Yinghao Xu 0001

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49ranked-venue papers
8as first author
47since 2021 · last 2025
0000-0003-2696-9664ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 45 · 7 first-author · 43 since 2021Graphics, computer vision, multimedia, augmented reality and games · 29 · 6 first-author · 27 since 2021
YearPublicationVenuePosition
2025 Learning Naturally Aggregated Appearance for Efficient 3D Editing
abstract
Neural radiance fields, which represent a 3D scene as a color field and a density field, have demonstrated great progress in novel view synthesis yet are unfavorable for editing due to the implicitness. This work studies the task of efficient 3D editing, where we focus on editing speed and user interactivity. To this end, we propose to learn the color field as an explicit 2D appearance aggregation, also called canonical image, with which users can easily customize their 3D editing via 2D image processing. We complement the canonical image with a projection field that maps 3D points onto 2D pixels for texture query. This field is initialized with a pseudo canonical camera model and optimized with offset regularity to ensure the naturalness of the canonical image. Extensive experiments on different datasets suggest that our representation, dubbed AGAP, well supports various ways of 3D editing (e.g., stylization, instance segmentation, and interactive drawing). Our approach demonstrates remarkable efficiency by being at least 20× faster per edit compared to existing NeRF-based editing methods. Project page is available at h ttps: //felixcheng97.github.io/AGAP/.
Ka Leong Cheng, Qiuyu Wang, Zifan Shi, Kecheng Zheng, Yinghao Xu 0001, Hao Ouyang, Qifeng Chen 0001, Yujun Shen
3DV5
2025 Exploring Sparse MoE in GANs for Text-conditioned Image Synthesis
abstract
Due to the difficulty in scaling up, generative adversarial networks (GANs) seem to be falling out of grace with the task of text-conditioned image synthesis. Sparsely activated mixture-of-experts (MoE) has recently been demonstrated as a valid solution to training large-scale models with limited resources. Inspired by this, we present Aurora, a GAN-based text-to-image generator that employs a collection of experts to learn feature processing, together with a sparse router to adaptively select the most suitable expert for each feature point. We adopt a two-stage training strategy, which first learns a base model at 64 × 64 resolution followed by an upsampler to produce 512 × 512 images. Trained with only public data, our approach encouragingly closes the performance gap between GANs and industry-level diffusion models, maintaining a fast inference speed. We release the code and checkpoints here to facilitate the community for further development.
Jiapeng Zhu 0001, Ceyuan Yang, Kecheng Zheng, Yinghao Xu 0001, Zifan Shi, Qifeng Chen 0001, Yujun Shen
CVPR4
2025 FLARE: Feed-forward Geometry, Appearance and Camera Estimation from Uncalibrated Sparse Views
abstract
We present FLARE, a feed-forward model designed to infer high-quality camera poses and 3D geometry from uncalibrated sparse-view images (i.e., as few as 2-8 inputs), which is a challenging yet practical setting in real-world applications. Our solution features a cascaded learning paradigm with camera pose serving as the critical bridge, recognizing its essential role in mapping 3D structures onto 2D image planes. Concretely, FLARE starts with camera pose estimation, whose results condition the subsequent learning of geometric structure and appearance, optimized through the objectives of geometry reconstruction and novel-view synthesis. Utilizing large-scale public datasets for training, our method delivers state-of-the-art performance in the tasks of pose estimation, geometry reconstruction, and novel view synthesis, while maintaining the inference efficiency (i.e., less than 0.5 seconds). The project page and code can be found at: https://zhanghe3z.github.io/FLARE/
Shangzhan Zhang, Yinghao Xu 0001, Nan Xue 0001, Christian Rupprecht 0001, Xiaowei Zhou 0001, Yujun Shen, Gordon Wetzstein
CVPR3
2025 GroomLight: Hybrid Inverse Rendering for Relightable Human Hair Appearance Modeling
abstract
We present GroomLight, a novel method for relightable hair appearance modeling from multi-view images. Existing hair capture methods struggle to balance photorealistic rendering with relighting capabilities. Analytical material models, while physically grounded, often fail to fully capture appearance details. Conversely, neural rendering approaches excel at view synthesis but generalize poorly to novel lighting conditions. GroomLight addresses this challenge by combining the strengths of both paradigms. It employs an extended hair BSDF model to capture primary light transport and a light-aware residual model to reconstruct the remaining details. We further propose a hybrid inverse rendering pipeline to optimize both components, enabling high-fidelity relighting, view synthesis, and material editing. Extensive evaluations on real-world hair data demonstrate state-of-the-art performance of our method. Our project website is at: https://syntec-research.github.io/GroomLight.
Menglei Chai, Delio Vicini, Yuxiao Zhou 0001, Yinghao Xu 0001, Leonidas J. Guibas, Gordon Wetzstein, Thabo Beeler
CVPR5
2025 Edicho: Consistent Image Editing in the Wild
abstract
As a verified need, consistent editing across in-the-wild images remains a technical challenge arising from various unmanageable factors, like object poses, lighting conditions, and photography environments. Edicho steps in with a training-free solution based on diffusion models, featuring a fundamental design principle of using explicit image correspondence to direct editing. Specifically, the key components include an attention manipulation module and a carefully refined classifier-free guidance (CFG) denoising strategy, both of which take into account the pre-estimated correspondence. Such an inference-time algorithm enjoys a plug-and-play nature and is compatible to most diffusion-based editing methods, such as ControlNet and BrushNet. Extensive results demonstrate the efficacy of Edicho in consistent cross-image editing under diverse settings. We will release the code to facilitate future studies.
Qingyan Bai, Hao Ouyang, Yinghao Xu 0001, Qiuyu Wang, Ceyuan Yang, Ka Leong Cheng, Yujun Shen, Qifeng Chen 0001
ICCV3
2025 CameraCtrl II: Dynamic Scene Exploration via Camera-Controlled Video Diffusion Models
abstract
This paper introduces CameraCtrl II, a framework that enables large-scale dynamic scene exploration through a camera-controlled video diffusion model. Previous camera-conditioned video generative models suffer from diminished video dynamics and limited range of viewpoints when generating videos with large camera movement. We take an approach that progressively expands the generation of dynamic scenes -- first enhancing dynamic content within individual video clip, then extending this capability to create seamless explorations across broad viewpoint ranges. Specifically, we construct a dataset featuring a large degree of dynamics with camera parameter annotations for training while designing a lightweight camera injection module and training scheme to preserve dynamics of the pretrained models. Building on these improved single-clip techniques, we enable extended scene exploration by allowing users to iteratively specify camera trajectories for generating coherent video sequences. Experiments across diverse scenarios demonstrate that CameraCtrl Ii enables camera-controlled dynamic scene synthesis with substantially wider spatial exploration than previous approaches.
