This work proposes a novel face-swapping framework FlowFace++, utilizing explicit semantic flow supervision and end-to-end architecture to facilitate shape-aware face-swapping. Specifically, our work pretrains a facial shape discriminator to supervise the face swapping network. The discriminator is shape-aware and relies on a semantic flow-guided operation to explicitly calculate the shape discrepancies between the target and source faces, thus optimizing the face swapping network to generate highly realistic results. The face swapping network is a stack of a pre-trained face-masked autoencoder (MAE), a cross-attention fusion module, and a convolutional decoder. The MAE provides a fine-grained facial image representation space, which is unified for the target and source faces and thus facilitates final realistic results. The cross-attention fusion module carries out the source-to-target face swapping in a fine-grained latent space while preserving other attributes of the target image (e.g. expression, head pose, hair, background, illumination, etc). Lastly, the convolutional decoder further synthesizes the swapping results according to the face-swapping latent embedding from the cross-attention fusion module. Extensive quantitative and qualitative experiments on in-the-wild faces demonstrate that our FlowFace++ outperforms the state-of-the-art significantly, particularly while the source face is obstructed by uneven lighting or angle offset.
In order to produce facial-expression-specified talking head videos, previous audio-driven one-shot talking head methods need to use a reference video with a matching speaking style (i.e., facial expressions). However, finding videos with a desired style may not be easy, potentially restricting their application. In this work, we propose an expression-controllable one-shot talking head method, dubbed TalkCLIP, where the expression in a speech is specified by the natural language. This would significantly ease the difficulty of searching for a video with a desired speaking style. Here, we first construct a text-video paired talking head dataset, in which each video has alternative prompt-alike descriptions. Specifically, our descriptions involve coarse-level emotion annotations and facial action unit (AU) based fine-grained annotations. Then, we introduce a CLIP-based style encoder that first projects natural language descriptions to the CLIP text embedding space and then aligns the textual embeddings to the representations of speaking styles. As extensive textual knowledge has been encoded by CLIP, our method can even generalize to infer a speaking style whose description has not been seen during training. Extensive experiments demonstrate that our method achieves the advanced capability of generating photo-realistic talking heads with vivid facial expressions guided by text descriptions.
Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.
Predicting natural and diverse 3D hand gestures from the upper body dynamics is a practical yet challenging task in virtual avatar creation. Previous works usually overlook the asymmetric motions between two hands and generate two hands in a holistic manner, leading to unnatural results. In this work, we introduce a novel bilateral hand disentanglement based two-stage 3D hand generation method to achieve natural and diverse 3D hand prediction from body dynamics. In the first stage, we intend to generate natural hand gestures by two hand-disentanglement branches. Considering the asymmetric gestures and motions of two hands, we introduce a Spatial-Residual Memory (SRM) module to model spatial interaction between the body and each hand by residual learning. To enhance the coordination of two hand motions wrt. body dynamics holistically, we then present a Temporal-Motion Memory (TMM) module. TMM can effectively model the temporal association between body dynamics and two hand motions. The second stage is built upon the insight that 3D hand predictions should be non-deterministic given the sequential body postures. Thus, we further diversify our 3D hand predictions based on the initial output from the stage one. Concretely, we propose a Prototypical-Memory Sampling Strategy (PSS) to generate the non-deterministic hand gestures by gradient-based Markov Chain Monte Carlo (MCMC) sampling. Extensive experiments demonstrate that our method outperforms the state-of-the-art models on the B2H dataset and our newly collected TED Hands dataset. The dataset and code are available at https://github.com/XingqunQi-lab/Diverse-3D-Hand-Gesture-Prediction.
For few-shot learning, it is still a critical challenge to realize photo-realistic face visually dubbing on high-resolution videos. Previous works fail to generate high-fidelity dubbing results. To address the above problem, this paper proposes a Deformation Inpainting Network (DINet) for high-resolution face visually dubbing. Different from previous works relying on multiple up-sample layers to directly generate pixels from latent embeddings, DINet performs spatial deformation on feature maps of reference images to better preserve high-frequency textural details. Specifically, DINet consists of one deformation part and one inpainting part. In the first part, five reference facial images adaptively perform spatial deformation to create deformed feature maps encoding mouth shapes at each frame, in order to align with the input driving audio and also the head poses of the input source images. In the second part, to produce face visually dubbing, a feature decoder is responsible for adaptively incorporating mouth movements from the deformed feature maps and other attributes (i.e., head pose and upper facial expression) from the source feature maps together. Finally, DINet achieves face visually dubbing with rich textural details. We conduct qualitative and quantitative comparisons to validate our DINet on high-resolution videos. The experimental results show that our method outperforms state-of-the-art works.
