Searcharxiv⌕ Search

arXiv subjects

Hongyi Xu

Publications and source records attributed to Hongyi Xu.

At least 37 records · Page 2Linked to original sources

Large Language Models for Extrapolative Modeling of Manufacturing Processes

Conventional predictive modeling of parametric relationships in manufacturing processes is limited by the subjectivity of human expertise and intuition on the one hand and by the cost and time of experimental data generation on the other hand. This work addresses this issue by establishing a new Large Language Model (LLM) framework. The novelty lies in combining automatic extraction of process-relevant knowledge embedded in the literature with iterative model refinement based on a small amount of experimental data. This approach is evaluated on three distinct manufacturing processes that are based on machining, deformation, and additive principles. The results show that for the same small experimental data budget the models derived by our framework have unexpectedly high extrapolative performance, often surpassing the capabilities of conventional Machine Learning. Further, our approach eliminates manual generation of initial models or expertise-dependent interpretation of the literature. The results also reveal the importance of the nature of the knowledge extracted from the literature and the significance of both the knowledge extraction and model refinement components.

cs.CL↗

X-Dyna: Expressive Dynamic Human Image Animation

We introduce X-Dyna, a novel zero-shot, diffusion-based pipeline for animating a single human image using facial expressions and body movements derived from a driving video, that generates realistic, context-aware dynamics for both the subject and the surrounding environment. Building on prior approaches centered on human pose control, X-Dyna addresses key shortcomings causing the loss of dynamic details, enhancing the lifelike qualities of human video animations. At the core of our approach is the Dynamics-Adapter, a lightweight module that effectively integrates reference appearance context into the spatial attentions of the diffusion backbone while preserving the capacity of motion modules in synthesizing fluid and intricate dynamic details. Beyond body pose control, we connect a local control module with our model to capture identity-disentangled facial expressions, facilitating accurate expression transfer for enhanced realism in animated scenes. Together, these components form a unified framework capable of learning physical human motion and natural scene dynamics from a diverse blend of human and scene videos. Comprehensive qualitative and quantitative evaluations demonstrate that X-Dyna outperforms state-of-the-art methods, creating highly lifelike and expressive animations. The code is available at https://github.com/bytedance/X-Dyna.

cs.CV↗

Hypergraph-based multi-scale spatio-temporal graph convolution network for Time-Series anomaly detection

Multivariate time series anomaly detection technology plays an important role in many fields including aerospace, water treatment, cloud service providers, etc. Excellent anomaly detection models can greatly improve work efficiency and avoid major economic losses. However, with the development of technology, the increasing size and complexity of data, and the lack of labels for relevant abnormal data, it is becoming increasingly challenging to perform effective and accurate anomaly detection in high-dimensional and complex data sets. In this paper, we propose a hypergraph based spatiotemporal graph convolutional neural network model STGCN_Hyper, which explicitly captures high-order, multi-hop correlations between multiple variables through a hypergraph based dynamic graph structure learning module. On this basis, we further use the hypergraph based spatiotemporal graph convolutional network to utilize the learned hypergraph structure to effectively propagate and aggregate one-hop and multi-hop related node information in the convolutional network, thereby obtaining rich spatial information. Furthermore, through the multi-scale TCN dilated convolution module, the STGCN_hyper model can also capture the dependencies of features at different scales in the temporal dimension. An unsupervised anomaly detector based on PCA and GMM is also integrated into the STGCN_hyper model. Through the anomaly score of the detector, the model can detect the anomalies in an unsupervised way. Experimental results on multiple time series datasets show that our model can flexibly learn the multi-scale time series features in the data and the dependencies between features, and outperforms most existing baseline models in terms of precision, recall, F1-score on anomaly detection tasks. Our code is available on: https://git.ecdf.ed.ac.uk/msc-23-24/s2044819

cs.LG↗

High Quality Human Image Animation using Regional Supervision and Motion Blur Condition

Recent advances in video diffusion models have enabled realistic and controllable human image animation with temporal coherence. Although generating reasonable results, existing methods often overlook the need for regional supervision in crucial areas such as the face and hands, and neglect the explicit modeling for motion blur, leading to unrealistic low-quality synthesis. To address these limitations, we first leverage regional supervision for detailed regions to enhance face and hand faithfulness. Second, we model the motion blur explicitly to further improve the appearance quality. Third, we explore novel training strategies for high-resolution human animation to improve the overall fidelity. Experimental results demonstrate that our proposed method outperforms state-of-the-art approaches, achieving significant improvements upon the strongest baseline by more than 21.0% and 57.4% in terms of reconstruction precision (L1) and perceptual quality (FVD) on HumanDance dataset. Code and model will be made available.

