Abstract:This paper addresses the problem of decomposed 4D scene reconstruction from multi-view videos. Recent methods achieve this by lifting video segmentation results to a 4D representation through differentiable rendering techniques. Therefore, they heavily rely on the quality of video segmentation maps, which are often unstable, leading to unreliable reconstruction results. To overcome this challenge, our key idea is to represent the decomposed 4D scene with the Freetime FeatureGS and design a streaming feature learning strategy to accurately recover it from per-image segmentation maps, eliminating the need for video segmentation. Freetime FeatureGS models the dynamic scene as a set of Gaussian primitives with learnable features and linear motion ability, allowing them to move to neighboring regions over time. We apply a contrastive loss to Freetime FeatureGS, forcing primitive features to be close or far apart based on whether their projections belong to the same instance in the 2D segmentation map. As our Gaussian primitives can move across time, it naturally extends the feature learning to the temporal dimension, achieving 4D segmentation. Furthermore, we sample observations for training in a temporally ordered manner, enabling the streaming propagation of features over time and effectively avoiding local minima during the optimization process. Experimental results on several datasets show that the reconstruction quality of our method outperforms recent methods by a large margin.




Abstract:This paper focuses on the task of speech-driven 3D facial animation, which aims to generate realistic and synchronized facial motions driven by speech inputs. Recent methods have employed audio-conditioned diffusion models for 3D facial animation, achieving impressive results in generating expressive and natural animations. However, these methods process the whole audio sequences in a single pass, which poses two major challenges: they tend to perform poorly when handling audio sequences that exceed the training horizon and will suffer from significant latency when processing long audio inputs. To address these limitations, we propose a novel autoregressive diffusion model that processes input audio in a streaming manner. This design ensures flexibility with varying audio lengths and achieves low latency independent of audio duration. Specifically, we select a limited number of past frames as historical motion context and combine them with the audio input to create a dynamic condition. This condition guides the diffusion process to iteratively generate facial motion frames, enabling real-time synthesis with high-quality results. Additionally, we implemented a real-time interactive demo, highlighting the effectiveness and efficiency of our approach. We will release the code at https://zju3dv.github.io/StreamingTalker/.