Ceyuan Yang, Shanchuan Lin, Yinghao Xu 0001, Meng Wei 0007, Liangke Gui, Qi Zhao 0001, Gordon Wetzstein, Hongsheng Li 0001
ICCV4
2025 CameraCtrl: Enabling Camera Control for Video Diffusion Models
abstract
Controllability plays a crucial role in video generation, as it allows users to create and edit content more precisely. Existing models, however, lack control of camera pose that serves as a cinematic language to express deeper narrative nuances. To alleviate this issue, we introduce \method, enabling accurate camera pose control for video diffusion models. Our approach explores effective camera trajectory parameterization along with a plug-and-play camera pose control module that is trained on top of a video diffusion model, leaving other modules of the base model untouched. Moreover, a comprehensive study on the effect of various training datasets is conducted, suggesting that videos with diverse camera distributions and similar appearance to the base model indeed enhance controllability and generalization. Experimental results demonstrate the effectiveness of \method in achieving precise camera control with different video generation models, marking a step forward in the pursuit of dynamic and customized video storytelling from textual and camera pose inputs.
Yinghao Xu 0001, Yuwei Guo 0002, Gordon Wetzstein, Bo Dai 0002, Hongsheng Li 0001, Ceyuan Yang
ICLR2
2025 3DitScene: Editing Any Scene via Language-guided Disentangled Gaussian Splatting
abstract
Scene image editing is crucial for entertainment, photography, and advertising design. Existing methods solely focus on either 2D individual object or 3D global scene editing. This results in a lack of a unified approach to effectively control and manipulate scenes at the 3D level with different levels of granularity. In this work, we propose 3DitScene, a novel and unified scene editing framework leveraging language-guided disentangled Gaussian Splatting that enables seamless editing from 2D to 3D, allowing precise control over scene composition and individual objects. We first incorporate 3D Gaussians that are refined through generative priors and optimization techniques. Language features from CLIP then introduce semantics into 3D geometry for object disentanglement. With the disentangled Gaussians, 3DitScene allows for manipulation at both the global and individual levels, revolutionizing creative expression and empowering control over scenes and objects. Experimental results demonstrate the effectiveness and versatility of 3DitScene in scene image editing.
Qihang Zhang, Yinghao Xu 0001, Chaoyang Wang 0001, Hsin-Ying Lee 0001, Gordon Wetzstein, Bolei Zhou, Ceyuan Yang
ICLR2
2025 Video World Models with Long-term Spatial Memory
abstract
Emerging world models autoregressively generate video frames in response to actions, such as camera movements and text prompts, among other control signals. Due to limited temporal context window sizes, these models often struggle to maintain scene consistency during revisits, leading to severe forgetting of previously generated environments. Inspired by the mechanisms of human memory, we introduce a novel framework to enhancing long-term consistency of video world models through a geometry-grounded long-term spatial memory. Our framework includes mechanisms to store and retrieve information from the long-term spatial memory and we curate custom datasets to train and evaluate world models with explicitly stored 3D memory mechanisms. Our evaluations show improved quality, consistency, and context length compared to relevant baselines, paving the way towards long-term consistent world generation.
Shuai Yang 0001, Ryan Po, Yinghao Xu 0001, Ziwei Liu 0002, Dahua Lin, Gordon Wetzstein
NeurIPS4
2025 Interspatial Attention for Efficient 4D Human Video Generation
abstract
Generating photorealistic videos of digital humans in a controllable manner is crucial for a plethora of applications. Existing approaches either build on methods that employ template-based 3D representations or emerging video generation models but suffer from poor quality or limited consistency and identity preservation when generating individual or multiple digital humans. In this paper, we introduce a new interspatial attention (ISA) mechanism as a scalable building block for modern diffusion transformer (DiT)-based video generation models. ISA is a new type of cross attention that uses relative positional encodings tailored for the generation of human videos. Leveraging a custom-developed video variation autoencoder, we train a latent ISA-based diffusion model on a large corpus of video data. Our model achieves state-of-the-art performance for 4D human video synthesis, demonstrating remarkable motion consistency and identity preservation while providing precise control of the camera and body poses. Our code and model are publicly released at https://dsaurus.github.io/isa4d/.
Ruizhi Shao, Yinghao Xu 0001, Yujun Shen, Ceyuan Yang, Changan Chen, Yebin Liu, Gordon Wetzstein
ACM Trans. Graph.2
2024 Efficient 3D Articulated Human Generation with Layered Surface Volumes
abstract
Access to high-quality and diverse 3D articulated digital human assets is crucial in various applications, ranging from virtual reality to social platforms. Generative approaches, such as 3D generative adversarial networks (GANs), are rapidly replacing laborious manual content creation tools. Existing 3D GAN frameworks typically rely on explicit representations that are fast to render but offer limited quality, or implicit representations, which offer high capacity but are slow to render, thereby limiting the 3D fidelity in GAN settings. In this work, we introduce layered surface volumes (LSVs) as a new 3D representation for articulatable humans. LSVs represent a human body using multiple textured mesh layers around a conventional mesh template. The explicit mesh layers can be interpreted as a discretized volume with finite thickness located around the template manifold, as such it has the capacity to capture off-template details like hair or accessories, while at the same time it can profit from mesh rasterization for fast rendering. LSVs can be articulated, and they exhibit exceptional efficiency in GAN settings. Trained on unstructured, single-view 2D image datasets, our LSV-GAN generates high-quality and viewconsistent 3D articulated digital humans without the need for view-inconsistent 2D upsampling networks. Project page can be found here.
