Searcharxiv⌕ Search

arXiv subjects

Ye Pan

Publications and source records attributed to Ye Pan.

27 records · Page 2Linked to original sources

Say Anything with Any Style

Generating stylized talking head with diverse head motions is crucial for achieving natural-looking videos but still remains challenging. Previous works either adopt a regressive method to capture the speaking style, resulting in a coarse style that is averaged across all training data, or employ a universal network to synthesize videos with different styles which causes suboptimal performance. To address these, we propose a novel dynamic-weight method, namely Say Anything withAny Style (SAAS), which queries the discrete style representation via a generative model with a learned style codebook. Specifically, we develop a multi-task VQ-VAE that incorporates three closely related tasks to learn a style codebook as a prior for style extraction. This discrete prior, along with the generative model, enhances the precision and robustness when extracting the speaking styles of the given style clips. By utilizing the extracted style, a residual architecture comprising a canonical branch and style-specific branch is employed to predict the mouth shapes conditioned on any driving audio while transferring the speaking style from the source to any desired one. To adapt to different speaking styles, we steer clear of employing a universal network by exploring an elaborate HyperStyle to produce the style-specific weights offset for the style branch. Furthermore, we construct a pose generator and a pose codebook to store the quantized pose representation, allowing us to sample diverse head motions aligned with the audio and the extracted style. Experiments demonstrate that our approach surpasses state-of-theart methods in terms of both lip-synchronization and stylized expression. Besides, we extend our SAAS to video-driven style editing field and achieve satisfactory performance.

cs.CV↗

Style2Talker: High-Resolution Talking Head Generation with Emotion Style and Art Style

Although automatically animating audio-driven talking heads has recently received growing interest, previous efforts have mainly concentrated on achieving lip synchronization with the audio, neglecting two crucial elements for generating expressive videos: emotion style and art style. In this paper, we present an innovative audio-driven talking face generation method called Style2Talker. It involves two stylized stages, namely Style-E and Style-A, which integrate text-controlled emotion style and picture-controlled art style into the final output. In order to prepare the scarce emotional text descriptions corresponding to the videos, we propose a labor-free paradigm that employs large-scale pretrained models to automatically annotate emotional text labels for existing audiovisual datasets. Incorporating the synthetic emotion texts, the Style-E stage utilizes a large-scale CLIP model to extract emotion representations, which are combined with the audio, serving as the condition for an efficient latent diffusion model designed to produce emotional motion coefficients of a 3DMM model. Moving on to the Style-A stage, we develop a coefficient-driven motion generator and an art-specific style path embedded in the well-known StyleGAN. This allows us to synthesize high-resolution artistically stylized talking head videos using the generated emotional motion coefficients and an art style source picture. Moreover, to better preserve image details and avoid artifacts, we provide StyleGAN with the multi-scale content features extracted from the identity image and refine its intermediate feature maps by the designed content encoder and refinement network, respectively. Extensive experimental results demonstrate our method outperforms existing state-of-the-art methods in terms of audio-lip synchronization and performance of both emotion style and art style.

cs.CV↗

HyperStyle3D: Text-Guided 3D Portrait Stylization via Hypernetworks

Portrait stylization is a long-standing task enabling extensive applications. Although 2D-based methods have made great progress in recent years, real-world applications such as metaverse and games often demand 3D content. On the other hand, the requirement of 3D data, which is costly to acquire, significantly impedes the development of 3D portrait stylization methods. In this paper, inspired by the success of 3D-aware GANs that bridge 2D and 3D domains with 3D fields as the intermediate representation for rendering 2D images, we propose a novel method, dubbed HyperStyle3D, based on 3D-aware GANs for 3D portrait stylization. At the core of our method is a hyper-network learned to manipulate the parameters of the generator in a single forward pass. It not only offers a strong capacity to handle multiple styles with a single model, but also enables flexible fine-grained stylization that affects only texture, shape, or local part of the portrait. While the use of 3D-aware GANs bypasses the requirement of 3D data, we further alleviate the necessity of style images with the CLIP model being the stylization guidance. We conduct an extensive set of experiments across the style, attribute, and shape, and meanwhile, measure the 3D consistency. These experiments demonstrate the superior capability of our HyperStyle3D model in rendering 3D-consistent images in diverse styles, deforming the face shape, and editing various attributes.

cs.CV↗

Interactive Geometry Editing of Neural Radiance Fields

In this paper, we propose a method that enables interactive geometry editing for neural radiance fields manipulation. We use two proxy cages(inner cage and outer cage) to edit a scene. The inner cage defines the operation target, and the outer cage defines the adjustment space. Various operations apply to the two cages. After cage selection, operations on the inner cage lead to the desired transformation of the inner cage and adjustment of the outer cage. Users can edit the scene with translation, rotation, scaling, or combinations. The operations on the corners and edges of the cage are also supported. Our method does not need any explicit 3D geometry representations. The interactive geometry editing applies directly to the implicit neural radiance fields. Extensive experimental results demonstrate the effectiveness of our approach.

