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Aliaksandr Siarohin

Publications and source records attributed to Aliaksandr Siarohin.

At least 55 records · Page 3Linked to original sources

Snap Video: Scaled Spatiotemporal Transformers for Text-to-Video Synthesis

Contemporary models for generating images show remarkable quality and versatility. Swayed by these advantages, the research community repurposes them to generate videos. Since video content is highly redundant, we argue that naively bringing advances of image models to the video generation domain reduces motion fidelity, visual quality and impairs scalability. In this work, we build Snap Video, a video-first model that systematically addresses these challenges. To do that, we first extend the EDM framework to take into account spatially and temporally redundant pixels and naturally support video generation. Second, we show that a U-Net - a workhorse behind image generation - scales poorly when generating videos, requiring significant computational overhead. Hence, we propose a new transformer-based architecture that trains 3.31 times faster than U-Nets (and is ~4.5 faster at inference). This allows us to efficiently train a text-to-video model with billions of parameters for the first time, reach state-of-the-art results on a number of benchmarks, and generate videos with substantially higher quality, temporal consistency, and motion complexity. The user studies showed that our model was favored by a large margin over the most recent methods. See our website at https://snap-research.github.io/snapvideo/.

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SPAD : Spatially Aware Multiview Diffusers

We present SPAD, a novel approach for creating consistent multi-view images from text prompts or single images. To enable multi-view generation, we repurpose a pretrained 2D diffusion model by extending its self-attention layers with cross-view interactions, and fine-tune it on a high quality subset of Objaverse. We find that a naive extension of the self-attention proposed in prior work (e.g. MVDream) leads to content copying between views. Therefore, we explicitly constrain the cross-view attention based on epipolar geometry. To further enhance 3D consistency, we utilize Plucker coordinates derived from camera rays and inject them as positional encoding. This enables SPAD to reason over spatial proximity in 3D well. In contrast to recent works that can only generate views at fixed azimuth and elevation, SPAD offers full camera control and achieves state-of-the-art results in novel view synthesis on unseen objects from the Objaverse and Google Scanned Objects datasets. Finally, we demonstrate that text-to-3D generation using SPAD prevents the multi-face Janus issue. See more details at our webpage: https://yashkant.github.io/spad

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AToM: Amortized Text-to-Mesh using 2D Diffusion

We introduce Amortized Text-to-Mesh (AToM), a feed-forward text-to-mesh framework optimized across multiple text prompts simultaneously. In contrast to existing text-to-3D methods that often entail time-consuming per-prompt optimization and commonly output representations other than polygonal meshes, AToM directly generates high-quality textured meshes in less than 1 second with around 10 times reduction in the training cost, and generalizes to unseen prompts. Our key idea is a novel triplane-based text-to-mesh architecture with a two-stage amortized optimization strategy that ensures stable training and enables scalability. Through extensive experiments on various prompt benchmarks, AToM significantly outperforms state-of-the-art amortized approaches with over 4 times higher accuracy (in DF415 dataset) and produces more distinguishable and higher-quality 3D outputs. AToM demonstrates strong generalizability, offering finegrained 3D assets for unseen interpolated prompts without further optimization during inference, unlike per-prompt solutions.

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Promptable Game Models: Text-Guided Game Simulation via Masked Diffusion Models

Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment's state driven by the actions of its agents. While such a paradigm enables users to play a game action-by-action, its rigidity precludes more semantic forms of control. To overcome this limitation, we augment game models with prompts specified as a set of natural language actions and desired states. The result-a Promptable Game Model (PGM)-makes it possible for a user to play the game by prompting it with high- and low-level action sequences. Most captivatingly, our PGM unlocks the director's mode, where the game is played by specifying goals for the agents in the form of a prompt. This requires learning "game AI", encapsulated by our animation model, to navigate the scene using high-level constraints, play against an adversary, and devise a strategy to win a point. To render the resulting state, we use a compositional NeRF representation encapsulated in our synthesis model. To foster future research, we present newly collected, annotated and calibrated Tennis and Minecraft datasets. Our method significantly outperforms existing neural video game simulators in terms of rendering quality and unlocks applications beyond the capabilities of the current state of the art. Our framework, data, and models are available at https://snap-research.github.io/promptable-game-models/.

