Searcharxiv⌕ Search

arXiv subjects

Yanhong Zeng

Publications and source records attributed to Yanhong Zeng.

At least 37 records · Page 2Linked to original sources

CharacterShot: Controllable and Consistent 4D Character Animation

In this paper, we propose \textbf{CharacterShot}, a controllable and consistent 4D character animation framework that enables any individual designer to create dynamic 3D characters (i.e., 4D character animation) from a single reference character image and a 2D pose sequence. We begin by pretraining a powerful 2D character animation model based on a cutting-edge DiT-based image-to-video model, which allows for any 2D pose sequnce as controllable signal. We then lift the animation model from 2D to 3D through introducing dual-attention module together with camera prior to generate multi-view videos with spatial-temporal and spatial-view consistency. Finally, we employ a novel neighbor-constrained 4D gaussian splatting optimization on these multi-view videos, resulting in continuous and stable 4D character representations. Moreover, to improve character-centric performance, we construct a large-scale dataset Character4D, containing 13,115 unique characters with diverse appearances and motions, rendered from multiple viewpoints. Extensive experiments on our newly constructed benchmark, CharacterBench, demonstrate that our approach outperforms current state-of-the-art methods. Code, models, and datasets will be publicly available at https://github.com/Jeoyal/CharacterShot.

cs.CV↗

Auto Cherry-Picker: Learning from High-quality Generative Data Driven by Language

Diffusion models can generate realistic and diverse images, potentially facilitating data availability for data-intensive perception tasks. However, leveraging these models to boost performance on downstream tasks with synthetic data poses several challenges, including aligning with real data distribution, scaling synthetic sample volumes, and ensuring their quality. To bridge these gaps, we present \textbf{A}uto \textbf{C}herry-\textbf{P}icker (ACP), a novel framework that generates high-quality cross-modality training samples at scale to augment perception and multi-modal training. ACP first uses LLMs to sample descriptions and layouts based on object combinations from real data priors, eliminating the need for ground truth image captions or annotations. Next, we use an off-the-shelf controllable diffusion model to generate multiple images. Then, the generated data are refined using a comprehensively designed metric, Composite Layout and Image Score (CLIS), to ensure quality. Our customized synthetic high-quality samples boost performance in various scenarios, especially in addressing challenges associated with long-tailed distribution and imbalanced datasets. Experiment results on downstream tasks demonstrate that ACP can significantly improve the performance of existing models. In addition, we find a positive correlation between CLIS and performance gains in downstream tasks. This finding shows the potential for evaluation metrics as the role for various visual perception and MLLM tasks.

cs.CV↗

DiffSensei: Bridging Multi-Modal LLMs and Diffusion Models for Customized Manga Generation

Story visualization, the task of creating visual narratives from textual descriptions, has seen progress with text-to-image generation models. However, these models often lack effective control over character appearances and interactions, particularly in multi-character scenes. To address these limitations, we propose a new task: \textbf{customized manga generation} and introduce \textbf{DiffSensei}, an innovative framework specifically designed for generating manga with dynamic multi-character control. DiffSensei integrates a diffusion-based image generator with a multimodal large language model (MLLM) that acts as a text-compatible identity adapter. Our approach employs masked cross-attention to seamlessly incorporate character features, enabling precise layout control without direct pixel transfer. Additionally, the MLLM-based adapter adjusts character features to align with panel-specific text cues, allowing flexible adjustments in character expressions, poses, and actions. We also introduce \textbf{MangaZero}, a large-scale dataset tailored to this task, containing 43,264 manga pages and 427,147 annotated panels, supporting the visualization of varied character interactions and movements across sequential frames. Extensive experiments demonstrate that DiffSensei outperforms existing models, marking a significant advancement in manga generation by enabling text-adaptable character customization. The project page is https://jianzongwu.github.io/projects/diffsensei/.

