Affective Behavior Analysis aims to facilitate technology emotionally smart, creating a world where devices can understand and react to our emotions as humans do. To comprehensively evaluate the authenticity and applicability of emotional behavior analysis techniques in natural environments, the 6th competition on Affective Behavior Analysis in-the-wild (ABAW) utilizes the Aff-Wild2, Hume-Vidmimic2, and C-EXPR-DB datasets to set up five competitive tracks, i.e., Valence-Arousal (VA) Estimation, Expression (EXPR) Recognition, Action Unit (AU) Detection, Compound Expression (CE) Recognition, and Emotional Mimicry Intensity (EMI) Estimation. In this paper, we present our method designs for the five tasks. Specifically, our design mainly includes three aspects: 1) Utilizing a transformer-based feature fusion module to fully integrate emotional information provided by audio signals, visual images, and transcripts, offering high-quality expression features for the downstream tasks. 2) To achieve high-quality facial feature representations, we employ Masked-Auto Encoder as the visual features extraction model and fine-tune it with our facial dataset. 3) Considering the complexity of the video collection scenes, we conduct a more detailed dataset division based on scene characteristics and train the classifier for each scene. Extensive experiments demonstrate the superiority of our designs.
Text-guided 3D face synthesis has achieved remarkable results by leveraging text-to-image (T2I) diffusion models. However, most existing works focus solely on the direct generation, ignoring the editing, restricting them from synthesizing customized 3D faces through iterative adjustments. In this paper, we propose a unified text-guided framework from face generation to editing. In the generation stage, we propose a geometry-texture decoupled generation to mitigate the loss of geometric details caused by coupling. Besides, decoupling enables us to utilize the generated geometry as a condition for texture generation, yielding highly geometry-texture aligned results. We further employ a fine-tuned texture diffusion model to enhance texture quality in both RGB and YUV space. In the editing stage, we first employ a pre-trained diffusion model to update facial geometry or texture based on the texts. To enable sequential editing, we introduce a UV domain consistency preservation regularization, preventing unintentional changes to irrelevant facial attributes. Besides, we propose a self-guided consistency weight strategy to improve editing efficacy while preserving consistency. Through comprehensive experiments, we showcase our method's superiority in face synthesis. Project page: https://faceg2e.github.io/.
Recent works based on convolutional encoder-decoder architecture and 3DMM parameterization have shown great potential for canonical view reconstruction from a single input image. Conventional CNN architectures benefit from exploiting the spatial correspondence between the input and output pixels. However, in 3D face reconstruction, the spatial misalignment between the input image (e.g. face) and the canonical/UV output makes the feature encoding-decoding process quite challenging. In this paper, to tackle this problem, we propose a new network architecture, namely the Affine Convolution Networks, which enables CNN based approaches to handle spatially non-corresponding input and output images and maintain high-fidelity quality output at the same time. In our method, an affine transformation matrix is learned from the affine convolution layer for each spatial location of the feature maps. In addition, we represent 3D human heads in UV space with multiple components, including diffuse maps for texture representation, position maps for geometry representation, and light maps for recovering more complex lighting conditions in the real world. All the components can be trained without any manual annotations. Our method is parametric-free and can generate high-quality UV maps at resolution of 512 x 512 pixels, while previous approaches normally generate 256 x 256 pixels or smaller. Our code will be released once the paper got accepted.
Existing volumetric neural rendering techniques, such as Neural Radiance Fields (NeRF), face limitations in synthesizing high-quality novel views when the camera poses of input images are imperfect. To address this issue, we propose a novel 3D reconstruction framework that enables simultaneous optimization of camera poses, dubbed CBARF (Cascaded Bundle-Adjusting NeRF).In a nutshell, our framework optimizes camera poses in a coarse-to-fine manner and then reconstructs scenes based on the rectified poses. It is observed that the initialization of camera poses has a significant impact on the performance of bundle-adjustment (BA). Therefore, we cascade multiple BA modules at different scales to progressively improve the camera poses. Meanwhile, we develop a neighbor-replacement strategy to further optimize the results of BA in each stage. In this step, we introduce a novel criterion to effectively identify poorly estimated camera poses. Then we replace them with the poses of neighboring cameras, thus further eliminating the impact of inaccurate camera poses. Once camera poses have been optimized, we employ a density voxel grid to generate high-quality 3D reconstructed scenes and images in novel views. Experimental results demonstrate that our CBARF model achieves state-of-the-art performance in both pose optimization and novel view synthesis, especially in the existence of large camera pose noise.
