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Chuanxia Zheng

Publications and source records attributed to Chuanxia Zheng.

At least 37 records · Page 2Linked to original sources

Semantix: An Energy Guided Sampler for Semantic Style Transfer

Recent advances in style and appearance transfer are impressive, but most methods isolate global style and local appearance transfer, neglecting semantic correspondence. Additionally, image and video tasks are typically handled in isolation, with little focus on integrating them for video transfer. To address these limitations, we introduce a novel task, Semantic Style Transfer, which involves transferring style and appearance features from a reference image to a target visual content based on semantic correspondence. We subsequently propose a training-free method, Semantix an energy-guided sampler designed for Semantic Style Transfer that simultaneously guides both style and appearance transfer based on semantic understanding capacity of pre-trained diffusion models. Additionally, as a sampler, Semantix be seamlessly applied to both image and video models, enabling semantic style transfer to be generic across various visual media. Specifically, once inverting both reference and context images or videos to noise space by SDEs, Semantix utilizes a meticulously crafted energy function to guide the sampling process, including three key components: Style Feature Guidance, Spatial Feature Guidance and Semantic Distance as a regularisation term. Experimental results demonstrate that Semantix not only effectively accomplishes the task of semantic style transfer across images and videos, but also surpasses existing state-of-the-art solutions in both fields. The project website is available at https://huiang-he.github.io/semantix/

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Amodal3R: Amodal 3D Reconstruction from Occluded 2D Images

Most image-based 3D object reconstructors assume that objects are fully visible, ignoring occlusions that commonly occur in real-world scenarios. In this paper, we introduce Amodal3R, a conditional 3D generative model designed to reconstruct 3D objects from partial observations. We start from a "foundation" 3D generative model and extend it to recover plausible 3D geometry and appearance from occluded objects. We introduce a mask-weighted multi-head cross-attention mechanism followed by an occlusion-aware attention layer that explicitly leverages occlusion priors to guide the reconstruction process. We demonstrate that, by training solely on synthetic data, Amodal3R learns to recover full 3D objects even in the presence of occlusions in real scenes. It substantially outperforms existing methods that independently perform 2D amodal completion followed by 3D reconstruction, thereby establishing a new benchmark for occlusion-aware 3D reconstruction.

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One-shot Human Motion Transfer via Occlusion-Robust Flow Prediction and Neural Texturing

Human motion transfer aims at animating a static source image with a driving video. While recent advances in one-shot human motion transfer have led to significant improvement in results, it remains challenging for methods with 2D body landmarks, skeleton and semantic mask to accurately capture correspondences between source and driving poses due to the large variation in motion and articulation complexity. In addition, the accuracy and precision of DensePose degrade the image quality for neural-rendering-based methods. To address the limitations and by both considering the importance of appearance and geometry for motion transfer, in this work, we proposed a unified framework that combines multi-scale feature warping and neural texture mapping to recover better 2D appearance and 2.5D geometry, partly by exploiting the information from DensePose, yet adapting to its inherent limited accuracy. Our model takes advantage of multiple modalities by jointly training and fusing them, which allows it to robust neural texture features that cope with geometric errors as well as multi-scale dense motion flow that better preserves appearance. Experimental results with full and half-view body video datasets demonstrate that our model can generalize well and achieve competitive results, and that it is particularly effective in handling challenging cases such as those with substantial self-occlusions.

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MVSplat360: Feed-Forward 360 Scene Synthesis from Sparse Views

We introduce MVSplat360, a feed-forward approach for 360° novel view synthesis (NVS) of diverse real-world scenes, using only sparse observations. This setting is inherently ill-posed due to minimal overlap among input views and insufficient visual information provided, making it challenging for conventional methods to achieve high-quality results. Our MVSplat360 addresses this by effectively combining geometry-aware 3D reconstruction with temporally consistent video generation. Specifically, it refactors a feed-forward 3D Gaussian Splatting (3DGS) model to render features directly into the latent space of a pre-trained Stable Video Diffusion (SVD) model, where these features then act as pose and visual cues to guide the denoising process and produce photorealistic 3D-consistent views. Our model is end-to-end trainable and supports rendering arbitrary views with as few as 5 sparse input views. To evaluate MVSplat360's performance, we introduce a new benchmark using the challenging DL3DV-10K dataset, where MVSplat360 achieves superior visual quality compared to state-of-the-art methods on wide-sweeping or even 360° NVS tasks. Experiments on the existing benchmark RealEstate10K also confirm the effectiveness of our model. The video results are available on our project page: https://donydchen.github.io/mvsplat360.

