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Sifei Liu

Publications and source records attributed to Sifei Liu.

At least 55 records · Page 3Linked to original sources

GroPrompt: Efficient Grounded Prompting and Adaptation for Referring Video Object Segmentation

Referring Video Object Segmentation (RVOS) aims to segment the object referred to by the query sentence throughout the entire video. Most existing methods require end-to-end training with dense mask annotations, which could be computation-consuming and less scalable. In this work, we aim to efficiently adapt foundation segmentation models for addressing RVOS from weak supervision with the proposed Grounded Prompting (GroPrompt) framework. More specifically, we propose Text-Aware Prompt Contrastive Learning (TAP-CL) to enhance the association between the position prompts and the referring sentences with only box supervisions, including Text-Contrastive Prompt Learning (TextCon) and Modality-Contrastive Prompt Learning (ModalCon) at frame level and video level, respectively. With the proposed TAP-CL, our GroPrompt framework can generate temporal-consistent yet text-aware position prompts describing locations and movements for the referred object from the video. The experimental results in the standard RVOS benchmarks (Ref-YouTube-VOS, Ref-DAVIS17, A2D-Sentences, and JHMDB-Sentences) demonstrate the competitive performance of our proposed GroPrompt framework given only bounding box weak supervisions.

cs.CV↗

CamCo: Camera-Controllable 3D-Consistent Image-to-Video Generation

Recently video diffusion models have emerged as expressive generative tools for high-quality video content creation readily available to general users. However, these models often do not offer precise control over camera poses for video generation, limiting the expression of cinematic language and user control. To address this issue, we introduce CamCo, which allows fine-grained Camera pose Control for image-to-video generation. We equip a pre-trained image-to-video generator with accurately parameterized camera pose input using Plücker coordinates. To enhance 3D consistency in the videos produced, we integrate an epipolar attention module in each attention block that enforces epipolar constraints to the feature maps. Additionally, we fine-tune CamCo on real-world videos with camera poses estimated through structure-from-motion algorithms to better synthesize object motion. Our experiments show that CamCo significantly improves 3D consistency and camera control capabilities compared to previous models while effectively generating plausible object motion. Project page: https://ir1d.github.io/CamCo/

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Compositional Text-to-Image Generation with Dense Blob Representations

Existing text-to-image models struggle to follow complex text prompts, raising the need for extra grounding inputs for better controllability. In this work, we propose to decompose a scene into visual primitives - denoted as dense blob representations - that contain fine-grained details of the scene while being modular, human-interpretable, and easy-to-construct. Based on blob representations, we develop a blob-grounded text-to-image diffusion model, termed BlobGEN, for compositional generation. Particularly, we introduce a new masked cross-attention module to disentangle the fusion between blob representations and visual features. To leverage the compositionality of large language models (LLMs), we introduce a new in-context learning approach to generate blob representations from text prompts. Our extensive experiments show that BlobGEN achieves superior zero-shot generation quality and better layout-guided controllability on MS-COCO. When augmented by LLMs, our method exhibits superior numerical and spatial correctness on compositional image generation benchmarks. Project page: https://blobgen-2d.github.io.

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Communication-Efficient Collaborative Perception via Information Filling with Codebook

Collaborative perception empowers each agent to improve its perceptual ability through the exchange of perceptual messages with other agents. It inherently results in a fundamental trade-off between perception ability and communication cost. To address this bottleneck issue, our core idea is to optimize the collaborative messages from two key aspects: representation and selection. The proposed codebook-based message representation enables the transmission of integer codes, rather than high-dimensional feature maps. The proposed information-filling-driven message selection optimizes local messages to collectively fill each agent's information demand, preventing information overflow among multiple agents. By integrating these two designs, we propose CodeFilling, a novel communication-efficient collaborative perception system, which significantly advances the perception-communication trade-off and is inclusive to both homogeneous and heterogeneous collaboration settings. We evaluate CodeFilling in both a real-world dataset, DAIR-V2X, and a new simulation dataset, OPV2VH+. Results show that CodeFilling outperforms previous SOTA Where2comm on DAIR-V2X/OPV2VH+ with 1,333/1,206 times lower communication volume. Our code is available at https://github.com/PhyllisH/CodeFilling.

cs.IT↗

A Unified Approach for Text- and Image-guided 4D Scene Generation

Large-scale diffusion generative models are greatly simplifying image, video and 3D asset creation from user-provided text prompts and images. However, the challenging problem of text-to-4D dynamic 3D scene generation with diffusion guidance remains largely unexplored. We propose Dream-in-4D, which features a novel two-stage approach for text-to-4D synthesis, leveraging (1) 3D and 2D diffusion guidance to effectively learn a high-quality static 3D asset in the first stage; (2) a deformable neural radiance field that explicitly disentangles the learned static asset from its deformation, preserving quality during motion learning; and (3) a multi-resolution feature grid for the deformation field with a displacement total variation loss to effectively learn motion with video diffusion guidance in the second stage. Through a user preference study, we demonstrate that our approach significantly advances image and motion quality, 3D consistency and text fidelity for text-to-4D generation compared to baseline approaches. Thanks to its motion-disentangled representation, Dream-in-4D can also be easily adapted for controllable generation where appearance is defined by one or multiple images, without the need to modify the motion learning stage. Thus, our method offers, for the first time, a unified approach for text-to-4D, image-to-4D and personalized 4D generation tasks.

