Searcharxiv⌕ Search

arXiv subjects

Liefeng Bo

Publications and source records attributed to Liefeng Bo.

At least 91 records · Page 5Linked to original sources

RichDreamer: A Generalizable Normal-Depth Diffusion Model for Detail Richness in Text-to-3D

Lifting 2D diffusion for 3D generation is a challenging problem due to the lack of geometric prior and the complex entanglement of materials and lighting in natural images. Existing methods have shown promise by first creating the geometry through score-distillation sampling (SDS) applied to rendered surface normals, followed by appearance modeling. However, relying on a 2D RGB diffusion model to optimize surface normals is suboptimal due to the distribution discrepancy between natural images and normals maps, leading to instability in optimization. In this paper, recognizing that the normal and depth information effectively describe scene geometry and be automatically estimated from images, we propose to learn a generalizable Normal-Depth diffusion model for 3D generation. We achieve this by training on the large-scale LAION dataset together with the generalizable image-to-depth and normal prior models. In an attempt to alleviate the mixed illumination effects in the generated materials, we introduce an albedo diffusion model to impose data-driven constraints on the albedo component. Our experiments show that when integrated into existing text-to-3D pipelines, our models significantly enhance the detail richness, achieving state-of-the-art results. Our project page is https://aigc3d.github.io/richdreamer/.

cs.CV↗

Make-A-Character: High Quality Text-to-3D Character Generation within Minutes

There is a growing demand for customized and expressive 3D characters with the emergence of AI agents and Metaverse, but creating 3D characters using traditional computer graphics tools is a complex and time-consuming task. To address these challenges, we propose a user-friendly framework named Make-A-Character (Mach) to create lifelike 3D avatars from text descriptions. The framework leverages the power of large language and vision models for textual intention understanding and intermediate image generation, followed by a series of human-oriented visual perception and 3D generation modules. Our system offers an intuitive approach for users to craft controllable, realistic, fully-realized 3D characters that meet their expectations within 2 minutes, while also enabling easy integration with existing CG pipeline for dynamic expressiveness. For more information, please visit the project page at https://human3daigc.github.io/MACH/.

cs.CV↗

Reducing Shape-Radiance Ambiguity in Radiance Fields with a Closed-Form Color Estimation Method

Neural radiance field (NeRF) enables the synthesis of cutting-edge realistic novel view images of a 3D scene. It includes density and color fields to model the shape and radiance of a scene, respectively. Supervised by the photometric loss in an end-to-end training manner, NeRF inherently suffers from the shape-radiance ambiguity problem, i.e., it can perfectly fit training views but does not guarantee decoupling the two fields correctly. To deal with this issue, existing works have incorporated prior knowledge to provide an independent supervision signal for the density field, including total variation loss, sparsity loss, distortion loss, etc. These losses are based on general assumptions about the density field, e.g., it should be smooth, sparse, or compact, which are not adaptive to a specific scene. In this paper, we propose a more adaptive method to reduce the shape-radiance ambiguity. The key is a rendering method that is only based on the density field. Specifically, we first estimate the color field based on the density field and posed images in a closed form. Then NeRF's rendering process can proceed. We address the problems in estimating the color field, including occlusion and non-uniformly distributed views. Afterward, it is applied to regularize NeRF's density field. As our regularization is guided by photometric loss, it is more adaptive compared to existing ones. Experimental results show that our method improves the density field of NeRF both qualitatively and quantitatively. Our code is available at https://github.com/qihangGH/Closed-form-color-field.

cs.CV↗

VividTalk: One-Shot Audio-Driven Talking Head Generation Based on 3D Hybrid Prior

Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, expressive facial expressions, natural head pose generation, and high video quality. However, no model has yet led or tied on all these metrics due to the one-to-many mapping between audio and motion. In this paper, we propose VividTalk, a two-stage generic framework that supports generating high-visual quality talking head videos with all the above properties. Specifically, in the first stage, we map the audio to mesh by learning two motions, including non-rigid expression motion and rigid head motion. For expression motion, both blendshape and vertex are adopted as the intermediate representation to maximize the representation ability of the model. For natural head motion, a novel learnable head pose codebook with a two-phase training mechanism is proposed. In the second stage, we proposed a dual branch motion-vae and a generator to transform the meshes into dense motion and synthesize high-quality video frame-by-frame. Extensive experiments show that the proposed VividTalk can generate high-visual quality talking head videos with lip-sync and realistic enhanced by a large margin, and outperforms previous state-of-the-art works in objective and subjective comparisons.

