We present a method to generate full-body selfies -- photos that you take of yourself, but capturing your whole body as if someone else took the photo of you from a few feet away. Our approach takes as input a pre-captured video of your body, a target pose photo, and a selfie + background pair for each location. We introduce a novel diffusion-based approach to combine all of this information into high quality, well-composed photos of you with the desired pose and background.
Diffusion models excel at generating photo-realistic images but come with significant computational costs in both training and sampling. While various techniques address these computational challenges, a less-explored issue is designing an efficient and adaptable network backbone for iterative refinement. Current options like U-Net and Vision Transformer often rely on resource-intensive deep networks and lack the flexibility needed for generating images at variable resolutions or with a smaller network than used in training. This study introduces LEGO bricks, which seamlessly integrate Local-feature Enrichment and Global-content Orchestration. These bricks can be stacked to create a test-time reconfigurable diffusion backbone, allowing selective skipping of bricks to reduce sampling costs and generate higher-resolution images than the training data. LEGO bricks enrich local regions with an MLP and transform them using a Transformer block while maintaining a consistent full-resolution image across all bricks. Experimental results demonstrate that LEGO bricks enhance training efficiency, expedite convergence, and facilitate variable-resolution image generation while maintaining strong generative performance. Moreover, LEGO significantly reduces sampling time compared to other methods, establishing it as a valuable enhancement for diffusion models.
One crucial aspect of 3D head avatar reconstruction lies in the details of facial expressions. Although recent NeRF-based photo-realistic 3D head avatar methods achieve high-quality avatar rendering, they still encounter challenges retaining intricate facial expression details because they overlook the potential of specific expression variations at different spatial positions when conditioning the radiance field. Motivated by this observation, we introduce a novel Spatially-Varying Expression (SVE) conditioning. The SVE can be obtained by a simple MLP-based generation network, encompassing both spatial positional features and global expression information. Benefiting from rich and diverse information of the SVE at different positions, the proposed SVE-conditioned neural radiance field can deal with intricate facial expressions and achieve realistic rendering and geometry details of high-fidelity 3D head avatars. Additionally, to further elevate the geometric and rendering quality, we introduce a new coarse-to-fine training strategy, including a geometry initialization strategy at the coarse stage and an adaptive importance sampling strategy at the fine stage. Extensive experiments indicate that our method outperforms other state-of-the-art (SOTA) methods in rendering and geometry quality on mobile phone-collected and public datasets.
This work presents a framework for multi-robot tour guidance in a partially known environment with uncertainty, such as a museum. A simultaneous matching and routing problem (SMRP) is formulated to match the humans with robot guides according to their requested places of interest (POIs) and generate the routes for the robots according to uncertain time estimation. A large neighborhood search algorithm is developed to efficiently find sub-optimal low-cost solutions for the SMRP. The scalability and optimality of the multi-robot planner are evaluated computationally. The largest case tested involves 50 robots, 250 humans, and 50 POIs. A photo-realistic multi-robot simulation was developed to verify the tour guiding performance in an uncertain indoor environment.
Diffusion-based image generators can now produce high-quality and diverse samples, but their success has yet to fully translate to 3D generation: existing diffusion methods can either generate low-resolution but 3D consistent outputs, or detailed 2D views of 3D objects but with potential structural defects and lacking view consistency or realism. We present HoloFusion, a method that combines the best of these approaches to produce high-fidelity, plausible, and diverse 3D samples while learning from a collection of multi-view 2D images only. The method first generates coarse 3D samples using a variant of the recently proposed HoloDiffusion generator. Then, it independently renders and upsamples a large number of views of the coarse 3D model, super-resolves them to add detail, and distills those into a single, high-fidelity implicit 3D representation, which also ensures view consistency of the final renders. The super-resolution network is trained as an integral part of HoloFusion, end-to-end, and the final distillation uses a new sampling scheme to capture the space of super-resolved signals. We compare our method against existing baselines, including DreamFusion, Get3D, EG3D, and HoloDiffusion, and achieve, to the best of our knowledge, the most realistic results on the challenging CO3Dv2 dataset.
