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Xiaodi Li 0004

Portrait video editing has attracted wide attention thanks to its practical applications. Existing methods either target fixed-length clips or perform temporally inconsistent per-frame editing. In this work, we present a brand new system, StreamEdit, which is primarily designed to edit streaming videos. Our system follows the ideology of editing propagation to ensure temporal consistency. Concretely, we choose to edit only one reference frame and warp the outcome to obtain the editing results of other frames. For this purpose, we employ a warping module, aided by a probabilistic pixel correspondence estimation network, to help establish the pixel-wise mapping between two frames. However, such a pipeline requires the reference frame to contain all contents appearing in the video, which is scarcely possible especially when there exist large motions and occlusions. To address this challenge, we propose to adaptively replace the reference frame, benefiting from a heuristic strategy referring to the overall pixel mapping uncertainty. That way, we can easily align the editing of the before- and after-replacement reference frames via image inpainting. Extensive experimental results demonstrate the effectiveness and generalizability of our approach in editing streaming portrait videos. Code will be made public.

Shuo Huang 0005, Shikun Sun, Zixuan Wang 0026, Xiaoyu Qin 0001, Yanmin Xiong, Yuan Zhang 0020, Pengfei Wan 0001, Di Zhang 0026, Jia Jia 0001

Recently, text-to-3D generation has attracted significant attention, resulting in notable performance enhancements. Previous methods utilize end-to-end 3D generation models to initialize 3D Gaussians, multi-view diffusion models to enforce multi-view consistency, and text-to-image diffusion models to refine details with score distillation algorithms. However, these methods exhibit two limitations. Firstly, they encounter conflicts in generation directions since different models aim to produce diverse 3D assets. Secondly, the issue of over-saturation in score distillation has not been thoroughly investigated and solved. To address these limitations, we propose PlacidDreamer, a text-to-3D framework that harmonizes initialization, multi-view generation, and text-conditioned generation with a single multi-view diffusion model, while simultaneously employing a novel score distillation algorithm to achieve balanced saturation. To unify the generation direction, we introduce the Latent-Plane module, a training-friendly plug-in extension that enables multi-view diffusion models to provide fast geometry reconstruction for initialization and enhanced multi-view images to personalize the text-to-image diffusion model. To address the over-saturation problem, we propose to view score distillation as a multi-objective optimization problem and introduce the Balanced Score Distillation algorithm, which offers a Pareto Optimal solution that achieves both rich details and balanced saturation. Extensive experiments validate the outstanding capabilities of our PlacidDreamer. The code is available at https://github.com/HansenHuang0823/PlacidDreamer.

Haibo Yang 0002, Yang Chen 0048, Yingwei Pan, Ting Yao 0003, Zhineng Chen, Chong-Wah Ngo, Tao Mei 0001

Despite having tremendous progress in image-to-3D generation, existing methods still struggle to produce multi-view consistent images with high-resolution textures in detail, especially in the paradigm of 2D diffusion that lacks 3D awareness. In this work, we present High-resolution Image-to-3D model (Hi3D), a new video diffusion based paradigm that redefines a single image to multi-view images as 3D-aware sequential image generation (i.e., orbital video generation). This methodology delves into the underlying temporal consistency knowledge in video diffusion model that generalizes well to geometry consistency across multiple views in 3D generation. Technically, Hi3D first empowers the pre-trained video diffusion model with 3D-aware prior (camera pose condition), yielding multi-view images with low-resolution texture details. A 3D-aware video-to-video refiner is learnt to further scale up the multi-view images with high-resolution texture details. Such high-resolution multi-view images are further augmented with novel views through 3D Gaussian Splatting, which are finally leveraged to obtain high-fidelity meshes via 3D reconstruction. Extensive experiments on both novel view synthesis and single view reconstruction demonstrate that our Hi3D manages to produce superior multi-view consistency images with highly-detailed textures. Source code and data are available at https://github.com/yanghb22-fdu/Hi3D-Official.

