In this work we explore egocentric whole-body motion capture using a single fisheye camera which simultaneously estimates human body and hand motion. This task presents significant challenges due to three factors: the lack of high-quality datasets fisheye camera distortion and human body self-occlusion. To address these challenges we propose a novel approach that leverages FisheyeViT to extract fisheye image features which are subsequently converted into pixel-aligned 3D heatmap representations for 3D human body pose prediction. For hand tracking we incorporate dedicated hand detection and hand pose estimation networks for regressing 3D hand poses. Finally we develop a diffusion-based whole-body motion prior model to refine the estimated whole-body motion while accounting for joint uncertainties. To train these networks we collect a large synthetic dataset EgoWholeBody comprising 840000 high-quality egocentric images captured across a diverse range of whole-body motion sequences. Quantitative and qualitative evaluations demonstrate the effectiveness of our method in producing high-quality whole-body motion estimates from a single egocentric camera.
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The recent advancements in text-to-3D generation mark a significant milestone in generative models unlocking new possibilities for creating imaginative 3D assets across various real-world scenarios. While recent advancements in text-to-3D generation have shown promise they often fall short in rendering detailed and high-quality 3D models. This problem is especially prevalent as many methods base themselves on Score Distillation Sampling (SDS). This paper identifies a notable deficiency in SDS that it brings inconsistent and low-quality updating direction for the 3D model causing the over-smoothing effect. To address this we propose a novel approach called Interval Score Matching (ISM). ISM employs deterministic diffusing trajectories and utilizes interval-based score matching to counteract over-smoothing. Furthermore we incorporate 3D Gaussian Splatting into our text-to-3D generation pipeline. Extensive experiments show that our model largely outperforms the state-of-the-art in quality and training efficiency.
Recent advances in the diffusion models have significantly improved text-to-image generation. However generating videos from text is a more challenging task than generating images from text due to the much larger dataset and higher computational cost required. Most existing video generation methods use either a 3D U-Net architecture that considers the temporal dimension or autoregressive generation. These methods require large datasets and are limited in terms of computational costs compared to text-to-image generation. To tackle these challenges we propose a simple but effective novel grid diffusion for text-to-video generation without temporal dimension in architecture and a large text-video paired dataset. We can generate a high-quality video using a fixed amount of GPU memory regardless of the number of frames by representing the video as a grid image. Additionally since our method reduces the dimensions of the video to the dimensions of the image various image-based methods can be applied to videos such as text-guided video manipulation from image manipulation. Our proposed method outperforms the existing methods in both quantitative and qualitative evaluations demonstrating the suitability of our model for real-world video generation.
Style Injection in Diffusion: A Training-free Approach for Adapting Large-scale Diffusion Models for Style Transfer
PDF ↗Despite the impressive generative capabilities of diffusion models existing diffusion model-based style transfer methods require inference-stage optimization (e.g. fine-tuning or textual inversion of style) which is time-consuming or fails to leverage the generative ability of large-scale diffusion models. To address these issues we introduce a novel artistic style transfer method based on a pre-trained large-scale diffusion model without any optimization. Specifically we manipulate the features of self-attention layers as the way the cross-attention mechanism works; in the generation process substituting the key and value of content with those of style image. This approach provides several desirable characteristics for style transfer including 1) preservation of content by transferring similar styles into similar image patches and 2) transfer of style based on similarity of local texture (e.g. edge) between content and style images. Furthermore we introduce query preservation and attention temperature scaling to mitigate the issue of disruption of original content and initial latent Adaptive Instance Normalization (AdaIN) to deal with the disharmonious color (failure to transfer the colors of style). Our experimental results demonstrate that our proposed method surpasses state-of-the-art methods in both conventional and diffusion-based style transfer baselines.
