We introduce LightIt a method for explicit illumination control for image generation. Recent generative methods lack lighting control which is crucial to numerous artistic aspects of image generation such as setting the overall mood or cinematic appearance. To overcome these limitations we propose to condition the generation on shading and normal maps. We model the lighting with single bounce shading which includes cast shadows. We first train a shading estimation module to generate a dataset of real-world images and shading pairs. Then we train a control network using the estimated shading and normals as input. Our method demonstrates high-quality image generation and lighting control in numerous scenes. Additionally we use our generated dataset to train an identity-preserving relighting model conditioned on an image and a target shading. Our method is the first that enables the generation of images with controllable consistent lighting and performs on par with specialized relighting state-of-the-art methods.
论文检索
输入标题、作者或关键词,从 9,256 篇学术成果中精准定位
Abstract Diffusion models have recently gained prominence as a novel category of generative models. Despite their success these models face a notable drawback in terms of slow sampling speeds requiring a high number of function evaluations (NFE) in the order of hundreds or thousands. In response both learning-free and learning-based sampling strategies have been explored to expedite the sampling process. Learning-free sampling employs various ordinary differential equation (ODE) solvers based on the formulation of diffusion ODEs. However it encounters challenges in faithfully tracking the true sampling trajectory particularly for small NFE. Conversely learning-based sampling methods such as knowledge distillation demand extensive additional training limiting their practical applicability. To overcome these limitations we introduce Distilled-ODE solvers (D-ODE solvers) a straightforward distillation approach grounded in ODE solver formulations. Our method seamlessly integrates the strengths of both learning-free and learning-based sampling. D-ODE solvers are constructed by introducing a single parameter adjustment to existing ODE solvers. Furthermore we optimize D-ODE solvers with smaller steps using knowledge distillation from ODE solvers with larger steps across a batch of samples. Comprehensive experiments demonstrate the superior performance of D-ODE solvers compared to existing ODE solvers including DDIM PNDM DPM-Solver DEIS and EDM particularly in scenarios with fewer NFE. Notably our method incurs negligible computational overhead compared to previous distillation techniques facilitating straightforward and rapid integration with existing samplers. Qualitative analysis reveals that D-ODE solvers not only enhance image quality but also faithfully follow the target ODE trajectory.
Person in Place: Generating Associative Skeleton-Guidance Maps for Human-Object Interaction Image Editing
PDF ↗Recently there were remarkable advances in image editing tasks in various ways. Nevertheless existing image editing models are not designed for Human-Object Interaction (HOI) image editing. One of these approaches (e.g. ControlNet) employs the skeleton guidance to offer precise representations of human showing better results in HOI image editing. However using conventional methods manually creating HOI skeleton guidance is necessary. This paper proposes the object interactive diffuser with associative attention that considers both the interaction with objects and the joint graph structure automating the generation of HOI skeleton guidance. Additionally we propose the HOI loss with novel scaling parameter demonstrating its effectiveness in generating skeletons that interact better. To evaluate generated object-interactive skeletons we propose two metrics top-N accuracy and skeleton probabilistic distance. Our framework integrates object interactive diffuser that generates object-interactive skeletons with previous methods demonstrating the outstanding results in HOI image editing. Finally we present potentials of our framework beyond HOI image editing as applications to human-to-human interaction skeleton editing and 3D mesh optimization. The code is available at https://github.com/YangChangHee/CVPR2024_Person-In-Place_RELEASE
This paper studies the human image animation task which aims to generate a video of a certain reference identity following a particular motion sequence. Existing animation works typically employ the frame-warping technique to animate the reference image towards the target motion. Despite achieving reasonable results these approaches face challenges in maintaining temporal consistency throughout the animation due to the lack of temporal modeling and poor preservation of reference identity. In this work we introduce MagicAnimate a diffusion-based framework that aims at enhancing temporal consistency preserving reference image faithfully and improving animation fidelity. To achieve this we first develop a video diffusion model to encode temporal information. Second to maintain the appearance coherence across frames we introduce a novel appearance encoder to retain the intricate details of the reference image. Leveraging these two innovations we further employ a simple video fusion technique to encourage smooth transitions for long video animation. Empirical results demonstrate the superiority of our method over baseline approaches on two benchmarks. Notably our approach outperforms the strongest baseline by over 38% in terms of video fidelity on the challenging TikTok dancing dataset. Code and model will be made available at https://showlab.github.io/magicanimate.
