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Yinghao Xu

Publications and source records attributed to Yinghao Xu.

At least 55 records · Page 3Linked to original sources

Collaborative Video Diffusion: Consistent Multi-video Generation with Camera Control

Research on video generation has recently made tremendous progress, enabling high-quality videos to be generated from text prompts or images. Adding control to the video generation process is an important goal moving forward and recent approaches that condition video generation models on camera trajectories make strides towards it. Yet, it remains challenging to generate a video of the same scene from multiple different camera trajectories. Solutions to this multi-video generation problem could enable large-scale 3D scene generation with editable camera trajectories, among other applications. We introduce collaborative video diffusion (CVD) as an important step towards this vision. The CVD framework includes a novel cross-video synchronization module that promotes consistency between corresponding frames of the same video rendered from different camera poses using an epipolar attention mechanism. Trained on top of a state-of-the-art camera-control module for video generation, CVD generates multiple videos rendered from different camera trajectories with significantly better consistency than baselines, as shown in extensive experiments. Project page: https://collaborativevideodiffusion.github.io/.

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GRM: Large Gaussian Reconstruction Model for Efficient 3D Reconstruction and Generation

We introduce GRM, a large-scale reconstructor capable of recovering a 3D asset from sparse-view images in around 0.1s. GRM is a feed-forward transformer-based model that efficiently incorporates multi-view information to translate the input pixels into pixel-aligned Gaussians, which are unprojected to create a set of densely distributed 3D Gaussians representing a scene. Together, our transformer architecture and the use of 3D Gaussians unlock a scalable and efficient reconstruction framework. Extensive experimental results demonstrate the superiority of our method over alternatives regarding both reconstruction quality and efficiency. We also showcase the potential of GRM in generative tasks, i.e., text-to-3D and image-to-3D, by integrating it with existing multi-view diffusion models. Our project website is at: https://justimyhxu.github.io/projects/grm/.

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Spatial Steerability of GANs via Self-Supervision from Discriminator

Generative models make huge progress to the photorealistic image synthesis in recent years. To enable human to steer the image generation process and customize the output, many works explore the interpretable dimensions of the latent space in GANs. Existing methods edit the attributes of the output image such as orientation or color scheme by varying the latent code along certain directions. However, these methods usually require additional human annotations for each pretrained model, and they mostly focus on editing global attributes. In this work, we propose a self-supervised approach to improve the spatial steerability of GANs without searching for steerable directions in the latent space or requiring extra annotations. Specifically, we design randomly sampled Gaussian heatmaps to be encoded into the intermediate layers of generative models as spatial inductive bias. Along with training the GAN model from scratch, these heatmaps are being aligned with the emerging attention of the GAN's discriminator in a self-supervised learning manner. During inference, users can interact with the spatial heatmaps in an intuitive manner, enabling them to edit the output image by adjusting the scene layout, moving, or removing objects. Moreover, we incorporate DragGAN into our framework, which facilitates fine-grained manipulation within a reasonable time and supports a coarse-to-fine editing process. Extensive experiments show that the proposed method not only enables spatial editing over human faces, animal faces, outdoor scenes, and complicated multi-object indoor scenes but also brings improvement in synthesis quality. Code, models, and demo video are available at https://genforce.github.io/SpatialGAN/.

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SceneWiz3D: Towards Text-guided 3D Scene Composition

We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.

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BerfScene: Bev-conditioned Equivariant Radiance Fields for Infinite 3D Scene Generation

Generating large-scale 3D scenes cannot simply apply existing 3D object synthesis technique since 3D scenes usually hold complex spatial configurations and consist of a number of objects at varying scales. We thus propose a practical and efficient 3D representation that incorporates an equivariant radiance field with the guidance of a bird's-eye view (BEV) map. Concretely, objects of synthesized 3D scenes could be easily manipulated through steering the corresponding BEV maps. Moreover, by adequately incorporating positional encoding and low-pass filters into the generator, the representation becomes equivariant to the given BEV map. Such equivariance allows us to produce large-scale, even infinite-scale, 3D scenes via synthesizing local scenes and then stitching them with smooth consistency. Extensive experiments on 3D scene datasets demonstrate the effectiveness of our approach. Our project website is at https://zqh0253.github.io/BerfScene/.

