Deducing the 3D face from a skull is an essential but challenging task in forensic science and archaeology. Existing methods for automated facial reconstruction yield inaccurate results, suffering from the non-determinative nature of the problem that a skull with a sparse set of tissue depth cannot fully determine the skinned face. Additionally, their texture-less results require further post-processing stages to achieve a photo-realistic appearance. This paper proposes an end-to-end 3D face reconstruction and exploration tool, providing textured 3D faces for reference. With the help of state-of-the-art text-to-image diffusion models and image-based facial reconstruction techniques, we generate an initial reference 3D face, whose biological profile aligns with the given skull. We then adapt these initial faces to meet the statistical expectations of extruded anatomical landmarks on the skull through an optimization process. The joint statistical distribution of tissue depths is learned on a small set of anatomical landmarks on the skull. To support further adjustment, we propose an efficient face adaptation tool to assist users in tuning tissue depths, either globally or at local regions, while observing plausible visual feedback. Experiments conducted on a real skull-face dataset demonstrated the effectiveness of our proposed pipeline in terms of reconstruction accuracy, diversity, and stability.
In this paper, we introduced a novel text-to-avatar generation method that separately generates the human body and the clothes and allows high-quality animation on the generated avatar. While recent advancements in text-to-avatar generation have yielded diverse human avatars from text prompts, these methods typically combine all elements-clothes, hair, and body-into a single 3D representation. Such an entangled approach poses challenges for downstream tasks like editing or animation. To overcome these limitations, we propose a novel disentangled 3D avatar representation named Sequentially Offset-SMPL (SO-SMPL), building upon the SMPL model. SO-SMPL represents the human body and clothes with two separate meshes, but associates them with offsets to ensure the physical alignment between the body and the clothes. Then, we design an Score Distillation Sampling(SDS)-based distillation framework to generate the proposed SO-SMPL representation from text prompts. In comparison with existing text-to-avatar methods, our approach not only achieves higher exture and geometry quality and better semantic alignment with text prompts, but also significantly improves the visual quality of character animation, virtual try-on, and avatar editing. Our project page is at https://shanemankiw.github.io/SO-SMPL/.
We propose a new matching-based framework for semi-supervised video object segmentation (VOS). Recently, state-of-the-art VOS performance has been achieved by matching-based algorithms, in which feature banks are created to store features for region matching and classification. However, how to effectively organize information in the continuously growing feature bank remains under-explored, and this leads to inefficient design of the bank. We introduce an adaptive feature bank update scheme to dynamically absorb new features and discard obsolete features. We also design a new confidence loss and a fine-grained segmentation module to enhance the segmentation accuracy in uncertain regions. On public benchmarks, our algorithm outperforms existing state-of-the-arts.
In this paper, we establish a novel bottom-up cue named Convex Hull Overlap (CHO), and then propose an effective approach to detect salient regions using the combination of the CHO cue and global contrast cue. Our scheme significantly differs from other earlier work in: 1) The hierarchical segmentation model based on Normalized Graph-Cut fits the splitting and merging processes in human visual perception; 2) Previous work only focuses on color and texture cues, while our CHO cue makes up the obvious gap between the spatial region covering and the region saliency. CHO is a kind of improved and enhanced Gestalt cue, while other popular figure-ground cues such as convexity and surroundedness can be regarded as the special cases of CHO. Our experiments on a large number of public data have obtained very positive results.