cs.CV↗

StyleShot: A Snapshot on Any Style

In this paper, we show that, a good style representation is crucial and sufficient for generalized style transfer without test-time tuning. We achieve this through constructing a style-aware encoder and a well-organized style dataset called StyleGallery. With dedicated design for style learning, this style-aware encoder is trained to extract expressive style representation with decoupling training strategy, and StyleGallery enables the generalization ability. We further employ a content-fusion encoder to enhance image-driven style transfer. We highlight that, our approach, named StyleShot, is simple yet effective in mimicking various desired styles, i.e., 3D, flat, abstract or even fine-grained styles, without test-time tuning. Rigorous experiments validate that, StyleShot achieves superior performance across a wide range of styles compared to existing state-of-the-art methods. The project page is available at: https://styleshot.github.io/.

cs.CV↗

HumanVid: Demystifying Training Data for Camera-controllable Human Image Animation

Human image animation involves generating videos from a character photo, allowing user control and unlocking the potential for video and movie production. While recent approaches yield impressive results using high-quality training data, the inaccessibility of these datasets hampers fair and transparent benchmarking. Moreover, these approaches prioritize 2D human motion and overlook the significance of camera motions in videos, leading to limited control and unstable video generation. To demystify the training data, we present HumanVid, the first large-scale high-quality dataset tailored for human image animation, which combines crafted real-world and synthetic data. For the real-world data, we compile a vast collection of real-world videos from the internet. We developed and applied careful filtering rules to ensure video quality, resulting in a curated collection of 20K high-resolution (1080P) human-centric videos. Human and camera motion annotation is accomplished using a 2D pose estimator and a SLAM-based method. To expand our synthetic dataset, we collected 10K 3D avatar assets and leveraged existing assets of body shapes, skin textures and clothings. Notably, we introduce a rule-based camera trajectory generation method, enabling the synthetic pipeline to incorporate diverse and precise camera motion annotation, which can rarely be found in real-world data. To verify the effectiveness of HumanVid, we establish a baseline model named CamAnimate, short for Camera-controllable Human Animation, that considers both human and camera motions as conditions. Through extensive experimentation, we demonstrate that such simple baseline training on our HumanVid achieves state-of-the-art performance in controlling both human pose and camera motions, setting a new benchmark. Demo, data and code could be found in the project website: https://humanvid.github.io/.

cs.CV↗

MotionBooth: Motion-Aware Customized Text-to-Video Generation

In this work, we present MotionBooth, an innovative framework designed for animating customized subjects with precise control over both object and camera movements. By leveraging a few images of a specific object, we efficiently fine-tune a text-to-video model to capture the object's shape and attributes accurately. Our approach presents subject region loss and video preservation loss to enhance the subject's learning performance, along with a subject token cross-attention loss to integrate the customized subject with motion control signals. Additionally, we propose training-free techniques for managing subject and camera motions during inference. In particular, we utilize cross-attention map manipulation to govern subject motion and introduce a novel latent shift module for camera movement control as well. MotionBooth excels in preserving the appearance of subjects while simultaneously controlling the motions in generated videos. Extensive quantitative and qualitative evaluations demonstrate the superiority and effectiveness of our method. Our project page is at https://jianzongwu.github.io/projects/motionbooth

cs.CV↗

A Task is Worth One Word: Learning with Task Prompts for High-Quality Versatile Image Inpainting

Advancing image inpainting is challenging as it requires filling user-specified regions for various intents, such as background filling and object synthesis. Existing approaches focus on either context-aware filling or object synthesis using text descriptions. However, achieving both tasks simultaneously is challenging due to differing training strategies. To overcome this challenge, we introduce PowerPaint, the first high-quality and versatile inpainting model that excels in multiple inpainting tasks. First, we introduce learnable task prompts along with tailored fine-tuning strategies to guide the model's focus on different inpainting targets explicitly. This enables PowerPaint to accomplish various inpainting tasks by utilizing different task prompts, resulting in state-of-the-art performance. Second, we demonstrate the versatility of the task prompt in PowerPaint by showcasing its effectiveness as a negative prompt for object removal. Moreover, we leverage prompt interpolation techniques to enable controllable shape-guided object inpainting, enhancing the model's applicability in shape-guided applications. Finally, we conduct extensive experiments and applications to verify the effectiveness of PowerPaint. We release our codes and models on our project page: https://powerpaint.github.io/.

cs.CV↗

Live2Diff: Live Stream Translation via Uni-directional Attention in Video Diffusion Models

