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Chengjiang Long

Publications and source records attributed to Chengjiang Long.

At least 19 recordsLinked to original sources

T2SGrid: Temporal-to-Spatial Gridification for Video Temporal Grounding

Video Temporal Grounding (VTG) aims to localize the video segment that corresponds to a natural language query, which requires a comprehensive understanding of complex temporal dynamics. Existing Vision-LMMs typically perceive temporal dynamics via positional encoding, text-based timestamps, or visual frame numbering. However, these approaches exhibit notable limitations: assigning each frame a text-based timestamp token introduces additional computational overhead and leads to sparsity in visual attention, positional encoding struggles to capture absolute temporal information, and visual frame numbering often compromises spatial detail. To address these issues, we propose Temporal to Spatial Gridification (T2SGrid), a novel framework that reformulates video temporal understanding as a spatial understanding task. The core idea of T2SGrid is to process video content in clips rather than individual frames. we employ a overlapping sliding windows mechanism to segment the video into temporal clips. Within each window, frames are arranged chronologically in a row-major order into a composite grid image, effectively transforming temporal sequences into structured 2D layouts. The gridification not only encodes temporal information but also enhances local attention within each grid. Furthermore, T2SGrid enables the use of composite text timestamps to establish global temporal awareness. Experiments on standard VTG benchmarks demonstrate that T2SGrid achieves superior performance.

cs.CV

REFA: Real-time Egocentric Facial Animations for Virtual Reality

We present a novel system for real-time tracking of facial expressions using egocentric views captured from a set of infrared cameras embedded in a virtual reality (VR) headset. Our technology facilitates any user to accurately drive the facial expressions of virtual characters in a non-intrusive manner and without the need of a lengthy calibration step. At the core of our system is a distillation based approach to train a machine learning model on heterogeneous data and labels coming form multiple sources, \eg synthetic and real images. As part of our dataset, we collected 18k diverse subjects using a lightweight capture setup consisting of a mobile phone and a custom VR headset with extra cameras. To process this data, we developed a robust differentiable rendering pipeline enabling us to automatically extract facial expression labels. Our system opens up new avenues for communication and expression in virtual environments, with applications in video conferencing, gaming, entertainment, and remote collaboration.

cs.CV

FlexAvatar: Flexible Large Reconstruction Model for Animatable Gaussian Head Avatars with Detailed Deformation

We present FlexAvatar, a flexible large reconstruction model for high-fidelity 3D head avatars with detailed dynamic deformation from single or sparse images, without requiring camera poses or expression labels. It leverages a transformer-based reconstruction model with structured head query tokens as canonical anchor to aggregate flexible input-number-agnostic, camera-pose-free and expression-free inputs into a robust canonical 3D representation. For detailed dynamic deformation, we introduce a lightweight UNet decoder conditioned on UV-space position maps, which can produce detailed expression-dependent deformations in real time. To better capture rare but critical expressions like wrinkles and bared teeth, we also adopt a data distribution adjustment strategy during training to balance the distribution of these expressions in the training set. Moreover, a lightweight 10-second refinement can further enhances identity-specific details in extreme identities without affecting deformation quality. Extensive experiments demonstrate that our FlexAvatar achieves superior 3D consistency, detailed dynamic realism compared with previous methods, providing a practical solution for animatable 3D avatar creation.

cs.CV

TAR: Temporal Anchor-Constrained Reasoning for Video Temporal Grounding

Video Temporal Grounding (VTG) aims to localize specific video segments corresponding to natural language queries. While recent Large Vision-Language Models (LVLMs) employ Reinforcement Learning to generate Chains-of-Thought (CoT), they typically rely solely on outcome-based supervision. Consequently, this often leads to hallucinations, where the reasoning process becomes disconnected from the visual content and the final prediction. Existing attempts to mitigate this by relying on external supervision from larger models or separate reward models are computationally expensive and prone to rigid patterns. To address these challenges, we propose TAR (Temporal Anchor-Constrained Reasoning), a framework that introduces the temporal anchor (T-anchor) as a transparent and auditable checkpoint mechanism. T-anchor enforces progressive refinement within the CoT, compelling the model to continuously ground its intermediate thoughts in visual evidence and iteratively calibrate temporal predictions, thereby significantly enhancing the faithfulness and autonomy of the reasoning process and final accuracy. Furthermore, we introduce a bootstrapping paradigm that automatically harvests high-quality CoT data using only a standard 7B model, eliminating the dependency on ultra-large models. Extensive experiments demonstrate that TAR achieves state-of-the-art performance and generates faithful, autonomous, and progressively refined reasoning traces.

