast to black-box approaches such as deep neural networks.
Abstract:Synthesizing realistic videos of talking faces under custom lighting conditions and viewing angles benefits various downstream applications like video conferencing. However, most existing relighting methods are either time-consuming or unable to adjust the viewpoints. In this paper, we present the first real-time 3D-aware method for relighting in-the-wild videos of talking faces based on Neural Radiance Fields (NeRF). Given an input portrait video, our method can synthesize talking faces under both novel views and novel lighting conditions with a photo-realistic and disentangled 3D representation. Specifically, we infer an albedo tri-plane, as well as a shading tri-plane based on a desired lighting condition for each video frame with fast dual-encoders. We also leverage a temporal consistency network to ensure smooth transitions and reduce flickering artifacts. Our method runs at 32.98 fps on consumer-level hardware and achieves state-of-the-art results in terms of reconstruction quality, lighting error, lighting instability, temporal consistency and inference speed. We demonstrate the effectiveness and interactivity of our method on various portrait videos with diverse lighting and viewing conditions.
Abstract:Stroke-based Rendering (SBR) aims to decompose an input image into a sequence of parameterized strokes, which can be rendered into a painting that resembles the input image. Recently, Neural Painting methods that utilize deep learning and reinforcement learning models to predict the stroke sequences have been developed, but suffer from longer inference time or unstable training. To address these issues, we propose AttentionPainter, an efficient and adaptive model for single-step neural painting. First, we propose a novel scalable stroke predictor, which predicts a large number of stroke parameters within a single forward process, instead of the iterative prediction of previous Reinforcement Learning or auto-regressive methods, which makes AttentionPainter faster than previous neural painting methods. To further increase the training efficiency, we propose a Fast Stroke Stacking algorithm, which brings 13 times acceleration for training. Moreover, we propose Stroke-density Loss, which encourages the model to use small strokes for detailed information, to help improve the reconstruction quality. Finally, we propose a new stroke diffusion model for both conditional and unconditional stroke-based generation, which denoises in the stroke parameter space and facilitates stroke-based inpainting and editing applications helpful for human artists design. Extensive experiments show that AttentionPainter outperforms the state-of-the-art neural painting methods.
Abstract:Due to the fascinating generative performance of text-to-image diffusion models, growing text-to-3D generation works explore distilling the 2D generative priors into 3D, using the score distillation sampling (SDS) loss, to bypass the data scarcity problem. The existing text-to-3D methods have achieved promising results in realism and 3D consistency, but text-to-4D generation still faces challenges, including lack of realism and insufficient dynamic motions. In this paper, we propose a novel method for text-to-4D generation, which ensures the dynamic amplitude and authenticity through direct supervision provided by a video prior. Specifically, we adopt a text-to-video diffusion model to generate a reference video and divide 4D generation into two stages: static generation and dynamic generation. The static 3D generation is achieved under the guidance of the input text and the first frame of the reference video, while in the dynamic generation stage, we introduce a customized SDS loss to ensure multi-view consistency, a video-based SDS loss to improve temporal consistency, and most importantly, direct priors from the reference video to ensure the quality of geometry and texture. Moreover, we design a prior-switching training strategy to avoid conflicts between different priors and fully leverage the benefits of each prior. In addition, to enrich the generated motion, we further introduce a dynamic modeling representation composed of a deformation network and a topology network, which ensures dynamic continuity while modeling topological changes. Our method not only supports text-to-4D generation but also enables 4D generation from monocular videos. The comparison experiments demonstrate the superiority of our method compared to existing methods.
Abstract:SVG (Scalable Vector Graphics) is a widely used graphics format that possesses excellent scalability and editability. Image vectorization, which aims to convert raster images to SVGs, is an important yet challenging problem in computer vision and graphics. Existing image vectorization methods either suffer from low reconstruction accuracy for complex images or require long computation time. To address this issue, we propose SuperSVG, a superpixel-based vectorization model that achieves fast and high-precision image vectorization. Specifically, we decompose the input image into superpixels to help the model focus on areas with similar colors and textures. Then, we propose a two-stage self-training framework, where a coarse-stage model is employed to reconstruct the main structure and a refinement-stage model is used for enriching the details. Moreover, we propose a novel dynamic path warping loss to help the refinement-stage model to inherit knowledge from the coarse-stage model. Extensive qualitative and quantitative experiments demonstrate the superior performance of our method in terms of reconstruction accuracy and inference time compared to state-of-the-art approaches. The code is available in \url{https://github.com/sjtuplayer/SuperSVG}.
