Though low-bit quantization enables efficient storage and inference of deep neural networks, it often requires the use of training data to maintain resilience against quantization errors. However, training data are frequently subject to privacy or copyright concerns. In this work, we address the challenge of Data-Scarce Quantization, where access to training data is severely limited or non-existent for quantization purposes. Conventional approaches typically rely on inverting dummy images or jointly training generative models to produce synthetic input samples. However, these methods struggle to accurately recreate complex objects in large-scale datasets like ImageNet. To overcome these limitations, we introduce StableQ, a novel method that utilizes an advanced text-to-image diffusion model to generate high-resolution, photo-realistic synthetic data. To verify the quality of the generated data, we implement two robust filtering mechanisms. These mechanisms are designed to select images that closely resemble the intrinsic characteristics of the actual training data. Furthermore, in scenarios where limited training data are available, we use these data to guide the synthetic data generation process by inverting a learnable token embedding in the text encoder. Our extensive experimental results demonstrate that StbaleQ sets a new benchmark in both zero-shot and few-shot quantization, outperforming existing methods in terms of accuracy and efficiency.
The ability to animate photo-realistic head avatars reconstructed from monocular portrait video sequences represents a crucial step in bridging the gap between the virtual and real worlds. Recent advancements in head avatar techniques, including explicit 3D morphable meshes (3DMM), point clouds, and neural implicit representation have been exploited for this ongoing research. However, 3DMM-based methods are constrained by their fixed topologies, point-based approaches suffer from a heavy training burden due to the extensive quantity of points involved, and the last ones suffer from limitations in deformation flexibility and rendering efficiency. In response to these challenges, we propose MonoGaussianAvatar (Monocular Gaussian Point-based Head Avatar), a novel approach that harnesses 3D Gaussian point representation coupled with a Gaussian deformation field to learn explicit head avatars from monocular portrait videos. We define our head avatars with Gaussian points characterized by adaptable shapes, enabling flexible topology. These points exhibit movement with a Gaussian deformation field in alignment with the target pose and expression of a person, facilitating efficient deformation. Additionally, the Gaussian points have controllable shape, size, color, and opacity combined with Gaussian splatting, allowing for efficient training and rendering. Experiments demonstrate the superior performance of our method, which achieves state-of-the-art results among previous methods.
We propose 360{\deg} Volumetric Portrait (3VP) Avatar, a novel method for reconstructing 360{\deg} photo-realistic portrait avatars of human subjects solely based on monocular video inputs. State-of-the-art monocular avatar reconstruction methods rely on stable facial performance capturing. However, the common usage of 3DMM-based facial tracking has its limits; side-views can hardly be captured and it fails, especially, for back-views, as required inputs like facial landmarks or human parsing masks are missing. This results in incomplete avatar reconstructions that only cover the frontal hemisphere. In contrast to this, we propose a template-based tracking of the torso, head and facial expressions which allows us to cover the appearance of a human subject from all sides. Thus, given a sequence of a subject that is rotating in front of a single camera, we train a neural volumetric representation based on neural radiance fields. A key challenge to construct this representation is the modeling of appearance changes, especially, in the mouth region (i.e., lips and teeth). We, therefore, propose a deformation-field-based blend basis which allows us to interpolate between different appearance states. We evaluate our approach on captured real-world data and compare against state-of-the-art monocular reconstruction methods. In contrast to those, our method is the first monocular technique that reconstructs an entire 360{\deg} avatar.
Modeling large-scale scenes from unconstrained image collections in-the-wild has proven to be a major challenge in computer vision. Existing methods tackling in-the-wild neural rendering operate in a closed-world setting, where knowledge is limited to a scene's captured images within a training set. We propose EvE, which is, to the best of our knowledge, the first method leveraging generative priors to improve in-the-wild scene modeling. We employ pre-trained generative networks to enrich K-Planes representations with extrinsic knowledge. To this end, we define an alternating training procedure to conduct optimization guidance of K-Planes trained on the training set. We carry out extensive experiments and verify the merit of our method on synthetic data as well as real tourism photo collections. EvE enhances rendered scenes with richer details and outperforms the state of the art on the task of novel view synthesis in-the-wild. Our project page can be found at https://eve-nvs.github.io .
Existing information retrieval (IR) models often assume a homogeneous format, limiting their applicability to diverse user needs, such as searching for images with text descriptions, searching for a news article with a headline image, or finding a similar photo with a query image. To approach such different information-seeking demands, we introduce UniIR, a unified instruction-guided multimodal retriever capable of handling eight distinct retrieval tasks across modalities. UniIR, a single retrieval system jointly trained on ten diverse multimodal-IR datasets, interprets user instructions to execute various retrieval tasks, demonstrating robust performance across existing datasets and zero-shot generalization to new tasks. Our experiments highlight that multi-task training and instruction tuning are keys to UniIR's generalization ability. Additionally, we construct the M-BEIR, a multimodal retrieval benchmark with comprehensive results, to standardize the evaluation of universal multimodal information retrieval.
