Abstract:Understanding and predicting viewer attention in omnidirectional videos (ODVs) is crucial for enhancing user engagement in virtual and augmented reality applications. Although both audio and visual modalities are essential for saliency prediction in ODVs, the joint exploitation of these two modalities has been limited, primarily due to the absence of large-scale audio-visual saliency databases and comprehensive analyses. This paper comprehensively investigates audio-visual attention in ODVs from both subjective and objective perspectives. Specifically, we first introduce a new audio-visual saliency database for omnidirectional videos, termed AVS-ODV database, containing 162 ODVs and corresponding eye movement data collected from 60 subjects under three audio modes including mute, mono, and ambisonics. Based on the constructed AVS-ODV database, we perform an in-depth analysis of how audio influences visual attention in ODVs. To advance the research on audio-visual saliency prediction for ODVs, we further establish a new benchmark based on the AVS-ODV database by testing numerous state-of-the-art saliency models, including visual-only models and audio-visual models. In addition, given the limitations of current models, we propose an innovative omnidirectional audio-visual saliency prediction network (OmniAVS), which is built based on the U-Net architecture, and hierarchically fuses audio and visual features from the multimodal aligned embedding space. Extensive experimental results demonstrate that the proposed OmniAVS model outperforms other state-of-the-art models on both ODV AVS prediction and traditional AVS predcition tasks. The AVS-ODV database and OmniAVS model will be released to facilitate future research.
Abstract:Just noticeable distortion (JND), representing the threshold of distortion in an image that is minimally perceptible to the human visual system (HVS), is crucial for image compression algorithms to achieve a trade-off between transmission bit rate and image quality. However, traditional JND prediction methods only rely on pixel-level or sub-band level features, lacking the ability to capture the impact of image content on JND. To bridge this gap, we propose a Semantic-Guided JND (SG-JND) network to leverage semantic information for JND prediction. In particular, SG-JND consists of three essential modules: the image preprocessing module extracts semantic-level patches from images, the feature extraction module extracts multi-layer features by utilizing the cross-scale attention layers, and the JND prediction module regresses the extracted features into the final JND value. Experimental results show that SG-JND achieves the state-of-the-art performance on two publicly available JND datasets, which demonstrates the effectiveness of SG-JND and highlight the significance of incorporating semantic information in JND assessment.
Abstract:Recent years have witnessed the rapid development of short videos, which usually contain both visual and audio modalities. Background music is important to the short videos, which can significantly influence the emotions of the viewers. However, at present, the background music of short videos is generally chosen by the video producer, and there is a lack of automatic music recommendation methods for short videos. This paper introduces MVBind, an innovative Music-Video embedding space Binding model for cross-modal retrieval. MVBind operates as a self-supervised approach, acquiring inherent knowledge of intermodal relationships directly from data, without the need of manual annotations. Additionally, to compensate the lack of a corresponding musical-visual pair dataset for short videos, we construct a dataset, SVM-10K(Short Video with Music-10K), which mainly consists of meticulously selected short videos. On this dataset, MVBind manifests significantly improved performance compared to other baseline methods. The constructed dataset and code will be released to facilitate future research.
Abstract:In recent years, the rapid advancement of Artificial Intelligence Generated Content (AIGC) has attracted widespread attention. Among the AIGC, AI generated omnidirectional images hold significant potential for Virtual Reality (VR) and Augmented Reality (AR) applications, hence omnidirectional AIGC techniques have also been widely studied. AI-generated omnidirectional images exhibit unique distortions compared to natural omnidirectional images, however, there is no dedicated Image Quality Assessment (IQA) criteria for assessing them. This study addresses this gap by establishing a large-scale AI generated omnidirectional image IQA database named AIGCOIQA2024 and constructing a comprehensive benchmark. We first generate 300 omnidirectional images based on 5 AIGC models utilizing 25 text prompts. A subjective IQA experiment is conducted subsequently to assess human visual preferences from three perspectives including quality, comfortability, and correspondence. Finally, we conduct a benchmark experiment to evaluate the performance of state-of-the-art IQA models on our database. The database will be released to facilitate future research.
Abstract:Perceptual video quality assessment plays a vital role in the field of video processing due to the existence of quality degradations introduced in various stages of video signal acquisition, compression, transmission and display. With the advancement of internet communication and cloud service technology, video content and traffic are growing exponentially, which further emphasizes the requirement for accurate and rapid assessment of video quality. Therefore, numerous subjective and objective video quality assessment studies have been conducted over the past two decades for both generic videos and specific videos such as streaming, user-generated content (UGC), 3D, virtual and augmented reality (VR and AR), high frame rate (HFR), audio-visual, etc. This survey provides an up-to-date and comprehensive review of these video quality assessment studies. Specifically, we first review the subjective video quality assessment methodologies and databases, which are necessary for validating the performance of video quality metrics. Second, the objective video quality assessment algorithms for general purposes are surveyed and concluded according to the methodologies utilized in the quality measures. Third, we overview the objective video quality assessment measures for specific applications and emerging topics. Finally, the performances of the state-of-the-art video quality assessment measures are compared and analyzed. This survey provides a systematic overview of both classical works and recent progresses in the realm of video quality assessment, which can help other researchers quickly access the field and conduct relevant research.
