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Zongxin Yang

Publications and source records attributed to Zongxin Yang.

At least 55 records · Page 3Linked to original sources

SIFU: Side-view Conditioned Implicit Function for Real-world Usable Clothed Human Reconstruction

Creating high-quality 3D models of clothed humans from single images for real-world applications is crucial. Despite recent advancements, accurately reconstructing humans in complex poses or with loose clothing from in-the-wild images, along with predicting textures for unseen areas, remains a significant challenge. A key limitation of previous methods is their insufficient prior guidance in transitioning from 2D to 3D and in texture prediction. In response, we introduce SIFU (Side-view Conditioned Implicit Function for Real-world Usable Clothed Human Reconstruction), a novel approach combining a Side-view Decoupling Transformer with a 3D Consistent Texture Refinement pipeline.SIFU employs a cross-attention mechanism within the transformer, using SMPL-X normals as queries to effectively decouple side-view features in the process of mapping 2D features to 3D. This method not only improves the precision of the 3D models but also their robustness, especially when SMPL-X estimates are not perfect. Our texture refinement process leverages text-to-image diffusion-based prior to generate realistic and consistent textures for invisible views. Through extensive experiments, SIFU surpasses SOTA methods in both geometry and texture reconstruction, showcasing enhanced robustness in complex scenarios and achieving an unprecedented Chamfer and P2S measurement. Our approach extends to practical applications such as 3D printing and scene building, demonstrating its broad utility in real-world scenarios. Project page https://river-zhang.github.io/SIFU-projectpage/ .

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GD^2-NeRF: Generative Detail Compensation via GAN and Diffusion for One-shot Generalizable Neural Radiance Fields

In this paper, we focus on the One-shot Novel View Synthesis (O-NVS) task which targets synthesizing photo-realistic novel views given only one reference image per scene. Previous One-shot Generalizable Neural Radiance Fields (OG-NeRF) methods solve this task in an inference-time finetuning-free manner, yet suffer the blurry issue due to the encoder-only architecture that highly relies on the limited reference image. On the other hand, recent diffusion-based image-to-3d methods show vivid plausible results via distilling pre-trained 2D diffusion models into a 3D representation, yet require tedious per-scene optimization. Targeting these issues, we propose the GD$^2$-NeRF, a Generative Detail compensation framework via GAN and Diffusion that is both inference-time finetuning-free and with vivid plausible details. In detail, following a coarse-to-fine strategy, GD$^2$-NeRF is mainly composed of a One-stage Parallel Pipeline (OPP) and a 3D-consistent Detail Enhancer (Diff3DE). At the coarse stage, OPP first efficiently inserts the GAN model into the existing OG-NeRF pipeline for primarily relieving the blurry issue with in-distribution priors captured from the training dataset, achieving a good balance between sharpness (LPIPS, FID) and fidelity (PSNR, SSIM). Then, at the fine stage, Diff3DE further leverages the pre-trained image diffusion models to complement rich out-distribution details while maintaining decent 3D consistency. Extensive experiments on both the synthetic and real-world datasets show that GD$^2$-NeRF noticeably improves the details while without per-scene finetuning.

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Rethinking Cross-modal Interaction from a Top-down Perspective for Referring Video Object Segmentation

Referring video object segmentation (RVOS) aims to segment video objects with the guidance of natural language reference. Previous methods typically tackle RVOS through directly grounding linguistic reference over the image lattice. Such bottom-up strategy fails to explore object-level cues, easily leading to inferior results. In this work, we instead put forward a two-stage, top-down RVOS solution. First, an exhaustive set of object tracklets is constructed by propagating object masks detected from several sampled frames to the entire video. Second, a Transformer-based tracklet-language grounding module is proposed, which models instance-level visual relations and cross-modal interactions simultaneously and efficiently. Our model ranks first place on CVPR2021 Referring Youtube-VOS challenge.