Neural rendering has demonstrated remarkable success in dynamic scene reconstruction. Thanks to the expressiveness of neural representations prior works can accurately capture the motion and achieve high-fidelity reconstruction of the target object. Despite this real-world video scenarios often feature large unobserved regions where neural representations struggle to achieve realistic completion. To tackle this challenge we introduce MorpheuS a framework for dynamic 360deg surface reconstruction from a casually captured RGB-D video. Our approach models the target scene as a canonical field that encodes its geometry and appearance in conjunction with a deformation field that warps points from the current frame to the canonical space. We leverage a view-dependent diffusion prior and distill knowledge from it to achieve realistic completion of unobserved regions. Experimental results on various real-world and synthetic datasets show that our method can achieve high-fidelity 360deg surface reconstruction of a deformable object from a monocular RGB-D video.
In the evolving landscape of computer vision foundation models have emerged as pivotal tools exhibiting exceptional adaptability to a myriad of tasks. Among these the Segment Anything Model (SAM) by Meta AI has distinguished itself in image segmentation. However SAM like its counterparts encounters limitations in specific niche applications prompting a quest for enhancement strategies that do not compromise its inherent capabilities. This paper introduces ASAM a novel methodology that amplifies SAM's performance through adversarial tuning. We harness the potential of natural adversarial examples inspired by their successful implementation in natural language processing. By utilizing a stable diffusion model we augment a subset (1%) of the SA-1B dataset generating adversarial instances that are more representative of natural variations rather than conventional imperceptible perturbations. Our approach maintains the photorealism of adversarial examples and ensures alignment with original mask annotations thereby preserving the integrity of the segmentation task. The fine-tuned ASAM demonstrates significant improvements across a diverse range of segmentation tasks without necessitating additional data or architectural modifications. The results of our extensive evaluations confirm that ASAM establishes new benchmarks in segmentation tasks thereby contributing to the advancement of foundational models in computer vision. Our project page is in https://asam2024.github.io/.
In this paper we propose an accurate post-training quantization framework of diffusion models (APQ-DM) for efficient image generation. Conventional quantization frameworks learn shared quantization functions for tensor discretization regardless of the generation timesteps in diffusion models while the activation distribution differs significantly across various timesteps. Meanwhile the calibration images are acquired in random timesteps which fail to provide sufficient information for generalizable quantization function learning. Both issues cause sizable quantization errors with obvious image generation performance degradation. On the contrary we design distribution-aware quantization functions for activation discretization in different timesteps and search the optimal timesteps for informative calibration image generation so that our quantized diffusion model can reduce the discretization errors with negligible computational overhead. Specifically we partition various timestep quantization functions into different groups according to the importance weights which are optimized by differentiable search algorithms. We also extend structural risk minimization principle for informative calibration image generation to enhance the generalization ability in the deployment of quantized diffusion model. Extensive experimental results show that our method outperforms the state-of-the-art post-training quantization of diffusion model by a sizable margin with similar computational cost.
Vision-language models (VLMs) excel in zero-shot recognition but their performance varies greatly across different visual concepts. For example although CLIP achieves impressive accuracy on ImageNet (60-80%) its performance drops below 10% for more than ten concepts like night snake presumably due to their limited presence in the pretraining data. However measuring the frequency of concepts in VLMs' large-scale datasets is challenging. We address this by using large language models (LLMs) to count the number of pretraining texts that contain synonyms of these concepts. Our analysis confirms that popular datasets such as LAION exhibit a long-tailed concept distribution yielding biased performance in VLMs. We also find that downstream applications of VLMs including visual chatbots (e.g. GPT-4V) and text-to-image models (e.g. Stable Diffusion) often fail to recognize or generate images of rare concepts identified by our method. To mitigate the imbalanced performance of zero-shot VLMs we propose REtrieval-Augmented Learning (REAL). First instead of prompting VLMs using the original class names REAL uses their most frequent synonyms found in pretraining texts. This simple change already outperforms costly human-engineered and LLM-enriched prompts over nine benchmark datasets. Second REAL trains a linear classifier on a small yet balanced set of pretraining data retrieved using concept synonyms. REAL surpasses the previous zero-shot SOTA using 400x less storage and 10000x less training time!
