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Jingyi Yu

Publications and source records attributed to Jingyi Yu.

At least 127 records · Page 7Linked to original sources

InterGen: Diffusion-based Multi-human Motion Generation under Complex Interactions

We have recently seen tremendous progress in diffusion advances for generating realistic human motions. Yet, they largely disregard the multi-human interactions. In this paper, we present InterGen, an effective diffusion-based approach that incorporates human-to-human interactions into the motion diffusion process, which enables layman users to customize high-quality two-person interaction motions, with only text guidance. We first contribute a multimodal dataset, named InterHuman. It consists of about 107M frames for diverse two-person interactions, with accurate skeletal motions and 23,337 natural language descriptions. For the algorithm side, we carefully tailor the motion diffusion model to our two-person interaction setting. To handle the symmetry of human identities during interactions, we propose two cooperative transformer-based denoisers that explicitly share weights, with a mutual attention mechanism to further connect the two denoising processes. Then, we propose a novel representation for motion input in our interaction diffusion model, which explicitly formulates the global relations between the two performers in the world frame. We further introduce two novel regularization terms to encode spatial relations, equipped with a corresponding damping scheme during the training of our interaction diffusion model. Extensive experiments validate the effectiveness and generalizability of InterGen. Notably, it can generate more diverse and compelling two-person motions than previous methods and enables various downstream applications for human interactions.

cs.CV↗

OMG: Towards Open-vocabulary Motion Generation via Mixture of Controllers

We have recently seen tremendous progress in realistic text-to-motion generation. Yet, the existing methods often fail or produce implausible motions with unseen text inputs, which limits the applications. In this paper, we present OMG, a novel framework, which enables compelling motion generation from zero-shot open-vocabulary text prompts. Our key idea is to carefully tailor the pretrain-then-finetune paradigm into the text-to-motion generation. At the pre-training stage, our model improves the generation ability by learning the rich out-of-domain inherent motion traits. To this end, we scale up a large unconditional diffusion model up to 1B parameters, so as to utilize the massive unlabeled motion data up to over 20M motion instances. At the subsequent fine-tuning stage, we introduce motion ControlNet, which incorporates text prompts as conditioning information, through a trainable copy of the pre-trained model and the proposed novel Mixture-of-Controllers (MoC) block. MoC block adaptively recognizes various ranges of the sub-motions with a cross-attention mechanism and processes them separately with the text-token-specific experts. Such a design effectively aligns the CLIP token embeddings of text prompts to various ranges of compact and expressive motion features. Extensive experiments demonstrate that our OMG achieves significant improvements over the state-of-the-art methods on zero-shot text-to-motion generation. Project page: https://tr3e.github.io/omg-page.

cs.CV↗

THOR: Text to Human-Object Interaction Diffusion via Relation Intervention

This paper addresses new methodologies to deal with the challenging task of generating dynamic Human-Object Interactions from textual descriptions (Text2HOI). While most existing works assume interactions with limited body parts or static objects, our task involves addressing the variation in human motion, the diversity of object shapes, and the semantic vagueness of object motion simultaneously. To tackle this, we propose a novel Text-guided Human-Object Interaction diffusion model with Relation Intervention (THOR). THOR is a cohesive diffusion model equipped with a relation intervention mechanism. In each diffusion step, we initiate text-guided human and object motion and then leverage human-object relations to intervene in object motion. This intervention enhances the spatial-temporal relations between humans and objects, with human-centric interaction representation providing additional guidance for synthesizing consistent motion from text. To achieve more reasonable and realistic results, interaction losses is introduced at different levels of motion granularity. Moreover, we construct Text-BEHAVE, a Text2HOI dataset that seamlessly integrates textual descriptions with the currently largest publicly available 3D HOI dataset. Both quantitative and qualitative experiments demonstrate the effectiveness of our proposed model.

cs.CV↗

LiveHPS: LiDAR-based Scene-level Human Pose and Shape Estimation in Free Environment