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Controllable 3D Face Generation with Conditional Style Code Diffusion

Generating photorealistic 3D faces from given conditions is a challenging task. Existing methods often rely on time-consuming one-by-one optimization approaches, which are not efficient for modeling the same distribution content, e.g., faces. Additionally, an ideal controllable 3D face generation model should consider both facial attributes and expressions. Thus we propose a novel approach called TEx-Face(TExt & Expression-to-Face) that addresses these challenges by dividing the task into three components, i.e., 3D GAN Inversion, Conditional Style Code Diffusion, and 3D Face Decoding. For 3D GAN inversion, we introduce two methods which aim to enhance the representation of style codes and alleviate 3D inconsistencies. Furthermore, we design a style code denoiser to incorporate multiple conditions into the style code and propose a data augmentation strategy to address the issue of insufficient paired visual-language data. Extensive experiments conducted on FFHQ, CelebA-HQ, and CelebA-Dialog demonstrate the promising performance of our TEx-Face in achieving the efficient and controllable generation of photorealistic 3D faces. The code will be available at https://github.com/sxl142/TEx-Face.

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SEEAvatar: Photorealistic Text-to-3D Avatar Generation with Constrained Geometry and Appearance

Powered by large-scale text-to-image generation models, text-to-3D avatar generation has made promising progress. However, most methods fail to produce photorealistic results, limited by imprecise geometry and low-quality appearance. Towards more practical avatar generation, we present SEEAvatar, a method for generating photorealistic 3D avatars from text with SElf-Evolving constraints for decoupled geometry and appearance. For geometry, we propose to constrain the optimized avatar in a decent global shape with a template avatar. The template avatar is initialized with human prior and can be updated by the optimized avatar periodically as an evolving template, which enables more flexible shape generation. Besides, the geometry is also constrained by the static human prior in local parts like face and hands to maintain the delicate structures. For appearance generation, we use diffusion model enhanced by prompt engineering to guide a physically based rendering pipeline to generate realistic textures. The lightness constraint is applied on the albedo texture to suppress incorrect lighting effect. Experiments show that our method outperforms previous methods on both global and local geometry and appearance quality by a large margin. Since our method can produce high-quality meshes and textures, such assets can be directly applied in classic graphics pipeline for realistic rendering under any lighting condition. Project page at: https://yoxu515.github.io/SEEAvatar/.

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Human101: Training 100+FPS Human Gaussians in 100s from 1 View

Reconstructing the human body from single-view videos plays a pivotal role in the virtual reality domain. One prevalent application scenario necessitates the rapid reconstruction of high-fidelity 3D digital humans while simultaneously ensuring real-time rendering and interaction. Existing methods often struggle to fulfill both requirements. In this paper, we introduce Human101, a novel framework adept at producing high-fidelity dynamic 3D human reconstructions from 1-view videos by training 3D Gaussians in 100 seconds and rendering in 100+ FPS. Our method leverages the strengths of 3D Gaussian Splatting, which provides an explicit and efficient representation of 3D humans. Standing apart from prior NeRF-based pipelines, Human101 ingeniously applies a Human-centric Forward Gaussian Animation method to deform the parameters of 3D Gaussians, thereby enhancing rendering speed (i.e., rendering 1024-resolution images at an impressive 60+ FPS and rendering 512-resolution images at 100+ FPS). Experimental results indicate that our approach substantially eclipses current methods, clocking up to a 10 times surge in frames per second and delivering comparable or superior rendering quality. Code and demos will be released at https://github.com/longxiang-ai/Human101.

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Global-correlated 3D-decoupling Transformer for Clothed Avatar Reconstruction

Reconstructing 3D clothed human avatars from single images is a challenging task, especially when encountering complex poses and loose clothing. Current methods exhibit limitations in performance, largely attributable to their dependence on insufficient 2D image features and inconsistent query methods. Owing to this, we present the Global-correlated 3D-decoupling Transformer for clothed Avatar reconstruction (GTA), a novel transformer-based architecture that reconstructs clothed human avatars from monocular images. Our approach leverages transformer architectures by utilizing a Vision Transformer model as an encoder for capturing global-correlated image features. Subsequently, our innovative 3D-decoupling decoder employs cross-attention to decouple tri-plane features, using learnable embeddings as queries for cross-plane generation. To effectively enhance feature fusion with the tri-plane 3D feature and human body prior, we propose a hybrid prior fusion strategy combining spatial and prior-enhanced queries, leveraging the benefits of spatial localization and human body prior knowledge. Comprehensive experiments on CAPE and THuman2.0 datasets illustrate that our method outperforms state-of-the-art approaches in both geometry and texture reconstruction, exhibiting high robustness to challenging poses and loose clothing, and producing higher-resolution textures. Codes will be available at https://github.com/River-Zhang/GTA.

