In this paper, we democratise caricature generation, empowering individuals to effortlessly craft personalised caricatures with just a photo and a conceptual sketch. Our objective is to strike a delicate balance between abstraction and identity, while preserving the creativity and subjectivity inherent in a sketch. To achieve this, we present Explicit Rank-1 Model Editing alongside single-image personalisation, selectively applying nuanced edits to cross-attention layers for a seamless merge of identity and style. Additionally, we propose Random Mask Reconstruction to enhance robustness, directing the model to focus on distinctive identity and style features. Crucially, our aim is not to replace artists but to eliminate accessibility barriers, allowing enthusiasts to engage in the artistry.
In this paper, we democratise 3D content creation, enabling precise generation of 3D shapes from abstract sketches while overcoming limitations tied to drawing skills. We introduce a novel part-level modelling and alignment framework that facilitates abstraction modelling and cross-modal correspondence. Leveraging the same part-level decoder, our approach seamlessly extends to sketch modelling by establishing correspondence between CLIPasso edgemaps and projected 3D part regions, eliminating the need for a dataset pairing human sketches and 3D shapes. Additionally, our method introduces a seamless in-position editing process as a byproduct of cross-modal part-aligned modelling. Operating in a low-dimensional implicit space, our approach significantly reduces computational demands and processing time.
Recent text-to-image (T2I) generative models allow for high-quality synthesis following either text instructions or visual examples. Despite their capabilities, these models face limitations in creating new, detailed creatures within specific categories (e.g., virtual dog or bird species), which are valuable in digital asset creation and biodiversity analysis. To bridge this gap, we introduce a novel task, Virtual Creatures Generation: Given a set of unlabeled images of the target concepts (e.g., 200 bird species), we aim to train a T2I model capable of creating new, hybrid concepts within diverse backgrounds and contexts. We propose a new method called DreamCreature, which identifies and extracts the underlying sub-concepts (e.g., body parts of a specific species) in an unsupervised manner. The T2I thus adapts to generate novel concepts (e.g., new bird species) with faithful structures and photorealistic appearance by seamlessly and flexibly composing learned sub-concepts. To enhance sub-concept fidelity and disentanglement, we extend the textual inversion technique by incorporating an additional projector and tailored attention loss regularization. Extensive experiments on two fine-grained image benchmarks demonstrate the superiority of DreamCreature over prior methods in both qualitative and quantitative evaluation. Ultimately, the learned sub-concepts facilitate diverse creative applications, including innovative consumer product designs and nuanced property modifications.
Creating multi-view wire art (MVWA), a static 3D sculpture with diverse interpretations from different viewpoints, is a complex task even for skilled artists. In response, we present DreamWire, an AI system enabling everyone to craft MVWA easily. Users express their vision through text prompts or scribbles, freeing them from intricate 3D wire organisation. Our approach synergises 3D B\'ezier curves, Prim's algorithm, and knowledge distillation from diffusion models or their variants (e.g., ControlNet). This blend enables the system to represent 3D wire art, ensuring spatial continuity and overcoming data scarcity. Extensive evaluation and analysis are conducted to shed insight on the inner workings of the proposed system, including the trade-off between connectivity and visual aesthetics.
High-resolution image generation with Generative Artificial Intelligence (GenAI) has immense potential but, due to the enormous capital investment required for training, it is increasingly centralised to a few large corporations, and hidden behind paywalls. This paper aims to democratise high-resolution GenAI by advancing the frontier of high-resolution generation while remaining accessible to a broad audience. We demonstrate that existing Latent Diffusion Models (LDMs) possess untapped potential for higher-resolution image generation. Our novel DemoFusion framework seamlessly extends open-source GenAI models, employing Progressive Upscaling, Skip Residual, and Dilated Sampling mechanisms to achieve higher-resolution image generation. The progressive nature of DemoFusion requires more passes, but the intermediate results can serve as "previews", facilitating rapid prompt iteration.
