Current semantic segmentation models typically require a substantial amount of manually annotated data, a process that is both time-consuming and resource-intensive. Alternatively, leveraging advanced text-to-image models such as Midjourney and Stable Diffusion has emerged as an efficient strategy, enabling the automatic generation of synthetic data in place of manual annotations. However, previous methods have been limited to generating single-instance images, as the generation of multiple instances with Stable Diffusion has proven unstable and masks can be significantly affected by occlusion between different objects. To overcome this limitation and broaden the variety of synthetic datasets, we propose a novel framework, Free-Mask. It combines a Diffusion Model for segmentation with advanced image editing capabilities, allowing the insertion of multiple objects into images through text-to-image models. In addition, we introduce a new active learning paradigm that benefits both model generalization and data optimization. Our method enables the creation of realistic datasets that closely reflect open-world environments while generating accurate segmentation masks. Our code is released on GitHub.
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Text-to-audio (T2A) generation has achieved promising results with the recent advances in generative models. However, because of the limited quality and quantity of temporally-aligned audio-text pairs, existing T2A methods struggle to handle the complex text prompts that contain precise timing control, e.g., owl hooted at 2.4s-5.2s. Recent works have explored data augmentation techniques or introduced timing conditions as model inputs to enable timing-conditioned 10-second T2A generation, while their synthesis quality is still limited. In this work, we propose a novel training-free timing-controlled T2A framework, FreeAudio, making the first attempt to enable timing-controlled long-form T2A generation, e.g., owl hooted at 2.4s-5.2s and crickets chirping at 0s-24s. Specifically, we first employ an LLM to plan non-overlapping time windows and recaption each with a refined natural language description, based on the input text and timing prompts. Then we introduce: 1) Decoupling & Aggregating Attention Control for precise timing control; 2) Contextual Latent Composition for local smoothness and Reference Guidance for global consistency. Extensive experiments show that: 1) FreeAudio achieves state-of-the-art timing-conditioned T2A synthesis quality among training-free methods and is comparable to leading training-based methods; 2) FreeAudio demonstrates comparable long-form generation quality with training-based Stable Audio and paves the way for timing-controlled long-form T2A synthesis. Demo samples are available at: https://freeaudio.github.io/FreeAudio/.
Despite recent advancements in text-to-image models, achieving semantically accurate images in text-to-image diffusion models is a persistent challenge. While existing initial latent optimization methods have demonstrated impressive performance, we identify two key limitations: (a) attention neglect, where the synthesized image omits certain subjects from the input prompt because they do not have a designated region in the self-attention map despite despite having a high-response cross-attention, and (b) attention interference, where the generated image has mixed-up properties of multiple subjects because of a conflicting overlap between cross- and self-attention maps of different subjects. To address these limitations, we introduce CoCoNO, a new algorithm that optimizes the initial latent by leveraging the complementary information within self-attention and cross-attention maps. We first identify subject-specific regions from the self-attention map and term them attention zones. Our method then introduces two new loss functions: the attention contrast loss, which minimizes undesirable overlap by ensuring each attention zone is exclusively linked to a specific subject's cross attention map, and the attention complete loss, which maximizes the activation within these attention zones to guarantee that each subject is fully and distinctly represented. Our approach operates within a noise optimization framework, avoiding the need to retrain base models. Through extensive experiments on multiple benchmarks, we demonstrate that CoCoNO significantly improves text-image alignment and outperforms the current state of the art.
While diffusion models advance text-to-motion generation, their static semantic conditioning ignores temporal-frequency demands: early denoising requires structural semantics for motion foundations while later stages need localized details for text alignment. This mismatch mirrors biological morphogenesis where developmental phases demand distinct genetic programs. Inspired by epigenetic regulation governing morphological specialization, we propose (ANT), an Adaptive Neural Temporal-Aware architecture. ANT orchestrates semantic granularity through: (i) Semantic Temporally Adaptive (STA) Module: Automatically partitions denoising into low-frequency structural planning and high-frequency refinement via spectral analysis. (ii) Dynamic Classifier-Free Guidance scheduling (DCFG): Adaptively adjusts conditional to unconditional ratio enhancing efficiency while maintaining fidelity. Extensive experiments show that ANT can be applied to various baselines, significantly improving model performance, and achieving state-of-the-art semantic alignment on StableMoFusion. Code can be found on https://github.com/CCSCovenant/ANT.