cs.CV↗

DanceMeld: Unraveling Dance Phrases with Hierarchical Latent Codes for Music-to-Dance Synthesis

In the realm of 3D digital human applications, music-to-dance presents a challenging task. Given the one-to-many relationship between music and dance, previous methods have been limited in their approach, relying solely on matching and generating corresponding dance movements based on music rhythm. In the professional field of choreography, a dance phrase consists of several dance poses and dance movements. Dance poses composed of a series of basic meaningful body postures, while dance movements can reflect dynamic changes such as the rhythm, melody, and style of dance. Taking inspiration from these concepts, we introduce an innovative dance generation pipeline called DanceMeld, which comprising two stages, i.e., the dance decouple stage and the dance generation stage. In the decouple stage, a hierarchical VQ-VAE is used to disentangle dance poses and dance movements in different feature space levels, where the bottom code represents dance poses, and the top code represents dance movements. In the generation stage, we utilize a diffusion model as a prior to model the distribution and generate latent codes conditioned on music features. We have experimentally demonstrated the representational capabilities of top code and bottom code, enabling the explicit decoupling expression of dance poses and dance movements. This disentanglement not only provides control over motion details, styles, and rhythm but also facilitates applications such as dance style transfer and dance unit editing. Our approach has undergone qualitative and quantitative experiments on the AIST++ dataset, demonstrating its superiority over other methods.

cs.OH↗

Cloth2Tex: A Customized Cloth Texture Generation Pipeline for 3D Virtual Try-On

Fabricating and designing 3D garments has become extremely demanding with the increasing need for synthesizing realistic dressed persons for a variety of applications, e.g. 3D virtual try-on, digitalization of 2D clothes into 3D apparel, and cloth animation. It thus necessitates a simple and straightforward pipeline to obtain high-quality texture from simple input, such as 2D reference images. Since traditional warping-based texture generation methods require a significant number of control points to be manually selected for each type of garment, which can be a time-consuming and tedious process. We propose a novel method, called Cloth2Tex, which eliminates the human burden in this process. Cloth2Tex is a self-supervised method that generates texture maps with reasonable layout and structural consistency. Another key feature of Cloth2Tex is that it can be used to support high-fidelity texture inpainting. This is done by combining Cloth2Tex with a prevailing latent diffusion model. We evaluate our approach both qualitatively and quantitatively and demonstrate that Cloth2Tex can generate high-quality texture maps and achieve the best visual effects in comparison to other methods. Project page: tomguluson92.github.io/projects/cloth2tex/

cs.CV↗

PanoContext-Former: Panoramic Total Scene Understanding with a Transformer

Panoramic image enables deeper understanding and more holistic perception of $360^\circ$ surrounding environment, which can naturally encode enriched scene context information compared to standard perspective image. Previous work has made lots of effort to solve the scene understanding task in a bottom-up form, thus each sub-task is processed separately and few correlations are explored in this procedure. In this paper, we propose a novel method using depth prior for holistic indoor scene understanding which recovers the objects' shapes, oriented bounding boxes and the 3D room layout simultaneously from a single panorama. In order to fully utilize the rich context information, we design a transformer-based context module to predict the representation and relationship among each component of the scene. In addition, we introduce a real-world dataset for scene understanding, including photo-realistic panoramas, high-fidelity depth images, accurately annotated room layouts, and oriented object bounding boxes and shapes. Experiments on the synthetic and real-world datasets demonstrate that our method outperforms previous panoramic scene understanding methods in terms of both layout estimation and 3D object detection.

