Movie trailers are an essential tool for promoting films and attracting audiences. However, the process of creating trailers can be time-consuming and expensive. To streamline this process, we propose an automatic trailer generation framework that generates plausible trailers from a full movie by automating shot selection and composition. Our approach draws inspiration from machine translation techniques and models the movies and trailers as sequences of shots, thus formulating the trailer generation problem as a sequence-to-sequence task. We introduce Trailer Generation Transformer (TGT), a deep-learning framework utilizing an encoder-decoder architecture. TGT movie encoder is tasked with contextualizing each movie shot representation via self-attention, while the autoregressive trailer decoder predicts the feature representation of the next trailer shot, accounting for the relevance of shots' temporal order in trailers. Our TGT significantly outperforms previous methods on a comprehensive suite of metrics.
Language agents that interact with the world on their own have great potential for automating digital tasks. While large language model (LLM) agents have made progress in understanding and executing tasks such as textual games and webpage control, many real-world tasks also require collaboration with humans or other LLMs in equal roles, which involves intent understanding, task coordination, and communication. To test LLM's ability to collaborate, we design a blocks-world environment, where two agents, each having unique goals and skills, build a target structure together. To complete the goals, they can act in the world and communicate in natural language. Under this environment, we design increasingly challenging settings to evaluate different collaboration perspectives, from independent to more complex, dependent tasks. We further adopt chain-of-thought prompts that include intermediate reasoning steps to model the partner's state and identify and correct execution errors. Both human-machine and machine-machine experiments show that LLM agents have strong grounding capacities, and our approach significantly improves the evaluation metric.
While deep neural networks (NN) significantly advance image compressed sensing (CS) by improving reconstruction quality, the necessity of training current CS NNs from scratch constrains their effectiveness and hampers rapid deployment. Although recent methods utilize pre-trained diffusion models for image reconstruction, they struggle with slow inference and restricted adaptability to CS. To tackle these challenges, this paper proposes Invertible Diffusion Models (IDM), a novel efficient, end-to-end diffusion-based CS method. IDM repurposes a large-scale diffusion sampling process as a reconstruction model, and finetunes it end-to-end to recover original images directly from CS measurements, moving beyond the traditional paradigm of one-step noise estimation learning. To enable such memory-intensive end-to-end finetuning, we propose a novel two-level invertible design to transform both (1) the multi-step sampling process and (2) the noise estimation U-Net in each step into invertible networks. As a result, most intermediate features are cleared during training to reduce up to 93.8% GPU memory. In addition, we develop a set of lightweight modules to inject measurements into noise estimator to further facilitate reconstruction. Experiments demonstrate that IDM outperforms existing state-of-the-art CS networks by up to 2.64dB in PSNR. Compared to the recent diffusion model-based approach DDNM, our IDM achieves up to 10.09dB PSNR gain and 14.54 times faster inference.
Traditional machine learning methods heavily rely on the independent and identically distribution assumption, which imposes limitations when the test distribution deviates from the training distribution. To address this crucial issue, out-of-distribution (OOD) generalization, which aims to achieve satisfactory generalization performance when faced with unknown distribution shifts, has made a significant process. However, the OOD method for graph-structured data currently lacks clarity and remains relatively unexplored due to two primary challenges. Firstly, distribution shifts on graphs often occur simultaneously on node attributes and graph topology. Secondly, capturing invariant information amidst diverse distribution shifts proves to be a formidable challenge. To overcome these obstacles, in this paper, we introduce a novel framework, namely Graph Learning Invariant Domain genERation (GLIDER). The goal is to (1) diversify variations across domains by modeling the potential seen or unseen variations of attribute distribution and topological structure and (2) minimize the discrepancy of the variation in a representation space where the target is to predict semantic labels. Extensive experiment results indicate that our model outperforms baseline methods on node-level OOD generalization across domains in distribution shift on node features and topological structures simultaneously.
This paper presents TexRO, a novel method for generating delicate textures of a known 3D mesh by optimizing its UV texture. The key contributions are two-fold. We propose an optimal viewpoint selection strategy, that finds the most miniature set of viewpoints covering all the faces of a mesh. Our viewpoint selection strategy guarantees the completeness of a generated result. We propose a recursive optimization pipeline that optimizes a UV texture at increasing resolutions, with an adaptive denoising method that re-uses existing textures for new texture generation. Through extensive experimentation, we demonstrate the superior performance of TexRO in terms of texture quality, detail preservation, visual consistency, and, notably runtime speed, outperforming other current methods. The broad applicability of TexRO is further confirmed through its successful use on diverse 3D models.
