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Xiaoyu Li

Publications and source records attributed to Xiaoyu Li.

At least 181 records · Page 10Linked to original sources

3D Video Loops from Asynchronous Input

Looping videos are short video clips that can be looped endlessly without visible seams or artifacts. They provide a very attractive way to capture the dynamism of natural scenes. Existing methods have been mostly limited to 2D representations. In this paper, we take a step forward and propose a practical solution that enables an immersive experience on dynamic 3D looping scenes. The key challenge is to consider the per-view looping conditions from asynchronous input while maintaining view consistency for the 3D representation. We propose a novel sparse 3D video representation, namely Multi-Tile Video (MTV), which not only provides a view-consistent prior, but also greatly reduces memory usage, making the optimization of a 4D volume tractable. Then, we introduce a two-stage pipeline to construct the 3D looping MTV from completely asynchronous multi-view videos with no time overlap. A novel looping loss based on video temporal retargeting algorithms is adopted during the optimization to loop the 3D scene. Experiments of our framework have shown promise in successfully generating and rendering photorealistic 3D looping videos in real time even on mobile devices. The code, dataset, and live demos are available in https://limacv.github.io/VideoLoop3D_web/.

cs.CV↗

3D GAN Inversion with Facial Symmetry Prior

Recently, a surge of high-quality 3D-aware GANs have been proposed, which leverage the generative power of neural rendering. It is natural to associate 3D GANs with GAN inversion methods to project a real image into the generator's latent space, allowing free-view consistent synthesis and editing, referred as 3D GAN inversion. Although with the facial prior preserved in pre-trained 3D GANs, reconstructing a 3D portrait with only one monocular image is still an ill-pose problem. The straightforward application of 2D GAN inversion methods focuses on texture similarity only while ignoring the correctness of 3D geometry shapes. It may raise geometry collapse effects, especially when reconstructing a side face under an extreme pose. Besides, the synthetic results in novel views are prone to be blurry. In this work, we propose a novel method to promote 3D GAN inversion by introducing facial symmetry prior. We design a pipeline and constraints to make full use of the pseudo auxiliary view obtained via image flipping, which helps obtain a robust and reasonable geometry shape during the inversion process. To enhance texture fidelity in unobserved viewpoints, pseudo labels from depth-guided 3D warping can provide extra supervision. We design constraints aimed at filtering out conflict areas for optimization in asymmetric situations. Comprehensive quantitative and qualitative evaluations on image reconstruction and editing demonstrate the superiority of our method.

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↗

UV Volumes for Real-time Rendering of Editable Free-view Human Performance

Neural volume rendering enables photo-realistic renderings of a human performer in free-view, a critical task in immersive VR/AR applications. But the practice is severely limited by high computational costs in the rendering process. To solve this problem, we propose the UV Volumes, a new approach that can render an editable free-view video of a human performer in real-time. It separates the high-frequency (i.e., non-smooth) human appearance from the 3D volume, and encodes them into 2D neural texture stacks (NTS). The smooth UV volumes allow much smaller and shallower neural networks to obtain densities and texture coordinates in 3D while capturing detailed appearance in 2D NTS. For editability, the mapping between the parameterized human model and the smooth texture coordinates allows us a better generalization on novel poses and shapes. Furthermore, the use of NTS enables interesting applications, e.g., retexturing. Extensive experiments on CMU Panoptic, ZJU Mocap, and H36M datasets show that our model can render 960 x 540 images in 30FPS on average with comparable photo-realism to state-of-the-art methods. The project and supplementary materials are available at https://fanegg.github.io/UV-Volumes.

cs.CV↗

A Benchmark of Video-Based Clothes-Changing Person Re-Identification

Person re-identification (Re-ID) is a classical computer vision task and has achieved great progress so far. Recently, long-term Re-ID with clothes-changing has attracted increasing attention. However, existing methods mainly focus on image-based setting, where richer temporal information is overlooked. In this paper, we focus on the relatively new yet practical problem of clothes-changing video-based person re-identification (CCVReID), which is less studied. We systematically study this problem by simultaneously considering the challenge of the clothes inconsistency issue and the temporal information contained in the video sequence for the person Re-ID problem. Based on this, we develop a two-branch confidence-aware re-ranking framework for handling the CCVReID problem. The proposed framework integrates two branches that consider both the classical appearance features and cloth-free gait features through a confidence-guided re-ranking strategy. This method provides the baseline method for further studies. Also, we build two new benchmark datasets for CCVReID problem, including a large-scale synthetic video dataset and a real-world one, both containing human sequences with various clothing changes. We will release the benchmark and code in this work to the public.