Weitian Zhang, Yichao Yan, Yunhui Liu 0006, Xingdong Sheng, Xiaokang Yang 0001

This paper aims to introduce 3D Gaussians for efficient, expressive, and editable digital avatar generation. This task faces two major challenges: 1) The unstructured nature of 3D Gaussians makes it incompatible with current generation pipelines; 2) the expressive animation of 3D Gaussians in a generative setting that involves training with multiple subjects remains unexplored. In this paper, we propose a novel avatar generation method named E3 Gen, to effectively address these challenges. First, we propose a novel generative UV features plane representation that encodes unstructured 3D Gaussians onto a structured 2D UV space defined by the SMPL-X parametric model. This novel representation not only preserves the efficient advantage of the original 3D Gaussians but also introduces a shared structure among subjects to enable generative learning of the diffusion model. To tackle the second challenge, we propose a part-aware deformation module to achieve robust and accurate full-body expressive pose control. Extensive experiments demonstrate that our method achieves superior performance in avatar generation and enables expressive full-body pose control and editing. Our project page is https://olivia23333.github.io/E3Gen.

Guan-Yuan Chen, Von-Wun Soo

The burgeoning field of text-to-music generation models has shown great promise in their ability to generate high-quality music aligned with users' textual descriptions. These models effectively capture abstract/global musical features such as style and mood. However, they often inadequately produce the precise rendering of critical music loop attributes, including melody, rhythms, and instrumentation, which are essential for modern music loop production. To overcome this limitation, this paper proposed a Loops Transformer and a Multi-Stage Cross Attention mechanism that enable a cohesive integration of textual and MIDI input specifications. Additionally, a novel Instrument-Aware Reinforcement Learning technique was introduced to ensure the correct adoption of instrumentation. We demonstrated that the proposed model can generate music loops that simultaneously satisfy the conditions specified by both natural language texts and MIDI input, ensuring coherence between the two modalities. We also showed that our model outperformed the state-of-the-art baseline model, MusicGen, in both objective metrics (by lowering the FAD score by 1.3, indicating superior quality with lower scores, and by improving the Normalized Dynamic Time Warping Distance with given melodies by 12%) and subjective metrics (by +2.56% in OVL, +5.42% in REL, and +7.74% in Loop Consistency). These improvements highlight our model's capability to produce musically coherent loops that satisfy the complex requirements of contemporary music production, representing a notable advancement in the field. Generated music loop samples can be explored at: https://loopstransformer.netlify.app/.

Qi Mao 0002, Lan Chen, Yuchao Gu, Zhen Fang, Mike Zheng Shou

Recent diffusion-based image editing approaches have exhibited impressive editing capabilities in images with one dominant object in simple compositions. However, localized editing in images containing multiple objects and intricate compositions has not been well-studied in the literature, despite its growing real-world demands. Existing mask-based inpainting methods fall short of retaining the underlying structure within the edit region, causing noticeable discordance with their complex surroundings. Meanwhile, attention-based methods such as Prompt-to-Prompt (P2P) often exhibit editing leakage and misalignment in more complex compositions. In this work, we propose MAG-Edit, a plug-and-play, inference-stage optimization method, that empowers attention-based editing approaches, such as P2P, to enhance localized image editing in intricate scenarios. In particular, MAG-Edit optimizes the noise latent feature by encouraging two mask-based cross-attention ratios of the edit token, which in turn gradually enhances the local alignment with the desired prompt. Extensive quantitative and qualitative experiments demonstrate the effectiveness of our method in achieving both text alignment and structure preservation for localized editing within complex scenarios.

Bo Xiong, Changqing Su, Zihan Lin, Yanqin Chen, You Zhou, Zhen Cheng 0005, Zhaofei Yu, Tiejun Huang 0001

Droplet-based microfluidic devices, with their high throughput and low power consumption, have found wide-ranging applications in the life sciences, such as drug discovery and cancer detection. However, the lack of real-time methods for accurately estimating droplet generation parameters has resulted in droplet microfluidic systems remaining largely offline-controlled, making it challenging to achieve efficient feedback in droplet generation. To meet the real-time requirements, it's imperative to minimize the data throughput of the collection system while employing parameter estimation algorithms that are both resource-efficient and highly effective. Spike camera, as an innovative form of neuromorphic camera, facilitates high temporal resolution scene capture with comparatively low data throughput. In this paper, we propose a real-time evaluation method for high-speed droplet parameters based on spike-based microfluidic flow-focusing, named RTDE, that integrates spike camera into the droplet collection system to efficiently capture information using spike stream. To process the spike stream effectively, we develop a spike-based estimation algorithm for real-time droplet generation parameters. To validate the performance of our method, we collected spike-based droplet datasets (SDD), comprising synthetic and real data with varying flow velocities, frequencies, and droplet sizes. Experiments result on these datasets consistently demonstrate that our method achieves parameter estimations that closely match the ground truth values, showcasing high precision. Furthermore, comparative experiments with image-based parameter estimation methods highlight the superior time efficiency of our method, enabling real-time calculation of parameter estimations. Cdoe and datasets are avaliable at: https://github.com/Onetism/RTDE