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Efficient Emotional Adaptation for Audio-Driven Talking-Head Generation

Audio-driven talking-head synthesis is a popular research topic for virtual human-related applications. However, the inflexibility and inefficiency of existing methods, which necessitate expensive end-to-end training to transfer emotions from guidance videos to talking-head predictions, are significant limitations. In this work, we propose the Emotional Adaptation for Audio-driven Talking-head (EAT) method, which transforms emotion-agnostic talking-head models into emotion-controllable ones in a cost-effective and efficient manner through parameter-efficient adaptations. Our approach utilizes a pretrained emotion-agnostic talking-head transformer and introduces three lightweight adaptations (the Deep Emotional Prompts, Emotional Deformation Network, and Emotional Adaptation Module) from different perspectives to enable precise and realistic emotion controls. Our experiments demonstrate that our approach achieves state-of-the-art performance on widely-used benchmarks, including LRW and MEAD. Additionally, our parameter-efficient adaptations exhibit remarkable generalization ability, even in scenarios where emotional training videos are scarce or nonexistent. Project website: https://yuangan.github.io/eat/

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Integrating Boxes and Masks: A Multi-Object Framework for Unified Visual Tracking and Segmentation

Tracking any given object(s) spatially and temporally is a common purpose in Visual Object Tracking (VOT) and Video Object Segmentation (VOS). Joint tracking and segmentation have been attempted in some studies but they often lack full compatibility of both box and mask in initialization and prediction, and mainly focus on single-object scenarios. To address these limitations, this paper proposes a Multi-object Mask-box Integrated framework for unified Tracking and Segmentation, dubbed MITS. Firstly, the unified identification module is proposed to support both box and mask reference for initialization, where detailed object information is inferred from boxes or directly retained from masks. Additionally, a novel pinpoint box predictor is proposed for accurate multi-object box prediction, facilitating target-oriented representation learning. All target objects are processed simultaneously from encoding to propagation and decoding, as a unified pipeline for VOT and VOS. Experimental results show MITS achieves state-of-the-art performance on both VOT and VOS benchmarks. Notably, MITS surpasses the best prior VOT competitor by around 6% on the GOT-10k test set, and significantly improves the performance of box initialization on VOS benchmarks. The code is available at https://github.com/yoxu515/MITS.

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CATR: Combinatorial-Dependence Audio-Queried Transformer for Audio-Visual Video Segmentation

Audio-visual video segmentation~(AVVS) aims to generate pixel-level maps of sound-producing objects within image frames and ensure the maps faithfully adhere to the given audio, such as identifying and segmenting a singing person in a video. However, existing methods exhibit two limitations: 1) they address video temporal features and audio-visual interactive features separately, disregarding the inherent spatial-temporal dependence of combined audio and video, and 2) they inadequately introduce audio constraints and object-level information during the decoding stage, resulting in segmentation outcomes that fail to comply with audio directives. To tackle these issues, we propose a decoupled audio-video transformer that combines audio and video features from their respective temporal and spatial dimensions, capturing their combined dependence. To optimize memory consumption, we design a block, which, when stacked, enables capturing audio-visual fine-grained combinatorial-dependence in a memory-efficient manner. Additionally, we introduce audio-constrained queries during the decoding phase. These queries contain rich object-level information, ensuring the decoded mask adheres to the sounds. Experimental results confirm our approach's effectiveness, with our framework achieving a new SOTA performance on all three datasets using two backbones. The code is available at \url{https://github.com/aspirinone/CATR.github.io}

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AvatarFusion: Zero-shot Generation of Clothing-Decoupled 3D Avatars Using 2D Diffusion

Large-scale pre-trained vision-language models allow for the zero-shot text-based generation of 3D avatars. The previous state-of-the-art method utilized CLIP to supervise neural implicit models that reconstructed a human body mesh. However, this approach has two limitations. Firstly, the lack of avatar-specific models can cause facial distortion and unrealistic clothing in the generated avatars. Secondly, CLIP only provides optimization direction for the overall appearance, resulting in less impressive results. To address these limitations, we propose AvatarFusion, the first framework to use a latent diffusion model to provide pixel-level guidance for generating human-realistic avatars while simultaneously segmenting clothing from the avatar's body. AvatarFusion includes the first clothing-decoupled neural implicit avatar model that employs a novel Dual Volume Rendering strategy to render the decoupled skin and clothing sub-models in one space. We also introduce a novel optimization method, called Pixel-Semantics Difference-Sampling (PS-DS), which semantically separates the generation of body and clothes, and generates a variety of clothing styles. Moreover, we establish the first benchmark for zero-shot text-to-avatar generation. Our experimental results demonstrate that our framework outperforms previous approaches, with significant improvements observed in all metrics. Additionally, since our model is clothing-decoupled, we can exchange the clothes of avatars. Code are available on our project page https://hansenhuang0823.github.io/AvatarFusion.

