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Jingxiang Sun

Publications and source records attributed to Jingxiang Sun.

29 records · Page 2Linked to original sources

ITportrait: Image-Text Coupled 3D Portrait Domain Adaptation

Domain adaptation of 3D portraits has gained more and more attention. However, the transfer mechanism of existing methods is mainly based on vision or language, which ignores the potential of vision-language combined guidance. In this paper, we propose an Image-Text multi-modal framework, namely Image and Text portrait (ITportrait), for 3D portrait domain adaptation. ITportrait relies on a two-stage alternating training strategy. In the first stage, we employ a 3D Artistic Paired Transfer (APT) method for image-guided style transfer. APT constructs paired photo-realistic portraits to obtain accurate artistic poses, which helps ITportrait to achieve high-quality 3D style transfer. In the second stage, we propose a 3D Image-Text Embedding (ITE) approach in the CLIP space. ITE uses a threshold function to self-adaptively control the optimization direction of images or texts in the CLIP space. Comprehensive experiments prove that our ITportrait achieves state-of-the-art (SOTA) results and benefits downstream tasks. All source codes and pre-trained models will be released to the public.

cs.MM↗

Control4D: Efficient 4D Portrait Editing with Text

We introduce Control4D, an innovative framework for editing dynamic 4D portraits using text instructions. Our method addresses the prevalent challenges in 4D editing, notably the inefficiencies of existing 4D representations and the inconsistent editing effect caused by diffusion-based editors. We first propose GaussianPlanes, a novel 4D representation that makes Gaussian Splatting more structured by applying plane-based decomposition in 3D space and time. This enhances both efficiency and robustness in 4D editing. Furthermore, we propose to leverage a 4D generator to learn a more continuous generation space from inconsistent edited images produced by the diffusion-based editor, which effectively improves the consistency and quality of 4D editing. Comprehensive evaluation demonstrates the superiority of Control4D, including significantly reduced training time, high-quality rendering, and spatial-temporal consistency in 4D portrait editing. The link to our project website is https://control4darxiv.github.io.

cs.CV↗

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior

We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Code available at https://github.com/deepseek-ai/DreamCraft3D.

cs.CV↗

HAvatar: High-fidelity Head Avatar via Facial Model Conditioned Neural Radiance Field

The problem of modeling an animatable 3D human head avatar under light-weight setups is of significant importance but has not been well solved. Existing 3D representations either perform well in the realism of portrait images synthesis or the accuracy of expression control, but not both. To address the problem, we introduce a novel hybrid explicit-implicit 3D representation, Facial Model Conditioned Neural Radiance Field, which integrates the expressiveness of NeRF and the prior information from the parametric template. At the core of our representation, a synthetic-renderings-based condition method is proposed to fuse the prior information from the parametric model into the implicit field without constraining its topological flexibility. Besides, based on the hybrid representation, we properly overcome the inconsistent shape issue presented in existing methods and improve the animation stability. Moreover, by adopting an overall GAN-based architecture using an image-to-image translation network, we achieve high-resolution, realistic and view-consistent synthesis of dynamic head appearance. Experiments demonstrate that our method can achieve state-of-the-art performance for 3D head avatar animation compared with previous methods.

cs.CV↗

StyleAvatar: Real-time Photo-realistic Portrait Avatar from a Single Video

Face reenactment methods attempt to restore and re-animate portrait videos as realistically as possible. Existing methods face a dilemma in quality versus controllability: 2D GAN-based methods achieve higher image quality but suffer in fine-grained control of facial attributes compared with 3D counterparts. In this work, we propose StyleAvatar, a real-time photo-realistic portrait avatar reconstruction method using StyleGAN-based networks, which can generate high-fidelity portrait avatars with faithful expression control. We expand the capabilities of StyleGAN by introducing a compositional representation and a sliding window augmentation method, which enable faster convergence and improve translation generalization. Specifically, we divide the portrait scenes into three parts for adaptive adjustments: facial region, non-facial foreground region, and the background. Besides, our network leverages the best of UNet, StyleGAN and time coding for video learning, which enables high-quality video generation. Furthermore, a sliding window augmentation method together with a pre-training strategy are proposed to improve translation generalization and training performance, respectively. The proposed network can converge within two hours while ensuring high image quality and a forward rendering time of only 20 milliseconds. Furthermore, we propose a real-time live system, which further pushes research into applications. Results and experiments demonstrate the superiority of our method in terms of image quality, full portrait video generation, and real-time re-animation compared to existing facial reenactment methods. Training and inference code for this paper are at https://github.com/LizhenWangT/StyleAvatar.

cs.CV↗

Next3D: Generative Neural Texture Rasterization for 3D-Aware Head Avatars

3D-aware generative adversarial networks (GANs) synthesize high-fidelity and multi-view-consistent facial images using only collections of single-view 2D imagery. Towards fine-grained control over facial attributes, recent efforts incorporate 3D Morphable Face Model (3DMM) to describe deformation in generative radiance fields either explicitly or implicitly. Explicit methods provide fine-grained expression control but cannot handle topological changes caused by hair and accessories, while implicit ones can model varied topologies but have limited generalization caused by the unconstrained deformation fields. We propose a novel 3D GAN framework for unsupervised learning of generative, high-quality and 3D-consistent facial avatars from unstructured 2D images. To achieve both deformation accuracy and topological flexibility, we propose a 3D representation called Generative Texture-Rasterized Tri-planes. The proposed representation learns Generative Neural Textures on top of parametric mesh templates and then projects them into three orthogonal-viewed feature planes through rasterization, forming a tri-plane feature representation for volume rendering. In this way, we combine both fine-grained expression control of mesh-guided explicit deformation and the flexibility of implicit volumetric representation. We further propose specific modules for modeling mouth interior which is not taken into account by 3DMM. Our method demonstrates state-of-the-art 3D-aware synthesis quality and animation ability through extensive experiments. Furthermore, serving as 3D prior, our animatable 3D representation boosts multiple applications including one-shot facial avatars and 3D-aware stylization.