Ruiqi Zhang, Jie Chen 0026

Real-time mesh reconstruction is highly demanded for integrating human avatar in modern computer graphics applications. Current methods typically use coordinate-based MLP to represent 3D scene as Signed Distance Field (SDF) and optimize it through volumetric rendering, relying on Marching Cubes for mesh extraction. However, volumetric rendering lacks training and rendering efficiency, and the dependence on Marching Cubes significantly impacts mesh extraction efficiency. This study introduces a novel approach, Mesh-Centric Gaussian Splatting (MCGS), which introduces a unique representation Mesh-Centric SDF and optimizes it using high-efficiency Gaussian Splatting. The primary innovation introduces Mesh-Centric SDF, a thin layer of SDF enveloping the underlying mesh, and could be efficiently derived from mesh. This derivation of SDF from mesh allows for mesh optimization through SDF, providing mesh as 0 iso-surface, and eliminating the need for slow Marching Cubes. The secondary innovation focuses on optimizing Mesh-Centric SDF with high-efficiency Gaussian Splatting. By dispersing the underlying mesh of Mesh-Centric SDF into multiple layers and generating Mesh-Constrained Gaussians on them, we create Multi-Layer Gaussians. These Mesh-Constrained Gaussians confine Gaussians within a 2D surface space defined by mesh, ensuring an accurate correspondence between Gaussian rendering and mesh geometry. The Multi-Layer Gaussians serve as sampling layers of Mesh-Centric SDF and can be optimized with Gaussian Splatting, which would further optimize Mesh-Centric SDF and its underlying mesh. As a result, our method can directly optimize the underlying mesh through Gaussian Splatting, providing fast training and rendering speeds derived from Gaussian Splatting, as well as precise surface learning of SDF. Experiments demonstrate that our method achieves dynamic mesh reconstruction at over 30 FPS. In contrast, SDF-based methods using Marching Cubes achieve less than 1 FPS, and concurrent 3D Gaussian Splatting-based methods cannot extract reasonable mesh.

Yiluo Wei, Gareth Tyson

In the last two years, Artificial Intelligence Generated Content (AIGC) has received significant attention, leading to an anecdotal rise in the amount of AIGC being shared via social media platforms. The impact of AIGC and its implications are of key importance to social platforms, e.g., regarding the implementation of policies, community formation, and algorithmic design. Yet, to date, we know little about how the arrival of AIGC has impacted the social media ecosystem. To fill this gap, we present a comprehensive study of Pixiv, an online community for artists who wish to share and receive feedback on their illustrations. Pixiv hosts over 100 million artistic submissions and receives more than 1 billion page views per month (as of 2023). Importantly, it allows both human and AI generated content to be uploaded. Exploiting this, we perform the first analysis of the impact that AIGC has had on the social media ecosystem, through the lens of Pixiv. Based on a dataset of 15.2 million posts (including 2.4 million AI-generated images), we measure the impact of AIGC on the Pixiv community, as well as the differences between AIGC and human-generated content in terms of content creation and consumption patterns. Our results offer key insight to how AIGC is changing the dynamics of social media platforms like Pixiv.

