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Baoquan Chen

Publications and source records attributed to Baoquan Chen.

At least 55 records · Page 3Linked to original sources

Semantic Gesticulator: Semantics-Aware Co-Speech Gesture Synthesis

In this work, we present Semantic Gesticulator, a novel framework designed to synthesize realistic gestures accompanying speech with strong semantic correspondence. Semantically meaningful gestures are crucial for effective non-verbal communication, but such gestures often fall within the long tail of the distribution of natural human motion. The sparsity of these movements makes it challenging for deep learning-based systems, trained on moderately sized datasets, to capture the relationship between the movements and the corresponding speech semantics. To address this challenge, we develop a generative retrieval framework based on a large language model. This framework efficiently retrieves suitable semantic gesture candidates from a motion library in response to the input speech. To construct this motion library, we summarize a comprehensive list of commonly used semantic gestures based on findings in linguistics, and we collect a high-quality motion dataset encompassing both body and hand movements. We also design a novel GPT-based model with strong generalization capabilities to audio, capable of generating high-quality gestures that match the rhythm of speech. Furthermore, we propose a semantic alignment mechanism to efficiently align the retrieved semantic gestures with the GPT's output, ensuring the naturalness of the final animation. Our system demonstrates robustness in generating gestures that are rhythmically coherent and semantically explicit, as evidenced by a comprehensive collection of examples. User studies confirm the quality and human-likeness of our results, and show that our system outperforms state-of-the-art systems in terms of semantic appropriateness by a clear margin.

cs.GR↗

SAI3D: Segment Any Instance in 3D Scenes

Advancements in 3D instance segmentation have traditionally been tethered to the availability of annotated datasets, limiting their application to a narrow spectrum of object categories. Recent efforts have sought to harness vision-language models like CLIP for open-set semantic reasoning, yet these methods struggle to distinguish between objects of the same categories and rely on specific prompts that are not universally applicable. In this paper, we introduce SAI3D, a novel zero-shot 3D instance segmentation approach that synergistically leverages geometric priors and semantic cues derived from Segment Anything Model (SAM). Our method partitions a 3D scene into geometric primitives, which are then progressively merged into 3D instance segmentations that are consistent with the multi-view SAM masks. Moreover, we design a hierarchical region-growing algorithm with a dynamic thresholding mechanism, which largely improves the robustness of finegrained 3D scene parsing.Empirical evaluations on ScanNet, Matterport3D and the more challenging ScanNet++ datasets demonstrate the superiority of our approach. Notably, SAI3D outperforms existing open-vocabulary baselines and even surpasses fully-supervised methods in class-agnostic segmentation on ScanNet++. Our project page is at https://yd-yin.github.io/SAI3D.

cs.CV↗

BAGS: Building Animatable Gaussian Splatting from a Monocular Video with Diffusion Priors

Animatable 3D reconstruction has significant applications across various fields, primarily relying on artists' handcraft creation. Recently, some studies have successfully constructed animatable 3D models from monocular videos. However, these approaches require sufficient view coverage of the object within the input video and typically necessitate significant time and computational costs for training and rendering. This limitation restricts the practical applications. In this work, we propose a method to build animatable 3D Gaussian Splatting from monocular video with diffusion priors. The 3D Gaussian representations significantly accelerate the training and rendering process, and the diffusion priors allow the method to learn 3D models with limited viewpoints. We also present the rigid regularization to enhance the utilization of the priors. We perform an extensive evaluation across various real-world videos, demonstrating its superior performance compared to the current state-of-the-art methods.

cs.CV↗

Cinematographic Camera Diffusion Model

Designing effective camera trajectories in virtual 3D environments is a challenging task even for experienced animators. Despite an elaborate film grammar, forged through years of experience, that enables the specification of camera motions through cinematographic properties (framing, shots sizes, angles, motions), there are endless possibilities in deciding how to place and move cameras with characters. Dealing with these possibilities is part of the complexity of the problem. While numerous techniques have been proposed in the literature (optimization-based solving, encoding of empirical rules, learning from real examples,...), the results either lack variety or ease of control. In this paper, we propose a cinematographic camera diffusion model using a transformer-based architecture to handle temporality and exploit the stochasticity of diffusion models to generate diverse and qualitative trajectories conditioned by high-level textual descriptions. We extend the work by integrating keyframing constraints and the ability to blend naturally between motions using latent interpolation, in a way to augment the degree of control of the designers. We demonstrate the strengths of this text-to-camera motion approach through qualitative and quantitative experiments and gather feedback from professional artists. The code and data are available at \URL{https://github.com/jianghd1996/Camera-control}.