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HOIDiffusion: Generating Realistic 3D Hand-Object Interaction Data

3D hand-object interaction data is scarce due to the hardware constraints in scaling up the data collection process. In this paper, we propose HOIDiffusion for generating realistic and diverse 3D hand-object interaction data. Our model is a conditional diffusion model that takes both the 3D hand-object geometric structure and text description as inputs for image synthesis. This offers a more controllable and realistic synthesis as we can specify the structure and style inputs in a disentangled manner. HOIDiffusion is trained by leveraging a diffusion model pre-trained on large-scale natural images and a few 3D human demonstrations. Beyond controllable image synthesis, we adopt the generated 3D data for learning 6D object pose estimation and show its effectiveness in improving perception systems. Project page: https://mq-zhang1.github.io/HOIDiffusion

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RegionGPT: Towards Region Understanding Vision Language Model

Vision language models (VLMs) have experienced rapid advancements through the integration of large language models (LLMs) with image-text pairs, yet they struggle with detailed regional visual understanding due to limited spatial awareness of the vision encoder, and the use of coarse-grained training data that lacks detailed, region-specific captions. To address this, we introduce RegionGPT (short as RGPT), a novel framework designed for complex region-level captioning and understanding. RGPT enhances the spatial awareness of regional representation with simple yet effective modifications to existing visual encoders in VLMs. We further improve performance on tasks requiring a specific output scope by integrating task-guided instruction prompts during both training and inference phases, while maintaining the model's versatility for general-purpose tasks. Additionally, we develop an automated region caption data generation pipeline, enriching the training set with detailed region-level captions. We demonstrate that a universal RGPT model can be effectively applied and significantly enhancing performance across a range of region-level tasks, including but not limited to complex region descriptions, reasoning, object classification, and referring expressions comprehension.

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AGG: Amortized Generative 3D Gaussians for Single Image to 3D

Given the growing need for automatic 3D content creation pipelines, various 3D representations have been studied to generate 3D objects from a single image. Due to its superior rendering efficiency, 3D Gaussian splatting-based models have recently excelled in both 3D reconstruction and generation. 3D Gaussian splatting approaches for image to 3D generation are often optimization-based, requiring many computationally expensive score-distillation steps. To overcome these challenges, we introduce an Amortized Generative 3D Gaussian framework (AGG) that instantly produces 3D Gaussians from a single image, eliminating the need for per-instance optimization. Utilizing an intermediate hybrid representation, AGG decomposes the generation of 3D Gaussian locations and other appearance attributes for joint optimization. Moreover, we propose a cascaded pipeline that first generates a coarse representation of the 3D data and later upsamples it with a 3D Gaussian super-resolution module. Our method is evaluated against existing optimization-based 3D Gaussian frameworks and sampling-based pipelines utilizing other 3D representations, where AGG showcases competitive generation abilities both qualitatively and quantitatively while being several orders of magnitude faster. Project page: https://ir1d.github.io/AGG/

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Physics-based Indirect Illumination for Inverse Rendering

We present a physics-based inverse rendering method that learns the illumination, geometry, and materials of a scene from posed multi-view RGB images. To model the illumination of a scene, existing inverse rendering works either completely ignore the indirect illumination or model it by coarse approximations, leading to sub-optimal illumination, geometry, and material prediction of the scene. In this work, we propose a physics-based illumination model that first locates surface points through an efficient refined sphere tracing algorithm, then explicitly traces the incoming indirect lights at each surface point based on reflection. Then, we estimate each identified indirect light through an efficient neural network. Moreover, we utilize the Leibniz's integral rule to resolve non-differentiability in the proposed illumination model caused by boundary lights inspired by differentiable irradiance in computer graphics. As a result, the proposed differentiable illumination model can be learned end-to-end together with geometry and materials estimation. As a side product, our physics-based inverse rendering model also facilitates flexible and realistic material editing as well as relighting. Extensive experiments on synthetic and real-world datasets demonstrate that the proposed method performs favorably against existing inverse rendering methods on novel view synthesis and inverse rendering.