cs.CV↗

High-fidelity Facial Avatar Reconstruction from Monocular Video with Generative Priors

High-fidelity facial avatar reconstruction from a monocular video is a significant research problem in computer graphics and computer vision. Recently, Neural Radiance Field (NeRF) has shown impressive novel view rendering results and has been considered for facial avatar reconstruction. However, the complex facial dynamics and missing 3D information in monocular videos raise significant challenges for faithful facial reconstruction. In this work, we propose a new method for NeRF-based facial avatar reconstruction that utilizes 3D-aware generative prior. Different from existing works that depend on a conditional deformation field for dynamic modeling, we propose to learn a personalized generative prior, which is formulated as a local and low dimensional subspace in the latent space of 3D-GAN. We propose an efficient method to construct the personalized generative prior based on a small set of facial images of a given individual. After learning, it allows for photo-realistic rendering with novel views and the face reenactment can be realized by performing navigation in the latent space. Our proposed method is applicable for different driven signals, including RGB images, 3DMM coefficients, and audios. Compared with existing works, we obtain superior novel view synthesis results and faithfully face reenactment performance.

cs.CV↗

DiffuStereo: High Quality Human Reconstruction via Diffusion-based Stereo Using Sparse Cameras

We propose DiffuStereo, a novel system using only sparse cameras (8 in this work) for high-quality 3D human reconstruction. At its core is a novel diffusion-based stereo module, which introduces diffusion models, a type of powerful generative models, into the iterative stereo matching network. To this end, we design a new diffusion kernel and additional stereo constraints to facilitate stereo matching and depth estimation in the network. We further present a multi-level stereo network architecture to handle high-resolution (up to 4k) inputs without requiring unaffordable memory footprint. Given a set of sparse-view color images of a human, the proposed multi-level diffusion-based stereo network can produce highly accurate depth maps, which are then converted into a high-quality 3D human model through an efficient multi-view fusion strategy. Overall, our method enables automatic reconstruction of human models with quality on par to high-end dense-view camera rigs, and this is achieved using a much more light-weight hardware setup. Experiments show that our method outperforms state-of-the-art methods by a large margin both qualitatively and quantitatively.

cs.CV↗

IDE-3D: Interactive Disentangled Editing for High-Resolution 3D-aware Portrait Synthesis

Existing 3D-aware facial generation methods face a dilemma in quality versus editability: they either generate editable results in low resolution or high-quality ones with no editing flexibility. In this work, we propose a new approach that brings the best of both worlds together. Our system consists of three major components: (1) a 3D-semantics-aware generative model that produces view-consistent, disentangled face images and semantic masks; (2) a hybrid GAN inversion approach that initialize the latent codes from the semantic and texture encoder, and further optimized them for faithful reconstruction; and (3) a canonical editor that enables efficient manipulation of semantic masks in canonical view and product high-quality editing results. Our approach is competent for many applications, e.g. free-view face drawing, editing, and style control. Both quantitative and qualitative results show that our method reaches the state-of-the-art in terms of photorealism, faithfulness, and efficiency.

cs.CV↗

FENeRF: Face Editing in Neural Radiance Fields

Previous portrait image generation methods roughly fall into two categories: 2D GANs and 3D-aware GANs. 2D GANs can generate high fidelity portraits but with low view consistency. 3D-aware GAN methods can maintain view consistency but their generated images are not locally editable. To overcome these limitations, we propose FENeRF, a 3D-aware generator that can produce view-consistent and locally-editable portrait images. Our method uses two decoupled latent codes to generate corresponding facial semantics and texture in a spatial aligned 3D volume with shared geometry. Benefiting from such underlying 3D representation, FENeRF can jointly render the boundary-aligned image and semantic mask and use the semantic mask to edit the 3D volume via GAN inversion. We further show such 3D representation can be learned from widely available monocular image and semantic mask pairs. Moreover, we reveal that joint learning semantics and texture helps to generate finer geometry. Our experiments demonstrate that FENeRF outperforms state-of-the-art methods in various face editing tasks.

cs.CV↗

BusTime: Which is the Right Prediction Model for My Bus Arrival Time?

With the rise of big data technologies, many smart transportation applications have been rapidly developed in recent years including bus arrival time predictions. This type of applications help passengers to plan trips more efficiently without wasting unpredictable amount of waiting time at bus stops. Many studies focus on improving the prediction accuracy of various machine learning and statistical models, while much less work demonstrate their applicability of being deployed and used in realistic urban settings. This paper tries to fill this gap by proposing a general and practical evaluation framework for analysing various widely used prediction models (i.e. delay, k-nearest-neighbour, kernel regression, additive model, and recurrent neural network using long short term memory) for bus arrival time. In particular, this framework contains a raw bus GPS data pre-processing method that needs much less number of input data points while still maintain satisfactory prediction results. This pre-processing method enables various models to predict arrival time at bus stops only, by using a KD-tree based nearest point search method. Based on this framework, using raw bus GPS dataset in different scales from the city of Dublin, Ireland, we also present preliminary results for city managers by analysing the practical strengths and weaknesses in both training and predicting stages of commonly used prediction models.

eess.SP↗