Yinghao Xu 0001, Wang Yifan 0001, Alexander W. Bergman, Menglei Chai, Bolei Zhou, Gordon Wetzstein
3DV1
2024 Gaussian Shell Maps for Efficient 3D Human Generation
abstract
Efficient generation of 3D digital humans is important in several industries, including virtual reality, social media, and cinematic production. 3D generative adversarial net-works (GANs) have demonstrated state-of-the-art (SOTA) quality and diversity for generated assets. Current 3D GAN architectures, however, typically rely on volume representations, which are slow to render, thereby hampering the GAN training and requiring multi- view-inconsistent 2D upsam-plers. Here, we introduce Gaussian Shell Maps (GSMs) as a framework that connects SOTA generator network archi-tectures with emerging 3D Gaussian rendering primitives using an articulable multi shell-based scaffold. In this set-ting, a CNN generates a 3D texture stack with features that are mapped to the shells. The latter represent inflated and deflated versions of a template surface of a digital human in a canonical body pose. Instead of rasterizing the shells directly, we sample 3D Gaussians on the shells whose at-tributes are encoded in the texture features. These Gaus-sians are efficiently and differentiably rendered. The ability to articulate the shells is important during GAN training and, at inference time, to deform a body into arbitrary user-defined poses. Our efficient rendering scheme bypasses the need for view-inconsistent upsamplers and achieves high-quality multi-view consistent renderings at a native resolution of 512 ×512 pixels. We demonstrate that GSMs suc-cessfully generate 3D humans when trained on single-view datasets, including SHHQ and DeepFashion. Project Page: rameenabdal.github.io/GaussianShellMaps
Rameen Abdal, Wang Yifan 0001, Zifan Shi, Yinghao Xu 0001, Ryan Po, Zhengfei Kuang, Qifeng Chen 0001, Dit-Yan Yeung, Gordon Wetzstein
CVPR4
2024 Towards Text-guided 3D Scene Composition
abstract
We are witnessing significant breakthroughs in the tech-nology 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 incor-porate 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/.
Qihang Zhang, Chaoyang Wang 0001, Aliaksandr Siarohin, Peiye Zhuang, Yinghao Xu 0001, Ceyuan Yang, Dahua Lin, Bolei Zhou, Sergey Tulyakov, Hsin-Ying Lee 0001
CVPR5
2024 BerfScene: Bev-conditioned Equivariant Radiance Fields for Infinite 3D Scene Generation
abstract
Generating large-scale 3D scenes cannot simply apply existing 3D object synthesis technique since 3D scenes usually hold complex spatial configurations and consist of a number of objects at varying scales. We thus propose a practical and efficient 3D representation that incorporates an equivariant radiance field with the guidance of a bird's-eye view (BEV) map. Concretely, objects of synthesized 3D scenes could be easily manipulated through steering the corresponding BEV maps. Moreover, by adequately incorporating positional encoding and low-pass filters into the generator, the representation becomes equivariant to the given BEV map. Such equivariance allows us to produce large-scale, even infinite-scale, 3D scenes via synthesizing local scenes and then stitching them with smooth consistency. Extensive experiments on 3D scene datasets demonstrate the effectiveness of our approach. Our project web-site is at: https://zqh0253.github.io/BerfScene/.
Qihang Zhang, Yinghao Xu 0001, Yujun Shen, Bo Dai 0002, Bolei Zhou, Ceyuan Yang
CVPR2
2024 Real-Time 3D-Aware Portrait Editing from a Single Image
Qingyan Bai, Zifan Shi, Yinghao Xu 0001, Hao Ouyang, Qiuyu Wang, Ceyuan Yang, Xuan Wang 0009, Gordon Wetzstein, Yujun Shen, Qifeng Chen 0001
ECCV (51)3
2024 GRM: Large Gaussian Reconstruction Model for Efficient 3D Reconstruction and Generation
Yinghao Xu 0001, Zifan Shi, Wang Yifan 0001, Hansheng Chen 0001, Ceyuan Yang, Sida Peng, Yujun Shen, Gordon Wetzstein
ECCV (15)1
2024 PF-LRM: Pose-Free Large Reconstruction Model for Joint Pose and Shape Prediction
abstract
We propose a Pose-Free Large Reconstruction Model (PF-LRM) for reconstructing a 3D object from a few unposed images even with little visual overlap, while simultaneously estimating the relative camera poses in ~1.3 seconds on a single A100 GPU. PF-LRM is a highly scalable method utilizing self-attention blocks to exchange information between 3D object tokens and 2D image tokens; we predict a coarse point cloud for each view, and then use a differentiable Perspective-n-Point (PnP) solver to obtain camera poses. When trained on a huge amount of multi-view posed data of ~1M objects, PF-LRM shows strong cross-dataset generalization ability, and outperforms baseline methods by a large margin in terms of pose prediction accuracy and 3D reconstruction quality on various unseen evaluation datasets. We also demonstrate our model's applicability in downstream text/image-to-3D task with fast feed-forward inference. Our project website is at: https://totoro97.github.io/pf-lrm.
Peng Wang 0099, Hao Tan 0002, Sai Bi, Yinghao Xu 0001, Fujun Luan, Kalyan Sunkavalli, Wenping Wang 0001, Zexiang Xu, Kai Zhang 0045
ICLR4
2024 Instant3D: Fast Text-to-3D with Sparse-view Generation and Large Reconstruction Model
abstract
Text-to-3D with diffusion models has achieved remarkable progress in recent years. However, existing methods either rely on score distillation-based optimization which suffer from slow inference, low diversity and Janus problems, or are feed-forward methods that generate low-quality results due to the scarcity of 3D training data. In this paper, we propose Instant3D, a novel method that generates high-quality and diverse 3D assets from text prompts in a feed-forward manner. We adopt a two-stage paradigm, which first generates a sparse set of four structured and consistent views from text in one shot with a fine-tuned 2D text-to-image diffusion model, and then directly regresses the NeRF from the generated images with a novel transformer-based sparse-view reconstructor. Through extensive experiments, we demonstrate that our method can generate diverse 3D assets of high visual quality within 20 seconds, which is two orders of magnitude faster than previous optimization-based methods that can take 1 to 10 hours. Our project webpage is: https://jiahao.ai/instant3d/.