cs.CV↗

Neural Parameterization for Dynamic Human Head Editing

Implicit radiance functions emerged as a powerful scene representation for reconstructing and rendering photo-realistic views of a 3D scene. These representations, however, suffer from poor editability. On the other hand, explicit representations such as polygonal meshes allow easy editing but are not as suitable for reconstructing accurate details in dynamic human heads, such as fine facial features, hair, teeth, and eyes. In this work, we present Neural Parameterization (NeP), a hybrid representation that provides the advantages of both implicit and explicit methods. NeP is capable of photo-realistic rendering while allowing fine-grained editing of the scene geometry and appearance. We first disentangle the geometry and appearance by parameterizing the 3D geometry into 2D texture space. We enable geometric editability by introducing an explicit linear deformation blending layer. The deformation is controlled by a set of sparse key points, which can be explicitly and intuitively displaced to edit the geometry. For appearance, we develop a hybrid 2D texture consisting of an explicit texture map for easy editing and implicit view and time-dependent residuals to model temporal and view variations. We compare our method to several reconstruction and editing baselines. The results show that the NeP achieves almost the same level of rendering accuracy while maintaining high editability.

cs.CV↗

A Policy-based Approach to the SpecAugment Method for Low Resource E2E ASR

SpecAugment is a very effective data augmentation method for both HMM and E2E-based automatic speech recognition (ASR) systems. Especially, it also works in low-resource scenarios. However, SpecAugment masks the spectrum of time or the frequency domain in a fixed augmentation policy, which may bring relatively less data diversity to the low-resource ASR. In this paper, we propose a policy-based SpecAugment (Policy-SpecAugment) method to alleviate the above problem. The idea is to use the augmentation-select policy and the augmentation-parameter changing policy to solve the fixed way. These policies are learned based on the loss of validation set, which is applied to the corresponding augmentation policies. It aims to encourage the model to learn more diverse data, which the model relatively requires. In experiments, we evaluate the effectiveness of our approach in low-resource scenarios, i.e., the 100 hours librispeech task. According to the results and analysis, we can see that the above issue can be obviously alleviated using our proposal. In addition, the experimental results show that, compared with the state-of-the-art SpecAugment, the proposed Policy-SpecAugment has a relative WER reduction of more than 10% on the Test/Dev-clean set, more than 5% on the Test/Dev-other set, and an absolute WER reduction of more than 1% on all test sets.

cs.SD↗

FDNeRF: Few-shot Dynamic Neural Radiance Fields for Face Reconstruction and Expression Editing

We propose a Few-shot Dynamic Neural Radiance Field (FDNeRF), the first NeRF-based method capable of reconstruction and expression editing of 3D faces based on a small number of dynamic images. Unlike existing dynamic NeRFs that require dense images as input and can only be modeled for a single identity, our method enables face reconstruction across different persons with few-shot inputs. Compared to state-of-the-art few-shot NeRFs designed for modeling static scenes, the proposed FDNeRF accepts view-inconsistent dynamic inputs and supports arbitrary facial expression editing, i.e., producing faces with novel expressions beyond the input ones. To handle the inconsistencies between dynamic inputs, we introduce a well-designed conditional feature warping (CFW) module to perform expression conditioned warping in 2D feature space, which is also identity adaptive and 3D constrained. As a result, features of different expressions are transformed into the target ones. We then construct a radiance field based on these view-consistent features and use volumetric rendering to synthesize novel views of the modeled faces. Extensive experiments with quantitative and qualitative evaluation demonstrate that our method outperforms existing dynamic and few-shot NeRFs on both 3D face reconstruction and expression editing tasks. Code is available at https://github.com/FDNeRF/FDNeRF.

cs.CV↗

CAMO-MOT: Combined Appearance-Motion Optimization for 3D Multi-Object Tracking with Camera-LiDAR Fusion

3D Multi-object tracking (MOT) ensures consistency during continuous dynamic detection, conducive to subsequent motion planning and navigation tasks in autonomous driving. However, camera-based methods suffer in the case of occlusions and it can be challenging to accurately track the irregular motion of objects for LiDAR-based methods. Some fusion methods work well but do not consider the untrustworthy issue of appearance features under occlusion. At the same time, the false detection problem also significantly affects tracking. As such, we propose a novel camera-LiDAR fusion 3D MOT framework based on the Combined Appearance-Motion Optimization (CAMO-MOT), which uses both camera and LiDAR data and significantly reduces tracking failures caused by occlusion and false detection. For occlusion problems, we are the first to propose an occlusion head to select the best object appearance features multiple times effectively, reducing the influence of occlusions. To decrease the impact of false detection in tracking, we design a motion cost matrix based on confidence scores which improve the positioning and object prediction accuracy in 3D space. As existing multi-object tracking methods only consider a single category, we also propose to build a multi-category loss to implement multi-object tracking in multi-category scenes. A series of validation experiments are conducted on the KITTI and nuScenes tracking benchmarks. Our proposed method achieves state-of-the-art performance and the lowest identity switches (IDS) value (23 for Car and 137 for Pedestrian) among all multi-modal MOT methods on the KITTI test dataset. And our proposed method achieves state-of-the-art performance among all algorithms on the nuScenes test dataset with 75.3% AMOTA.