cs.CV

Invert4TVG: A Temporal Video Grounding Framework with Inversion Tasks Preserving Action Understanding Ability

Temporal Video Grounding (TVG) aims to localize video segments corresponding to a given textual query, which often describes human actions. However, we observe that current methods, usually optimizing for high temporal Intersection-over-Union (IoU), frequently struggle to accurately recognize or understand the underlying actions in both the video and query, thus reducing the effectiveness of these methods. To address this, we propose a novel TVG framework that integrates inversion-based TVG as auxiliary objectives to maintain the model's action understanding ability. We introduce three kinds of inversion TVG tasks derived from the original TVG annotations: (1) Verb Completion, predicting masked verbs (actions) in queries given video segments; (2) Action Recognition, identifying query-described actions; and (3) Video Description, generating descriptions containing query-relevant actions given video segments. These inversion tasks are entirely derived from the original TVG tasks and are probabilistically integrated with them within a reinforcement learning framework. By leveraging carefully designed reward functions, the model preserves its ability to understand actions, thereby improving the accuracy of temporal grounding. Experiments show our method outperforms state-of-the-art approaches, achieving a 7.1\% improvement in R1@0.7 on Charades-STA for a 3B model.

cs.AI

PUMPS: Skeleton-Agnostic Point-based Universal Motion Pre-Training for Synthesis in Human Motion Tasks

Motion skeletons drive 3D character animation by transforming bone hierarchies, but differences in proportions or structure make motion data hard to transfer across skeletons, posing challenges for data-driven motion synthesis. Temporal Point Clouds (TPCs) offer an unstructured, cross-compatible motion representation. Though reversible with skeletons, TPCs mainly serve for compatibility, not for direct motion task learning. Doing so would require data synthesis capabilities for the TPC format, which presents unexplored challenges regarding its unique temporal consistency and point identifiability. Therefore, we propose PUMPS, the primordial autoencoder architecture for TPC data. PUMPS independently reduces frame-wise point clouds into sampleable feature vectors, from which a decoder extracts distinct temporal points using latent Gaussian noise vectors as sampling identifiers. We introduce linear assignment-based point pairing to optimise the TPC reconstruction process, and negate the use of expensive point-wise attention mechanisms in the architecture. Using these latent features, we pre-train a motion synthesis model capable of performing motion prediction, transition generation, and keyframe interpolation. For these pre-training tasks, PUMPS performs remarkably well even without native dataset supervision, matching state-of-the-art performance. When fine-tuned for motion denoising or estimation, PUMPS outperforms many respective methods without deviating from its generalist architecture.

cs.CV

DNF-Intrinsic: Deterministic Noise-Free Diffusion for Indoor Inverse Rendering

Recent methods have shown that pre-trained diffusion models can be fine-tuned to enable generative inverse rendering by learning image-conditioned noise-to-intrinsic mapping. Despite their remarkable progress, they struggle to robustly produce high-quality results as the noise-to-intrinsic paradigm essentially utilizes noisy images with deteriorated structure and appearance for intrinsic prediction, while it is common knowledge that structure and appearance information in an image are crucial for inverse rendering. To address this issue, we present DNF-Intrinsic, a robust yet efficient inverse rendering approach fine-tuned from a pre-trained diffusion model, where we propose to take the source image rather than Gaussian noise as input to directly predict deterministic intrinsic properties via flow matching. Moreover, we design a generative renderer to constrain that the predicted intrinsic properties are physically faithful to the source image. Experiments on both synthetic and real-world datasets show that our method clearly outperforms existing state-of-the-art methods.

