The diffusion model has been proven a powerful generative model in recent years, yet remains a challenge in generating visual text. Several methods alleviated this issue by incorporating explicit text position and content as guidance on where and what text to render. However, these methods still suffer from several drawbacks, such as limited flexibility and automation, constrained capability of layout prediction, and restricted style diversity. In this paper, we present TextDiffuser-2, aiming to unleash the power of language models for text rendering. Firstly, we fine-tune a large language model for layout planning. The large language model is capable of automatically generating keywords for text rendering and also supports layout modification through chatting. Secondly, we utilize the language model within the diffusion model to encode the position and texts at the line level. Unlike previous methods that employed tight character-level guidance, this approach generates more diverse text images. We conduct extensive experiments and incorporate user studies involving human participants as well as GPT-4V, validating TextDiffuser-2's capacity to achieve a more rational text layout and generation with enhanced diversity. The code and model will be available at \url{https://aka.ms/textdiffuser-2}.
Motion planning is a computational problem that finds a sequence of valid trajectories, often based on surrounding agents' forecasting, environmental understanding, and historical and future contexts. It can also be viewed as a game in which agents continuously plan their next move according to other agents' intentions and the encountering environment, further achieving their ultimate goals through incremental actions. To model the dynamic planning and interaction process, we propose a novel framework, DeepEMplanner, which takes the stepwise interaction into account for fine-grained behavior learning. The ego vehicle maximizes each step motion to reach its eventual driving outcome based on the stepwise expectation from agents and its upcoming road conditions. On the other hand, the agents also follow the same philosophy to maximize their stepwise behavior under the encountering environment and the expectations from ego and other agents. Our DeepEMplanner models the interactions among ego, agents, and the dynamic environment in an autoregressive manner by interleaving the Expectation and Maximization processes. Further, we design ego-to-agents, ego-to-map, and ego-to-BEV interaction mechanisms with hierarchical dynamic key objects attention to better model the interactions. Experiments on the nuScenes benchmark show that our approach achieves state-of-the-art results.
We present ControlLLM, a novel framework that enables large language models (LLMs) to utilize multi-modal tools for solving complex real-world tasks. Despite the remarkable performance of LLMs, they still struggle with tool invocation due to ambiguous user prompts, inaccurate tool selection and parameterization, and inefficient tool scheduling. To overcome these challenges, our framework comprises three key components: (1) a \textit{task decomposer} that breaks down a complex task into clear subtasks with well-defined inputs and outputs; (2) a \textit{Thoughts-on-Graph (ToG) paradigm} that searches the optimal solution path on a pre-built tool graph, which specifies the parameter and dependency relations among different tools; and (3) an \textit{execution engine with a rich toolbox} that interprets the solution path and runs the tools efficiently on different computational devices. We evaluate our framework on diverse tasks involving image, audio, and video processing, demonstrating its superior accuracy, efficiency, and versatility compared to existing methods. The code is at https://github.com/OpenGVLab/ControlLLM .
Video generation has increasingly gained interest in both academia and industry. Although commercial tools can generate plausible videos, there is a limited number of open-source models available for researchers and engineers. In this work, we introduce two diffusion models for high-quality video generation, namely text-to-video (T2V) and image-to-video (I2V) models. T2V models synthesize a video based on a given text input, while I2V models incorporate an additional image input. Our proposed T2V model can generate realistic and cinematic-quality videos with a resolution of $1024 \times 576$, outperforming other open-source T2V models in terms of quality. The I2V model is designed to produce videos that strictly adhere to the content of the provided reference image, preserving its content, structure, and style. This model is the first open-source I2V foundation model capable of transforming a given image into a video clip while maintaining content preservation constraints. We believe that these open-source video generation models will contribute significantly to the technological advancements within the community.
In this work, we investigate the capability of generating images from pre-trained diffusion models at much higher resolutions than the training image sizes. In addition, the generated images should have arbitrary image aspect ratios. When generating images directly at a higher resolution, 1024 x 1024, with the pre-trained Stable Diffusion using training images of resolution 512 x 512, we observe persistent problems of object repetition and unreasonable object structures. Existing works for higher-resolution generation, such as attention-based and joint-diffusion approaches, cannot well address these issues. As a new perspective, we examine the structural components of the U-Net in diffusion models and identify the crucial cause as the limited perception field of convolutional kernels. Based on this key observation, we propose a simple yet effective re-dilation that can dynamically adjust the convolutional perception field during inference. We further propose the dispersed convolution and noise-damped classifier-free guidance, which can enable ultra-high-resolution image generation (e.g., 4096 x 4096). Notably, our approach does not require any training or optimization. Extensive experiments demonstrate that our approach can address the repetition issue well and achieve state-of-the-art performance on higher-resolution image synthesis, especially in texture details. Our work also suggests that a pre-trained diffusion model trained on low-resolution images can be directly used for high-resolution visual generation without further tuning, which may provide insights for future research on ultra-high-resolution image and video synthesis.