Abstract:Singing, as a common facial movement second only to talking, can be regarded as a universal language across ethnicities and cultures, plays an important role in emotional communication, art, and entertainment. However, it is often overlooked in the field of audio-driven facial animation due to the lack of singing head datasets and the domain gap between singing and talking in rhythm and amplitude. To this end, we collect a high-quality large-scale singing head dataset, SingingHead, which consists of more than 27 hours of synchronized singing video, 3D facial motion, singing audio, and background music from 76 individuals and 8 types of music. Along with the SingingHead dataset, we argue that 3D and 2D facial animation tasks can be solved together, and propose a unified singing facial animation framework named UniSinger to achieve both singing audio-driven 3D singing head animation and 2D singing portrait video synthesis. Extensive comparative experiments with both SOTA 3D facial animation and 2D portrait animation methods demonstrate the necessity of singing-specific datasets in singing head animation tasks and the promising performance of our unified facial animation framework.
Abstract:Visual saliency prediction for omnidirectional videos (ODVs) has shown great significance and necessity for omnidirectional videos to help ODV coding, ODV transmission, ODV rendering, etc.. However, most studies only consider visual information for ODV saliency prediction while audio is rarely considered despite its significant influence on the viewing behavior of ODV. This is mainly due to the lack of large-scale audio-visual ODV datasets and corresponding analysis. Thus, in this paper, we first establish the largest audio-visual saliency dataset for omnidirectional videos (AVS-ODV), which comprises the omnidirectional videos, audios, and corresponding captured eye-tracking data for three video sound modalities including mute, mono, and ambisonics. Then we analyze the visual attention behavior of the observers under various omnidirectional audio modalities and visual scenes based on the AVS-ODV dataset. Furthermore, we compare the performance of several state-of-the-art saliency prediction models on the AVS-ODV dataset and construct a new benchmark. Our AVS-ODV datasets and the benchmark will be released to facilitate future research.
Abstract:Omnidirectional videos (ODVs) play an increasingly important role in the application fields of medical, education, advertising, tourism, etc. Assessing the quality of ODVs is significant for service-providers to improve the user's Quality of Experience (QoE). However, most existing quality assessment studies for ODVs only focus on the visual distortions of videos, while ignoring that the overall QoE also depends on the accompanying audio signals. In this paper, we first establish a large-scale audio-visual quality assessment dataset for omnidirectional videos, which includes 375 distorted omnidirectional audio-visual (A/V) sequences generated from 15 high-quality pristine omnidirectional A/V contents, and the corresponding perceptual audio-visual quality scores. Then, we design three baseline methods for full-reference omnidirectional audio-visual quality assessment (OAVQA), which combine existing state-of-the-art single-mode audio and video QA models via multimodal fusion strategies. We validate the effectiveness of the A/V multimodal fusion method for OAVQA on our dataset, which provides a new benchmark for omnidirectional QoE evaluation. Our dataset is available at https://github.com/iamazxl/OAVQA.
Abstract:Currently, great numbers of efforts have been put into improving the effectiveness of 3D model quality assessment (3DQA) methods. However, little attention has been paid to the computational costs and inference time, which is also important for practical applications. Unlike 2D media, 3D models are represented by more complicated and irregular digital formats, such as point cloud and mesh. Thus it is normally difficult to perform an efficient module to extract quality-aware features of 3D models. In this paper, we address this problem from the aspect of projection-based 3DQA and develop a no-reference (NR) \underline{E}fficient and \underline{E}ffective \underline{P}rojection-based \underline{3D} Model \underline{Q}uality \underline{A}ssessment (\textbf{EEP-3DQA}) method. The input projection images of EEP-3DQA are randomly sampled from the six perpendicular viewpoints of the 3D model and are further spatially downsampled by the grid-mini patch sampling strategy. Further, the lightweight Swin-Transformer tiny is utilized as the backbone to extract the quality-aware features. Finally, the proposed EEP-3DQA and EEP-3DQA-t (tiny version) achieve the best performance than the existing state-of-the-art NR-3DQA methods and even outperforms most full-reference (FR) 3DQA methods on the point cloud and mesh quality assessment databases while consuming less inference time than the compared 3DQA methods.
Abstract:Human motion synthesis is a long-standing problem with various applications in digital twins and the Metaverse. However, modern deep learning based motion synthesis approaches barely consider the physical plausibility of synthesized motions and consequently they usually produce unrealistic human motions. In order to solve this problem, we propose a system ``Skeleton2Humanoid'' which performs physics-oriented motion correction at test time by regularizing synthesized skeleton motions in a physics simulator. Concretely, our system consists of three sequential stages: (I) test time motion synthesis network adaptation, (II) skeleton to humanoid matching and (III) motion imitation based on reinforcement learning (RL). Stage I introduces a test time adaptation strategy, which improves the physical plausibility of synthesized human skeleton motions by optimizing skeleton joint locations. Stage II performs an analytical inverse kinematics strategy, which converts the optimized human skeleton motions to humanoid robot motions in a physics simulator, then the converted humanoid robot motions can be served as reference motions for the RL policy to imitate. Stage III introduces a curriculum residual force control policy, which drives the humanoid robot to mimic complex converted reference motions in accordance with the physical law. We verify our system on a typical human motion synthesis task, motion-in-betweening. Experiments on the challenging LaFAN1 dataset show our system can outperform prior methods significantly in terms of both physical plausibility and accuracy. Code will be released for research purposes at: https://github.com/michaelliyunhao/Skeleton2Humanoid