cs.CV

Repurposing 2D Diffusion Models with Gaussian Atlas for 3D Generation

Recent advances in text-to-image diffusion models have been driven by the increasing availability of paired 2D data. However, the development of 3D diffusion models has been hindered by the scarcity of high-quality 3D data, resulting in less competitive performance compared to their 2D counterparts. To address this challenge, we propose repurposing pre-trained 2D diffusion models for 3D object generation. We introduce Gaussian Atlas, a novel representation that utilizes dense 2D grids, enabling the fine-tuning of 2D diffusion models to generate 3D Gaussians. Our approach demonstrates successful transfer learning from a pre-trained 2D diffusion model to a 2D manifold flattened from 3D structures. To support model training, we compile GaussianVerse, a large-scale dataset comprising 205K high-quality 3D Gaussian fittings of various 3D objects. Our experimental results show that text-to-image diffusion models can be effectively adapted for 3D content generation, bridging the gap between 2D and 3D modeling.

cs.CV

Efficient Physics Simulation for 3D Scenes via MLLM-Guided Gaussian Splatting

Recent advancements in 3D generation models have opened new possibilities for simulating dynamic 3D object movements and customizing behaviors, yet creating this content remains challenging. Current methods often require manual assignment of precise physical properties for simulations or rely on video generation models to predict them, which is computationally intensive. In this paper, we rethink the usage of multi-modal large language model (MLLM) in physics-based simulation, and present Sim Anything, a physics-based approach that endows static 3D objects with interactive dynamics. We begin with detailed scene reconstruction and object-level 3D open-vocabulary segmentation, progressing to multi-view image in-painting. Inspired by human visual reasoning, we propose MLLM-based Physical Property Perception (MLLM-P3) to predict mean physical properties of objects in a zero-shot manner. Based on the mean values and the object's geometry, the Material Property Distribution Prediction model (MPDP) model then estimates the full distribution, reformulating the problem as probability distribution estimation to reduce computational costs. Finally, we simulate objects in an open-world scene with particles sampled via the Physical-Geometric Adaptive Sampling (PGAS) strategy, efficiently capturing complex deformations and significantly reducing computational costs. Extensive experiments and user studies demonstrate our Sim Anything achieves more realistic motion than state-of-the-art methods within 2 minutes on a single GPU.

cs.CV

Motion Keyframe Interpolation for Any Human Skeleton via Temporally Consistent Point Cloud Sampling and Reconstruction

In the character animation field, modern supervised keyframe interpolation models have demonstrated exceptional performance in constructing natural human motions from sparse pose definitions. As supervised models, large motion datasets are necessary to facilitate the learning process; however, since motion is represented with fixed hierarchical skeletons, such datasets are incompatible for skeletons outside the datasets' native configurations. Consequently, the expected availability of a motion dataset for desired skeletons severely hinders the feasibility of learned interpolation in practice. To combat this limitation, we propose Point Cloud-based Motion Representation Learning (PC-MRL), an unsupervised approach to enabling cross-compatibility between skeletons for motion interpolation learning. PC-MRL consists of a skeleton obfuscation strategy using temporal point cloud sampling, and an unsupervised skeleton reconstruction method from point clouds. We devise a temporal point-wise K-nearest neighbors loss for unsupervised learning. Moreover, we propose First-frame Offset Quaternion (FOQ) and Rest Pose Augmentation (RPA) strategies to overcome necessary limitations of our unsupervised point cloud-to-skeletal motion process. Comprehensive experiments demonstrate the effectiveness of PC-MRL in motion interpolation for desired skeletons without supervision from native datasets.

cs.CV

Multi-RoI Human Mesh Recovery with Camera Consistency and Contrastive Losses

Besides a 3D mesh, Human Mesh Recovery (HMR) methods usually need to estimate a camera for computing 2D reprojection loss. Previous approaches may encounter the following problem: both the mesh and camera are not correct but the combination of them can yield a low reprojection loss. To alleviate this problem, we define multiple RoIs (region of interest) containing the same human and propose a multiple-RoI-based HMR method. Our key idea is that with multiple RoIs as input, we can estimate multiple local cameras and have the opportunity to design and apply additional constraints between cameras to improve the accuracy of the cameras and, in turn, the accuracy of the corresponding 3D mesh. To implement this idea, we propose a RoI-aware feature fusion network by which we estimate a 3D mesh shared by all RoIs as well as local cameras corresponding to the RoIs. We observe that local cameras can be converted to the camera of the full image through which we construct a local camera consistency loss as the additional constraint imposed on local cameras. Another benefit of introducing multiple RoIs is that we can encapsulate our network into a contrastive learning framework and apply a contrastive loss to regularize the training of our network. Experiments demonstrate the effectiveness of our multi-RoI HMR method and superiority to recent prior arts. Our code is available at https://github.com/CptDiaos/Multi-RoI.