Hao Tan 0002, Kai Zhang 0045, Zexiang Xu, Fujun Luan, Yinghao Xu 0001, Yicong Hong, Kalyan Sunkavalli, Gregory Shakhnarovich, Sai Bi
ICLR6
2024 DMV3D: Denoising Multi-view Diffusion Using 3D Large Reconstruction Model
abstract
We propose DMV3D, a novel 3D generation approach that uses a transformer-based 3D large reconstruction model to denoise multi-view diffusion. Our reconstruction model incorporates a triplane NeRF representation and, functioning as a denoiser, can denoise noisy multi-view images via 3D NeRF reconstruction and rendering, achieving single-stage 3D generation in the 2D diffusion denoising process. We train DMV3D on large-scale multi-view image datasets of extremely diverse objects using only image reconstruction losses, without accessing 3D assets. We demonstrate state-of-the-art results for the single-image reconstruction problem where probabilistic modeling of unseen object parts is required for generating diverse reconstructions with sharp textures. We also show high-quality text-to-3D generation results outperforming previous 3D diffusion models. Our project website is at: https://dmv3d.github.io/.
Yinghao Xu 0001, Hao Tan 0002, Fujun Luan, Sai Bi, Peng Wang 0099, Zifan Shi, Kalyan Sunkavalli, Gordon Wetzstein, Zexiang Xu, Kai Zhang 0045
ICLR1
2024 Collaborative Video Diffusion: Consistent Multi-video Generation with Camera Control
abstract
Research on video generation has recently made tremendous progress, enabling high-quality videos to be generated from text prompts or images. Adding control to the video generation process is an important goal moving forward and recent approaches that condition video generation models on camera trajectories take an important step towards this goal. Yet, it remains challenging to generate a video of the same scene from multiple different camera trajectories. Solutions to this multi-video generation problem could enable large-scale 3D scene generation with editable camera trajectories, among other applications. We introduce collaborative video diffusion (CVD) as an important step towards this vision. The CVD framework includes a novel cross-video synchronization module that promotes consistency between corresponding frames of the same video rendered from different camera poses using an epipolar attention mechanism. Trained on top of a state-of-the-art camera-control module for video generation, CVD generates multiple videos rendered from different camera trajectories with significantly better consistency than baselines, as shown in extensive experiments.
Zhengfei Kuang, Shengqu Cai, Yinghao Xu 0001, Hongsheng Li 0001, Leonidas J. Guibas, Gordon Wetzstein
NeurIPS4
2024 FiVA: Fine-grained Visual Attribute Dataset for Text-to-Image Diffusion Models
abstract
Recent advances in text-to-image generation have enabled the creation of high-quality images with diverse applications. However, accurately describing desired visual attributes can be challenging, especially for non-experts in art and photography. An intuitive solution involves adopting favorable attributes from source images. Current methods attempt to distill identity and style from source images. However, "style" is a broad concept that includes texture, color, and artistic elements, but does not cover other important attributes like lighting and dynamics. Additionally, a simplified "style" adaptation prevents combining multiple attributes from different sources into one generated image. In this work, we formulate a more effective approach to decompose the aesthetics of a picture into specific visual attributes, letting users apply characteristics like lighting, texture, and dynamics from different images. To achieve this goal, we constructed the first fine-grained visual attributes dataset (FiVA) to the best of our knowledge. This FiVA dataset features a well-organized taxonomy for visual attributes and includes 1 M high-quality generated images with visual attribute annotations. Leveraging this dataset, we propose a fine-grained visual attributes adaptation framework (FiVA-Adapter) , which decouples and adapts visual attributes from one or more source images into a generated one. This approach enhances user-friendly customization, allowing users to selectively apply desired attributes to create images that meet their unique preferences and specific content requirements.
Yinghao Xu 0001, Ryan Po, Mengchen Zhang 0001, Guandao Yang, Jiaqi Wang 0003, Ziwei Liu 0002, Dahua Lin, Gordon Wetzstein
NeurIPS2
2024 Spatial Steerability of GANs via Self-Supervision from Discriminator
abstract
Generative models make huge progress to the photorealistic image synthesis in recent years. To enable humans to steer the image generation process and customize the output, many works explore the interpretable dimensions of the latent space in GANs. Existing methods edit the attributes of the output image such as orientation or color scheme by varying the latent code along certain directions. However, these methods usually require additional human annotations for each pretrained model, and they mostly focus on editing global attributes. In this work, we propose a self-supervised approach to improve the spatial steerability of GANs without searching for steerable directions in the latent space or requiring extra annotations. Specifically, we design randomly sampled Gaussian heatmaps to be encoded into the intermediate layers of generative models as spatial inductive bias. Along with training the GAN model from scratch, these heatmaps are aligned with the emerging attention of the GAN's discriminator in a self-supervised learning manner. During inference, users can interact with the spatial heatmaps in an intuitive manner, enabling them to edit the output image by adjusting the scene layout, moving, or removing objects. Moreover, we incorporate DragGAN into our framework, which facilitates fine-grained manipulation within a reasonable time and supports a coarse-to-fine editing process. Extensive experiments show that the proposed method not only enables spatial editing over human faces, animal faces, outdoor scenes, and complicated multi-object indoor scenes but also brings improvement in synthesis quality.
Lalit Bhagat, Ceyuan Yang, Yinghao Xu 0001, Yujun Shen, Hongdong Li, Bolei Zhou
IEEE Trans. Pattern Anal. Mach. Intell.4
2024 In-Domain GAN Inversion for Faithful Reconstruction and Editability
abstract
Generative Adversarial Networks (GANs) have significantly advanced image synthesis through mapping randomly sampled latent codes to high-fidelity synthesized images. However, applying well-trained GANs to real image editing remains challenging. A common solution is to find an approximate latent code that can adequately recover the input image to edit, which is also known as GAN inversion. To invert a GAN model, prior works typically focus on reconstructing the target image at the pixel level, yet few studies are conducted on whether the inverted result can well support manipulation at the semantic level. This work fills in this gap by proposing in-domain GAN inversion, which consists of a domain-guided encoder and a domain-regularized optimizer, to regularize the inverted code in the native latent space of the pre-trained GAN model. In this way, we manage to sufficiently reuse the knowledge learned by GANs for image reconstruction, facilitating a wide range of editing applications without any retraining. We further make comprehensive analyses on the effects of the encoder structure, the starting inversion point, as well as the inversion parameter space, and observe the trade-off between the reconstruction quality and the editing property. Such a trade-off sheds light on how a GAN model represents an image with various semantics encoded in the learned latent distribution.