Face inpainting is important in various applications, such as photo restoration, image editing, and virtual reality. Despite the significant advances in face generative models, ensuring that a person's unique facial identity is maintained during the inpainting process is still an elusive goal. Current state-of-the-art techniques, exemplified by MyStyle, necessitate resource-intensive fine-tuning and a substantial number of images for each new identity. Furthermore, existing methods often fall short in accommodating user-specified semantic attributes, such as beard or expression. To improve inpainting results, and reduce the computational complexity during inference, this paper proposes the use of Parallel Visual Attention (PVA) in conjunction with diffusion models. Specifically, we insert parallel attention matrices to each cross-attention module in the denoising network, which attends to features extracted from reference images by an identity encoder. We train the added attention modules and identity encoder on CelebAHQ-IDI, a dataset proposed for identity-preserving face inpainting. Experiments demonstrate that PVA attains unparalleled identity resemblance in both face inpainting and face inpainting with language guidance tasks, in comparison to various benchmarks, including MyStyle, Paint by Example, and Custom Diffusion. Our findings reveal that PVA ensures good identity preservation while offering effective language-controllability. Additionally, in contrast to Custom Diffusion, PVA requires just 40 fine-tuning steps for each new identity, which translates to a significant speed increase of over 20 times.
Diffusion models (DM) have become state-of-the-art generative models because of their capability to generate high-quality images from noises without adversarial training. However, they are vulnerable to backdoor attacks as reported by recent studies. When a data input (e.g., some Gaussian noise) is stamped with a trigger (e.g., a white patch), the backdoored model always generates the target image (e.g., an improper photo). However, effective defense strategies to mitigate backdoors from DMs are underexplored. To bridge this gap, we propose the first backdoor detection and removal framework for DMs. We evaluate our framework Elijah on hundreds of DMs of 3 types including DDPM, NCSN and LDM, with 13 samplers against 3 existing backdoor attacks. Extensive experiments show that our approach can have close to 100% detection accuracy and reduce the backdoor effects to close to zero without significantly sacrificing the model utility.
Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed combining the benefits of both primitive-based representations and volumetric representations. However, it often leads to heavily redundant Gaussians that try to fit every training view, neglecting the underlying scene geometry. Consequently, the resulting model becomes less robust to significant view changes, texture-less area and lighting effects. We introduce Scaffold-GS, which uses anchor points to distribute local 3D Gaussians, and predicts their attributes on-the-fly based on viewing direction and distance within the view frustum. Anchor growing and pruning strategies are developed based on the importance of neural Gaussians to reliably improve the scene coverage. We show that our method effectively reduces redundant Gaussians while delivering high-quality rendering. We also demonstrates an enhanced capability to accommodate scenes with varying levels-of-detail and view-dependent observations, without sacrificing the rendering speed.
Understanding how humans leverage semantic knowledge to navigate unfamiliar environments and decide where to explore next is pivotal for developing robots capable of human-like search behaviors. We introduce a zero-shot navigation approach, Vision-Language Frontier Maps (VLFM), which is inspired by human reasoning and designed to navigate towards unseen semantic objects in novel environments. VLFM builds occupancy maps from depth observations to identify frontiers, and leverages RGB observations and a pre-trained vision-language model to generate a language-grounded value map. VLFM then uses this map to identify the most promising frontier to explore for finding an instance of a given target object category. We evaluate VLFM in photo-realistic environments from the Gibson, Habitat-Matterport 3D (HM3D), and Matterport 3D (MP3D) datasets within the Habitat simulator. Remarkably, VLFM achieves state-of-the-art results on all three datasets as measured by success weighted by path length (SPL) for the Object Goal Navigation task. Furthermore, we show that VLFM's zero-shot nature enables it to be readily deployed on real-world robots such as the Boston Dynamics Spot mobile manipulation platform. We deploy VLFM on Spot and demonstrate its capability to efficiently navigate to target objects within an office building in the real world, without any prior knowledge of the environment. The accomplishments of VLFM underscore the promising potential of vision-language models in advancing the field of semantic navigation. Videos of real-world deployment can be viewed at naoki.io/vlfm.
Novel view synthesis from limited observations remains an important and persistent task. However, high efficiency in existing NeRF-based few-shot view synthesis is often compromised to obtain an accurate 3D representation. To address this challenge, we propose a few-shot view synthesis framework based on 3D Gaussian Splatting that enables real-time and photo-realistic view synthesis with as few as three training views. The proposed method, dubbed FSGS, handles the extremely sparse initialized SfM points with a thoughtfully designed Gaussian Unpooling process. Our method iteratively distributes new Gaussians around the most representative locations, subsequently infilling local details in vacant areas. We also integrate a large-scale pre-trained monocular depth estimator within the Gaussians optimization process, leveraging online augmented views to guide the geometric optimization towards an optimal solution. Starting from sparse points observed from limited input viewpoints, our FSGS can accurately grow into unseen regions, comprehensively covering the scene and boosting the rendering quality of novel views. Overall, FSGS achieves state-of-the-art performance in both accuracy and rendering efficiency across diverse datasets, including LLFF, Mip-NeRF360, and Blender. Project website: https://zehaozhu.github.io/FSGS/.