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Zhan Xu

Publications and source records attributed to Zhan Xu.

At least 37 records · Page 2Linked to original sources

Template-Free Single-View 3D Human Digitalization with Diffusion-Guided LRM

Reconstructing 3D humans from a single image has been extensively investigated. However, existing approaches often fall short on capturing fine geometry and appearance details, hallucinating occluded parts with plausible details, and achieving generalization across unseen and in-the-wild datasets. We present Human-LRM, a diffusion-guided feed-forward model that predicts the implicit field of a human from a single image. Leveraging the power of the state-of-the-art reconstruction model (i.e., LRM) and generative model (i.e Stable Diffusion), our method is able to capture human without any template prior, e.g., SMPL, and effectively enhance occluded parts with rich and realistic details. Our approach first uses a single-view LRM model with an enhanced geometry decoder to get the triplane NeRF representation. The novel view renderings from the triplane NeRF provide strong geometry and color prior, from which we generate photo-realistic details for the occluded parts using a diffusion model. The generated multiple views then enable reconstruction with high-quality geometry and appearance, leading to superior overall performance comparing to all existing human reconstruction methods.

cs.CV↗

ActAnywhere: Subject-Aware Video Background Generation

Generating video background that tailors to foreground subject motion is an important problem for the movie industry and visual effects community. This task involves synthesizing background that aligns with the motion and appearance of the foreground subject, while also complies with the artist's creative intention. We introduce ActAnywhere, a generative model that automates this process which traditionally requires tedious manual efforts. Our model leverages the power of large-scale video diffusion models, and is specifically tailored for this task. ActAnywhere takes a sequence of foreground subject segmentation as input and an image that describes the desired scene as condition, to produce a coherent video with realistic foreground-background interactions while adhering to the condition frame. We train our model on a large-scale dataset of human-scene interaction videos. Extensive evaluations demonstrate the superior performance of our model, significantly outperforming baselines. Moreover, we show that ActAnywhere generalizes to diverse out-of-distribution samples, including non-human subjects. Please visit our project webpage at https://actanywhere.github.io.

cs.CV↗

Exploration of Adolescent Depression Risk Prediction Based on Census Surveys and General Life Issues

In contemporary society, the escalating pressures of life and work have propelled psychological disorders to the forefront of modern health concerns, an issue that has been further accentuated by the COVID-19 pandemic. The prevalence of depression among adolescents is steadily increasing, and traditional diagnostic methods, which rely on scales or interviews, prove particularly inadequate for detecting depression in young people. Addressing these challenges, numerous AI-based methods for assisting in the diagnosis of mental health issues have emerged. However, most of these methods center around fundamental issues with scales or use multimodal approaches like facial expression recognition. Diagnosis of depression risk based on everyday habits and behaviors has been limited to small-scale qualitative studies. Our research leverages adolescent census data to predict depression risk, focusing on children's experiences with depression and their daily life situations. We introduced a method for managing severely imbalanced high-dimensional data and an adaptive predictive approach tailored to data structure characteristics. Furthermore, we proposed a cloud-based architecture for automatic online learning and data updates. This study utilized publicly available NSCH youth census data from 2020 to 2022, encompassing nearly 150,000 data entries. We conducted basic data analyses and predictive experiments, demonstrating significant performance improvements over standard machine learning and deep learning algorithms. This affirmed our data processing method's broad applicability in handling imbalanced medical data. Diverging from typical predictive method research, our study presents a comprehensive architectural solution, considering a wider array of user needs.