cs.GR↗

Simulating Parametric Thin Shells by Bicubic Hermite Elements

In this study, we present the bicubic Hermite element method (BHEM), a new computational framework devised for the elastodynamic simulation of parametric thin-shell structures. The BHEM is constructed based on parametric quadrilateral Hermite patches, which serve as a unified representation for shell geometry, simulation, collision avoidance, as well as rendering. Compared with the commonly utilized linear FEM, the BHEM offers higher-order solution spaces, enabling the capture of more intricate and smoother geometries while employing significantly fewer finite elements. In comparison to other high-order methods, the BHEM achieves conforming $\mathcal{C}^1$ continuity for Kirchhoff-Love (KL) shells with minimal complexity. Furthermore, by leveraging the subdivision and convex hull properties of Hermite patches, we develop an efficient algorithm for ray-patch intersections, facilitating collision handling in simulations and ray tracing in rendering. This eliminates the need for laborious remodeling of the pre-existing parametric surface as the conventional approaches do. We substantiate our claims with comprehensive experiments, which demonstrate the high accuracy and versatility of the proposed method.

cs.GR↗

MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representations

In this work, we present MoConVQ, a novel unified framework for physics-based motion control leveraging scalable discrete representations. Building upon vector quantized variational autoencoders (VQ-VAE) and model-based reinforcement learning, our approach effectively learns motion embeddings from a large, unstructured dataset spanning tens of hours of motion examples. The resultant motion representation not only captures diverse motion skills but also offers a robust and intuitive interface for various applications. We demonstrate the versatility of MoConVQ through several applications: universal tracking control from various motion sources, interactive character control with latent motion representations using supervised learning, physics-based motion generation from natural language descriptions using the GPT framework, and, most interestingly, seamless integration with large language models (LLMs) with in-context learning to tackle complex and abstract tasks.

cs.CV↗

Generalized 3D Self-supervised Learning Framework via Prompted Foreground-Aware Feature Contrast

Contrastive learning has recently demonstrated great potential for unsupervised pre-training in 3D scene understanding tasks. However, most existing work randomly selects point features as anchors while building contrast, leading to a clear bias toward background points that often dominate in 3D scenes. Also, object awareness and foreground-to-background discrimination are neglected, making contrastive learning less effective. To tackle these issues, we propose a general foreground-aware feature contrast FAC++ framework to learn more effective point cloud representations in pre-training. FAC++ consists of two novel contrast designs to construct more effective and informative contrast pairs. The first is building positive pairs within the same foreground segment where points tend to have the same semantics. The second is that we prevent over-discrimination between 3D segments/objects and encourage grouped foreground-to-background distinctions at the segment level with adaptive feature learning in a Siamese correspondence network, which adaptively learns feature correlations within and across point cloud views effectively. Moreover, we have designed the foreground-prompted regional sampling to enhance more balanced foreground-aware learning, which is termed FAC++. Visualization with point activation maps shows that our contrast pairs capture clear correspondences among foreground regions during pre-training. Quantitative experiments also show that FAC++ achieves superior knowledge transfer and data efficiency in various downstream 3D semantic segmentation, instance segmentation as well as object detection tasks. All codes, data, and models are available at: https://github.com/KangchengLiu/FAC_Foreground_Aware_Contrast

cs.CV↗

Control3Diff: Learning Controllable 3D Diffusion Models from Single-view Images

Diffusion models have recently become the de-facto approach for generative modeling in the 2D domain. However, extending diffusion models to 3D is challenging due to the difficulties in acquiring 3D ground truth data for training. On the other hand, 3D GANs that integrate implicit 3D representations into GANs have shown remarkable 3D-aware generation when trained only on single-view image datasets. However, 3D GANs do not provide straightforward ways to precisely control image synthesis. To address these challenges, We present Control3Diff, a 3D diffusion model that combines the strengths of diffusion models and 3D GANs for versatile, controllable 3D-aware image synthesis for single-view datasets. Control3Diff explicitly models the underlying latent distribution (optionally conditioned on external inputs), thus enabling direct control during the diffusion process. Moreover, our approach is general and applicable to any type of controlling input, allowing us to train it with the same diffusion objective without any auxiliary supervision. We validate the efficacy of Control3Diff on standard image generation benchmarks, including FFHQ, AFHQ, and ShapeNet, using various conditioning inputs such as images, sketches, and text prompts. Please see the project website (\url{https://jiataogu.me/control3diff}) for video comparisons.