Lutao Jiang, Hangyu Li, Lin Wang 0025

Text-to-3D content creation has recently received much attention, especially with the prevalence of 3D Gaussians Splatting (3D GS). In general, GS-based methods comprise two key stages: initialization and rendering optimization. To achieve initialization, existing works directly apply random sphere initialization or 3D diffusion models, e.g., Point-E, to derive the initial shapes. However, such strategies suffer from two critical yet challenging problems: 1) the final shapes are still similar to the initial ones even after training; 2) shapes can be produced only from simple texts, e.g., "a dog", not for lexically richer (or harder) texts, e.g., "a dog is sitting on the top of the airplane". To address these problems, this paper proposes a novel general framework to boost the 3D GS Initialization for text-to-3D generation upon the lexical richness. Our key idea is to aggregate 3D Gaussians into spatially uniform voxels to represent complex shapes while enabling the spatial interaction among the 3D Gaussians and semantic interaction between Gaussians and texts. Specifically, we first construct a voxelized representation, where each voxel holds a 3D Gaussian with its position, scale, and rotation fixed while setting opacity as the sole factor to determine a position's occupancy. We then design an initialization network mainly consisting of two novel components: 1) Global Information Perception (GIP) block and 2) Gaussians-Text Fusion (GTF) block. Such a design enables each 3D Gaussian to assimilate the spatial information from other areas and semantic information from texts. Extensive experiments show the superiority of our framework of high-quality 3D GS initialization against the existing methods, e.g., Shap-E, by taking lexically simple, medium, and hard texts. Also, our framework can be seamlessly plugged into state-of-the-art training frameworks, e.g., LucidDreamer for semantically consistent text-to-3D generation. The project code is available at https://vlislab22.github.io/DreamInit/.

Haozhe Jia, Yan Li 0129, Hengfei Cui, Di Xu 0012, Yuwang Wang, Tao Yu 0007

In this work, we focus on exploring explicit fine-grained control of generative facial image editing, all while generating faithful facial appearances and consistent semantic details, which however, is quite challenging and has not been extensively explored, especially under an one-shot scenario. We identify the key challenge as the exploration of disentangled conditional control between high-level semantics and explicit parameters ( e.g., 3DMM) in the generation process, and accordingly propose a novel diffusion-based editing framework, named DisControlFace. Specifically, we leverage a Diffusion Autoencoder (Diff-AE) as the semantic reconstruction backbone. To enable explicit face editing, we construct an Exp-FaceNet that is compatible with Diff-AE to generate spatial-wise explicit control conditions based on estimated 3DMM parameters. Different from current diffusion-based editing methods that train the whole conditional generative model from scratch, we freeze the pre-trained weights of the Diff-AE to maintain its semantically deterministic conditioning capability and accordingly propose a random semantic masking (RSM) strategy to effectively achieve an independent training of Exp-FaceNet. This setting endows the model with disentangled face control meanwhile reducing semantic information shift in editing. Our model can be trained using 2D in-the-wild portrait images without requiring 3D or video data and perform robust editing on any new facial image through a simple one-shot fine-tuning. Comprehensive experiments demonstrate that DisControlFace can generate realistic facial images with better editing accuracy and identity preservation over SOTA methods.

Xiangcheng Du, Zhao Zhou, Xingjiao Wu, Yanlong Wang, Zhuoyao Wang, Yingbin Zheng, Cheng Jin 0001

Deep networks have shown impressive performance in the image restoration tasks, such as image colorization. However, we find that previous approaches rely on the digital representation from single color model with a specific mapping function, a.k.a., color space, during the colorization pipeline. In this paper, we first investigate the modeling of different color spaces, and find each of them exhibiting distinctive characteristics with unique distribution of colors. The complementarity among multiple color spaces leads to benefits for the image colorization task. We present MultiColor, a new learning-based approach to automatically colorize grayscale images that combines clues from multiple color spaces. Specifically, we employ a set of dedicated colorization modules for individual color space. Within each module, a transformer decoder is first employed to refine color query embeddings and then a color mapper produces color channel prediction using the embeddings and semantic features. With these predicted color channels representing various color spaces, a complementary network is designed to exploit the complementarity and generate pleasing and reasonable colorized images. We conduct extensive experiments on real-world datasets, and the results demonstrate superior performance over the state-of-the-arts.