cs.LG↗

The Meta Distribution of SINR in UAV-Assisted Cellular Networks

Mounting compact and lightweight base stations on unmanned aerial vehicles (UAVs) is a cost-effective and flexible solution to provide seamless coverage on the existing terrestrial networks. While the coverage probability in UAV-assisted cellular networks has been widely investigated, it provides only the first-order statistic of signal-to-interference-plus-noise ratio (SINR). In this paper, to analyze high-order statistics of SINR and characterize the disparity among individual links, we provide a meta distribution (MD)-based analytical framework for UAV-assisted cellular networks, in which the probabilistic line-of-sight channel and realistic antenna pattern are taken into account for air-to-ground transmissions. To accurately characterize the interference from UAVs, we relax the widely applied uniform off-boresight angle (OBA) assumption and derive the exact distribution of OBA. Using stochastic geometry, for both steerable and vertical antenna scenarios, we obtain mathematical expressions for the moments of condition success probability, the SINR MD, and the mean local delay. Moreover, we study the asymptotic behavior of the moments as network density approaches infinity. Numerical results validate the tightness of the theoretical results and show that the uniform OBA assumption underestimates the network performance, especially in the regime of moderate altitude of UAV. We also show that when UAVs are equipped with steerable antennas, the network coverage and user fairness can be optimized simultaneously by carefully adjusting the UAV parameters.

cs.IT↗

Morig: Motion-aware rigging of character meshes from point clouds

We present MoRig, a method that automatically rigs character meshes driven by single-view point cloud streams capturing the motion of performing characters. Our method is also able to animate the 3D meshes according to the captured point cloud motion. MoRig's neural network encodes motion cues from the point clouds into features that are informative about the articulated parts of the performing character. These motion-aware features guide the inference of an appropriate skeletal rig for the input mesh, which is then animated based on the point cloud motion. Our method can rig and animate diverse characters, including humanoids, quadrupeds, and toys with varying articulation. It accounts for occluded regions in the point clouds and mismatches in the part proportions between the input mesh and captured character. Compared to other rigging approaches that ignore motion cues, MoRig produces more accurate rigs, well-suited for re-targeting motion from captured characters.

cs.GR↗

APES: Articulated Part Extraction from Sprite Sheets

Rigged puppets are one of the most prevalent representations to create 2D character animations. Creating these puppets requires partitioning characters into independently moving parts. In this work, we present a method to automatically identify such articulated parts from a small set of character poses shown in a sprite sheet, which is an illustration of the character that artists often draw before puppet creation. Our method is trained to infer articulated parts, e.g. head, torso and limbs, that can be re-assembled to best reconstruct the given poses. Our results demonstrate significantly better performance than alternatives qualitatively and quantitatively.Our project page https://zhan-xu.github.io/parts/ includes our code and data.

cs.CV↗

Spatial-Temporal Residual Aggregation for High Resolution Video Inpainting

Recent learning-based inpainting algorithms have achieved compelling results for completing missing regions after removing undesired objects in videos. To maintain the temporal consistency among the frames, 3D spatial and temporal operations are often heavily used in the deep networks. However, these methods usually suffer from memory constraints and can only handle low resolution videos. We propose STRA-Net, a novel spatial-temporal residual aggregation framework for high resolution video inpainting. The key idea is to first learn and apply a spatial and temporal inpainting network on the downsampled low resolution videos. Then, we refine the low resolution results by aggregating the learned spatial and temporal image residuals (details) to the upsampled inpainted frames. Both the quantitative and qualitative evaluations show that we can produce more temporal-coherent and visually appealing results than the state-of-the-art methods on inpainting high resolution videos.

cs.CV↗

International Workshop on Continual Semi-Supervised Learning: Introduction, Benchmarks and Baselines

The aim of this paper is to formalize a new continual semi-supervised learning (CSSL) paradigm, proposed to the attention of the machine learning community via the IJCAI 2021 International Workshop on Continual Semi-Supervised Learning (CSSL-IJCAI), with the aim of raising field awareness about this problem and mobilizing its effort in this direction. After a formal definition of continual semi-supervised learning and the appropriate training and testing protocols, the paper introduces two new benchmarks specifically designed to assess CSSL on two important computer vision tasks: activity recognition and crowd counting. We describe the Continual Activity Recognition (CAR) and Continual Crowd Counting (CCC) challenges built upon those benchmarks, the baseline models proposed for the challenges, and describe a simple CSSL baseline which consists in applying batch self-training in temporal sessions, for a limited number of rounds. The results show that learning from unlabelled data streams is extremely challenging, and stimulate the search for methods that can encode the dynamics of the data stream.

