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Yuki Endo

Publications and source records attributed to Yuki Endo.

At least 19 recordsLinked to original sources

AvatarMix: Identity-Preserving Cross-Avatar Composition for Outfit Personalization

Existing 3D avatar outfit transfer methods face distinct challenges: approaches that lift 2D edits to 3D often suffer from outfit or identity quality degradation, while those that separately model body and clothing layers are prone to intersection artifacts. We introduce AvatarMix, a compositional paradigm that bypasses these issues by directly composing the head and body from two high-fidelity Gaussian avatars. While this paradigm inherently preserves outfit quality and avoids intersections, it introduces challenges in creating a seamless join and maintaining appearance fidelity after body reshaping. To this end, we propose a two-tier refinement strategy: SeamFix, a localized diffusion module that refines hair and neck to ensure an artifact-free join, and an optional full-body refinement, FullbodyFix, that restores garment appearance when retargeting degrades the clothed body. Both operate on renders from an already 3D-consistent Gaussian avatar, which limits multi-view artifacts compared to 2D-to-3D lifting. To preserve the user's body identity, our mesh-based Gaussian representation enables the adaptation of a robust mesh retargeting technique, precisely reshaping the clothed body to the user's physique and robustly handling diverse body shapes. Extensive experiments demonstrate that our method achieves state-of-the-art results in outfit fidelity and identity preservation, providing a new perspective for realistic 3D outfit personalization. Project page: https://larsph.github.io/avatarmix/

cs.CV

FontUse: A Data-Centric Approach to Style- and Use-Case-Conditioned In-Image Typography

Recent text-to-image models can generate high-quality images from natural-language prompts, yet controlling typography remains challenging: requested typographic appearance is often ignored or only weakly followed. We address this limitation with a data-centric approach that trains image generation models using targeted supervision derived from a structured annotation pipeline specialized for typography. Our pipeline constructs a large-scale typography-focused dataset, FontUse, consisting of about 70K images annotated with user-friendly prompts, text-region locations, and OCR-recognized strings. The annotations are automatically produced using segmentation models and multimodal large language models (MLLMs). The prompts explicitly combine font styles (e.g., serif, script, elegant) and use cases (e.g., wedding invitations, coffee-shop menus), enabling intuitive specification even for novice users. Fine-tuning existing generators with these annotations allows them to consistently interpret style and use-case conditions as textual prompts without architectural modification. For evaluation, we introduce a Long-CLIP-based metric that measures alignment between generated typography and requested attributes. Experiments across diverse prompts and layouts show that models trained with our pipeline produce text renderings more consistent with prompts than competitive baselines. The source code for our annotation pipeline is available at https://github.com/xiaxinz/FontUSE.

cs.CV

TerraFusion: Joint Generation of Terrain Geometry and Texture Using Latent Diffusion Models

3D terrain models are essential in fields such as video game development and film production. Since surface color often correlates with terrain geometry, capturing this relationship is crucial to achieving realism. However, most existing methods generate either a heightmap or a texture, without sufficiently accounting for the inherent correlation. In this paper, we propose a method that jointly generates terrain heightmaps and textures using a latent diffusion model. First, we train the model in an unsupervised manner to randomly generate paired heightmaps and textures. Then, we perform supervised learning of an external adapter to enable user control via hand-drawn sketches. Experiments show that our approach allows intuitive terrain generation while preserving the correlation between heightmaps and textures.

cs.GR

Person-In-Situ: Scene-Consistent Human Image Insertion with Occlusion-Aware Pose Control

Compositing human figures into scene images has broad applications in areas such as entertainment and advertising. However, existing methods often cannot handle occlusion of the inserted person by foreground objects and unnaturally place the person in the frontmost layer. Moreover, they offer limited control over the inserted person's pose. To address these challenges, we propose two methods. Both allow explicit pose control via a 3D body model and leverage latent diffusion models to synthesize the person at a contextually appropriate depth, naturally handling occlusions without requiring occlusion masks. The first is a two-stage approach: the model first learns a depth map of the scene with the person through supervised learning, and then synthesizes the person accordingly. The second method learns occlusion implicitly and synthesizes the person directly from input data without explicit depth supervision. Quantitative and qualitative evaluations show that both methods outperform existing approaches by better preserving scene consistency while accurately reflecting occlusions and user-specified poses.

cs.GR

FreeUV: Ground-Truth-Free Realistic Facial UV Texture Recovery via Cross-Assembly Inference Strategy

