Interactive motion synthesis is essential in creating immersive experiences in entertainment applications such as video games and virtual reality. However generating animations that are both high-quality and contextually responsive remains a challenge. Traditional techniques in the game industry can produce high-fidelity animations but suffer from high computational costs and poor scalability. Trained neural network models alleviate the memory and speed issues yet fall short on generating diverse motions. Diffusion models offer diverse motion synthesis with low memory usage but require expensive reverse diffusion processes. This paper introduces the Accelerated Auto-regressive Motion Diffusion Model (AAMDM) a novel motion synthesis framework designed to achieve quality diversity and efficiency all together. AAMDM integrates Denoising Diffusion GANs as a fast Generation Module and an Auto-regressive Diffusion Model as a Polishing Module. Furthermore AAMDM operates in a lower-dimensional embedded space rather than the full-dimensional pose space which reduces the training complexity as well as further improves the performance. We show that AAMDM outperforms existing methods in motion quality diversity and runtime efficiency through comprehensive quantitative analyses and visual comparisons. We also demonstrate the effectiveness of each algorithmic component through ablation studies.
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Self-Discovering Interpretable Diffusion Latent Directions for Responsible Text-to-Image Generation
PDF ↗Diffusion-based models have gained significant popularity for text-to-image generation due to their exceptional image-generation capabilities. A risk with these models is the potential generation of inappropriate content such as biased or harmful images. However the underlying reasons for generating such undesired content from the perspective of the diffusion model's internal representation remain unclear. Previous work interprets vectors in an interpretable latent space of diffusion models as semantic concepts. However existing approaches cannot discover directions for arbitrary concepts such as those related to inappropriate concepts. In this work we propose a novel self-supervised approach to find interpretable latent directions for a given concept. With the discovered vectors we further propose a simple approach to mitigate inappropriate generation. Extensive experiments have been conducted to verify the effectiveness of our mitigation approach namely for fair generation safe generation and responsible text-enhancing generation. Project page: https://interpretdiffusion.github.io.
This work aims to improve the efficiency of text-to-image diffusion models. While diffusion models use computationally expensive UNet-based denoising operations in every generation step we identify that not all operations are equally relevant for the final output quality. In particular we observe that UNet layers operating on high-res feature maps are relatively sensitive to small perturbations. In contrast low-res feature maps influence the semantic layout of the final image and can often be perturbed with no noticeable change in the output. Based on this observation we propose Clockwork Diffusion a method that periodically reuses computation from preceding denoising steps to approximate low-res feature maps at one or more subsequent steps. For multiple base- lines and for both text-to-image generation and image editing we demonstrate that Clockwork leads to comparable or improved perceptual scores with drastically reduced computational complexity. As an example for Stable Diffusion v1.5 with 8 DPM++ steps we save 32% of FLOPs with negligible FID and CLIP change. We re- lease code at https://github.com/Qualcomm-AI-research/clockwork-diffusion
We present GenesisTex a novel method for synthesizing textures for 3D geometries from text descriptions. GenesisTex adapts the pretrained image diffusion model to texture space by texture space sampling. Specifically we maintain a latent texture map for each viewpoint which is updated with predicted noise on the rendering of the corresponding viewpoint. The sampled latent texture maps are then decoded into a final texture map. During the sampling process we focus on both global and local consistency across multiple viewpoints: global consistency is achieved through the integration of style consistency mechanisms within the noise prediction network and low-level consistency is achieved by dynamically aligning latent textures. Finally we apply reference-based inpainting and img2img on denser views for texture refinement. Our approach overcomes the limitations of slow optimization in distillation-based methods and instability in inpainting-based methods. Experiments on meshes from various sources demonstrate that our method surpasses the baseline methods quantitatively and qualitatively.
