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Zhigang Tu

Publications and source records attributed to Zhigang Tu.

At least 37 records · Page 2Linked to original sources

Visual Prompting for One-shot Controllable Video Editing without Inversion

One-shot controllable video editing (OCVE) is an important yet challenging task, aiming to propagate user edits that are made -- using any image editing tool -- on the first frame of a video to all subsequent frames, while ensuring content consistency between edited frames and source frames. To achieve this, prior methods employ DDIM inversion to transform source frames into latent noise, which is then fed into a pre-trained diffusion model, conditioned on the user-edited first frame, to generate the edited video. However, the DDIM inversion process accumulates errors, which hinder the latent noise from accurately reconstructing the source frames, ultimately compromising content consistency in the generated edited frames. To overcome it, our method eliminates the need for DDIM inversion by performing OCVE through a novel perspective based on visual prompting. Furthermore, inspired by consistency models that can perform multi-step consistency sampling to generate a sequence of content-consistent images, we propose a content consistency sampling (CCS) to ensure content consistency between the generated edited frames and the source frames. Moreover, we introduce a temporal-content consistency sampling (TCS) based on Stein Variational Gradient Descent to ensure temporal consistency across the edited frames. Extensive experiments validate the effectiveness of our approach.

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OwlSight: A Robust Illumination Adaptation Framework for Dark Video Human Action Recognition

Human action recognition in low-light environments is crucial for various real-world applications. However, the existing approaches overlook the full utilization of brightness information throughout the training phase, leading to suboptimal performance. To address this limitation, we propose OwlSight, a biomimetic-inspired framework with whole-stage illumination enhancement to interact with action classification for accurate dark video human action recognition. Specifically, OwlSight incorporates a Time-Consistency Module (TCM) to capture shallow spatiotemporal features meanwhile maintaining temporal coherence, which are then processed by a Luminance Adaptation Module (LAM) to dynamically adjust the brightness based on the input luminance distribution. Furthermore, a Reflect Augmentation Module (RAM) is presented to maximize illumination utilization and simultaneously enhance action recognition via two interactive paths. Additionally, we build Dark-101, a large-scale dataset comprising 18,310 dark videos across 101 action categories, significantly surpassing existing datasets (e.g., ARID1.5 and Dark-48) in scale and diversity. Extensive experiments demonstrate that the proposed OwlSight achieves state-of-the-art performance across four low-light action recognition benchmarks. Notably, it outperforms previous best approaches by 5.36% on ARID1.5 and 1.72% on Dark-101, highlighting its effectiveness in challenging dark environments.

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Adaptive Prototype Model for Attribute-based Multi-label Few-shot Action Recognition

In real-world action recognition systems, incorporating more attributes helps achieve a more comprehensive understanding of human behavior. However, using a single model to simultaneously recognize multiple attributes can lead to a decrease in accuracy. In this work, we propose a novel method i.e. Adaptive Attribute Prototype Model (AAPM) for human action recognition, which captures rich action-relevant attribute information and strikes a balance between accuracy and robustness. Firstly, we introduce the Text-Constrain Module (TCM) to incorporate textual information from potential labels, and constrain the construction of different attributes prototype representations. In addition, we explore the Attribute Assignment Method (AAM) to address the issue of training bias and increase robustness during the training process.Furthermore, we construct a new video dataset with attribute-based multi-label called Multi-Kinetics for evaluation, which contains various attribute labels (e.g. action, scene, object, etc.) related to human behavior. Extensive experiments demonstrate that our AAPM achieves the state-of-the-art performance in both attribute-based multi-label few-shot action recognition and single-label few-shot action recognition. The project and dataset are available at an anonymous account https://github.com/theAAPM/AAPM

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MikuDance: Animating Character Art with Mixed Motion Dynamics

We propose MikuDance, a diffusion-based pipeline incorporating mixed motion dynamics to animate stylized character art. MikuDance consists of two key techniques: Mixed Motion Modeling and Mixed-Control Diffusion, to address the challenges of high-dynamic motion and reference-guidance misalignment in character art animation. Specifically, a Scene Motion Tracking strategy is presented to explicitly model the dynamic camera in pixel-wise space, enabling unified character-scene motion modeling. Building on this, the Mixed-Control Diffusion implicitly aligns the scale and body shape of diverse characters with motion guidance, allowing flexible control of local character motion. Subsequently, a Motion-Adaptive Normalization module is incorporated to effectively inject global scene motion, paving the way for comprehensive character art animation. Through extensive experiments, we demonstrate the effectiveness and generalizability of MikuDance across various character art and motion guidance, consistently producing high-quality animations with remarkable motion dynamics.