Jiapeng Zhu 0001, Yujun Shen, Yinghao Xu 0001, Deli Zhao, Qifeng Chen 0001, Bolei Zhou
IEEE Trans. Pattern Anal. Mach. Intell.3
2024 Representing Long Volumetric Video with Temporal Gaussian Hierarchy
abstract
This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Moreover, we design a Compact Appearance Model that mixes diffuse and view-dependent Gaussians to further minimize the model size while maintaining the rendering quality. We also develop a rasterization pipeline of Gaussian primitives based on the hardware-accelerated technique to improve rendering speed. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling hours of volumetric video data while maintaining state-of-the-art rendering quality.
Zhen Xu 0008, Yinghao Xu 0001, Zhiyuan Yu 0006, Sida Peng, Jiaming Sun 0002, Hujun Bao, Xiaowei Zhou 0001
ACM Trans. Graph.2
2023 GLeaD: Improving GANs with A Generator-Leading Task
abstract
Generative adversarial network (GAN) is formulated as a two-player game between a generator (G) and a discriminator (D), where D is asked to differentiate whether an image comes from real data or is produced by G. Under such a formulation, D plays as the rule maker and hence tends to dominate the competition. Towards a fairer game in GANs, we propose a new paradigm for adversarial training, which makes G assign a task to D as well. Specifically, given an image, we expect D to extract representative features that can be adequately decoded by G to reconstruct the input. That way, instead of learning freely, D is urged to align with the view of G for domain classification. Experimental results on various datasets demonstrate the substantial superiority of our approach over the baselines. For instance, we improve the FID of StyleGAN2 from 4.30 to 2.55 on LSUN Bedroom and from 4.04 to 2.82 on LSUN Church. We believe that the pioneering attempt present in this work could inspire the community with better designed generator-leading tasks for GAN improvement. Project page is at https://ezioby.github.io/glead/.
Qingyan Bai, Ceyuan Yang, Yinghao Xu 0001, Xihui Liu, Yujiu Yang 0001, Yujun Shen
CVPR3
2023 Learning 3D-Aware Image Synthesis with Unknown Pose Distribution
abstract
Existing methods for 3D-aware image synthesis largely depend on the 3D pose distribution pre-estimated on the training set. An inaccurate estimation may mislead the model into learning faulty geometry. This work proposes PoF3D that frees generative radiance fields from the requirements of 3D pose priors. We first equip the generator with an efficient pose learner, which is able to infer a pose from a latent code, to approximate the underlying true pose distribution automatically. We then assign the discriminator a task to learn pose distribution under the supervision of the generator and to differentiate real and synthesized images with the predicted pose as the condition. The pose-free generator and the pose-aware discriminator are jointly trained in an adversarial manner. Extensive results on a couple of datasets confirm that the performance of our approach, regarding both image quality and geometry quality, is on par with state of the art. To our best knowledge, PoF3D demonstrates the feasibility of learning high-quality 3D-aware image synthesis without using 3D pose priors for the first time. Project page can be found here.
Zifan Shi, Yujun Shen, Yinghao Xu 0001, Sida Peng, Yiyi Liao, Qifeng Chen 0001, Dit-Yan Yeung
CVPR3
2023 DisCoScene: Spatially Disentangled Generative Radiance Fields for Controllable 3D-aware Scene Synthesis
abstract
Existing 3D-aware image synthesis approaches mainly focus on generating a single canonical object and show limited capacity in composing a complex scene containing a variety of objects. This work presents DisCoScene: a 3D-aware generative model for high-quality and controllable scene synthesis. The key ingredient of our method is a very abstract object-level representation (i.e., 3D bounding boxes without semantic annotation) as the scene layout prior, which is simple to obtain, general to describe various scene contents, and yet informative to disentangle objects and background. Moreover, it serves as an intuitive user control for scene editing. Based on such a prior, the proposed model spatially disentangles the whole scene into object-centric generative radiance fields by learning on only 2D images with the global-local discrimination. Our model obtains the generation fidelity and editing flexibility of individual objects while being able to efficiently compose objects and the background into a complete scene. We demonstrate state-of-the-art performance on many scene datasets, including the challenging Waymo outdoor dataset. Project page can be found here.
Yinghao Xu 0001, Menglei Chai, Zifan Shi, Sida Peng, Ivan Skorokhodov, Aliaksandr Siarohin, Ceyuan Yang, Yujun Shen, Hsin-Ying Lee 0001, Bolei Zhou, Sergey Tulyakov
CVPR1
2023 One-Shot Generative Domain Adaptation
abstract
This work aims to transfer a Generative Adversarial Network (GAN) pre-trained on one image domain to another domain referred to as few as just one reference image. The challenge is that, under limited supervision, it is extremely difficult to synthesize photo-realistic and highly diverse images while retaining the representative characters of the target domain. Different from existing approaches that adopt the vanilla fine-tuning strategy, we design two lightweight modules in the generator and the discriminator respectively. We first introduce an attribute adaptor in the generator and freeze the generator’s original parameters, which can reuse the prior knowledge to the most extent and maintain the synthesis quality and diversity. We then equip the well-learned discriminator with an attribute classifier to ensure that the generator with the attribute adaptor captures the appropriate characters of the reference image. Furthermore, considering the very limited diversity of the training data (i.e., as few as only one image), we propose to constrain the diversity of the latent space through truncation in the training process, alleviating the optimization difficulty. Our approach brings appealing results under various settings, substantially surpassing state-of-the-art alternatives, especially in terms of synthesis diversity. Noticeably, our method works well even with large domain gaps and robustly converges within a few minutes for each experiment. Code and models are available at https://genforce.github.io/genda/.
Ceyuan Yang, Yujun Shen, Yinghao Xu 0001, Jiapeng Zhu 0001, Zhirong Wu, Bolei Zhou
ICCV4
2023 3D generation on ImageNet
Ivan Skorokhodov, Aliaksandr Siarohin, Yinghao Xu 0001, Jian Ren 0005, Hsin-Ying Lee 0001, Peter Wonka, Sergey Tulyakov
ICLR3
2023 Towards Smooth Video Composition
Qihang Zhang, Ceyuan Yang, Yujun Shen, Yinghao Xu 0001, Bolei Zhou
ICLR4
2023 Benchmarking and Analyzing 3D-aware Image Synthesis with a Modularized Codebase
abstract
Despite the rapid advance of 3D-aware image synthesis, existing studies usually adopt a mixture of techniques and tricks, leaving it unclear how each part contributes to the final performance in terms of generality. Following the most popular and effective paradigm in this field, which incorporates a neural radiance field (NeRF) into the generator of a generative adversarial network (GAN), we builda well-structured codebase through modularizing the generation process. Such a design allows researchers to develop and replace each module independently, and hence offers an opportunity to fairly compare various approaches and recognize their contributions from the module perspective. The reproduction of a range of cutting-edge algorithms demonstrates the availability of our modularized codebase. We also perform a variety of in-depth analyses, such as the comparison across different types of point feature, the necessity of the tailing upsampler in the generator, the reliance on the camera pose prior, etc., which deepen our understanding of existing methods and point out some further directions of the research work. Code and models will be made publicly available to facilitate the development and evaluation of this field.