Large Language Models have shown remarkable efficacy in generating streaming data such as text and audio, thanks to their temporally uni-directional attention mechanism, which models correlations between the current token and previous tokens. However, video streaming remains much less explored, despite a growing need for live video processing. State-of-the-art video diffusion models leverage bi-directional temporal attention to model the correlations between the current frame and all the surrounding (i.e. including future) frames, which hinders them from processing streaming videos. To address this problem, we present Live2Diff, the first attempt at designing a video diffusion model with uni-directional temporal attention, specifically targeting live streaming video translation. Compared to previous works, our approach ensures temporal consistency and smoothness by correlating the current frame with its predecessors and a few initial warmup frames, without any future frames. Additionally, we use a highly efficient denoising scheme featuring a KV-cache mechanism and pipelining, to facilitate streaming video translation at interactive framerates. Extensive experiments demonstrate the effectiveness of the proposed attention mechanism and pipeline, outperforming previous methods in terms of temporal smoothness and/or efficiency.

cs.CV↗

FoleyCrafter: Bring Silent Videos to Life with Lifelike and Synchronized Sounds

We study Neural Foley, the automatic generation of high-quality sound effects synchronizing with videos, enabling an immersive audio-visual experience. Despite its wide range of applications, existing approaches encounter limitations when it comes to simultaneously synthesizing high-quality and video-aligned (i.e.,, semantic relevant and temporal synchronized) sounds. To overcome these limitations, we propose FoleyCrafter, a novel framework that leverages a pre-trained text-to-audio model to ensure high-quality audio generation. FoleyCrafter comprises two key components: the semantic adapter for semantic alignment and the temporal controller for precise audio-video synchronization. The semantic adapter utilizes parallel cross-attention layers to condition audio generation on video features, producing realistic sound effects that are semantically relevant to the visual content. Meanwhile, the temporal controller incorporates an onset detector and a timestampbased adapter to achieve precise audio-video alignment. One notable advantage of FoleyCrafter is its compatibility with text prompts, enabling the use of text descriptions to achieve controllable and diverse video-to-audio generation according to user intents. We conduct extensive quantitative and qualitative experiments on standard benchmarks to verify the effectiveness of FoleyCrafter. Models and codes are available at https://github.com/open-mmlab/FoleyCrafter.

cs.CV↗

Sagiri: Low Dynamic Range Image Enhancement with Generative Diffusion Prior

Capturing High Dynamic Range (HDR) scenery using 8-bit cameras often suffers from over-/underexposure, loss of fine details due to low bit-depth compression, skewed color distributions, and strong noise in dark areas. Traditional LDR image enhancement methods primarily focus on color mapping, which enhances the visual representation by expanding the image's color range and adjusting the brightness. However, these approaches fail to effectively restore content in dynamic range extremes, which are regions with pixel values close to 0 or 255. To address the full scope of challenges in HDR imaging and surpass the limitations of current models, we propose a novel two-stage approach. The first stage maps the color and brightness to an appropriate range while keeping the existing details, and the second stage utilizes a diffusion prior to generate content in dynamic range extremes lost during capture. This generative refinement module can also be used as a plug-and-play module to enhance and complement existing LDR enhancement models. The proposed method markedly improves the quality and details of LDR images, demonstrating superior performance through rigorous experimental validation. The project page is at https://sagiri0208.github.io

eess.IV↗

PIA: Your Personalized Image Animator via Plug-and-Play Modules in Text-to-Image Models

Recent advancements in personalized text-to-image (T2I) models have revolutionized content creation, empowering non-experts to generate stunning images with unique styles. While promising, adding realistic motions into these personalized images by text poses significant challenges in preserving distinct styles, high-fidelity details, and achieving motion controllability by text. In this paper, we present PIA, a Personalized Image Animator that excels in aligning with condition images, achieving motion controllability by text, and the compatibility with various personalized T2I models without specific tuning. To achieve these goals, PIA builds upon a base T2I model with well-trained temporal alignment layers, allowing for the seamless transformation of any personalized T2I model into an image animation model. A key component of PIA is the introduction of the condition module, which utilizes the condition frame and inter-frame affinity as input to transfer appearance information guided by the affinity hint for individual frame synthesis in the latent space. This design mitigates the challenges of appearance-related image alignment within and allows for a stronger focus on aligning with motion-related guidance.

