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Yi Yuan

Publications and source records attributed to Yi Yuan.

At least 73 records · Page 4Linked to original sources

Learning Implicit Body Representations from Double Diffusion Based Neural Radiance Fields

In this paper, we present a novel double diffusion based neural radiance field, dubbed DD-NeRF, to reconstruct human body geometry and render the human body appearance in novel views from a sparse set of images. We first propose a double diffusion mechanism to achieve expressive representations of input images by fully exploiting human body priors and image appearance details at two levels. At the coarse level, we first model the coarse human body poses and shapes via an unclothed 3D deformable vertex model as guidance. At the fine level, we present a multi-view sampling network to capture subtle geometric deformations and image detailed appearances, such as clothing and hair, from multiple input views. Considering the sparsity of the two level features, we diffuse them into feature volumes in the canonical space to construct neural radiance fields. Then, we present a signed distance function (SDF) regression network to construct body surfaces from the diffused features. Thanks to our double diffused representations, our method can even synthesize novel views of unseen subjects. Experiments on various datasets demonstrate that our approach outperforms the state-of-the-art in both geometric reconstruction and novel view synthesis.

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Meta-Reinforcement Learning Based Resource Allocation for Dynamic V2X Communications

This paper studies the allocation of shared resources between vehicle-to-infrastructure (V2I) and vehicle-to-vehicle (V2V) links in vehicle-to-everything (V2X) communications. In existing algorithms, dynamic vehicular environments and quantization of continuous power become the bottlenecks for providing an effective and timely resource allocation policy. In this paper, we develop two algorithms to deal with these difficulties. First, we propose a deep reinforcement learning (DRL)-based resource allocation algorithm to improve the performance of both V2I and V2V links. Specifically, the algorithm uses deep Q-network (DQN) to solve the sub-band assignment and deep deterministic policy-gradient (DDPG) to solve the continuous power allocation problem. Second, we propose a meta-based DRL algorithm to enhance the fast adaptability of the resource allocation policy in the dynamic environment. Numerical results demonstrate that the proposed DRL-based algorithm can significantly improve the performance compared to the DQN-based algorithm that quantizes continuous power. In addition, the proposed meta-based DRL algorithm can achieve the required fast adaptation in the new environment with limited experiences.

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Embedding Model Based Fast Meta Learning for Downlink Beamforming Adaptation

This paper studies the fast adaptive beamforming for the multiuser multiple-input single-output downlink. Existing deep learning-based approaches assume that training and testing channels follow the same distribution which causes task mismatch, when the testing environment changes. Although meta learning can deal with the task mismatch, it relies on labelled data and incurs high complexity in the pre-training and fine tuning stages. We propose a simple yet effective adaptive framework to solve the mismatch issue, which trains an embedding model as a transferable feature extractor, followed by fitting the support vector regression. Compared to the existing meta learning algorithm, our method does not necessarily need labelled data in the pre-training and does not need fine-tuning of the pre-trained model in the adaptation. The effectiveness of the proposed method is verified through two well-known applications, i.e., the signal to interference plus noise ratio balancing problem and the sum rate maximization problem. Furthermore, we extend our proposed method to online scenarios in non-stationary environments. Simulation results demonstrate the advantages of the proposed algorithm in terms of both performance and complexity. The proposed framework can also be applied to general radio resource management problems.

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TransVOS: Video Object Segmentation with Transformers

Recently, Space-Time Memory Network (STM) based methods have achieved state-of-the-art performance in semi-supervised video object segmentation (VOS). A crucial problem in this task is how to model the dependency both among different frames and inside every frame. However, most of these methods neglect the spatial relationships (inside each frame) and do not make full use of the temporal relationships (among different frames). In this paper, we propose a new transformer-based framework, termed TransVOS, introducing a vision transformer to fully exploit and model both the temporal and spatial relationships. Moreover, most STM-based approaches employ two separate encoders to extract features of two significant inputs, i.e., reference sets (history frames with predicted masks) and query frame (current frame), respectively, increasing the models' parameters and complexity. To slim the popular two-encoder pipeline while keeping the effectiveness, we design a single two-path feature extractor to encode the above two inputs in a unified way. Extensive experiments demonstrate the superiority of our TransVOS over state-of-the-art methods on both DAVIS and YouTube-VOS datasets.

