How to automatically transfer the dynamic texture of a given video to the target still image is a challenging and ongoing problem. In this paper, we propose to handle this task via a simple yet effective model that utilizes both PatchMatch and Transformers. The key idea is to decompose the task of dynamic texture transfer into two stages, where the start frame of the target video with the desired dynamic texture is synthesized in the first stage via a distance map guided texture transfer module based on the PatchMatch algorithm. Then, in the second stage, the synthesized image is decomposed into structure-agnostic patches, according to which their corresponding subsequent patches can be predicted by exploiting the powerful capability of Transformers equipped with VQ-VAE for processing long discrete sequences. After getting all those patches, we apply a Gaussian weighted average merging strategy to smoothly assemble them into each frame of the target stylized video. Experimental results demonstrate the effectiveness and superiority of the proposed method in dynamic texture transfer compared to the state of the art.
We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.
Single-image novel view synthesis is a challenging and ongoing problem that aims to generate an infinite number of consistent views from a single input image. Although significant efforts have been made to advance the quality of generated novel views, less attention has been paid to the expansion of the underlying scene representation, which is crucial to the generation of realistic novel view images. This paper proposes SinMPI, a novel method that uses an expanded multiplane image (MPI) as the 3D scene representation to significantly expand the perspective range of MPI and generate high-quality novel views from a large multiplane space. The key idea of our method is to use Stable Diffusion to generate out-of-view contents, project all scene contents into an expanded multiplane image according to depths predicted by monocular depth estimators, and then optimize the multiplane image under the supervision of pseudo multi-view data generated by a depth-aware warping and inpainting module. Both qualitative and quantitative experiments have been conducted to validate the superiority of our method to the state of the art. Our code and data are available at https://github.com/TrickyGo/SinMPI.
Few-shot font generation, especially for Chinese calligraphy fonts, is a challenging and ongoing problem. With the help of prior knowledge that is mainly based on glyph consistency assumptions, some recently proposed methods can synthesize high-quality Chinese glyph images. However, glyphs in calligraphy font styles often do not meet these assumptions. To address this problem, we propose a novel model, DeepCalliFont, for few-shot Chinese calligraphy font synthesis by integrating dual-modality generative models. Specifically, the proposed model consists of image synthesis and sequence generation branches, generating consistent results via a dual-modality representation learning strategy. The two modalities (i.e., glyph images and writing sequences) are properly integrated using a feature recombination module and a rasterization loss function. Furthermore, a new pre-training strategy is adopted to improve the performance by exploiting large amounts of uni-modality data. Both qualitative and quantitative experiments have been conducted to demonstrate the superiority of our method to other state-of-the-art approaches in the task of few-shot Chinese calligraphy font synthesis. The source code can be found at https://github.com/lsflyt-pku/DeepCalliFont.
Text-to-Image (T2I) generation methods based on diffusion model have garnered significant attention in the last few years. Although these image synthesis methods produce visually appealing results, they frequently exhibit spelling errors when rendering text within the generated images. Such errors manifest as missing, incorrect or extraneous characters, thereby severely constraining the performance of text image generation based on diffusion models. To address the aforementioned issue, this paper proposes a novel approach for text image generation, utilizing a pre-trained diffusion model (i.e., Stable Diffusion [27]). Our approach involves the design and training of a light-weight character-level text encoder, which replaces the original CLIP encoder and provides more robust text embeddings as conditional guidance. Then, we fine-tune the diffusion model using a large-scale dataset, incorporating local attention control under the supervision of character-level segmentation maps. Finally, by employing an inference stage refinement process, we achieve a notably high sequence accuracy when synthesizing text in arbitrarily given images. Both qualitative and quantitative results demonstrate the superiority of our method to the state of the art. Furthermore, we showcase several potential applications of the proposed UDiffText, including text-centric image synthesis, scene text editing, etc. Code and model will be available at https://github.com/ZYM-PKU/UDiffText .