For human-centric large-scale scenes, fine-grained modeling for 3D human global pose and shape is significant for scene understanding and can benefit many real-world applications. In this paper, we present LiveHPS, a novel single-LiDAR-based approach for scene-level human pose and shape estimation without any limitation of light conditions and wearable devices. In particular, we design a distillation mechanism to mitigate the distribution-varying effect of LiDAR point clouds and exploit the temporal-spatial geometric and dynamic information existing in consecutive frames to solve the occlusion and noise disturbance. LiveHPS, with its efficient configuration and high-quality output, is well-suited for real-world applications. Moreover, we propose a huge human motion dataset, named FreeMotion, which is collected in various scenarios with diverse human poses, shapes and translations. It consists of multi-modal and multi-view acquisition data from calibrated and synchronized LiDARs, cameras, and IMUs. Extensive experiments on our new dataset and other public datasets demonstrate the SOTA performance and robustness of our approach. We will release our code and dataset soon.

cs.CV↗

GaussianHair: Hair Modeling and Rendering with Light-aware Gaussians

Hairstyle reflects culture and ethnicity at first glance. In the digital era, various realistic human hairstyles are also critical to high-fidelity digital human assets for beauty and inclusivity. Yet, realistic hair modeling and real-time rendering for animation is a formidable challenge due to its sheer number of strands, complicated structures of geometry, and sophisticated interaction with light. This paper presents GaussianHair, a novel explicit hair representation. It enables comprehensive modeling of hair geometry and appearance from images, fostering innovative illumination effects and dynamic animation capabilities. At the heart of GaussianHair is the novel concept of representing each hair strand as a sequence of connected cylindrical 3D Gaussian primitives. This approach not only retains the hair's geometric structure and appearance but also allows for efficient rasterization onto a 2D image plane, facilitating differentiable volumetric rendering. We further enhance this model with the "GaussianHair Scattering Model", adept at recreating the slender structure of hair strands and accurately capturing their local diffuse color in uniform lighting. Through extensive experiments, we substantiate that GaussianHair achieves breakthroughs in both geometric and appearance fidelity, transcending the limitations encountered in state-of-the-art methods for hair reconstruction. Beyond representation, GaussianHair extends to support editing, relighting, and dynamic rendering of hair, offering seamless integration with conventional CG pipeline workflows. Complementing these advancements, we have compiled an extensive dataset of real human hair, each with meticulously detailed strand geometry, to propel further research in this field.

cs.GR↗

Sophia-in-Audition: Virtual Production with a Robot Performer

We present Sophia-in-Audition (SiA), a new frontier in virtual production, by employing the humanoid robot Sophia within an UltraStage environment composed of a controllable lighting dome coupled with multiple cameras. We demonstrate Sophia's capability to replicate iconic film segments, follow real performers, and perform a variety of motions and expressions, showcasing her versatility as a virtual actor. Key to this process is the integration of facial motion transfer algorithms and the UltraStage's controllable lighting and multi-camera setup, enabling dynamic performances that align with the director's vision. Our comprehensive user studies indicate positive audience reception towards Sophia's performances, highlighting her potential to reduce the uncanny valley effect in virtual acting. Additionally, the immersive lighting in dynamic clips was highly rated for its naturalness and its ability to mirror professional film standards. The paper presents a first-of-its-kind multi-view robot performance video dataset with dynamic lighting, offering valuable insights for future enhancements in humanoid robotic performers and virtual production techniques. This research contributes significantly to the field by presenting a unique virtual production setup, developing tools for sophisticated performance control, and providing a comprehensive dataset and user study analysis for diverse applications.

