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Changjie Fan

Publications and source records attributed to Changjie Fan.

At least 37 records · Page 2Linked to original sources

TalkCLIP: Talking Head Generation with Text-Guided Expressive Speaking Styles

Audio-driven talking head generation has drawn growing attention. To produce talking head videos with desired facial expressions, previous methods rely on extra reference videos to provide expression information, which may be difficult to find and hence limits their usage. In this work, we propose TalkCLIP, a framework that can generate talking heads where the expressions are specified by natural language, hence allowing for specifying expressions more conveniently. To model the mapping from text to expressions, we first construct a text-video paired talking head dataset where each video has diverse text descriptions that depict both coarse-grained emotions and fine-grained facial movements. Leveraging the proposed dataset, we introduce a CLIP-based style encoder that projects natural language-based descriptions to the representations of expressions. TalkCLIP can even infer expressions for descriptions unseen during training. TalkCLIP can also use text to modulate expression intensity and edit expressions. Extensive experiments demonstrate that TalkCLIP achieves the advanced capability of generating photo-realistic talking heads with vivid facial expressions guided by text descriptions.

cs.CV↗

Bayesian Design Principles for Offline-to-Online Reinforcement Learning

Offline reinforcement learning (RL) is crucial for real-world applications where exploration can be costly or unsafe. However, offline learned policies are often suboptimal, and further online fine-tuning is required. In this paper, we tackle the fundamental dilemma of offline-to-online fine-tuning: if the agent remains pessimistic, it may fail to learn a better policy, while if it becomes optimistic directly, performance may suffer from a sudden drop. We show that Bayesian design principles are crucial in solving such a dilemma. Instead of adopting optimistic or pessimistic policies, the agent should act in a way that matches its belief in optimal policies. Such a probability-matching agent can avoid a sudden performance drop while still being guaranteed to find the optimal policy. Based on our theoretical findings, we introduce a novel algorithm that outperforms existing methods on various benchmarks, demonstrating the efficacy of our approach. Overall, the proposed approach provides a new perspective on offline-to-online RL that has the potential to enable more effective learning from offline data.

cs.LG↗

A New Baseline Assumption of Integated Gradients Based on Shaply value

Efforts to decode deep neural networks (DNNs) often involve mapping their predictions back to the input features. Among these methods, Integrated Gradients (IG) has emerged as a significant technique. The selection of appropriate baselines in IG is crucial for crafting meaningful and unbiased explanations of model predictions in diverse settings. The standard approach of utilizing a single baseline, however, is frequently inadequate, prompting the need for multiple baselines. Leveraging the natural link between IG and the Aumann-Shapley Value, we provide a novel outlook on baseline design. Theoretically, we demonstrate that under certain assumptions, a collection of baselines aligns with the coalitions described by the Shapley Value. Building on this insight, we develop a new baseline method called Shapley Integrated Gradients (SIG), which uses proportional sampling to mirror the Shapley Value computation process. Simulations conducted in GridWorld validate that SIG effectively emulates the distribution of Shapley Values. Moreover, empirical tests on various image processing tasks show that SIG surpasses traditional IG baseline methods by offering more precise estimates of feature contributions, providing consistent explanations across different applications, and ensuring adaptability to diverse data types with negligible additional computational demand.

cs.LG↗

vMFER: Von Mises-Fisher Experience Resampling Based on Uncertainty of Gradient Directions for Policy Improvement

Reinforcement Learning (RL) is a widely employed technique in decision-making problems, encompassing two fundamental operations -- policy evaluation and policy improvement. Enhancing learning efficiency remains a key challenge in RL, with many efforts focused on using ensemble critics to boost policy evaluation efficiency. However, when using multiple critics, the actor in the policy improvement process can obtain different gradients. Previous studies have combined these gradients without considering their disagreements. Therefore, optimizing the policy improvement process is crucial to enhance learning efficiency. This study focuses on investigating the impact of gradient disagreements caused by ensemble critics on policy improvement. We introduce the concept of uncertainty of gradient directions as a means to measure the disagreement among gradients utilized in the policy improvement process. Through measuring the disagreement among gradients, we find that transitions with lower uncertainty of gradient directions are more reliable in the policy improvement process. Building on this analysis, we propose a method called von Mises-Fisher Experience Resampling (vMFER), which optimizes the policy improvement process by resampling transitions and assigning higher confidence to transitions with lower uncertainty of gradient directions. Our experiments demonstrate that vMFER significantly outperforms the benchmark and is particularly well-suited for ensemble structures in RL.