cs.CV↗

DiffHand: End-to-End Hand Mesh Reconstruction via Diffusion Models

Hand mesh reconstruction from the monocular image is a challenging task due to its depth ambiguity and severe occlusion, there remains a non-unique mapping between the monocular image and hand mesh. To address this, we develop DiffHand, the first diffusion-based framework that approaches hand mesh reconstruction as a denoising diffusion process. Our one-stage pipeline utilizes noise to model the uncertainty distribution of the intermediate hand mesh in a forward process. We reformulate the denoising diffusion process to gradually refine noisy hand mesh and then select mesh with the highest probability of being correct based on the image itself, rather than relying on 2D joints extracted beforehand. To better model the connectivity of hand vertices, we design a novel network module called the cross-modality decoder. Extensive experiments on the popular benchmarks demonstrate that our method outperforms the state-of-the-art hand mesh reconstruction approaches by achieving 5.8mm PA-MPJPE on the Freihand test set, 4.98mm PA-MPJPE on the DexYCB test set.

cs.CV↗

One-Shot High-Fidelity Talking-Head Synthesis with Deformable Neural Radiance Field

Talking head generation aims to generate faces that maintain the identity information of the source image and imitate the motion of the driving image. Most pioneering methods rely primarily on 2D representations and thus will inevitably suffer from face distortion when large head rotations are encountered. Recent works instead employ explicit 3D structural representations or implicit neural rendering to improve performance under large pose changes. Nevertheless, the fidelity of identity and expression is not so desirable, especially for novel-view synthesis. In this paper, we propose HiDe-NeRF, which achieves high-fidelity and free-view talking-head synthesis. Drawing on the recently proposed Deformable Neural Radiance Fields, HiDe-NeRF represents the 3D dynamic scene into a canonical appearance field and an implicit deformation field, where the former comprises the canonical source face and the latter models the driving pose and expression. In particular, we improve fidelity from two aspects: (i) to enhance identity expressiveness, we design a generalized appearance module that leverages multi-scale volume features to preserve face shape and details; (ii) to improve expression preciseness, we propose a lightweight deformation module that explicitly decouples the pose and expression to enable precise expression modeling. Extensive experiments demonstrate that our proposed approach can generate better results than previous works. Project page: https://www.waytron.net/hidenerf/

cs.CV↗

4K-NeRF: High Fidelity Neural Radiance Fields at Ultra High Resolutions

In this paper, we present a novel and effective framework, named 4K-NeRF, to pursue high fidelity view synthesis on the challenging scenarios of ultra high resolutions, building on the methodology of neural radiance fields (NeRF). The rendering procedure of NeRF-based methods typically relies on a pixel-wise manner in which rays (or pixels) are treated independently on both training and inference phases, limiting its representational ability on describing subtle details, especially when lifting to a extremely high resolution. We address the issue by exploring ray correlation to enhance high-frequency details recovery. Particularly, we use the 3D-aware encoder to model geometric information effectively in a lower resolution space and recover fine details through the 3D-aware decoder, conditioned on ray features and depths estimated by the encoder. Joint training with patch-based sampling further facilitates our method incorporating the supervision from perception oriented regularization beyond pixel-wise loss. Benefiting from the use of geometry-aware local context, our method can significantly boost rendering quality on high-frequency details compared with modern NeRF methods, and achieve the state-of-the-art visual quality on 4K ultra-high-resolution scenarios. Code Available at \url{https://github.com/frozoul/4K-NeRF}

cs.CV↗

Multi-Behavior Graph Neural Networks for Recommender System

Recommender systems have been demonstrated to be effective to meet user's personalized interests for many online services (e.g., E-commerce and online advertising platforms). Recent years have witnessed the emerging success of many deep learning-based recommendation models for augmenting collaborative filtering architectures with various neural network architectures, such as multi-layer perceptron and autoencoder. However, the majority of them model the user-item relationship with single type of interaction, while overlooking the diversity of user behaviors on interacting with items, which can be click, add-to-cart, tag-as-favorite and purchase. Such various types of interaction behaviors have great potential in providing rich information for understanding the user preferences. In this paper, we pay special attention on user-item relationships with the exploration of multi-typed user behaviors. Technically, we contribute a new multi-behavior graph neural network (MBRec), which specially accounts for diverse interaction patterns as well as the underlying cross-type behavior inter-dependencies. In the MBRec framework, we develop a graph-structured learning framework to perform expressive modeling of high-order connectivity in behavior-aware user-item interaction graph. After that, a mutual relation encoder is proposed to adaptively uncover complex relational structures and make aggregations across layer-specific behavior representations. Through comprehensive evaluation on real-world datasets, the advantages of our MBRec method have been validated under different experimental settings. Further analysis verifies the positive effects of incorporating the multi-behavioral context into the recommendation paradigm. Additionally, the conducted case studies offer insights into the interpretability of user multi-behavior representations.