cs.GR↗

Media2Face: Co-speech Facial Animation Generation With Multi-Modality Guidance

The synthesis of 3D facial animations from speech has garnered considerable attention. Due to the scarcity of high-quality 4D facial data and well-annotated abundant multi-modality labels, previous methods often suffer from limited realism and a lack of lexible conditioning. We address this challenge through a trilogy. We first introduce Generalized Neural Parametric Facial Asset (GNPFA), an efficient variational auto-encoder mapping facial geometry and images to a highly generalized expression latent space, decoupling expressions and identities. Then, we utilize GNPFA to extract high-quality expressions and accurate head poses from a large array of videos. This presents the M2F-D dataset, a large, diverse, and scan-level co-speech 3D facial animation dataset with well-annotated emotional and style labels. Finally, we propose Media2Face, a diffusion model in GNPFA latent space for co-speech facial animation generation, accepting rich multi-modality guidances from audio, text, and image. Extensive experiments demonstrate that our model not only achieves high fidelity in facial animation synthesis but also broadens the scope of expressiveness and style adaptability in 3D facial animation.

cs.CV↗

ScalableMap: Scalable Map Learning for Online Long-Range Vectorized HD Map Construction

We propose a novel end-to-end pipeline for online long-range vectorized high-definition (HD) map construction using on-board camera sensors. The vectorized representation of HD maps, employing polylines and polygons to represent map elements, is widely used by downstream tasks. However, previous schemes designed with reference to dynamic object detection overlook the structural constraints within linear map elements, resulting in performance degradation in long-range scenarios. In this paper, we exploit the properties of map elements to improve the performance of map construction. We extract more accurate bird's eye view (BEV) features guided by their linear structure, and then propose a hierarchical sparse map representation to further leverage the scalability of vectorized map elements and design a progressive decoding mechanism and a supervision strategy based on this representation. Our approach, ScalableMap, demonstrates superior performance on the nuScenes dataset, especially in long-range scenarios, surpassing previous state-of-the-art model by 6.5 mAP while achieving 18.3 FPS. Code is available at https://github.com/jingy1yu/ScalableMap.

cs.CV↗

MVHuman: Tailoring 2D Diffusion with Multi-view Sampling For Realistic 3D Human Generation

Recent months have witnessed rapid progress in 3D generation based on diffusion models. Most advances require fine-tuning existing 2D Stable Diffsuions into multi-view settings or tedious distilling operations and hence fall short of 3D human generation due to the lack of diverse 3D human datasets. We present an alternative scheme named MVHuman to generate human radiance fields from text guidance, with consistent multi-view images directly sampled from pre-trained Stable Diffsuions without any fine-tuning or distilling. Our core is a multi-view sampling strategy to tailor the denoising processes of the pre-trained network for generating consistent multi-view images. It encompasses view-consistent conditioning, replacing the original noises with ``consistency-guided noises'', optimizing latent codes, as well as utilizing cross-view attention layers. With the multi-view images through the sampling process, we adopt geometry refinement and 3D radiance field generation followed by a subsequent neural blending scheme for free-view rendering. Extensive experiments demonstrate the efficacy of our method, as well as its superiority to state-of-the-art 3D human generation methods.

cs.CV↗

HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting

We have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently rendering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this paper, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance rendering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to enforce subsequent constraints. Then, we utilize a 4D Gaussian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demonstrate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead.

cs.CV↗

VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams

Neural Radiance Fields (NeRFs) excel in photorealistically rendering static scenes. However, rendering dynamic, long-duration radiance fields on ubiquitous devices remains challenging, due to data storage and computational constraints. In this paper, we introduce VideoRF, the first approach to enable real-time streaming and rendering of dynamic radiance fields on mobile platforms. At the core is a serialized 2D feature image stream representing the 4D radiance field all in one. We introduce a tailored training scheme directly applied to this 2D domain to impose the temporal and spatial redundancy of the feature image stream. By leveraging the redundancy, we show that the feature image stream can be efficiently compressed by 2D video codecs, which allows us to exploit video hardware accelerators to achieve real-time decoding. On the other hand, based on the feature image stream, we propose a novel rendering pipeline for VideoRF, which has specialized space mappings to query radiance properties efficiently. Paired with a deferred shading model, VideoRF has the capability of real-time rendering on mobile devices thanks to its efficiency. We have developed a real-time interactive player that enables online streaming and rendering of dynamic scenes, offering a seamless and immersive free-viewpoint experience across a range of devices, from desktops to mobile phones.