Abstract:Due to the complex physical properties of granular materials, research on robot learning for manipulating such materials predominantly either disregards the consideration of their physical characteristics or uses surrogate models to approximate their physical properties. Learning to manipulate granular materials based on physical information obtained through precise modelling remains an unsolved problem. In this paper, we propose to address this challenge by constructing a differentiable physics simulator for granular materials based on the Taichi programming language and developing a learning framework accelerated by imperfect demonstrations that are generated via gradient-based optimisation on non-granular materials through our simulator. Experimental results show that our method trains three policies that, when chained, are capable of executing the task of transporting granular materials in both simulated and real-world scenarios, which existing popular deep reinforcement learning models fail to accomplish.
Abstract:The burgeoning field of text-based video generation (T2V) has reignited significant interest in the research of controllable video editing. Although pre-trained T2V-based editing models have achieved efficient editing capabilities, current works are still plagued by two major challenges. Firstly, the inherent limitations of T2V models lead to content inconsistencies and motion discontinuities between frames. Secondly, the notorious issue of over-editing significantly disrupts areas that are intended to remain unaltered. To address these challenges, our work aims to explore a robust video-based editing paradigm based on score distillation. Specifically, we propose an Adaptive Sliding Score Distillation strategy, which not only enhances the stability of T2V supervision but also incorporates both global and local video guidance to mitigate the impact of generation errors. Additionally, we modify the self-attention layers during the editing process to further preserve the key features of the original video. Extensive experiments demonstrate that these strategies enable us to effectively address the aforementioned challenges, achieving superior editing performance compared to existing state-of-the-art methods.
Abstract:Inspired by the software industry's practice of offering different editions or versions of a product tailored to specific user groups or use cases, we propose a novel task, namely, training-free editioning, for text-to-image models. Specifically, we aim to create variations of a base text-to-image model without retraining, enabling the model to cater to the diverse needs of different user groups or to offer distinct features and functionalities. To achieve this, we propose that different editions of a given text-to-image model can be formulated as concept subspaces in the latent space of its text encoder (e.g., CLIP). In such a concept subspace, all points satisfy a specific user need (e.g., generating images of a cat lying on the grass/ground/falling leaves). Technically, we apply Principal Component Analysis (PCA) to obtain the desired concept subspaces from representative text embedding that correspond to a specific user need or requirement. Projecting the text embedding of a given prompt into these low-dimensional subspaces enables efficient model editioning without retraining. Intuitively, our proposed editioning paradigm enables a service provider to customize the base model into its "cat edition" (or other editions) that restricts image generation to cats, regardless of the user's prompt (e.g., dogs, people, etc.). This introduces a new dimension for product differentiation, targeted functionality, and pricing strategies, unlocking novel business models for text-to-image generators. Extensive experimental results demonstrate the validity of our approach and its potential to enable a wide range of customized text-to-image model editions across various domains and applications.
Abstract:Reconstructing and editing 3D objects and scenes both play crucial roles in computer graphics and computer vision. Neural radiance fields (NeRFs) can achieve realistic reconstruction and editing results but suffer from inefficiency in rendering. Gaussian splatting significantly accelerates rendering by rasterizing Gaussian ellipsoids. However, Gaussian splatting utilizes a single Spherical Harmonic (SH) function to model both texture and lighting, limiting independent editing capabilities of these components. Recently, attempts have been made to decouple texture and lighting with the Gaussian splatting representation but may fail to produce plausible geometry and decomposition results on reflective scenes. Additionally, the forward shading technique they employ introduces noticeable blending artifacts during relighting, as the geometry attributes of Gaussians are optimized under the original illumination and may not be suitable for novel lighting conditions. To address these issues, we introduce DeferredGS, a method for decoupling and editing the Gaussian splatting representation using deferred shading. To achieve successful decoupling, we model the illumination with a learnable environment map and define additional attributes such as texture parameters and normal direction on Gaussians, where the normal is distilled from a jointly trained signed distance function. More importantly, we apply deferred shading, resulting in more realistic relighting effects compared to previous methods. Both qualitative and quantitative experiments demonstrate the superior performance of DeferredGS in novel view synthesis and editing tasks.