A diffusion model which is formulated to produce an image using thousands of denoising steps usually suffers from a slow inference speed. Existing acceleration algorithms simplify the sampling by skipping most steps yet exhibit considerable performance degradation. By viewing the generation of diffusion models as a discretized integral process we argue that the quality drop is partly caused by applying an inaccurate integral direction to a timestep interval. To rectify this issue we propose a timestep tuner that helps find a more accurate integral direction for a particular interval at the minimum cost. Specifically at each denoising step we replace the original parameterization by conditioning the network on a new timestep enforcing the sampling distribution towards the real one. Extensive experiments show that our plug-in design can be trained efficiently and boost the inference performance of various state-of-the-art acceleration methods especially when there are few denoising steps. For example when using 10 denoising steps on LSUN Bedroom dataset we improve the FID of DDIM from 9.65 to 6.07 simply by adopting our method for a more appropriate set of timesteps. Code is available at \href https://github.com/THU-LYJ-Lab/time-tuner https://github.com/THU-LYJ-Lab/time-tuner .
We introduce multi-slice reasoning a new notion for single-view 3D reconstruction which challenges the current and prevailing belief that multi-view synthesis is the most natural conduit between single-view and 3D. Our key observation is that object slicing is a more direct and hence more advantageous means to reveal occluded structures than altering camera views. Specifically slicing can peel through any occluder without obstruction and in the limit (i.e. with infinitely many slices) it is guaranteed to unveil all hidden object parts. We realize our idea by developing Slice3D a novel method for single-view 3D reconstruction which first predicts multi-slice images from a single RGB input image and then integrates the slices into a 3D model using a coordinate-based transformer network to product a signed distance function. The slice images can be regressed or generated both through a U-Net based network. For the former we inject a learnable slice indicator code to designate each decoded image into a spatial slice location while the slice generator is a denoising diffusion model operating on the entirety of slice images stacked on the input channels. We conduct extensive evaluation against state-of-the-art alternatives to demonstrate superiority of our method especially in recovering complex and severely occluded shape structures amid ambiguities. All Slice3D results were produced by networks trained on a single Nvidia A40 GPU with an inference time of less than 20 seconds.
Diffusion models have shown an impressive ability to model complex data distributions with several key advantages over GANs such as stable training better coverage of the training distribution's modes and the ability to solve inverse problems without extra training. However most diffusion models learn the distribution of fixed-resolution images. We propose to learn the distribution of continuous images by training diffusion models on image neural fields which can be rendered at any resolution and show its advantages over fixed-resolution models. To achieve this a key challenge is to obtain a latent space that represents photorealistic image neural fields. We propose a simple and effective method inspired by several recent techniques but with key changes to make the image neural fields photorealistic. Our method can be used to convert existing latent diffusion autoencoders into image neural field autoencoders. We show that image neural field diffusion models can be trained using mixed-resolution image datasets outperform fixed-resolution diffusion models followed by super-resolution models and can solve inverse problems with conditions applied at different scales efficiently.
Automatic text-to-3D generation that combines Score Distillation Sampling (SDS) with the optimization of volume rendering has achieved remarkable progress in synthesizing realistic 3D objects. Yet most existing text-to-3D methods by SDS and volume rendering suffer from inaccurate geometry e.g. the Janus issue since it is hard to explicitly integrate 3D priors into implicit 3D representations. Besides it is usually time-consuming for them to generate elaborate 3D models with rich colors. In response this paper proposes GSGEN a novel method that adopts Gaussian Splatting a recent state-of-the-art representation to text-to-3D generation. GSGEN aims at generating high-quality 3D objects and addressing existing shortcomings by exploiting the explicit nature of Gaussian Splatting that enables the incorporation of 3D prior. Specifically our method adopts a progressive optimization strategy which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization a coarse representation is established under 3D point cloud diffusion prior along with the ordinary 2D SDS optimization ensuring a sensible and 3D-consistent rough shape. Subsequently the obtained Gaussians undergo an iterative appearance refinement to enrich texture details. In this stage we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs our approach can generate 3D assets with delicate details and accurate geometry. Extensive evaluations demonstrate the effectiveness of our method especially for capturing high-frequency components.