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JOTR: 3D Joint Contrastive Learning with Transformers for Occluded Human Mesh Recovery

In this study, we focus on the problem of 3D human mesh recovery from a single image under obscured conditions. Most state-of-the-art methods aim to improve 2D alignment technologies, such as spatial averaging and 2D joint sampling. However, they tend to neglect the crucial aspect of 3D alignment by improving 3D representations. Furthermore, recent methods struggle to separate the target human from occlusion or background in crowded scenes as they optimize the 3D space of target human with 3D joint coordinates as local supervision. To address these issues, a desirable method would involve a framework for fusing 2D and 3D features and a strategy for optimizing the 3D space globally. Therefore, this paper presents 3D JOint contrastive learning with TRansformers (JOTR) framework for handling occluded 3D human mesh recovery. Our method includes an encoder-decoder transformer architecture to fuse 2D and 3D representations for achieving 2D$\&$3D aligned results in a coarse-to-fine manner and a novel 3D joint contrastive learning approach for adding explicitly global supervision for the 3D feature space. The contrastive learning approach includes two contrastive losses: joint-to-joint contrast for enhancing the similarity of semantically similar voxels (i.e., human joints), and joint-to-non-joint contrast for ensuring discrimination from others (e.g., occlusions and background). Qualitative and quantitative analyses demonstrate that our method outperforms state-of-the-art competitors on both occlusion-specific and standard benchmarks, significantly improving the reconstruction of occluded humans.

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TransHuman: A Transformer-based Human Representation for Generalizable Neural Human Rendering

In this paper, we focus on the task of generalizable neural human rendering which trains conditional Neural Radiance Fields (NeRF) from multi-view videos of different characters. To handle the dynamic human motion, previous methods have primarily used a SparseConvNet (SPC)-based human representation to process the painted SMPL. However, such SPC-based representation i) optimizes under the volatile observation space which leads to the pose-misalignment between training and inference stages, and ii) lacks the global relationships among human parts that is critical for handling the incomplete painted SMPL. Tackling these issues, we present a brand-new framework named TransHuman, which learns the painted SMPL under the canonical space and captures the global relationships between human parts with transformers. Specifically, TransHuman is mainly composed of Transformer-based Human Encoding (TransHE), Deformable Partial Radiance Fields (DPaRF), and Fine-grained Detail Integration (FDI). TransHE first processes the painted SMPL under the canonical space via transformers for capturing the global relationships between human parts. Then, DPaRF binds each output token with a deformable radiance field for encoding the query point under the observation space. Finally, the FDI is employed to further integrate fine-grained information from reference images. Extensive experiments on ZJU-MoCap and H36M show that our TransHuman achieves a significantly new state-of-the-art performance with high efficiency. Project page: https://pansanity666.github.io/TransHuman/

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ZJU ReLER Submission for EPIC-KITCHEN Challenge 2023: Semi-Supervised Video Object Segmentation

The Associating Objects with Transformers (AOT) framework has exhibited exceptional performance in a wide range of complex scenarios for video object segmentation. In this study, we introduce MSDeAOT, a variant of the AOT series that incorporates transformers at multiple feature scales. Leveraging the hierarchical Gated Propagation Module (GPM), MSDeAOT efficiently propagates object masks from previous frames to the current frame using a feature scale with a stride of 16. Additionally, we employ GPM in a more refined feature scale with a stride of 8, leading to improved accuracy in detecting and tracking small objects. Through the implementation of test-time augmentations and model ensemble techniques, we achieve the top-ranking position in the EPIC-KITCHEN VISOR Semi-supervised Video Object Segmentation Challenge.