Blind face restoration (BFR) is a fundamental and challenging problem in computer vision. To faithfully restore high-quality (HQ) photos from poor-quality ones, recent research endeavors predominantly rely on facial image priors from the powerful pretrained text-to-image (T2I) diffusion models. However, such priors often lead to the incorrect generation of non-facial features and insufficient facial details, thus rendering them less practical for real-world applications. In this paper, we propose a novel framework, namely AuthFace that achieves highly authentic face restoration results by exploring a face-oriented generative diffusion prior. To learn such a prior, we first collect a dataset of 1.5K high-quality images, with resolutions exceeding 8K, captured by professional photographers. Based on the dataset, we then introduce a novel face-oriented restoration-tuning pipeline that fine-tunes a pretrained T2I model. Identifying key criteria of quality-first and photography-guided annotation, we involve the retouching and reviewing process under the guidance of photographers for high-quality images that show rich facial features. The photography-guided annotation system fully explores the potential of these high-quality photographic images. In this way, the potent natural image priors from pretrained T2I diffusion models can be subtly harnessed, specifically enhancing their capability in facial detail restoration. Moreover, to minimize artifacts in critical facial areas, such as eyes and mouth, we propose a time-aware latent facial feature loss to learn the authentic face restoration process. Extensive experiments on the synthetic and real-world BFR datasets demonstrate the superiority of our approach.
In this paper, we tackle a new task of 3D object synthesis, where a 3D model is composited with another object category to create a novel 3D model. However, most existing text/image/3D-to-3D methods struggle to effectively integrate multiple content sources, often resulting in inconsistent textures and inaccurate shapes. To overcome these challenges, we propose a straightforward yet powerful approach, category+3D-to-3D (C33D), for generating novel and structurally coherent 3D models. Our method begins by rendering multi-view images and normal maps from the input 3D model, then generating a novel 2D object using adaptive text-image harmony (ATIH) with the front-view image and another object category as inputs. To ensure texture consistency, we introduce texture multi-view diffusion, which refines the textures of the remaining multi-view RGB images based on the novel 2D object. For enhanced shape accuracy, we propose shape multi-view diffusion to improve the 2D shapes of both the multi-view RGB images and the normal maps, also conditioned on the novel 2D object. Finally, these outputs are used to reconstruct a complete and novel 3D model. Extensive experiments demonstrate the effectiveness of our method, yielding impressive 3D creations.
Generalizable 3D Gaussian Splatting reconstruction showcases advanced Image-to-3D content creation but requires substantial computational resources and large datasets, posing challenges to training models from scratch. Current methods usually entangle the prediction of 3D Gaussian geometry and appearance, which rely heavily on data-driven priors and result in slow regression speeds. To address this, we propose Stereo-GS, a disentangled framework for efficient 3D Gaussian prediction. Our method extracts features from local image pairs using a stereo vision backbone and fuses them via global attention blocks. Dedicated point and Gaussian prediction heads generate multi-view point-maps for geometry and Gaussian features for appearance, combined as GS-maps to represent the 3DGS object. A refinement network enhances these GSmaps for high-quality reconstruction. Unlike existing methods that depend on camera parameters, our approach achieves pose-free 3D reconstruction, improving robustness and practicality. By reducing resource demands while maintaining high-quality outputs, Stereo- GS provides an efficient, scalable solution for real-world 3D content generation. Project page: https://kevinhuangxf.github.io/stereo-gs.
Generating 3D cities from satellite imagery opens up new avenues for gaming, urban planning, and cinematic production. However, the limited information from satellite views presents significant challenges, hindering existing methods from generating high-quality cities that meet application standards. To address these challenges, we propose CitySculpt, a UV diffusion-based framework for generating 3D cities with high-fidelity geometry and photorealistic textures. Specifically, we first generate the detailed 3D geometries by refining coarse structures using a UV normal diffusion network. Building on these refined geometries, we introduce a texture generation approach that produces photorealistic textures despite the limited satellite information. To ensure style consistency across multiple objects, we design a cross-attention mechanism that enables feature sharing among them. Additionally, we contribute the CitySculpt dataset, a collection of high-quality 3D urban assets with multi-view renderings and comprehensive annotations to advance research in 3D city generation. Experiments demonstrate that CitySculpt outperforms state-of-the-art approaches in both generating detailed individual buildings and creating cities with high visual quality and rich architectural details.