cs.LG↗

Towards a Simultaneous and Granular Identity-Expression Control in Personalized Face Generation

In human-centric content generation, the pre-trained text-to-image models struggle to produce user-wanted portrait images, which retain the identity of individuals while exhibiting diverse expressions. This paper introduces our efforts towards personalized face generation. To this end, we propose a novel multi-modal face generation framework, capable of simultaneous identity-expression control and more fine-grained expression synthesis. Our expression control is so sophisticated that it can be specialized by the fine-grained emotional vocabulary. We devise a novel diffusion model that can undertake the task of simultaneously face swapping and reenactment. Due to the entanglement of identity and expression, it's nontrivial to separately and precisely control them in one framework, thus has not been explored yet. To overcome this, we propose several innovative designs in the conditional diffusion model, including balancing identity and expression encoder, improved midpoint sampling, and explicitly background conditioning. Extensive experiments have demonstrated the controllability and scalability of the proposed framework, in comparison with state-of-the-art text-to-image, face swapping, and face reenactment methods.

cs.CV↗

EfficientDreamer: High-Fidelity and Robust 3D Creation via Orthogonal-view Diffusion Prior

While image diffusion models have made significant progress in text-driven 3D content creation, they often fail to accurately capture the intended meaning of text prompts, especially for view information. This limitation leads to the Janus problem, where multi-faced 3D models are generated under the guidance of such diffusion models. In this paper, we propose a robust high-quality 3D content generation pipeline by exploiting orthogonal-view image guidance. First, we introduce a novel 2D diffusion model that generates an image consisting of four orthogonal-view sub-images based on the given text prompt. Then, the 3D content is created using this diffusion model. Notably, the generated orthogonal-view image provides strong geometric structure priors and thus improves 3D consistency. As a result, it effectively resolves the Janus problem and significantly enhances the quality of 3D content creation. Additionally, we present a 3D synthesis fusion network that can further improve the details of the generated 3D contents. Both quantitative and qualitative evaluations demonstrate that our method surpasses previous text-to-3D techniques. Project page: https://efficientdreamer.github.io.

cs.CV↗

A Dataset for the Validation of Truth Inference Algorithms Suitable for Online Deployment

For the purpose of efficient and cost-effective large-scale data labeling, crowdsourcing is increasingly being utilized. To guarantee the quality of data labeling, multiple annotations need to be collected for each data sample, and truth inference algorithms have been developed to accurately infer the true labels. Despite previous studies having released public datasets to evaluate the efficacy of truth inference algorithms, these have typically focused on a single type of crowdsourcing task and neglected the temporal information associated with workers' annotation activities. These limitations significantly restrict the practical applicability of these algorithms, particularly in the context of long-term and online truth inference. In this paper, we introduce a substantial crowdsourcing annotation dataset collected from a real-world crowdsourcing platform. This dataset comprises approximately two thousand workers, one million tasks, and six million annotations. The data was gathered over a period of approximately six months from various types of tasks, and the timestamps of each annotation were preserved. We analyze the characteristics of the dataset from multiple perspectives and evaluate the effectiveness of several representative truth inference algorithms on this dataset. We anticipate that this dataset will stimulate future research on tracking workers' abilities over time in relation to different types of tasks, as well as enhancing online truth inference.

