Wayne Wu

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57ranked-venue papers
5as first author
45since 2021 · last 2025
0000-0002-1364-8151ORCID · corroborated

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

Artificial intelligence and machine learning · 52 · 5 first-author · 40 since 2021Graphics, computer vision, multimedia, augmented reality and games · 46 · 4 first-author · 35 since 2021Security and privacy · 1 · 1 since 2021
YearPublicationVenuePosition
2025 MEAT: Multiview Diffusion Model for Human Generation on Megapixels with Mesh Attention
abstract
Multiview diffusion models have shown considerable success in image-to-3D generation for general objects. However, when applied to human data, existing methods have yet to deliver promising results, largely due to the challenges of scaling multiview attention to higher resolutions. In this paper, we explore human multiview diffusion models at the megapixel level and introduce a solution called mesh attention to enable training at 10242resolution. Using a clothed human mesh as a central coarse geometric representation, the proposed mesh attention leverages rasterization and projection to establish direct cross-view coordinate correspondences. This approach significantly reduces the complexity of multiview attention while maintaining cross-view consistency. Building on this foundation, we devise a mesh attention block and combine it with keypoint conditioning to create our human-specific multiview diffusion model, MEAT. In addition, we present valuable insights into applying multiview human motion videos for diffusion training, addressing the longstanding issue of data scarcity. Extensive experiments show that MEAT effectively generates dense, consistent multiview human images at the megapixel level, outperforming existing multiview diffusion methods. Code is available at https://johann.wang/MEAT/.
Yuhan Wang 0002, Fangzhou Hong, Shuai Yang 0001, Liming Jiang 0001, Wayne Wu, Chen Change Loy
CVPR5
2025 Towards Autonomous Micromobility through Scalable Urban Simulation
abstract
Micromobility, which utilizes lightweight mobile machines moving in urban public spaces - such as delivery robots and electric wheelchairs - emerges as a promising alternative to vehicular mobility. Current micromobility depends mostly on human manual operation (in-person or remote control), which raises safety and efficiency concerns when navigating busy urban environments full of unpredictable obstacles and pedestrians. Assisting humans with AI agents in maneuvering micromobility devices presents a viable solution for enhancing safety and efficiency. In this work, we present a scalable urban simulation solution to advance autonomous micromobility. First, we build URBAN-SIM – a high-performance robot learning platform for large-scale training of embodied agents in interactive urban scenes. URBAN-SIM contains three critical modules: Hierarchical Urban Generation pipeline, Interactive Dynamics Generation strategy, and Asynchronous Scene Sampling scheme, to improve the diversity, realism, and efficiency of robot learning in simulation. Then, we propose URBAN-BENCH – a suite of essential tasks and benchmarks to gauge various capabilities of the AI agents in achieving autonomous micromobility. URBAN-BENCH includes eight tasks based on three core skills of the agents: Urban Locomotion, Urban Navigation, and Urban Traverse. We evaluate four robots with heterogeneous embodiments, such as the wheeled and legged robots, across these tasks. Experiments on diverse terrains and urban structures reveal each robot’s strengths and limitations. Project page: https://metadriverse.github.io/urban-sim/.
Wayne Wu, Honglin He, Chaoyuan Zhang, Jack He, Seth Z. Zhao, Quanyi Li, Bolei Zhou
CVPR1
2025 Vid2Sim: Realistic and Interactive Simulation from Video for Urban Navigation
abstract
Sim-to-real gap has long posed a significant challenge for robot learning in simulation, preventing the deployment of learned models in the real world. Previous work has primarily focused on domain randomization and system identification to mitigate this gap. However, these methods are often limited by the realism of the simulator and graphics engines renderings. In this work, we propose Vid2Sim, a novel framework that effectively bridges the sim2real gap through a scalable and cost-efficient real2sim pipeline with 3D scene reconstruction and simulation. Given a monocular video as input, Vid2Sim can generate photo-realistic and physically interactable 3D simulation environments to enable the reinforcement learning of visual navigation agents in complex urban environments. Extensive experiments demonstrate that Vid2Sim significantly improves the performance of urban navigation in the digital twins and real world by 31.2% and 68.3% in success rate compared with agents trained with prior simulation methods.