In Multiple Object Tracking objects often exhibit non-linear motion of acceleration and deceleration with irregular direction changes. Tacking-by-detection (TBD) trackers with Kalman Filter motion prediction work well in pedestrian-dominant scenarios but fall short in complex situations when multiple objects perform non-linear and diverse motion simultaneously. To tackle the complex non-linear motion we propose a real-time diffusion-based MOT approach named DiffMOT. Specifically for the motion predictor component we propose a novel Decoupled Diffusion-based Motion Predictor (D^2MP). It models the entire distribution of various motion presented by the data as a whole. It also predicts an individual object's motion conditioning on an individual's historical motion information. Furthermore it optimizes the diffusion process with much fewer sampling steps. As a MOT tracker the DiffMOT is real-time at 22.7FPS and also outperforms the state-of-the-art on DanceTrack and SportsMOT datasets with 62.3% and 76.2% in HOTA metrics respectively. To the best of our knowledge DiffMOT is the first to introduce a diffusion probabilistic model into the MOT to tackle non-linear motion prediction.
Diffusion models have emerged as the de facto paradigm for video generation. However their reliance on web-scale data of varied quality often yields results that are visually unappealing and misaligned with the textual prompts. To tackle this problem we propose InstructVideo to instruct text-to-video diffusion models with human feedback by reward fine-tuning. InstructVideo has two key ingredients: 1) To ameliorate the cost of reward fine-tuning induced by generating through the full DDIM sampling chain we recast reward fine-tuning as editing. By leveraging the diffusion process to corrupt a sampled video InstructVideo requires only partial inference of the DDIM sampling chain reducing fine-tuning cost while improving fine-tuning efficiency. 2) To mitigate the absence of a dedicated video reward model for human preferences we repurpose established image reward models e.g. HPSv2. To this end we propose Segmental Video Reward a mechanism to provide reward signals based on segmental sparse sampling and Temporally Attenuated Reward a method that mitigates temporal modeling degradation during fine-tuning. Extensive experiments both qualitative and quantitative validate the practicality and efficacy of using image reward models in InstructVideo significantly enhancing the visual quality of generated videos without compromising generalization capabilities. Code and models can be accessed through our project page https://instructvideo.github.io/.
Solving image and video jigsaw puzzles poses the challenging task of rearranging image fragments or video frames from unordered sequences to restore meaningful images and video sequences. Existing approaches often hinge on discriminative models tasked with predicting either the absolute positions of puzzle elements or the permutation actions applied to the original data. Unfortunately these methods face limitations in effectively solving puzzles with a large number of elements. In this paper we propose JPDVT an innovative approach that harnesses diffusion transformers to address this challenge. Specifically we generate positional information for image patches or video frames conditioned on their underlying visual content. This information is then employed to accurately assemble the puzzle pieces in their correct positions even in scenarios involving missing pieces. Our method achieves state-of-the-art performance on several datasets.
Large-scale Text-to-Image (T2I) diffusion models have revolutionized image generation over the last few years. Although owning diverse and high-quality generation capabilities translating these abilities to fine-grained image editing remains challenging. In this paper we propose DiffEditor to rectify two weaknesses in existing diffusion-based image editing: (1) in complex scenarios editing results often lack editing accuracy and exhibit unexpected artifacts; (2) lack of flexibility to harmonize editing operations e.g. imagine new content. In our solution we introduce image prompts in fine-grained image editing cooperating with the text prompt to better describe the editing content. To increase the flexibility while maintaining content consistency we locally combine stochastic differential equation (SDE) into the ordinary differential equation (ODE) sampling. In addition we incorporate regional score-based gradient guidance and a time travel strategy into the diffusion sampling further improving the editing quality. Extensive experiments demonstrate that our method can efficiently achieve state-of-the-art performance on various fine-grained image editing tasks including editing within a single image (e.g. object moving resizing and content dragging) and across images (e.g. appearance replacing and object pasting). Our source code is released at https://github.com/MC-E/DragonDiffusion.