cs.HC↗

XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning Techniques

Reinforcement Learning (RL) has demonstrated substantial potential across diverse fields, yet understanding its decision-making process, especially in real-world scenarios where rationality and safety are paramount, is an ongoing challenge. This paper delves in to Explainable RL (XRL), a subfield of Explainable AI (XAI) aimed at unravelling the complexities of RL models. Our focus rests on state-explaining techniques, a crucial subset within XRL methods, as they reveal the underlying factors influencing an agent's actions at any given time. Despite their significant role, the lack of a unified evaluation framework hinders assessment of their accuracy and effectiveness. To address this, we introduce XRL-Bench, a unified standardized benchmark tailored for the evaluation and comparison of XRL methods, encompassing three main modules: standard RL environments, explainers based on state importance, and standard evaluators. XRL-Bench supports both tabular and image data for state explanation. We also propose TabularSHAP, an innovative and competitive XRL method. We demonstrate the practical utility of TabularSHAP in real-world online gaming services and offer an open-source benchmark platform for the straightforward implementation and evaluation of XRL methods. Our contributions facilitate the continued progression of XRL technology.

cs.AI↗

AlignDiff: Aligning Diverse Human Preferences via Behavior-Customisable Diffusion Model

Aligning agent behaviors with diverse human preferences remains a challenging problem in reinforcement learning (RL), owing to the inherent abstractness and mutability of human preferences. To address these issues, we propose AlignDiff, a novel framework that leverages RL from Human Feedback (RLHF) to quantify human preferences, covering abstractness, and utilizes them to guide diffusion planning for zero-shot behavior customizing, covering mutability. AlignDiff can accurately match user-customized behaviors and efficiently switch from one to another. To build the framework, we first establish the multi-perspective human feedback datasets, which contain comparisons for the attributes of diverse behaviors, and then train an attribute strength model to predict quantified relative strengths. After relabeling behavioral datasets with relative strengths, we proceed to train an attribute-conditioned diffusion model, which serves as a planner with the attribute strength model as a director for preference aligning at the inference phase. We evaluate AlignDiff on various locomotion tasks and demonstrate its superior performance on preference matching, switching, and covering compared to other baselines. Its capability of completing unseen downstream tasks under human instructions also showcases the promising potential for human-AI collaboration. More visualization videos are released on https://aligndiff.github.io/.

cs.AI↗

Towards Long-term Annotators: A Supervised Label Aggregation Baseline

Relying on crowdsourced workers, data crowdsourcing platforms are able to efficiently provide vast amounts of labeled data. Due to the variability in the annotation quality of crowd workers, modern techniques resort to redundant annotations and subsequent label aggregation to infer true labels. However, these methods require model updating during the inference, posing challenges in real-world implementation. Meanwhile, in recent years, many data labeling tasks have begun to require skilled and experienced annotators, leading to an increasing demand for long-term annotators. These annotators could leave substantial historical annotation records on the crowdsourcing platforms, which can benefit label aggregation, but are ignored by previous works. Hereby, in this paper, we propose a novel label aggregation technique, which does not need any model updating during inference and can extensively explore the historical annotation records. We call it SuperLA, a Supervised Label Aggregation method. Inside this model, we design three types of input features and a straightforward neural network structure to merge all the information together and subsequently produce aggregated labels. Based on comparison experiments conducted on 22 public datasets and 11 baseline methods, we find that SuperLA not only outperforms all those baselines in inference performance but also offers significant advantages in terms of efficiency.

cs.HC↗

NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination

Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Our code and data are available at https://woolseyyy.github.io/nefii/.

cs.CV↗

Rethinking Noisy Label Learning in Real-world Annotation Scenarios from the Noise-type Perspective

In this paper, we investigate the problem of learning with noisy labels in real-world annotation scenarios, where noise can be categorized into two types: factual noise and ambiguity noise. To better distinguish these noise types and utilize their semantics, we propose a novel sample selection-based approach for noisy label learning, called Proto-semi. Proto-semi initially divides all samples into the confident and unconfident datasets via warm-up. By leveraging the confident dataset, prototype vectors are constructed to capture class characteristics. Subsequently, the distances between the unconfident samples and the prototype vectors are calculated to facilitate noise classification. Based on these distances, the labels are either corrected or retained, resulting in the refinement of the confident and unconfident datasets. Finally, we introduce a semi-supervised learning method to enhance training. Empirical evaluations on a real-world annotated dataset substantiate the robustness of Proto-semi in handling the problem of learning from noisy labels. Meanwhile, the prototype-based repartitioning strategy is shown to be effective in mitigating the adverse impact of label noise. Our code and data are available at https://github.com/fuxiAIlab/ProtoSemi.

