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Xuefei Zhe

Publications and source records attributed to Xuefei Zhe.

At least 19 recordsLinked to original sources

HunyuanVideo 1.5 Technical Report

We present HunyuanVideo 1.5, a lightweight yet powerful open-source video generation model that achieves state-of-the-art visual quality and motion coherence with only 8.3 billion parameters, enabling efficient inference on consumer-grade GPUs. This achievement is built upon several key components, including meticulous data curation, an advanced DiT architecture featuring selective and sliding tile attention (SSTA), enhanced bilingual understanding through glyph-aware text encoding, progressive pre-training and post-training, and an efficient video super-resolution network. Leveraging these designs, we developed a unified framework capable of high-quality text-to-video and image-to-video generation across multiple durations and resolutions. Extensive experiments demonstrate that this compact and proficient model establishes a new state-of-the-art among open-source video generation models. By releasing the code and model weights, we provide the community with a high-performance foundation that lowers the barrier to video creation and research, making advanced video generation accessible to a broader audience. All open-source assets are publicly available at https://github.com/Tencent-Hunyuan/HunyuanVideo-1.5.

cs.CV

Towards Fine-Grained Human Motion Video Captioning

Generating accurate descriptions of human actions in videos remains a challenging task for video captioning models. Existing approaches often struggle to capture fine-grained motion details, resulting in vague or semantically inconsistent captions. In this work, we introduce the Motion-Augmented Caption Model (M-ACM), a novel generative framework that enhances caption quality by incorporating motion-aware decoding. At its core, M-ACM leverages motion representations derived from human mesh recovery to explicitly highlight human body dynamics, thereby reducing hallucinations and improving both semantic fidelity and spatial alignment in the generated captions. To support research in this area, we present the Human Motion Insight (HMI) Dataset, comprising 115K video-description pairs focused on human movement, along with HMI-Bench, a dedicated benchmark for evaluating motion-focused video captioning. Experimental results demonstrate that M-ACM significantly outperforms previous methods in accurately describing complex human motions and subtle temporal variations, setting a new standard for motion-centric video captioning.

cs.CV

EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling

We propose EMAGE, a framework to generate full-body human gestures from audio and masked gestures, encompassing facial, local body, hands, and global movements. To achieve this, we first introduce BEAT2 (BEAT-SMPLX-FLAME), a new mesh-level holistic co-speech dataset. BEAT2 combines a MoShed SMPL-X body with FLAME head parameters and further refines the modeling of head, neck, and finger movements, offering a community-standardized, high-quality 3D motion captured dataset. EMAGE leverages masked body gesture priors during training to boost inference performance. It involves a Masked Audio Gesture Transformer, facilitating joint training on audio-to-gesture generation and masked gesture reconstruction to effectively encode audio and body gesture hints. Encoded body hints from masked gestures are then separately employed to generate facial and body movements. Moreover, EMAGE adaptively merges speech features from the audio's rhythm and content and utilizes four compositional VQ-VAEs to enhance the results' fidelity and diversity. Experiments demonstrate that EMAGE generates holistic gestures with state-of-the-art performance and is flexible in accepting predefined spatial-temporal gesture inputs, generating complete, audio-synchronized results. Our code and dataset are available https://pantomatrix.github.io/EMAGE/

cs.CV

NEURAL MARIONETTE: A Transformer-based Multi-action Human Motion Synthesis System

We present a neural network-based system for long-term, multi-action human motion synthesis. The system, dubbed as NEURAL MARIONETTE, can produce high-quality and meaningful motions with smooth transitions from simple user input, including a sequence of action tags with expected action duration, and optionally a hand-drawn moving trajectory if the user specifies. The core of our system is a novel Transformer-based motion generation model, namely MARIONET, which can generate diverse motions given action tags. Different from existing motion generation models, MARIONET utilizes contextual information from the past motion clip and future action tag, dedicated to generating actions that can smoothly blend historical and future actions. Specifically, MARIONET first encodes target action tag and contextual information into an action-level latent code. The code is unfolded into frame-level control signals via a time unrolling module, which could be then combined with other frame-level control signals like the target trajectory. Motion frames are then generated in an auto-regressive way. By sequentially applying MARIONET, the system NEURAL MARIONETTE can robustly generate long-term, multi-action motions with the help of two simple schemes, namely "Shadow Start" and "Action Revision". Along with the novel system, we also present a new dataset dedicated to the multi-action motion synthesis task, which contains both action tags and their contextual information. Extensive experiments are conducted to study the action accuracy, naturalism, and transition smoothness of the motions generated by our system.

