Searcharxiv⌕ Search

arXiv subjects

Duygu Ceylan

Publications and source records attributed to Duygu Ceylan.

At least 37 records · Page 2Linked to original sources

JOG3R: Towards 3D-Consistent Video Generators

Emergent capabilities of image generators have led to many impactful zero- or few-shot applications. Inspired by this success, we investigate whether video generators similarly exhibit 3D-awareness. Using structure-from-motion as a 3D-aware task, we test if intermediate features of a video generator - OpenSora in our case - can support camera pose estimation. Surprisingly, at first, we only find a weak correlation between the two tasks. Deeper investigation reveals that although the video generator produces plausible video frames, the frames themselves are not truly 3D-consistent. Instead, we propose to jointly train for the two tasks, using photometric generation and 3D aware errors. Specifically, we find that SoTA video generation and camera pose estimation (i.e.,DUSt3R [79]) networks share common structures, and propose an architecture that unifies the two. The proposed unified model, named \nameMethod, produces camera pose estimates with competitive quality while producing 3D-consistent videos. In summary, we propose the first unified video generator that is 3D-consistent, generates realistic video frames, and can potentially be repurposed for other 3D-aware tasks.

cs.CV↗

VidStyleODE: Disentangled Video Editing via StyleGAN and NeuralODEs

We propose $\textbf{VidStyleODE}$, a spatiotemporally continuous disentangled $\textbf{Vid}$eo representation based upon $\textbf{Style}$GAN and Neural-$\textbf{ODE}$s. Effective traversal of the latent space learned by Generative Adversarial Networks (GANs) has been the basis for recent breakthroughs in image editing. However, the applicability of such advancements to the video domain has been hindered by the difficulty of representing and controlling videos in the latent space of GANs. In particular, videos are composed of content (i.e., appearance) and complex motion components that require a special mechanism to disentangle and control. To achieve this, VidStyleODE encodes the video content in a pre-trained StyleGAN $\mathcal{W}_+$ space and benefits from a latent ODE component to summarize the spatiotemporal dynamics of the input video. Our novel continuous video generation process then combines the two to generate high-quality and temporally consistent videos with varying frame rates. We show that our proposed method enables a variety of applications on real videos: text-guided appearance manipulation, motion manipulation, image animation, and video interpolation and extrapolation. Project website: https://cyberiada.github.io/VidStyleODE

cs.CV↗

Free-viewpoint Human Animation with Pose-correlated Reference Selection

Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.

cs.CV↗

GANFusion: Feed-Forward Text-to-3D with Diffusion in GAN Space

We train a feed-forward text-to-3D diffusion generator for human characters using only single-view 2D data for supervision. Existing 3D generative models cannot yet match the fidelity of image or video generative models. State-of-the-art 3D generators are either trained with explicit 3D supervision and are thus limited by the volume and diversity of existing 3D data. Meanwhile, generators that can be trained with only 2D data as supervision typically produce coarser results, cannot be text-conditioned, or must revert to test-time optimization. We observe that GAN- and diffusion-based generators have complementary qualities: GANs can be trained efficiently with 2D supervision to produce high-quality 3D objects but are hard to condition on text. In contrast, denoising diffusion models can be conditioned efficiently but tend to be hard to train with only 2D supervision. We introduce GANFusion, which starts by generating unconditional triplane features for 3D data using a GAN architecture trained with only single-view 2D data. We then generate random samples from the GAN, caption them, and train a text-conditioned diffusion model that directly learns to sample from the space of good triplane features that can be decoded into 3D objects.

