Searcharxiv⌕ Search

arXiv subjects

Dani Lischinski

Publications and source records attributed to Dani Lischinski.

69 records · Page 4Linked to original sources

Unpaired Motion Style Transfer from Video to Animation

Transferring the motion style from one animation clip to another, while preserving the motion content of the latter, has been a long-standing problem in character animation. Most existing data-driven approaches are supervised and rely on paired data, where motions with the same content are performed in different styles. In addition, these approaches are limited to transfer of styles that were seen during training. In this paper, we present a novel data-driven framework for motion style transfer, which learns from an unpaired collection of motions with style labels, and enables transferring motion styles not observed during training. Furthermore, our framework is able to extract motion styles directly from videos, bypassing 3D reconstruction, and apply them to the 3D input motion. Our style transfer network encodes motions into two latent codes, for content and for style, each of which plays a different role in the decoding (synthesis) process. While the content code is decoded into the output motion by several temporal convolutional layers, the style code modifies deep features via temporally invariant adaptive instance normalization (AdaIN). Moreover, while the content code is encoded from 3D joint rotations, we learn a common embedding for style from either 3D or 2D joint positions, enabling style extraction from videos. Our results are comparable to the state-of-the-art, despite not requiring paired training data, and outperform other methods when transferring previously unseen styles. To our knowledge, we are the first to demonstrate style transfer directly from videos to 3D animations - an ability which enables one to extend the set of style examples far beyond motions captured by MoCap systems.

cs.GR↗

Unsupervised multi-modal Styled Content Generation

The emergence of deep generative models has recently enabled the automatic generation of massive amounts of graphical content, both in 2D and in 3D. Generative Adversarial Networks (GANs) and style control mechanisms, such as Adaptive Instance Normalization (AdaIN), have proved particularly effective in this context, culminating in the state-of-the-art StyleGAN architecture. While such models are able to learn diverse distributions, provided a sufficiently large training set, they are not well-suited for scenarios where the distribution of the training data exhibits a multi-modal behavior. In such cases, reshaping a uniform or normal distribution over the latent space into a complex multi-modal distribution in the data domain is challenging, and the generator might fail to sample the target distribution well. Furthermore, existing unsupervised generative models are not able to control the mode of the generated samples independently of the other visual attributes, despite the fact that they are typically disentangled in the training data. In this paper, we introduce UMMGAN, a novel architecture designed to better model multi-modal distributions, in an unsupervised fashion. Building upon the StyleGAN architecture, our network learns multiple modes, in a completely unsupervised manner, and combines them using a set of learned weights. We demonstrate that this approach is capable of effectively approximating a complex distribution as a superposition of multiple simple ones. We further show that UMMGAN effectively disentangles between modes and style, thereby providing an independent degree of control over the generated content.

cs.GR↗

SAGNet:Structure-aware Generative Network for 3D-Shape Modeling

We present SAGNet, a structure-aware generative model for 3D shapes. Given a set of segmented objects of a certain class, the geometry of their parts and the pairwise relationships between them (the structure) are jointly learned and embedded in a latent space by an autoencoder. The encoder intertwines the geometry and structure features into a single latent code, while the decoder disentangles the features and reconstructs the geometry and structure of the 3D model. Our autoencoder consists of two branches, one for the structure and one for the geometry. The key idea is that during the analysis, the two branches exchange information between them, thereby learning the dependencies between structure and geometry and encoding two augmented features, which are then fused into a single latent code. This explicit intertwining of information enables separately controlling the geometry and the structure of the generated models. We evaluate the performance of our method and conduct an ablation study. We explicitly show that encoding of shapes accounts for both similarities in structure and geometry. A variety of quality results generated by SAGNet are presented. The data and code are at https://github.com/zhijieW-94/SAGNet.