Ziyang Xie, Zhizheng Liu, Zhenghao Peng, Wayne Wu, Bolei Zhou
CVPR4
2025 Learning to Generate Diverse Pedestrian Movements from Web Videos with Noisy Labels
abstract
Understanding and modeling pedestrian movements in the real world is crucial for applications like motion forecasting and scene simulation. Many factors influence pedestrian movements, such as scene context, individual characteristics, and goals, which are often ignored by the existing human generation methods. Web videos contain natural pedestrian behavior and rich motion context, but annotating them with pre-trained predictors leads to noisy labels. In this work, we propose learning diverse pedestrian movements from web videos. We first curate a large-scale dataset called CityWalkers that captures diverse real-world pedestrian movements in urban scenes. Then, based on CityWalkers, we propose a generative model called PedGen for diverse pedestrian movement generation. PedGen introduces automatic label filtering to remove the low-quality labels and a mask embedding to train with partial labels. It also contains a novel context encoder that lifts the 2D scene context to 3D and can incorporate various context factors in generating realistic pedestrian movements in urban scenes. Experiments show that PedGen outperforms existing baseline methods for pedestrian movement generation by learning from noisy labels and incorporating the context factors. In addition, PedGen achieves zero-shot generalization in both real-world and simulated environments. The code, model, and data are available at https://genforce.github.io/PedGen/.
Zhizheng Liu, Joe Lin, Wayne Wu, Bolei Zhou
ICLR3
2025 MetaUrban: An Embodied AI Simulation Platform for Urban Micromobility
abstract
Public urban spaces such as streetscapes and plazas serve residents and accommodate social life in all its vibrant variations. Recent advances in robotics and embodied AI make public urban spaces no longer exclusive to humans. Food delivery bots and electric wheelchairs have started sharing sidewalks with pedestrians, while robot dogs and humanoids have recently emerged in the street. **Micromobility** enabled by AI for short-distance travel in public urban spaces plays a crucial component in future transportation systems. It is essential to ensure the generalizability and safety of AI models used for maneuvering mobile machines. In this work, we present **MetaUrban**, a *compositional* simulation platform for the AI-driven urban micromobility research. MetaUrban can construct an *infinite* number of interactive urban scenes from compositional elements, covering a vast array of ground plans, object placements, pedestrians, vulnerable road users, and other mobile agents' appearances and dynamics. We design point navigation and social navigation tasks as the pilot study using MetaUrban for urban micromobility research and establish various baselines of Reinforcement Learning and Imitation Learning. We conduct extensive evaluation across mobile machines, demonstrating that heterogeneous mechanical structures significantly influence the learning and execution of AI policies. We perform a thorough ablation study, showing that the compositional nature of the simulated environments can substantially improve the generalizability and safety of the trained mobile agents. MetaUrban will be made publicly available to provide research opportunities and foster safe and trustworthy embodied AI and micromobility in cities. The code and data have been released.
Wayne Wu, Honglin He, Jack He, Chenda Duan, Zhizheng Liu, Quanyi Li, Bolei Zhou
ICLR1
2024 PaintHuman: Towards High-Fidelity Text-to-3D Human Texturing via Denoised Score Distillation
abstract
Recent advances in zero-shot text-to-3D human generation, which employ the human model prior (e.g., SMPL) or Score Distillation Sampling (SDS) with pre-trained text-to-image diffusion models, have been groundbreaking. However, SDS may provide inaccurate gradient directions under the weak diffusion guidance, as it tends to produce over-smoothed results and generate body textures that are inconsistent with the detailed mesh geometry. Therefore, directly leveraging existing strategies for high-fidelity text-to-3D human texturing is challenging. In this work, we propose a model called PaintHuman to addresses the challenges from two perspectives. We first propose a novel score function, Denoised Score Distillation (DSD), which directly modifies the SDS by introducing negative gradient components to iteratively correct the gradient direction and generate high-quality textures. In addition, we use the depth map as a geometric guide to ensure that the texture is semantically aligned to human mesh surfaces. To guarantee the quality of rendered results, we employ geometry-aware networks to predict surface materials and render realistic human textures. Extensive experiments, benchmarked against state-of-the-art (SoTA) methods, validate the efficacy of our approach.Project page: https://painthuman.github.io/.
