We propose ZeST, a method for zero-shot material transfer to an object in the input image given a material exemplar image. ZeST leverages existing diffusion adapters to extract implicit material representation from the exemplar image. This representation is used to transfer the material using pre-trained inpainting diffusion model on the object in the input image using depth estimates as geometry cue and grayscale object shading as illumination cues. The method works on real images without any training resulting a zero-shot approach. Both qualitative and quantitative results on real and synthetic datasets demonstrate that ZeST outputs photorealistic images with transferred materials. We also show the application of ZeST to perform multiple edits and robust material assignment under different illuminations. Project Page: https://ttchengab.github.io/zest
Humans can not only recognize and understand the world in its current state but also envision future scenarios that extend beyond immediate perception. To resemble this profound human capacity, we introduce zero-shot task hallucination -- given a single RGB image of any scene comprising unknown environments and objects, our model can identify potential tasks and imagine their execution in a vivid narrative, realized as a video. We develop a modular pipeline that progressively enhances scene decomposition, comprehension, and reconstruction, incorporating VLM for dynamic interaction and 3D motion planning for object trajectories. Our model can discover diverse tasks, with the generated task videos demonstrating realistic and compelling visual outcomes that are understandable by both machines and humans. Project Page: https://dannymcy.github.io/zeroshot_task_hallucination/
Despite the advancements in deep learning for camera relocalization tasks, obtaining ground truth pose labels required for the training process remains a costly endeavor. While current weakly supervised methods excel in lightweight label generation, their performance notably declines in scenarios with sparse views. In response to this challenge, we introduce WSCLoc, a system capable of being customized to various deep learning-based relocalization models to enhance their performance under weakly-supervised and sparse view conditions. This is realized with two stages. In the initial stage, WSCLoc employs a multilayer perceptron-based structure called WFT-NeRF to co-optimize image reconstruction quality and initial pose information. To ensure a stable learning process, we incorporate temporal information as input. Furthermore, instead of optimizing SE(3), we opt for $\mathfrak{sim}(3)$ optimization to explicitly enforce a scale constraint. In the second stage, we co-optimize the pre-trained WFT-NeRF and WFT-Pose. This optimization is enhanced by Time-Encoding based Random View Synthesis and supervised by inter-frame geometric constraints that consider pose, depth, and RGB information. We validate our approaches on two publicly available datasets, one outdoor and one indoor. Our experimental results demonstrate that our weakly-supervised relocalization solutions achieve superior pose estimation accuracy in sparse-view scenarios, comparable to state-of-the-art camera relocalization methods. We will make our code publicly available.
Recent text-to-image diffusion models are able to learn and synthesize images containing novel, personalized concepts (e.g., their own pets or specific items) with just a few examples for training. This paper tackles two interconnected issues within this realm of personalizing text-to-image diffusion models. First, current personalization techniques fail to reliably extend to multiple concepts -- we hypothesize this to be due to the mismatch between complex scenes and simple text descriptions in the pre-training dataset (e.g., LAION). Second, given an image containing multiple personalized concepts, there lacks a holistic metric that evaluates performance on not just the degree of resemblance of personalized concepts, but also whether all concepts are present in the image and whether the image accurately reflects the overall text description. To address these issues, we introduce Gen4Gen, a semi-automated dataset creation pipeline utilizing generative models to combine personalized concepts into complex compositions along with text-descriptions. Using this, we create a dataset called MyCanvas, that can be used to benchmark the task of multi-concept personalization. In addition, we design a comprehensive metric comprising two scores (CP-CLIP and TI-CLIP) for better quantifying the performance of multi-concept, personalized text-to-image diffusion methods. We provide a simple baseline built on top of Custom Diffusion with empirical prompting strategies for future researchers to evaluate on MyCanvas. We show that by improving data quality and prompting strategies, we can significantly increase multi-concept personalized image generation quality, without requiring any modifications to model architecture or training algorithms.