While the image diffusion model has made significant strides in text-driven 3D content creation, it often falls short in accurately capturing the intended meaning of the text prompt, particularly with respect to direction information. This shortcoming gives rise to the Janus problem, where multi-faced 3D models are produced with the guidance of such diffusion models. In this paper, we present a robust pipeline for generating high-fidelity 3D content with orthogonal-view image guidance. Specifically, we introduce a novel 2D diffusion model that generates an image consisting of four orthogonal-view sub-images for the given text prompt. The 3D content is then created with this diffusion model, which enhances 3D consistency and provides strong structured semantic priors. This addresses the infamous Janus problem and significantly promotes generation efficiency. Additionally, we employ a progressive 3D synthesis strategy that results in substantial improvement in the quality of the created 3D contents. Both quantitative and qualitative evaluations show that our method demonstrates a significant improvement over previous text-to-3D techniques.
Given an audio-visual pair, audio-visual segmentation (AVS) aims to locate sounding sources by predicting pixel-wise maps. Previous methods assume that each sound component in an audio signal always has a visual counterpart in the image. However, this assumption overlooks that off-screen sounds and background noise often contaminate the audio recordings in real-world scenarios. They impose significant challenges on building a consistent semantic mapping between audio and visual signals for AVS models and thus impede precise sound localization. In this work, we propose a two-stage bootstrapping audio-visual segmentation framework by incorporating multi-modal foundation knowledge. In a nutshell, our BAVS is designed to eliminate the interference of background noise or off-screen sounds in segmentation by establishing the audio-visual correspondences in an explicit manner. In the first stage, we employ a segmentation model to localize potential sounding objects from visual data without being affected by contaminated audio signals. Meanwhile, we also utilize a foundation audio classification model to discern audio semantics. Considering the audio tags provided by the audio foundation model are noisy, associating object masks with audio tags is not trivial. Thus, in the second stage, we develop an audio-visual semantic integration strategy (AVIS) to localize the authentic-sounding objects. Here, we construct an audio-visual tree based on the hierarchical correspondence between sounds and object categories. We then examine the label concurrency between the localized objects and classified audio tags by tracing the audio-visual tree. With AVIS, we can effectively segment real-sounding objects. Extensive experiments demonstrate the superiority of our method on AVS datasets, particularly in scenarios involving background noise. Our project website is https://yenanliu.github.io/AVSS.github.io/.
This paper proposes a novel and physically interpretable method for face editing based on arbitrary text prompts. Different from previous GAN-inversion-based face editing methods that manipulate the latent space of GANs, or diffusion-based methods that model image manipulation as a reverse diffusion process, we regard the face editing process as imposing vector flow fields on face images, representing the offset of spatial coordinates and color for each image pixel. Under the above-proposed paradigm, we represent the vector flow field in two ways: 1) explicitly represent the flow vectors with rasterized tensors, and 2) implicitly parameterize the flow vectors as continuous, smooth, and resolution-agnostic neural fields, by leveraging the recent advances of implicit neural representations. The flow vectors are iteratively optimized under the guidance of the pre-trained Contrastive Language-Image Pretraining~(CLIP) model by maximizing the correlation between the edited image and the text prompt. We also propose a learning-based one-shot face editing framework, which is fast and adaptable to any text prompt input. Our method can also be flexibly extended to real-time video face editing. Compared with state-of-the-art text-driven face editing methods, our method can generate physically interpretable face editing results with high identity consistency and image quality. Our code will be made publicly available.