cs.CV

Incorporating Test-Time Optimization into Training with Dual Networks for Human Mesh Recovery

Human Mesh Recovery (HMR) is the task of estimating a parameterized 3D human mesh from an image. There is a kind of methods first training a regression model for this problem, then further optimizing the pretrained regression model for any specific sample individually at test time. However, the pretrained model may not provide an ideal optimization starting point for the test-time optimization. Inspired by meta-learning, we incorporate the test-time optimization into training, performing a step of test-time optimization for each sample in the training batch before really conducting the training optimization over all the training samples. In this way, we obtain a meta-model, the meta-parameter of which is friendly to the test-time optimization. At test time, after several test-time optimization steps starting from the meta-parameter, we obtain much higher HMR accuracy than the test-time optimization starting from the simply pretrained regression model. Furthermore, we find test-time HMR objectives are different from training-time objectives, which reduces the effectiveness of the learning of the meta-model. To solve this problem, we propose a dual-network architecture that unifies the training-time and test-time objectives. Our method, armed with meta-learning and the dual networks, outperforms state-of-the-art regression-based and optimization-based HMR approaches, as validated by the extensive experiments. The codes are available at https://github.com/fmx789/Meta-HMR.

cs.CV

Interleaving One-Class and Weakly-Supervised Models with Adaptive Thresholding for Unsupervised Video Anomaly Detection

Video Anomaly Detection (VAD) has been extensively studied under the settings of One-Class Classification (OCC) and Weakly-Supervised learning (WS), which however both require laborious human-annotated normal/abnormal labels. In this paper, we study Unsupervised VAD (UVAD) that does not depend on any label by combining OCC and WS into a unified training framework. Specifically, we extend OCC to weighted OCC (wOCC) and propose a wOCC-WS interleaving training module, where the two models automatically generate pseudo-labels for each other. We face two challenges to make the combination effective: (1) Models' performance fluctuates occasionally during the training process due to the inevitable randomness of the pseudo labels. (2) Thresholds are needed to divide pseudo labels, making the training depend on the accuracy of user intervention. For the first problem, we propose to use wOCC requiring soft labels instead of OCC trained with hard zero/one labels, as soft labels exhibit high consistency throughout different training cycles while hard labels are prone to sudden changes. For the second problem, we repeat the interleaving training module multiple times, during which we propose an adaptive thresholding strategy that can progressively refine a rough threshold to a relatively optimal threshold, which reduces the influence of user interaction. A benefit of employing OCC and WS methods to compose a UVAD method is that we can incorporate the most recent OCC or WS model into our framework. Experiments demonstrate the effectiveness of the proposed UVAD framework.

cs.CV

Disentangled Representation Learning for Controllable Person Image Generation

In this paper, we propose a novel framework named DRL-CPG to learn disentangled latent representation for controllable person image generation, which can produce realistic person images with desired poses and human attributes (e.g., pose, head, upper clothes, and pants) provided by various source persons. Unlike the existing works leveraging the semantic masks to obtain the representation of each component, we propose to generate disentangled latent code via a novel attribute encoder with transformers trained in a manner of curriculum learning from a relatively easy step to a gradually hard one. A random component mask-agnostic strategy is introduced to randomly remove component masks from the person segmentation masks, which aims at increasing the difficulty of training and promoting the transformer encoder to recognize the underlying boundaries between each component. This enables the model to transfer both the shape and texture of the components. Furthermore, we propose a novel attribute decoder network to integrate multi-level attributes (e.g., the structure feature and the attribute representation) with well-designed Dual Adaptive Denormalization (DAD) residual blocks. Extensive experiments strongly demonstrate that the proposed approach is able to transfer both the texture and shape of different human parts and yield realistic results. To our knowledge, we are the first to learn disentangled latent representations with transformers for person image generation.