Text-to-video generation aims to produce a video based on a given prompt. Recently several commercial video models have been able to generate plausible videos with minimal noise excellent details and high aesthetic scores. However these models rely on large-scale well-filtered high-quality videos that are not accessible to the community. Many existing research works which train models using the low-quality WebVid-10M dataset struggle to generate high-quality videos because the models are optimized to fit WebVid-10M. In this work we explore the training scheme of video models extended from Stable Diffusion and investigate the feasibility of leveraging low-quality videos and synthesized high-quality images to obtain a high-quality video model. We first analyze the connection between the spatial and temporal modules of video models and the distribution shift to low-quality videos. We observe that full training of all modules results in a stronger coupling between spatial and temporal modules than only training temporal modules. Based on this stronger coupling we shift the distribution to higher quality without motion degradation by finetuning spatial modules with high-quality images resulting in a generic high-quality video model. Evaluations are conducted to demonstrate the superiority of the proposed method particularly in picture quality motion and concept composition.
A long-standing goal of 3D human reconstruction is to create lifelike and fully detailed 3D humans from single-view images. The main challenge lies in inferring unknown body shapes appearances and clothing details in areas not visible in the images. To address this we propose SiTH a novel pipeline that uniquely integrates an image-conditioned diffusion model into a 3D mesh reconstruction workflow. At the core of our method lies the decomposition of the challenging single-view reconstruction problem into generative hallucination and reconstruction subproblems. For the former we employ a powerful generative diffusion model to hallucinate unseen back-view appearance based on the input images. For the latter we leverage skinned body meshes as guidance to recover full-body texture meshes from the input and back-view images. SiTH requires as few as 500 3D human scans for training while maintaining its generality and robustness to diverse images. Extensive evaluations on two 3D human benchmarks including our newly created one highlighted our method's superior accuracy and perceptual quality in 3D textured human reconstruction. Our code and evaluation benchmark is available at https://ait.ethz.ch/sith.
With recent developments in Embodied Artificial Intelligence (EAI) research there has been a growing demand for high-quality large-scale interactive scene generation. While prior methods in scene synthesis have prioritized the naturalness and realism of the generated scenes the physical plausibility and interactivity of scenes have been largely left unexplored. To address this disparity we introduce PhyScene a novel method dedicated to generating interactive 3D scenes characterized by realistic layouts articulated objects and rich physical interactivity tailored for embodied agents. Based on a conditional diffusion model for capturing scene layouts we devise novel physics- and interactivity-based guidance mechanisms that integrate constraints from object collision room layout and object reachability. Through extensive experiments we demonstrate that PhyScene effectively leverages these guidance functions for physically interactable scene synthesis outperforming existing state-of-the-art scene synthesis methods by a large margin. Our findings suggest that the scenes generated by PhyScene hold considerable potential for facilitating diverse skill acquisition among agents within interactive environments thereby catalyzing further advancements in embodied AI research.
We present GALA a framework that takes as input a single-layer clothed 3D human mesh and decomposes it into complete multi-layered 3D assets. The outputs can then be combined with other assets to create novel clothed human avatars with any pose. Existing reconstruction approaches often treat clothed humans as a single-layer of geometry and overlook the inherent compositionality of humans with hairstyles clothing and accessories thereby limiting the utility of the meshes for down-stream applications. Decomposing a single-layer mesh into separate layers is a challenging task because it requires the synthesis of plausible geometry and texture for the severely occluded regions. Moreover even with successful decomposition meshes are not normalized in terms of poses and body shapes failing coherent composition with novel identities and poses. To address these challenges we propose to leverage the general knowledge of a pretrained 2D diffusion model as geometry and appearance prior for humans and other assets. We first separate the input mesh using the 3D surface segmentation extracted from multi-view 2D segmentations. Then we synthesize the missing geometry of different layers in both posed and canonical spaces using a novel pose-guided Score Distillation Sampling (SDS) loss. Once we complete inpainting high-fidelity 3D geometry we also apply the same SDS loss to its texture to obtain the complete appearance including the initially occluded regions. Through a series of decomposition steps we obtain multiple layers of 3D assets in a shared canonical space normalized in terms of poses and human shapes hence supporting effortless composition to novel identities and reanimation with novel poses. Our experiments demonstrate the effectiveness of our approach for decomposition canonicalization and composition tasks compared to existing solutions.