cs.CV↗

FloAt: Flow Warping of Self-Attention for Clothing Animation Generation

We propose a diffusion model-based approach, FloAtControlNet to generate cinemagraphs composed of animations of human clothing. We focus on human clothing like dresses, skirts and pants. The input to our model is a text prompt depicting the type of clothing and the texture of clothing like leopard, striped, or plain, and a sequence of normal maps that capture the underlying animation that we desire in the output. The backbone of our method is a normal-map conditioned ControlNet which is operated in a training-free regime. The key observation is that the underlying animation is embedded in the flow of the normal maps. We utilize the flow thus obtained to manipulate the self-attention maps of appropriate layers. Specifically, the self-attention maps of a particular layer and frame are recomputed as a linear combination of itself and the self-attention maps of the same layer and the previous frame, warped by the flow on the normal maps of the two frames. We show that manipulating the self-attention maps greatly enhances the quality of the clothing animation, making it look more natural as well as suppressing the background artifacts. Through extensive experiments, we show that the method proposed beats all baselines both qualitatively in terms of visual results and user study. Specifically, our method is able to alleviate the background flickering that exists in other diffusion model-based baselines that we consider. In addition, we show that our method beats all baselines in terms of RMSE and PSNR computed using the input normal map sequences and the normal map sequences obtained from the output RGB frames. Further, we show that well-established evaluation metrics like LPIPS, SSIM, and CLIP scores that are generally for visual quality are not necessarily suitable for capturing the subtle motions in human clothing animations.

cs.CV↗

HyperGAN-CLIP: A Unified Framework for Domain Adaptation, Image Synthesis and Manipulation

Generative Adversarial Networks (GANs), particularly StyleGAN and its variants, have demonstrated remarkable capabilities in generating highly realistic images. Despite their success, adapting these models to diverse tasks such as domain adaptation, reference-guided synthesis, and text-guided manipulation with limited training data remains challenging. Towards this end, in this study, we present a novel framework that significantly extends the capabilities of a pre-trained StyleGAN by integrating CLIP space via hypernetworks. This integration allows dynamic adaptation of StyleGAN to new domains defined by reference images or textual descriptions. Additionally, we introduce a CLIP-guided discriminator that enhances the alignment between generated images and target domains, ensuring superior image quality. Our approach demonstrates unprecedented flexibility, enabling text-guided image manipulation without the need for text-specific training data and facilitating seamless style transfer. Comprehensive qualitative and quantitative evaluations confirm the robustness and superior performance of our framework compared to existing methods.

cs.CV↗

Boosting Camera Motion Control for Video Diffusion Transformers

Recent advancements in diffusion models have significantly enhanced the quality of video generation. However, fine-grained control over camera pose remains a challenge. While U-Net-based models have shown promising results for camera control, transformer-based diffusion models (DiT)-the preferred architecture for large-scale video generation - suffer from severe degradation in camera motion accuracy. In this paper, we investigate the underlying causes of this issue and propose solutions tailored to DiT architectures. Our study reveals that camera control performance depends heavily on the choice of conditioning methods rather than camera pose representations that is commonly believed. To address the persistent motion degradation in DiT, we introduce Camera Motion Guidance (CMG), based on classifier-free guidance, which boosts camera control by over 400%. Additionally, we present a sparse camera control pipeline, significantly simplifying the process of specifying camera poses for long videos. Our method universally applies to both U-Net and DiT models, offering improved camera control for video generation tasks.

cs.CV↗

SuperGaussian: Repurposing Video Models for 3D Super Resolution

We present a simple, modular, and generic method that upsamples coarse 3D models by adding geometric and appearance details. While generative 3D models now exist, they do not yet match the quality of their counterparts in image and video domains. We demonstrate that it is possible to directly repurpose existing (pretrained) video models for 3D super-resolution and thus sidestep the problem of the shortage of large repositories of high-quality 3D training models. We describe how to repurpose video upsampling models, which are not 3D consistent, and combine them with 3D consolidation to produce 3D-consistent results. As output, we produce high quality Gaussian Splat models, which are object centric and effective. Our method is category agnostic and can be easily incorporated into existing 3D workflows. We evaluate our proposed SuperGaussian on a variety of 3D inputs, which are diverse both in terms of complexity and representation (e.g., Gaussian Splats or NeRFs), and demonstrate that our simple method significantly improves the fidelity of the final 3D models. Check our project website for details: supergaussian.github.io

cs.CV↗

GRIP: Generating Interaction Poses Using Spatial Cues and Latent Consistency

Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.

