Animating virtual characters has always been a fundamental research problem in virtual reality (VR). Facial animations play a crucial role as they effectively convey emotions and attitudes of virtual humans. However, creating such facial animations can be challenging, as current methods often involve utilization of expensive motion capture devices or significant investments of time and effort from human animators in tuning animation parameters. In this paper, we propose a holistic solution to automatically animate virtual human faces. In our solution, a deep learning model was first trained to retarget the facial expression from input face images to virtual human faces by estimating the blendshape coefficients. This method offers the flexibility of generating animations with characters of different appearances and blendshape topologies. Second, a practical toolkit was developed using Unity 3D, making it compatible with the most popular VR applications. The toolkit accepts both image and video as input to animate the target virtual human faces and enables users to manipulate the animation results. Furthermore, inspired by the spirit of Human-in-the-loop (HITL), we leveraged user feedback to further improve the performance of the model and toolkit, thereby increasing the customization properties to suit user preferences. The whole solution, for which we will make the code public, has the potential to accelerate the generation of facial animations for use in VR applications.
Recent advancements in large vision-language models (LVLMs) have demonstrated impressive capability in visual information understanding with human language. Despite these advances, LVLMs still face challenges with multimodal hallucination, such as generating text descriptions of objects that are not present in the visual information. However, the underlying fundamental reasons of multimodal hallucinations remain poorly explored. In this paper, we propose a new perspective, suggesting that the inherent biases in LVLMs might be a key factor in hallucinations. Specifically, we systematically identify a semantic shift bias related to paragraph breaks (\n\n), where the content before and after '\n\n' in the training data frequently exhibit significant semantic changes. This pattern leads the model to infer that the contents following '\n\n' should be obviously different from the preceding contents with less hallucinatory descriptions, thereby increasing the probability of hallucinatory descriptions subsequent to the '\n\n'. We have validated this hypothesis on multiple publicly available LVLMs. Besides, we find that deliberately inserting '\n\n' at the generated description can induce more hallucinations. A simple method is proposed to effectively mitigate the hallucination of LVLMs by skipping the output of '\n'.
Recent advancements in large vision-language models (LVLMs) have demonstrated impressive capability in visual information understanding with human language. Despite these advances, LVLMs still face challenges with multimodal hallucination, such as generating text descriptions of objects that are not present in the visual information. However, the underlying fundamental reasons of multimodal hallucinations remain poorly explored. In this paper, we propose a new perspective, suggesting that the inherent biases in LVLMs might be a key factor in hallucinations. Specifically, we systematically identify a semantic shift bias related to paragraph breaks ('$\textbackslash n\textbackslash n$'), where the content before and after '$\textbackslash n\textbackslash n$' in the training data frequently exhibit significant semantic changes. This pattern leads the model to infer that the contents following '$\textbackslash n\textbackslash n$' should be obviously different from the preceding contents with less hallucinatory descriptions, thereby increasing the probability of hallucinatory descriptions subsequent to the '$\textbackslash n\textbackslash n$'. We have validated this hypothesis on multiple publicly available LVLMs. Besides, we find that deliberately inserting '$\textbackslash n\textbackslash n$' at the generated description can induce more hallucinations. A simple method is proposed to effectively mitigate the hallucination of LVLMs by skipping the output of `\textbackslash n'.
Graphical User Interface (GUI) automation holds significant promise for assisting users with complex tasks, thereby boosting human productivity. Existing works leveraging Large Language Model (LLM) or LLM-based AI agents have shown capabilities in automating tasks on Android and Web platforms. However, these tasks are primarily aimed at simple device usage and entertainment operations. This paper presents a novel benchmark, AssistGUI, to evaluate whether models are capable of manipulating the mouse and keyboard on the Windows platform in response to user-requested tasks. We carefully collected a set of 100 tasks from nine widely-used software applications, such as, After Effects and MS Word, each accompanied by the necessary project files for better evaluation. Moreover, we propose an advanced Actor-Critic Embodied Agent framework, which incorporates a sophisticated GUI parser driven by an LLM-agent and an enhanced reasoning mechanism adept at handling lengthy procedural tasks. Our experimental results reveal that our GUI Parser and Reasoning mechanism outshine existing methods in performance. Nevertheless, the potential remains substantial, with the best model attaining only a 46% success rate on our benchmark. We conclude with a thorough analysis of the current methods' limitations, setting the stage for future breakthroughs in this domain.
In this paper, we show that recent advances in video representation learning and pre-trained vision-language models allow for substantial improvements in self-supervised video object localization. We propose a method that first localizes objects in videos via a slot attention approach and then assigns text to the obtained slots. The latter is achieved by an unsupervised way to read localized semantic information from the pre-trained CLIP model. The resulting video object localization is entirely unsupervised apart from the implicit annotation contained in CLIP, and it is effectively the first unsupervised approach that yields good results on regular video benchmarks.
Unsupervised object-centric learning methods allow the partitioning of scenes into entities without additional localization information and are excellent candidates for reducing the annotation burden of multiple-object tracking (MOT) pipelines. Unfortunately, they lack two key properties: objects are often split into parts and are not consistently tracked over time. In fact, state-of-the-art models achieve pixel-level accuracy and temporal consistency by relying on supervised object detection with additional ID labels for the association through time. This paper proposes a video object-centric model for MOT. It consists of an index-merge module that adapts the object-centric slots into detection outputs and an object memory module that builds complete object prototypes to handle occlusions. Benefited from object-centric learning, we only require sparse detection labels (0%-6.25%) for object localization and feature binding. Relying on our self-supervised Expectation-Maximization-inspired loss for object association, our approach requires no ID labels. Our experiments significantly narrow the gap between the existing object-centric model and the fully supervised state-of-the-art and outperform several unsupervised trackers.
Have you ever looked at a painting and wondered what is the story behind it? This work presents a framework to bring art closer to people by generating comprehensive descriptions of fine-art paintings. Generating informative descriptions for artworks, however, is extremely challenging, as it requires to 1) describe multiple aspects of the image such as its style, content, or composition, and 2) provide background and contextual knowledge about the artist, their influences, or the historical period. To address these challenges, we introduce a multi-topic and knowledgeable art description framework, which modules the generated sentences according to three artistic topics and, additionally, enhances each description with external knowledge. The framework is validated through an exhaustive analysis, both quantitative and qualitative, as well as a comparative human evaluation, demonstrating outstanding results in terms of both topic diversity and information veracity.