3D human generation from 2D images has achieved remarkable progress through the synergistic utilization of neural rendering and generative models. Existing 3D human generative models mainly generate a clothed 3D human as an undetectable 3D model in a single pass, while rarely considering the layer-wise nature of a clothed human body, which often consists of the human body and various clothes such as underwear, outerwear, trousers, shoes, etc. In this work, we propose HumanLiff, the first layer-wise 3D human generative model with a unified diffusion process. Specifically, HumanLiff firstly generates minimal-clothed humans, represented by tri-plane features, in a canonical space, and then progressively generates clothes in a layer-wise manner. In this way, the 3D human generation is thus formulated as a sequence of diffusion-based 3D conditional generation. To reconstruct more fine-grained 3D humans with tri-plane representation, we propose a tri-plane shift operation that splits each tri-plane into three sub-planes and shifts these sub-planes to enable feature grid subdivision. To further enhance the controllability of 3D generation with 3D layered conditions, HumanLiff hierarchically fuses tri-plane features and 3D layered conditions to facilitate the 3D diffusion model learning. Extensive experiments on two layer-wise 3D human datasets, SynBody (synthetic) and TightCap (real-world), validate that HumanLiff significantly outperforms state-of-the-art methods in layer-wise 3D human generation. Our code will be available at https://skhu101.github.io/HumanLiff.
Synthesizing physically plausible human motions in 3D scenes is a challenging problem. Kinematics-based methods cannot avoid inherent artifacts (e.g., penetration and foot skating) due to the lack of physical constraints. Meanwhile, existing physics-based methods cannot generalize to multi-object scenarios since the policy trained with reinforcement learning has limited modeling capacity. In this work, we present a framework that enables physically simulated characters to perform long-term interaction tasks in diverse, cluttered, and unseen scenes. The key idea is to decompose human-scene interactions into two fundamental processes, Interacting and Navigating, which motivates us to construct two reusable Controller, i.e., InterCon and NavCon. Specifically, InterCon contains two complementary policies that enable characters to enter and leave the interacting state (e.g., sitting on a chair and getting up). To generate interaction with objects at different places, we further design NavCon, a trajectory following policy, to keep characters' locomotion in the free space of 3D scenes. Benefiting from the divide and conquer strategy, we can train the policies in simple environments and generalize to complex multi-object scenes. Experimental results demonstrate that our framework can synthesize physically plausible long-term human motions in complex 3D scenes. Code will be publicly released at https://github.com/liangpan99/InterScene.
Spatial convolutions are extensively used in numerous deep video models. It fundamentally assumes spatio-temporal invariance, i.e., using shared weights for every location in different frames. This work presents Temporally-Adaptive Convolutions (TAdaConv) for video understanding, which shows that adaptive weight calibration along the temporal dimension is an efficient way to facilitate modeling complex temporal dynamics in videos. Specifically, TAdaConv empowers spatial convolutions with temporal modeling abilities by calibrating the convolution weights for each frame according to its local and global temporal context. Compared to existing operations for temporal modeling, TAdaConv is more efficient as it operates over the convolution kernels instead of the features, whose dimension is an order of magnitude smaller than the spatial resolutions. Further, kernel calibration brings an increased model capacity. Based on this readily plug-in operation TAdaConv as well as its extension, i.e., TAdaConvV2, we construct TAdaBlocks to empower ConvNeXt and Vision Transformer to have strong temporal modeling capabilities. Empirical results show TAdaConvNeXtV2 and TAdaFormer perform competitively against state-of-the-art convolutional and Transformer-based models in various video understanding benchmarks. Our codes and models are released at: https://github.com/alibaba-mmai-research/TAdaConv.
Recent advancements in vision foundation models (VFMs) have opened up new possibilities for versatile and efficient visual perception. In this work, we introduce Seal, a novel framework that harnesses VFMs for segmenting diverse automotive point cloud sequences. Seal exhibits three appealing properties: i) Scalability: VFMs are directly distilled into point clouds, eliminating the need for annotations in either 2D or 3D during pretraining. ii) Consistency: Spatial and temporal relationships are enforced at both the camera-to-LiDAR and point-to-segment stages, facilitating cross-modal representation learning. iii) Generalizability: Seal enables knowledge transfer in an off-the-shelf manner to downstream tasks involving diverse point clouds, including those from real/synthetic, low/high-resolution, large/small-scale, and clean/corrupted datasets. Extensive experiments conducted on eleven different point cloud datasets showcase the effectiveness and superiority of Seal. Notably, Seal achieves a remarkable 45.0% mIoU on nuScenes after linear probing, surpassing random initialization by 36.9% mIoU and outperforming prior arts by 6.1% mIoU. Moreover, Seal demonstrates significant performance gains over existing methods across 20 different few-shot fine-tuning tasks on all eleven tested point cloud datasets.