Qiuyu Wang, Zifan Shi, Kecheng Zheng, Yinghao Xu 0001, Sida Peng, Yujun Shen
NeurIPS4
2023 Learning Modulated Transformation in GANs
abstract
The success of style-based generators largely benefits from style modulation, which helps take care of the cross-instance variation within data. However, the instance-wise stochasticity is typically introduced via regular convolution, where kernels interact with features at some fixed locations, limiting its capacity for modeling geometric variation. To alleviate this problem, we equip the generator in generative adversarial networks (GANs) with a plug-and-play module, termed as modulated transformation module (MTM). This module predicts spatial offsets under the control of latent codes, based on which the convolution operation can be applied at variable locations for different instances, and hence offers the model an additional degree of freedom to handle geometry deformation. Extensive experiments suggest that our approach can be faithfully generalized to various generative tasks, including image generation, 3D-aware image synthesis, and video generation, and get compatible with state-of-the-art frameworks without any hyper-parameter tuning. It is noteworthy that, towards human generation on the challenging TaiChi dataset, we improve the FID of StyleGAN3 from 21.36 to 13.60, demonstrating the efficacy of learning modulated geometry transformation. Code and models are available at https://github.com/limbo0000/mtm.
Ceyuan Yang, Qihang Zhang, Yinghao Xu 0001, Jiapeng Zhu 0001, Yujun Shen, Bo Dai 0002
NeurIPS3
2023 Implicit Neural Representations With Structured Latent Codes for Human Body Modeling
abstract
This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. Furthermore, we combine Neural Body with implicit surface models to improve the learned geometry. To evaluate our approach, we perform experiments on both synthetic and real-world data, which show that our approach outperforms prior works by a large margin on novel view synthesis and 3D reconstruction. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset.
Sida Peng, Chen Geng 0001, Yuanqing Zhang, Yinghao Xu 0001, Qianqian Wang 0002, Qing Shuai, Xiaowei Zhou 0001, Hujun Bao
IEEE Trans. Pattern Anal. Mach. Intell.4
2023 GH-Feat: Learning Versatile Generative Hierarchical Features From GANs
abstract
Recent years witness the tremendous success of generative adversarial networks (GANs) in synthesizing photo-realistic images. GAN generator learns to compose realistic images and reproduce the real data distribution. Through that, a hierarchical visual feature with multi-level semantics spontaneously emerges. In this work we investigate that such a generative feature learned from image synthesis exhibits great potentials in solving a wide range of computer vision tasks, including both generative ones and more importantly discriminative ones. We first train an encoder by considering the pre-trained StyleGAN generator as a learned loss function. The visual features produced by our encoder, termed as Generative Hierarchical Features (GH-Feat), highly align with the layer-wise GAN representations, and hence describe the input image adequately from the reconstruction perspective. Extensive experiments support the versatile transferability of GH-Feat across a range of applications, such as image editing, image processing, image harmonization, face verification, landmark detection, layout prediction, image retrieval, etc. We further show that, through a proper spatial expansion, our developed GH-Feat can also facilitate fine-grained semantic segmentation using only a few annotations. Both qualitative and quantitative results demonstrate the appealing performance of GH-Feat. Code and models are available at https://genforce.github.io/ghfeat/.
Yinghao Xu 0001, Yujun Shen, Jiapeng Zhu 0001, Ceyuan Yang, Bolei Zhou
IEEE Trans. Pattern Anal. Mach. Intell.1
2022 Learning Hierarchical Cross-Modal Association for Co-Speech Gesture Generation
abstract
Generating speech-consistent body and gesture movements is a long-standing problem in virtual avatar creation. Previous studies often synthesize pose movement in a holistic manner, where poses of all joints are generated simultaneously. Such a straightforward pipeline fails to generate fine-grained co-speech gestures. One observation is that the hierarchical semantics in speech and the hierarchical structures of human gestures can be naturally described into multiple granularities and associated together. To fully utilize the rich connections between speech audio and human gestures, we propose a novel framework named Hierarchical Audio-to-Gesture (HA2G) for co-speech gesture generation. In HA2G, a Hierarchical Audio Learner extracts audio representations across semantic granularities. A Hierarchical Pose Inferer subsequently renders the entire human pose gradually in a hierarchical manner. To enhance the quality of synthesized gestures, we develop a contrastive learning strategy based on audio-text alignment for better audio representations. Extensive experiments and human evaluation demonstrate that the proposed method renders realistic co-speech gestures and out-performs previous methods in a clear margin. Project page: https://alvinliu0.github.io/projects/HA2G.