cs.CV

Orthonormal Product Quantization Network for Scalable Face Image Retrieval

Existing deep quantization methods provided an efficient solution for large-scale image retrieval. However, the significant intra-class variations like pose, illumination, and expressions in face images, still pose a challenge for face image retrieval. In light of this, face image retrieval requires sufficiently powerful learning metrics, which are absent in current deep quantization works. Moreover, to tackle the growing unseen identities in the query stage, face image retrieval drives more demands regarding model generalization and system scalability than general image retrieval tasks. This paper integrates product quantization with orthonormal constraints into an end-to-end deep learning framework to effectively retrieve face images. Specifically, a novel scheme that uses predefined orthonormal vectors as codewords is proposed to enhance the quantization informativeness and reduce codewords' redundancy. A tailored loss function maximizes discriminability among identities in each quantization subspace for both the quantized and original features. An entropy-based regularization term is imposed to reduce the quantization error. Experiments are conducted on four commonly-used face datasets under both seen and unseen identities retrieval settings. Our method outperforms all the compared deep hashing/quantization state-of-the-arts under both settings. Results validate the effectiveness of the proposed orthonormal codewords in improving models' standard retrieval performance and generalization ability. Combing with further experiments on two general image datasets, it demonstrates the broad superiority of our method for scalable image retrieval.

cs.CV

Skinned Motion Retargeting with Residual Perception of Motion Semantics & Geometry

A good motion retargeting cannot be reached without reasonable consideration of source-target differences on both the skeleton and shape geometry levels. In this work, we propose a novel Residual RETargeting network (R2ET) structure, which relies on two neural modification modules, to adjust the source motions to fit the target skeletons and shapes progressively. In particular, a skeleton-aware module is introduced to preserve the source motion semantics. A shape-aware module is designed to perceive the geometries of target characters to reduce interpenetration and contact-missing. Driven by our explored distance-based losses that explicitly model the motion semantics and geometry, these two modules can learn residual motion modifications on the source motion to generate plausible retargeted motion in a single inference without post-processing. To balance these two modifications, we further present a balancing gate to conduct linear interpolation between them. Extensive experiments on the public dataset Mixamo demonstrate that our R2ET achieves the state-of-the-art performance, and provides a good balance between the preservation of motion semantics as well as the attenuation of interpenetration and contact-missing. Code is available at https://github.com/Kebii/R2ET.

cs.CV

Audio2Gestures: Generating Diverse Gestures from Audio

People may perform diverse gestures affected by various mental and physical factors when speaking the same sentences. This inherent one-to-many relationship makes co-speech gesture generation from audio particularly challenging. Conventional CNNs/RNNs assume one-to-one mapping, and thus tend to predict the average of all possible target motions, easily resulting in plain/boring motions during inference. So we propose to explicitly model the one-to-many audio-to-motion mapping by splitting the cross-modal latent code into shared code and motion-specific code. The shared code is expected to be responsible for the motion component that is more correlated to the audio while the motion-specific code is expected to capture diverse motion information that is more independent of the audio. However, splitting the latent code into two parts poses extra training difficulties. Several crucial training losses/strategies, including relaxed motion loss, bicycle constraint, and diversity loss, are designed to better train the VAE. Experiments on both 3D and 2D motion datasets verify that our method generates more realistic and diverse motions than previous state-of-the-art methods, quantitatively and qualitatively. Besides, our formulation is compatible with discrete cosine transformation (DCT) modeling and other popular backbones (\textit{i.e.} RNN, Transformer). As for motion losses and quantitative motion evaluation, we find structured losses/metrics (\textit{e.g.} STFT) that consider temporal and/or spatial context complement the most commonly used point-wise losses (\textit{e.g.} PCK), resulting in better motion dynamics and more nuanced motion details. Finally, we demonstrate that our method can be readily used to generate motion sequences with user-specified motion clips on the timeline.