cs.CV↗

Animating Through Warping: an Efficient Method for High-Quality Facial Expression Animation

Advances in deep neural networks have considerably improved the art of animating a still image without operating in 3D domain. Whereas, prior arts can only animate small images (typically no larger than 512x512) due to memory limitations, difficulty of training and lack of high-resolution (HD) training datasets, which significantly reduce their potential for applications in movie production and interactive systems. Motivated by the idea that HD images can be generated by adding high-frequency residuals to low-resolution results produced by a neural network, we propose a novel framework known as Animating Through Warping (ATW) to enable efficient animation of HD images. Specifically, the proposed framework consists of two modules, a novel two-stage neural-network generator and a novel post-processing module known as Animating Through Warping (ATW). It only requires the generator to be trained on small images and can do inference on an image of any size. During inference, an HD input image is decomposed into a low-resolution component(128x128) and its corresponding high-frequency residuals. The generator predicts the low-resolution result as well as the motion field that warps the input face to the desired status (e.g., expressions categories or action units). Finally, the ResWarp module warps the residuals based on the motion field and adding the warped residuals to generates the final HD results from the naively up-sampled low-resolution results. Experiments show the effectiveness and efficiency of our method in generating high-resolution animations. Our proposed framework successfully animates a 4K facial image, which has never been achieved by prior neural models. In addition, our method generally guarantee the temporal coherency of the generated animations. Source codes will be made publicly available.

cs.CV↗

RigNet: Neural Rigging for Articulated Characters

We present RigNet, an end-to-end automated method for producing animation rigs from input character models. Given an input 3D model representing an articulated character, RigNet predicts a skeleton that matches the animator expectations in joint placement and topology. It also estimates surface skin weights based on the predicted skeleton. Our method is based on a deep architecture that directly operates on the mesh representation without making assumptions on shape class and structure. The architecture is trained on a large and diverse collection of rigged models, including their mesh, skeletons and corresponding skin weights. Our evaluation is three-fold: we show better results than prior art when quantitatively compared to animator rigs; qualitatively we show that our rigs can be expressively posed and animated at multiple levels of detail; and finally, we evaluate the impact of various algorithm choices on our output rigs.

cs.GR↗

Contextual Residual Aggregation for Ultra High-Resolution Image Inpainting

Recently data-driven image inpainting methods have made inspiring progress, impacting fundamental image editing tasks such as object removal and damaged image repairing. These methods are more effective than classic approaches, however, due to memory limitations they can only handle low-resolution inputs, typically smaller than 1K. Meanwhile, the resolution of photos captured with mobile devices increases up to 8K. Naive up-sampling of the low-resolution inpainted result can merely yield a large yet blurry result. Whereas, adding a high-frequency residual image onto the large blurry image can generate a sharp result, rich in details and textures. Motivated by this, we propose a Contextual Residual Aggregation (CRA) mechanism that can produce high-frequency residuals for missing contents by weighted aggregating residuals from contextual patches, thus only requiring a low-resolution prediction from the network. Since convolutional layers of the neural network only need to operate on low-resolution inputs and outputs, the cost of memory and computing power is thus well suppressed. Moreover, the need for high-resolution training datasets is alleviated. In our experiments, we train the proposed model on small images with resolutions 512x512 and perform inference on high-resolution images, achieving compelling inpainting quality. Our model can inpaint images as large as 8K with considerable hole sizes, which is intractable with previous learning-based approaches. We further elaborate on the light-weight design of the network architecture, achieving real-time performance on 2K images on a GTX 1080 Ti GPU. Codes are available at: Atlas200dk/sample-imageinpainting-HiFill.