Generative Adversarial Networks (GANs) have significantly advanced image synthesis through mapping randomly sampled latent codes to high-fidelity synthesized images. However, applying well-trained GANs to real image editing remains challenging. A common solution is to find an approximate latent code that can adequately recover the input image to edit, which is also known as GAN inversion. To invert a GAN model, prior works typically focus on reconstructing the target image at the pixel level, yet few studies are conducted on whether the inverted result can well support manipulation at the semantic level. This work fills in this gap by proposing in-domain GAN inversion, which consists of a domain-guided encoder and a domain-regularized optimizer, to regularize the inverted code in the native latent space of the pre-trained GAN model. In this way, we manage to sufficiently reuse the knowledge learned by GANs for image reconstruction, facilitating a wide range of editing applications without any retraining. We further make comprehensive analyses on the effects of the encoder structure, the starting inversion point, as well as the inversion parameter space, and observe the trade-off between the reconstruction quality and the editing property. Such a trade-off sheds light on how a GAN model represents an image with various semantics encoded in the learned latent distribution. Code, models, and demo are available at the project page: https://genforce.github.io/idinvert/.
Previous animatable 3D-aware GANs for human generation have primarily focused on either the human head or full body. However, head-only videos are relatively uncommon in real life, and full body generation typically does not deal with facial expression control and still has challenges in generating high-quality results. Towards applicable video avatars, we present an animatable 3D-aware GAN that generates portrait images with controllable facial expression, head pose, and shoulder movements. It is a generative model trained on unstructured 2D image collections without using 3D or video data. For the new task, we base our method on the generative radiance manifold representation and equip it with learnable facial and head-shoulder deformations. A dual-camera rendering and adversarial learning scheme is proposed to improve the quality of the generated faces, which is critical for portrait images. A pose deformation processing network is developed to generate plausible deformations for challenging regions such as long hair. Experiments show that our method, trained on unstructured 2D images, can generate diverse and high-quality 3D portraits with desired control over different properties.
Low dynamic range (LDR) cameras cannot deal with wide dynamic range inputs, frequently leading to local overexposure issues. We present a learning-based system to reduce these artifacts without resorting to complex acquisition mechanisms like alternating exposures or costly processing that are typical of high dynamic range (HDR) imaging. We propose a transformer-based deep neural network (DNN) to infer the missing HDR details. In an ablation study, we show the importance of using a multiscale DNN and train it with the proper cost function to achieve state-of-the-art quality. To aid the reconstruction of the overexposed areas, our DNN takes a reference frame from the past as an additional input. This leverages the commonly occurring temporal instabilities of autoexposure to our advantage: since well-exposed details in the current frame may be overexposed in the future, we use reinforcement learning to train a reference frame selection DNN that decides whether to adopt the current frame as a future reference. Without resorting to alternating exposures, we obtain therefore a causal, HDR hallucination algorithm with potential application in common video acquisition settings. Our demo video can be found at https://drive.google.com/file/d/1-r12BKImLOYCLUoPzdebnMyNjJ4Rk360/view
We present the content deformation field CoDeF as a new type of video representation, which consists of a canonical content field aggregating the static contents in the entire video and a temporal deformation field recording the transformations from the canonical image (i.e., rendered from the canonical content field) to each individual frame along the time axis.Given a target video, these two fields are jointly optimized to reconstruct it through a carefully tailored rendering pipeline.We advisedly introduce some regularizations into the optimization process, urging the canonical content field to inherit semantics (e.g., the object shape) from the video.With such a design, CoDeF naturally supports lifting image algorithms for video processing, in the sense that one can apply an image algorithm to the canonical image and effortlessly propagate the outcomes to the entire video with the aid of the temporal deformation field.We experimentally show that CoDeF is able to lift image-to-image translation to video-to-video translation and lift keypoint detection to keypoint tracking without any training.More importantly, thanks to our lifting strategy that deploys the algorithms on only one image, we achieve superior cross-frame consistency in processed videos compared to existing video-to-video translation approaches, and even manage to track non-rigid objects like water and smog.Project page can be found at https://qiuyu96.github.io/CoDeF/.
Generating videos for visual storytelling can be a tedious and complex process that typically requires either live-action filming or graphics animation rendering. To bypass these challenges, our key idea is to utilize the abundance of existing video clips and synthesize a coherent storytelling video by customizing their appearances. We achieve this by developing a framework comprised of two functional modules: (i) Motion Structure Retrieval, which provides video candidates with desired scene or motion context described by query texts, and (ii) Structure-Guided Text-to-Video Synthesis, which generates plot-aligned videos under the guidance of motion structure and text prompts. For the first module, we leverage an off-the-shelf video retrieval system and extract video depths as motion structure. For the second module, we propose a controllable video generation model that offers flexible controls over structure and characters. The videos are synthesized by following the structural guidance and appearance instruction. To ensure visual consistency across clips, we propose an effective concept personalization approach, which allows the specification of the desired character identities through text prompts. Extensive experiments demonstrate that our approach exhibits significant advantages over various existing baselines.