We present a Multi-Instance Generation (MIG) task simultaneously generating multiple instances with diverse controls in one image. Given a set of predefined coordinates and their corresponding descriptions the task is to ensure that generated instances are accurately at the designated locations and that all instances' attributes adhere to their corresponding description. This broadens the scope of current research on Single-instance generation elevating it to a more versatile and practical dimension. Inspired by the idea of divide and conquer we introduce an innovative approach named Multi-Instance Generation Controller (MIGC) to address the challenges of the MIG task. Initially we break down the MIG task into several subtasks each involving the shading of a single instance. To ensure precise shading for each instance we introduce an instance enhancement attention mechanism. Lastly we aggregate all the shaded instances to provide the necessary information for accurately generating multiple instances in stable diffusion (SD). To evaluate how well generation models perform on the MIG task we provide a COCO-MIG benchmark along with an evaluation pipeline. Extensive experiments were conducted on the proposed COCO-MIG benchmark as well as on various commonly used benchmarks. The evaluation results illustrate the exceptional control capabilities of our model in terms of quantity position attribute and interaction. Code and demos will be released at https://migcproject.github.io/.
We present a new method for text-driven motion transfer - synthesizing a video that complies with an input text prompt describing the target objects and scene while maintaining an input video's motion and scene layout. Prior methods are confined to transferring motion across two subjects within the same or closely related object categories and are applicable for limited domains (e.g. humans). In this work we consider a significantly more challenging setting in which the target and source objects differ drastically in shape and fine-grained motion characteristics (e.g. translating a jumping dog into a dolphin). To this end we leverage a pre-trained and fixed text-to-video diffusion model which provides us with generative and motion priors. The pillar of our method is a new space-time feature loss derived directly from the model. This loss guides the generation process to preserve the overall motion of the input video while complying with the target object in terms of shape and fine-grained motion traits.
Diffusion models have recently brought a powerful revolution in image generation. Despite showing impressive generative capabilities most of these models rely on the current sample to denoise the next one possibly resulting in denoising instability. In this paper we reinterpret the iterative denoising process as model optimization and leverage a moving average mechanism to ensemble all the prior samples. Instead of simply applying moving average to the denoised samples at different timesteps we first map the denoised samples to data space and then perform moving average to avoid distribution shift across timesteps. In view that diffusion models evolve the recovery from low-frequency components to high-frequency details we further decompose the samples into different frequency components and execute moving average separately on each component. We name the complete approach "Moving Average Sampling in Frequency domain (MASF)". MASF could be seamlessly integrated into mainstream pre-trained diffusion models and sampling schedules. Extensive experiments on both unconditional and conditional diffusion models demonstrate that our MASF leads to superior performances compared to the baselines with almost negligible additional complexity cost.
This paper proposes Retrieval-Enhanced Asymmetric Diffusion (READ) for image-based robot motion planning. Given an image of the scene READ retrieves an initial motion from a database of image-motion pairs and uses a diffusion model to refine the motion for the given scene. Unlike prior retrieval-based diffusion models that require long forward-reverse diffusion paths READ directly diffuses between the source (retrieved) and target motions resulting in an efficient diffusion path. A second contribution of READ is its use of asymmetric diffusion whereby it preserves the kinematic feasibility of the generated motion by forward diffusion in a low-dimensional latent space while achieving high-resolution motion by reverse diffusion in the original task space using cold diffusion. Experimental results on various manipulation tasks demonstrate that READ outperforms state-of-the-art planning methods while ablation studies elucidate the contributions of asymmetric diffusion.
Distraction is All You Need: Memory-Efficient Image Immunization against Diffusion-Based Image Editing
PDF ↗Recent text-to-image (T2I) diffusion models have revolutionized image editing by empowering users to control outcomes using natural language. However the ease of image manipulation has raised ethical concerns with the potential for malicious use in generating deceptive or harmful content. To address the concerns we propose an image immunization approach named semantic attack to protect our images from being manipulated by malicious agents using diffusion models. Our approach focuses on disrupting the semantic understanding of T2I diffusion models regarding specific content. By attacking the cross-attention mechanism that encodes image features with text messages during editing we distract the model's attention regarding the content of our concern. Our semantic attack renders the model uncertain about the areas to edit resulting in poorly edited images and contradicting the malicious editing attempts. In addition by shifting the attack target towards intermediate attention maps from the final generated image our approach substantially diminishes computational burden and alleviates GPU memory constraints in comparison to previous methods. Moreover we introduce timestep universal gradient updating to create timestep-agnostic perturbations effective across different input noise levels. By treating the full diffusion process as discrete denoising timesteps during the attack we achieve equivalent or even superior immunization efficacy with nearly half the memory consumption of the previous method. Our contributions include a practical and effective approach to safeguard images against malicious editing and the proposed method offers robust immunization against various image inpainting and editing approaches showcasing its potential for real-world applications.