Jianhui Yu, Liming Jiang 0001, Chen Change Loy, Tom Weidong Cai, Wayne Wu
AAAI6
2024 CosmicMan: A Text-to-Image Foundation Model for Humans
abstract
We present CosmicMan, a text-to-image foundation model specialized for generating high-fidelity human images. Unlike current general-purpose foundation models that are stuck in the dilemma of inferior quality and text-image misalignment for humans, CosmicMan enables generating photo-realistic human images with meticulous appearance, reasonable structure, and precise text-image alignment with detailed dense descriptions. At the heart of CosmicMan's success are the new reflections and perspectives on data and models: (1) We found that data quality and a scalable data production flow are essential for the final results from trained models. Hence, we propose a new data production paradigm, Annotate Anyone, which serves as a perpetual data flywheel to produce high-quality data with accurate yet cost-effective annotations over time. Based on this, we constructed a large-scale dataset, CosmicMan-HQ 1.0, with 6 Million high-quality real-world human images in a mean resolution of$1488 \times 1255$, and attached with precise text annotations deriving from 115 Million attributes in diverse granularities. (2) We argue that a text-to-image foundation model specialized for humans must be pragmatic – easy to integrate into down-streaming tasks while effective in producing high-quality human images. Hence, we propose to model the relationship between dense text descriptions and image pixels in a decomposed manner, and present Decomposed-Attention-Refocusing (Daring) training framework. It seamlessly decomposes the cross-attention features in existing text-to-image diffusion model, and enforces attention refocusing without adding extra modules. Through Daring, we show that explicitly discretizing continuous text space into several basic groups that align with human body structure is the key to tackling the misalignment problem in a breeze. Project page: https://cosmicman-cvpr2024.github.io/.
Shikai Li, Jianglin Fu, Kwan-Yee Lin, Wayne Wu
CVPR6
2024 Parameterization-Driven Neural Surface Reconstruction for Object-Oriented Editing in Neural Rendering
Baixin Xu, Jiangbei Hu, Fei Hou 0001, Kwan-Yee Lin, Wayne Wu, Chen Qian 0006, Ying He 0001
ECCV (41)5
2024 VLG: General Video Recognition with Web Textual Knowledge
Jintao Lin, Zhaoyang Liu 0001, Wenhai Wang, Wayne Wu, Limin Wang 0002
Int. J. Comput. Vis.4
2024 ReliTalk: Relightable Talking Portrait Generation from a Single Video
Haonan Qiu, Zhaoxi Chen 0009, Yuming Jiang 0003, Hang Zhou 0009, Xiangyu Fan 0002, Lei Yang 0045, Wayne Wu, Ziwei Liu 0002
Int. J. Comput. Vis.7
2024 Fast-Vid2Vid++: Spatial-Temporal Distillation for Real-Time Video-to-Video Synthesis
abstract
Video-to-Video synthesis (Vid2Vid) gains remarkable performance in generating a photo-realistic video from a sequence of semantic maps, such as segmentation, sketch and pose. However, this pipeline is heavily limited to high computational cost and long inference latency, mainly attributed to two essential factors: 1) network architecture parameters, 2) sequential data stream. Recently, the parameters of image-based generative models have been significantly reduced via more efficient network architectures. Existing methods mainly focus on slimming network architectures but ignore the size of the sequential data stream. Moreover, due to the lack of temporal coherence, image-based compression is not sufficient for the compression of the video task. In this paper, we present a spatial-temporal hybrid distillation compression framework, Fast-Vid2Vid++, which focuses on knowledge distillation of the teacher network and the data stream of generative models on both space and time. Fast-Vid2Vid++ makes the first attempt at time dimension to transfer hierarchical features and time coherence knowledge to reduce computational resources and accelerate inference. Specifically, we compress the data stream spatially and reduce the temporal redundancy. We distill the knowledge of the hierarchical features and the final response from the teacher network to the student network in high-resolution and full-time domains. We transfer the long-term dependencies of the features and video frames to the student model. After the proposed spatial-temporal hybrid knowledge distillation (Spatial-Temporal-HKD), our model can synthesize high-resolution key-frames using the low-resolution data stream. Finally, Fast-Vid2Vid++ interpolates intermediate frames by motion compensation with slight latency and generates full-length sequences with motion-aware inference (MAI). On standard benchmarks, Fast-Vid2Vid++ achieves a real-time performance of 30-59 FPS and saves 28-35× computational cost on a single V100 GPU.