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ZiGAN: Fine-grained Chinese Calligraphy Font Generation via a Few-shot Style Transfer Approach

Chinese character style transfer is a very challenging problem because of the complexity of the glyph shapes or underlying structures and large numbers of existed characters, when comparing with English letters. Moreover, the handwriting of calligraphy masters has a more irregular stroke and is difficult to obtain in real-world scenarios. Recently, several GAN-based methods have been proposed for font synthesis, but some of them require numerous reference data and the other part of them have cumbersome preprocessing steps to divide the character into different parts to be learned and transferred separately. In this paper, we propose a simple but powerful end-to-end Chinese calligraphy font generation framework ZiGAN, which does not require any manual operation or redundant preprocessing to generate fine-grained target-style characters with few-shot references. To be specific, a few paired samples from different character styles are leveraged to attain a fine-grained correlation between structures underlying different glyphs. To capture valuable style knowledge in target and strengthen the coarse-grained understanding of character content, we utilize multiple unpaired samples to align the feature distributions belonging to different character styles. By doing so, only a few target Chinese calligraphy characters are needed to generated expected style transferred characters. Experiments demonstrate that our method has a state-of-the-art generalization ability in few-shot Chinese character style transfer.

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One-shot Face Reenactment Using Appearance Adaptive Normalization

The paper proposes a novel generative adversarial network for one-shot face reenactment, which can animate a single face image to a different pose-and-expression (provided by a driving image) while keeping its original appearance. The core of our network is a novel mechanism called appearance adaptive normalization, which can effectively integrate the appearance information from the input image into our face generator by modulating the feature maps of the generator using the learned adaptive parameters. Furthermore, we specially design a local net to reenact the local facial components (i.e., eyes, nose and mouth) first, which is a much easier task for the network to learn and can in turn provide explicit anchors to guide our face generator to learn the global appearance and pose-and-expression. Extensive quantitative and qualitative experiments demonstrate the significant efficacy of our model compared with prior one-shot methods.

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Single-Shot Motion Completion with Transformer

Motion completion is a challenging and long-discussed problem, which is of great significance in film and game applications. For different motion completion scenarios (in-betweening, in-filling, and blending), most previous methods deal with the completion problems with case-by-case designs. In this work, we propose a simple but effective method to solve multiple motion completion problems under a unified framework and achieves a new state of the art accuracy under multiple evaluation settings. Inspired by the recent great success of attention-based models, we consider the completion as a sequence to sequence prediction problem. Our method consists of two modules - a standard transformer encoder with self-attention that learns long-range dependencies of input motions, and a trainable mixture embedding module that models temporal information and discriminates key-frames. Our method can run in a non-autoregressive manner and predict multiple missing frames within a single forward propagation in real time. We finally show the effectiveness of our method in music-dance applications.

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In-game Residential Home Planning via Visual Context-aware Global Relation Learning

In this paper, we propose an effective global relation learning algorithm to recommend an appropriate location of a building unit for in-game customization of residential home complex. Given a construction layout, we propose a visual context-aware graph generation network that learns the implicit global relations among the scene components and infers the location of a new building unit. The proposed network takes as input the scene graph and the corresponding top-view depth image. It provides the location recommendations for a newly-added building units by learning an auto-regressive edge distribution conditioned on existing scenes. We also introduce a global graph-image matching loss to enhance the awareness of essential geometry semantics of the site. Qualitative and quantitative experiments demonstrate that the recommended location well reflects the implicit spatial rules of components in the residential estates, and it is instructive and practical to locate the building units in the 3D scene of the complex construction.

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MeInGame: Create a Game Character Face from a Single Portrait

Many deep learning based 3D face reconstruction methods have been proposed recently, however, few of them have applications in games. Current game character customization systems either require players to manually adjust considerable face attributes to obtain the desired face, or have limited freedom of facial shape and texture. In this paper, we propose an automatic character face creation method that predicts both facial shape and texture from a single portrait, and it can be integrated into most existing 3D games. Although 3D Morphable Face Model (3DMM) based methods can restore accurate 3D faces from single images, the topology of 3DMM mesh is different from the meshes used in most games. To acquire fidelity texture, existing methods require a large amount of face texture data for training, while building such datasets is time-consuming and laborious. Besides, such a dataset collected under laboratory conditions may not generalized well to in-the-wild situations. To tackle these problems, we propose 1) a low-cost facial texture acquisition method, 2) a shape transfer algorithm that can transform the shape of a 3DMM mesh to games, and 3) a new pipeline for training 3D game face reconstruction networks. The proposed method not only can produce detailed and vivid game characters similar to the input portrait, but can also eliminate the influence of lighting and occlusions. Experiments show that our method outperforms state-of-the-art methods used in games.