cs.CV

Feature Representation Learning with Adaptive Displacement Generation and Transformer Fusion for Micro-Expression Recognition

Micro-expressions are spontaneous, rapid and subtle facial movements that can neither be forged nor suppressed. They are very important nonverbal communication clues, but are transient and of low intensity thus difficult to recognize. Recently deep learning based methods have been developed for micro-expression (ME) recognition using feature extraction and fusion techniques, however, targeted feature learning and efficient feature fusion still lack further study according to the ME characteristics. To address these issues, we propose a novel framework Feature Representation Learning with adaptive Displacement Generation and Transformer fusion (FRL-DGT), in which a convolutional Displacement Generation Module (DGM) with self-supervised learning is used to extract dynamic features from onset/apex frames targeted to the subsequent ME recognition task, and a well-designed Transformer Fusion mechanism composed of three Transformer-based fusion modules (local, global fusions based on AU regions and full-face fusion) is applied to extract the multi-level informative features after DGM for the final ME prediction. The extensive experiments with solid leave-one-subject-out (LOSO) evaluation results have demonstrated the superiority of our proposed FRL-DGT to state-of-the-art methods.

cs.CV

Learning Dynamic Style Kernels for Artistic Style Transfer

Arbitrary style transfer has been demonstrated to be efficient in artistic image generation. Previous methods either globally modulate the content feature ignoring local details, or overly focus on the local structure details leading to style leakage. In contrast to the literature, we propose a new scheme \textit{``style kernel"} that learns {\em spatially adaptive kernels} for per-pixel stylization, where the convolutional kernels are dynamically generated from the global style-content aligned feature and then the learned kernels are applied to modulate the content feature at each spatial position. This new scheme allows flexible both global and local interactions between the content and style features such that the wanted styles can be easily transferred to the content image while at the same time the content structure can be easily preserved. To further enhance the flexibility of our style transfer method, we propose a Style Alignment Encoding (SAE) module complemented with a Content-based Gating Modulation (CGM) module for learning the dynamic style kernels in focusing regions. Extensive experiments strongly demonstrate that our proposed method outperforms state-of-the-art methods and exhibits superior performance in terms of visual quality and efficiency.

cs.CV

Continuous Intermediate Token Learning with Implicit Motion Manifold for Keyframe Based Motion Interpolation

Deriving sophisticated 3D motions from sparse keyframes is a particularly challenging problem, due to continuity and exceptionally skeletal precision. The action features are often derivable accurately from the full series of keyframes, and thus, leveraging the global context with transformers has been a promising data-driven embedding approach. However, existing methods are often with inputs of interpolated intermediate frame for continuity using basic interpolation methods with keyframes, which result in a trivial local minimum during training. In this paper, we propose a novel framework to formulate latent motion manifolds with keyframe-based constraints, from which the continuous nature of intermediate token representations is considered. Particularly, our proposed framework consists of two stages for identifying a latent motion subspace, i.e., a keyframe encoding stage and an intermediate token generation stage, and a subsequent motion synthesis stage to extrapolate and compose motion data from manifolds. Through our extensive experiments conducted on both the LaFAN1 and CMU Mocap datasets, our proposed method demonstrates both superior interpolation accuracy and high visual similarity to ground truth motions.

cs.CV

Explore Contextual Information for 3D Scene Graph Generation

3D scene graph generation (SGG) has been of high interest in computer vision. Although the accuracy of 3D SGG on coarse classification and single relation label has been gradually improved, the performance of existing works is still far from being perfect for fine-grained and multi-label situations. In this paper, we propose a framework fully exploring contextual information for the 3D SGG task, which attempts to satisfy the requirements of fine-grained entity class, multiple relation labels, and high accuracy simultaneously. Our proposed approach is composed of a Graph Feature Extraction module and a Graph Contextual Reasoning module, achieving appropriate information-redundancy feature extraction, structured organization, and hierarchical inferring. Our approach achieves superior or competitive performance over previous methods on the 3DSSG dataset, especially on the relationship prediction sub-task.

cs.CV