Recovering high-quality 3D facial textures from single-view 2D images is a challenging task, especially under constraints of limited data and complex facial details such as makeup, wrinkles, and occlusions. In this paper, we introduce FreeUV, a novel ground-truth-free UV texture recovery framework that eliminates the need for annotated or synthetic UV data. FreeUV leverages pre-trained stable diffusion model alongside a Cross-Assembly inference strategy to fulfill this objective. In FreeUV, separate networks are trained independently to focus on realistic appearance and structural consistency, and these networks are combined during inference to generate coherent textures. Our approach accurately captures intricate facial features and demonstrates robust performance across diverse poses and occlusions. Extensive experiments validate FreeUV's effectiveness, with results surpassing state-of-the-art methods in both quantitative and qualitative metrics. Additionally, FreeUV enables new applications, including local editing, facial feature interpolation, and multi-view texture recovery. By reducing data requirements, FreeUV offers a scalable solution for generating high-fidelity 3D facial textures suitable for real-world scenarios.

cs.CV

SelfAge: Personalized Facial Age Transformation Using Self-reference Images

Age transformation of facial images is a technique that edits age-related person's appearances while preserving the identity. Existing deep learning-based methods can reproduce natural age transformations; however, they only reproduce averaged transitions and fail to account for individual-specific appearances influenced by their life histories. In this paper, we propose the first diffusion model-based method for personalized age transformation. Our diffusion model takes a facial image and a target age as input and generates an age-edited face image as output. To reflect individual-specific features, we incorporate additional supervision using self-reference images, which are facial images of the same person at different ages. Specifically, we fine-tune a pretrained diffusion model for personalized adaptation using approximately 3 to 5 self-reference images. Additionally, we design an effective prompt to enhance the performance of age editing and identity preservation. Experiments demonstrate that our method achieves superior performance both quantitatively and qualitatively compared to existing methods. The code and the pretrained model are available at https://github.com/shiiiijp/SelfAge.

cs.GR

All-frequency Full-body Human Image Relighting

Relighting of human images enables post-photography editing of lighting effects in portraits. The current mainstream approach uses neural networks to approximate lighting effects without explicitly accounting for the principle of physical shading. As a result, it often has difficulty representing high-frequency shadows and shading. In this paper, we propose a two-stage relighting method that can reproduce physically-based shadows and shading from low to high frequencies. The key idea is to approximate an environment light source with a set of a fixed number of area light sources. The first stage employs supervised inverse rendering from a single image using neural networks and calculates physically-based shading. The second stage then calculates shadow for each area light and sums up to render the final image. We propose to make soft shadow mapping differentiable for the area-light approximation of environment lighting. We demonstrate that our method can plausibly reproduce all-frequency shadows and shading caused by environment illumination, which have been difficult to reproduce using existing methods.

cs.GR

EG-HumanNeRF: Efficient Generalizable Human NeRF Utilizing Human Prior for Sparse View

Generalizable neural radiance field (NeRF) enables neural-based digital human rendering without per-scene retraining. When combined with human prior knowledge, high-quality human rendering can be achieved even with sparse input views. However, the inference of these methods is still slow, as a large number of neural network queries on each ray are required to ensure the rendering quality. Moreover, occluded regions often suffer from artifacts, especially when the input views are sparse. To address these issues, we propose a generalizable human NeRF framework that achieves high-quality and real-time rendering with sparse input views by extensively leveraging human prior knowledge. We accelerate the rendering with a two-stage sampling reduction strategy: first constructing boundary meshes around the human geometry to reduce the number of ray samples for sampling guidance regression, and then volume rendering using fewer guided samples. To improve rendering quality, especially in occluded regions, we propose an occlusion-aware attention mechanism to extract occlusion information from the human priors, followed by an image space refinement network to improve rendering quality. Furthermore, for volume rendering, we adopt a signed ray distance function (SRDF) formulation, which allows us to propose an SRDF loss at every sample position to improve the rendering quality further. Our experiments demonstrate that our method outperforms the state-of-the-art methods in rendering quality and has a competitive rendering speed compared with speed-prioritized novel view synthesis methods.