cs.CV↗

X-Portrait: Expressive Portrait Animation with Hierarchical Motion Attention

We propose X-Portrait, an innovative conditional diffusion model tailored for generating expressive and temporally coherent portrait animation. Specifically, given a single portrait as appearance reference, we aim to animate it with motion derived from a driving video, capturing both highly dynamic and subtle facial expressions along with wide-range head movements. As its core, we leverage the generative prior of a pre-trained diffusion model as the rendering backbone, while achieve fine-grained head pose and expression control with novel controlling signals within the framework of ControlNet. In contrast to conventional coarse explicit controls such as facial landmarks, our motion control module is learned to interpret the dynamics directly from the original driving RGB inputs. The motion accuracy is further enhanced with a patch-based local control module that effectively enhance the motion attention to small-scale nuances like eyeball positions. Notably, to mitigate the identity leakage from the driving signals, we train our motion control modules with scaling-augmented cross-identity images, ensuring maximized disentanglement from the appearance reference modules. Experimental results demonstrate the universal effectiveness of X-Portrait across a diverse range of facial portraits and expressive driving sequences, and showcase its proficiency in generating captivating portrait animations with consistently maintained identity characteristics.

cs.CV↗

An Uncertainty-aware Deep Learning Framework-based Robust Design Optimization of Metamaterial Units

Mechanical metamaterials represent an innovative class of artificial structures, distinguished by their extraordinary mechanical characteristics, which are beyond the scope of traditional natural materials. The use of deep generative models has become increasingly popular in the design of metamaterial units. The effectiveness of using deep generative models lies in their capacity to compress complex input data into a simplified, lower-dimensional latent space, while also enabling the creation of novel optimal designs through sampling within this space. However, the design process does not take into account the effect of model uncertainty due to data sparsity or the effect of input data uncertainty due to inherent randomness in the data. This might lead to the generation of undesirable structures with high sensitivity to the uncertainties in the system. To address this issue, a novel uncertainty-aware deep learning framework-based robust design approach is proposed for the design of metamaterial units with optimal target properties. The proposed approach utilizes the probabilistic nature of the deep learning framework and quantifies both aleatoric and epistemic uncertainties associated with surrogate-based design optimization. We demonstrate that the proposed design approach is capable of designing high-performance metamaterial units with high reliability. To showcase the effectiveness of the proposed design approach, a single-objective design optimization problem and a multi-objective design optimization problem are presented. The optimal robust designs obtained are validated by comparing them to the designs obtained from the topology optimization method as well as the designs obtained from a deterministic deep learning framework-based design optimization where none of the uncertainties in the system are explicitly considered.

eess.SP↗

MagicPose: Realistic Human Poses and Facial Expressions Retargeting with Identity-aware Diffusion

In this work, we propose MagicPose, a diffusion-based model for 2D human pose and facial expression retargeting. Specifically, given a reference image, we aim to generate a person's new images by controlling the poses and facial expressions while keeping the identity unchanged. To this end, we propose a two-stage training strategy to disentangle human motions and appearance (e.g., facial expressions, skin tone and dressing), consisting of (1) the pre-training of an appearance-control block and (2) learning appearance-disentangled pose control. Our novel design enables robust appearance control over generated human images, including body, facial attributes, and even background. By leveraging the prior knowledge of image diffusion models, MagicPose generalizes well to unseen human identities and complex poses without the need for additional fine-tuning. Moreover, the proposed model is easy to use and can be considered as a plug-in module/extension to Stable Diffusion. The code is available at: https://github.com/Boese0601/MagicDance