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Gaussian Shell Maps for Efficient 3D Human Generation

Efficient generation of 3D digital humans is important in several industries, including virtual reality, social media, and cinematic production. 3D generative adversarial networks (GANs) have demonstrated state-of-the-art (SOTA) quality and diversity for generated assets. Current 3D GAN architectures, however, typically rely on volume representations, which are slow to render, thereby hampering the GAN training and requiring multi-view-inconsistent 2D upsamplers. Here, we introduce Gaussian Shell Maps (GSMs) as a framework that connects SOTA generator network architectures with emerging 3D Gaussian rendering primitives using an articulable multi shell--based scaffold. In this setting, a CNN generates a 3D texture stack with features that are mapped to the shells. The latter represent inflated and deflated versions of a template surface of a digital human in a canonical body pose. Instead of rasterizing the shells directly, we sample 3D Gaussians on the shells whose attributes are encoded in the texture features. These Gaussians are efficiently and differentiably rendered. The ability to articulate the shells is important during GAN training and, at inference time, to deform a body into arbitrary user-defined poses. Our efficient rendering scheme bypasses the need for view-inconsistent upsamplers and achieves high-quality multi-view consistent renderings at a native resolution of $512 \times 512$ pixels. We demonstrate that GSMs successfully generate 3D humans when trained on single-view datasets, including SHHQ and DeepFashion.

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Instant3D: Fast Text-to-3D with Sparse-View Generation and Large Reconstruction Model

Text-to-3D with diffusion models has achieved remarkable progress in recent years. However, existing methods either rely on score distillation-based optimization which suffer from slow inference, low diversity and Janus problems, or are feed-forward methods that generate low-quality results due to the scarcity of 3D training data. In this paper, we propose Instant3D, a novel method that generates high-quality and diverse 3D assets from text prompts in a feed-forward manner. We adopt a two-stage paradigm, which first generates a sparse set of four structured and consistent views from text in one shot with a fine-tuned 2D text-to-image diffusion model, and then directly regresses the NeRF from the generated images with a novel transformer-based sparse-view reconstructor. Through extensive experiments, we demonstrate that our method can generate diverse 3D assets of high visual quality within 20 seconds, which is two orders of magnitude faster than previous optimization-based methods that can take 1 to 10 hours. Our project webpage: https://jiahao.ai/instant3d/.

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PF-LRM: Pose-Free Large Reconstruction Model for Joint Pose and Shape Prediction

We propose a Pose-Free Large Reconstruction Model (PF-LRM) for reconstructing a 3D object from a few unposed images even with little visual overlap, while simultaneously estimating the relative camera poses in ~1.3 seconds on a single A100 GPU. PF-LRM is a highly scalable method utilizing the self-attention blocks to exchange information between 3D object tokens and 2D image tokens; we predict a coarse point cloud for each view, and then use a differentiable Perspective-n-Point (PnP) solver to obtain camera poses. When trained on a huge amount of multi-view posed data of ~1M objects, PF-LRM shows strong cross-dataset generalization ability, and outperforms baseline methods by a large margin in terms of pose prediction accuracy and 3D reconstruction quality on various unseen evaluation datasets. We also demonstrate our model's applicability in downstream text/image-to-3D task with fast feed-forward inference. Our project website is at: https://totoro97.github.io/pf-lrm .

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DMV3D: Denoising Multi-View Diffusion using 3D Large Reconstruction Model

We propose \textbf{DMV3D}, a novel 3D generation approach that uses a transformer-based 3D large reconstruction model to denoise multi-view diffusion. Our reconstruction model incorporates a triplane NeRF representation and can denoise noisy multi-view images via NeRF reconstruction and rendering, achieving single-stage 3D generation in $\sim$30s on single A100 GPU. We train \textbf{DMV3D} on large-scale multi-view image datasets of highly diverse objects using only image reconstruction losses, without accessing 3D assets. We demonstrate state-of-the-art results for the single-image reconstruction problem where probabilistic modeling of unseen object parts is required for generating diverse reconstructions with sharp textures. We also show high-quality text-to-3D generation results outperforming previous 3D diffusion models. Our project website is at: https://justimyhxu.github.io/projects/dmv3d/ .