cs.CV↗

Optical ReLU-like Activation Function Based on a Semiconductor Laser with Optical Injection

Artificial neural networks usually consist of successive linear multiply-accumulate operations and nonlinear activation functions. However, most optical neural networks only achieve the linear operation in the optical domain, while the optical implementation of activation function remains challenging. Here we present an optical ReLU-like activation function based on a semiconductor laser subject to the optical injection in experiment. The ReLU-like function is achieved in a broad regime above the Hopf bifurcation of the injection-locking diagram. In particular, the slope of the activation function is reconfigurable by tuning the frequency difference between the master laser and the slave laser.

physics.optics↗

CryoFormer: Continuous Heterogeneous Cryo-EM Reconstruction using Transformer-based Neural Representations

Cryo-electron microscopy (cryo-EM) allows for the high-resolution reconstruction of 3D structures of proteins and other biomolecules. Successful reconstruction of both shape and movement greatly helps understand the fundamental processes of life. However, it is still challenging to reconstruct the continuous motions of 3D structures from hundreds of thousands of noisy and randomly oriented 2D cryo-EM images. Recent advancements use Fourier domain coordinate-based neural networks to continuously model 3D conformations, yet they often struggle to capture local flexible regions accurately. We propose CryoFormer, a new approach for continuous heterogeneous cryo-EM reconstruction. Our approach leverages an implicit feature volume directly in the real domain as the 3D representation. We further introduce a novel query-based deformation transformer decoder to improve the reconstruction quality. Our approach is capable of refining pre-computed pose estimations and locating flexible regions. In experiments, our method outperforms current approaches on three public datasets (1 synthetic and 2 experimental) and a new synthetic dataset of PEDV spike protein. The code and new synthetic dataset will be released for better reproducibility of our results. Project page: https://cryoformer.github.io.

cs.CV↗

Neural Impostor: Editing Neural Radiance Fields with Explicit Shape Manipulation

Neural Radiance Fields (NeRF) have significantly advanced the generation of highly realistic and expressive 3D scenes. However, the task of editing NeRF, particularly in terms of geometry modification, poses a significant challenge. This issue has obstructed NeRF's wider adoption across various applications. To tackle the problem of efficiently editing neural implicit fields, we introduce Neural Impostor, a hybrid representation incorporating an explicit tetrahedral mesh alongside a multigrid implicit field designated for each tetrahedron within the explicit mesh. Our framework bridges the explicit shape manipulation and the geometric editing of implicit fields by utilizing multigrid barycentric coordinate encoding, thus offering a pragmatic solution to deform, composite, and generate neural implicit fields while maintaining a complex volumetric appearance. Furthermore, we propose a comprehensive pipeline for editing neural implicit fields based on a set of explicit geometric editing operations. We show the robustness and adaptability of our system through diverse examples and experiments, including the editing of both synthetic objects and real captured data. Finally, we demonstrate the authoring process of a hybrid synthetic-captured object utilizing a variety of editing operations, underlining the transformative potential of Neural Impostor in the field of 3D content creation and manipulation.

cs.GR↗

Unsupervised Polychromatic Neural Representation for CT Metal Artifact Reduction

Emerging neural reconstruction techniques based on tomography (e.g., NeRF, NeAT, and NeRP) have started showing unique capabilities in medical imaging. In this work, we present a novel Polychromatic neural representation (Polyner) to tackle the challenging problem of CT imaging when metallic implants exist within the human body. CT metal artifacts arise from the drastic variation of metal's attenuation coefficients at various energy levels of the X-ray spectrum, leading to a nonlinear metal effect in CT measurements. Recovering CT images from metal-affected measurements hence poses a complicated nonlinear inverse problem where empirical models adopted in previous metal artifact reduction (MAR) approaches lead to signal loss and strongly aliased reconstructions. Polyner instead models the MAR problem from a nonlinear inverse problem perspective. Specifically, we first derive a polychromatic forward model to accurately simulate the nonlinear CT acquisition process. Then, we incorporate our forward model into the implicit neural representation to accomplish reconstruction. Lastly, we adopt a regularizer to preserve the physical properties of the CT images across different energy levels while effectively constraining the solution space. Our Polyner is an unsupervised method and does not require any external training data. Experimenting with multiple datasets shows that our Polyner achieves comparable or better performance than supervised methods on in-domain datasets while demonstrating significant performance improvements on out-of-domain datasets. To the best of our knowledge, our Polyner is the first unsupervised MAR method that outperforms its supervised counterparts. The code for this work is available at: https://github.com/iwuqing/Polyner.