Co-speech gesture generation is crucial for creating lifelike avatars and enhancing human-computer interactions by synchronizing gestures with speech. Despite recent advancements, existing methods struggle with accurately identifying the rhythmic or semantic triggers from audio for generating contextualized gesture patterns and achieving pixel-level realism. To address these challenges, we introduce Contextual Gesture, a framework that improves co-speech gesture video generation through three innovative components: (1) a chronological speech-gesture alignment that temporally connects two modalities, (2) a contextualized gesture tokenization that incorporate speech context into motion pattern representation through distillation, and (3) a structure-aware refinement module that employs edge connection to link gesture keypoints to improve video generation. Our extensive experiments demonstrate that Contextual Gesture not only produces realistic and speech-aligned gesture videos but also supports long-sequence generation and video gesture editing applications, shown in Fig.1
3D digital garment generation and editing play a pivotal role in fashion design, virtual try-on, and gaming. Traditional methods struggle to meet the growing demand due to technical complexity and high resource costs. Learning-based approaches offer faster, more diverse garment synthesis based on specific requirements and reduce human efforts and time costs. However, they still face challenges such as inconsistent multi-view geometry or textures and heavy reliance on detailed garment topology and manual rigging. We propose SemanticGarment, a 3D Gaussian-based method that realizes high-fidelity 3D garment generation from text or image prompts and supports semantic-based interactive editing for flexible user customization. To ensure multi-view consistency and garment fitting, we propose to leverage structural human priors for the generative model by introducing a 3D semantic clothing model, which initializes the geometry structure and lays the groundwork for view-consistent garment generation and editing. Without the need to regenerate or rely on existing mesh templates, our approach allows for rapid and diverse modifications to existing Gaussians, either globally or within a local region. To address the artifacts caused by self-occlusion for garment reconstruction based on single image, we develop a self-occlusion optimization strategy to mitigate holes and artifacts that arise when directly animating self-occluded garments. Extensive experiments are conducted to demonstrate our superior performance in 3D garment generation and editing.
Scene-level 3D generation represents a critical frontier in multimedia and computer graphics. While existing approaches have achieved encouraging progress, they still face challenges such as constrained object diversity and limited support for interactive editing. In this paper, we present HiScene, a novel hierarchical framework that bridges the gap between 2D image generation and 3D object generation and delivers high-fidelity scenes with compositional identities and aesthetic scene content. Our key insight is treating scenes as hierarchical ''objects'' under isometric views, where a room functions as a complex object that can be further decomposed into manipulatable items. This hierarchical approach enables us to generate 3D content that aligns with 2D representations while maintaining compositional structure. To ensure completeness and spatial alignment of each decomposed instance, we develop a video-diffusion-based amodal completion technique that effectively handles occlusions and shadows between objects, and introduce shape prior injection to ensure spatial coherence within the scene. Experimental results demonstrate that our method produces more natural object arrangements and complete object instances suitable for interactive applications, while maintaining physical plausibility and alignment with user inputs.
We propose CatchPhrase, a novel audio-to-image generation framework designed to mitigate semantic misalignment between audio inputs and generated images. While recent advances in multi-modal encoders have enabled progress in cross-modal generation, ambiguity stemming from homographs and auditory illusions continues to hinder accurate alignment. To address this issue, CatchPhrase generates enriched cross-modal semantic prompts (EXPrompt Mining ) from weak class labels by leveraging large language models (LLMs) and audio captioning models (ACMs). To address both class-level and instance-level misalignment, we apply multi-modal filtering and retrieval to select the most semantically aligned prompt for each audio sample (EXPrompt Selector ). A lightweight mapping network is then trained to adapt pre-trained text-to-image generation models to audio input. Extensive experiments on multiple audio classification datasets demonstrate that CatchPhrase improves audio-to-image alignment and consistently enhances generation quality by mitigating semantic misalignment.