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Splatt3R: Zero-shot Gaussian Splatting from Uncalibrated Image Pairs

In this paper, we introduce Splatt3R, a pose-free, feed-forward method for in-the-wild 3D reconstruction and novel view synthesis from stereo pairs. Given uncalibrated natural images, Splatt3R can predict 3D Gaussian Splats without requiring any camera parameters or depth information. For generalizability, we build Splatt3R upon a ``foundation'' 3D geometry reconstruction method, MASt3R, by extending it to deal with both 3D structure and appearance. Specifically, unlike the original MASt3R which reconstructs only 3D point clouds, we predict the additional Gaussian attributes required to construct a Gaussian primitive for each point. Hence, unlike other novel view synthesis methods, Splatt3R is first trained by optimizing the 3D point cloud's geometry loss, and then a novel view synthesis objective. By doing this, we avoid the local minima present in training 3D Gaussian Splats from stereo views. We also propose a novel loss masking strategy that we empirically find is critical for strong performance on extrapolated viewpoints. We train Splatt3R on the ScanNet++ dataset and demonstrate excellent generalisation to uncalibrated, in-the-wild images. Splatt3R can reconstruct scenes at 4FPS at 512 x 512 resolution, and the resultant splats can be rendered in real-time.

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DragAPart: Learning a Part-Level Motion Prior for Articulated Objects

We introduce DragAPart, a method that, given an image and a set of drags as input, generates a new image of the same object that responds to the action of the drags. Differently from prior works that focused on repositioning objects, DragAPart predicts part-level interactions, such as opening and closing a drawer. We study this problem as a proxy for learning a generalist motion model, not restricted to a specific kinematic structure or object category. We start from a pre-trained image generator and fine-tune it on a new synthetic dataset, Drag-a-Move, which we introduce. Combined with a new encoding for the drags and dataset randomization, the model generalizes well to real images and different categories. Compared to prior motion-controlled generators, we demonstrate much better part-level motion understanding.

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MVSplat: Efficient 3D Gaussian Splatting from Sparse Multi-View Images

We introduce MVSplat, an efficient model that, given sparse multi-view images as input, predicts clean feed-forward 3D Gaussians. To accurately localize the Gaussian centers, we build a cost volume representation via plane sweeping, where the cross-view feature similarities stored in the cost volume can provide valuable geometry cues to the estimation of depth. We also learn other Gaussian primitives' parameters jointly with the Gaussian centers while only relying on photometric supervision. We demonstrate the importance of the cost volume representation in learning feed-forward Gaussians via extensive experimental evaluations. On the large-scale RealEstate10K and ACID benchmarks, MVSplat achieves state-of-the-art performance with the fastest feed-forward inference speed (22~fps). More impressively, compared to the latest state-of-the-art method pixelSplat, MVSplat uses $10\times$ fewer parameters and infers more than $2\times$ faster while providing higher appearance and geometry quality as well as better cross-dataset generalization.

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A General Protocol to Probe Large Vision Models for 3D Physical Understanding

Our objective in this paper is to probe large vision models to determine to what extent they 'understand' different physical properties of the 3D scene depicted in an image. To this end, we make the following contributions: (i) We introduce a general and lightweight protocol to evaluate whether features of an off-the-shelf large vision model encode a number of physical 'properties' of the 3D scene, by training discriminative classifiers on the features for these properties. The probes are applied on datasets of real images with annotations for the property. (ii) We apply this protocol to properties covering scene geometry, scene material, support relations, lighting, and view-dependent measures, and large vision models including CLIP, DINOv1, DINOv2, VQGAN, Stable Diffusion. (iii) We find that features from Stable Diffusion and DINOv2 are good for discriminative learning of a number of properties, including scene geometry, support relations, shadows and depth, but less performant for occlusion and material, while outperforming DINOv1, CLIP and VQGAN for all properties. (iv) It is observed that different time steps of Stable Diffusion features, as well as different transformer layers of DINO/CLIP/VQGAN, are good at different properties, unlocking potential applications of 3D physical understanding.

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Amodal Ground Truth and Completion in the Wild

This paper studies amodal image segmentation: predicting entire object segmentation masks including both visible and invisible (occluded) parts. In previous work, the amodal segmentation ground truth on real images is usually predicted by manual annotaton and thus is subjective. In contrast, we use 3D data to establish an automatic pipeline to determine authentic ground truth amodal masks for partially occluded objects in real images. This pipeline is used to construct an amodal completion evaluation benchmark, MP3D-Amodal, consisting of a variety of object categories and labels. To better handle the amodal completion task in the wild, we explore two architecture variants: a two-stage model that first infers the occluder, followed by amodal mask completion; and a one-stage model that exploits the representation power of Stable Diffusion for amodal segmentation across many categories. Without bells and whistles, our method achieves a new state-of-the-art performance on Amodal segmentation datasets that cover a large variety of objects, including COCOA and our new MP3D-Amodal dataset. The dataset, model, and code are available at https://www.robots.ox.ac.uk/~vgg/research/amodal/.