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In-Domain GAN Inversion for Faithful Reconstruction and Editability

Generative Adversarial Networks (GANs) have significantly advanced image synthesis through mapping randomly sampled latent codes to high-fidelity synthesized images. However, applying well-trained GANs to real image editing remains challenging. A common solution is to find an approximate latent code that can adequately recover the input image to edit, which is also known as GAN inversion. To invert a GAN model, prior works typically focus on reconstructing the target image at the pixel level, yet few studies are conducted on whether the inverted result can well support manipulation at the semantic level. This work fills in this gap by proposing in-domain GAN inversion, which consists of a domain-guided encoder and a domain-regularized optimizer, to regularize the inverted code in the native latent space of the pre-trained GAN model. In this way, we manage to sufficiently reuse the knowledge learned by GANs for image reconstruction, facilitating a wide range of editing applications without any retraining. We further make comprehensive analyses on the effects of the encoder structure, the starting inversion point, as well as the inversion parameter space, and observe the trade-off between the reconstruction quality and the editing property. Such a trade-off sheds light on how a GAN model represents an image with various semantics encoded in the learned latent distribution. Code, models, and demo are available at the project page: https://genforce.github.io/idinvert/.

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Exploring Sparse MoE in GANs for Text-conditioned Image Synthesis

Due to the difficulty in scaling up, generative adversarial networks (GANs) seem to be falling from grace on the task of text-conditioned image synthesis. Sparsely-activated mixture-of-experts (MoE) has recently been demonstrated as a valid solution to training large-scale models with limited computational resources. Inspired by such a philosophy, we present Aurora, a GAN-based text-to-image generator that employs a collection of experts to learn feature processing, together with a sparse router to help select the most suitable expert for each feature point. To faithfully decode the sampling stochasticity and the text condition to the final synthesis, our router adaptively makes its decision by taking into account the text-integrated global latent code. At 64x64 image resolution, our model trained on LAION2B-en and COYO-700M achieves 6.2 zero-shot FID on MS COCO. We release the code and checkpoints to facilitate the community for further development.

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Learning Modulated Transformation in GANs

The success of style-based generators largely benefits from style modulation, which helps take care of the cross-instance variation within data. However, the instance-wise stochasticity is typically introduced via regular convolution, where kernels interact with features at some fixed locations, limiting its capacity for modeling geometric variation. To alleviate this problem, we equip the generator in generative adversarial networks (GANs) with a plug-and-play module, termed as modulated transformation module (MTM). This module predicts spatial offsets under the control of latent codes, based on which the convolution operation can be applied at variable locations for different instances, and hence offers the model an additional degree of freedom to handle geometry deformation. Extensive experiments suggest that our approach can be faithfully generalized to various generative tasks, including image generation, 3D-aware image synthesis, and video generation, and get compatible with state-of-the-art frameworks without any hyper-parameter tuning. It is noteworthy that, towards human generation on the challenging TaiChi dataset, we improve the FID of StyleGAN3 from 21.36 to 13.60, demonstrating the efficacy of learning modulated geometry transformation.

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Deep Generative Models on 3D Representations: A Survey

Generative models aim to learn the distribution of observed data by generating new instances. With the advent of neural networks, deep generative models, including variational autoencoders (VAEs), generative adversarial networks (GANs), and diffusion models (DMs), have progressed remarkably in synthesizing 2D images. Recently, researchers started to shift focus from 2D to 3D space, considering that 3D data is more closely aligned with our physical world and holds immense practical potential. However, unlike 2D images, which possess an inherent and efficient representation (\textit{i.e.}, a pixel grid), representing 3D data poses significantly greater challenges. Ideally, a robust 3D representation should be capable of accurately modeling complex shapes and appearances while being highly efficient in handling high-resolution data with high processing speeds and low memory requirements. Regrettably, existing 3D representations, such as point clouds, meshes, and neural fields, often fail to satisfy all of these requirements simultaneously. In this survey, we thoroughly review the ongoing developments of 3D generative models, including methods that employ 2D and 3D supervision. Our analysis centers on generative models, with a particular focus on the representations utilized in this context. We believe our survey will help the community to track the field's evolution and to spark innovative ideas to propel progress towards solving this challenging task.

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Improving Out-of-Distribution Robustness of Classifiers via Generative Interpolation

Deep neural networks achieve superior performance for learning from independent and identically distributed (i.i.d.) data. However, their performance deteriorates significantly when handling out-of-distribution (OoD) data, where the training and test are drawn from different distributions. In this paper, we explore utilizing the generative models as a data augmentation source for improving out-of-distribution robustness of neural classifiers. Specifically, we develop a simple yet effective method called Generative Interpolation to fuse generative models trained from multiple domains for synthesizing diverse OoD samples. Training a generative model directly on the source domains tends to suffer from mode collapse and sometimes amplifies the data bias. Instead, we first train a StyleGAN model on one source domain and then fine-tune it on the other domains, resulting in many correlated generators where their model parameters have the same initialization thus are aligned. We then linearly interpolate the model parameters of the generators to spawn new sets of generators. Such interpolated generators are used as an extra data augmentation source to train the classifiers. The interpolation coefficients can flexibly control the augmentation direction and strength. In addition, a style-mixing mechanism is applied to further improve the diversity of the generated OoD samples. Our experiments show that the proposed method explicitly increases the diversity of training domains and achieves consistent improvements over baselines across datasets and multiple different distribution shifts.