cs.CV

Learning Audio-Driven Viseme Dynamics for 3D Face Animation

We present a novel audio-driven facial animation approach that can generate realistic lip-synchronized 3D facial animations from the input audio. Our approach learns viseme dynamics from speech videos, produces animator-friendly viseme curves, and supports multilingual speech inputs. The core of our approach is a novel parametric viseme fitting algorithm that utilizes phoneme priors to extract viseme parameters from speech videos. With the guidance of phonemes, the extracted viseme curves can better correlate with phonemes, thus more controllable and friendly to animators. To support multilingual speech inputs and generalizability to unseen voices, we take advantage of deep audio feature models pretrained on multiple languages to learn the mapping from audio to viseme curves. Our audio-to-curves mapping achieves state-of-the-art performance even when the input audio suffers from distortions of volume, pitch, speed, or noise. Lastly, a viseme scanning approach for acquiring high-fidelity viseme assets is presented for efficient speech animation production. We show that the predicted viseme curves can be applied to different viseme-rigged characters to yield various personalized animations with realistic and natural facial motions. Our approach is artist-friendly and can be easily integrated into typical animation production workflows including blendshape or bone based animation.

cs.GR

CARD: Semantic Segmentation with Efficient Class-Aware Regularized Decoder

Semantic segmentation has recently achieved notable advances by exploiting "class-level" contextual information during learning. However, these approaches simply concatenate class-level information to pixel features to boost the pixel representation learning, which cannot fully utilize intra-class and inter-class contextual information. Moreover, these approaches learn soft class centers based on coarse mask prediction, which is prone to error accumulation. To better exploit class level information, we propose a universal Class-Aware Regularization (CAR) approach to optimize the intra-class variance and inter-class distance during feature learning, motivated by the fact that humans can recognize an object by itself no matter which other objects it appears with. Moreover, we design a dedicated decoder for CAR (CARD), which consists of a novel spatial token mixer and an upsampling module, to maximize its gain for existing baselines while being highly efficient in terms of computational cost. Specifically, CAR consists of three novel loss functions. The first loss function encourages more compact class representations within each class, the second directly maximizes the distance between different class centers, and the third further pushes the distance between inter-class centers and pixels. Furthermore, the class center in our approach is directly generated from ground truth instead of from the error-prone coarse prediction. CAR can be directly applied to most existing segmentation models during training, and can largely improve their accuracy at no additional inference overhead. Extensive experiments and ablation studies conducted on multiple benchmark datasets demonstrate that the proposed CAR can boost the accuracy of all baseline models by up to 2.23% mIOU with superior generalization ability. CARD outperforms SOTA approaches on multiple benchmarks with a highly efficient architecture.

cs.CV

Semi-signed prioritized neural fitting for surface reconstruction from unoriented point clouds

Reconstructing 3D geometry from \emph{unoriented} point clouds can benefit many downstream tasks. Recent shape modeling methods mostly adopt implicit neural representation to fit a signed distance field (SDF) and optimize the network by \emph{unsigned} supervision. However, these methods occasionally have difficulty in finding the coarse shape for complicated objects, especially suffering from the ``ghost'' surfaces (\ie, fake surfaces that should not exist). To guide the network quickly fit the coarse shape, we propose to utilize the signed supervision in regions that are obviously outside the object and can be easily determined, resulting in our semi-signed supervision. To better recover high-fidelity details, a novel importance sampling based on tracked region losses and a progressive positional encoding (PE) prioritize the optimization towards underfitting and complicated regions. Specifically, we voxelize and partition the object space into \emph{sign-known} and \emph{sign-uncertain} regions, in which different supervisions are applied. Besides, we adaptively adjust the sampling rate of each voxel according to the tracked reconstruction loss, so that the network can focus more on the complicated under-fitting regions. To this end, we propose our semi-signed prioritized (SSP) neural fitting, and conduct extensive experiments to demonstrate that SSP achieves state-of-the-art performance on multiple datasets including the ABC subset and various challenging data. The code will be released upon the publication.