Vector font synthesis is a challenging and ongoing problem in the fields of Computer Vision and Computer Graphics. The recently-proposed DeepVecFont achieved state-of-the-art performance by exploiting information of both the image and sequence modalities of vector fonts. However, it has limited capability for handling long sequence data and heavily relies on an image-guided outline refinement post-processing. Thus, vector glyphs synthesized by DeepVecFont still often contain some distortions and artifacts and cannot rival human-designed results. To address the above problems, this paper proposes an enhanced version of DeepVecFont mainly by making the following three novel technical contributions. First, we adopt Transformers instead of RNNs to process sequential data and design a relaxation representation for vector outlines, markedly improving the model's capability and stability of synthesizing long and complex outlines. Second, we propose to sample auxiliary points in addition to control points to precisely align the generated and target B\'ezier curves or lines. Finally, to alleviate error accumulation in the sequential generation process, we develop a context-based self-refinement module based on another Transformer-based decoder to remove artifacts in the initially synthesized glyphs. Both qualitative and quantitative results demonstrate that the proposed method effectively resolves those intrinsic problems of the original DeepVecFont and outperforms existing approaches in generating English and Chinese vector fonts with complicated structures and diverse styles.
Font design is of vital importance in the digital content design and modern printing industry. Developing algorithms capable of automatically synthesizing vector fonts can significantly facilitate the font design process. However, existing methods mainly concentrate on raster image generation, and only a few approaches can directly synthesize vector fonts. This paper proposes an end-to-end trainable method, VecFontSDF, to reconstruct and synthesize high-quality vector fonts using signed distance functions (SDFs). Specifically, based on the proposed SDF-based implicit shape representation, VecFontSDF learns to model each glyph as shape primitives enclosed by several parabolic curves, which can be precisely converted to quadratic B\'ezier curves that are widely used in vector font products. In this manner, most image generation methods can be easily extended to synthesize vector fonts. Qualitative and quantitative experiments conducted on a publicly-available dataset demonstrate that our method obtains high-quality results on several tasks, including vector font reconstruction, interpolation, and few-shot vector font synthesis, markedly outperforming the state of the art.
Automatic generation of high-quality Chinese fonts from a few online training samples is a challenging task, especially when the amount of samples is very small. Existing few-shot font generation methods can only synthesize low-resolution glyph images that often possess incorrect topological structures or/and incomplete strokes. To address the problem, this paper proposes FontTransformer, a novel few-shot learning model, for high-resolution Chinese glyph image synthesis by using stacked Transformers. The key idea is to apply the parallel Transformer to avoid the accumulation of prediction errors and utilize the serial Transformer to enhance the quality of synthesized strokes. Meanwhile, we also design a novel encoding scheme to feed more glyph information and prior knowledge to our model, which further enables the generation of high-resolution and visually-pleasing glyph images. Both qualitative and quantitative experimental results demonstrate the superiority of our method compared to other existing approaches in the few-shot Chinese font synthesis task.
Multiple sketch datasets have been proposed to understand how people draw 3D objects. However, such datasets are often of small scale and cover a small set of objects or categories. In addition, these datasets contain freehand sketches mostly from expert users, making it difficult to compare the drawings by expert and novice users, while such comparisons are critical in informing more effective sketch-based interfaces for either user groups. These observations motivate us to analyze how differently people with and without adequate drawing skills sketch 3D objects. We invited 70 novice users and 38 expert users to sketch 136 3D objects, which were presented as 362 images rendered from multiple views. This leads to a new dataset of 3,620 freehand multi-view sketches, which are registered with their corresponding 3D objects under certain views. Our dataset is an order of magnitude larger than the existing datasets. We analyze the collected data at three levels, i.e., sketch-level, stroke-level, and pixel-level, under both spatial and temporal characteristics, and within and across groups of creators. We found that the drawings by professionals and novices show significant differences at stroke-level, both intrinsically and extrinsically. We demonstrate the usefulness of our dataset in two applications: (i) freehand-style sketch synthesis, and (ii) posing it as a potential benchmark for sketch-based 3D reconstruction. Our dataset and code are available at https://chufengxiao.github.io/DifferSketching/.