eess.IV↗

NeuRBF: A Neural Fields Representation with Adaptive Radial Basis Functions

We present a novel type of neural fields that uses general radial bases for signal representation. State-of-the-art neural fields typically rely on grid-based representations for storing local neural features and N-dimensional linear kernels for interpolating features at continuous query points. The spatial positions of their neural features are fixed on grid nodes and cannot well adapt to target signals. Our method instead builds upon general radial bases with flexible kernel position and shape, which have higher spatial adaptivity and can more closely fit target signals. To further improve the channel-wise capacity of radial basis functions, we propose to compose them with multi-frequency sinusoid functions. This technique extends a radial basis to multiple Fourier radial bases of different frequency bands without requiring extra parameters, facilitating the representation of details. Moreover, by marrying adaptive radial bases with grid-based ones, our hybrid combination inherits both adaptivity and interpolation smoothness. We carefully designed weighting schemes to let radial bases adapt to different types of signals effectively. Our experiments on 2D image and 3D signed distance field representation demonstrate the higher accuracy and compactness of our method than prior arts. When applied to neural radiance field reconstruction, our method achieves state-of-the-art rendering quality, with small model size and comparable training speed.

cs.CV↗

Free-Bloom: Zero-Shot Text-to-Video Generator with LLM Director and LDM Animator

Text-to-video is a rapidly growing research area that aims to generate a semantic, identical, and temporal coherence sequence of frames that accurately align with the input text prompt. This study focuses on zero-shot text-to-video generation considering the data- and cost-efficient. To generate a semantic-coherent video, exhibiting a rich portrayal of temporal semantics such as the whole process of flower blooming rather than a set of "moving images", we propose a novel Free-Bloom pipeline that harnesses large language models (LLMs) as the director to generate a semantic-coherence prompt sequence, while pre-trained latent diffusion models (LDMs) as the animator to generate the high fidelity frames. Furthermore, to ensure temporal and identical coherence while maintaining semantic coherence, we propose a series of annotative modifications to adapting LDMs in the reverse process, including joint noise sampling, step-aware attention shift, and dual-path interpolation. Without any video data and training requirements, Free-Bloom generates vivid and high-quality videos, awe-inspiring in generating complex scenes with semantic meaningful frame sequences. In addition, Free-Bloom is naturally compatible with LDMs-based extensions.

cs.CV↗

CoTDet: Affordance Knowledge Prompting for Task Driven Object Detection

Task driven object detection aims to detect object instances suitable for affording a task in an image. Its challenge lies in object categories available for the task being too diverse to be limited to a closed set of object vocabulary for traditional object detection. Simply mapping categories and visual features of common objects to the task cannot address the challenge. In this paper, we propose to explore fundamental affordances rather than object categories, i.e., common attributes that enable different objects to accomplish the same task. Moreover, we propose a novel multi-level chain-of-thought prompting (MLCoT) to extract the affordance knowledge from large language models, which contains multi-level reasoning steps from task to object examples to essential visual attributes with rationales. Furthermore, to fully exploit knowledge to benefit object recognition and localization, we propose a knowledge-conditional detection framework, namely CoTDet. It conditions the detector from the knowledge to generate object queries and regress boxes. Experimental results demonstrate that our CoTDet outperforms state-of-the-art methods consistently and significantly (+15.6 box AP and +14.8 mask AP) and can generate rationales for why objects are detected to afford the task.

cs.CV↗