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 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}}
We propose a method for synthesizing photo-realistic digital avatars from only one portrait as the reference. Given a portrait, our method synthesizes a coarse talking head video using driving keypoints features. And with the coarse video, our method synthesizes a coarse talking head avatar with a deforming neural radiance field. With rendered images of the coarse avatar, our method updates the low-quality images with a blind face restoration model. With updated images, we retrain the avatar for higher quality. After several iterations, our method can synthesize a photo-realistic animatable 3D neural head avatar. The motivation of our method is deformable neural radiance field can eliminate the unnatural distortion caused by the image2video method. Our method outperforms state-of-the-art methods in quantitative and qualitative studies on various subjects.
Large scale image super-resolution is a challenging computer vision task, since vast information is missing in a highly degraded image, say for example forscale x16 super-resolution. Diffusion models are used successfully in recent years in extreme super-resolution applications, in which Gaussian noise is used as a means to form a latent photo-realistic space, and acts as a link between the space of latent vectors and the latent photo-realistic space. There are quite a few sophisticated mathematical derivations on mapping the statistics of Gaussian noises making Diffusion Models successful. In this paper we propose a simple approach which gets away from using Gaussian noise but adopts some basic structures of diffusion models for efficient image super-resolution. Essentially, we propose a DNN to perform domain transfer between neighbor domains, which can learn the differences in statistical properties to facilitate gradual interpolation with results of reasonable quality. Further quality improvement is achieved by conditioning the domain transfer with reference to the input LR image. Experimental results show that our method outperforms not only state-of-the-art large scale super resolution models, but also the current diffusion models for image super-resolution. The approach can readily be extended to other image-to-image tasks, such as image enlightening, inpainting, denoising, etc.
Recent advances in text-to-image generation have made remarkable progress in synthesizing realistic human photos conditioned on given text prompts. However, existing personalized generation methods cannot simultaneously satisfy the requirements of high efficiency, promising identity (ID) fidelity, and flexible text controllability. In this work, we introduce PhotoMaker, an efficient personalized text-to-image generation method, which mainly encodes an arbitrary number of input ID images into a stack ID embedding for preserving ID information. Such an embedding, serving as a unified ID representation, can not only encapsulate the characteristics of the same input ID comprehensively, but also accommodate the characteristics of different IDs for subsequent integration. This paves the way for more intriguing and practically valuable applications. Besides, to drive the training of our PhotoMaker, we propose an ID-oriented data construction pipeline to assemble the training data. Under the nourishment of the dataset constructed through the proposed pipeline, our PhotoMaker demonstrates better ID preservation ability than test-time fine-tuning based methods, yet provides significant speed improvements, high-quality generation results, strong generalization capabilities, and a wide range of applications. Our project page is available at https://photo-maker.github.io/
This paper proposes a talking face generation method named "CP-EB" that takes an audio signal as input and a person image as reference, to synthesize a photo-realistic people talking video with head poses controlled by a short video clip and proper eye blinking embedding. It's noted that not only the head pose but also eye blinking are both important aspects for deep fake detection. The implicit control of poses by video has already achieved by the state-of-art work. According to recent research, eye blinking has weak correlation with input audio which means eye blinks extraction from audio and generation are possible. Hence, we propose a GAN-based architecture to extract eye blink feature from input audio and reference video respectively and employ contrastive training between them, then embed it into the concatenated features of identity and poses to generate talking face images. Experimental results show that the proposed method can generate photo-realistic talking face with synchronous lips motions, natural head poses and blinking eyes.
In this study, our goal is to create interactive avatar agents that can autonomously plan and animate nuanced facial movements realistically, from both visual and behavioral perspectives. Given high-level inputs about the environment and agent profile, our framework harnesses LLMs to produce a series of detailed text descriptions of the avatar agents' facial motions. These descriptions are then processed by our task-agnostic driving engine into motion token sequences, which are subsequently converted into continuous motion embeddings that are further consumed by our standalone neural-based renderer to generate the final photorealistic avatar animations. These streamlined processes allow our framework to adapt to a variety of non-verbal avatar interactions, both monadic and dyadic. Our extensive study, which includes experiments on both newly compiled and existing datasets featuring two types of agents -- one capable of monadic interaction with the environment, and the other designed for dyadic conversation -- validates the effectiveness and versatility of our approach. To our knowledge, we advanced a leap step by combining LLMs and neural rendering for generalized non-verbal prediction and photo-realistic rendering of avatar agents.