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Structure-aware Person Image Generation with Pose Decomposition and Semantic Correlation

In this paper we tackle the problem of pose guided person image generation, which aims to transfer a person image from the source pose to a novel target pose while maintaining the source appearance. Given the inefficiency of standard CNNs in handling large spatial transformation, we propose a structure-aware flow based method for high-quality person image generation. Specifically, instead of learning the complex overall pose changes of human body, we decompose the human body into different semantic parts (e.g., head, torso, and legs) and apply different networks to predict the flow fields for these parts separately. Moreover, we carefully design the network modules to effectively capture the local and global semantic correlations of features within and among the human parts respectively. Extensive experimental results show that our method can generate high-quality results under large pose discrepancy and outperforms state-of-the-art methods in both qualitative and quantitative comparisons.

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NeuralMagicEye: Learning to See and Understand the Scene Behind an Autostereogram

An autostereogram, a.k.a. magic eye image, is a single-image stereogram that can create visual illusions of 3D scenes from 2D textures. This paper studies an interesting question that whether a deep CNN can be trained to recover the depth behind an autostereogram and understand its content. The key to the autostereogram magic lies in the stereopsis - to solve such a problem, a model has to learn to discover and estimate disparity from the quasi-periodic textures. We show that deep CNNs embedded with disparity convolution, a novel convolutional layer proposed in this paper that simulates stereopsis and encodes disparity, can nicely solve such a problem after being sufficiently trained on a large 3D object dataset in a self-supervised fashion. We refer to our method as ``NeuralMagicEye''. Experiments show that our method can accurately recover the depth behind autostereograms with rich details and gradient smoothness. Experiments also show the completely different working mechanisms for autostereogram perception between neural networks and human eyes. We hope this research can help people with visual impairments and those who have trouble viewing autostereograms. Our code is available at \url{https://jiupinjia.github.io/neuralmagiceye/}.

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HR-Depth: High Resolution Self-Supervised Monocular Depth Estimation

Self-supervised learning shows great potential in monoculardepth estimation, using image sequences as the only source ofsupervision. Although people try to use the high-resolutionimage for depth estimation, the accuracy of prediction hasnot been significantly improved. In this work, we find thecore reason comes from the inaccurate depth estimation inlarge gradient regions, making the bilinear interpolation er-ror gradually disappear as the resolution increases. To obtainmore accurate depth estimation in large gradient regions, itis necessary to obtain high-resolution features with spatialand semantic information. Therefore, we present an improvedDepthNet, HR-Depth, with two effective strategies: (1) re-design the skip-connection in DepthNet to get better high-resolution features and (2) propose feature fusion Squeeze-and-Excitation(fSE) module to fuse feature more efficiently.Using Resnet-18 as the encoder, HR-Depth surpasses all pre-vious state-of-the-art(SoTA) methods with the least param-eters at both high and low resolution. Moreover, previousstate-of-the-art methods are based on fairly complex and deepnetworks with a mass of parameters which limits their realapplications. Thus we also construct a lightweight networkwhich uses MobileNetV3 as encoder. Experiments show thatthe lightweight network can perform on par with many largemodels like Monodepth2 at high-resolution with only20%parameters. All codes and models will be available at https://github.com/shawLyu/HR-Depth.

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Stylized Neural Painting

This paper proposes an image-to-painting translation method that generates vivid and realistic painting artworks with controllable styles. Different from previous image-to-image translation methods that formulate the translation as pixel-wise prediction, we deal with such an artistic creation process in a vectorized environment and produce a sequence of physically meaningful stroke parameters that can be further used for rendering. Since a typical vector render is not differentiable, we design a novel neural renderer which imitates the behavior of the vector renderer and then frame the stroke prediction as a parameter searching process that maximizes the similarity between the input and the rendering output. We explored the zero-gradient problem on parameter searching and propose to solve this problem from an optimal transportation perspective. We also show that previous neural renderers have a parameter coupling problem and we re-design the rendering network with a rasterization network and a shading network that better handles the disentanglement of shape and color. Experiments show that the paintings generated by our method have a high degree of fidelity in both global appearance and local textures. Our method can be also jointly optimized with neural style transfer that further transfers visual style from other images. Our code and animated results are available at \url{https://jiupinjia.github.io/neuralpainter/}.

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Transfer Learning and Meta Learning Based Fast Downlink Beamforming Adaptation

This paper studies fast adaptive beamforming optimization for the signal-to-interference-plus-noise ratio balancing problem in a multiuser multiple-input single-output downlink system. Existing deep learning based approaches to predict beamforming rely on the assumption that the training and testing channels follow the same distribution which may not hold in practice. As a result, a trained model may lead to performance deterioration when the testing network environment changes. To deal with this task mismatch issue, we propose two offline adaptive algorithms based on deep transfer learning and meta-learning, which are able to achieve fast adaptation with the limited new labelled data when the testing wireless environment changes. Furthermore, we propose an online algorithm to enhance the adaptation capability of the offline meta algorithm in realistic non-stationary environments. Simulation results demonstrate that the proposed adaptive algorithms achieve much better performance than the direct deep learning algorithm without adaptation in new environments. The meta-learning algorithm outperforms the deep transfer learning algorithm and achieves near optimal performance. In addition, compared to the offline meta-learning algorithm, the proposed online meta-learning algorithm shows superior adaption performance in changing environments.