cs.CV

PainDiffusion: Learning to Express Pain

Accurate pain expression synthesis is essential for improving clinical training and human-robot interaction. Current Robotic Patient Simulators (RPSs) lack realistic pain facial expressions, limiting their effectiveness in medical training. In this work, we introduce PainDiffusion, a generative model that synthesizes naturalistic facial pain expressions. Unlike traditional heuristic or autoregressive methods, PainDiffusion operates in a continuous latent space, ensuring smoother and more natural facial motion while supporting indefinite-length generation via diffusion forcing. Our approach incorporates intrinsic characteristics such as pain expressiveness and emotion, allowing for personalized and controllable pain expression synthesis. We train and evaluate our model using the BioVid HeatPain Database. Additionally, we integrate PainDiffusion into a robotic system to assess its applicability in real-time rehabilitation exercises. Qualitative studies with clinicians reveal that PainDiffusion produces realistic pain expressions, with a 31.2% (std 4.8%) preference rate against ground-truth recordings. Our results suggest that PainDiffusion can serve as a viable alternative to real patients in clinical training and simulation, bridging the gap between synthetic and naturalistic pain expression. Code and videos are available at: https://damtien444.github.io/paindf/

cs.CV

3D View Optimization for Improving Image Aesthetics

Achieving aesthetically pleasing photography necessitates attention to multiple factors, including composition and capture conditions, which pose challenges to novices. Prior research has explored the enhancement of photo aesthetics post-capture through 2D manipulation techniques; however, these approaches offer limited search space for aesthetics. We introduce a pioneering method that employs 3D operations to simulate the conditions at the moment of capture retrospectively. Our approach extrapolates the input image and then reconstructs the 3D scene from the extrapolated image, followed by an optimization to identify camera parameters and image aspect ratios that yield the best 3D view with enhanced aesthetics. Comparative qualitative and quantitative assessments reveal that our method surpasses traditional 2D editing techniques with superior aesthetics.

cs.CV

Makeup Prior Models for 3D Facial Makeup Estimation and Applications

In this work, we introduce two types of makeup prior models to extend existing 3D face prior models: PCA-based and StyleGAN2-based priors. The PCA-based prior model is a linear model that is easy to construct and is computationally efficient. However, it retains only low-frequency information. Conversely, the StyleGAN2-based model can represent high-frequency information with relatively higher computational cost than the PCA-based model. Although there is a trade-off between the two models, both are applicable to 3D facial makeup estimation and related applications. By leveraging makeup prior models and designing a makeup consistency module, we effectively address the challenges that previous methods faced in robustly estimating makeup, particularly in the context of handling self-occluded faces. In experiments, we demonstrate that our approach reduces computational costs by several orders of magnitude, achieving speeds up to 180 times faster. In addition, by improving the accuracy of the estimated makeup, we confirm that our methods are highly advantageous for various 3D facial makeup applications such as 3D makeup face reconstruction, user-friendly makeup editing, makeup transfer, and interpolation.

cs.CV

DiffBody: Diffusion-based Pose and Shape Editing of Human Images

Pose and body shape editing in a human image has received increasing attention. However, current methods often struggle with dataset biases and deteriorate realism and the person's identity when users make large edits. We propose a one-shot approach that enables large edits with identity preservation. To enable large edits, we fit a 3D body model, project the input image onto the 3D model, and change the body's pose and shape. Because this initial textured body model has artifacts due to occlusion and the inaccurate body shape, the rendered image undergoes a diffusion-based refinement, in which strong noise destroys body structure and identity whereas insufficient noise does not help. We thus propose an iterative refinement with weak noise, applied first for the whole body and then for the face. We further enhance the realism by fine-tuning text embeddings via self-supervised learning. Our quantitative and qualitative evaluations demonstrate that our method outperforms other existing methods across various datasets.

cs.CV

Masked-Attention Diffusion Guidance for Spatially Controlling Text-to-Image Generation

Text-to-image synthesis has achieved high-quality results with recent advances in diffusion models. However, text input alone has high spatial ambiguity and limited user controllability. Most existing methods allow spatial control through additional visual guidance (e.g., sketches and semantic masks) but require additional training with annotated images. In this paper, we propose a method for spatially controlling text-to-image generation without further training of diffusion models. Our method is based on the insight that the cross-attention maps reflect the positional relationship between words and pixels. Our aim is to control the attention maps according to given semantic masks and text prompts. To this end, we first explore a simple approach of directly swapping the cross-attention maps with constant maps computed from the semantic regions. Some prior works also allow training-free spatial control of text-to-image diffusion models by directly manipulating cross-attention maps. However, these approaches still suffer from misalignment to given masks because manipulated attention maps are far from actual ones learned by diffusion models. To address this issue, we propose masked-attention guidance, which can generate images more faithful to semantic masks via indirect control of attention to each word and pixel by manipulating noise images fed to diffusion models. Masked-attention guidance can be easily integrated into pre-trained off-the-shelf diffusion models (e.g., Stable Diffusion) and applied to the tasks of text-guided image editing. Experiments show that our method enables more accurate spatial control than baselines qualitatively and quantitatively.