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ZJU ReLER Submission for EPIC-KITCHEN Challenge 2023: TREK-150 Single Object Tracking

The Associating Objects with Transformers (AOT) framework has exhibited exceptional performance in a wide range of complex scenarios for video object tracking and segmentation. In this study, we convert the bounding boxes to masks in reference frames with the help of the Segment Anything Model (SAM) and Alpha-Refine, and then propagate the masks to the current frame, transforming the task from Video Object Tracking (VOT) to video object segmentation (VOS). Furthermore, we introduce MSDeAOT, a variant of the AOT series that incorporates transformers at multiple feature scales. MSDeAOT efficiently propagates object masks from previous frames to the current frame using two feature scales of 16 and 8. As a testament to the effectiveness of our design, we achieved the 1st place in the EPIC-KITCHENS TREK-150 Object Tracking Challenge.

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Co-Learning Meets Stitch-Up for Noisy Multi-label Visual Recognition

In real-world scenarios, collected and annotated data often exhibit the characteristics of multiple classes and long-tailed distribution. Additionally, label noise is inevitable in large-scale annotations and hinders the applications of learning-based models. Although many deep learning based methods have been proposed for handling long-tailed multi-label recognition or label noise respectively, learning with noisy labels in long-tailed multi-label visual data has not been well-studied because of the complexity of long-tailed distribution entangled with multi-label correlation. To tackle such a critical yet thorny problem, this paper focuses on reducing noise based on some inherent properties of multi-label classification and long-tailed learning under noisy cases. In detail, we propose a Stitch-Up augmentation to synthesize a cleaner sample, which directly reduces multi-label noise by stitching up multiple noisy training samples. Equipped with Stitch-Up, a Heterogeneous Co-Learning framework is further designed to leverage the inconsistency between long-tailed and balanced distributions, yielding cleaner labels for more robust representation learning with noisy long-tailed data. To validate our method, we build two challenging benchmarks, named VOC-MLT-Noise and COCO-MLT-Noise, respectively. Extensive experiments are conducted to demonstrate the effectiveness of our proposed method. Compared to a variety of baselines, our method achieves superior results.

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Video Object Segmentation in Panoptic Wild Scenes

In this paper, we introduce semi-supervised video object segmentation (VOS) to panoptic wild scenes and present a large-scale benchmark as well as a baseline method for it. Previous benchmarks for VOS with sparse annotations are not sufficient to train or evaluate a model that needs to process all possible objects in real-world scenarios. Our new benchmark (VIPOSeg) contains exhaustive object annotations and covers various real-world object categories which are carefully divided into subsets of thing/stuff and seen/unseen classes for comprehensive evaluation. Considering the challenges in panoptic VOS, we propose a strong baseline method named panoptic object association with transformers (PAOT), which uses panoptic identification to associate objects with a pyramid architecture on multiple scales. Experimental results show that VIPOSeg can not only boost the performance of VOS models by panoptic training but also evaluate them comprehensively in panoptic scenes. Previous methods for classic VOS still need to improve in performance and efficiency when dealing with panoptic scenes, while our PAOT achieves SOTA performance with good efficiency on VIPOSeg and previous VOS benchmarks. PAOT also ranks 1st in the VOT2022 challenge. Our dataset is available at https://github.com/yoxu515/VIPOSeg-Benchmark.

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Shuffled Autoregression For Motion Interpolation

This work aims to provide a deep-learning solution for the motion interpolation task. Previous studies solve it with geometric weight functions. Some other works propose neural networks for different problem settings with consecutive pose sequences as input. However, motion interpolation is a more complex problem that takes isolated poses (e.g., only one start pose and one end pose) as input. When applied to motion interpolation, these deep learning methods have limited performance since they do not leverage the flexible dependencies between interpolation frames as the original geometric formulas do. To realize this interpolation characteristic, we propose a novel framework, referred to as \emph{Shuffled AutoRegression}, which expands the autoregression to generate in arbitrary (shuffled) order and models any inter-frame dependencies as a directed acyclic graph. We further propose an approach to constructing a particular kind of dependency graph, with three stages assembled into an end-to-end spatial-temporal motion Transformer. Experimental results on one of the current largest datasets show that our model generates vivid and coherent motions from only one start frame to one end frame and outperforms competing methods by a large margin. The proposed model is also extensible to multiple keyframes' motion interpolation tasks and other areas' interpolation.

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