Adjusting the photo color to associate with some design elements is an essential way for a graphic design to effectively deliver its message and make it aesthetically pleasing. However, existing tools and previous works face a dilemma between the ease of use and level of expressiveness. To this end, we introduce an interactive language-based approach for photo recoloring, which provides an intuitive system that can assist both experts and novices on graphic design. Given a graphic design containing a photo that needs to be recolored, our model can predict the source colors and the target regions, and then recolor the target regions with the source colors based on the given language-based instruction. The multi-granularity of the instruction allows diverse user intentions. The proposed novel task faces several unique challenges, including: 1) color accuracy for recoloring with exactly the same color from the target design element as specified by the user; 2) multi-granularity instructions for parsing instructions correctly to generate a specific result or multiple plausible ones; and 3) locality for recoloring in semantically meaningful local regions to preserve original image semantics. To address these challenges, we propose a model called LangRecol with two main components: the language-based source color prediction module and the semantic-palette-based photo recoloring module. We also introduce an approach for generating a synthetic graphic design dataset with instructions to enable model training. We evaluate our model via extensive experiments and user studies. We also discuss several practical applications, showing the effectiveness and practicality of our approach. Code and data for this paper are at: https://zhenwwang.github.io/langrecol.
Reference-based video object segmentation is an emerging topic which aims to segment the corresponding target object in each video frame referred by a given reference, such as a language expression or a photo mask. However, language expressions can sometimes be vague in conveying an intended concept and ambiguous when similar objects in one frame are hard to distinguish by language. Meanwhile, photo masks are costly to annotate and less practical to provide in a real application. This paper introduces a new task of sketch-based video object segmentation, an associated benchmark, and a strong baseline. Our benchmark includes three datasets, Sketch-DAVIS16, Sketch-DAVIS17 and Sketch-YouTube-VOS, which exploit human-drawn sketches as an informative yet low-cost reference for video object segmentation. We take advantage of STCN, a popular baseline of semi-supervised VOS task, and evaluate what the most effective design for incorporating a sketch reference is. Experimental results show sketch is more effective yet annotation-efficient than other references, such as photo masks, language and scribble.
Bias analysis is a crucial step in the process of creating fair datasets for training and evaluating computer vision models. The bottleneck in dataset analysis is annotation, which typically requires: (1) specifying a list of attributes relevant to the dataset domain, and (2) classifying each image-attribute pair. While the second step has made rapid progress in automation, the first has remained human-centered, requiring an experimenter to compile lists of in-domain attributes. However, an experimenter may have limited foresight leading to annotation "blind spots," which in turn can lead to flawed downstream dataset analyses. To combat this, we propose GELDA, a nearly automatic framework that leverages large generative language models (LLMs) to propose and label various attributes for a domain. GELDA takes a user-defined domain caption (e.g., "a photo of a bird," "a photo of a living room") and uses an LLM to hierarchically generate attributes. In addition, GELDA uses the LLM to decide which of a set of vision-language models (VLMs) to use to classify each attribute in images. Results on real datasets show that GELDA can generate accurate and diverse visual attribute suggestions, and uncover biases such as confounding between class labels and background features. Results on synthetic datasets demonstrate that GELDA can be used to evaluate the biases of text-to-image diffusion models and generative adversarial networks. Overall, we show that while GELDA is not accurate enough to replace human annotators, it can serve as a complementary tool to help humans analyze datasets in a cheap, low-effort, and flexible manner.
Model inversion (MI) attacks aim to reveal sensitive information in training datasets by solely accessing model weights. Generative MI attacks, a prominent strand in this field, utilize auxiliary datasets to recreate target data attributes, restricting the images to remain photo-realistic, but their success often depends on the similarity between auxiliary and target datasets. If the distributions are dissimilar, existing MI attack attempts frequently fail, yielding unrealistic or target-unrelated results. In response to these challenges, we introduce a groundbreaking approach named Patch-MI, inspired by jigsaw puzzle assembly. To this end, we build upon a new probabilistic interpretation of MI attacks, employing a generative adversarial network (GAN)-like framework with a patch-based discriminator. This approach allows the synthesis of images that are similar to the target dataset distribution, even in cases of dissimilar auxiliary dataset distribution. Moreover, we artfully employ a random transformation block, a sophisticated maneuver that crafts generalized images, thus enhancing the efficacy of the target classifier. Our numerical and graphical findings demonstrate that Patch-MI surpasses existing generative MI methods in terms of accuracy, marking significant advancements while preserving comparable statistical dataset quality. For reproducibility of our results, we make our source code publicly available in https://github.com/jonggyujang0123/Patch-Attack.