cs.CV↗

DiffPortrait3D: Controllable Diffusion for Zero-Shot Portrait View Synthesis

We present DiffPortrait3D, a conditional diffusion model that is capable of synthesizing 3D-consistent photo-realistic novel views from as few as a single in-the-wild portrait. Specifically, given a single RGB input, we aim to synthesize plausible but consistent facial details rendered from novel camera views with retained both identity and facial expression. In lieu of time-consuming optimization and fine-tuning, our zero-shot method generalizes well to arbitrary face portraits with unposed camera views, extreme facial expressions, and diverse artistic depictions. At its core, we leverage the generative prior of 2D diffusion models pre-trained on large-scale image datasets as our rendering backbone, while the denoising is guided with disentangled attentive control of appearance and camera pose. To achieve this, we first inject the appearance context from the reference image into the self-attention layers of the frozen UNets. The rendering view is then manipulated with a novel conditional control module that interprets the camera pose by watching a condition image of a crossed subject from the same view. Furthermore, we insert a trainable cross-view attention module to enhance view consistency, which is further strengthened with a novel 3D-aware noise generation process during inference. We demonstrate state-of-the-art results both qualitatively and quantitatively on our challenging in-the-wild and multi-view benchmarks.

cs.CV↗

DREAM-Talk: Diffusion-based Realistic Emotional Audio-driven Method for Single Image Talking Face Generation

The generation of emotional talking faces from a single portrait image remains a significant challenge. The simultaneous achievement of expressive emotional talking and accurate lip-sync is particularly difficult, as expressiveness is often compromised for the accuracy of lip-sync. As widely adopted by many prior works, the LSTM network often fails to capture the subtleties and variations of emotional expressions. To address these challenges, we introduce DREAM-Talk, a two-stage diffusion-based audio-driven framework, tailored for generating diverse expressions and accurate lip-sync concurrently. In the first stage, we propose EmoDiff, a novel diffusion module that generates diverse highly dynamic emotional expressions and head poses in accordance with the audio and the referenced emotion style. Given the strong correlation between lip motion and audio, we then refine the dynamics with enhanced lip-sync accuracy using audio features and emotion style. To this end, we deploy a video-to-video rendering module to transfer the expressions and lip motions from our proxy 3D avatar to an arbitrary portrait. Both quantitatively and qualitatively, DREAM-Talk outperforms state-of-the-art methods in terms of expressiveness, lip-sync accuracy and perceptual quality.

cs.CV↗

GETAvatar: Generative Textured Meshes for Animatable Human Avatars

We study the problem of 3D-aware full-body human generation, aiming at creating animatable human avatars with high-quality textures and geometries. Generally, two challenges remain in this field: i) existing methods struggle to generate geometries with rich realistic details such as the wrinkles of garments; ii) they typically utilize volumetric radiance fields and neural renderers in the synthesis process, making high-resolution rendering non-trivial. To overcome these problems, we propose GETAvatar, a Generative model that directly generates Explicit Textured 3D meshes for animatable human Avatar, with photo-realistic appearance and fine geometric details. Specifically, we first design an articulated 3D human representation with explicit surface modeling, and enrich the generated humans with realistic surface details by learning from the 2D normal maps of 3D scan data. Second, with the explicit mesh representation, we can use a rasterization-based renderer to perform surface rendering, allowing us to achieve high-resolution image generation efficiently. Extensive experiments demonstrate that GETAvatar achieves state-of-the-art performance on 3D-aware human generation both in appearance and geometry quality. Notably, GETAvatar can generate images at 512x512 resolution with 17FPS and 1024x1024 resolution with 14FPS, improving upon previous methods by 2x. Our code and models will be available.

cs.CV↗

An interpretable deep learning method for bearing fault diagnosis

Deep learning (DL) has gained popularity in recent years as an effective tool for classifying the current health and predicting the future of industrial equipment. However, most DL models have black-box components with an underlying structure that is too complex to be interpreted and explained to human users. This presents significant challenges when deploying these models for safety-critical maintenance tasks, where non-technical personnel often need to have complete trust in the recommendations these models give. To address these challenges, we utilize a convolutional neural network (CNN) with Gradient-weighted Class Activation Mapping (Grad-CAM) activation map visualizations to form an interpretable DL method for classifying bearing faults. After the model training process, we apply Grad-CAM to identify a training sample's feature importance and to form a library of diagnosis knowledge (or health library) containing training samples with annotated feature maps. During the model evaluation process, the proposed approach retrieves prediction basis samples from the health library according to the similarity of the feature importance. The proposed method can be easily applied to any CNN model without modifying the model architecture, and our experimental results show that this method can select prediction basis samples that are intuitively and physically meaningful, improving the model's trustworthiness for human users.