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Generative Motion Stylization of Cross-structure Characters within Canonical Motion Space

Stylized motion breathes life into characters. However, the fixed skeleton structure and style representation hinder existing data-driven motion synthesis methods from generating stylized motion for various characters. In this work, we propose a generative motion stylization pipeline, named MotionS, for synthesizing diverse and stylized motion on cross-structure characters using cross-modality style prompts. Our key insight is to embed motion style into a cross-modality latent space and perceive the cross-structure skeleton topologies, allowing for motion stylization within a canonical motion space. Specifically, the large-scale Contrastive-Language-Image-Pre-training (CLIP) model is leveraged to construct the cross-modality latent space, enabling flexible style representation within it. Additionally, two topology-encoded tokens are learned to capture the canonical and specific skeleton topologies, facilitating cross-structure topology shifting. Subsequently, the topology-shifted stylization diffusion is designed to generate motion content for the particular skeleton and stylize it in the shifted canonical motion space using multi-modality style descriptions. Through an extensive set of examples, we demonstrate the flexibility and generalizability of our pipeline across various characters and style descriptions. Qualitative and quantitative comparisons show the superiority of our pipeline over state-of-the-arts, consistently delivering high-quality stylized motion across a broad spectrum of skeletal structures.

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Expressive Keypoints for Skeleton-based Action Recognition via Skeleton Transformation

In the realm of skeleton-based action recognition, the traditional methods which rely on coarse body keypoints fall short of capturing subtle human actions. In this work, we propose Expressive Keypoints that incorporates hand and foot details to form a fine-grained skeletal representation, improving the discriminative ability for existing models in discerning intricate actions. To efficiently model Expressive Keypoints, the Skeleton Transformation strategy is presented to gradually downsample the keypoints and prioritize prominent joints by allocating the importance weights. Additionally, a plug-and-play Instance Pooling module is exploited to extend our approach to multi-person scenarios without surging computation costs. Extensive experimental results over seven datasets present the superiority of our method compared to the state-of-the-art for skeleton-based human action recognition. Code is available at https://github.com/YijieYang23/SkeleT-GCN.

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TapMo: Shape-aware Motion Generation of Skeleton-free Characters

Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters.

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PHRIT: Parametric Hand Representation with Implicit Template

We propose PHRIT, a novel approach for parametric hand mesh modeling with an implicit template that combines the advantages of both parametric meshes and implicit representations. Our method represents deformable hand shapes using signed distance fields (SDFs) with part-based shape priors, utilizing a deformation field to execute the deformation. The model offers efficient high-fidelity hand reconstruction by deforming the canonical template at infinite resolution. Additionally, it is fully differentiable and can be easily used in hand modeling since it can be driven by the skeleton and shape latent codes. We evaluate PHRIT on multiple downstream tasks, including skeleton-driven hand reconstruction, shapes from point clouds, and single-view 3D reconstruction, demonstrating that our approach achieves realistic and immersive hand modeling with state-of-the-art performance.

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Consistent 3D Hand Reconstruction in Video via self-supervised Learning

We present a method for reconstructing accurate and consistent 3D hands from a monocular video. We observe that detected 2D hand keypoints and the image texture provide important cues about the geometry and texture of the 3D hand, which can reduce or even eliminate the requirement on 3D hand annotation. Thus we propose ${\rm {S}^{2}HAND}$, a self-supervised 3D hand reconstruction model, that can jointly estimate pose, shape, texture, and the camera viewpoint from a single RGB input through the supervision of easily accessible 2D detected keypoints. We leverage the continuous hand motion information contained in the unlabeled video data and propose ${\rm {S}^{2}HAND(V)}$, which uses a set of weights shared ${\rm {S}^{2}HAND}$ to process each frame and exploits additional motion, texture, and shape consistency constrains to promote more accurate hand poses and more consistent shapes and textures. Experiments on benchmark datasets demonstrate that our self-supervised approach produces comparable hand reconstruction performance compared with the recent full-supervised methods in single-frame as input setup, and notably improves the reconstruction accuracy and consistency when using video training data.

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Skinned Motion Retargeting with Residual Perception of Motion Semantics & Geometry

A good motion retargeting cannot be reached without reasonable consideration of source-target differences on both the skeleton and shape geometry levels. In this work, we propose a novel Residual RETargeting network (R2ET) structure, which relies on two neural modification modules, to adjust the source motions to fit the target skeletons and shapes progressively. In particular, a skeleton-aware module is introduced to preserve the source motion semantics. A shape-aware module is designed to perceive the geometries of target characters to reduce interpenetration and contact-missing. Driven by our explored distance-based losses that explicitly model the motion semantics and geometry, these two modules can learn residual motion modifications on the source motion to generate plausible retargeted motion in a single inference without post-processing. To balance these two modifications, we further present a balancing gate to conduct linear interpolation between them. Extensive experiments on the public dataset Mixamo demonstrate that our R2ET achieves the state-of-the-art performance, and provides a good balance between the preservation of motion semantics as well as the attenuation of interpenetration and contact-missing. Code is available at https://github.com/Kebii/R2ET.

