Speech-driven 3D facial animation is important for many multimedia applications. Recent work has shown promise in using either Diffusion models or Transformer architectures for this task. However, their mere aggregation does not lead to improved performance. We suspect this is due to a shortage of paired audio-4D data, which is crucial for the Transformer to effectively perform as a denoiser within the Diffusion framework. To tackle this issue, we present DiffSpeaker, a Transformer-based network equipped with novel biased conditional attention modules. These modules serve as substitutes for the traditional self/cross-attention in standard Transformers, incorporating thoughtfully designed biases that steer the attention mechanisms to concentrate on both the relevant task-specific and diffusion-related conditions. We also explore the trade-off between accurate lip synchronization and non-verbal facial expressions within the Diffusion paradigm. Experiments show our model not only achieves state-of-the-art performance on existing benchmarks, but also fast inference speed owing to its ability to generate facial motions in parallel.
3D Gaussian Splatting has emerged as an alternative 3D representation of Neural Radiance Fields (NeRFs), benefiting from its high-quality rendering results and real-time rendering speed. Considering the 3D Gaussian representation remains unparsed, it is necessary first to execute object segmentation within this domain. Subsequently, scene editing and collision detection can be performed, proving vital to a multitude of applications, such as virtual reality (VR), augmented reality (AR), game/movie production, etc. In this paper, we propose a novel approach to achieve object segmentation in 3D Gaussian via an interactive procedure without any training process and learned parameters. We refer to the proposed method as SA-GS, for Segment Anything in 3D Gaussians. Given a set of clicked points in a single input view, SA-GS can generalize SAM to achieve 3D consistent segmentation via the proposed multi-view mask generation and view-wise label assignment methods. We also propose a cross-view label-voting approach to assign labels from different views. In addition, in order to address the boundary roughness issue of segmented objects resulting from the non-negligible spatial sizes of 3D Gaussian located at the boundary, SA-GS incorporates the simple but effective Gaussian Decomposition scheme. Extensive experiments demonstrate that SA-GS achieves high-quality 3D segmentation results, which can also be easily applied for scene editing and collision detection tasks. Codes will be released soon.
Label-efficient LiDAR-based 3D object detection is currently dominated by weakly/semi-supervised methods. Instead of exclusively following one of them, we propose MixSup, a more practical paradigm simultaneously utilizing massive cheap coarse labels and a limited number of accurate labels for Mixed-grained Supervision. We start by observing that point clouds are usually textureless, making it hard to learn semantics. However, point clouds are geometrically rich and scale-invariant to the distances from sensors, making it relatively easy to learn the geometry of objects, such as poses and shapes. Thus, MixSup leverages massive coarse cluster-level labels to learn semantics and a few expensive box-level labels to learn accurate poses and shapes. We redesign the label assignment in mainstream detectors, which allows them seamlessly integrated into MixSup, enabling practicality and universality. We validate its effectiveness in nuScenes, Waymo Open Dataset, and KITTI, employing various detectors. MixSup achieves up to 97.31% of fully supervised performance, using cheap cluster annotations and only 10% box annotations. Furthermore, we propose PointSAM based on the Segment Anything Model for automated coarse labeling, further reducing the annotation burden. The code is available at https://github.com/BraveGroup/PointSAM-for-MixSup.
The text-to-image synthesis by diffusion models has recently shown remarkable performance in generating high-quality images. Although performs well for simple texts, the models may get confused when faced with complex texts that contain multiple objects or spatial relationships. To get the desired images, a feasible way is to manually adjust the textual descriptions, i.e., narrating the texts or adding some words, which is labor-consuming. In this paper, we propose a framework to learn the proper textual descriptions for diffusion models through prompt learning. By utilizing the quality guidance and the semantic guidance derived from the pre-trained diffusion model, our method can effectively learn the prompts to improve the matches between the input text and the generated images. Extensive experiments and analyses have validated the effectiveness of the proposed method.
Indoor scene generation has attracted significant attention recently as it is crucial for applications of gaming, virtual reality, and interior design. Current indoor scene generation methods can produce reasonable room layouts but often lack diversity and realism. This is primarily due to the limited coverage of existing datasets, including only large furniture without tiny furnishings in daily life. To address these challenges, we propose FurniScene, a large-scale 3D room dataset with intricate furnishing scenes from interior design professionals. Specifically, the FurniScene consists of 11,698 rooms and 39,691 unique furniture CAD models with 89 different types, covering things from large beds to small teacups on the coffee table. To better suit fine-grained indoor scene layout generation, we introduce a novel Two-Stage Diffusion Scene Model (TSDSM) and conduct an evaluation benchmark for various indoor scene generation based on FurniScene. Quantitative and qualitative evaluations demonstrate the capability of our method to generate highly realistic indoor scenes. Our dataset and code will be publicly available soon.