Bohong Chen 0004, Yumeng Li, Yao-Xiang Ding 0001, Tianjia Shao, Kun Zhou 0001

Current co-speech motion generation approaches usually focus on upper body gestures following speech contents only, while lacking supporting the elaborate control of synergistic full-body motion based on text prompts, such as talking while walking. The major challenges lie in 1) the existing speech-to-motion datasets only involve highly limited full-body motions, making a wide range of common human activities out of training distribution; 2) these datasets also lack annotated user prompts. To address these challenges, we propose SynTalker, which utilizes the off-the-shelf text-to-motion dataset as an auxiliary for supplementing the missing full-body motion and prompts. The core technical contributions are two-fold. One is the multi-stage training process which obtains an aligned embedding space of motion, speech, and prompts despite the significant distributional mismatch in motion between speech-to-motion and text-to-motion datasets. Another is the diffusion-based conditional inference process, which utilizes the separate-then-combine strategy to realize fine-grained control of local body parts. Extensive experiments are conducted to verify that our approach supports precise and flexible control of synergistic full-body motion generation based on both speeches and user prompts, which is beyond the ability of existing approaches. Our code, pre-trained models, and videos are available at https://bohongchen.github.io/SynTalker-Page/.

Qishan Zhang, Shuangbing Wen, Tao Hu 0012

Generative AI technologies, including text-to-speech (TTS) and voice conversion (VC), frequently become indistinguishable from genuine samples, posing challenges for individuals in discerning between real and synthetic content. This indistinguishability undermines trust in media, and the arbitrary cloning of personal voice signals presents significant challenges to privacy and security. In the field of deepfake audio detection, the majority of models achieving higher detection accuracy currently employ self-supervised pre-trained models. However, with the ongoing development of deepfake audio generation algorithms, maintaining high discrimination accuracy against new algorithms grows more challenging. To enhance the sensitivity of deepfake audio features, we propose a deepfake audio detection model that incorporates an SLS (Sensitive Layer Selection) module. Specifically, utilizing the pre-trained XLS-R enables our model to extract diverse audio features from its various layers, each providing distinct discriminative information. Utilizing the SLS classifier, our model captures sensitive contextual information across different layer levels of audio features, effectively employing this information for fake audio detection. Experimental results show that our method achieves state-of-the-art (SOTA) performance on both the ASVspoof 2021 DF and In-the-Wild datasets, with a specific Equal Error Rate (EER) of 1.92% on the ASVspoof 2021 DF dataset and 7.46% on the In-the-Wild dataset. Codes and data can be found at https://github.com/QiShanZhang/SLSforADD.

Zhichao Liao, Fengyuan Piao, Di Huang, Xinghui Li, Yue Ma 0033, Pingfa Feng, Heming Fang, Long Zeng 0001

Drawing freehand sketches of mechanical components on multimedia devices for AI-based engineering modeling has become a new trend. However, its development is being impeded because existing works cannot produce suitable sketches for data-driven research. These works either generate sketches lacking a freehand style or utilize generative models not originally designed for this task resulting in poor effectiveness. To address this issue, we design a two-stage generative framework mimicking the human sketching behavior pattern, called MSFormer, which is the first time to produce humanoid freehand sketches tailored for mechanical components. The first stage employs Open CASCADE technology to obtain multi-view contour sketches from mechanical components, filtering perturbing signals for the ensuing generation process. Meanwhile, we design a view selector to simulate viewpoint selection tasks during human sketching for picking out information-rich sketches. The second stage translates contour sketches into freehand sketches by a transformer-based generator. To retain essential modeling features as much as possible and rationalize stroke distribution, we introduce a novel edge-constraint stroke initialization. Furthermore, we utilize a CLIP vision encoder and a new loss function incorporating the Hausdorff distance to enhance the generalizability and robustness of the model. Extensive experiments demonstrate that our approach achieves state-of-the-art performance for generating freehand sketches in the mechanical domain. Project page: https://mcfreeskegen.github.io/.

Tianyi Lu, Xing Zhang 0013, Jiaxi Gu, Renjing Pei, Songcen Xu, Xingjun Ma, Hang Xu 0004, Zuxuan Wu

Latent Diffusion Models (LDMs) are renowned for their powerful capabilities in image and video synthesis. Yet, compared to text-to-image (T2I) editing, text-to-video (T2V) editing suffers from a lack of decent temporal consistency and structure, due to insufficient pre-training data, limited model editability, or extensive tuning costs. To address this gap, we propose FLDM (Fused Latent Diffusion Model), a training-free framework that achieves high-quality T2V editing by integrating various T2I and T2V LDMs. Specifically, FLDM utilizes a hyper-parameter with an update schedule to effectively fuse image and video latents during the denoising process. This paper is the first to reveal that T2I and T2V LDMs can complement each other in terms of structure and temporal consistency, ultimately generating high-quality videos. It is worth noting that FLDM can serve as a versatile plugin, applicable to off-the-shelf image and video LDMs, to significantly enhance the quality of video editing. Extensive quantitative and qualitative experiments on popular T2I and T2V LDMs demonstrate FLDM's superior editing quality than state-of-the-art T2V editing methods.