cs.LG↗

FlowFace++: Explicit Semantic Flow-supervised End-to-End Face Swapping

This work proposes a novel face-swapping framework FlowFace++, utilizing explicit semantic flow supervision and end-to-end architecture to facilitate shape-aware face-swapping. Specifically, our work pretrains a facial shape discriminator to supervise the face swapping network. The discriminator is shape-aware and relies on a semantic flow-guided operation to explicitly calculate the shape discrepancies between the target and source faces, thus optimizing the face swapping network to generate highly realistic results. The face swapping network is a stack of a pre-trained face-masked autoencoder (MAE), a cross-attention fusion module, and a convolutional decoder. The MAE provides a fine-grained facial image representation space, which is unified for the target and source faces and thus facilitates final realistic results. The cross-attention fusion module carries out the source-to-target face swapping in a fine-grained latent space while preserving other attributes of the target image (e.g. expression, head pose, hair, background, illumination, etc). Lastly, the convolutional decoder further synthesizes the swapping results according to the face-swapping latent embedding from the cross-attention fusion module. Extensive quantitative and qualitative experiments on in-the-wild faces demonstrate that our FlowFace++ outperforms the state-of-the-art significantly, particularly while the source face is obstructed by uneven lighting or angle offset.

cs.CV↗

StyleTalk: One-shot Talking Head Generation with Controllable Speaking Styles

Different people speak with diverse personalized speaking styles. Although existing one-shot talking head methods have made significant progress in lip sync, natural facial expressions, and stable head motions, they still cannot generate diverse speaking styles in the final talking head videos. To tackle this problem, we propose a one-shot style-controllable talking face generation framework. In a nutshell, we aim to attain a speaking style from an arbitrary reference speaking video and then drive the one-shot portrait to speak with the reference speaking style and another piece of audio. Specifically, we first develop a style encoder to extract dynamic facial motion patterns of a style reference video and then encode them into a style code. Afterward, we introduce a style-controllable decoder to synthesize stylized facial animations from the speech content and style code. In order to integrate the reference speaking style into generated videos, we design a style-aware adaptive transformer, which enables the encoded style code to adjust the weights of the feed-forward layers accordingly. Thanks to the style-aware adaptation mechanism, the reference speaking style can be better embedded into synthesized videos during decoding. Extensive experiments demonstrate that our method is capable of generating talking head videos with diverse speaking styles from only one portrait image and an audio clip while achieving authentic visual effects. Project Page: https://github.com/FuxiVirtualHuman/styletalk.

cs.CV↗

RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System

Reinforcement learning based recommender systems (RL-based RS) aim at learning a good policy from a batch of collected data, by casting recommendations to multi-step decision-making tasks. However, current RL-based RS research commonly has a large reality gap. In this paper, we introduce the first open-source real-world dataset, RL4RS, hoping to replace the artificial datasets and semi-simulated RS datasets previous studies used due to the resource limitation of the RL-based RS domain. Unlike academic RL research, RL-based RS suffers from the difficulties of being well-validated before deployment. We attempt to propose a new systematic evaluation framework, including evaluation of environment simulation, evaluation on environments, counterfactual policy evaluation, and evaluation on environments built from test set. In summary, the RL4RS (Reinforcement Learning for Recommender Systems), a new resource with special concerns on the reality gaps, contains two real-world datasets, data understanding tools, tuned simulation environments, related advanced RL baselines, batch RL baselines, and counterfactual policy evaluation algorithms. The RL4RS suite can be found at https://github.com/fuxiAIlab/RL4RS. In addition to the RL-based recommender systems, we expect the resource to contribute to research in applied reinforcement learning.