cs.CV↗

Neural Garment Dynamics via Manifold-Aware Transformers

Data driven and learning based solutions for modeling dynamic garments have significantly advanced, especially in the context of digital humans. However, existing approaches often focus on modeling garments with respect to a fixed parametric human body model and are limited to garment geometries that were seen during training. In this work, we take a different approach and model the dynamics of a garment by exploiting its local interactions with the underlying human body. Specifically, as the body moves, we detect local garment-body collisions, which drive the deformation of the garment. At the core of our approach is a mesh-agnostic garment representation and a manifold-aware transformer network design, which together enable our method to generalize to unseen garment and body geometries. We evaluate our approach on a wide variety of garment types and motion sequences and provide competitive qualitative and quantitative results with respect to the state of the art.

cs.GR↗

SonicDiffusion: Audio-Driven Image Generation and Editing with Pretrained Diffusion Models

We are witnessing a revolution in conditional image synthesis with the recent success of large scale text-to-image generation methods. This success also opens up new opportunities in controlling the generation and editing process using multi-modal input. While spatial control using cues such as depth, sketch, and other images has attracted a lot of research, we argue that another equally effective modality is audio since sound and sight are two main components of human perception. Hence, we propose a method to enable audio-conditioning in large scale image diffusion models. Our method first maps features obtained from audio clips to tokens that can be injected into the diffusion model in a fashion similar to text tokens. We introduce additional audio-image cross attention layers which we finetune while freezing the weights of the original layers of the diffusion model. In addition to audio conditioned image generation, our method can also be utilized in conjuction with diffusion based editing methods to enable audio conditioned image editing. We demonstrate our method on a wide range of audio and image datasets. We perform extensive comparisons with recent methods and show favorable performance.

cs.CV↗

MatAtlas: Text-driven Consistent Geometry Texturing and Material Assignment

We present MatAtlas, a method for consistent text-guided 3D model texturing. Following recent progress we leverage a large scale text-to-image generation model (e.g., Stable Diffusion) as a prior to texture a 3D model. We carefully design an RGB texturing pipeline that leverages a grid pattern diffusion, driven by depth and edges. By proposing a multi-step texture refinement process, we significantly improve the quality and 3D consistency of the texturing output. To further address the problem of baked-in lighting, we move beyond RGB colors and pursue assigning parametric materials to the assets. Given the high-quality initial RGB texture, we propose a novel material retrieval method capitalized on Large Language Models (LLM), enabling editabiliy and relightability. We evaluate our method on a wide variety of geometries and show that our method significantly outperform prior arts. We also analyze the role of each component through a detailed ablation study.

cs.CV↗

DISN: Deep Implicit Surface Network for High-quality Single-view 3D Reconstruction

Reconstructing 3D shapes from single-view images has been a long-standing research problem. In this paper, we present DISN, a Deep Implicit Surface Network which can generate a high-quality detail-rich 3D mesh from an 2D image by predicting the underlying signed distance fields. In addition to utilizing global image features, DISN predicts the projected location for each 3D point on the 2D image, and extracts local features from the image feature maps. Combining global and local features significantly improves the accuracy of the signed distance field prediction, especially for the detail-rich areas. To the best of our knowledge, DISN is the first method that constantly captures details such as holes and thin structures present in 3D shapes from single-view images. DISN achieves the state-of-the-art single-view reconstruction performance on a variety of shape categories reconstructed from both synthetic and real images. Code is available at https://github.com/xharlie/DISN The supplementary can be found at https://xharlie.github.io/images/neurips_2019_supp.pdf

cs.CV↗

BLiSS: Bootstrapped Linear Shape Space

Morphable models are fundamental to numerous human-centered processes as they offer a simple yet expressive shape space. Creating such morphable models, however, is both tedious and expensive. The main challenge is establishing dense correspondences across raw scans that capture sufficient shape variation. This is often addressed using a mix of significant manual intervention and non-rigid registration. We observe that creating a shape space and solving for dense correspondence are tightly coupled -- while dense correspondence is needed to build shape spaces, an expressive shape space provides a reduced dimensional space to regularize the search. We introduce BLiSS, a method to solve both progressively. Starting from a small set of manually registered scans to bootstrap the process, we enrich the shape space and then use that to get new unregistered scans into correspondence automatically. The critical component of BLiSS is a non-linear deformation model that captures details missed by the low-dimensional shape space, thus allowing progressive enrichment of the space.