cs.LG↗

OmniAvatar: Geometry-Guided Controllable 3D Head Synthesis

We present OmniAvatar, a novel geometry-guided 3D head synthesis model trained from in-the-wild unstructured images that is capable of synthesizing diverse identity-preserved 3D heads with compelling dynamic details under full disentangled control over camera poses, facial expressions, head shapes, articulated neck and jaw poses. To achieve such high level of disentangled control, we first explicitly define a novel semantic signed distance function (SDF) around a head geometry (FLAME) conditioned on the control parameters. This semantic SDF allows us to build a differentiable volumetric correspondence map from the observation space to a disentangled canonical space from all the control parameters. We then leverage the 3D-aware GAN framework (EG3D) to synthesize detailed shape and appearance of 3D full heads in the canonical space, followed by a volume rendering step guided by the volumetric correspondence map to output into the observation space. To ensure the control accuracy on the synthesized head shapes and expressions, we introduce a geometry prior loss to conform to head SDF and a control loss to conform to the expression code. Further, we enhance the temporal realism with dynamic details conditioned upon varying expressions and joint poses. Our model can synthesize more preferable identity-preserved 3D heads with compelling dynamic details compared to the state-of-the-art methods both qualitatively and quantitatively. We also provide an ablation study to justify many of our system design choices.

cs.CV↗

AgileGAN3D: Few-Shot 3D Portrait Stylization by Augmented Transfer Learning

While substantial progresses have been made in automated 2D portrait stylization, admirable 3D portrait stylization from a single user photo remains to be an unresolved challenge. One primary obstacle here is the lack of high quality stylized 3D training data. In this paper, we propose a novel framework \emph{AgileGAN3D} that can produce 3D artistically appealing and personalized portraits with detailed geometry. New stylization can be obtained with just a few (around 20) unpaired 2D exemplars. We achieve this by first leveraging existing 2D stylization capabilities, \emph{style prior creation}, to produce a large amount of augmented 2D style exemplars. These augmented exemplars are generated with accurate camera pose labels, as well as paired real face images, which prove to be critical for the downstream 3D stylization task. Capitalizing on the recent advancement of 3D-aware GAN models, we perform \emph{guided transfer learning} on a pretrained 3D GAN generator to produce multi-view-consistent stylized renderings. In order to achieve 3D GAN inversion that can preserve subject's identity well, we incorporate \emph{multi-view consistency loss} in the training of our encoder. Our pipeline demonstrates strong capability in turning user photos into a diverse range of 3D artistic portraits. Both qualitative results and quantitative evaluations have been conducted to show the superior performance of our method. Code and pretrained models will be released for reproduction purpose.

cs.CV↗

PanoHead: Geometry-Aware 3D Full-Head Synthesis in 360$^{\circ}$

Synthesis and reconstruction of 3D human head has gained increasing interests in computer vision and computer graphics recently. Existing state-of-the-art 3D generative adversarial networks (GANs) for 3D human head synthesis are either limited to near-frontal views or hard to preserve 3D consistency in large view angles. We propose PanoHead, the first 3D-aware generative model that enables high-quality view-consistent image synthesis of full heads in $360^\circ$ with diverse appearance and detailed geometry using only in-the-wild unstructured images for training. At its core, we lift up the representation power of recent 3D GANs and bridge the data alignment gap when training from in-the-wild images with widely distributed views. Specifically, we propose a novel two-stage self-adaptive image alignment for robust 3D GAN training. We further introduce a tri-grid neural volume representation that effectively addresses front-face and back-head feature entanglement rooted in the widely-adopted tri-plane formulation. Our method instills prior knowledge of 2D image segmentation in adversarial learning of 3D neural scene structures, enabling compositable head synthesis in diverse backgrounds. Benefiting from these designs, our method significantly outperforms previous 3D GANs, generating high-quality 3D heads with accurate geometry and diverse appearances, even with long wavy and afro hairstyles, renderable from arbitrary poses. Furthermore, we show that our system can reconstruct full 3D heads from single input images for personalized realistic 3D avatars.