cs.IR↗

Diverse 3D Hand Gesture Prediction from Body Dynamics by Bilateral Hand Disentanglement

Predicting natural and diverse 3D hand gestures from the upper body dynamics is a practical yet challenging task in virtual avatar creation. Previous works usually overlook the asymmetric motions between two hands and generate two hands in a holistic manner, leading to unnatural results. In this work, we introduce a novel bilateral hand disentanglement based two-stage 3D hand generation method to achieve natural and diverse 3D hand prediction from body dynamics. In the first stage, we intend to generate natural hand gestures by two hand-disentanglement branches. Considering the asymmetric gestures and motions of two hands, we introduce a Spatial-Residual Memory (SRM) module to model spatial interaction between the body and each hand by residual learning. To enhance the coordination of two hand motions wrt. body dynamics holistically, we then present a Temporal-Motion Memory (TMM) module. TMM can effectively model the temporal association between body dynamics and two hand motions. The second stage is built upon the insight that 3D hand predictions should be non-deterministic given the sequential body postures. Thus, we further diversify our 3D hand predictions based on the initial output from the stage one. Concretely, we propose a Prototypical-Memory Sampling Strategy (PSS) to generate the non-deterministic hand gestures by gradient-based Markov Chain Monte Carlo (MCMC) sampling. Extensive experiments demonstrate that our method outperforms the state-of-the-art models on the B2H dataset and our newly collected TED Hands dataset. The dataset and code are available at https://github.com/XingqunQi-lab/Diverse-3D-Hand-Gesture-Prediction.

cs.CV↗

DINet: Deformation Inpainting Network for Realistic Face Visually Dubbing on High Resolution Video

For few-shot learning, it is still a critical challenge to realize photo-realistic face visually dubbing on high-resolution videos. Previous works fail to generate high-fidelity dubbing results. To address the above problem, this paper proposes a Deformation Inpainting Network (DINet) for high-resolution face visually dubbing. Different from previous works relying on multiple up-sample layers to directly generate pixels from latent embeddings, DINet performs spatial deformation on feature maps of reference images to better preserve high-frequency textural details. Specifically, DINet consists of one deformation part and one inpainting part. In the first part, five reference facial images adaptively perform spatial deformation to create deformed feature maps encoding mouth shapes at each frame, in order to align with the input driving audio and also the head poses of the input source images. In the second part, to produce face visually dubbing, a feature decoder is responsible for adaptively incorporating mouth movements from the deformed feature maps and other attributes (i.e., head pose and upper facial expression) from the source feature maps together. Finally, DINet achieves face visually dubbing with rich textural details. We conduct qualitative and quantitative comparisons to validate our DINet on high-resolution videos. The experimental results show that our method outperforms state-of-the-art works.

cs.CV↗

Zero-Shot Text-to-Parameter Translation for Game Character Auto-Creation

Recent popular Role-Playing Games (RPGs) saw the great success of character auto-creation systems. The bone-driven face model controlled by continuous parameters (like the position of bones) and discrete parameters (like the hairstyles) makes it possible for users to personalize and customize in-game characters. Previous in-game character auto-creation systems are mostly image-driven, where facial parameters are optimized so that the rendered character looks similar to the reference face photo. This paper proposes a novel text-to-parameter translation method (T2P) to achieve zero-shot text-driven game character auto-creation. With our method, users can create a vivid in-game character with arbitrary text description without using any reference photo or editing hundreds of parameters manually. In our method, taking the power of large-scale pre-trained multi-modal CLIP and neural rendering, T2P searches both continuous facial parameters and discrete facial parameters in a unified framework. Due to the discontinuous parameter representation, previous methods have difficulty in effectively learning discrete facial parameters. T2P, to our best knowledge, is the first method that can handle the optimization of both discrete and continuous parameters. Experimental results show that T2P can generate high-quality and vivid game characters with given text prompts. T2P outperforms other SOTA text-to-3D generation methods on both objective evaluations and subjective evaluations.

cs.CV↗