Towards Effective Usage of Human-Centric Priors in Diffusion Models for Text-based Human Image Generation
PDF ↗Vanilla text-to-image diffusion models struggle with generating accurate human images commonly resulting in imperfect anatomies such as unnatural postures or disproportionate limbs. Existing methods address this issue mostly by fine-tuning the model with extra images or adding additional controls --- human-centric priors such as pose or depth maps --- during the image generation phase. This paper explores the integration of these human-centric priors directly into the model fine-tuning stage essentially eliminating the need for extra conditions at the inference stage. We realize this idea by proposing a human-centric alignment loss to strengthen human-related information from the textual prompts within the cross-attention maps. To ensure semantic detail richness and human structural accuracy during fine-tuning we introduce scale-aware and step-wise constraints within the diffusion process according to an in-depth analysis of the cross-attention layer. Extensive experiments show that our method largely improves over state-of-the-art text-to-image models to synthesize high-quality human images based on user-written prompts.
Recent advances in text-to-video generation have demonstrated the utility of powerful diffusion models. Nevertheless the problem is not trivial when shaping diffusion models to animate static image (i.e. image-to-video generation). The difficulty originates from the aspect that the diffusion process of subsequent animated frames should not only preserve the faithful alignment with the given image but also pursue temporal coherence among adjacent frames. To alleviate this we present TRIP a new recipe of image-to-video diffusion paradigm that pivots on image noise prior derived from static image to jointly trigger inter-frame relational reasoning and ease the coherent temporal modeling via temporal residual learning. Technically the image noise prior is first attained through one-step backward diffusion process based on both static image and noised video latent codes. Next TRIP executes a residual-like dual-path scheme for noise prediction: 1) a shortcut path that directly takes image noise prior as the reference noise of each frame to amplify the alignment between the first frame and subsequent frames; 2) a residual path that employs 3D-UNet over noised video and static image latent codes to enable inter-frame relational reasoning thereby easing the learning of the residual noise for each frame. Furthermore both reference and residual noise of each frame are dynamically merged via attention mechanism for final video generation. Extensive experiments on WebVid-10M DTDB and MSR-VTT datasets demonstrate the effectiveness of our TRIP for image-to-video generation. Please see our project page at https://trip-i2v.github.io/TRIP/.
In this study we explore Transformer based diffusion models for image and video generation. Despite the dominance of Transformer architectures in various fields due to their flexibility and scalability the visual generative domain primarily utilizes CNN-based U-Net architectures particularly in diffusion-based models. We introduce GenTron a family of Generative models employing Transformer-based diffusion to address this gap. Our initial step was to adapt Diffusion Transformers (DiTs) from class to text conditioning a process involving thorough empirical exploration of the conditioning mechanism. We then scale GenTron from approximately 900M to over 3B parameters observing improvements in visual quality. Furthermore we extend GenTron to text-to-video generation incorporating novel motion-free guidance to enhance video quality. In human evaluations against SDXL GenTron achieves a 51.1% win rate in visual quality (with a 19.8% draw rate) and a 42.3% win rate in text alignment (with a 42.9% draw rate). GenTron notably performs well in T2I-CompBench highlighting its compositional generation ability. We hope GenTron could provide meaningful insights and serve as a valuable reference for future research. Please refer to the arXiv version for the most up-to-date results: https://arxiv.org/abs/2312.04557.