We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes however remains very challenging as a scene contains multiple 3D objects diverse and scattered. In this work we introduce SceneWiz3D - a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation - explicit for objects and implicit for scenes. Remarkably an object being represented explicitly can be either generated from text using conventional text-to-3D approaches or provided by users. To configure the layout of the scene and automatically place objects we apply the Particle Swarm Optimization technique during the optimization process. Furthermore it is difficult for certain parts of the scene (e.g. corners occlusion) to receive multi-view supervision leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches enabling the generation of detailed and view-consistent 3D scenes. Our project website is at https://zqh0253.github.io/SceneWiz3D.\\
We present VecFusion a new neural architecture that can generate vector fonts with varying topological structures and precise control point positions. Our approach is a cascaded diffusion model which consists of a raster diffusion model followed by a vector diffusion model. The raster model generates low-resolution rasterized fonts with auxiliary control point information capturing the global style and shape of the font while the vector model synthesizes vector fonts conditioned on the low-resolution raster fonts from the first stage. To synthesize long and complex curves our vector diffusion model uses a transformer architecture and a novel vector representation that enables the modeling of diverse vector geometry and the precise prediction of control points. Our experiments show that in contrast to previous generative models for vector graphics our new cascaded vector diffusion model generates higher quality vector fonts with complex structures and diverse styles.
3D hand-object interaction data is scarce due to the hardware constraints in scaling up the data collection process. In this paper we propose HOIDiffusion for generating realistic and diverse 3D hand-object interaction data. Our model is a conditional diffusion model that takes both the 3D hand-object geometric structure and text description as inputs for image synthesis. This offers a more controllable and realistic synthesis as we can specify the structure and style inputs in a disentangled manner. HOIDiffusion is trained by leveraging a diffusion model pre-trained on large-scale natural images and a few 3D human demonstrations. Beyond controllable image synthesis we adopt the generated 3D data for learning 6D object pose estimation and show its effectiveness in improving perception systems. Project page: https://mq-zhang1.github.io/HOIDiffusion.
DreamMatcher: Appearance Matching Self-Attention for Semantically-Consistent Text-to-Image Personalization
PDF ↗The objective of text-to-image (T2I) personalization is to customize a diffusion model to a user-provided reference concept generating diverse images of the concept aligned with the target prompts. Conventional methods representing the reference concepts using unique text embeddings often fail to accurately mimic the appearance of the reference. To address this one solution may be explicitly conditioning the reference images into the target denoising process known as key-value replacement. However prior works are constrained to local editing since they disrupt the structure path of the pre-trained T2I model. To overcome this we propose a novel plug-in method called DreamMatcher which reformulates T2I personalization as semantic matching. Specifically DreamMatcher replaces the target values with reference values aligned by semantic matching while leaving the structure path unchanged to preserve the versatile capability of pre-trained T2I models for generating diverse structures. We also introduce a semantic-consistent masking strategy to isolate the personalized concept from irrelevant regions introduced by the target prompts. Compatible with existing T2I models DreamMatcher shows significant improvements in complex scenarios. Intensive analyses demonstrate the effectiveness of our approach.
We present PointInfinity an efficient family of point cloud diffusion models. Our core idea is to use a transformer-based architecture with a fixed-size resolution-invariant latent representation. This enables efficient training with low-resolution point clouds while allowing high-resolution point clouds to be generated during inference. More importantly we show that scaling the test-time resolution beyond the training resolution improves the fidelity of generated point clouds and surfaces. We analyze this phenomenon and draw a link to classifier-free guidance commonly used in diffusion models demonstrating that both allow trading off fidelity and variability during inference. Experiments on CO3D show that PointInfinity can efficiently generate high-resolution point clouds (up to 131k points 31 times more than Point-E) with state-of-the-art quality.
3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods which rely on representations like meshes and point clouds often fall short in realistically depicting complex scenes. On the other hand methods based on implicit 3D representations like Neural Radiance Field (NeRF) render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges our paper presents GaussianEditor the first 3D editing algorithm based on Gaussian Splatting (GS) a novel 3D representation. GaussianEditor enhances precision and control in editing through our proposed Gaussian semantic tracing which traces the editing target throughout the training process. Additionally we propose Hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control effective and efficient performance marking a significant advancement in 3D editing.
In ill-posed inverse problems it is commonly desirable to obtain insight into the full spectrum of plausible solutions rather than extracting only a single reconstruction. Information about the plausible solutions and their likelihoods is encoded in the posterior distribution. However for high-dimensional data this distribution is challenging to visualize. In this work we introduce a new approach for estimating and visualizing posteriors by employing energy-based models (EBMs) over low-dimensional subspaces. Specifically we train a conditional EBM that receives an input measurement and a set of directions that span some low-dimensional subspace of solutions and outputs the probability density function of the posterior within that space. We demonstrate the effectiveness of our method across a diverse range of datasets and image restoration problems showcasing its strength in uncertainty quantification and visualization. As we show our method outperforms a baseline that projects samples from a diffusion-based posterior sampler while being orders of magnitude faster. Furthermore it is more accurate than a baseline that assumes a Gaussian posterior.