Epigraphy increasingly turns to modern artificial intelligence (AI) technologies such as machine learning (ML) for extracting insights from ancient inscriptions. However, scarce labeled data for training ML algorithms severely limits current techniques, especially for ancient scripts like Old Aramaic. Our research pioneers an innovative methodology for generating synthetic training data tailored to Old Aramaic letters. Our pipeline synthesizes photo-realistic Aramaic letter datasets, incorporating textural features, lighting, damage, and augmentations to mimic real-world inscription diversity. Despite minimal real examples, we engineer a dataset of 250,000 training and 25,000 validation images covering the 22 letter classes in the Aramaic alphabet. This comprehensive corpus provides a robust volume of data for training a residual neural network (ResNet) to classify highly degraded Aramaic letters. The ResNet model demonstrates high accuracy in classifying real images from the 8th century BCE Hadad statue inscription. Additional experiments validate performance on varying materials and styles, proving effective generalization. Our results validate the model's capabilities in handling diverse real-world scenarios, proving the viability of our synthetic data approach and avoiding the dependence on scarce training data that has constrained epigraphic analysis. Our innovative framework elevates interpretation accuracy on damaged inscriptions, thus enhancing knowledge extraction from these historical resources.
Instruction-based image editing improves the controllability and flexibility of image manipulation via natural commands without elaborate descriptions or regional masks. However, human instructions are sometimes too brief for current methods to capture and follow. Multimodal large language models (MLLMs) show promising capabilities in cross-modal understanding and visual-aware response generation via LMs. We investigate how MLLMs facilitate edit instructions and present MLLM-Guided Image Editing (MGIE). MGIE learns to derive expressive instructions and provides explicit guidance. The editing model jointly captures this visual imagination and performs manipulation through end-to-end training. We evaluate various aspects of Photoshop-style modification, global photo optimization, and local editing. Extensive experimental results demonstrate that expressive instructions are crucial to instruction-based image editing, and our MGIE can lead to a notable improvement in automatic metrics and human evaluation while maintaining competitive inference efficiency.
This paper introduces the Imperial Light-Stage Head (ILSH) dataset, a novel light-stage-captured human head dataset designed to support view synthesis academic challenges for human heads. The ILSH dataset is intended to facilitate diverse approaches, such as scene-specific or generic neural rendering, multiple-view geometry, 3D vision, and computer graphics, to further advance the development of photo-realistic human avatars. This paper details the setup of a light-stage specifically designed to capture high-resolution (4K) human head images and describes the process of addressing challenges (preprocessing, ethical issues) in collecting high-quality data. In addition to the data collection, we address the split of the dataset into train, validation, and test sets. Our goal is to design and support a fair view synthesis challenge task for this novel dataset, such that a similar level of performance can be maintained and expected when using the test set, as when using the validation set. The ILSH dataset consists of 52 subjects captured using 24 cameras with all 82 lighting sources turned on, resulting in a total of 1,248 close-up head images, border masks, and camera pose pairs.
This demo paper presents sign.mt, an open-source application pioneering real-time multilingual bi-directional translation between spoken and signed languages. Harnessing state-of-the-art open-source models, this tool aims to address the communication divide between the hearing and the deaf, facilitating seamless translation in both spoken-to-signed and signed-to-spoken translation directions. Promising reliable and unrestricted communication, sign.mt offers offline functionality, crucial in areas with limited internet connectivity. It further enhances user engagement by offering customizable photo-realistic sign language avatars, thereby encouraging a more personalized and authentic user experience. Licensed under CC BY-NC-SA 4.0, sign.mt signifies an important stride towards open, inclusive communication. The app can be used, and modified for personal and academic uses, and even supports a translation API, fostering integration into a wider range of applications. However, it is by no means a finished product. We invite the NLP community to contribute towards the evolution of sign.mt. Whether it be the integration of more refined models, the development of innovative pipelines, or user experience improvements, your contributions can propel this project to new heights. Available at https://sign.mt, it stands as a testament to what we can achieve together, as we strive to make communication accessible to all.
We propose a method for scene-level sketch-to-photo synthesis with text guidance. Although object-level sketch-to-photo synthesis has been widely studied, whole-scene synthesis is still challenging without reference photos that adequately reflect the target style. To this end, we leverage knowledge from recent large-scale pre-trained generative models, resulting in text-guided sketch-to-photo synthesis without the need for reference images. To train our model, we use self-supervised learning from a set of photographs. Specifically, we use a pre-trained edge detector that maps both color and sketch images into a standardized edge domain, which reduces the gap between photograph-based edge images (during training) and hand-drawn sketch images (during inference). We implement our method by fine-tuning a latent diffusion model (i.e., Stable Diffusion) with sketch and text conditions. Experiments show that the proposed method translates original sketch images that are not extracted from color images into photos with compelling visual quality.