Determining the relative pose of an object between two images is pivotal to the success of generalizable object pose estimation. Existing approaches typically approximate the continuous pose representation with a large number of discrete pose hypotheses, which incurs a computationally expensive process of scoring each hypothesis at test time. By contrast, we present a Deep Voxel Matching Network (DVMNet) that eliminates the need for pose hypotheses and computes the relative object pose in a single pass. To this end, we map the two input RGB images, reference and query, to their respective voxelized 3D representations. We then pass the resulting voxels through a pose estimation module, where the voxels are aligned and the pose is computed in an end-to-end fashion by solving a least-squares problem. To enhance robustness, we introduce a weighted closest voxel algorithm capable of mitigating the impact of noisy voxels. We conduct extensive experiments on the CO3D, LINEMOD, and Objaverse datasets, demonstrating that our method delivers more accurate relative pose estimates for novel objects at a lower computational cost compared to state-of-the-art methods. Our code is released at: https://github.com/sailor-z/DVMNet/.
This paper presents GGRt, a novel approach to generalizable novel view synthesis that alleviates the need for real camera poses, complexity in processing high-resolution images, and lengthy optimization processes, thus facilitating stronger applicability of 3D Gaussian Splatting (3D-GS) in real-world scenarios. Specifically, we design a novel joint learning framework that consists of an Iterative Pose Optimization Network (IPO-Net) and a Generalizable 3D-Gaussians (G-3DG) model. With the joint learning mechanism, the proposed framework can inherently estimate robust relative pose information from the image observations and thus primarily alleviate the requirement of real camera poses. Moreover, we implement a deferred back-propagation mechanism that enables high-resolution training and inference, overcoming the resolution constraints of previous methods. To enhance the speed and efficiency, we further introduce a progressive Gaussian cache module that dynamically adjusts during training and inference. As the first pose-free generalizable 3D-GS framework, GGRt achieves inference at $\ge$ 5 FPS and real-time rendering at $\ge$ 100 FPS. Through extensive experimentation, we demonstrate that our method outperforms existing NeRF-based pose-free techniques in terms of inference speed and effectiveness. It can also approach the real pose-based 3D-GS methods. Our contributions provide a significant leap forward for the integration of computer vision and computer graphics into practical applications, offering state-of-the-art results on LLFF, KITTI, and Waymo Open datasets and enabling real-time rendering for immersive experiences.
Underwater visuals undergo various complex degradations, inevitably influencing the efficiency of underwater vision tasks. Recently, diffusion models were employed to underwater image enhancement (UIE) tasks, and gained SOTA performance. However, these methods fail to consider the physical properties and underwater imaging mechanisms in the diffusion process, limiting information completion capacity of diffusion models. In this paper, we introduce a novel UIE framework, named PA-Diff, designed to exploiting the knowledge of physics to guide the diffusion process. PA-Diff consists of Physics Prior Generation (PPG) Branch and Physics-aware Diffusion Transformer (PDT) Branch. Our designed PPG branch is a plug-and-play network to produce the physics prior, which can be integrated into any deep framework. With utilizing the physics prior knowledge to guide the diffusion process, PDT branch can obtain underwater-aware ability and model the complex distribution in real-world underwater scenes. Extensive experiments prove that our method achieves best performance on UIE tasks.
Human hands are highly articulated and versatile at handling objects. Jointly estimating the 3D poses of a hand and the object it manipulates from a monocular camera is challenging due to frequent occlusions. Thus, existing methods often rely on intermediate 3D shape representations to increase performance. These representations are typically explicit, such as 3D point clouds or meshes, and thus provide information in the direct surroundings of the intermediate hand pose estimate. To address this, we introduce HOISDF, a Signed Distance Field (SDF) guided hand-object pose estimation network, which jointly exploits hand and object SDFs to provide a global, implicit representation over the complete reconstruction volume. Specifically, the role of the SDFs is threefold: equip the visual encoder with implicit shape information, help to encode hand-object interactions, and guide the hand and object pose regression via SDF-based sampling and by augmenting the feature representations. We show that HOISDF achieves state-of-the-art results on hand-object pose estimation benchmarks (DexYCB and HO3Dv2). Code is available at https://github.com/amathislab/HOISDF
This paper presents GEA, a novel method for creating expressive 3D avatars with high-fidelity reconstructions of body and hands based on 3D Gaussians. The key contributions are twofold. First, we design a two-stage pose estimation method to obtain an accurate SMPL-X pose from input images, providing a correct mapping between the pixels of a training image and the SMPL-X model. It uses an attention-aware network and an optimization scheme to align the normal and silhouette between the estimated SMPL-X body and the real body in the image. Second, we propose an iterative re-initialization strategy to handle unbalanced aggregation and initialization bias faced by Gaussian representation. This strategy iteratively redistributes the avatar's Gaussian points, making it evenly distributed near the human body surface by applying meshing, resampling and re-Gaussian operations. As a result, higher-quality rendering can be achieved. Extensive experimental analyses validate the effectiveness of the proposed model, demonstrating that it achieves state-of-the-art performance in photorealistic novel view synthesis while offering fine-grained control over the human body and hand pose. Project page: https://3d-aigc.github.io/GEA/.