Recent popular Role-Playing Games (RPGs) saw the great success of character auto-creation systems. The bone-driven face model controlled by continuous parameters (like the position of bones) and discrete parameters (like the hairstyles) makes it possible for users to personalize and customize in-game characters. Previous in-game character auto-creation systems are mostly image-driven, where facial parameters are optimized so that the rendered character looks similar to the reference face photo. This paper proposes a novel text-to-parameter translation method (T2P) to achieve zero-shot text-driven game character auto-creation. With our method, users can create a vivid in-game character with arbitrary text description without using any reference photo or editing hundreds of parameters manually. In our method, taking the power of large-scale pre-trained multi-modal CLIP and neural rendering, T2P searches both continuous facial parameters and discrete facial parameters in a unified framework. Due to the discontinuous parameter representation, previous methods have difficulty in effectively learning discrete facial parameters. T2P, to our best knowledge, is the first method that can handle the optimization of both discrete and continuous parameters. Experimental results show that T2P can generate high-quality and vivid game characters with given text prompts. T2P outperforms other SOTA text-to-3D generation methods on both objective evaluations and subjective evaluations.
Real-world cooperation often requires intensive coordination among agents simultaneously. This task has been extensively studied within the framework of cooperative multi-agent reinforcement learning (MARL), and value decomposition methods are among those cutting-edge solutions. However, traditional methods that learn the value function as a monotonic mixing of per-agent utilities cannot solve the tasks with non-monotonic returns. This hinders their application in generic scenarios. Recent methods tackle this problem from the perspective of implicit credit assignment by learning value functions with complete expressiveness or using additional structures to improve cooperation. However, they are either difficult to learn due to large joint action spaces or insufficient to capture the complicated interactions among agents which are essential to solving tasks with non-monotonic returns. To address these problems, we propose a novel explicit credit assignment method to address the non-monotonic problem. Our method, Adaptive Value decomposition with Greedy Marginal contribution (AVGM), is based on an adaptive value decomposition that learns the cooperative value of a group of dynamically changing agents. We first illustrate that the proposed value decomposition can consider the complicated interactions among agents and is feasible to learn in large-scale scenarios. Then, our method uses a greedy marginal contribution computed from the value decomposition as an individual credit to incentivize agents to learn the optimal cooperative policy. We further extend the module with an action encoder to guarantee the linear time complexity for computing the greedy marginal contribution. Experimental results demonstrate that our method achieves significant performance improvements in several non-monotonic domains.
Recent advances in multi-agent reinforcement learning (MARL) allow agents to coordinate their behaviors in complex environments. However, common MARL algorithms still suffer from scalability and sparse reward issues. One promising approach to resolving them is automatic curriculum learning (ACL). ACL involves a student (curriculum learner) training on tasks of increasing difficulty controlled by a teacher (curriculum generator). Despite its success, ACL's applicability is limited by (1) the lack of a general student framework for dealing with the varying number of agents across tasks and the sparse reward problem, and (2) the non-stationarity of the teacher's task due to ever-changing student strategies. As a remedy for ACL, we introduce a novel automatic curriculum learning framework, Skilled Population Curriculum (SPC), which adapts curriculum learning to multi-agent coordination. Specifically, we endow the student with population-invariant communication and a hierarchical skill set, allowing it to learn cooperation and behavior skills from distinct tasks with varying numbers of agents. In addition, we model the teacher as a contextual bandit conditioned by student policies, enabling a team of agents to change its size while still retaining previously acquired skills. We also analyze the inherent non-stationarity of this multi-agent automatic curriculum teaching problem and provide a corresponding regret bound. Empirical results show that our method improves the performance, scalability and sample efficiency in several MARL environments.
Different people speak with diverse personalized speaking styles. Although existing one-shot talking head methods have made significant progress in lip sync, natural facial expressions, and stable head motions, they still cannot generate diverse speaking styles in the final talking head videos. To tackle this problem, we propose a one-shot style-controllable talking face generation framework. In a nutshell, we aim to attain a speaking style from an arbitrary reference speaking video and then drive the one-shot portrait to speak with the reference speaking style and another piece of audio. Specifically, we first develop a style encoder to extract dynamic facial motion patterns of a style reference video and then encode them into a style code. Afterward, we introduce a style-controllable decoder to synthesize stylized facial animations from the speech content and style code. In order to integrate the reference speaking style into generated videos, we design a style-aware adaptive transformer, which enables the encoded style code to adjust the weights of the feed-forward layers accordingly. Thanks to the style-aware adaptation mechanism, the reference speaking style can be better embedded into synthesized videos during decoding. Extensive experiments demonstrate that our method is capable of generating talking head videos with diverse speaking styles from only one portrait image and an audio clip while achieving authentic visual effects. Project Page: https://github.com/FuxiVirtualHuman/styletalk.