cs.CV

Learning to Construct 3D Building Wireframes from 3D Line Clouds

Line clouds, though under-investigated in the previous work, potentially encode more compact structural information of buildings than point clouds extracted from multi-view images. In this work, we propose the first network to process line clouds for building wireframe abstraction. The network takes a line cloud as input , i.e., a nonstructural and unordered set of 3D line segments extracted from multi-view images, and outputs a 3D wireframe of the underlying building, which consists of a sparse set of 3D junctions connected by line segments. We observe that a line patch, i.e., a group of neighboring line segments, encodes sufficient contour information to predict the existence and even the 3D position of a potential junction, as well as the likelihood of connectivity between two query junctions. We therefore introduce a two-layer Line-Patch Transformer to extract junctions and connectivities from sampled line patches to form a 3D building wireframe model. We also introduce a synthetic dataset of multi-view images with ground-truth 3D wireframe. We extensively justify that our reconstructed 3D wireframe models significantly improve upon multiple baseline building reconstruction methods. The code and data can be found at https://github.com/Luo1Cheng/LC2WF.

cs.CV

REALY: Rethinking the Evaluation of 3D Face Reconstruction

The evaluation of 3D face reconstruction results typically relies on a rigid shape alignment between the estimated 3D model and the ground-truth scan. We observe that aligning two shapes with different reference points can largely affect the evaluation results. This poses difficulties for precisely diagnosing and improving a 3D face reconstruction method. In this paper, we propose a novel evaluation approach with a new benchmark REALY, consists of 100 globally aligned face scans with accurate facial keypoints, high-quality region masks, and topology-consistent meshes. Our approach performs region-wise shape alignment and leads to more accurate, bidirectional correspondences during computing the shape errors. The fine-grained, region-wise evaluation results provide us detailed understandings about the performance of state-of-the-art 3D face reconstruction methods. For example, our experiments on single-image based reconstruction methods reveal that DECA performs the best on nose regions, while GANFit performs better on cheek regions. Besides, a new and high-quality 3DMM basis, HIFI3D++, is further derived using the same procedure as we construct REALY to align and retopologize several 3D face datasets. We will release REALY, HIFI3D++, and our new evaluation pipeline at https://realy3dface.com.

cs.CV

CAR: Class-aware Regularizations for Semantic Segmentation

Recent segmentation methods, such as OCR and CPNet, utilizing "class level" information in addition to pixel features, have achieved notable success for boosting the accuracy of existing network modules. However, the extracted class-level information was simply concatenated to pixel features, without explicitly being exploited for better pixel representation learning. Moreover, these approaches learn soft class centers based on coarse mask prediction, which is prone to error accumulation. In this paper, aiming to use class level information more effectively, we propose a universal Class-Aware Regularization (CAR) approach to optimize the intra-class variance and inter-class distance during feature learning, motivated by the fact that humans can recognize an object by itself no matter which other objects it appears with. Three novel loss functions are proposed. The first loss function encourages more compact class representations within each class, the second directly maximizes the distance between different class centers, and the third further pushes the distance between inter-class centers and pixels. Furthermore, the class center in our approach is directly generated from ground truth instead of from the error-prone coarse prediction. Our method can be easily applied to most existing segmentation models during training, including OCR and CPNet, and can largely improve their accuracy at no additional inference overhead. Extensive experiments and ablation studies conducted on multiple benchmark datasets demonstrate that the proposed CAR can boost the accuracy of all baseline models by up to 2.23% mIOU with superior generalization ability. The complete code is available at https://github.com/edwardyehuang/CAR.

cs.CV

WarpingGAN: Warping Multiple Uniform Priors for Adversarial 3D Point Cloud Generation

We propose WarpingGAN, an effective and efficient 3D point cloud generation network. Unlike existing methods that generate point clouds by directly learning the mapping functions between latent codes and 3D shapes, Warping-GAN learns a unified local-warping function to warp multiple identical pre-defined priors (i.e., sets of points uniformly distributed on regular 3D grids) into 3D shapes driven by local structure-aware semantics. In addition, we also ingeniously utilize the principle of the discriminator and tailor a stitching loss to eliminate the gaps between different partitions of a generated shape corresponding to different priors for boosting quality. Owing to the novel generating mechanism, WarpingGAN, a single lightweight network after one-time training, is capable of efficiently generating uniformly distributed 3D point clouds with various resolutions. Extensive experimental results demonstrate the superiority of our WarpingGAN over state-of-the-art methods in terms of quantitative metrics, visual quality, and efficiency. The source code is publicly available at https://github.com/yztang4/WarpingGAN.git.