DiffPerformer: Iterative Learning of Consistent Latent Guidance for Diffusion-based Human Video Generation
PDF ↗Existing diffusion models for pose-guided human video generation mostly suffer from temporal inconsistency in the generated appearance and poses due to the inherent randomization nature of the generation process. In this paper we propose a novel framework DiffPerformer to synthesize high-fidelity and temporally consistent human video. Without complex architecture modification or costly training DiffPerformer finetunes a pretrained diffusion model on a single video of the target character and introduces an implicit video representation as a proxy to learn temporally consistent guidance for the diffusion model. The guidance is encoded into VAE latent space and an iterative optimization loop is constructed between the implicit video representation and the diffusion model allowing to harness the smooth property of the implicit video representation and the generative capabilities of the diffusion model in a mutually beneficial way. Moreover we propose 3D-aware human flow as a temporal constraint during the optimization to explicitly model the correspondence between driving poses and human appearance. This alleviates the misalignment between guided poses and target performer and therefore maintains the appearance coherence under various motions. Extensive experiments demonstrate that our method outperforms the state-of-the-art methods.
Each photo in an image burst can be considered a sample of a complex 3D scene: the product of parallax diffuse and specular materials scene motion and illuminant variation. While decomposing all of these effects from a stack of misaligned images is a highly ill-conditioned task the conventional align-and-merge burst pipeline takes the other extreme: blending them into a single image. In this work we propose a versatile intermediate representation: a two-layer alpha-composited image plus flow model constructed with neural spline fields -- networks trained to map input coordinates to spline control points. Our method is able to during test-time optimization jointly fuse a burst image capture into one high-resolution reconstruction and decompose it into transmission and obstruction layers. Then by discarding the obstruction layer we can perform a range of tasks including seeing through occlusions reflection suppression and shadow removal. Tested on complex in-the-wild captures we find that with no post-processing steps or learned priors our generalizable model is able to outperform existing dedicated single-image and multi-view obstruction removal approaches.
We present VIDIM a generative model for video interpolation which creates short videos given a start and end frame. In order to achieve high fidelity and generate motions unseen in the input data VIDIM uses cascaded diffusion models to first generate the target video at low resolution and then generate the high-resolution video conditioned on the low-resolution generated video. We compare VIDIM to previous state-of-the-art methods on video interpolation and demonstrate how such works fail in most settings where the underlying motion is complex nonlinear or ambiguous while VIDIM can easily handle such cases. We additionally demonstrate how classifier-free guidance on the start and end frame and conditioning the superresolution model on the original high-resolution frames without additional parameters unlocks high-fidelity results. VIDIM is fast to sample from as it jointly denoises all the frames to be generated requires less than a billion parameters per diffusion model to produce compelling results and still enjoys scalability and improved quality at larger parameter counts. Please see our project page at vidiminterpolation.github.io.
Text-to-image diffusion models have recently received increasing interest for their astonishing ability to produce high-fidelity images from solely text inputs. Subsequent research efforts aim to exploit and apply their capabilities to real image editing. However existing image-to-image methods are often inefficient imprecise and of limited versatility. They either require time-consuming fine-tuning deviate unnecessarily strongly from the input image and/or lack support for multiple simultaneous edits. To address these issues we introduce LEDITS++ an efficient yet versatile and precise textual image manipulation technique. LEDITS++'s novel inversion approach requires no tuning nor optimization and produces high-fidelity results with a few diffusion steps. Second our methodology supports multiple simultaneous edits and is architecture-agnostic. Third we use a novel implicit masking technique that limits changes to relevant image regions. We propose the novel TEdBench++ benchmark as part of our exhaustive evaluation. Our results demonstrate the capabilities of LEDITS++ and its improvements over previous methods.