cs.GR↗

Illuminant Chromaticity Estimation from Interreflections

Reliable estimation of illuminant chromaticity is crucial for simulating color constancy and for white balancing digital images. However, estimating illuminant chromaticity from a single image is an ill-posed task, in general, and existing solutions typically employ a variety of assumptions and heuristics. In this paper, we present a new, physically-based, approach for estimating illuminant chromaticity from interreflections of light between diffuse surfaces. Our approach assumes that all of the direct illumination in the scene has the same chromaticity, and that at least two areas where interreflections between Lambertian surfaces occur may be detected in the image. No further assumptions or restrictions on the illuminant chromaticty or the shading in the scene are necessary. Our approach is based on representing interreflections as lines in a special 2D color space, and the chromaticity of the illuminant is estimated from the approximate intersection between two or more such lines. Experimental results are reported on a dataset of illumination and surface reflectance spectra, as well as on real images we captured. The results indicate that our approach can yield state-of-the-art results when the interreflections are significant enough to be captured by the camera.

cs.CV↗

Cross-Domain Cascaded Deep Feature Translation

In recent years we have witnessed tremendous progress in unpaired image-to-image translation methods, propelled by the emergence of DNNs and adversarial training strategies. However, most existing methods focus on transfer of style and appearance, rather than on shape translation. The latter task is challenging, due to its intricate non-local nature, which calls for additional supervision. We mitigate this by descending the deep layers of a pre-trained network, where the deep features contain more semantics, and applying the translation from and between these deep features. Specifically, we leverage VGG, which is a classification network, pre-trained with large-scale semantic supervision. Our translation is performed in a cascaded, deep-to-shallow, fashion, along the deep feature hierarchy: we first translate between the deepest layers that encode the higher-level semantic content of the image, proceeding to translate the shallower layers, conditioned on the deeper ones. We show that our method is able to translate between different domains, which exhibit significantly different shapes. We evaluate our method both qualitatively and quantitatively and compare it to state-of-the-art image-to-image translation methods. Our code and trained models will be made available.

cs.CV↗

CrossNet: Latent Cross-Consistency for Unpaired Image Translation

Recent GAN-based architectures have been able to deliver impressive performance on the general task of image-to-image translation. In particular, it was shown that a wide variety of image translation operators may be learned from two image sets, containing images from two different domains, without establishing an explicit pairing between the images. This was made possible by introducing clever regularizers to overcome the under-constrained nature of the unpaired translation problem. In this work, we introduce a novel architecture for unpaired image translation, and explore several new regularizers enabled by it. Specifically, our architecture comprises a pair of GANs, as well as a pair of translators between their respective latent spaces. These cross-translators enable us to impose several regularizing constraints on the learnt image translation operator, collectively referred to as latent cross-consistency. Our results show that our proposed architecture and latent cross-consistency constraints are able to outperform the existing state-of-the-art on a variety of image translation tasks.

cs.LG↗

Learning Character-Agnostic Motion for Motion Retargeting in 2D

Analyzing human motion is a challenging task with a wide variety of applications in computer vision and in graphics. One such application, of particular importance in computer animation, is the retargeting of motion from one performer to another. While humans move in three dimensions, the vast majority of human motions are captured using video, requiring 2D-to-3D pose and camera recovery, before existing retargeting approaches may be applied. In this paper, we present a new method for retargeting video-captured motion between different human performers, without the need to explicitly reconstruct 3D poses and/or camera parameters. In order to achieve our goal, we learn to extract, directly from a video, a high-level latent motion representation, which is invariant to the skeleton geometry and the camera view. Our key idea is to train a deep neural network to decompose temporal sequences of 2D poses into three components: motion, skeleton, and camera view-angle. Having extracted such a representation, we are able to re-combine motion with novel skeletons and camera views, and decode a retargeted temporal sequence, which we compare to a ground truth from a synthetic dataset. We demonstrate that our framework can be used to robustly extract human motion from videos, bypassing 3D reconstruction, and outperforming existing retargeting methods, when applied to videos in-the-wild. It also enables additional applications, such as performance cloning, video-driven cartoons, and motion retrieval.