cs.CV↗

Learning Gradient Fields for Scalable and Generalizable Irregular Packing

The packing problem, also known as cutting or nesting, has diverse applications in logistics, manufacturing, layout design, and atlas generation. It involves arranging irregularly shaped pieces to minimize waste while avoiding overlap. Recent advances in machine learning, particularly reinforcement learning, have shown promise in addressing the packing problem. In this work, we delve deeper into a novel machine learning-based approach that formulates the packing problem as conditional generative modeling. To tackle the challenges of irregular packing, including object validity constraints and collision avoidance, our method employs the score-based diffusion model to learn a series of gradient fields. These gradient fields encode the correlations between constraint satisfaction and the spatial relationships of polygons, learned from teacher examples. During the testing phase, packing solutions are generated using a coarse-to-fine refinement mechanism guided by the learned gradient fields. To enhance packing feasibility and optimality, we introduce two key architectural designs: multi-scale feature extraction and coarse-to-fine relation extraction. We conduct experiments on two typical industrial packing domains, considering translations only. Empirically, our approach demonstrates spatial utilization rates comparable to, or even surpassing, those achieved by the teacher algorithm responsible for training data generation. Additionally, it exhibits some level of generalization to shape variations. We are hopeful that this method could pave the way for new possibilities in solving the packing problem.

cs.LG↗

Single image reflection removal via learning with multi-image constraints

Reflections are very common phenomena in our daily photography, which distract people's attention from the scene behind the glass. The problem of removing reflection artifacts is important but challenging due to its ill-posed nature. The traditional approaches solve an optimization problem over the constraints induced from multiple images, at the expense of large computation costs. Recent learning-based approaches have demonstrated a significant improvement in both performance and running time for single image reflection removal, but are limited as they require a large number of synthetic reflection/clean image pairs for direct supervision to approximate the ground truth, at the risk of overfitting in the synthetic image domain and degrading in the real image domain. In this paper, we propose a novel learning-based solution that combines the advantages of the aforementioned approaches and overcomes their drawbacks. Our algorithm works by learning a deep neural network to optimize the target with joint constraints enhanced among multiple input images during the training phase, but is able to eliminate reflections only from a single input for evaluation. Our algorithm runs in real-time and achieves state-of-the-art reflection removal performance on real images. We further propose a strong network backbone that disentangles the background and reflection information into separate latent codes, which are embedded into a shared one-branch deep neural network for both background and reflection predictions. The proposed backbone experimentally performs better than the other common network implementations, and provides insightful knowledge to understand the reflection removal task.

cs.CV↗

Implicit Multidimensional Projection of Local Subspaces

We propose a visualization method to understand the effect of multidimensional projection on local subspaces, using implicit function differentiation. Here, we understand the local subspace as the multidimensional local neighborhood of data points. Existing methods focus on the projection of multidimensional data points, and the neighborhood information is ignored. Our method is able to analyze the shape and directional information of the local subspace to gain more insights into the global structure of the data through the perception of local structures. Local subspaces are fitted by multidimensional ellipses that are spanned by basis vectors. An accurate and efficient vector transformation method is proposed based on analytical differentiation of multidimensional projections formulated as implicit functions. The results are visualized as glyphs and analyzed using a full set of specifically-designed interactions supported in our efficient web-based visualization tool. The usefulness of our method is demonstrated using various multi- and high-dimensional benchmark datasets. Our implicit differentiation vector transformation is evaluated through numerical comparisons; the overall method is evaluated through exploration examples and use cases.

cs.LG↗

Lazy Visual Localization via Motion Averaging

Visual (re)localization is critical for various applications in computer vision and robotics. Its goal is to estimate the 6 degrees of freedom (DoF) camera pose for each query image, based on a set of posed database images. Currently, all leading solutions are structure-based that either explicitly construct 3D metric maps from the database with structure-from-motion, or implicitly encode the 3D information with scene coordinate regression models. On the contrary, visual localization without reconstructing the scene in 3D offers clear benefits. It makes deployment more convenient by reducing database pre-processing time, releasing storage requirements, and remaining unaffected by imperfect reconstruction, etc. In this technical report, we demonstrate that it is possible to achieve high localization accuracy without reconstructing the scene from the database. The key to achieving this owes to a tailored motion averaging over database-query pairs. Experiments show that our visual localization proposal, LazyLoc, achieves comparable performance against state-of-the-art structure-based methods. Furthermore, we showcase the versatility of LazyLoc, which can be easily extended to handle complex configurations such as multi-query co-localization and camera rigs.

cs.CV↗

Example-based Motion Synthesis via Generative Motion Matching

We present GenMM, a generative model that "mines" as many diverse motions as possible from a single or few example sequences. In stark contrast to existing data-driven methods, which typically require long offline training time, are prone to visual artifacts, and tend to fail on large and complex skeletons, GenMM inherits the training-free nature and the superior quality of the well-known Motion Matching method. GenMM can synthesize a high-quality motion within a fraction of a second, even with highly complex and large skeletal structures. At the heart of our generative framework lies the generative motion matching module, which utilizes the bidirectional visual similarity as a generative cost function to motion matching, and operates in a multi-stage framework to progressively refine a random guess using exemplar motion matches. In addition to diverse motion generation, we show the versatility of our generative framework by extending it to a number of scenarios that are not possible with motion matching alone, including motion completion, key frame-guided generation, infinite looping, and motion reassembly. Code and data for this paper are at https://wyysf-98.github.io/GenMM/

cs.GR↗

Neural Novel Actor: Learning a Generalized Animatable Neural Representation for Human Actors