With the emergence of AR/VR 3D models are in tremendous demand. However conventional 3D modeling with Computer-Aided Design software requires much expertise and is difficult for novice users. We find that AR/VR devices in addition to serving as effective display mediums can offer a promising potential as an intuitive 3D model creation tool especially with the assistance of AI generative models. Here we propose Deep3DVRSketch the first 3D model generation network that inputs 3D VR sketches from novice users and generates highly consistent 3D models in multiple categories within seconds irrespective of the users' drawing abilities. We also contribute KO3D+ the largest 3D sketch-shape dataset. Our method pre-trains a conditional diffusion model on quality 3D data then fine-tunes an encoder to map 3D sketches onto the generator's manifold using an adaptive curriculum strategy for limited ground truths. In our experiment our approach achieves state-of-the-art performance in both model quality and fidelity with real-world input from novice users and users can even draw and obtain very detailed geometric structures. In our user study users were able to complete the 3D modeling tasks over 10 times faster using our approach compared to conventional CAD software tools. We believe that our Deep3DVRSketch and KO3D+ dataset can offer a promising solution for future 3D modeling in metaverse era. Check the project page at http://research.kokoni3d.com/Deep3DVRSketch.
Generative models have recently exhibited exceptional capabilities in text-to-image generation but still struggle to generate image sequences coherently. In this work we focus on a novel yet challenging task of generating a coherent image sequence based on a given storyline denoted as open-ended visual storytelling. We make the following three contributions: (i) to fulfill the task of visual storytelling we propose a learning-based auto-regressive image generation model termed as StoryGen with a novel vision-language context module that enables to generate the current frame by conditioning on the corresponding text prompt and preceding image-caption pairs; (ii) to address the data shortage of visual storytelling we collect paired image-text sequences by sourcing from online videos and open-source E-books establishing processing pipeline for constructing a large-scale dataset with diverse characters storylines and artistic styles named StorySalon; (iii) Quantitative experiments and human evaluations have validated the superiority of our StoryGen where we show it can generalize to unseen characters without any optimization and generate image sequences with coherent content and consistent character. Code dataset and models are available at https://haoningwu3639.github.io/StoryGen_Webpage/
Recently the authors of Zero-1-to-3 demonstrated that a latent diffusion model pretrained with Internet-scale data can not only address the single-view 3D object reconstruction task but can even attain SOTA results in it. However when applied to the task of single-view 3D clothed human reconstruction Zero-1-to-3 (and related models) are unable to compete with the corresponding SOTA methods in this field despite being trained on clothed human data. In this work we aim to tailor Zero-1-to-3's approach to the single-view 3D clothed human reconstruction task in a much more principled and structured manner. To this end we propose R-Cyclic Diffuser a framework that adapts Zero-1-to-3's novel approach to clothed human data by fusing it with a pixel-aligned implicit model. R-Cyclic Diffuser offers a total of three new contributions. The first and primary contribution is R-Cyclic Diffuser's cyclical conditioning mechanism for novel view synthesis. This mechanism directly addresses the view inconsistency problem faced by Zero-1-to-3 and related models. Secondly we further enhance this mechanism with two key features - Lateral Inversion Constraint and Cyclic Noise Selection. Both features are designed to regularize and restrict the randomness of outputs generated by a latent diffusion model. Thirdly we show how SMPL-X body priors can be incorporated in a latent diffusion model such that novel views of clothed human bodies can be generated much more accurately. Our experiments show that R-Cyclic Diffuser is able to outperform current SOTA methods in single-view 3D clothed human reconstruction both qualitatively and quantitatively. Our code is made publicly available at https://github.com/kcyt/r-cyclic-diffuser.
Diffusion models trained on large-scale datasets have achieved remarkable progress in image synthesis. However due to the randomness in the diffusion process they often struggle with handling diverse low-level tasks that require details preservation. To overcome this limitation we present a new Diff-Plugin framework to enable a single pre-trained diffusion model to generate high-fidelity results across a variety of low-level tasks. Specifically we first propose a lightweight Task-Plugin module with a dual branch design to provide task-specific priors guiding the diffusion process in preserving image content. We then propose a Plugin-Selector that can automatically select different Task-Plugins based on the text instruction allowing users to edit images by indicating multiple low-level tasks with natural language. We conduct extensive experiments on 8 low-level vision tasks. The results demonstrate the superiority of Diff-Plugin over existing methods particularly in real-world scenarios. Our ablations further validate that Diff-Plugin is stable schedulable and supports robust training across different dataset sizes.