cs.CV↗

Formal guarantees for heuristic optimization algorithms used in machine learning

Recently, Stochastic Gradient Descent (SGD) and its variants have become the dominant methods in the large-scale optimization of machine learning (ML) problems. A variety of strategies have been proposed for tuning the step sizes, ranging from adaptive step sizes to heuristic methods to change the step size in each iteration. Also, momentum has been widely employed in ML tasks to accelerate the training process. Yet, there is a gap in our theoretical understanding of them. In this work, we start to close this gap by providing formal guarantees to a few heuristic optimization methods and proposing improved algorithms. First, we analyze a generalized version of the AdaGrad (Delayed AdaGrad) step sizes in both convex and non-convex settings, showing that these step sizes allow the algorithms to automatically adapt to the level of noise of the stochastic gradients. We show for the first time sufficient conditions for Delayed AdaGrad to achieve almost sure convergence of the gradients to zero. Moreover, we present a high probability analysis for Delayed AdaGrad and its momentum variant in the non-convex setting. Second, we analyze SGD with exponential and cosine step sizes, which are empirically successful but lack theoretical support. We provide the very first convergence guarantees for them in the smooth and non-convex setting, with and without the Polyak-Łojasiewicz (PL) condition. We also show their good property of adaptivity to noise under the PL condition. Third, we study the last iterate of momentum methods. We prove the first lower bound in the convex setting for the last iterate of SGD with constant momentum. Moreover, we investigate a class of Follow-The-Regularized-Leader-based momentum algorithms with increasing momentum and shrinking updates. We show that their last iterate has optimal convergence for unconstrained convex stochastic optimization problems.

cs.LG↗

On the Last Iterate Convergence of Momentum Methods

SGD with Momentum (SGDM) is a widely used family of algorithms for large-scale optimization of machine learning problems. Yet, when optimizing generic convex functions, no advantage is known for any SGDM algorithm over plain SGD. Moreover, even the most recent results require changes to the SGDM algorithms, like averaging of the iterates and a projection onto a bounded domain, which are rarely used in practice. In this paper, we focus on the convergence rate of the last iterate of SGDM. For the first time, we prove that for any constant momentum factor, there exists a Lipschitz and convex function for which the last iterate of SGDM suffers from a suboptimal convergence rate of $Ω(\frac{\ln T}{\sqrt{T}})$ after $T$ iterations. Based on this fact, we study a class of (both adaptive and non-adaptive) Follow-The-Regularized-Leader-based SGDM algorithms with increasing momentum and shrinking updates. For these algorithms, we show that the last iterate has optimal convergence $O(\frac{1}{\sqrt{T}})$ for unconstrained convex stochastic optimization problems without projections onto bounded domains nor knowledge of $T$. Further, we show a variety of results for FTRL-based SGDM when used with adaptive stepsizes. Empirical results are shown as well.

cs.LG↗

Hallucinated Neural Radiance Fields in the Wild

Neural Radiance Fields (NeRF) has recently gained popularity for its impressive novel view synthesis ability. This paper studies the problem of hallucinated NeRF: i.e., recovering a realistic NeRF at a different time of day from a group of tourism images. Existing solutions adopt NeRF with a controllable appearance embedding to render novel views under various conditions, but they cannot render view-consistent images with an unseen appearance. To solve this problem, we present an end-to-end framework for constructing a hallucinated NeRF, dubbed as Ha-NeRF. Specifically, we propose an appearance hallucination module to handle time-varying appearances and transfer them to novel views. Considering the complex occlusions of tourism images, we introduce an anti-occlusion module to decompose the static subjects for visibility accurately. Experimental results on synthetic data and real tourism photo collections demonstrate that our method can hallucinate the desired appearances and render occlusion-free images from different views. The project and supplementary materials are available at https://rover-xingyu.github.io/Ha-NeRF/.