cs.IR↗

Compressing Volumetric Radiance Fields to 1 MB

Approximating radiance fields with volumetric grids is one of promising directions for improving NeRF, represented by methods like Plenoxels and DVGO, which achieve super-fast training convergence and real-time rendering. However, these methods typically require a tremendous storage overhead, costing up to hundreds of megabytes of disk space and runtime memory for a single scene. We address this issue in this paper by introducing a simple yet effective framework, called vector quantized radiance fields (VQRF), for compressing these volume-grid-based radiance fields. We first present a robust and adaptive metric for estimating redundancy in grid models and performing voxel pruning by better exploring intermediate outputs of volumetric rendering. A trainable vector quantization is further proposed to improve the compactness of grid models. In combination with an efficient joint tuning strategy and post-processing, our method can achieve a compression ratio of 100$\times$ by reducing the overall model size to 1 MB with negligible loss on visual quality. Extensive experiments demonstrate that the proposed framework is capable of achieving unrivaled performance and well generalization across multiple methods with distinct volumetric structures, facilitating the wide use of volumetric radiance fields methods in real-world applications. Code Available at \url{https://github.com/AlgoHunt/VQRF}

cs.CV↗

Spatial-Temporal Sequential Hypergraph Network for Crime Prediction with Dynamic Multiplex Relation Learning

Crime prediction is crucial for public safety and resource optimization, yet is very challenging due to two aspects: i) the dynamics of criminal patterns across time and space, crime events are distributed unevenly on both spatial and temporal domains; ii) time-evolving dependencies between different types of crimes (e.g., Theft, Robbery, Assault, Damage) which reveal fine-grained semantics of crimes. To tackle these challenges, we propose Spatial-Temporal Sequential Hypergraph Network (ST-SHN) to collectively encode complex crime spatial-temporal patterns as well as the underlying category-wise crime semantic relationships. In specific, to handle spatial-temporal dynamics under the long-range and global context, we design a graph-structured message passing architecture with the integration of the hypergraph learning paradigm. To capture category-wise crime heterogeneous relations in a dynamic environment, we introduce a multi-channel routing mechanism to learn the time-evolving structural dependency across crime types. We conduct extensive experiments on two real-world datasets, showing that our proposed ST-SHN framework can significantly improve the prediction performance as compared to various state-of-the-art baselines. The source code is available at: https://github.com/akaxlh/ST-SHN.

cs.LG↗

A-ACT: Action Anticipation through Cycle Transformations

While action anticipation has garnered a lot of research interest recently, most of the works focus on anticipating future action directly through observed visual cues only. In this work, we take a step back to analyze how the human capability to anticipate the future can be transferred to machine learning algorithms. To incorporate this ability in intelligent systems a question worth pondering upon is how exactly do we anticipate? Is it by anticipating future actions from past experiences? Or is it by simulating possible scenarios based on cues from the present? A recent study on human psychology explains that, in anticipating an occurrence, the human brain counts on both systems. In this work, we study the impact of each system for the task of action anticipation and introduce a paradigm to integrate them in a learning framework. We believe that intelligent systems designed by leveraging the psychological anticipation models will do a more nuanced job at the task of human action prediction. Furthermore, we introduce cyclic transformation in the temporal dimension in feature and semantic label space to instill the human ability of reasoning of past actions based on the predicted future. Experiments on Epic-Kitchen, Breakfast, and 50Salads dataset demonstrate that the action anticipation model learned using a combination of the two systems along with the cycle transformation performs favorably against various state-of-the-art approaches.