cs.CV↗

Deep Video-Based Performance Cloning

We present a new video-based performance cloning technique. After training a deep generative network using a reference video capturing the appearance and dynamics of a target actor, we are able to generate videos where this actor reenacts other performances. All of the training data and the driving performances are provided as ordinary video segments, without motion capture or depth information. Our generative model is realized as a deep neural network with two branches, both of which train the same space-time conditional generator, using shared weights. One branch, responsible for learning to generate the appearance of the target actor in various poses, uses \emph{paired} training data, self-generated from the reference video. The second branch uses unpaired data to improve generation of temporally coherent video renditions of unseen pose sequences. We demonstrate a variety of promising results, where our method is able to generate temporally coherent videos, for challenging scenarios where the reference and driving videos consist of very different dance performances. Supplementary video: https://youtu.be/JpwsEeqNhhA.

cs.CV↗

Neural Best-Buddies: Sparse Cross-Domain Correspondence

Correspondence between images is a fundamental problem in computer vision, with a variety of graphics applications. This paper presents a novel method for sparse cross-domain correspondence. Our method is designed for pairs of images where the main objects of interest may belong to different semantic categories and differ drastically in shape and appearance, yet still contain semantically related or geometrically similar parts. Our approach operates on hierarchies of deep features, extracted from the input images by a pre-trained CNN. Specifically, starting from the coarsest layer in both hierarchies, we search for Neural Best Buddies (NBB): pairs of neurons that are mutual nearest neighbors. The key idea is then to percolate NBBs through the hierarchy, while narrowing down the search regions at each level and retaining only NBBs with significant activations. Furthermore, in order to overcome differences in appearance, each pair of search regions is transformed into a common appearance. We evaluate our method via a user study, in addition to comparisons with alternative correspondence approaches. The usefulness of our method is demonstrated using a variety of graphics applications, including cross-domain image alignment, creation of hybrid images, automatic image morphing, and more.

cs.CV↗

DiDA: Disentangled Synthesis for Domain Adaptation

Unsupervised domain adaptation aims at learning a shared model for two related, but not identical, domains by leveraging supervision from a source domain to an unsupervised target domain. A number of effective domain adaptation approaches rely on the ability to extract discriminative, yet domain-invariant, latent factors which are common to both domains. Extracting latent commonality is also useful for disentanglement analysis, enabling separation between the common and the domain-specific features of both domains. In this paper, we present a method for boosting domain adaptation performance by leveraging disentanglement analysis. The key idea is that by learning to separately extract both the common and the domain-specific features, one can synthesize more target domain data with supervision, thereby boosting the domain adaptation performance. Better common feature extraction, in turn, helps further improve the disentanglement analysis and disentangled synthesis. We show that iterating between domain adaptation and disentanglement analysis can consistently improve each other on several unsupervised domain adaptation tasks, for various domain adaptation backbone models.

cs.CV↗

Non-Stationary Texture Synthesis by Adversarial Expansion

The real world exhibits an abundance of non-stationary textures. Examples include textures with large-scale structures, as well as spatially variant and inhomogeneous textures. While existing example-based texture synthesis methods can cope well with stationary textures, non-stationary textures still pose a considerable challenge, which remains unresolved. In this paper, we propose a new approach for example-based non-stationary texture synthesis. Our approach uses a generative adversarial network (GAN), trained to double the spatial extent of texture blocks extracted from a specific texture exemplar. Once trained, the fully convolutional generator is able to expand the size of the entire exemplar, as well as of any of its sub-blocks. We demonstrate that this conceptually simple approach is highly effective for capturing large-scale structures, as well as other non-stationary attributes of the input exemplar. As a result, it can cope with challenging textures, which, to our knowledge, no other existing method can handle.