cs.CV↗

Make-It-Vivid: Dressing Your Animatable Biped Cartoon Characters from Text

Creating and animating 3D biped cartoon characters is crucial and valuable in various applications. Compared with geometry, the diverse texture design plays an important role in making 3D biped cartoon characters vivid and charming. Therefore, we focus on automatic texture design for cartoon characters based on input instructions. This is challenging for domain-specific requirements and a lack of high-quality data. To address this challenge, we propose Make-It-Vivid, the first attempt to enable high-quality texture generation from text in UV space. We prepare a detailed text-texture paired data for 3D characters by using vision-question-answering agents. Then we customize a pretrained text-to-image model to generate texture map with template structure while preserving the natural 2D image knowledge. Furthermore, to enhance fine-grained details, we propose a novel adversarial learning scheme to shorten the domain gap between original dataset and realistic texture domain. Extensive experiments show that our approach outperforms current texture generation methods, resulting in efficient character texturing and faithful generation with prompts. Besides, we showcase various applications such as out of domain generation and texture stylization. We also provide an efficient generation system for automatic text-guided textured character generation and animation.

cs.CV↗

Advancing High-Resolution Video-Language Representation with Large-Scale Video Transcriptions

We study joint video and language (VL) pre-training to enable cross-modality learning and benefit plentiful downstream VL tasks. Existing works either extract low-quality video features or learn limited text embedding, while neglecting that high-resolution videos and diversified semantics can significantly improve cross-modality learning. In this paper, we propose a novel High-resolution and Diversified VIdeo-LAnguage pre-training model (HD-VILA) for many visual tasks. In particular, we collect a large dataset with two distinct properties: 1) the first high-resolution dataset including 371.5k hours of 720p videos, and 2) the most diversified dataset covering 15 popular YouTube categories. To enable VL pre-training, we jointly optimize the HD-VILA model by a hybrid Transformer that learns rich spatiotemporal features, and a multimodal Transformer that enforces interactions of the learned video features with diversified texts. Our pre-training model achieves new state-of-the-art results in 10 VL understanding tasks and 2 more novel text-to-visual generation tasks. For example, we outperform SOTA models with relative increases of 40.4% R@1 in zero-shot MSR-VTT text-to-video retrieval task and 55.4% in high-resolution dataset LSMDC. The learned VL embedding is also effective in generating visually pleasing and semantically relevant results in text-to-visual editing and super-resolution tasks.

cs.CV↗

Degradation-Guided Meta-Restoration Network for Blind Super-Resolution

Blind super-resolution (SR) aims to recover high-quality visual textures from a low-resolution (LR) image, which is usually degraded by down-sampling blur kernels and additive noises. This task is extremely difficult due to the challenges of complicated image degradations in the real-world. Existing SR approaches either assume a predefined blur kernel or a fixed noise, which limits these approaches in challenging cases. In this paper, we propose a Degradation-guided Meta-restoration network for blind Super-Resolution (DMSR) that facilitates image restoration for real cases. DMSR consists of a degradation extractor and meta-restoration modules. The extractor estimates the degradations in LR inputs and guides the meta-restoration modules to predict restoration parameters for different degradations on-the-fly. DMSR is jointly optimized by a novel degradation consistency loss and reconstruction losses. Through such an optimization, DMSR outperforms SOTA by a large margin on three widely-used benchmarks. A user study including 16 subjects further validates the superiority of DMSR in real-world blind SR tasks.

cs.CV↗

Improving Visual Quality of Image Synthesis by A Token-based Generator with Transformers

We present a new perspective of achieving image synthesis by viewing this task as a visual token generation problem. Different from existing paradigms that directly synthesize a full image from a single input (e.g., a latent code), the new formulation enables a flexible local manipulation for different image regions, which makes it possible to learn content-aware and fine-grained style control for image synthesis. Specifically, it takes as input a sequence of latent tokens to predict the visual tokens for synthesizing an image. Under this perspective, we propose a token-based generator (i.e.,TokenGAN). Particularly, the TokenGAN inputs two semantically different visual tokens, i.e., the learned constant content tokens and the style tokens from the latent space. Given a sequence of style tokens, the TokenGAN is able to control the image synthesis by assigning the styles to the content tokens by attention mechanism with a Transformer. We conduct extensive experiments and show that the proposed TokenGAN has achieved state-of-the-art results on several widely-used image synthesis benchmarks, including FFHQ and LSUN CHURCH with different resolutions. In particular, the generator is able to synthesize high-fidelity images with 1024x1024 size, dispensing with convolutions entirely.