Long Zhuo, Guangcong Wang, Shikai Li, Wayne Wu, Ziwei Liu 0002
IEEE Trans. Pattern Anal. Mach. Intell.4
2024 HyperStyle3D: Text-Guided 3D Portrait Stylization via Hypernetworks
abstract
Portrait stylization is a long-standing task enabling extensive applications. Although 2D-based methods have made great progress in recent years, real-world applications such as metaverse and games often demand 3D content. On the other hand, the requirement of 3D data, which is costly to acquire, significantly impedes the development of 3D portrait stylization methods. In this paper, inspired by the success of 3D-aware GANs that bridge 2D and 3D domains with 3D fields as the intermediate representation for rendering 2D images, we propose a novel method, dubbed HyperStyle3D, based on 3D-aware GANs for 3D portrait stylization. At the core of our method is a hyper-network learned to manipulate the parameters of the generator in a single forward pass. It not only offers a strong capacity to handle multiple styles with a single model, but also enables flexible fine-grained stylization that affects only texture, shape, or local part of the portrait. While the use of 3D-aware GANs bypasses the requirement of 3D data, we further alleviate the necessity of style images with the CLIP model being the style guidance. We conduct an extensive set of experiments across the style, attribute, and shape, and meanwhile, measure the 3D consistency. These experiments demonstrate the superior capability of our HyperStyle3D model in rendering 3D-consistent images in diverse styles, deforming the face shape, and editing various attributes.
Zhuo Chen 0060, Xudong Xu, Yichao Yan, Wenhan Zhu, Wayne Wu, Bo Dai 0002, Xiaokang Yang 0001
IEEE Trans. Circuits Syst. Video Technol.6
2023 OmniObject3D: Large-Vocabulary 3D Object Dataset for Realistic Perception, Reconstruction and Generation
abstract
Recent advances in modeling 3D objects mostly rely on synthetic datasets due to the lack of large-scale real-scanned 3D databases. To facilitate the development of 3D perception, reconstruction, and generation in the real world, we propose OmniObject3D, a large vocabulary 3D object dataset with massive high-quality real-scanned 3D objects. OmniObject3D has several appealing properties: 1) Large Vocabulary: It comprises 6,000 scanned objects in 190 daily categories, sharing common classes with popular 2D datasets (e.g., ImageNet and LVIS), benefiting the pursuit of generalizable 3D representations. 2) Rich Annotations: Each 3D object is captured with both 2D and 3D sensors, providing textured meshes, point clouds, multi-view rendered images, and multiple real-captured videos. 3) Realistic Scans: The professional scanners support high-quality object scans with precise shapes and realistic appearances. With the vast exploration space offered by OmniObject3D, we carefully set up four evaluation tracks: a) robust 3D perception, b) novel-view synthesis, c) neural surface reconstruction, and d) 3D object generation. Extensive studies are performed on these four benchmarks, revealing new observations, challenges, and opportunities for future research in realistic 3D vision.
Jiarui Zhang 0007, Jiawei Ren 0001, Liang Pan, Wayne Wu, Lei Yang 0059, Jiaqi Wang 0003, Chen Qian 0006, Dahua Lin, Ziwei Liu 0002
CVPR7
2023 MonoHuman: Animatable Human Neural Field from Monocular Video
abstract
Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frameindependent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.
Zhengming Yu, Wayne Wu, Kwan-Yee Lin
CVPR4
2023 CelebV-Text: A Large-Scale Facial Text-Video Dataset
abstract
Text-driven generation models are flourishing in video generation and editing. However, face-centric text-to-video generation remains a challenge due to the lack of a suitable dataset containing high-quality videos and highly relevant texts. This paper presents Celeb V- Text, a large-scale, di-verse, and high-quality dataset of facial text-video pairs, to facilitate research on facial text-to- video generation tasks. CelebV-Text comprises 70,000 in-the-wild face video clips with diverse visual content, each paired with 20 texts gen-erated using the proposed semi-automatic text generation strategy. The provided texts are of high quality, describing both static and dynamic attributes precisely. The supe-riority of CelebV- Text over other datasets is demonstrated via comprehensive statistical analysis of the videos, texts, and text-video relevance. The effectiveness and potential of CelebV- Text are further shown through extensive self-evaluation. A benchmark is constructed with representative methods to standardize the evaluation of the facial text-to-video generation task. All data and models are publicly available11Project page: https://celebv-text.github.io.