cs.CV↗

Generative Rendering: Controllable 4D-Guided Video Generation with 2D Diffusion Models

Traditional 3D content creation tools empower users to bring their imagination to life by giving them direct control over a scene's geometry, appearance, motion, and camera path. Creating computer-generated videos, however, is a tedious manual process, which can be automated by emerging text-to-video diffusion models. Despite great promise, video diffusion models are difficult to control, hindering a user to apply their own creativity rather than amplifying it. To address this challenge, we present a novel approach that combines the controllability of dynamic 3D meshes with the expressivity and editability of emerging diffusion models. For this purpose, our approach takes an animated, low-fidelity rendered mesh as input and injects the ground truth correspondence information obtained from the dynamic mesh into various stages of a pre-trained text-to-image generation model to output high-quality and temporally consistent frames. We demonstrate our approach on various examples where motion can be obtained by animating rigged assets or changing the camera path.

cs.CV↗

CLIP-Guided StyleGAN Inversion for Text-Driven Real Image Editing

Researchers have recently begun exploring the use of StyleGAN-based models for real image editing. One particularly interesting application is using natural language descriptions to guide the editing process. Existing approaches for editing images using language either resort to instance-level latent code optimization or map predefined text prompts to some editing directions in the latent space. However, these approaches have inherent limitations. The former is not very efficient, while the latter often struggles to effectively handle multi-attribute changes. To address these weaknesses, we present CLIPInverter, a new text-driven image editing approach that is able to efficiently and reliably perform multi-attribute changes. The core of our method is the use of novel, lightweight text-conditioned adapter layers integrated into pretrained GAN-inversion networks. We demonstrate that by conditioning the initial inversion step on the CLIP embedding of the target description, we are able to obtain more successful edit directions. Additionally, we use a CLIP-guided refinement step to make corrections in the resulting residual latent codes, which further improves the alignment with the text prompt. Our method outperforms competing approaches in terms of manipulation accuracy and photo-realism on various domains including human faces, cats, and birds, as shown by our qualitative and quantitative results.

cs.CV↗

Neural Image-based Avatars: Generalizable Radiance Fields for Human Avatar Modeling

We present a method that enables synthesizing novel views and novel poses of arbitrary human performers from sparse multi-view images. A key ingredient of our method is a hybrid appearance blending module that combines the advantages of the implicit body NeRF representation and image-based rendering. Existing generalizable human NeRF methods that are conditioned on the body model have shown robustness against the geometric variation of arbitrary human performers. Yet they often exhibit blurry results when generalized onto unseen identities. Meanwhile, image-based rendering shows high-quality results when sufficient observations are available, whereas it suffers artifacts in sparse-view settings. We propose Neural Image-based Avatars (NIA) that exploits the best of those two methods: to maintain robustness under new articulations and self-occlusions while directly leveraging the available (sparse) source view colors to preserve appearance details of new subject identities. Our hybrid design outperforms recent methods on both in-domain identity generalization as well as challenging cross-dataset generalization settings. Also, in terms of the pose generalization, our method outperforms even the per-subject optimized animatable NeRF methods. The video results are available at https://youngjoongunc.github.io/nia

cs.CV↗

VGFlow: Visibility guided Flow Network for Human Reposing

The task of human reposing involves generating a realistic image of a person standing in an arbitrary conceivable pose. There are multiple difficulties in generating perceptually accurate images, and existing methods suffer from limitations in preserving texture, maintaining pattern coherence, respecting cloth boundaries, handling occlusions, manipulating skin generation, etc. These difficulties are further exacerbated by the fact that the possible space of pose orientation for humans is large and variable, the nature of clothing items is highly non-rigid, and the diversity in body shape differs largely among the population. To alleviate these difficulties and synthesize perceptually accurate images, we propose VGFlow. Our model uses a visibility-guided flow module to disentangle the flow into visible and invisible parts of the target for simultaneous texture preservation and style manipulation. Furthermore, to tackle distinct body shapes and avoid network artifacts, we also incorporate a self-supervised patch-wise "realness" loss to improve the output. VGFlow achieves state-of-the-art results as observed qualitatively and quantitatively on different image quality metrics (SSIM, LPIPS, FID).

cs.CV↗