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Free3D: Consistent Novel View Synthesis without 3D Representation

We introduce Free3D, a simple accurate method for monocular open-set novel view synthesis (NVS). Similar to Zero-1-to-3, we start from a pre-trained 2D image generator for generalization, and fine-tune it for NVS. Compared to other works that took a similar approach, we obtain significant improvements without resorting to an explicit 3D representation, which is slow and memory-consuming, and without training an additional network for 3D reconstruction. Our key contribution is to improve the way the target camera pose is encoded in the network, which we do by introducing a new ray conditioning normalization (RCN) layer. The latter injects pose information in the underlying 2D image generator by telling each pixel its viewing direction. We further improve multi-view consistency by using light-weight multi-view attention layers and by sharing generation noise between the different views. We train Free3D on the Objaverse dataset and demonstrate excellent generalization to new categories in new datasets, including OmniObject3D and GSO. The project page is available at https://chuanxiaz.com/free3d/.

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ClusteringSDF: Self-Organized Neural Implicit Surfaces for 3D Decomposition

3D decomposition/segmentation still remains a challenge as large-scale 3D annotated data is not readily available. Contemporary approaches typically leverage 2D machine-generated segments, integrating them for 3D consistency. While the majority of these methods are based on NeRFs, they face a potential weakness that the instance/semantic embedding features derive from independent MLPs, thus preventing the segmentation network from learning the geometric details of the objects directly through radiance and density. In this paper, we propose ClusteringSDF, a novel approach to achieve both segmentation and reconstruction in 3D via the neural implicit surface representation, specifically Signal Distance Function (SDF), where the segmentation rendering is directly integrated with the volume rendering of neural implicit surfaces. Although based on ObjectSDF++, ClusteringSDF no longer requires the ground-truth segments for supervision while maintaining the capability of reconstructing individual object surfaces, but purely with the noisy and inconsistent labels from pre-trained models.As the core of ClusteringSDF, we introduce a high-efficient clustering mechanism for lifting the 2D labels to 3D and the experimental results on the challenging scenes from ScanNet and Replica datasets show that ClusteringSDF can achieve competitive performance compared against the state-of-the-art with significantly reduced training time.

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One More Step: A Versatile Plug-and-Play Module for Rectifying Diffusion Schedule Flaws and Enhancing Low-Frequency Controls

It is well known that many open-released foundational diffusion models have difficulty in generating images that substantially depart from average brightness, despite such images being present in the training data. This is due to an inconsistency: while denoising starts from pure Gaussian noise during inference, the training noise schedule retains residual data even in the final timestep distribution, due to difficulties in numerical conditioning in mainstream formulation, leading to unintended bias during inference. To mitigate this issue, certain $ε$-prediction models are combined with an ad-hoc offset-noise methodology. In parallel, some contemporary models have adopted zero-terminal SNR noise schedules together with $\mathbf{v}$-prediction, which necessitate major alterations to pre-trained models. However, such changes risk destabilizing a large multitude of community-driven applications anchored on these pre-trained models. In light of this, our investigation revisits the fundamental causes, leading to our proposal of an innovative and principled remedy, called One More Step (OMS). By integrating a compact network and incorporating an additional simple yet effective step during inference, OMS elevates image fidelity and harmonizes the dichotomy between training and inference, while preserving original model parameters. Once trained, various pre-trained diffusion models with the same latent domain can share the same OMS module.

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Online Clustered Codebook

Vector Quantisation (VQ) is experiencing a comeback in machine learning, where it is increasingly used in representation learning. However, optimizing the codevectors in existing VQ-VAE is not entirely trivial. A problem is codebook collapse, where only a small subset of codevectors receive gradients useful for their optimisation, whereas a majority of them simply ``dies off'' and is never updated or used. This limits the effectiveness of VQ for learning larger codebooks in complex computer vision tasks that require high-capacity representations. In this paper, we present a simple alternative method for online codebook learning, Clustering VQ-VAE (CVQ-VAE). Our approach selects encoded features as anchors to update the ``dead'' codevectors, while optimising the codebooks which are alive via the original loss. This strategy brings unused codevectors closer in distribution to the encoded features, increasing the likelihood of being chosen and optimized. We extensively validate the generalization capability of our quantiser on various datasets, tasks (e.g. reconstruction and generation), and architectures (e.g. VQ-VAE, VQGAN, LDM). Our CVQ-VAE can be easily integrated into the existing models with just a few lines of code.