cs.CV↗

AvatarGen: A 3D Generative Model for Animatable Human Avatars

Unsupervised generation of 3D-aware clothed humans with various appearances and controllable geometries is important for creating virtual human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not generative and thus unable to generate high-quality virtual humans and animate them. In this work, we propose AvatarGen, the first method that enables not only geometry-aware clothed human synthesis with high-fidelity appearances but also disentangled human animation controllability, while only requiring 2D images for training. Specifically, we decompose the generative 3D human synthesis into pose-guided mapping and canonical representation with predefined human pose and shape, such that the canonical representation can be explicitly driven to different poses and shapes with the guidance of a 3D parametric human model SMPL. AvatarGen further introduces a deformation network to learn non-rigid deformations for modeling fine-grained geometric details and pose-dependent dynamics. To improve the geometry quality of the generated human avatars, it leverages the signed distance field as geometric proxy, which allows more direct regularization from the 3D geometric priors of SMPL. Benefiting from these designs, our method can generate animatable 3D human avatars with high-quality appearance and geometry modeling, significantly outperforming previous 3D GANs. Furthermore, it is competent for many applications, e.g., single-view reconstruction, re-animation, and text-guided synthesis/editing. Code and pre-trained model will be available at http://jeff95.me/projects/avatargen.html.

cs.CV↗

AvatarGen: a 3D Generative Model for Animatable Human Avatars

Unsupervised generation of clothed virtual humans with various appearance and animatable poses is important for creating 3D human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not generative and thus unable to synthesize high-quality virtual humans and animate them. In this work, we propose AvatarGen, the first method that enables not only non-rigid human generation with diverse appearance but also full control over poses and viewpoints, while only requiring 2D images for training. Specifically, it extends the recent 3D GANs to clothed human generation by utilizing a coarse human body model as a proxy to warp the observation space into a standard avatar under a canonical space. To model non-rigid dynamics, it introduces a deformation network to learn pose-dependent deformations in the canonical space. To improve geometry quality of the generated human avatars, it leverages signed distance field as geometric representation, which allows more direct regularization from the body model on the geometry learning. Benefiting from these designs, our method can generate animatable human avatars with high-quality appearance and geometry modeling, significantly outperforming previous 3D GANs. Furthermore, it is competent for many applications, e.g., single-view reconstruction, reanimation, and text-guided synthesis. Code and pre-trained model will be available.

cs.CV↗

Trajectory Optimization for Physics-Based Reconstruction of 3d Human Pose from Monocular Video

We focus on the task of estimating a physically plausible articulated human motion from monocular video. Existing approaches that do not consider physics often produce temporally inconsistent output with motion artifacts, while state-of-the-art physics-based approaches have either been shown to work only in controlled laboratory conditions or consider simplified body-ground contact limited to feet. This paper explores how these shortcomings can be addressed by directly incorporating a fully-featured physics engine into the pose estimation process. Given an uncontrolled, real-world scene as input, our approach estimates the ground-plane location and the dimensions of the physical body model. It then recovers the physical motion by performing trajectory optimization. The advantage of our formulation is that it readily generalizes to a variety of scenes that might have diverse ground properties and supports any form of self-contact and contact between the articulated body and scene geometry. We show that our approach achieves competitive results with respect to existing physics-based methods on the Human3.6M benchmark, while being directly applicable without re-training to more complex dynamic motions from the AIST benchmark and to uncontrolled internet videos.

cs.CV↗

Feature Generation and Hypothesis Verification for Reliable Face Anti-Spoofing

Although existing face anti-spoofing (FAS) methods achieve high accuracy in intra-domain experiments, their effects drop severely in cross-domain scenarios because of poor generalization. Recently, multifarious techniques have been explored, such as domain generalization and representation disentanglement. However, the improvement is still limited by two issues: 1) It is difficult to perfectly map all faces to a shared feature space. If faces from unknown domains are not mapped to the known region in the shared feature space, accidentally inaccurate predictions will be obtained. 2) It is hard to completely consider various spoof traces for disentanglement. In this paper, we propose a Feature Generation and Hypothesis Verification framework to alleviate the two issues. Above all, feature generation networks which generate hypotheses of real faces and known attacks are introduced for the first time in the FAS task. Subsequently, two hypothesis verification modules are applied to judge whether the input face comes from the real-face space and the real-face distribution respectively. Furthermore, some analyses of the relationship between our framework and Bayesian uncertainty estimation are given, which provides theoretical support for reliable defense in unknown domains. Experimental results show our framework achieves promising results and outperforms the state-of-the-art approaches on extensive public datasets.

cs.CV↗