The rapid advancement of diffusion models holds the promise of revolutionizing the application of VR and AR technologies, which typically require scene-level 4D assets for user experience. Nonetheless, existing diffusion models predominantly concentrate on modeling static 3D scenes or object-level dynamics, constraining their capacity to provide truly immersive experiences. To address this issue, we propose HoloTime, a framework that integrates video diffusion models to generate panoramic videos from a single prompt or reference image, along with a 360-degree 4D scene reconstruction method that seamlessly transforms the generated panoramic video into 4D assets, enabling a fully immersive 4D experience for users. Specifically, to tame video diffusion models for generating high-fidelity panoramic videos, we introduce the 360World dataset, the first comprehensive collection of panoramic videos suitable for downstream 4D scene reconstruction tasks. With this curated dataset, we propose Panoramic Animator, a two-stage image-to-video diffusion model that can convert panoramic images into high-quality panoramic videos. Following this, we present Panoramic Space-Time Reconstruction, which leverages a space-time depth estimation method to transform the generated panoramic videos into 4D point clouds, enabling the optimization of a holistic 4D Gaussian Splatting representation to reconstruct spatially and temporally consistent 4D scenes. To validate the efficacy of our method, we conducted a comparative analysis with existing approaches, revealing its superiority in both panoramic video generation and 4D scene reconstruction. This demonstrates our method's capability to create more engaging and realistic immersive environments, thereby enhancing user experiences in VR and AR applications.
This paper presents DriVerse, a generative model for simulating navigation-driven driving scenes from a single image and a future trajectory. Previous autonomous driving world models either directly feed the trajectory or discrete control signals into the generation pipeline, leading to poor alignment between the control inputs and the implicit features of the 2D base generative model, which results in low-fidelity video outputs. Some methods use coarse textual commands or discrete vehicle control signals, which lack the precision to guide fine-grained, trajectory-specific video generation, making them unsuitable for evaluating actual autonomous driving algorithms. DriVerse introduces explicit trajectory guidance in two complementary forms: it tokenizes trajectories into textual prompts using a predefined trend vocabulary for seamless language integration, and converts 3D trajectories into 2D spatial motion priors to enhance control over static content within the driving scene. To better handle dynamic objects, we further introduce a lightweight motion alignment module, which focuses on the inter-frame consistency of dynamic pixels, significantly enhancing the temporal coherence of moving elements over long sequences. We also propose an inference-time strategy to address issues caused by rapid vehicle heading changes. With minimal training and no need for additional data, DriVerse outperforms specialized models on future video generation tasks across both the nuScenes and Waymo datasets. Code is available at https://github.com/shalfun/DriVerse
Automating the synthesis of coordinated bimanual piano performances poses significant challenges, particularly in capturing the intricate choreography between the hands while preserving their distinct kinematic signatures. In this paper, we propose a dual-stream neural framework designed to generate synchronized hand gestures for piano playing from audio input, addressing the critical challenge of modeling both hand independence and coordination. Our framework introduces two key innovations: (i) a decoupled diffusion-based generation framework that independently models each hand's motion via dual-noise initialization, sampling distinct latent noise for each while leveraging a shared positional condition, and (ii) a Hand-Coordinated Asymmetric Attention (HCAA) mechanism suppresses symmetric (common-mode) noise to highlight asymmetric hand-specific features, while adaptively enhancing inter-hand coordination during denoising. Comprehensive evaluations demonstrate that our framework outperforms existing state-of-the-art methods across multiple metrics.
Listening head generation aims to synthesize realistic and responsive non-verbal listener head motions that respond to speakers in conversational scenarios. Existing methods typically rely on fixed audio-visual input modalities and predefined emotion labels, limiting their adaptability and expressiveness in real-world scenarios. In this paper, we propose a novel real-time framework, REA-Listener, to generate high-fidelity listening head videos with flexible modality adaptation and dynamic emotion modeling. Specifically, we first propose a Modality-Adaptive Mixture of Experts (MA-MoE) module to encode arbitrary combinations of speaker audio and visual signals into a unified embedding space, ensuring robustness under partial modality conditions. To further enhance the temporal consistency of listener emotion, we present a lightweight emotional head dynamics generator with a multi-modal emotion predictor, which infers listener emotions dynamically from speaker context alongside head motion coefficient prediction. Finally, we employ a 3D-aware renderer based on 3D Gaussian Splatting to produce high-quality listener head videos in real time. With these components, our approach achieves efficient head motion generation at 30fps on a single NVIDIA RTX 3090 GPU, supporting real-time interaction. Extensive evaluations and applications demonstrate that our method outperforms state-of-the-art methods in listening head generation.