cs.GR↗

Neuron-level Selective Context Aggregation for Scene Segmentation

Contextual information provides important cues for disambiguating visually similar pixels in scene segmentation. In this paper, we introduce a neuron-level Selective Context Aggregation (SCA) module for scene segmentation, comprised of a contextual dependency predictor and a context aggregation operator. The dependency predictor is implicitly trained to infer contextual dependencies between different image regions. The context aggregation operator augments local representations with global context, which is aggregated selectively at each neuron according to its on-the-fly predicted dependencies. The proposed mechanism enables data-driven inference of contextual dependencies, and facilitates context-aware feature learning. The proposed method improves strong baselines built upon VGG16 on challenging scene segmentation datasets, which demonstrates its effectiveness in modeling context information.

cs.CV↗

Synthesizing Training Images for Boosting Human 3D Pose Estimation

Human 3D pose estimation from a single image is a challenging task with numerous applications. Convolutional Neural Networks (CNNs) have recently achieved superior performance on the task of 2D pose estimation from a single image, by training on images with 2D annotations collected by crowd sourcing. This suggests that similar success could be achieved for direct estimation of 3D poses. However, 3D poses are much harder to annotate, and the lack of suitable annotated training images hinders attempts towards end-to-end solutions. To address this issue, we opt to automatically synthesize training images with ground truth pose annotations. Our work is a systematic study along this road. We find that pose space coverage and texture diversity are the key ingredients for the effectiveness of synthetic training data. We present a fully automatic, scalable approach that samples the human pose space for guiding the synthesis procedure and extracts clothing textures from real images. Furthermore, we explore domain adaptation for bridging the gap between our synthetic training images and real testing photos. We demonstrate that CNNs trained with our synthetic images out-perform those trained with real photos on 3D pose estimation tasks.

cs.CV↗

A Holistic Approach for Data-Driven Object Cutout

Object cutout is a fundamental operation for image editing and manipulation, yet it is extremely challenging to automate it in real-world images, which typically contain considerable background clutter. In contrast to existing cutout methods, which are based mainly on low-level image analysis, we propose a more holistic approach, which considers the entire shape of the object of interest by leveraging higher-level image analysis and learnt global shape priors. Specifically, we leverage a deep neural network (DNN) trained for objects of a particular class (chairs) for realizing this mechanism. Given a rectangular image region, the DNN outputs a probability map (P-map) that indicates for each pixel inside the rectangle how likely it is to be contained inside an object from the class of interest. We show that the resulting P-maps may be used to evaluate how likely a rectangle proposal is to contain an instance of the class, and further process good proposals to produce an accurate object cutout mask. This amounts to an automatic end-to-end pipeline for catergory-specific object cutout. We evaluate our approach on segmentation benchmark datasets, and show that it significantly outperforms the state-of-the-art on them.

cs.CV↗

Printed Perforated Lampshades for Continuous Projective Images

We present a technique for designing 3D-printed perforated lampshades, which project continuous grayscale images onto the surrounding walls. Given the geometry of the lampshade and a target grayscale image, our method computes a distribution of tiny holes over the shell, such that the combined footprints of the light emanating through the holes form the target image on a nearby diffuse surface. Our objective is to approximate the continuous tones and the spatial detail of the target image, to the extent possible within the constraints of the fabrication process. To ensure structural integrity, there are lower bounds on the thickness of the shell, the radii of the holes, and the minimal distances between adjacent holes. Thus, the holes are realized as thin tubes distributed over the lampshade surface. The amount of light passing through a single tube may be controlled by the tube's radius and by its direction (tilt angle). The core of our technique thus consists of determining a suitable configuration of the tubes: their distribution across the relevant portion of the lampshade, as well as the parameters (radius, tilt angle) of each tube. This is achieved by computing a capacity-constrained Voronoi tessellation over a suitably defined density function, and embedding a tube inside the maximal inscribed circle of each tessellation cell. The density function for a particular target image is derived from a series of simulated images, each corresponding to a different uniform density tube pattern on the lampshade.

cs.GR↗