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Efficient 3D Articulated Human Generation with Layered Surface Volumes

Access to high-quality and diverse 3D articulated digital human assets is crucial in various applications, ranging from virtual reality to social platforms. Generative approaches, such as 3D generative adversarial networks (GANs), are rapidly replacing laborious manual content creation tools. However, existing 3D GAN frameworks typically rely on scene representations that leverage either template meshes, which are fast but offer limited quality, or volumes, which offer high capacity but are slow to render, thereby limiting the 3D fidelity in GAN settings. In this work, we introduce layered surface volumes (LSVs) as a new 3D object representation for articulated digital humans. LSVs represent a human body using multiple textured mesh layers around a conventional template. These layers are rendered using alpha compositing with fast differentiable rasterization, and they can be interpreted as a volumetric representation that allocates its capacity to a manifold of finite thickness around the template. Unlike conventional single-layer templates that struggle with representing fine off-surface details like hair or accessories, our surface volumes naturally capture such details. LSVs can be articulated, and they exhibit exceptional efficiency in GAN settings, where a 2D generator learns to synthesize the RGBA textures for the individual layers. Trained on unstructured, single-view 2D image datasets, our LSV-GAN generates high-quality and view-consistent 3D articulated digital humans without the need for view-inconsistent 2D upsampling networks.

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Benchmarking and Analyzing 3D-aware Image Synthesis with a Modularized Codebase

Despite the rapid advance of 3D-aware image synthesis, existing studies usually adopt a mixture of techniques and tricks, leaving it unclear how each part contributes to the final performance in terms of generality. Following the most popular and effective paradigm in this field, which incorporates a neural radiance field (NeRF) into the generator of a generative adversarial network (GAN), we build a well-structured codebase, dubbed Carver, through modularizing the generation process. Such a design allows researchers to develop and replace each module independently, and hence offers an opportunity to fairly compare various approaches and recognize their contributions from the module perspective. The reproduction of a range of cutting-edge algorithms demonstrates the availability of our modularized codebase. We also perform a variety of in-depth analyses, such as the comparison across different types of point feature, the necessity of the tailing upsampler in the generator, the reliance on the camera pose prior, etc., which deepen our understanding of existing methods and point out some further directions of the research work. We release code and models at https://github.com/qiuyu96/Carver to facilitate the development and evaluation of this field.

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GLeaD: Improving GANs with A Generator-Leading Task

Generative adversarial network (GAN) is formulated as a two-player game between a generator (G) and a discriminator (D), where D is asked to differentiate whether an image comes from real data or is produced by G. Under such a formulation, D plays as the rule maker and hence tends to dominate the competition. Towards a fairer game in GANs, we propose a new paradigm for adversarial training, which makes G assign a task to D as well. Specifically, given an image, we expect D to extract representative features that can be adequately decoded by G to reconstruct the input. That way, instead of learning freely, D is urged to align with the view of G for domain classification. Experimental results on various datasets demonstrate the substantial superiority of our approach over the baselines. For instance, we improve the FID of StyleGAN2 from 4.30 to 2.55 on LSUN Bedroom and from 4.04 to 2.82 on LSUN Church. We believe that the pioneering attempt present in this work could inspire the community with better designed generator-leading tasks for GAN improvement.

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Learning 3D-aware Image Synthesis with Unknown Pose Distribution

Existing methods for 3D-aware image synthesis largely depend on the 3D pose distribution pre-estimated on the training set. An inaccurate estimation may mislead the model into learning faulty geometry. This work proposes PoF3D that frees generative radiance fields from the requirements of 3D pose priors. We first equip the generator with an efficient pose learner, which is able to infer a pose from a latent code, to approximate the underlying true pose distribution automatically. We then assign the discriminator a task to learn pose distribution under the supervision of the generator and to differentiate real and synthesized images with the predicted pose as the condition. The pose-free generator and the pose-aware discriminator are jointly trained in an adversarial manner. Extensive results on a couple of datasets confirm that the performance of our approach, regarding both image quality and geometry quality, is on par with state of the art. To our best knowledge, PoF3D demonstrates the feasibility of learning high-quality 3D-aware image synthesis without using 3D pose priors for the first time.

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