In this paper, a multi-modal model based 3D pop-out video generation framework (CP3) is proposed to solve the shortcomings of the existing video generation technology for accurate control of 3D pop-out effects. 3D pop-out effects create an immersive visual experience by changing the disparity of a particular object so that it appears beyond the screen. However, although software has made some progress in this area, there is currently no effective way to accurately control 3D pop-out effects and generate high-quality video. In addition, the lack of high-quality 3D pop-out effect data sets is also one of the bottlenecks in the field. Therefore, the CP3 framework proposed in this paper utilizes multi-modal models to help 3D video creators make 3D pop-out effects, enhance the audience's sense of immersion and visual comfort, and thus promote the development of 3D effect generation technology. To support the training and evaluation of this framework, a new dataset containing 37000 frames of pop-out effects is constructed, such as text guidance, segmentation results, depth maps, optical flow, and the trajectory of the pop-out target. Through the 3D UNet model based on the potential de-noising diffusion mechanism, combined with the 3D-try module in the CP3 framework and Mask Encoder, this paper has achieved remarkable results in the generation of 3D pop-out effect videos. The results of the experiment show that the CP3 framework demonstrates its advantages in generating immersive 3D pop-out effects in comparison to existing technologies.
The high computational cost and slow inference time are major obstacles to deploying Video Diffusion Models (VDMs). To overcome this, we introduce a new Video Diffusion Model Compression approach using individual content and motion dynamics preserved pruning and consistency loss. First, we empirically observe that deeper VDM layers are crucial for maintaining the quality of motion dynamics (e.g., coherence of the entire video), while shallower layers are more focused on individual content (e.g., individual frames). Therefore, we prune redundant blocks from the shallower layers while preserving more of the deeper layers, resulting in a lightweight VDM variant called VDMini. Moreover, we propose an Individual Content and Motion Dynamics (ICMD) Consistency Loss to gain comparable generation performance as larger VDM to VDMini. In particular, we first use the Individual Content Distillation (ICD) Loss to preserve the consistency in the features of each generated frame between the teacher and student models. Next, we introduce a Multi-frame Content Adversarial (MCA) Loss to enhance the motion dynamics across the generated video as a whole. This method significantly accelerates inference time while maintaining high-quality video generation. Extensive experiments demonstrate the effectiveness of our VDMini on two important video generation tasks, Text-to-Video (T2V) and Image-to-Video (I2V), where we respectively achieve an average 2.5 ×, 1.4 ×, and 1.25 × speed up for the I2V method SF-V, the T2V method T2V-Turbo-v2, and the T2V method HunyuanVideo, while maintaining the quality of the generated videos on several benchmarks including UCF101, VBench-T2V, and VBench-I2V.
Recent advances in diffusion models have endowed talking head synthesis with subtle expressions and vivid head movements, but have also led to slow inference speed and insufficient control over generated results. To address these issues, we propose Ditto, a diffusion-based talking head framework that enables fine-grained controls and real-time inference. Specifically, we utilize an off-the-shelf motion extractor and devise a diffusion transformer to generate representations in a specific motion space. We optimize the model architecture and training strategy to address the issues in generating motion representations, including insufficient disentanglement between motion and identity, and large internal discrepancies within the representation. Besides, we employ diverse conditional signals while establishing a mapping between motion representation and facial semantics, enabling control over the generation process and correction of the results. Moreover, we jointly optimize the holistic framework to enable streaming processing, real-time inference, and low first-frame delay, offering functionalities crucial for interactive applications such as AI assistants. Extensive experimental results demonstrate that Ditto generates compelling talking head videos and exhibits superiority in both controllability and real-time performance.
Recent DDS-based video editing methods have presented remarkable potential by enhancing traditional diffusion models. However, these methods are limited by the MSE-based isolated comparison of noises, leading to issues such as numerical sensitivity and local structure perception deficiency. Additionally, the inherent uncertainty introduced by the noise injection process in diffusion models further hinders the improvement of editing performance. To address these limitations, we propose an Evidential Video Editing (EVE) framework, which normalizes noise vectors into probability distributions, enhancing the comparability of element relationships. By leveraging evidential deep learning, EVE employs Dirichlet distributions to establish distribution-based probabilistic modeling, overcoming the constraints of single deterministic normalization probabilities. Furthermore, we introduce an uncertainty-guided local optimization strategy to capture the local uncertainty of noise and preserve local structural details, thereby improving editing precision. Extensive experiments demonstrate that our method achieves state-of-the-art performance in video editing.