cs.CV↗

3D Human Body Reshaping with Anthropometric Modeling

Reshaping accurate and realistic 3D human bodies from anthropometric parameters (e.g., height, chest size, etc.) poses a fundamental challenge for person identification, online shopping and virtual reality. Existing approaches for creating such 3D shapes often suffer from complex measurement by range cameras or high-end scanners, which either involve heavy expense cost or result in low quality. However, these high-quality equipments limit existing approaches in real applications, because the equipments are not easily accessible for common users. In this paper, we have designed a 3D human body reshaping system by proposing a novel feature-selection-based local mapping technique, which enables automatic anthropometric parameter modeling for each body facet. Note that the proposed approach can leverage limited anthropometric parameters (i.e., 3-5 measurements) as input, which avoids complex measurement, and thus better user-friendly experience can be achieved in real scenarios. Specifically, the proposed reshaping model consists of three steps. First, we calculate full-body anthropometric parameters from limited user inputs by imputation technique, and thus essential anthropometric parameters for 3D body reshaping can be obtained. Second, we select the most relevant anthropometric parameters for each facet by adopting relevance masks, which are learned offline by the proposed local mapping technique. Third, we generate the 3D body meshes by mapping matrices, which are learned by linear regression from the selected parameters to mesh-based body representation. We conduct experiments by anthropomorphic evaluation and a user study from 68 volunteers. Experiments show the superior results of the proposed system in terms of mean reconstruction error against the state-of-the-art approaches.

cs.CV↗

Aggregated Contextual Transformations for High-Resolution Image Inpainting

State-of-the-art image inpainting approaches can suffer from generating distorted structures and blurry textures in high-resolution images (e.g., 512x512). The challenges mainly drive from (1) image content reasoning from distant contexts, and (2) fine-grained texture synthesis for a large missing region. To overcome these two challenges, we propose an enhanced GAN-based model, named Aggregated COntextual-Transformation GAN (AOT-GAN), for high-resolution image inpainting. Specifically, to enhance context reasoning, we construct the generator of AOT-GAN by stacking multiple layers of a proposed AOT block. The AOT blocks aggregate contextual transformations from various receptive fields, allowing to capture both informative distant image contexts and rich patterns of interest for context reasoning. For improving texture synthesis, we enhance the discriminator of AOT-GAN by training it with a tailored mask-prediction task. Such a training objective forces the discriminator to distinguish the detailed appearances of real and synthesized patches, and in turn, facilitates the generator to synthesize clear textures. Extensive comparisons on Places2, the most challenging benchmark with 1.8 million high-resolution images of 365 complex scenes, show that our model outperforms the state-of-the-art by a significant margin in terms of FID with 38.60% relative improvement. A user study including more than 30 subjects further validates the superiority of AOT-GAN. We further evaluate the proposed AOT-GAN in practical applications, e.g., logo removal, face editing, and object removal. Results show that our model achieves promising completions in the real world. We release code and models in https://github.com/researchmm/AOT-GAN-for-Inpainting.

cs.CV↗

Learning Joint Spatial-Temporal Transformations for Video Inpainting

High-quality video inpainting that completes missing regions in video frames is a promising yet challenging task. State-of-the-art approaches adopt attention models to complete a frame by searching missing contents from reference frames, and further complete whole videos frame by frame. However, these approaches can suffer from inconsistent attention results along spatial and temporal dimensions, which often leads to blurriness and temporal artifacts in videos. In this paper, we propose to learn a joint Spatial-Temporal Transformer Network (STTN) for video inpainting. Specifically, we simultaneously fill missing regions in all input frames by self-attention, and propose to optimize STTN by a spatial-temporal adversarial loss. To show the superiority of the proposed model, we conduct both quantitative and qualitative evaluations by using standard stationary masks and more realistic moving object masks. Demo videos are available at https://github.com/researchmm/STTN.

cs.CV↗