Image-based virtual try-on techniques have shown great promise for enhancing the user-experience and improving customer satisfaction on fashion-oriented e-commerce platforms. However, existing techniques are currently still limited in the quality of the try-on results they are able to produce from input images of diverse characteristics. In this work, we propose a Context-Driven Virtual Try-On Network (C-VTON) that addresses these limitations and convincingly transfers selected clothing items to the target subjects even under challenging pose configurations and in the presence of self-occlusions. At the core of the C-VTON pipeline are: (i) a geometric matching procedure that efficiently aligns the target clothing with the pose of the person in the input images, and (ii) a powerful image generator that utilizes various types of contextual information when synthesizing the final try-on result. C-VTON is evaluated in rigorous experiments on the VITON and MPV datasets and in comparison to state-of-the-art techniques from the literature. Experimental results show that the proposed approach is able to produce photo-realistic and visually convincing results and significantly improves on the existing state-of-the-art.
In this paper, we introduce a simple and novel framework for one-shot audio-driven talking head generation. Unlike prior works that require additional driving sources for controlled synthesis in a deterministic manner, we instead probabilistically sample all the holistic lip-irrelevant facial motions (i.e. pose, expression, blink, gaze, etc.) to semantically match the input audio while still maintaining both the photo-realism of audio-lip synchronization and the overall naturalness. This is achieved by our newly proposed audio-to-visual diffusion prior trained on top of the mapping between audio and disentangled non-lip facial representations. Thanks to the probabilistic nature of the diffusion prior, one big advantage of our framework is it can synthesize diverse facial motion sequences given the same audio clip, which is quite user-friendly for many real applications. Through comprehensive evaluations on public benchmarks, we conclude that (1) our diffusion prior outperforms auto-regressive prior significantly on almost all the concerned metrics; (2) our overall system is competitive with prior works in terms of audio-lip synchronization but can effectively sample rich and natural-looking lip-irrelevant facial motions while still semantically harmonized with the audio input.
The consumption of news has changed significantly as the Web has become the most influential medium for information. To analyze and contextualize the large amount of news published every day, the geographic focus of an article is an important aspect in order to enable content-based news retrieval. There are methods and datasets for geolocation estimation from text or photos, but they are typically considered as separate tasks. However, the photo might lack geographical cues and text can include multiple locations, making it challenging to recognize the focus location using a single modality. In this paper, a novel dataset called Multimodal Focus Location of News (MM-Locate-News) is introduced. We evaluate state-of-the-art methods on the new benchmark dataset and suggest novel models to predict the focus location of news using both textual and image content. The experimental results show that the multimodal model outperforms unimodal models.
Anomaly detection is defined as discovering patterns that do not conform to the expected behavior. Previously, anomaly detection was mostly conducted using traditional shallow learning techniques, but with little improvement. As the emergence of graph neural networks (GNN), graph anomaly detection has been greatly developed. However, recent studies have shown that GNN-based methods encounter challenge, in that no graph anomaly detection algorithm can perform generalization on most datasets. To bridge the tap, we propose a multi-view fusion approach for graph anomaly detection (Mul-GAD). The view-level fusion captures the extent of significance between different views, while the feature-level fusion makes full use of complementary information. We theoretically and experimentally elaborate the effectiveness of the fusion strategies. For a more comprehensive conclusion, we further investigate the effect of the objective function and the number of fused views on detection performance. Exploiting these findings, our Mul-GAD is proposed equipped with fusion strategies and the well-performed objective function. Compared with other state-of-the-art detection methods, we achieve a better detection performance and generalization in most scenarios via a series of experiments conducted on Pubmed, Amazon Computer, Amazon Photo, Weibo and Books. Our code is available at https://github.com/liuyishoua/Mul-Graph-Fusion.
Neural radiance field (NeRF), in particular its extension by instant neural graphics primitives, is a novel rendering method for view synthesis that uses real-world images to build photo-realistic immersive virtual scenes. Despite its potential, research on the combination of NeRF and virtual reality (VR) remains sparse. Currently, there is no integration into typical VR systems available, and the performance and suitability of NeRF implementations for VR have not been evaluated, for instance, for different scene complexities or screen resolutions. In this paper, we present and evaluate a NeRF-based framework that is capable of rendering scenes in immersive VR allowing users to freely move their heads to explore complex real-world scenes. We evaluate our framework by benchmarking three different NeRF scenes concerning their rendering performance at different scene complexities and resolutions. Utilizing super-resolution, our approach can yield a frame rate of 30 frames per second with a resolution of 1280x720 pixels per eye. We discuss potential applications of our framework and provide an open source implementation online.