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TUVF: Learning Generalizable Texture UV Radiance Fields

Textures are a vital aspect of creating visually appealing and realistic 3D models. In this paper, we study the problem of generating high-fidelity texture given shapes of 3D assets, which has been relatively less explored compared with generic 3D shape modeling. Our goal is to facilitate a controllable texture generation process, such that one texture code can correspond to a particular appearance style independent of any input shapes from a category. We introduce Texture UV Radiance Fields (TUVF) that generate textures in a learnable UV sphere space rather than directly on the 3D shape. This allows the texture to be disentangled from the underlying shape and transferable to other shapes that share the same UV space, i.e., from the same category. We integrate the UV sphere space with the radiance field, which provides a more efficient and accurate representation of textures than traditional texture maps. We perform our experiments on synthetic and real-world object datasets where we achieve not only realistic synthesis but also substantial improvements over state-of-the-arts on texture controlling and editing. Project Page: https://www.anjiecheng.me/TUVF

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3D Reconstruction with Generalizable Neural Fields using Scene Priors

High-fidelity 3D scene reconstruction has been substantially advanced by recent progress in neural fields. However, most existing methods train a separate network from scratch for each individual scene. This is not scalable, inefficient, and unable to yield good results given limited views. While learning-based multi-view stereo methods alleviate this issue to some extent, their multi-view setting makes it less flexible to scale up and to broad applications. Instead, we introduce training generalizable Neural Fields incorporating scene Priors (NFPs). The NFP network maps any single-view RGB-D image into signed distance and radiance values. A complete scene can be reconstructed by merging individual frames in the volumetric space WITHOUT a fusion module, which provides better flexibility. The scene priors can be trained on large-scale datasets, allowing for fast adaptation to the reconstruction of a new scene with fewer views. NFP not only demonstrates SOTA scene reconstruction performance and efficiency, but it also supports single-image novel-view synthesis, which is underexplored in neural fields. More qualitative results are available at: https://oasisyang.github.io/neural-prior

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Generalizable One-shot Neural Head Avatar

We present a method that reconstructs and animates a 3D head avatar from a single-view portrait image. Existing methods either involve time-consuming optimization for a specific person with multiple images, or they struggle to synthesize intricate appearance details beyond the facial region. To address these limitations, we propose a framework that not only generalizes to unseen identities based on a single-view image without requiring person-specific optimization, but also captures characteristic details within and beyond the face area (e.g. hairstyle, accessories, etc.). At the core of our method are three branches that produce three tri-planes representing the coarse 3D geometry, detailed appearance of a source image, as well as the expression of a target image. By applying volumetric rendering to the combination of the three tri-planes followed by a super-resolution module, our method yields a high fidelity image of the desired identity, expression and pose. Once trained, our model enables efficient 3D head avatar reconstruction and animation via a single forward pass through a network. Experiments show that the proposed approach generalizes well to unseen validation datasets, surpassing SOTA baseline methods by a large margin on head avatar reconstruction and animation.

cs.CV↗

Zero-shot Pose Transfer for Unrigged Stylized 3D Characters

Transferring the pose of a reference avatar to stylized 3D characters of various shapes is a fundamental task in computer graphics. Existing methods either require the stylized characters to be rigged, or they use the stylized character in the desired pose as ground truth at training. We present a zero-shot approach that requires only the widely available deformed non-stylized avatars in training, and deforms stylized characters of significantly different shapes at inference. Classical methods achieve strong generalization by deforming the mesh at the triangle level, but this requires labelled correspondences. We leverage the power of local deformation, but without requiring explicit correspondence labels. We introduce a semi-supervised shape-understanding module to bypass the need for explicit correspondences at test time, and an implicit pose deformation module that deforms individual surface points to match the target pose. Furthermore, to encourage realistic and accurate deformation of stylized characters, we introduce an efficient volume-based test-time training procedure. Because it does not need rigging, nor the deformed stylized character at training time, our model generalizes to categories with scarce annotation, such as stylized quadrupeds. Extensive experiments demonstrate the effectiveness of the proposed method compared to the state-of-the-art approaches trained with comparable or more supervision. Our project page is available at https://jiashunwang.github.io/ZPT

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Affordance Diffusion: Synthesizing Hand-Object Interactions

Recent successes in image synthesis are powered by large-scale diffusion models. However, most methods are currently limited to either text- or image-conditioned generation for synthesizing an entire image, texture transfer or inserting objects into a user-specified region. In contrast, in this work we focus on synthesizing complex interactions (ie, an articulated hand) with a given object. Given an RGB image of an object, we aim to hallucinate plausible images of a human hand interacting with it. We propose a two-step generative approach: a LayoutNet that samples an articulation-agnostic hand-object-interaction layout, and a ContentNet that synthesizes images of a hand grasping the object given the predicted layout. Both are built on top of a large-scale pretrained diffusion model to make use of its latent representation. Compared to baselines, the proposed method is shown to generalize better to novel objects and perform surprisingly well on out-of-distribution in-the-wild scenes of portable-sized objects. The resulting system allows us to predict descriptive affordance information, such as hand articulation and approaching orientation. Project page: https://judyye.github.io/affordiffusion-www