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Diffusion Priors for Dynamic View Synthesis from Monocular Videos

Dynamic novel view synthesis aims to capture the temporal evolution of visual content within videos. Existing methods struggle to distinguishing between motion and structure, particularly in scenarios where camera poses are either unknown or constrained compared to object motion. Furthermore, with information solely from reference images, it is extremely challenging to hallucinate unseen regions that are occluded or partially observed in the given videos. To address these issues, we first finetune a pretrained RGB-D diffusion model on the video frames using a customization technique. Subsequently, we distill the knowledge from the finetuned model to a 4D representations encompassing both dynamic and static Neural Radiance Fields (NeRF) components. The proposed pipeline achieves geometric consistency while preserving the scene identity. We perform thorough experiments to evaluate the efficacy of the proposed method qualitatively and quantitatively. Our results demonstrate the robustness and utility of our approach in challenging cases, further advancing dynamic novel view synthesis.

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SceneWiz3D: Towards Text-guided 3D Scene Composition

We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.

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iNVS: Repurposing Diffusion Inpainters for Novel View Synthesis

We present a method for generating consistent novel views from a single source image. Our approach focuses on maximizing the reuse of visible pixels from the source image. To achieve this, we use a monocular depth estimator that transfers visible pixels from the source view to the target view. Starting from a pre-trained 2D inpainting diffusion model, we train our method on the large-scale Objaverse dataset to learn 3D object priors. While training we use a novel masking mechanism based on epipolar lines to further improve the quality of our approach. This allows our framework to perform zero-shot novel view synthesis on a variety of objects. We evaluate the zero-shot abilities of our framework on three challenging datasets: Google Scanned Objects, Ray Traced Multiview, and Common Objects in 3D. See our webpage for more details: https://yashkant.github.io/invs/

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Text-Guided Synthesis of Eulerian Cinemagraphs

We introduce Text2Cinemagraph, a fully automated method for creating cinemagraphs from text descriptions - an especially challenging task when prompts feature imaginary elements and artistic styles, given the complexity of interpreting the semantics and motions of these images. We focus on cinemagraphs of fluid elements, such as flowing rivers, and drifting clouds, which exhibit continuous motion and repetitive textures. Existing single-image animation methods fall short on artistic inputs, and recent text-based video methods frequently introduce temporal inconsistencies, struggling to keep certain regions static. To address these challenges, we propose an idea of synthesizing image twins from a single text prompt - a pair of an artistic image and its pixel-aligned corresponding natural-looking twin. While the artistic image depicts the style and appearance detailed in our text prompt, the realistic counterpart greatly simplifies layout and motion analysis. Leveraging existing natural image and video datasets, we can accurately segment the realistic image and predict plausible motion given the semantic information. The predicted motion can then be transferred to the artistic image to create the final cinemagraph. Our method outperforms existing approaches in creating cinemagraphs for natural landscapes as well as artistic and other-worldly scenes, as validated by automated metrics and user studies. Finally, we demonstrate two extensions: animating existing paintings and controlling motion directions using text.

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InfiniCity: Infinite-Scale City Synthesis

Toward infinite-scale 3D city synthesis, we propose a novel framework, InfiniCity, which constructs and renders an unconstrainedly large and 3D-grounded environment from random noises. InfiniCity decomposes the seemingly impractical task into three feasible modules, taking advantage of both 2D and 3D data. First, an infinite-pixel image synthesis module generates arbitrary-scale 2D maps from the bird's-eye view. Next, an octree-based voxel completion module lifts the generated 2D map to 3D octrees. Finally, a voxel-based neural rendering module texturizes the voxels and renders 2D images. InfiniCity can thus synthesize arbitrary-scale and traversable 3D city environments, and allow flexible and interactive editing from users. We quantitatively and qualitatively demonstrate the efficacy of the proposed framework. Project page: https://hubert0527.github.io/infinicity/

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Magic123: One Image to High-Quality 3D Object Generation Using Both 2D and 3D Diffusion Priors

We present Magic123, a two-stage coarse-to-fine approach for high-quality, textured 3D meshes generation from a single unposed image in the wild using both2D and 3D priors. In the first stage, we optimize a neural radiance field to produce a coarse geometry. In the second stage, we adopt a memory-efficient differentiable mesh representation to yield a high-resolution mesh with a visually appealing texture. In both stages, the 3D content is learned through reference view supervision and novel views guided by a combination of 2D and 3D diffusion priors. We introduce a single trade-off parameter between the 2D and 3D priors to control exploration (more imaginative) and exploitation (more precise) of the generated geometry. Additionally, we employ textual inversion and monocular depth regularization to encourage consistent appearances across views and to prevent degenerate solutions, respectively. Magic123 demonstrates a significant improvement over previous image-to-3D techniques, as validated through extensive experiments on synthetic benchmarks and diverse real-world images. Our code, models, and generated 3D assets are available at https://github.com/guochengqian/Magic123.

