Abstract:Mixture-of-Experts (MoE) models embody the divide-and-conquer concept and are a promising approach for increasing model capacity, demonstrating excellent scalability across multiple domains. In this paper, we integrate the MoE structure into the classic Vision Transformer (ViT), naming it ViMoE, and explore the potential of applying MoE to vision through a comprehensive study on image classification. However, we observe that the performance is sensitive to the configuration of MoE layers, making it challenging to obtain optimal results without careful design. The underlying cause is that inappropriate MoE layers lead to unreliable routing and hinder experts from effectively acquiring helpful knowledge. To address this, we introduce a shared expert to learn and capture common information, serving as an effective way to construct stable ViMoE. Furthermore, we demonstrate how to analyze expert routing behavior, revealing which MoE layers are capable of specializing in handling specific information and which are not. This provides guidance for retaining the critical layers while removing redundancies, thereby advancing ViMoE to be more efficient without sacrificing accuracy. We aspire for this work to offer new insights into the design of vision MoE models and provide valuable empirical guidance for future research.
Abstract:Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand-face interaction recovery, Decaf, introduces a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the-wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. Our code will be publicly available upon publication.
Abstract:In this work, we propose a novel method named \textbf{Auto}mated Process Labeling via \textbf{C}onfidence \textbf{V}ariation (\textbf{\textsc{AutoCV}}) to enhance the reasoning capabilities of large language models (LLMs) by automatically annotating the reasoning steps. Our approach begins by training a verification model on the correctness of final answers, enabling it to generate automatic process annotations. This verification model assigns a confidence score to each reasoning step, indicating the probability of arriving at the correct final answer from that point onward. We detect relative changes in the verification's confidence scores across reasoning steps to automatically annotate the reasoning process. This alleviates the need for numerous manual annotations or the high computational costs associated with model-induced annotation approaches. We experimentally validate that the confidence variations learned by the verification model trained on the final answer correctness can effectively identify errors in the reasoning steps. Subsequently, we demonstrate that the process annotations generated by \textsc{AutoCV} can improve the accuracy of the verification model in selecting the correct answer from multiple outputs generated by LLMs. Notably, we achieve substantial improvements across five datasets in mathematics and commonsense reasoning. The source code of \textsc{AutoCV} is available at \url{https://github.com/rookie-joe/AUTOCV}.
Abstract:Recently, the emergence of diffusion models has opened up new opportunities for single-view reconstruction. However, all the existing methods represent the target object as a closed mesh devoid of any structural information, thus neglecting the part-based structure, which is crucial for many downstream applications, of the reconstructed shape. Moreover, the generated meshes usually suffer from large noises, unsmooth surfaces, and blurry textures, making it challenging to obtain satisfactory part segments using 3D segmentation techniques. In this paper, we present Part123, a novel framework for part-aware 3D reconstruction from a single-view image. We first use diffusion models to generate multiview-consistent images from a given image, and then leverage Segment Anything Model (SAM), which demonstrates powerful generalization ability on arbitrary objects, to generate multiview segmentation masks. To effectively incorporate 2D part-based information into 3D reconstruction and handle inconsistency, we introduce contrastive learning into a neural rendering framework to learn a part-aware feature space based on the multiview segmentation masks. A clustering-based algorithm is also developed to automatically derive 3D part segmentation results from the reconstructed models. Experiments show that our method can generate 3D models with high-quality segmented parts on various objects. Compared to existing unstructured reconstruction methods, the part-aware 3D models from our method benefit some important applications, including feature-preserving reconstruction, primitive fitting, and 3D shape editing.
Abstract:Language-guided scene-aware human motion generation has great significance for entertainment and robotics. In response to the limitations of existing datasets, we introduce LaserHuman, a pioneering dataset engineered to revolutionize Scene-Text-to-Motion research. LaserHuman stands out with its inclusion of genuine human motions within 3D environments, unbounded free-form natural language descriptions, a blend of indoor and outdoor scenarios, and dynamic, ever-changing scenes. Diverse modalities of capture data and rich annotations present great opportunities for the research of conditional motion generation, and can also facilitate the development of real-life applications. Moreover, to generate semantically consistent and physically plausible human motions, we propose a multi-conditional diffusion model, which is simple but effective, achieving state-of-the-art performance on existing datasets.