cs.CV

Animatable Neural Radiance Fields from Monocular RGB Videos

We present animatable neural radiance fields (animatable NeRF) for detailed human avatar creation from monocular videos. Our approach extends neural radiance fields (NeRF) to the dynamic scenes with human movements via introducing explicit pose-guided deformation while learning the scene representation network. In particular, we estimate the human pose for each frame and learn a constant canonical space for the detailed human template, which enables natural shape deformation from the observation space to the canonical space under the explicit control of the pose parameters. To compensate for inaccurate pose estimation, we introduce the pose refinement strategy that updates the initial pose during the learning process, which not only helps to learn more accurate human reconstruction but also accelerates the convergence. In experiments we show that the proposed approach achieves 1) implicit human geometry and appearance reconstruction with high-quality details, 2) photo-realistic rendering of the human from novel views, and 3) animation of the human with novel poses.

cs.CV

Audio2Gestures: Generating Diverse Gestures from Speech Audio with Conditional Variational Autoencoders

Generating conversational gestures from speech audio is challenging due to the inherent one-to-many mapping between audio and body motions. Conventional CNNs/RNNs assume one-to-one mapping, and thus tend to predict the average of all possible target motions, resulting in plain/boring motions during inference. In order to overcome this problem, we propose a novel conditional variational autoencoder (VAE) that explicitly models one-to-many audio-to-motion mapping by splitting the cross-modal latent code into shared code and motion-specific code. The shared code mainly models the strong correlation between audio and motion (such as the synchronized audio and motion beats), while the motion-specific code captures diverse motion information independent of the audio. However, splitting the latent code into two parts poses training difficulties for the VAE model. A mapping network facilitating random sampling along with other techniques including relaxed motion loss, bicycle constraint, and diversity loss are designed to better train the VAE. Experiments on both 3D and 2D motion datasets verify that our method generates more realistic and diverse motions than state-of-the-art methods, quantitatively and qualitatively. Finally, we demonstrate that our method can be readily used to generate motion sequences with user-specified motion clips on the timeline. Code and more results are at https://jingli513.github.io/audio2gestures.

cs.CV

High-Fidelity 3D Digital Human Head Creation from RGB-D Selfies

We present a fully automatic system that can produce high-fidelity, photo-realistic 3D digital human heads with a consumer RGB-D selfie camera. The system only needs the user to take a short selfie RGB-D video while rotating his/her head, and can produce a high quality head reconstruction in less than 30 seconds. Our main contribution is a new facial geometry modeling and reflectance synthesis procedure that significantly improves the state-of-the-art. Specifically, given the input video a two-stage frame selection procedure is first employed to select a few high-quality frames for reconstruction. Then a differentiable renderer based 3D Morphable Model (3DMM) fitting algorithm is applied to recover facial geometries from multiview RGB-D data, which takes advantages of a powerful 3DMM basis constructed with extensive data generation and perturbation. Our 3DMM has much larger expressive capacities than conventional 3DMM, allowing us to recover more accurate facial geometry using merely linear basis. For reflectance synthesis, we present a hybrid approach that combines parametric fitting and CNNs to synthesize high-resolution albedo/normal maps with realistic hair/pore/wrinkle details. Results show that our system can produce faithful 3D digital human faces with extremely realistic details. The main code and the newly constructed 3DMM basis is publicly available.

cs.CV

Semantic Hierarchy Preserving Deep Hashing for Large-scale Image Retrieval

Deep hashing models have been proposed as an efficient method for large-scale similarity search. However, most existing deep hashing methods only utilize fine-level labels for training while ignoring the natural semantic hierarchy structure. This paper presents an effective method that preserves the classwise similarity of full-level semantic hierarchy for large-scale image retrieval. Experiments on two benchmark datasets show that our method helps improve the fine-level retrieval performance. Moreover, with the help of the semantic hierarchy, it can produce significantly better binary codes for hierarchical retrieval, which indicates its potential of providing more user-desired retrieval results.

cs.CV