cs.CV↗

An Efficient and Robust System for Vertically Federated Random Forest

As there is a growing interest in utilizing data across multiple resources to build better machine learning models, many vertically federated learning algorithms have been proposed to preserve the data privacy of the participating organizations. However, the efficiency of existing vertically federated learning algorithms remains to be a big problem, especially when applied to large-scale real-world datasets. In this paper, we present a fast, accurate, scalable and yet robust system for vertically federated random forest. With extensive optimization, we achieved $5\times$ and $83\times$ speed up over the SOTA SecureBoost model \cite{cheng2019secureboost} for training and serving tasks. Moreover, the proposed system can achieve similar accuracy but with favorable scalability and partition tolerance. Our code has been made public to facilitate the development of the community and the protection of user data privacy.

cs.LG↗

Multi-Behavior Enhanced Recommendation with Cross-Interaction Collaborative Relation Modeling

Many previous studies aim to augment collaborative filtering with deep neural network techniques, so as to achieve better recommendation performance. However, most existing deep learning-based recommender systems are designed for modeling singular type of user-item interaction behavior, which can hardly distill the heterogeneous relations between user and item. In practical recommendation scenarios, there exist multityped user behaviors, such as browse and purchase. Due to the overlook of user's multi-behavioral patterns over different items, existing recommendation methods are insufficient to capture heterogeneous collaborative signals from user multi-behavior data. Inspired by the strength of graph neural networks for structured data modeling, this work proposes a Graph Neural Multi-Behavior Enhanced Recommendation (GNMR) framework which explicitly models the dependencies between different types of user-item interactions under a graph-based message passing architecture. GNMR devises a relation aggregation network to model interaction heterogeneity, and recursively performs embedding propagation between neighboring nodes over the user-item interaction graph. Experiments on real-world recommendation datasets show that our GNMR consistently outperforms state-of-the-art methods. The source code is available at https://github.com/akaxlh/GNMR.

cs.IR↗

Knowledge-aware Coupled Graph Neural Network for Social Recommendation

Social recommendation task aims to predict users' preferences over items with the incorporation of social connections among users, so as to alleviate the sparse issue of collaborative filtering. While many recent efforts show the effectiveness of neural network-based social recommender systems, several important challenges have not been well addressed yet: (i) The majority of models only consider users' social connections, while ignoring the inter-dependent knowledge across items; (ii) Most of existing solutions are designed for singular type of user-item interactions, making them infeasible to capture the interaction heterogeneity; (iii) The dynamic nature of user-item interactions has been less explored in many social-aware recommendation techniques. To tackle the above challenges, this work proposes a Knowledge-aware Coupled Graph Neural Network (KCGN) that jointly injects the inter-dependent knowledge across items and users into the recommendation framework. KCGN enables the high-order user- and item-wise relation encoding by exploiting the mutual information for global graph structure awareness. Additionally, we further augment KCGN with the capability of capturing dynamic multi-typed user-item interactive patterns. Experimental studies on real-world datasets show the effectiveness of our method against many strong baselines in a variety of settings. Source codes are available at: https://github.com/xhcdream/KCGN.

cs.IR↗

Graph-Enhanced Multi-Task Learning of Multi-Level Transition Dynamics for Session-based Recommendation

Session-based recommendation plays a central role in a wide spectrum of online applications, ranging from e-commerce to online advertising services. However, the majority of existing session-based recommendation techniques (e.g., attention-based recurrent network or graph neural network) are not well-designed for capturing the complex transition dynamics exhibited with temporally-ordered and multi-level inter-dependent relation structures. These methods largely overlook the relation hierarchy of item transitional patterns. In this paper, we propose a multi-task learning framework with Multi-level Transition Dynamics (MTD), which enables the jointly learning of intra- and inter-session item transition dynamics in automatic and hierarchical manner. Towards this end, we first develop a position-aware attention mechanism to learn item transitional regularities within individual session. Then, a graph-structured hierarchical relation encoder is proposed to explicitly capture the cross-session item transitions in the form of high-order connectivities by performing embedding propagation with the global graph context. The learning process of intra- and inter-session transition dynamics are integrated, to preserve the underlying low- and high-level item relationships in a common latent space. Extensive experiments on three real-world datasets demonstrate the superiority of MTD as compared to state-of-the-art baselines.

cs.IR↗