Abstract:We introduce Coverage Axis++, a novel and efficient approach to 3D shape skeletonization. The current state-of-the-art approaches for this task often rely on the watertightness of the input or suffer from substantial computational costs, thereby limiting their practicality. To address this challenge, Coverage Axis++ proposes a heuristic algorithm to select skeletal points, offering a high-accuracy approximation of the Medial Axis Transform (MAT) while significantly mitigating computational intensity for various shape representations. We introduce a simple yet effective strategy that considers both shape coverage and uniformity to derive skeletal points. The selection procedure enforces consistency with the shape structure while favoring the dominant medial balls, which thus introduces a compact underlying shape representation in terms of MAT. As a result, Coverage Axis++ allows for skeletonization for various shape representations (e.g., water-tight meshes, triangle soups, point clouds), specification of the number of skeletal points, few hyperparameters, and highly efficient computation with improved reconstruction accuracy. Extensive experiments across a wide range of 3D shapes validate the efficiency and effectiveness of Coverage Axis++. The code will be publicly available once the paper is published.
Abstract:In this paper, we introduced a novel text-to-avatar generation method that separately generates the human body and the clothes and allows high-quality animation on the generated avatar. While recent advancements in text-to-avatar generation have yielded diverse human avatars from text prompts, these methods typically combine all elements-clothes, hair, and body-into a single 3D representation. Such an entangled approach poses challenges for downstream tasks like editing or animation. To overcome these limitations, we propose a novel disentangled 3D avatar representation named Sequentially Offset-SMPL (SO-SMPL), building upon the SMPL model. SO-SMPL represents the human body and clothes with two separate meshes, but associates them with offsets to ensure the physical alignment between the body and the clothes. Then, we design an Score Distillation Sampling(SDS)-based distillation framework to generate the proposed SO-SMPL representation from text prompts. In comparison with existing text-to-avatar methods, our approach not only achieves higher exture and geometry quality and better semantic alignment with text prompts, but also significantly improves the visual quality of character animation, virtual try-on, and avatar editing. Our project page is at https://shanemankiw.github.io/SO-SMPL/.
Abstract:The recent Segment Anything Model (SAM) has emerged as a new paradigmatic vision foundation model, showcasing potent zero-shot generalization and flexible prompting. Despite SAM finding applications and adaptations in various domains, its primary limitation lies in the inability to grasp object semantics. In this paper, we present Sambor to seamlessly integrate SAM with the open-vocabulary object detector in an end-to-end framework. While retaining all the remarkable capabilities inherent to SAM, we enhance it with the capacity to detect arbitrary objects based on human inputs like category names or reference expressions. To accomplish this, we introduce a novel SideFormer module that extracts SAM features to facilitate zero-shot object localization and inject comprehensive semantic information for open-vocabulary recognition. In addition, we devise an open-set region proposal network (Open-set RPN), enabling the detector to acquire the open-set proposals generated by SAM. Sambor demonstrates superior zero-shot performance across benchmarks, including COCO and LVIS, proving highly competitive against previous SoTA methods. We aspire for this work to serve as a meaningful endeavor in endowing SAM to recognize diverse object categories and advancing open-vocabulary learning with the support of vision foundation models.
Abstract:We introduce Efficient Motion Diffusion Model (EMDM) for fast and high-quality human motion generation. Although previous motion diffusion models have shown impressive results, they struggle to achieve fast generation while maintaining high-quality human motions. Motion latent diffusion has been proposed for efficient motion generation. However, effectively learning a latent space can be non-trivial in such a two-stage manner. Meanwhile, accelerating motion sampling by increasing the step size, e.g., DDIM, typically leads to a decline in motion quality due to the inapproximation of complex data distributions when naively increasing the step size. In this paper, we propose EMDM that allows for much fewer sample steps for fast motion generation by modeling the complex denoising distribution during multiple sampling steps. Specifically, we develop a Conditional Denoising Diffusion GAN to capture multimodal data distributions conditioned on both control signals, i.e., textual description and denoising time step. By modeling the complex data distribution, a larger sampling step size and fewer steps are achieved during motion synthesis, significantly accelerating the generation process. To effectively capture the human dynamics and reduce undesired artifacts, we employ motion geometric loss during network training, which improves the motion quality and training efficiency. As a result, EMDM achieves a remarkable speed-up at the generation stage while maintaining high-quality motion generation in terms of fidelity and diversity.
Abstract:Controllable human motion synthesis is essential for applications in AR/VR, gaming, movies, and embodied AI. Existing methods often focus solely on either language or full trajectory control, lacking precision in synthesizing motions aligned with user-specified trajectories, especially for multi-joint control. To address these issues, we present TLControl, a new method for realistic human motion synthesis, incorporating both low-level trajectory and high-level language semantics controls. Specifically, we first train a VQ-VAE to learn a compact latent motion space organized by body parts. We then propose a Masked Trajectories Transformer to make coarse initial predictions of full trajectories of joints based on the learned latent motion space, with user-specified partial trajectories and text descriptions as conditioning. Finally, we introduce an efficient test-time optimization to refine these coarse predictions for accurate trajectory control. Experiments demonstrate that TLControl outperforms the state-of-the-art in trajectory accuracy and time efficiency, making it practical for interactive and high-quality animation generation.