Neural Architecture Search is a costly practice. The fact that a search space can span a vast number of design choices with each architecture evaluation taking nontrivial overhead makes it hard for an algorithm to sufficiently explore candidate networks. In this paper we propose AutoBuild a scheme which learns to align the latent embeddings of operations and architecture modules with the ground-truth performance of the architectures they appear in. By doing so AutoBuild is capable of assigning interpretable importance scores to architecture modules such as individual operation features and larger macro operation sequences such that high-performance neural networks can be constructed without any need for search. Through experiments performed on state-of-the-art image classification segmentation and Stable Diffusion models we show that by mining a relatively small set of evaluated architectures AutoBuild can learn to build high-quality architectures directly or help to reduce search space to focus on relevant areas finding better architectures that outperform both the original labeled ones and ones found by search baselines. Code available at https://github.com/Ascend-Research/AutoBuild
We address the problem of generating realistic 3D motions of humans interacting with objects in a scene. Our key idea is to create a neural interaction field attached to a specific object which outputs the distance to the valid interaction manifold given a human pose as input. This interaction field guides the sampling of an object-conditioned human motion diffusion model so as to encourage plausible contacts and affordance semantics. To support interactions with scarcely available data we propose an automated synthetic data pipeline. For this we seed a pre-trained motion model which has priors for the basics of human movement with interaction-specific anchor poses extracted from limited motion capture data. Using our guided diffusion model trained on generated synthetic data we synthesize realistic motions for sitting and lifting with several objects outperforming alternative approaches in terms of motion quality and successful action completion. We call our framework NIFTY: Neural Interaction Fields for Trajectory sYnthesis.
Diffusion models have demonstrated exceptional efficacy in various generative applications. While existing models focus on minimizing a weighted sum of denoising score matching losses for data distribution modeling their training primarily emphasizes instance-level optimization overlooking valuable structural information within each mini-batch indicative of pair-wise relationships among samples. To address this limitation we introduce Structure-guided Adversarial training of Diffusion Models (SADM). In this pioneering approach we compel the model to learn manifold structures between samples in each training batch. To ensure the model captures authentic manifold structures in the data distribution we advocate adversarial training of the diffusion generator against a novel structure discriminator in a minimax game distinguishing real manifold structures from the generated ones. SADM substantially outperforms existing methods in image generation and cross-domain fine-tuning tasks across 12 datasets establishing a new state-of-the-art FID of 1.58 and 2.11 on ImageNet for class-conditional image generation at resolutions of 256x256 and 512x512 respectively.
Recently text-guided scalable vector graphics (SVGs) synthesis has shown promise in domains such as iconography and sketch. However existing text-to-SVG generation methods lack editability and struggle with visual quality and result diversity. To address these limitations we propose a novel text-guided vector graphics synthesis method called SVGDreamer. SVGDreamer incorporates a semantic-driven image vectorization (SIVE) process that enables the decomposition of synthesis into foreground objects and background thereby enhancing editability. Specifically the SIVE process introduces attention-based primitive control and an attention-mask loss function for effective control and manipulation of individual elements. Additionally we propose a Vectorized Particle-based Score Distillation (VPSD) approach to address issues of shape over-smoothing color over-saturation limited diversity and slow convergence of the existing text-to-SVG generation methods by modeling SVGs as distributions of control points and colors. Furthermore VPSD leverages a reward model to re-weight vector particles which improves aesthetic appeal and accelerates convergence. Extensive experiments are conducted to validate the effectiveness of SVGDreamer demonstrating its superiority over baseline methods in terms of editability visual quality and diversity. Project page: \href https://ximinng.github.io/SVGDreamer-project/ https://ximinng.github.io/SVGDreamer-project/
Facial geometry and appearance capture have demonstrated tremendous success in 3D scanning real humans in studios. Recent works propose to democratize this technique while keeping the results high quality. However they are still inconvenient for daily usage. In addition they focus on an easier problem of only capturing facial skin. This paper proposes a novel method for high-quality face capture featuring an easy-to-use system and the capability to model the complete face with skin mouth interior hair and eyes. We reconstruct facial geometry and appearance from a single co-located smartphone flashlight sequence captured in a dim room where the flashlight is the dominant light source (e.g. rooms with curtains or at night). To model the complete face we propose a novel hybrid representation to effectively model both eyes and other facial regions along with novel techniques to learn it from images. We apply a combined lighting model to compactly represent real illuminations and exploit a morphable face albedo model as a reflectance prior to disentangle diffuse and specular. Experiments show that our method can capture high-quality 3D relightable scans. Our code will be released.