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Semi-Supervised Learning for In-Game Expert-Level Music-to-Dance Translation

Music-to-dance translation is a brand-new and powerful feature in recent role-playing games. Players can now let their characters dance along with specified music clips and even generate fan-made dance videos. Previous works of this topic consider music-to-dance as a supervised motion generation problem based on time-series data. However, these methods suffer from limited training data pairs and the degradation of movements. This paper provides a new perspective for this task where we re-formulate the translation problem as a piece-wise dance phrase retrieval problem based on the choreography theory. With such a design, players are allowed to further edit the dance movements on top of our generation while other regression based methods ignore such user interactivity. Considering that the dance motion capture is an expensive and time-consuming procedure which requires the assistance of professional dancers, we train our method under a semi-supervised learning framework with a large unlabeled dataset (20x than labeled data) collected. A co-ascent mechanism is introduced to improve the robustness of our network. Using this unlabeled dataset, we also introduce self-supervised pre-training so that the translator can understand the melody, rhythm, and other components of music phrases. We show that the pre-training significantly improves the translation accuracy than that of training from scratch. Experimental results suggest that our method not only generalizes well over various styles of music but also succeeds in expert-level choreography for game players.

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Mesh Guided One-shot Face Reenactment using Graph Convolutional Networks

Face reenactment aims to animate a source face image to a different pose and expression provided by a driving image. Existing approaches are either designed for a specific identity, or suffer from the identity preservation problem in the one-shot or few-shot scenarios. In this paper, we introduce a method for one-shot face reenactment, which uses the reconstructed 3D meshes (i.e., the source mesh and driving mesh) as guidance to learn the optical flow needed for the reenacted face synthesis. Technically, we explicitly exclude the driving face's identity information in the reconstructed driving mesh. In this way, our network can focus on the motion estimation for the source face without the interference of driving face shape. We propose a motion net to learn the face motion, which is an asymmetric autoencoder. The encoder is a graph convolutional network (GCN) that learns a latent motion vector from the meshes, and the decoder serves to produce an optical flow image from the latent vector with CNNs. Compared to previous methods using sparse keypoints to guide the optical flow learning, our motion net learns the optical flow directly from 3D dense meshes, which provide the detailed shape and pose information for the optical flow, so it can achieve more accurate expression and pose on the reenacted face. Extensive experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons.

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Dynamic Future Net: Diversified Human Motion Generation

Human motion modelling is crucial in many areas such as computer graphics, vision and virtual reality. Acquiring high-quality skeletal motions is difficult due to the need for specialized equipment and laborious manual post-posting, which necessitates maximizing the use of existing data to synthesize new data. However, it is a challenge due to the intrinsic motion stochasticity of human motion dynamics, manifested in the short and long terms. In the short term, there is strong randomness within a couple frames, e.g. one frame followed by multiple possible frames leading to different motion styles; while in the long term, there are non-deterministic action transitions. In this paper, we present Dynamic Future Net, a new deep learning model where we explicitly focuses on the aforementioned motion stochasticity by constructing a generative model with non-trivial modelling capacity in temporal stochasticity. Given limited amounts of data, our model can generate a large number of high-quality motions with arbitrary duration, and visually-convincing variations in both space and time. We evaluate our model on a wide range of motions and compare it with the state-of-the-art methods. Both qualitative and quantitative results show the superiority of our method, for its robustness, versatility and high-quality.

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Unsupervised Learning Facial Parameter Regressor for Action Unit Intensity Estimation via Differentiable Renderer

Facial action unit (AU) intensity is an index to describe all visually discernible facial movements. Most existing methods learn intensity estimator with limited AU data, while they lack generalization ability out of the dataset. In this paper, we present a framework to predict the facial parameters (including identity parameters and AU parameters) based on a bone-driven face model (BDFM) under different views. The proposed framework consists of a feature extractor, a generator, and a facial parameter regressor. The regressor can fit the physical meaning parameters of the BDFM from a single face image with the help of the generator, which maps the facial parameters to the game-face images as a differentiable renderer. Besides, identity loss, loopback loss, and adversarial loss can improve the regressive results. Quantitative evaluations are performed on two public databases BP4D and DISFA, which demonstrates that the proposed method can achieve comparable or better performance than the state-of-the-art methods. What's more, the qualitative results also demonstrate the validity of our method in the wild.

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