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Open-Vocabulary Panoptic Segmentation with Text-to-Image Diffusion Models

We present ODISE: Open-vocabulary DIffusion-based panoptic SEgmentation, which unifies pre-trained text-image diffusion and discriminative models to perform open-vocabulary panoptic segmentation. Text-to-image diffusion models have the remarkable ability to generate high-quality images with diverse open-vocabulary language descriptions. This demonstrates that their internal representation space is highly correlated with open concepts in the real world. Text-image discriminative models like CLIP, on the other hand, are good at classifying images into open-vocabulary labels. We leverage the frozen internal representations of both these models to perform panoptic segmentation of any category in the wild. Our approach outperforms the previous state of the art by significant margins on both open-vocabulary panoptic and semantic segmentation tasks. In particular, with COCO training only, our method achieves 23.4 PQ and 30.0 mIoU on the ADE20K dataset, with 8.3 PQ and 7.9 mIoU absolute improvement over the previous state of the art. We open-source our code and models at https://github.com/NVlabs/ODISE .

cs.CV↗

GroupViT: Semantic Segmentation Emerges from Text Supervision

Grouping and recognition are important components of visual scene understanding, e.g., for object detection and semantic segmentation. With end-to-end deep learning systems, grouping of image regions usually happens implicitly via top-down supervision from pixel-level recognition labels. Instead, in this paper, we propose to bring back the grouping mechanism into deep networks, which allows semantic segments to emerge automatically with only text supervision. We propose a hierarchical Grouping Vision Transformer (GroupViT), which goes beyond the regular grid structure representation and learns to group image regions into progressively larger arbitrary-shaped segments. We train GroupViT jointly with a text encoder on a large-scale image-text dataset via contrastive losses. With only text supervision and without any pixel-level annotations, GroupViT learns to group together semantic regions and successfully transfers to the task of semantic segmentation in a zero-shot manner, i.e., without any further fine-tuning. It achieves a zero-shot accuracy of 52.3% mIoU on the PASCAL VOC 2012 and 22.4% mIoU on PASCAL Context datasets, and performs competitively to state-of-the-art transfer-learning methods requiring greater levels of supervision. We open-source our code at https://github.com/NVlabs/GroupViT .

cs.CV↗

Autoregressive 3D Shape Generation via Canonical Mapping

With the capacity of modeling long-range dependencies in sequential data, transformers have shown remarkable performances in a variety of generative tasks such as image, audio, and text generation. Yet, taming them in generating less structured and voluminous data formats such as high-resolution point clouds have seldom been explored due to ambiguous sequentialization processes and infeasible computation burden. In this paper, we aim to further exploit the power of transformers and employ them for the task of 3D point cloud generation. The key idea is to decompose point clouds of one category into semantically aligned sequences of shape compositions, via a learned canonical space. These shape compositions can then be quantized and used to learn a context-rich composition codebook for point cloud generation. Experimental results on point cloud reconstruction and unconditional generation show that our model performs favorably against state-of-the-art approaches. Furthermore, our model can be easily extended to multi-modal shape completion as an application for conditional shape generation.

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CoordGAN: Self-Supervised Dense Correspondences Emerge from GANs

Recent advances show that Generative Adversarial Networks (GANs) can synthesize images with smooth variations along semantically meaningful latent directions, such as pose, expression, layout, etc. While this indicates that GANs implicitly learn pixel-level correspondences across images, few studies explored how to extract them explicitly. In this work, we introduce Coordinate GAN (CoordGAN), a structure-texture disentangled GAN that learns a dense correspondence map for each generated image. We represent the correspondence maps of different images as warped coordinate frames transformed from a canonical coordinate frame, i.e., the correspondence map, which describes the structure (e.g., the shape of a face), is controlled via a transformation. Hence, finding correspondences boils down to locating the same coordinate in different correspondence maps. In CoordGAN, we sample a transformation to represent the structure of a synthesized instance, while an independent texture branch is responsible for rendering appearance details orthogonal to the structure. Our approach can also extract dense correspondence maps for real images by adding an encoder on top of the generator. We quantitatively demonstrate the quality of the learned dense correspondences through segmentation mask transfer on multiple datasets. We also show that the proposed generator achieves better structure and texture disentanglement compared to existing approaches. Project page: https://jitengmu.github.io/CoordGAN/

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