We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this, we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions, proper initialization can help reduce the number of Gaussians, thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed. Project page: https://ustc3dv.github.io/FlashAvatar/
An increasingly common approach for creating photo-realistic digital avatars is through the use of volumetric neural fields. The original neural radiance field (NeRF) allowed for impressive novel view synthesis of static heads when trained on a set of multi-view images, and follow up methods showed that these neural representations can be extended to dynamic avatars. Recently, new variants also surpassed the usual drawback of baked-in illumination in neural representations, showing that static neural avatars can be relit in any environment. In this work we simultaneously tackle both the motion and illumination problem, proposing a new method for relightable and animatable neural heads. Our method builds on a proven dynamic avatar approach based on a mixture of volumetric primitives, combined with a recently-proposed lightweight hardware setup for relightable neural fields, and includes a novel architecture that allows relighting dynamic neural avatars performing unseen expressions in any environment, even with nearfield illumination and viewpoints.
Diffusion Handles is a novel approach to enabling 3D object edits on diffusion images. We accomplish these edits using existing pre-trained diffusion models, and 2D image depth estimation, without any fine-tuning or 3D object retrieval. The edited results remain plausible, photo-real, and preserve object identity. Diffusion Handles address a critically missing facet of generative image based creative design, and significantly advance the state-of-the-art in generative image editing. Our key insight is to lift diffusion activations for an object to 3D using a proxy depth, 3D-transform the depth and associated activations, and project them back to image space. The diffusion process applied to the manipulated activations with identity control, produces plausible edited images showing complex 3D occlusion and lighting effects. We evaluate Diffusion Handles: quantitatively, on a large synthetic data benchmark; and qualitatively by a user study, showing our output to be more plausible, and better than prior art at both, 3D editing and identity control. Project Webpage: https://diffusionhandles.github.io/
We have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently rendering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this paper, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance rendering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to enforce subsequent constraints. Then, we utilize a 4D Gaussian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demonstrate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead.
The performance of face photo-sketch translation has improved a lot thanks to deep neural networks. GAN based methods trained on paired images can produce high-quality results under laboratory settings. Such paired datasets are, however, often very small and lack diversity. Meanwhile, Cycle-GANs trained with unpaired photo-sketch datasets suffer from the \emph{steganography} phenomenon, which makes them not effective to face photos in the wild. In this paper, we introduce a semi-supervised approach with a noise-injection strategy, named Semi-Cycle-GAN (SCG), to tackle these problems. For the first problem, we propose a {\em pseudo sketch feature} representation for each input photo composed from a small reference set of photo-sketch pairs, and use the resulting {\em pseudo pairs} to supervise a photo-to-sketch generator $G_{p2s}$. The outputs of $G_{p2s}$ can in turn help to train a sketch-to-photo generator $G_{s2p}$ in a self-supervised manner. This allows us to train $G_{p2s}$ and $G_{s2p}$ using a small reference set of photo-sketch pairs together with a large face photo dataset (without ground-truth sketches). For the second problem, we show that the simple noise-injection strategy works well to alleviate the \emph{steganography} effect in SCG and helps to produce more reasonable sketch-to-photo results with less overfitting than fully supervised approaches. Experiments show that SCG achieves competitive performance on public benchmarks and superior results on photos in the wild.
The recent development of deep learning methods applied to vision has enabled their increasing integration into real-world applications to perform complex Computer Vision (CV) tasks. However, image acquisition conditions have a major impact on the performance of high-level image processing. A possible solution to overcome these limitations is to artificially augment the training databases or to design deep learning models that are robust to signal distortions. We opt here for the first solution by enriching the database with complex and realistic distortions which were ignored until now in the existing databases. To this end, we built a new versatile database derived from the well-known MS-COCO database to which we applied local and global photo-realistic distortions. These new local distortions are generated by considering the scene context of the images that guarantees a high level of photo-realism. Distortions are generated by exploiting the depth information of the objects in the scene as well as their semantics. This guarantees a high level of photo-realism and allows to explore real scenarios ignored in conventional databases dedicated to various CV applications. Our versatile database offers an efficient solution to improve the robustness of various CV tasks such as Object Detection (OD), scene segmentation, and distortion-type classification methods. The image database, scene classification index, and distortion generation codes are publicly available \footnote{\url{https://github.com/Aymanbegh/CD-COCO}}