Recommender systems with cascading architecture play an increasingly significant role in online recommendation platforms, where the approach to dealing with negative feedback is a vital issue. For instance, in short video platforms, users tend to quickly slip away from candidates that they feel aversive, and recommender systems are expected to receive these explicit negative feedbacks and make adjustments to avoid these recommendations. Considering recency effect in memories, we propose a forgetting model based on Ebbinghaus Forgetting Curve to cope with negative feedback. In addition, we introduce a Pareto optimization solver to guarantee a better trade-off between recency and model performance. In conclusion, we propose Pareto-based Multi-Objective Recommender System with forgetting curve (PMORS), which can be applied to any multi-objective recommendation and show sufficiently superiority when facing explicit negative feedback. We have conducted evaluations of PMORS and achieved favorable outcomes in short-video scenarios on both public dataset and industrial dataset. After being deployed on an online short video platform named WeChat Channels in May, 2023, PMORS has not only demonstrated promising results for both consistency and recency but also achieved an improvement of up to +1.45% GMV.
Masked visual modeling has attracted much attention due to its promising potential in learning generalizable representations. Typical approaches urge models to predict specific contents of masked tokens, which can be intuitively considered as teaching a student (the model) to solve given problems (predicting masked contents). Under such settings, the performance is highly correlated with mask strategies (the difficulty of provided problems). We argue that it is equally important for the model to stand in the shoes of a teacher to produce challenging problems by itself. Intuitively, patches with high values of reconstruction loss can be regarded as hard samples, and masking those hard patches naturally becomes a demanding reconstruction task. To empower the model as a teacher, we propose Hard Patches Mining (HPM), predicting patch-wise losses and subsequently determining where to mask. Technically, we introduce an auxiliary loss predictor, which is trained with a relative objective to prevent overfitting to exact loss values. Also, to gradually guide the training procedure, we propose an easy-to-hard mask strategy. Empirically, HPM brings significant improvements under both image and video benchmarks. Interestingly, solely incorporating the extra loss prediction objective leads to better representations, verifying the efficacy of determining where is hard to reconstruct. The code is available at https://github.com/Haochen-Wang409/HPM.
Inversion methods, such as Textual Inversion, generate personalized images by incorporating concepts of interest provided by user images. However, existing methods often suffer from overfitting issues, where the dominant presence of inverted concepts leads to the absence of other desired concepts. It stems from the fact that during inversion, the irrelevant semantics in the user images are also encoded, forcing the inverted concepts to occupy locations far from the core distribution in the embedding space. To address this issue, we propose a method that guides the inversion process towards the core distribution for compositional embeddings. Additionally, we introduce a spatial regularization approach to balance the attention on the concepts being composed. Our method is designed as a post-training approach and can be seamlessly integrated with other inversion methods. Experimental results demonstrate the effectiveness of our proposed approach in mitigating the overfitting problem and generating more diverse and balanced compositions of concepts in the synthesized images. The source code is available at https://github.com/zhangxulu1996/Compositional-Inversion.
Learning scene graphs from natural language descriptions has proven to be a cheap and promising scheme for Scene Graph Generation (SGG). However, such unstructured caption data and its processing are troubling the learning an acurrate and complete scene graph. This dilema can be summarized as three points. First, traditional language parsers often fail to extract meaningful relationship triplets from caption data. Second, grounding unlocalized objects in parsed triplets will meet ambiguity in visual-language alignment. Last, caption data typically are sparse and exhibit bias to partial observations of image content. These three issues make it hard for the model to generate comprehensive and accurate scene graphs. To fill this gap, we propose a simple yet effective framework, GPT4SGG, to synthesize scene graphs from holistic and region-specific narratives. The framework discards traditional language parser, and localize objects before obtaining relationship triplets. To obtain relationship triplets, holistic and dense region-specific narratives are generated from the image. With such textual representation of image data and a task-specific prompt, an LLM, particularly GPT-4, directly synthesizes a scene graph as "pseudo labels". Experimental results showcase GPT4SGG significantly improves the performance of SGG models trained on image-caption data. We believe this pioneering work can motivate further research into mining the visual reasoning capabilities of LLMs.
In autonomous driving, predicting future events in advance and evaluating the foreseeable risks empowers autonomous vehicles to better plan their actions, enhancing safety and efficiency on the road. To this end, we propose Drive-WM, the first driving world model compatible with existing end-to-end planning models. Through a joint spatial-temporal modeling facilitated by view factorization, our model generates high-fidelity multiview videos in driving scenes. Building on its powerful generation ability, we showcase the potential of applying the world model for safe driving planning for the first time. Particularly, our Drive-WM enables driving into multiple futures based on distinct driving maneuvers, and determines the optimal trajectory according to the image-based rewards. Evaluation on real-world driving datasets verifies that our method could generate high-quality, consistent, and controllable multiview videos, opening up possibilities for real-world simulations and safe planning.