cs.CV

StyleHumanCLIP: Text-guided Garment Manipulation for StyleGAN-Human

This paper tackles text-guided control of StyleGAN for editing garments in full-body human images. Existing StyleGAN-based methods suffer from handling the rich diversity of garments and body shapes and poses. We propose a framework for text-guided full-body human image synthesis via an attention-based latent code mapper, which enables more disentangled control of StyleGAN than existing mappers. Our latent code mapper adopts an attention mechanism that adaptively manipulates individual latent codes on different StyleGAN layers under text guidance. In addition, we introduce feature-space masking at inference time to avoid unwanted changes caused by text inputs. Our quantitative and qualitative evaluations reveal that our method can control generated images more faithfully to given texts than existing methods.

cs.CV

User-Controllable Latent Transformer for StyleGAN Image Layout Editing

Latent space exploration is a technique that discovers interpretable latent directions and manipulates latent codes to edit various attributes in images generated by generative adversarial networks (GANs). However, in previous work, spatial control is limited to simple transformations (e.g., translation and rotation), and it is laborious to identify appropriate latent directions and adjust their parameters. In this paper, we tackle the problem of editing the StyleGAN image layout by annotating the image directly. To do so, we propose an interactive framework for manipulating latent codes in accordance with the user inputs. In our framework, the user annotates a StyleGAN image with locations they want to move or not and specifies a movement direction by mouse dragging. From these user inputs and initial latent codes, our latent transformer based on a transformer encoder-decoder architecture estimates the output latent codes, which are fed to the StyleGAN generator to obtain a result image. To train our latent transformer, we utilize synthetic data and pseudo-user inputs generated by off-the-shelf StyleGAN and optical flow models, without manual supervision. Quantitative and qualitative evaluations demonstrate the effectiveness of our method over existing methods.

cs.CV

Relighting Humans in the Wild: Monocular Full-Body Human Relighting with Domain Adaptation

The modern supervised approaches for human image relighting rely on training data generated from 3D human models. However, such datasets are often small (e.g., Light Stage data with a small number of individuals) or limited to diffuse materials (e.g., commercial 3D scanned human models). Thus, the human relighting techniques suffer from the poor generalization capability and synthetic-to-real domain gap. In this paper, we propose a two-stage method for single-image human relighting with domain adaptation. In the first stage, we train a neural network for diffuse-only relighting. In the second stage, we train another network for enhancing non-diffuse reflection by learning residuals between real photos and images reconstructed by the diffuse-only network. Thanks to the second stage, we can achieve higher generalization capability against various cloth textures, while reducing the domain gap. Furthermore, to handle input videos, we integrate illumination-aware deep video prior to greatly reduce flickering artifacts even with challenging settings under dynamic illuminations.

cs.GR

Diversifying Semantic Image Synthesis and Editing via Class- and Layer-wise VAEs

Semantic image synthesis is a process for generating photorealistic images from a single semantic mask. To enrich the diversity of multimodal image synthesis, previous methods have controlled the global appearance of an output image by learning a single latent space. However, a single latent code is often insufficient for capturing various object styles because object appearance depends on multiple factors. To handle individual factors that determine object styles, we propose a class- and layer-wise extension to the variational autoencoder (VAE) framework that allows flexible control over each object class at the local to global levels by learning multiple latent spaces. Furthermore, we demonstrate that our method generates images that are both plausible and more diverse compared to state-of-the-art methods via extensive experiments with real and synthetic datasets inthree different domains. We also show that our method enables a wide range of applications in image synthesis and editing tasks.

cs.CV

Few-shot Semantic Image Synthesis Using StyleGAN Prior

This paper tackles a challenging problem of generating photorealistic images from semantic layouts in few-shot scenarios where annotated training pairs are hardly available but pixel-wise annotation is quite costly. We present a training strategy that performs pseudo labeling of semantic masks using the StyleGAN prior. Our key idea is to construct a simple mapping between the StyleGAN feature and each semantic class from a few examples of semantic masks. With such mappings, we can generate an unlimited number of pseudo semantic masks from random noise to train an encoder for controlling a pre-trained StyleGAN generator. Although the pseudo semantic masks might be too coarse for previous approaches that require pixel-aligned masks, our framework can synthesize high-quality images from not only dense semantic masks but also sparse inputs such as landmarks and scribbles. Qualitative and quantitative results with various datasets demonstrate improvement over previous approaches with respect to layout fidelity and visual quality in as few as one- or five-shot settings.

cs.CV