cs.CV↗

Predicting Animation Skeletons for 3D Articulated Models via Volumetric Nets

We present a learning method for predicting animation skeletons for input 3D models of articulated characters. In contrast to previous approaches that fit pre-defined skeleton templates or predict fixed sets of joints, our method produces an animation skeleton tailored for the structure and geometry of the input 3D model. Our architecture is based on a stack of hourglass modules trained on a large dataset of 3D rigged characters mined from the web. It operates on the volumetric representation of the input 3D shapes augmented with geometric shape features that provide additional cues for joint and bone locations. Our method also enables intuitive user control of the level-of-detail for the output skeleton. Our evaluation demonstrates that our approach predicts animation skeletons that are much more similar to the ones created by humans compared to several alternatives and baselines.

cs.CV↗

VisemeNet: Audio-Driven Animator-Centric Speech Animation

We present a novel deep-learning based approach to producing animator-centric speech motion curves that drive a JALI or standard FACS-based production face-rig, directly from input audio. Our three-stage Long Short-Term Memory (LSTM) network architecture is motivated by psycho-linguistic insights: segmenting speech audio into a stream of phonetic-groups is sufficient for viseme construction; speech styles like mumbling or shouting are strongly co-related to the motion of facial landmarks; and animator style is encoded in viseme motion curve profiles. Our contribution is an automatic real-time lip-synchronization from audio solution that integrates seamlessly into existing animation pipelines. We evaluate our results by: cross-validation to ground-truth data; animator critique and edits; visual comparison to recent deep-learning lip-synchronization solutions; and showing our approach to be resilient to diversity in speaker and language.

cs.GR↗

Tunable magnetic and transport properties of Mn3Ga thin films on Ta/Ru seedlayer

Hexagonal D019-type Mn3Z alloys that possess large anomalous and topological-like Hall effects have attracted much attention due to their great potential in the antiferromagnetic spintronic devices. Here, we report the preparation of Mn3Ga film in both tetragonal and hexagonal phases with a tuned Ta/Ru seed layer on the thermally oxidized Si substrate. A large coercivity together with a large anomalous Hall resistivity is found in the Ta-only sample with mixed tetragonal phase. By increasing the thickness of Ru layer, the tetragonal phase gradually disappears and a relatively pure hexagonal phase is obtained in the Ta(5)/Ru(30) buffered sample. Further magnetic and transport measurements revealed that the anomalous Hall conductivity nearly vanishes in the pure hexagonal sample, while an abnormal asymmetric hump structure emerges in the low field region. The extracted additional Hall term is robust in a large temperature range and presents a sign reversal above 200K. The abnormal Hall properties are proposed to be closely related with the frustrated spin structure of D019 Mn3Ga.

cond-mat.mtrl-sci↗

Geometries with the second Poincaré symmetry

The second Poincaré kinematical group serves as one of new ones in addition to the known possible kinematics. The geometries with the second Poincaré symmetry is presented and their properties are analyzed. On the geometries, the new mechanics based on the principle of relativity with two universal constants $(c,l)$ can be established.

gr-qc↗

New Geometry with All Killing Vectors Spanning the Poincaré Algebra

The new 4D geometry whose Killing vectors span the Poincaré algebra is presented and its structure is analyzed. The new geometry can be regarded as the Poincaré-invariant solution of the degenerate extension of the vacuum Einstein field equations with a negative cosmological constant and provides a static cosmological space-time with a Lobachevsky space. The motion of free particles in the space-time is discussed.

gr-qc↗

Geometries for Possible Kinematics

The algebras for all possible Lorentzian and Euclidean kinematics with $\frak{so}(3)$ isotropy except static ones are re-classified. The geometries for algebras are presented by contraction approach. The relations among the geometries are revealed. Almost all geometries fall into pairs. There exists $t \leftrightarrow 1/(ν^2t)$ correspondence in each pair. In the viewpoint of differential geometry, there are only 9 geometries, which have right signature and geometrical spatial isotropy. They are 3 relativistic geometries, 3 absolute-time geometries, and 3 absolute-space geometries.

math-ph↗

Energy Optimal Interpolation in Quantum Evolution

We introduce the concept of interpolation in quantum evolution and present a general framework to find the energy optimal Hamiltonian for a quantum system evolving among a given set of middle states using variational and geometric methods. A few special cases are carefully studied. The quantum brachistochrone problem is proved as a special case.

quant-ph↗