Motion mimicking is a foundational task in physics-based character animation. However, most existing motion mimicking methods are built upon reinforcement learning (RL) and suffer from heavy reward engineering, high variance, and slow convergence with hard explorations. Specifically, they usually take tens of hours or even days of training to mimic a simple motion sequence, resulting in poor scalability. In this work, we leverage differentiable physics simulators (DPS) and propose an efficient motion mimicking method dubbed DiffMimic. Our key insight is that DPS casts a complex policy learning task to a much simpler state matching problem. In particular, DPS learns a stable policy by analytical gradients with ground-truth physical priors hence leading to significantly faster and stabler convergence than RL-based methods. Moreover, to escape from local optima, we utilize a Demonstration Replay mechanism to enable stable gradient backpropagation in a long horizon. Extensive experiments on standard benchmarks show that DiffMimic has a better sample efficiency and time efficiency than existing methods (e.g., DeepMimic). Notably, DiffMimic allows a physically simulated character to learn Backflip after 10 minutes of training and be able to cycle it after 3 hours of training, while the existing approach may require about a day of training to cycle Backflip. More importantly, we hope DiffMimic can benefit more differentiable animation systems with techniques like differentiable clothes simulation in future research.
Real-scanned point clouds are often incomplete due to viewpoint, occlusion, and noise, which hampers 3D geometric modeling and perception. Existing point cloud completion methods tend to generate global shape skeletons and hence lack fine local details. Furthermore, they mostly learn a deterministic partial-to-complete mapping, but overlook structural relations in man-made objects. To tackle these challenges, this paper proposes a variational framework, Variational Relational point Completion Network (VRCNet) with two appealing properties: 1) Probabilistic Modeling. In particular, we propose a dual-path architecture to enable principled probabilistic modeling across partial and complete clouds. One path consumes complete point clouds for reconstruction by learning a point VAE. The other path generates complete shapes for partial point clouds, whose embedded distribution is guided by distribution obtained from the reconstruction path during training. 2) Relational Enhancement. Specifically, we carefully design point self-attention kernel and point selective kernel module to exploit relational point features, which refines local shape details conditioned on the coarse completion. In addition, we contribute multi-view partial point cloud datasets (MVP and MVP-40 dataset) containing over 200,000 high-quality scans, which render partial 3D shapes from 26 uniformly distributed camera poses for each 3D CAD model. Extensive experiments demonstrate that VRCNet outperforms state-of-the-art methods on all standard point cloud completion benchmarks. Notably, VRCNet shows great generalizability and robustness on real-world point cloud scans. Moreover, we can achieve robust 3D classification for partial point clouds with the help of VRCNet, which can highly increase classification accuracy.
The recent advances in camera-based bird's eye view (BEV) representation exhibit great potential for in-vehicle 3D perception. Despite the substantial progress achieved on standard benchmarks, the robustness of BEV algorithms has not been thoroughly examined, which is critical for safe operations. To bridge this gap, we introduce RoboBEV, a comprehensive benchmark suite that encompasses eight distinct corruptions, including Bright, Dark, Fog, Snow, Motion Blur, Color Quant, Camera Crash, and Frame Lost. Based on it, we undertake extensive evaluations across a wide range of BEV-based models to understand their resilience and reliability. Our findings indicate a strong correlation between absolute performance on in-distribution and out-of-distribution datasets. Nonetheless, there are considerable variations in relative performance across different approaches. Our experiments further demonstrate that pre-training and depth-free BEV transformation has the potential to enhance out-of-distribution robustness. Additionally, utilizing long and rich temporal information largely helps with robustness. Our findings provide valuable insights for designing future BEV models that can achieve both accuracy and robustness in real-world deployments.
The robustness of 3D perception systems under natural corruptions from environments and sensors is pivotal for safety-critical applications. Existing large-scale 3D perception datasets often contain data that are meticulously cleaned. Such configurations, however, cannot reflect the reliability of perception models during the deployment stage. In this work, we present Robo3D, the first comprehensive benchmark heading toward probing the robustness of 3D detectors and segmentors under out-of-distribution scenarios against natural corruptions that occur in real-world environments. Specifically, we consider eight corruption types stemming from adversarial weather conditions, external disturbances, and internal sensor failure. We uncover that, although promising results have been progressively achieved on standard benchmarks, state-of-the-art 3D perception models are at risk of being vulnerable to corruptions. We draw key observations on the use of data representations, augmentation schemes, and training strategies, that could severely affect the model's performance. To pursue better robustness, we propose a density-insensitive training framework along with a simple flexible voxelization strategy to enhance the model resiliency. We hope our benchmark and approach could inspire future research in designing more robust and reliable 3D perception models. Our robustness benchmark suite is publicly available.
Existing image restoration methods mostly leverage the posterior distribution of natural images. However, they often assume known degradation and also require supervised training, which restricts their adaptation to complex real applications. In this work, we propose the Generative Diffusion Prior (GDP) to effectively model the posterior distributions in an unsupervised sampling manner. GDP utilizes a pre-train denoising diffusion generative model (DDPM) for solving linear inverse, non-linear, or blind problems. Specifically, GDP systematically explores a protocol of conditional guidance, which is verified more practical than the commonly used guidance way. Furthermore, GDP is strength at optimizing the parameters of degradation model during the denoising process, achieving blind image restoration. Besides, we devise hierarchical guidance and patch-based methods, enabling the GDP to generate images of arbitrary resolutions. Experimentally, we demonstrate GDP's versatility on several image datasets for linear problems, such as super-resolution, deblurring, inpainting, and colorization, as well as non-linear and blind issues, such as low-light enhancement and HDR image recovery. GDP outperforms the current leading unsupervised methods on the diverse benchmarks in reconstruction quality and perceptual quality. Moreover, GDP also generalizes well for natural images or synthesized images with arbitrary sizes from various tasks out of the distribution of the ImageNet training set.