Reference-based video object segmentation is an emerging topic which aims to segment the corresponding target object in each video frame referred by a given reference, such as a language expression or a photo mask. However, language expressions can sometimes be vague in conveying an intended concept and ambiguous when similar objects in one frame are hard to distinguish by language. Meanwhile, photo masks are costly to annotate and less practical to provide in a real application. This paper introduces a new task of sketch-based video object segmentation, an associated benchmark, and a strong baseline. Our benchmark includes three datasets, Sketch-DAVIS16, Sketch-DAVIS17 and Sketch-YouTube-VOS, which exploit human-drawn sketches as an informative yet low-cost reference for video object segmentation. We take advantage of STCN, a popular baseline of semi-supervised VOS task, and evaluate what the most effective design for incorporating a sketch reference is. Experimental results show sketch is more effective yet annotation-efficient than other references, such as photo masks, language and scribble.
Artificial Intelligence Generated Content (AIGC) has shown remarkable progress in generating realistic images. However, in this paper, we take a step "backward" and address AIGC for the most rudimentary visual modality of human sketches. Our objective is on the creative nature of sketches, and that creative sketching should take the form of an interactive process. We further enable text to drive the sketch ideation process, allowing creativity to be freely defined, while simultaneously tackling the challenge of "I can't sketch". We present a method to generate controlled sketches using a text-conditioned diffusion model trained on pixel representations of images. Our proposed approach, referred to as SketchDreamer, integrates a differentiable rasteriser of Bezier curves that optimises an initial input to distil abstract semantic knowledge from a pretrained diffusion model. We utilise Score Distillation Sampling to learn a sketch that aligns with a given caption, which importantly enable both text and sketch to interact with the ideation process. Our objective is to empower non-professional users to create sketches and, through a series of optimisation processes, transform a narrative into a storyboard by expanding the text prompt while making minor adjustments to the sketch input. Through this work, we hope to aspire the way we create visual content, democratise the creative process, and inspire further research in enhancing human creativity in AIGC. The code is available at \url{https://github.com/WinKawaks/SketchDreamer}.
3D shape modeling is labor-intensive and time-consuming and requires years of expertise. Recently, 2D sketches and text inputs were considered as conditional modalities to 3D shape generation networks to facilitate 3D shape modeling. However, text does not contain enough fine-grained information and is more suitable to describe a category or appearance rather than geometry, while 2D sketches are ambiguous, and depicting complex 3D shapes in 2D again requires extensive practice. Instead, we explore virtual reality sketches that are drawn directly in 3D. We assume that the sketches are created by novices, without any art training, and aim to reconstruct physically-plausible 3D shapes. Since such sketches are potentially ambiguous, we tackle the problem of the generation of multiple 3D shapes that follow the input sketch structure. Limited in the size of the training data, we carefully design our method, training the model step-by-step and leveraging multi-modal 3D shape representation. To guarantee the plausibility of generated 3D shapes we leverage the normalizing flow that models the distribution of the latent space of 3D shapes. To encourage the fidelity of the generated 3D models to an input sketch, we propose a dedicated loss that we deploy at different stages of the training process. We plan to make our code publicly available.
Recently, text-guided 3D generative methods have made remarkable advancements in producing high-quality textures and geometry, capitalizing on the proliferation of large vision-language and image diffusion models. However, existing methods still struggle to create high-fidelity 3D head avatars in two aspects: (1) They rely mostly on a pre-trained text-to-image diffusion model whilst missing the necessary 3D awareness and head priors. This makes them prone to inconsistency and geometric distortions in the generated avatars. (2) They fall short in fine-grained editing. This is primarily due to the inherited limitations from the pre-trained 2D image diffusion models, which become more pronounced when it comes to 3D head avatars. In this work, we address these challenges by introducing a versatile coarse-to-fine pipeline dubbed HeadSculpt for crafting (i.e., generating and editing) 3D head avatars from textual prompts. Specifically, we first equip the diffusion model with 3D awareness by leveraging landmark-based control and a learned textual embedding representing the back view appearance of heads, enabling 3D-consistent head avatar generations. We further propose a novel identity-aware editing score distillation strategy to optimize a textured mesh with a high-resolution differentiable rendering technique. This enables identity preservation while following the editing instruction. We showcase HeadSculpt's superior fidelity and editing capabilities through comprehensive experiments and comparisons with existing methods.