Qianyi Wu, Hang Zhou 0009, Yinghao Xu 0001, Rui Qian 0001, Xiaowei Zhou 0001, Wayne Wu, Bo Dai 0002, Bolei Zhou
CVPR4
2022 Improving GAN Equilibrium by Raising Spatial Awareness
abstract
The success of Generative Adversarial Networks (GANs) is largely built upon the adversarial training between a generator (G) and a discriminator (D). They are expected to reach a certain equilibrium where D cannot distinguish the generated images from the real ones. However, such an equilibrium is rarely achieved in practical GAN training, instead, D almost always surpasses G. We attribute one of its sources to the information asymmetry between D and G. We observe that D learns its own visual attention when determining whether an image is real or fake, but G has no explicit clue on which regions to focus on for a particular synthesis. To alleviate the issue of D dominating the competition in GANs, we aim to raise the spatial awareness of G. Randomly sampled multi-level heatmaps are encoded into the intermediate layers of G as an inductive bias. Thus G can purposefully improve the synthesis of certain image regions. We further propose to align the spatial awareness of G with the attention map induced from D. Through this way we effectively lessen the information gap between D and G. Extensive results show that our method pushes the two-player game in GANs closer to the equilibrium, leading to a better synthesis performance. As a byproduct, the intro-duced spatial awareness facilitates interactive editing over the output synthesis. Demo video and code are available at https://genforce.github.io/eqgan-sa/
Ceyuan Yang, Yinghao Xu 0001, Yujun Shen, Hongdong Li, Bolei Zhou
CVPR3
2022 3D-aware Image Synthesis via Learning Structural and Textural Representations
abstract
Making generative models 3D-aware bridges the 2D image space and the 3D physical world yet remains challenging. Recent attempts equip a Generative Adversarial Network (GAN) with a Neural Radiance Field (NeRF), which maps 3D coordinates to pixel values, as a 3D prior. However, the implicit function in NeRF has a very local receptive field, making the generator hard to become aware of the global structure. Meanwhile, NeRF is built on volume rendering which can be too costly to produce high-resolution results, increasing the optimization difficulty. To alleviate these two problems, we propose a novel framework, termed as VolumeGAN, for high-fidelity 3D-aware image synthesis, through explicitly learning a structural representation and a textural representation. We first learn a feature volume to represent the underlying structure, which is then converted to a feature field using a NeRF-like model. The feature field is further accumulated into a 2D feature map as the textural representation, followed by a neural renderer for appearance synthesis. Such a design enables independent control of the shape and the appearance. Project page is at https://genforce.github.io/volumegan.
Yinghao Xu 0001, Sida Peng, Ceyuan Yang, Yujun Shen, Bolei Zhou
CVPR1
2022 Cross-Model Pseudo-Labeling for Semi-Supervised Action Recognition
abstract
Semi-supervised action recognition is a challenging but important task due to the high cost of data annotation. A common approach to this problem is to assign unlabeled data with pseudo-labels, which are then used as additional supervision in training. Typically in recent work, the pseudo-labels are obtained by training a model on the labeled data, and then using confident predictions from the model to teach itself. In this work, we propose a more effective pseudo-labeling scheme, called Cross-Model Pseudo-Labeling (CMPL). Concretely, we introduce a lightweight auxiliary network in addition to the primary backbone, and ask them to predict pseudo-labels for each other. We observe that, due to their different structural biases, these two models tend to learn complementary representations from the same video clips. Each model can thus benefit from its counterpart by utilizing cross-model predictions as supervision. Experiments on different data partition protocols demonstrate the significant improvement of our framework over existing alternatives. For example, CMPL achieves 17.6% and 25.1% Top-1 accuracy on Kinetics-400 and UCF-101 using only the RGB modality and 1% labeled data, outperforming our baseline model, FixMatch [17], by 9.0% and 10.3%, respectively.11Project page is at https://justimyhxu.github.io/projects/cmpl/.
Yinghao Xu 0001, Fangyun Wei, Xiao Sun 0001, Ceyuan Yang, Yujun Shen, Bo Dai 0002, Bolei Zhou, Stephen Lin 0001
CVPR1
2022 High-Fidelity GAN Inversion with Padding Space
Qingyan Bai, Yinghao Xu 0001, Jiapeng Zhu 0001, Weihao Xia 0001, Yujiu Yang 0001, Yujun Shen
ECCV (15)2
2022 Semantic-Aware Implicit Neural Audio-Driven Video Portrait Generation
Yinghao Xu 0001, Qianyi Wu, Hang Zhou 0009, Wayne Wu, Bolei Zhou
ECCV (37)2
2022 Region-Based Semantic Factorization in GANs
abstract
Despite the rapid advancement of semantic discovery in the latent space of Generative Adversarial Networks (GANs), existing approaches either are limited to finding global attributes or rely on a number of segmentation masks to identify local attributes. In this work, we present a highly efficient algorithm to factorize the latent semantics learned by GANs concerning an arbitrary image region. Concretely, we revisit the task of local manipulation with pre-trained GANs and formulate region-based semantic discovery as a dual optimization problem. Through an appropriately defined generalized Rayleigh quotient, we manage to solve such a problem without any annotations or training. Experimental results on various state-of-the-art GAN models demonstrate the effectiveness of our approach, as well as its superiority over prior arts regarding precise control, region robustness, speed of implementation, and simplicity of use.
Jiapeng Zhu 0001, Yujun Shen, Yinghao Xu 0001, Deli Zhao, Qifeng Chen 0001
ICML3
2022 Improving 3D-aware Image Synthesis with A Geometry-aware Discriminator
abstract
3D-aware image synthesis aims at learning a generative model that can render photo-realistic 2D images while capturing decent underlying 3D shapes. A popular solution is to adopt the generative adversarial network (GAN) and replace the generator with a 3D renderer, where volume rendering with neural radiance field (NeRF) is commonly used. Despite the advancement of synthesis quality, existing methods fail to obtain moderate 3D shapes. We argue that, considering the two-player game in the formulation of GANs, only making the generator 3D-aware is not enough. In other words, displacing the generative mechanism only offers the capability, but not the guarantee, of producing 3D-aware images, because the supervision of the generator primarily comes from the discriminator. To address this issue, we propose GeoD through learning a geometry-aware discriminator to improve 3D-aware GANs. Concretely, besides differentiating real and fake samples from the 2D image space, the discriminator is additionally asked to derive the geometry information from the inputs, which is then applied as the guidance of the generator. Such a simple yet effective design facilitates learning substantially more accurate 3D shapes. Extensive experiments on various generator architectures and training datasets verify the superiority of GeoD over state-of-the-art alternatives. Moreover, our approach is registered as a general framework such that a more capable discriminator (i.e., with a third task of novel view synthesis beyond domain classification and geometry extraction) can further assist the generator with a better multi-view consistency. Project page can be found at https://vivianszf.github.io/geod.