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Distilling Inter-Class Distance for Semantic Segmentation

Knowledge distillation is widely adopted in semantic segmentation to reduce the computation cost.The previous knowledge distillation methods for semantic segmentation focus on pixel-wise feature alignment and intra-class feature variation distillation, neglecting to transfer the knowledge of the inter-class distance in the feature space, which is important for semantic segmentation. To address this issue, we propose an Inter-class Distance Distillation (IDD) method to transfer the inter-class distance in the feature space from the teacher network to the student network. Furthermore, semantic segmentation is a position-dependent task,thus we exploit a position information distillation module to help the student network encode more position information. Extensive experiments on three popular datasets: Cityscapes, Pascal VOC and ADE20K show that our method is helpful to improve the accuracy of semantic segmentation models and achieves the state-of-the-art performance. E.g. it boosts the benchmark model("PSPNet+ResNet18") by 7.50% in accuracy on the Cityscapes dataset.

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Motion-driven Visual Tempo Learning for Video-based Action Recognition

Action visual tempo characterizes the dynamics and the temporal scale of an action, which is helpful to distinguish human actions that share high similarities in visual dynamics and appearance. Previous methods capture the visual tempo either by sampling raw videos with multiple rates, which require a costly multi-layer network to handle each rate, or by hierarchically sampling backbone features, which rely heavily on high-level features that miss fine-grained temporal dynamics. In this work, we propose a Temporal Correlation Module (TCM), which can be easily embedded into the current action recognition backbones in a plug-in-and-play manner, to extract action visual tempo from low-level backbone features at single-layer remarkably. Specifically, our TCM contains two main components: a Multi-scale Temporal Dynamics Module (MTDM) and a Temporal Attention Module (TAM). MTDM applies a correlation operation to learn pixel-wise fine-grained temporal dynamics for both fast-tempo and slow-tempo. TAM adaptively emphasizes expressive features and suppresses inessential ones via analyzing the global information across various tempos. Extensive experiments conducted on several action recognition benchmarks, e.g. Something-Something V1 $\&$ V2, Kinetics-400, UCF-101, and HMDB-51, have demonstrated that the proposed TCM is effective to promote the performance of the existing video-based action recognition models for a large margin. The source code is publicly released at https://github.com/yzfly/TCM.

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MixSTE: Seq2seq Mixed Spatio-Temporal Encoder for 3D Human Pose Estimation in Video

Recent transformer-based solutions have been introduced to estimate 3D human pose from 2D keypoint sequence by considering body joints among all frames globally to learn spatio-temporal correlation. We observe that the motions of different joints differ significantly. However, the previous methods cannot efficiently model the solid inter-frame correspondence of each joint, leading to insufficient learning of spatial-temporal correlation. We propose MixSTE (Mixed Spatio-Temporal Encoder), which has a temporal transformer block to separately model the temporal motion of each joint and a spatial transformer block to learn inter-joint spatial correlation. These two blocks are utilized alternately to obtain better spatio-temporal feature encoding. In addition, the network output is extended from the central frame to entire frames of the input video, thereby improving the coherence between the input and output sequences. Extensive experiments are conducted on three benchmarks (Human3.6M, MPI-INF-3DHP, and HumanEva). The results show that our model outperforms the state-of-the-art approach by 10.9% P-MPJPE and 7.6% MPJPE. The code is available at https://github.com/JinluZhang1126/MixSTE.

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Optical Flow for Video Super-Resolution: A Survey

Video super-resolution is currently one of the most active research topics in computer vision as it plays an important role in many visual applications. Generally, video super-resolution contains a significant component, i.e., motion compensation, which is used to estimate the displacement between successive video frames for temporal alignment. Optical flow, which can supply dense and sub-pixel motion between consecutive frames, is among the most common ways for this task. To obtain a good understanding of the effect that optical flow acts in video super-resolution, in this work, we conduct a comprehensive review on this subject for the first time. This investigation covers the following major topics: the function of super-resolution (i.e., why we require super-resolution); the concept of video super-resolution (i.e., what is video super-resolution); the description of evaluation metrics (i.e., how (video) superresolution performs); the introduction of optical flow based video super-resolution; the investigation of using optical flow to capture temporal dependency for video super-resolution. Prominently, we give an in-depth study of the deep learning based video super-resolution method, where some representative algorithms are analyzed and compared. Additionally, we highlight some promising research directions and open issues that should be further addressed.