Zhaoyu Zhang, Yang Hua 0001, Guanxiong Sun, Hui Wang 0001, Seán F. McLoone

Recently, many studies have highlighted that training Generative Adversarial Networks (GANs) with limited data suffers from the overfitting of the discriminator (D). Existing studies mitigate the overfitting of D by employing data augmentation, model regularization, or pre-trained models. Despite the success of existing methods in training GANs with limited data, noise injection is another plausible, complementary, yet not well-explored approach to alleviate the overfitting of D issue. In this paper, we propose a simple yet effective method called Dual Adaptive Noise Injection (DANI), to further improve the training of GANs with limited data. Specifically, DANI consists of two adaptive strategies: adaptive injection probability and adaptive noise strength. For the adaptive injection probability, Gaussian noise is injected into both real and fake images for generator (G) and D with a probability p, respectively, where the probability p is controlled by the overfitting degree of D. For the adaptive noise strength, the Gaussian noise is produced by applying the adaptive forward diffusion process to both real and fake images, respectively. As a result, DANI can effectively increase the overlap between the distributions of real and fake data during training, thus alleviating the overfitting of D issue. Extensive experiments on several commonly-used datasets with both StyleGAN2 and FastGAN backbones demonstrate that DANI can further improve the training of GANs with limited data and achieve state-of-the-art results compared with other methods. Codes are available at https://github.com/zzhang05/DANI.

Yukang Lin, Haonan Han, Chaoqun Gong, Zunnan Xu, Yachao Zhang 0001, Xiu Li 0001

Reconstructing 3D objects from a single image guided by pretrained diffusion models has demonstrated promising outcomes. However, due to utilizing the case-agnostic rigid strategy, their generalization ability to arbitrary cases and the 3D consistency of reconstruction are still poor. In this work, we propose Consistent123, a case-aware two-stage method for highly consistent 3D asset reconstruction from one image with both 2D and 3D diffusion priors. In the first stage, Consistent123 utilizes only 3D structural priors for sufficient geometry exploitation, with a CLIP-based case-aware adaptive detection mechanism embedded within this process. In the second stage, 2D texture priors are introduced and progressively take on a dominant guiding role, delicately sculpting the details of the 3D model. Consistent123 aligns more closely with the evolving trends in guidance requirements, adaptively providing adequate 3D geometric initialization and suitable 2D texture refinement for different objects. Consistent123 can obtain highly 3D-consistent reconstruction and exhibits strong generalization ability across various objects. Qualitative and quantitative experiments show that our method significantly outperforms state-of-the-art image-to-3D methods.

Qi Chen, Wenjie Liu 0008, Hu Ding 0003

Conditional Generative Adversarial Network (cGAN) is an important type of GAN which is often equipped with an auxiliary classifier. However, existing cGANs usually have the issue of mode collapse which can incur unstable performance in practice. In this paper, we propose a novel stable training method for cGANs with well preserving the generation fidelity and diversity. Our key ideas are designing efficient adversarial training strategies for the auxiliary classifier and mitigating the overconfidence issue caused by the cross-entropy loss. We propose a classifier-based cGAN called Confidence Guided Generative Adversarial Networks (CG-GAN) by introducing the adversarial training to a K-way classifier. In particular, we show in theory that the obtained K-way classifier can encourage the generator to learn the real joint distribution. To further enhance the performance and stability, we propose to establish a high-entropy prior label distribution for the generated data and incorporate a reverse KL divergence term into the minimax loss of CG-GAN. Through a comprehensive set of experiments on the popular benchmark datasets, including the large-scale dataset ImageNet, we demonstrate the advantages of our proposed method over several state-of-the-art cGANs.