Current controls over diffusion models (e.g., through text or ControlNet) for image generation fall short in recognizing abstract, continuous attributes like illumination direction or non-rigid shape change. In this paper, we present an approach for allowing users of text-to-image models to have fine-grained control of several attributes in an image. We do this by engineering special sets of input tokens that can be transformed in a continuous manner -- we call them Continuous 3D Words. These attributes can, for example, be represented as sliders and applied jointly with text prompts for fine-grained control over image generation. Given only a single mesh and a rendering engine, we show that our approach can be adopted to provide continuous user control over several 3D-aware attributes, including time-of-day illumination, bird wing orientation, dollyzoom effect, and object poses. Our method is capable of conditioning image creation with multiple Continuous 3D Words and text descriptions simultaneously while adding no overhead to the generative process. Project Page: https://ttchengab.github.io/continuous_3d_words
In this paper, we study an underexplored, yet important and challenging problem: counting the number of distinct sounds in raw audio characterized by a high degree of polyphonicity. We do so by systematically proposing a novel end-to-end trainable neural network (which we call DyDecNet, consisting of a dyadic decomposition front-end and backbone network), and quantifying the difficulty level of counting depending on sound polyphonicity. The dyadic decomposition front-end progressively decomposes the raw waveform dyadically along the frequency axis to obtain time-frequency representation in multi-stage, coarse-to-fine manner. Each intermediate waveform convolved by a parent filter is further processed by a pair of child filters that evenly split the parent filter's carried frequency response, with the higher-half child filter encoding the detail and lower-half child filter encoding the approximation. We further introduce an energy gain normalization to normalize sound loudness variance and spectrum overlap, and apply it to each intermediate parent waveform before feeding it to the two child filters. To better quantify sound counting difficulty level, we further design three polyphony-aware metrics: polyphony ratio, max polyphony and mean polyphony. We test DyDecNet on various datasets to show its superiority, and we further show dyadic decomposition network can be used as a general front-end to tackle other acoustic tasks.
Despite advancements in self-supervised monocular depth estimation, challenges persist in dynamic scenarios due to the dependence on assumptions about a static world. In this paper, we present MGDepth, a Motion-Guided Cost Volume Depth Net, to achieve precise depth estimation for both dynamic objects and static backgrounds, all while maintaining computational efficiency. To tackle the challenges posed by dynamic content, we incorporate optical flow and coarse monocular depth to create a novel static reference frame. This frame is then utilized to build a motion-guided cost volume in collaboration with the target frame. Additionally, to enhance the accuracy and resilience of the network structure, we introduce an attention-based depth net architecture to effectively integrate information from feature maps with varying resolutions. Compared to methods with similar computational costs, MGDepth achieves a significant reduction of approximately seven percent in root-mean-square error for self-supervised monocular depth estimation on the KITTI-2015 dataset.
Coarse-to-fine 3D instance segmentation methods show weak performances compared to recent Grouping-based, Kernel-based and Transformer-based methods. We argue that this is due to two limitations: 1) Instance size overestimation by axis-aligned bounding box(AABB) 2) False negative error accumulation from inaccurate box to the refinement phase. In this work, we introduce Spherical Mask, a novel coarse-to-fine approach based on spherical representation, overcoming those two limitations with several benefits. Specifically, our coarse detection estimates each instance with a 3D polygon using a center and radial distance predictions, which avoids excessive size estimation of AABB. To cut the error propagation in the existing coarse-to-fine approaches, we virtually migrate points based on the polygon, allowing all foreground points, including false negatives, to be refined. During inference, the proposal and point migration modules run in parallel and are assembled to form binary masks of instances. We also introduce two margin-based losses for the point migration to enforce corrections for the false positives/negatives and cohesion of foreground points, significantly improving the performance. Experimental results from three datasets, such as ScanNetV2, S3DIS, and STPLS3D, show that our proposed method outperforms existing works, demonstrating the effectiveness of the new instance representation with spherical coordinates.
The introduction of neural radiance fields has greatly improved the effectiveness of view synthesis for monocular videos. However, existing algorithms face difficulties when dealing with uncontrolled or lengthy scenarios, and require extensive training time specific to each new scenario. To tackle these limitations, we propose DynPoint, an algorithm designed to facilitate the rapid synthesis of novel views for unconstrained monocular videos. Rather than encoding the entirety of the scenario information into a latent representation, DynPoint concentrates on predicting the explicit 3D correspondence between neighboring frames to realize information aggregation. Specifically, this correspondence prediction is achieved through the estimation of consistent depth and scene flow information across frames. Subsequently, the acquired correspondence is utilized to aggregate information from multiple reference frames to a target frame, by constructing hierarchical neural point clouds. The resulting framework enables swift and accurate view synthesis for desired views of target frames. The experimental results obtained demonstrate the considerable acceleration of training time achieved - typically an order of magnitude - by our proposed method while yielding comparable outcomes compared to prior approaches. Furthermore, our method exhibits strong robustness in handling long-duration videos without learning a canonical representation of video content.