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Joint-bone Fusion Graph Convolutional Network for Semi-supervised Skeleton Action Recognition

In recent years, graph convolutional networks (GCNs) play an increasingly critical role in skeleton-based human action recognition. However, most GCN-based methods still have two main limitations: 1) They only consider the motion information of the joints or process the joints and bones separately, which are unable to fully explore the latent functional correlation between joints and bones for action recognition. 2) Most of these works are performed in the supervised learning way, which heavily relies on massive labeled training data. To address these issues, we propose a semi-supervised skeleton-based action recognition method which has been rarely exploited before. We design a novel correlation-driven joint-bone fusion graph convolutional network (CD-JBF-GCN) as an encoder and use a pose prediction head as a decoder to achieve semi-supervised learning. Specifically, the CD-JBF-GC can explore the motion transmission between the joint stream and the bone stream, so that promoting both streams to learn more discriminative feature representations. The pose prediction based auto-encoder in the self-supervised training stage allows the network to learn motion representation from unlabeled data, which is essential for action recognition. Extensive experiments on two popular datasets, i.e. NTU-RGB+D and Kinetics-Skeleton, demonstrate that our model achieves the state-of-the-art performance for semi-supervised skeleton-based action recognition and is also useful for fully-supervised methods.

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Multi-Attribute Enhancement Network for Person Search

Person Search is designed to jointly solve the problems of Person Detection and Person Re-identification (Re-ID), in which the target person will be located in a large number of uncut images. Over the past few years, Person Search based on deep learning has made great progress. Visual character attributes play a key role in retrieving the query person, which has been explored in Re-ID but has been ignored in Person Search. So, we introduce attribute learning into the model, allowing the use of attribute features for retrieval task. Specifically, we propose a simple and effective model called Multi-Attribute Enhancement (MAE) which introduces attribute tags to learn local features. In addition to learning the global representation of pedestrians, it also learns the local representation, and combines the two aspects to learn robust features to promote the search performance. Additionally, we verify the effectiveness of our module on the existing benchmark dataset, CUHK-SYSU and PRW. Ultimately, our model achieves state-of-the-art among end-to-end methods, especially reaching 91.8% of mAP and 93.0% of rank-1 on CUHK-SYSU.Codes and models are available at https://github.com/chenlq123/MAE.

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Model-based 3D Hand Reconstruction via Self-Supervised Learning

Reconstructing a 3D hand from a single-view RGB image is challenging due to various hand configurations and depth ambiguity. To reliably reconstruct a 3D hand from a monocular image, most state-of-the-art methods heavily rely on 3D annotations at the training stage, but obtaining 3D annotations is expensive. To alleviate reliance on labeled training data, we propose S2HAND, a self-supervised 3D hand reconstruction network that can jointly estimate pose, shape, texture, and the camera viewpoint. Specifically, we obtain geometric cues from the input image through easily accessible 2D detected keypoints. To learn an accurate hand reconstruction model from these noisy geometric cues, we utilize the consistency between 2D and 3D representations and propose a set of novel losses to rationalize outputs of the neural network. For the first time, we demonstrate the feasibility of training an accurate 3D hand reconstruction network without relying on manual annotations. Our experiments show that the proposed method achieves comparable performance with recent fully-supervised methods while using fewer supervision data.

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Joint Hand-object 3D Reconstruction from a Single Image with Cross-branch Feature Fusion

Accurate 3D reconstruction of the hand and object shape from a hand-object image is important for understanding human-object interaction as well as human daily activities. Different from bare hand pose estimation, hand-object interaction poses a strong constraint on both the hand and its manipulated object, which suggests that hand configuration may be crucial contextual information for the object, and vice versa. However, current approaches address this task by training a two-branch network to reconstruct the hand and object separately with little communication between the two branches. In this work, we propose to consider hand and object jointly in feature space and explore the reciprocity of the two branches. We extensively investigate cross-branch feature fusion architectures with MLP or LSTM units. Among the investigated architectures, a variant with LSTM units that enhances object feature with hand feature shows the best performance gain. Moreover, we employ an auxiliary depth estimation module to augment the input RGB image with the estimated depth map, which further improves the reconstruction accuracy. Experiments conducted on public datasets demonstrate that our approach significantly outperforms existing approaches in terms of the reconstruction accuracy of objects.

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