In recent years, 3D representation learning has turned to 2D vision-language pre-trained models to overcome data scarcity challenges. However, existing methods simply transfer 2D alignment strategies, aligning 3D representations with single-view 2D images and coarse-grained parent category text. These approaches introduce information degradation and insufficient synergy issues, leading to performance loss. Information degradation arises from overlooking the fact that a 3D representation should be equivalent to a series of multi-view images and more fine-grained subcategory text. Insufficient synergy neglects the idea that a robust 3D representation should align with the joint vision-language space, rather than independently aligning with each modality. In this paper, we propose a multi-view joint modality modeling approach, termed JM3D, to obtain a unified representation for point cloud, text, and image. Specifically, a novel Structured Multimodal Organizer (SMO) is proposed to address the information degradation issue, which introduces contiguous multi-view images and hierarchical text to enrich the representation of vision and language modalities. A Joint Multi-modal Alignment (JMA) is designed to tackle the insufficient synergy problem, which models the joint modality by incorporating language knowledge into the visual modality. Extensive experiments on ModelNet40 and ScanObjectNN demonstrate the effectiveness of our proposed method, JM3D, which achieves state-of-the-art performance in zero-shot 3D classification. JM3D outperforms ULIP by approximately 4.3% on PointMLP and achieves an improvement of up to 6.5% accuracy on PointNet++ in top-1 accuracy for zero-shot 3D classification on ModelNet40. The source code and trained models for all our experiments are publicly available at https://github.com/Mr-Neko/JM3D.
The audio-visual segmentation (AVS) task aims to segment sounding objects from a given video. Existing works mainly focus on fusing audio and visual features of a given video to achieve sounding object masks. However, we observed that prior arts are prone to segment a certain salient object in a video regardless of the audio information. This is because sounding objects are often the most salient ones in the AVS dataset. Thus, current AVS methods might fail to localize genuine sounding objects due to the dataset bias. In this work, we present an audio-visual instance-aware segmentation approach to overcome the dataset bias. In a nutshell, our method first localizes potential sounding objects in a video by an object segmentation network, and then associates the sounding object candidates with the given audio. We notice that an object could be a sounding object in one video but a silent one in another video. This would bring ambiguity in training our object segmentation network as only sounding objects have corresponding segmentation masks. We thus propose a silent object-aware segmentation objective to alleviate the ambiguity. Moreover, since the category information of audio is unknown, especially for multiple sounding sources, we propose to explore the audio-visual semantic correlation and then associate audio with potential objects. Specifically, we attend predicted audio category scores to potential instance masks and these scores will highlight corresponding sounding instances while suppressing inaudible ones. When we enforce the attended instance masks to resemble the ground-truth mask, we are able to establish audio-visual semantics correlation. Experimental results on the AVS benchmarks demonstrate that our method can effectively segment sounding objects without being biased to salient objects.
Generating vivid and diverse 3D co-speech gestures is crucial for various applications in animating virtual avatars. While most existing methods can generate gestures from audio directly, they usually overlook that emotion is one of the key factors of authentic co-speech gesture generation. In this work, we propose EmotionGesture, a novel framework for synthesizing vivid and diverse emotional co-speech 3D gestures from audio. Considering emotion is often entangled with the rhythmic beat in speech audio, we first develop an Emotion-Beat Mining module (EBM) to extract the emotion and audio beat features as well as model their correlation via a transcript-based visual-rhythm alignment. Then, we propose an initial pose based Spatial-Temporal Prompter (STP) to generate future gestures from the given initial poses. STP effectively models the spatial-temporal correlations between the initial poses and the future gestures, thus producing the spatial-temporal coherent pose prompt. Once we obtain pose prompts, emotion, and audio beat features, we will generate 3D co-speech gestures through a transformer architecture. However, considering the poses of existing datasets often contain jittering effects, this would lead to generating unstable gestures. To address this issue, we propose an effective objective function, dubbed Motion-Smooth Loss. Specifically, we model motion offset to compensate for jittering ground-truth by forcing gestures to be smooth. Last, we present an emotion-conditioned VAE to sample emotion features, enabling us to generate diverse emotional results. Extensive experiments demonstrate that our framework outperforms the state-of-the-art, achieving vivid and diverse emotional co-speech 3D gestures.