Zifan Shi, Yinghao Xu 0001, Yujun Shen, Deli Zhao, Qifeng Chen 0001, Dit-Yan Yeung
NeurIPS2
2022 Improving GANs with A Dynamic Discriminator
abstract
Discriminator plays a vital role in training generative adversarial networks (GANs) via distinguishing real and synthesized samples. While the real data distribution remains the same, the synthesis distribution keeps varying because of the evolving generator, and thus effects a corresponding change of the bi-classification task assigned to the discriminator. We argue that a discriminator with an on-the-fly adjustment on its capacity can better accommodate such a time-varying task. A comprehensive empirical study confirms that the proposed training strategy, termed as DynamicD, improves the synthesis performance without incurring any additional computation cost or training objectives. Two capacity adjusting schemes are developed for training GANs under different data regimes: i) given a sufficient amount of training data, the discriminator benefits from a progressively increased learning capacity, and ii) when the training data is limited, gradually decreasing the layer width mitigates the over-fitting issue of the discriminator. Experiments on both 2D and 3D-aware image synthesis tasks conducted on a range of datasets substantiate the generalizability of our DynamicD as well as its substantial improvement over the baselines. Furthermore, DynamicD is synergistic to other discriminator-improving approaches (including data augmentation, regularizers, and pre-training), and brings continuous performance gain when combined with them for learning GANs. Code will be made publicly available.
Ceyuan Yang, Yujun Shen, Yinghao Xu 0001, Deli Zhao, Bo Dai 0002, Bolei Zhou
NeurIPS3
2021 Neural Body: Implicit Neural Representations With Structured Latent Codes for Novel View Synthesis of Dynamic Humans
abstract
This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. To evaluate our approach, we create a multi-view dataset named ZJU-MoCap that captures performers with complex motions. Experiments on ZJU-MoCap show that our approach outperforms prior works by a large margin in terms of novel view synthesis quality. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset.
Sida Peng, Yuanqing Zhang, Yinghao Xu 0001, Qianqian Wang 0002, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001
CVPR3
2021 Generative Hierarchical Features From Synthesizing Images
abstract
Generative Adversarial Networks (GANs) have recently advanced image synthesis by learning the underlying distribution of the observed data. However, how the features learned from solving the task of image generation are applicable to other vision tasks remains seldom explored. In this work, we show that learning to synthesize images can bring remarkable hierarchical visual features that are generalizable across a wide range of applications. Specifically, we consider the pre-trained StyleGAN generator as a learned loss function and utilize its layer-wise representation to train a novel hierarchical encoder. The visual feature produced by our encoder, termed as Generative Hierarchical Feature (GH-Feat), has strong transferability to both generative and discriminative tasks, including image editing, image harmonization, image classification, face verification, landmark detection, and layout prediction. Extensive qualitative and quantitative experimental results demonstrate the appealing performance of GH-Feat.1
Yinghao Xu 0001, Yujun Shen, Jiapeng Zhu 0001, Ceyuan Yang, Bolei Zhou
CVPR1
2021 Learning Object-Compositional Neural Radiance Field for Editable Scene Rendering
abstract
Implicit neural rendering techniques have shown promising results for novel view synthesis. However, existing methods usually encode the entire scene as a whole, which is generally not aware of the object identity and limits the ability to the high-level editing tasks such as moving or adding furniture. In this paper, we present a novel neural scene rendering system, which learns an object-compositional neural radiance field and produces realistic rendering with editing capability for a clustered and real-world scene. Specifically, we design a novel two-pathway architecture, in which the scene branch encodes the scene geometry and appearance, and the object branch encodes each standalone object conditioned on learnable object activation codes. To survive the training in heavily cluttered scenes, we propose a scene-guided training strategy to solve the 3D space ambiguity in the occluded regions and learn sharp boundaries for each object. Extensive experiments demonstrate that our system not only achieves competitive performance for static scene novel-view synthesis, but also produces realistic rendering for object-level editing.
Bangbang Yang, Yinda Zhang 0001, Yinghao Xu 0001, Yijin Li, Hujun Bao, Guofeng Zhang 0001, Zhaopeng Cui
ICCV3
2021 Data-Efficient Instance Generation from Instance Discrimination
abstract
Generative Adversarial Networks (GANs) have significantly advanced image synthesis, however, the synthesis quality drops significantly given a limited amount of training data. To improve the data efficiency of GAN training, prior work typically employs data augmentation to mitigate the overfitting of the discriminator yet still learn the discriminator with a bi-classification ($\textit{i.e.}$, real $\textit{vs.}$ fake) task. In this work, we propose a data-efficient Instance Generation ($\textit{InsGen}$) method based on instance discrimination. Concretely, besides differentiating the real domain from the fake domain, the discriminator is required to distinguish every individual image, no matter it comes from the training set or from the generator. In this way, the discriminator can benefit from the infinite synthesized samples for training, alleviating the overfitting problem caused by insufficient training data. A noise perturbation strategy is further introduced to improve its discriminative power. Meanwhile, the learned instance discrimination capability from the discriminator is in turn exploited to encourage the generator for diverse generation. Extensive experiments demonstrate the effectiveness of our method on a variety of datasets and training settings. Noticeably, on the setting of $2K$ training images from the FFHQ dataset, we outperform the state-of-the-art approach with 23.5\% FID improvement.
Ceyuan Yang, Yujun Shen, Yinghao Xu 0001, Bolei Zhou
NeurIPS3
2020 Temporal Pyramid Network for Action Recognition
abstract
Visual tempo characterizes the dynamics and the temporal scale of an action. Modeling such visual tempos of different actions facilitates their recognition. Previous works often capture the visual tempo through sampling raw videos at multiple rates and constructing an input-level frame pyramid, which usually requires a costly multi-branch network to handle. In this work we propose a generic Temporal Pyramid Network (TPN) at the feature-level, which can be flexibly integrated into 2D or 3D backbone networks in a plug-and-play manner. Two essential components of TPN, the source of features and the fusion of features, form a feature hierarchy for the backbone so that it can capture action instances at various tempos. TPN also shows consistent improvements over other challenging baselines on several action recognition datasets. Specifically, when equipped with TPN, the 3D ResNet-50 with dense sampling obtains a 2\% gain on the validation set of Kinetics-400. A further analysis also reveals that TPN gains most of its improvements on action classes that have large variances in their visual tempos, validating the effectiveness of TPN.
Ceyuan Yang, Yinghao Xu 0001, Jianping Shi, Bo Dai 0002, Bolei Zhou
CVPR2
2020 Dense RepPoints: Representing Visual Objects with Dense Point Sets
Ze Yang 0003, Yinghao Xu 0001, Zheng Zhang 0022, Raquel Urtasun, Liwei Wang 0001, Stephen Lin 0001, Han Hu 0001
ECCV (21)2