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AutoDecoding Latent 3D Diffusion Models

We present a novel approach to the generation of static and articulated 3D assets that has a 3D autodecoder at its core. The 3D autodecoder framework embeds properties learned from the target dataset in the latent space, which can then be decoded into a volumetric representation for rendering view-consistent appearance and geometry. We then identify the appropriate intermediate volumetric latent space, and introduce robust normalization and de-normalization operations to learn a 3D diffusion from 2D images or monocular videos of rigid or articulated objects. Our approach is flexible enough to use either existing camera supervision or no camera information at all -- instead efficiently learning it during training. Our evaluations demonstrate that our generation results outperform state-of-the-art alternatives on various benchmark datasets and metrics, including multi-view image datasets of synthetic objects, real in-the-wild videos of moving people, and a large-scale, real video dataset of static objects.

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3DAvatarGAN: Bridging Domains for Personalized Editable Avatars

Modern 3D-GANs synthesize geometry and texture by training on large-scale datasets with a consistent structure. Training such models on stylized, artistic data, with often unknown, highly variable geometry, and camera information has not yet been shown possible. Can we train a 3D GAN on such artistic data, while maintaining multi-view consistency and texture quality? To this end, we propose an adaptation framework, where the source domain is a pre-trained 3D-GAN, while the target domain is a 2D-GAN trained on artistic datasets. We then distill the knowledge from a 2D generator to the source 3D generator. To do that, we first propose an optimization-based method to align the distributions of camera parameters across domains. Second, we propose regularizations necessary to learn high-quality texture, while avoiding degenerate geometric solutions, such as flat shapes. Third, we show a deformation-based technique for modeling exaggerated geometry of artistic domains, enabling -- as a byproduct -- personalized geometric editing. Finally, we propose a novel inversion method for 3D-GANs linking the latent spaces of the source and the target domains. Our contributions -- for the first time -- allow for the generation, editing, and animation of personalized artistic 3D avatars on artistic datasets.

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Invertible Neural Skinning

Building animatable and editable models of clothed humans from raw 3D scans and poses is a challenging problem. Existing reposing methods suffer from the limited expressiveness of Linear Blend Skinning (LBS), require costly mesh extraction to generate each new pose, and typically do not preserve surface correspondences across different poses. In this work, we introduce Invertible Neural Skinning (INS) to address these shortcomings. To maintain correspondences, we propose a Pose-conditioned Invertible Network (PIN) architecture, which extends the LBS process by learning additional pose-varying deformations. Next, we combine PIN with a differentiable LBS module to build an expressive and end-to-end Invertible Neural Skinning (INS) pipeline. We demonstrate the strong performance of our method by outperforming the state-of-the-art reposing techniques on clothed humans and preserving surface correspondences, while being an order of magnitude faster. We also perform an ablation study, which shows the usefulness of our pose-conditioning formulation, and our qualitative results display that INS can rectify artefacts introduced by LBS well. See our webpage for more details: https://yashkant.github.io/invertible-neural-skinning/

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3D generation on ImageNet

Existing 3D-from-2D generators are typically designed for well-curated single-category datasets, where all the objects have (approximately) the same scale, 3D location, and orientation, and the camera always points to the center of the scene. This makes them inapplicable to diverse, in-the-wild datasets of non-alignable scenes rendered from arbitrary camera poses. In this work, we develop a 3D generator with Generic Priors (3DGP): a 3D synthesis framework with more general assumptions about the training data, and show that it scales to very challenging datasets, like ImageNet. Our model is based on three new ideas. First, we incorporate an inaccurate off-the-shelf depth estimator into 3D GAN training via a special depth adaptation module to handle the imprecision. Then, we create a flexible camera model and a regularization strategy for it to learn its distribution parameters during training. Finally, we extend the recent ideas of transferring knowledge from pre-trained classifiers into GANs for patch-wise trained models by employing a simple distillation-based technique on top of the discriminator. It achieves more stable training than the existing methods and speeds up the convergence by at least 40%. We explore our model on four datasets: SDIP Dogs 256x256, SDIP Elephants 256x256, LSUN Horses 256x256, and ImageNet 256x256, and demonstrate that 3DGP outperforms the recent state-of-the-art in terms of both texture and geometry quality. Code and visualizations: https://snap-research.github.io/3dgp.