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Vector Quantized Wasserstein Auto-Encoder

Learning deep discrete latent presentations offers a promise of better symbolic and summarized abstractions that are more useful to subsequent downstream tasks. Inspired by the seminal Vector Quantized Variational Auto-Encoder (VQ-VAE), most of work in learning deep discrete representations has mainly focused on improving the original VQ-VAE form and none of them has studied learning deep discrete representations from the generative viewpoint. In this work, we study learning deep discrete representations from the generative viewpoint. Specifically, we endow discrete distributions over sequences of codewords and learn a deterministic decoder that transports the distribution over the sequences of codewords to the data distribution via minimizing a WS distance between them. We develop further theories to connect it with the clustering viewpoint of WS distance, allowing us to have a better and more controllable clustering solution. Finally, we empirically evaluate our method on several well-known benchmarks, where it achieves better qualitative and quantitative performances than the other VQ-VAE variants in terms of the codebook utilization and image reconstruction/generation.

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Cocktail: Mixing Multi-Modality Controls for Text-Conditional Image Generation

Text-conditional diffusion models are able to generate high-fidelity images with diverse contents. However, linguistic representations frequently exhibit ambiguous descriptions of the envisioned objective imagery, requiring the incorporation of additional control signals to bolster the efficacy of text-guided diffusion models. In this work, we propose Cocktail, a pipeline to mix various modalities into one embedding, amalgamated with a generalized ControlNet (gControlNet), a controllable normalisation (ControlNorm), and a spatial guidance sampling method, to actualize multi-modal and spatially-refined control for text-conditional diffusion models. Specifically, we introduce a hyper-network gControlNet, dedicated to the alignment and infusion of the control signals from disparate modalities into the pre-trained diffusion model. gControlNet is capable of accepting flexible modality signals, encompassing the simultaneous reception of any combination of modality signals, or the supplementary fusion of multiple modality signals. The control signals are then fused and injected into the backbone model according to our proposed ControlNorm. Furthermore, our advanced spatial guidance sampling methodology proficiently incorporates the control signal into the designated region, thereby circumventing the manifestation of undesired objects within the generated image. We demonstrate the results of our method in controlling various modalities, proving high-quality synthesis and fidelity to multiple external signals.

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Unified Discrete Diffusion for Simultaneous Vision-Language Generation

The recently developed discrete diffusion models perform extraordinarily well in the text-to-image task, showing significant promise for handling the multi-modality signals. In this work, we harness these traits and present a unified multimodal generation model that can conduct both the "modality translation" and "multi-modality generation" tasks using a single model, performing text-based, image-based, and even vision-language simultaneous generation. Specifically, we unify the discrete diffusion process for multimodal signals by proposing a unified transition matrix. Moreover, we design a mutual attention module with fused embedding layer and a unified objective function to emphasise the inter-modal linkages, which are vital for multi-modality generation. Extensive experiments indicate that our proposed method can perform comparably to the state-of-the-art solutions in various generation tasks.

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MoVQ: Modulating Quantized Vectors for High-Fidelity Image Generation

Although two-stage Vector Quantized (VQ) generative models allow for synthesizing high-fidelity and high-resolution images, their quantization operator encodes similar patches within an image into the same index, resulting in a repeated artifact for similar adjacent regions using existing decoder architectures. To address this issue, we propose to incorporate the spatially conditional normalization to modulate the quantized vectors so as to insert spatially variant information to the embedded index maps, encouraging the decoder to generate more photorealistic images. Moreover, we use multichannel quantization to increase the recombination capability of the discrete codes without increasing the cost of model and codebook. Additionally, to generate discrete tokens at the second stage, we adopt a Masked Generative Image Transformer (MaskGIT) to learn an underlying prior distribution in the compressed latent space, which is much faster than the conventional autoregressive model. Experiments on two benchmark datasets demonstrate that our proposed modulated VQGAN is able to greatly improve the reconstructed image quality as well as provide high-fidelity image generation.

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Object-Compositional Neural Implicit Surfaces

The neural implicit representation has shown its effectiveness in novel view synthesis and high-quality 3D reconstruction from multi-view images. However, most approaches focus on holistic scene representation yet ignore individual objects inside it, thus limiting potential downstream applications. In order to learn object-compositional representation, a few works incorporate the 2D semantic map as a cue in training to grasp the difference between objects. But they neglect the strong connections between object geometry and instance semantic information, which leads to inaccurate modeling of individual instance. This paper proposes a novel framework, ObjectSDF, to build an object-compositional neural implicit representation with high fidelity in 3D reconstruction and object representation. Observing the ambiguity of conventional volume rendering pipelines, we model the scene by combining the Signed Distance Functions (SDF) of individual object to exert explicit surface constraint. The key in distinguishing different instances is to revisit the strong association between an individual object's SDF and semantic label. Particularly, we convert the semantic information to a function of object SDF and develop a unified and compact representation for scene and objects. Experimental results show the superiority of ObjectSDF framework in representing both the holistic object-compositional scene and the individual instances. Code can be found at https://qianyiwu.github.io/objectsdf/

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