cs.CV↗

Deblur-NeRF: Neural Radiance Fields from Blurry Images

Neural Radiance Field (NeRF) has gained considerable attention recently for 3D scene reconstruction and novel view synthesis due to its remarkable synthesis quality. However, image blurriness caused by defocus or motion, which often occurs when capturing scenes in the wild, significantly degrades its reconstruction quality. To address this problem, We propose Deblur-NeRF, the first method that can recover a sharp NeRF from blurry input. We adopt an analysis-by-synthesis approach that reconstructs blurry views by simulating the blurring process, thus making NeRF robust to blurry inputs. The core of this simulation is a novel Deformable Sparse Kernel (DSK) module that models spatially-varying blur kernels by deforming a canonical sparse kernel at each spatial location. The ray origin of each kernel point is jointly optimized, inspired by the physical blurring process. This module is parameterized as an MLP that has the ability to be generalized to various blur types. Jointly optimizing the NeRF and the DSK module allows us to restore a sharp NeRF. We demonstrate that our method can be used on both camera motion blur and defocus blur: the two most common types of blur in real scenes. Evaluation results on both synthetic and real-world data show that our method outperforms several baselines. The synthetic and real datasets along with the source code is publicly available at https://limacv.github.io/deblurnerf/

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↗

A Second look at Exponential and Cosine Step Sizes: Simplicity, Adaptivity, and Performance

Stochastic Gradient Descent (SGD) is a popular tool in training large-scale machine learning models. Its performance, however, is highly variable, depending crucially on the choice of the step sizes. Accordingly, a variety of strategies for tuning the step sizes have been proposed, ranging from coordinate-wise approaches (a.k.a. ``adaptive'' step sizes) to sophisticated heuristics to change the step size in each iteration. In this paper, we study two step size schedules whose power has been repeatedly confirmed in practice: the exponential and the cosine step sizes. For the first time, we provide theoretical support for them proving convergence rates for smooth non-convex functions, with and without the Polyak-Łojasiewicz (PL) condition. Moreover, we show the surprising property that these two strategies are \emph{adaptive} to the noise level in the stochastic gradients of PL functions. That is, contrary to polynomial step sizes, they achieve almost optimal performance without needing to know the noise level nor tuning their hyperparameters based on it. Finally, we conduct a fair and comprehensive empirical evaluation of real-world datasets with deep learning architectures. Results show that, even if only requiring at most two hyperparameters to tune, these two strategies best or match the performance of various finely-tuned state-of-the-art strategies.

stat.ML↗

Let's See Clearly: Contaminant Artifact Removal for Moving Cameras

Contaminants such as dust, dirt and moisture adhering to the camera lens can greatly affect the quality and clarity of the resulting image or video. In this paper, we propose a video restoration method to automatically remove these contaminants and produce a clean video. Our approach first seeks to detect attention maps that indicate the regions that need to be restored. In order to leverage the corresponding clean pixels from adjacent frames, we propose a flow completion module to hallucinate the flow of the background scene to the attention regions degraded by the contaminants. Guided by the attention maps and completed flows, we propose a recurrent technique to restore the input frame by fetching clean pixels from adjacent frames. Finally, a multi-frame processing stage is used to further process the entire video sequence in order to enforce temporal consistency. The entire network is trained on a synthetic dataset that approximates the physical lighting properties of contaminant artifacts. This new dataset and our novel framework lead to our method that is able to address different contaminants and outperforms competitive restoration approaches both qualitatively and quantitatively.

cs.CV↗

Deep Sketch-guided Cartoon Video Inbetweening

We propose a novel framework to produce cartoon videos by fetching the color information from two input keyframes while following the animated motion guided by a user sketch. The key idea of the proposed approach is to estimate the dense cross-domain correspondence between the sketch and cartoon video frames, and employ a blending module with occlusion estimation to synthesize the middle frame guided by the sketch. After that, the input frames and the synthetic frame equipped with established correspondence are fed into an arbitrary-time frame interpolation pipeline to generate and refine additional inbetween frames. Finally, a module to preserve temporal consistency is employed. Compared to common frame interpolation methods, our approach can address frames with relatively large motion and also has the flexibility to enable users to control the generated video sequences by editing the sketch guidance. By explicitly considering the correspondence between frames and the sketch, we can achieve higher quality results than other image synthesis methods. Our results show that our system generalizes well to different movie frames, achieving better results than existing solutions.

cs.CV↗

A High Probability Analysis of Adaptive SGD with Momentum

Stochastic Gradient Descent (SGD) and its variants are the most used algorithms in machine learning applications. In particular, SGD with adaptive learning rates and momentum is the industry standard to train deep networks. Despite the enormous success of these methods, our theoretical understanding of these variants in the nonconvex setting is not complete, with most of the results only proving convergence in expectation and with strong assumptions on the stochastic gradients. In this paper, we present a high probability analysis for adaptive and momentum algorithms, under weak assumptions on the function, stochastic gradients, and learning rates. We use it to prove for the first time the convergence of the gradients to zero in high probability in the smooth nonconvex setting for Delayed AdaGrad with momentum.

stat.ML↗