cs.CV↗

Head3D: Complete 3D Head Generation via Tri-plane Feature Distillation

Head generation with diverse identities is an important task in computer vision and computer graphics, widely used in multimedia applications. However, current full head generation methods require a large number of 3D scans or multi-view images to train the model, resulting in expensive data acquisition cost. To address this issue, we propose Head3D, a method to generate full 3D heads with limited multi-view images. Specifically, our approach first extracts facial priors represented by tri-planes learned in EG3D, a 3D-aware generative model, and then proposes feature distillation to deliver the 3D frontal faces into complete heads without compromising head integrity. To mitigate the domain gap between the face and head models, we present dual-discriminators to guide the frontal and back head generation, respectively. Our model achieves cost-efficient and diverse complete head generation with photo-realistic renderings and high-quality geometry representations. Extensive experiments demonstrate the effectiveness of our proposed Head3D, both qualitatively and quantitatively.

cs.CV↗

Latency Minimization for Multiuser Computation Offloading in Fog-Radio Access Networks

This paper considers computation offloading in fog-radio access networks (F-RAN), where multiple user equipments (UEs) offload their computation tasks to the F-RAN through a number of fog nodes. Each UE can choose one of the fog nodes to offload its task, and each fog node may serve multiple UEs. Depending on the computation burden at the fog nodes, the tasks may be computed by the fog nodes or further offloaded to the cloud via capacity-limited fronthaul links. To compute all UEs' tasks as fast as possible, joint optimization of UE-Fog association, radio and computation resources of F-RAN is proposed to minimize the maximum latency of all UEs. This min-max problem is formulated as a mixed integer nonlinear program (MINP). We first show that the MINP can be reformulated as a continuous optimization problem, and then employ the majorization minimization (MM) approach to find a solution. The MM approach that we develop is unconventional in that -- each MM subproblem can be solved inexactly with the same provable convergence guarantee as the conventional exact MM, thereby reducing the complexity of each MM iteration. In addition, we also consider a cooperative offloading model, where the fog nodes compress-and-forward their received signals to the cloud. Under this model, a similar min-max latency optimization problem is formulated and tackled again by the inexact MM approach. Simulation results show that the proposed algorithms outperform some heuristic offloading strategies, and that the cooperative offloading can better exploit the transmission diversity to attain better latency performance than the non-cooperative one.

eess.SP↗

Enabling Massage Actions: An Interactive Parallel Robot with Compliant Joints

We propose a parallel massage robot with compliant joints based on the series elastic actuator (SEA), offering a unified force-position control approach. First, the kinematic and static force models are established for obtaining the corresponding control variables. Then, a novel force-position control strategy is proposed to separately control the force-position along the normal direction of the surface and another two-direction displacement, without the requirement of a robotic dynamics model. To evaluate its performance, we implement a series of robotic massage experiments. The results demonstrate that the proposed massage manipulator can successfully achieve desired forces and motion patterns of massage tasks, arriving at a high-score user experience.

cs.RO↗

Enabling Grasp Action: Generalized Evaluation of Grasp Stability via Contact Stiffness from Contact Mechanics Insight

Performing a grasp is a pivotal capability for a robotic gripper. We propose a new evaluation approach of grasping stability via constructing a model of grasping stiffness based on the theory of contact mechanics. First, the mathematical models are built to explore soft contact and the general grasp stiffness between a finger and an object. Next, the grasping stiffness matrix is constructed to reflect the normal, tangential and torsion stiffness coefficients. Finally, we design two grasping cases to verify the proposed measurement criterion of grasping stability by comparing different grasping configurations. Specifically, a standard grasping index is used and compared with the minimum eigenvalue index of the constructed grasping stiffness we built. The comparison result reveals a similar tendency between them for measuring the grasping stability and thus, validates the proposed approach.

cs.RO↗

An Empirical Study on Display Ad Impression Viewability Measurements

Display advertising normally charges advertisers for every single ad impression. Specifically, if an ad in a webpage has been loaded in the browser, an ad impression is counted. However, due to the position and size of the ad slot, lots of ads are actually not viewed but still measured as impressions and charged. These fraud ad impressions indeed undermine the efficacy of display advertising. A perfect ad impression viewability measurement should match what the user has really viewed with a short memory. In this paper, we conduct extensive investigations on display ad impression viewability measurements on dimensions of ad creative displayed pixel percentage and exposure time to find which measurement provides the most accurate ad impression counting. The empirical results show that the most accurate measurement counts one ad impression if more than 75% of the ad creative pixels have been exposed for at least 2 continuous seconds.

cs.HC↗