We propose a new method for learning a generalized animatable neural human representation from a sparse set of multi-view imagery of multiple persons. The learned representation can be used to synthesize novel view images of an arbitrary person from a sparse set of cameras, and further animate them with the user's pose control. While existing methods can either generalize to new persons or synthesize animations with user control, none of them can achieve both at the same time. We attribute this accomplishment to the employment of a 3D proxy for a shared multi-person human model, and further the warping of the spaces of different poses to a shared canonical pose space, in which we learn a neural field and predict the person- and pose-dependent deformations, as well as appearance with the features extracted from input images. To cope with the complexity of the large variations in body shapes, poses, and clothing deformations, we design our neural human model with disentangled geometry and appearance. Furthermore, we utilize the image features both at the spatial point and on the surface points of the 3D proxy for predicting person- and pose-dependent properties. Experiments show that our method significantly outperforms the state-of-the-arts on both tasks. The video and code are available at https://talegqz.github.io/neural_novel_actor.

cs.CV↗

Rhythmic Gesticulator: Rhythm-Aware Co-Speech Gesture Synthesis with Hierarchical Neural Embeddings

Automatic synthesis of realistic co-speech gestures is an increasingly important yet challenging task in artificial embodied agent creation. Previous systems mainly focus on generating gestures in an end-to-end manner, which leads to difficulties in mining the clear rhythm and semantics due to the complex yet subtle harmony between speech and gestures. We present a novel co-speech gesture synthesis method that achieves convincing results both on the rhythm and semantics. For the rhythm, our system contains a robust rhythm-based segmentation pipeline to ensure the temporal coherence between the vocalization and gestures explicitly. For the gesture semantics, we devise a mechanism to effectively disentangle both low- and high-level neural embeddings of speech and motion based on linguistic theory. The high-level embedding corresponds to semantics, while the low-level embedding relates to subtle variations. Lastly, we build correspondence between the hierarchical embeddings of the speech and the motion, resulting in rhythm- and semantics-aware gesture synthesis. Evaluations with existing objective metrics, a newly proposed rhythmic metric, and human feedback show that our method outperforms state-of-the-art systems by a clear margin.

cs.SD↗

Patch-based 3D Natural Scene Generation from a Single Example

We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.

cs.GR↗

Delving into Discrete Normalizing Flows on SO(3) Manifold for Probabilistic Rotation Modeling

Normalizing flows (NFs) provide a powerful tool to construct an expressive distribution by a sequence of trackable transformations of a base distribution and form a probabilistic model of underlying data. Rotation, as an important quantity in computer vision, graphics, and robotics, can exhibit many ambiguities when occlusion and symmetry occur and thus demands such probabilistic models. Though much progress has been made for NFs in Euclidean space, there are no effective normalizing flows without discontinuity or many-to-one mapping tailored for SO(3) manifold. Given the unique non-Euclidean properties of the rotation manifold, adapting the existing NFs to SO(3) manifold is non-trivial. In this paper, we propose a novel normalizing flow on SO(3) by combining a Mobius transformation-based coupling layer and a quaternion affine transformation. With our proposed rotation normalizing flows, one can not only effectively express arbitrary distributions on SO(3), but also conditionally build the target distribution given input observations. Extensive experiments show that our rotation normalizing flows significantly outperform the baselines on both unconditional and conditional tasks.

cs.CV↗

A Laplace-inspired Distribution on SO(3) for Probabilistic Rotation Estimation

Estimating the 3DoF rotation from a single RGB image is an important yet challenging problem. Probabilistic rotation regression has raised more and more attention with the benefit of expressing uncertainty information along with the prediction. Though modeling noise using Gaussian-resembling Bingham distribution and matrix Fisher distribution is natural, they are shown to be sensitive to outliers for the nature of quadratic punishment to deviations. In this paper, we draw inspiration from multivariate Laplace distribution and propose a novel Rotation Laplace distribution on SO(3). Rotation Laplace distribution is robust to the disturbance of outliers and enforces much gradient to the low-error region, resulting in a better convergence. Our extensive experiments show that our proposed distribution achieves state-of-the-art performance for rotation regression tasks over both probabilistic and non-probabilistic baselines. Our project page is at https://pku-epic.github.io/RotationLaplace.

cs.CV↗