Recently there has been a surge in face personalization techniques benefiting from the advanced capabilities of pretrained text-to-image diffusion models. Among these a notable method is Textual Inversion which generates personalized images by inverting given images into textual embeddings. However methods based on Textual Inversion still struggle with balancing the trade-off between reconstruction quality and editability. In this study we examine this issue through the lens of initialization. Upon closely examining traditional initialization methods we identified a significant disparity between the initial and learned embeddings in terms of both scale and orientation. The scale of the learned embedding can be up to 100 times greater than that of the initial embedding. Such a significant change in the embedding could increase the risk of overfitting thereby compromising the editability. Driven by this observation we introduce a novel initialization method termed Cross Initialization that significantly narrows the gap between the initial and learned embeddings. This method not only improves both reconstruction and editability but also reduces the optimization steps from 5000 to 320. Furthermore we apply a regularization term to keep the learned embedding close to the initial embedding. We show that when combined with Cross Initialization this regularization term can effectively improve editability. We provide comprehensive empirical evidence to demonstrate the superior performance of our method compared to the baseline methods. Notably in our experiments Cross Initialization is the only method that successfully edits an individual's facial expression. Additionally a fast version of our method allows for capturing an input image in roughly 26 seconds while surpassing the baseline methods in terms of both reconstruction and editability. Code is available at https://github.com/lyuPang/CrossInitialization.
Choreographers determine what the dances look like while cameramen determine the final presentation of dances. Recently various methods and datasets have showcased the feasibility of dance synthesis. However camera movement synthesis with music and dance remains an unsolved challenging problem due to the scarcity of paired data. Thus we present DCM a new multi-modal 3D dataset which for the first time combines camera movement with dance motion and music audio. This dataset encompasses 108 dance sequences (3.2 hours) of paired dance-camera-music data from the anime community covering 4 music genres. With this dataset we uncover that dance camera movement is multifaceted and human-centric and possesses multiple influencing factors making dance camera synthesis a more challenging task compared to camera or dance synthesis alone. To overcome these difficulties we propose DanceCamera3D a transformer-based diffusion model that incorporates a novel body attention loss and a condition separation strategy. For evaluation we devise new metrics measuring camera movement quality diversity and dancer fidelity. Utilizing these metrics we conduct extensive experiments on our DCM dataset providing both quantitative and qualitative evidence showcasing the effectiveness of our DanceCamera3D model. Code and video demos are available at https://github.com/ Carmenw1203/DanceCamera3D-Official.
Generating a 3D human model from a single reference image is challenging because it requires inferring textures and geometries in invisible views while maintaining consistency with the reference image. Previous methods utilizing 3D generative models are limited by the availability of 3D training data. Optimization-based methods that lift text-to-image diffusion models to 3D generation often fail to preserve the texture details of the reference image resulting in inconsistent appearances in different views. In this paper we propose HumanRef a 3D human generation framework from a single-view input. To ensure the generated 3D model is photorealistic and consistent with the input image HumanRef introduces a novel method called reference-guided score distillation sampling (Ref-SDS) which effectively incorporates image guidance into the generation process. Furthermore we introduce region-aware attention to Ref-SDS ensuring accurate correspondence between different body regions. Experimental results demonstrate that HumanRef outperforms state-of-the-art methods in generating 3D clothed humans with fine geometry photorealistic textures and view-consistent appearances. Code and model are available at https://eckertzhang.github.io/HumanRef.github.io/.
CDFormer: When Degradation Prediction Embraces Diffusion Model for Blind Image Super-Resolution
PDF ↗Existing Blind image Super-Resolution (BSR) methods focus on estimating either kernel or degradation information but have long overlooked the essential content details. In this paper we propose a novel BSR approach Content-aware Degradation-driven Transformer (CDFormer) to capture both degradation and content representations. However low-resolution images cannot provide enough content details and thus we introduce a diffusion-based module CDFormer_ diff to first learn Content Degradation Prior (CDP) in both low- and high-resolution images and then approximate the real distribution given only low-resolution information. Moreover we apply an adaptive SR network CDFormer_ SR that effectively utilizes CDP to refine features. Compared to previous diffusion-based SR methods we treat the diffusion model as an estimator that can overcome the limitations of expensive sampling time and excessive diversity. Experiments show that CDFormer can outperform existing methods establishing a new state-of-the-art performance on various benchmarks under blind settings. Codes and models will be available at https://github.com/I2-Multimedia-Lab/CDFormer.