We present HARP (HAnd Reconstruction and Personalization), a personalized hand avatar creation approach that takes a short monocular RGB video of a human hand as input and reconstructs a faithful hand avatar exhibiting a high-fidelity appearance and geometry. In contrast to the major trend of neural implicit representations, HARP models a hand with a mesh-based parametric hand model, a vertex displacement map, a normal map, and an albedo without any neural components. As validated by our experiments, the explicit nature of our representation enables a truly scalable, robust, and efficient approach to hand avatar creation. HARP is optimized via gradient descent from a short sequence captured by a hand-held mobile phone and can be directly used in AR/VR applications with real-time rendering capability. To enable this, we carefully design and implement a shadow-aware differentiable rendering scheme that is robust to high degree articulations and self-shadowing regularly present in hand motion sequences, as well as challenging lighting conditions. It also generalizes to unseen poses and novel viewpoints, producing photo-realistic renderings of hand animations performing highly-articulated motions. Furthermore, the learned HARP representation can be used for improving 3D hand pose estimation quality in challenging viewpoints. The key advantages of HARP are validated by the in-depth analyses on appearance reconstruction, novel-view and novel pose synthesis, and 3D hand pose refinement. It is an AR/VR-ready personalized hand representation that shows superior fidelity and scalability.
Recent advances in generative adversarial networks (GANs) have demonstrated the capabilities of generating stunning photo-realistic portrait images. While some prior works have applied such image GANs to unconditional 2D portrait video generation and static 3D portrait synthesis, there are few works successfully extending GANs for generating 3D-aware portrait videos. In this work, we propose PV3D, the first generative framework that can synthesize multi-view consistent portrait videos. Specifically, our method extends the recent static 3D-aware image GAN to the video domain by generalizing the 3D implicit neural representation to model the spatio-temporal space. To introduce motion dynamics to the generation process, we develop a motion generator by stacking multiple motion layers to generate motion features via modulated convolution. To alleviate motion ambiguities caused by camera/human motions, we propose a simple yet effective camera condition strategy for PV3D, enabling both temporal and multi-view consistent video generation. Moreover, PV3D introduces two discriminators for regularizing the spatial and temporal domains to ensure the plausibility of the generated portrait videos. These elaborated designs enable PV3D to generate 3D-aware motion-plausible portrait videos with high-quality appearance and geometry, significantly outperforming prior works. As a result, PV3D is able to support many downstream applications such as animating static portraits and view-consistent video motion editing. Code and models will be released at https://showlab.github.io/pv3d.
We address the problem of synthesizing novel views from a monocular video depicting a complex dynamic scene. State-of-the-art methods based on temporally varying Neural Radiance Fields (aka dynamic NeRFs) have shown impressive results on this task. However, for long videos with complex object motions and uncontrolled camera trajectories, these methods can produce blurry or inaccurate renderings, hampering their use in real-world applications. Instead of encoding the entire dynamic scene within the weights of an MLP, we present a new approach that addresses these limitations by adopting a volumetric image-based rendering framework that synthesizes new viewpoints by aggregating features from nearby views in a scene-motion-aware manner. Our system retains the advantages of prior methods in its ability to model complex scenes and view-dependent effects, but also enables synthesizing photo-realistic novel views from long videos featuring complex scene dynamics with unconstrained camera trajectories. We demonstrate significant improvements over state-of-the-art methods on dynamic scene datasets, and also apply our approach to in-the-wild videos with challenging camera and object motion, where prior methods fail to produce high-quality renderings. Our project webpage is at dynibar.github.io.
High-fidelity facial avatar reconstruction from a monocular video is a significant research problem in computer graphics and computer vision. Recently, Neural Radiance Field (NeRF) has shown impressive novel view rendering results and has been considered for facial avatar reconstruction. However, the complex facial dynamics and missing 3D information in monocular videos raise significant challenges for faithful facial reconstruction. In this work, we propose a new method for NeRF-based facial avatar reconstruction that utilizes 3D-aware generative prior. Different from existing works that depend on a conditional deformation field for dynamic modeling, we propose to learn a personalized generative prior, which is formulated as a local and low dimensional subspace in the latent space of 3D-GAN. We propose an efficient method to construct the personalized generative prior based on a small set of facial images of a given individual. After learning, it allows for photo-realistic rendering with novel views and the face reenactment can be realized by performing navigation in the latent space. Our proposed method is applicable for different driven signals, including RGB images, 3DMM coefficients, and audios. Compared with existing works, we obtain superior novel view synthesis results and faithfully face reenactment performance.
Deep Metric Learning trains a neural network to map input images to a lower-dimensional embedding space such that similar images are closer together than dissimilar images. When used for item retrieval, a query image is embedded using the trained model and the closest items from a database storing their respective embeddings are returned as the most similar items for the query. Especially in product retrieval, where a user searches for a certain product by taking a photo of it, the image background is usually not important and thus should not influence the embedding process. Ideally, the retrieval process always returns fitting items for the photographed object, regardless of the environment the photo was taken in. In this paper, we analyze the influence of the image background on Deep Metric Learning models by utilizing five common loss functions and three common datasets. We find that Deep Metric Learning networks are prone to so-called background bias, which can lead to a severe decrease in retrieval performance when changing the image background during inference. We also show that replacing the background of images during training with random background images alleviates this issue. Since we use an automatic background removal method to do this background replacement, no additional manual labeling work and model changes are required while inference time stays the same. Qualitative and quantitative analyses, for which we introduce a new evaluation metric, confirm that models trained with replaced backgrounds attend more to the main object in the image, benefitting item retrieval systems.