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Unsupervised Volumetric Animation

We propose a novel approach for unsupervised 3D animation of non-rigid deformable objects. Our method learns the 3D structure and dynamics of objects solely from single-view RGB videos, and can decompose them into semantically meaningful parts that can be tracked and animated. Using a 3D autodecoder framework, paired with a keypoint estimator via a differentiable PnP algorithm, our model learns the underlying object geometry and parts decomposition in an entirely unsupervised manner. This allows it to perform 3D segmentation, 3D keypoint estimation, novel view synthesis, and animation. We primarily evaluate the framework on two video datasets: VoxCeleb $256^2$ and TEDXPeople $256^2$. In addition, on the Cats $256^2$ image dataset, we show it even learns compelling 3D geometry from still images. Finally, we show our model can obtain animatable 3D objects from a single or few images. Code and visual results available on our project website, see https://snap-research.github.io/unsupervised-volumetric-animation .

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Controllable Person Image Synthesis with Spatially-Adaptive Warped Normalization

Controllable person image generation aims to produce realistic human images with desirable attributes such as a given pose, cloth textures, or hairstyles. However, the large spatial misalignment between source and target images makes the standard image-to-image translation architectures unsuitable for this task. Most state-of-the-art methods focus on alignment for global pose-transfer tasks. However, they fail to deal with region-specific texture-transfer tasks, especially for person images with complex textures. To solve this problem, we propose a novel Spatially-Adaptive Warped Normalization (SAWN) which integrates a learned flow-field to warp modulation parameters. It allows us to efficiently align person spatially-adaptive styles with pose features. Moreover, we propose a novel Self-Training Part Replacement (STPR) strategy to refine the model for the texture-transfer task, which improves the quality of the generated clothes and the preservation ability of non-target regions. Our experimental results on the widely used DeepFashion dataset demonstrate a significant improvement of the proposed method over the state-of-the-art methods on pose-transfer and texture-transfer tasks. The code is available at https://github.com/zhangqianhui/Sawn.

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DisCoScene: Spatially Disentangled Generative Radiance Fields for Controllable 3D-aware Scene Synthesis

Existing 3D-aware image synthesis approaches mainly focus on generating a single canonical object and show limited capacity in composing a complex scene containing a variety of objects. This work presents DisCoScene: a 3Daware generative model for high-quality and controllable scene synthesis. The key ingredient of our method is a very abstract object-level representation (i.e., 3D bounding boxes without semantic annotation) as the scene layout prior, which is simple to obtain, general to describe various scene contents, and yet informative to disentangle objects and background. Moreover, it serves as an intuitive user control for scene editing. Based on such a prior, the proposed model spatially disentangles the whole scene into object-centric generative radiance fields by learning on only 2D images with the global-local discrimination. Our model obtains the generation fidelity and editing flexibility of individual objects while being able to efficiently compose objects and the background into a complete scene. We demonstrate state-of-the-art performance on many scene datasets, including the challenging Waymo outdoor dataset. Project page: https://snap-research.github.io/discoscene/

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3D-Aware Semantic-Guided Generative Model for Human Synthesis

Generative Neural Radiance Field (GNeRF) models, which extract implicit 3D representations from 2D images, have recently been shown to produce realistic images representing rigid/semi-rigid objects, such as human faces or cars. However, they usually struggle to generate high-quality images representing non-rigid objects, such as the human body, which is of a great interest for many computer graphics applications. This paper proposes a 3D-aware Semantic-Guided Generative Model (3D-SGAN) for human image synthesis, which combines a GNeRF with a texture generator. The former learns an implicit 3D representation of the human body and outputs a set of 2D semantic segmentation masks. The latter transforms these semantic masks into a real image, adding a realistic texture to the human appearance. Without requiring additional 3D information, our model can learn 3D human representations with a photo-realistic, controllable generation. Our experiments on the DeepFashion dataset show that 3D-SGAN significantly outperforms the most recent baselines. The code is available at https://github.com/zhangqianhui/3DSGAN

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