Jianhui Yu, Liming Jiang 0001, Chen Change Loy, Tom Weidong Cai, Wayne Wu
CVPR6
2023 Text2Performer: Text-Driven Human Video Generation
abstract
Text-driven content creation has evolved to be a transformative technique that revolutionizes creativity. Here we study the task of text-driven human video generation, where a video sequence is synthesized from texts describing the appearance and motions of a target performer. Compared to general text-driven video generation, human-centric video generation requires maintaining the appearance of synthesized human while performing complex motions. In this work, we present Text2Performer to generate vivid human videos with articulated motions from texts. Text2Performer has two novel designs: 1) decomposed human representation and 2) diffusion-based motion sampler. First, we decompose the VQVAE latent space into human appearance and pose representation in an unsupervised manner by utilizing the nature of human videos. In this way, the appearance is well maintained along the generated frames. Then, we propose continuous VQ-diffuser to sample a sequence of pose embeddings. Unlike existing VQ-based methods that operate in the discrete space, continuous VQ-diffuser directly outputs the continuous pose embeddings for better motion modeling. Finally, motion-aware masking strategy is designed to mask the pose embeddings spatial-temporally to enhance the temporal coherence. Moreover, to facilitate the task of text-driven human video generation, we contribute a Fashion-Text2Video dataset with manually annotated action labels and text descriptions. Extensive experiments demonstrate that Text2Performer generates high-quality human videos (up to 512 × 256 resolution) with diverse appearances and flexible motions. Our project page is https://yumingj.github.io/projects/Text2Performer.html
Yuming Jiang 0003, Shuai Yang 0001, Tong Liang Koh, Wayne Wu, Chen Change Loy, Ziwei Liu 0002
ICCV4
2023 DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering
abstract
Realistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity (e.g., outfit's fabric/material, body's interaction with objects, and motion sequences), which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several appealing attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Upon the massive collections, we provide human subjects with grand categories of pose actions, body shapes, clothing, accessories, hairdos, and object intersection, which ranges the geometry and appearance variances from everyday life to professional occasions. Second, we provide rich assets for each subject – 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 × 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation.Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/.
Ruixiang Chen, Siming Fan, Wanqi Yin, Zhongang Cai, Jingbo Wang 0003, Yang Gao 0042, Zhengming Yu, Zhengyu Lin, Daxuan Ren, Lei Yang 0045, Ziwei Liu 0002, Chen Change Loy, Chen Qian 0006, Wayne Wu, Dahua Lin, Bo Dai 0002, Kwan-Yee Lin
ICCV16
2023 UnitedHuman: Harnessing Multi-Source Data for High-Resolution Human Generation
abstract
Human generation has achieved significant progress. Nonetheless, existing methods still struggle to synthesize specific regions such as faces and hands. We argue that the main reason is rooted in the training data. A holistic human dataset inevitably has insufficient and low-resolution information on local parts. Therefore, we propose to use multisource datasets with various resolution images to jointly learn a high-resolution human generative model. However, multi-source data inherently a) contains different parts that do not spatially align into a coherent human, and b) comes with different scales. To tackle these challenges, we propose an end-to-end framework, UnitedHuman, that empowers continuous GAN with the ability to effectively utilize multi-source data for high-resolution human generation. Specifically, 1) we design a Multi-Source Spatial Transformer that spatially aligns multi-source images to full-body space with a human parametric model. 2) Next, a continuous GAN is proposed with global-structural guidance and CutMix consistency. Patches from different datasets are then sampled and transformed to supervise the training of this scale-invariant generative model. Extensive experiments demonstrate that our model jointly learned from multi-source data achieves superior quality than those learned from a holistic dataset. Project page: https://unitedhuman.github.io/.
Jianglin Fu, Shikai Li, Yuming Jiang 0003, Kwan-Yee Lin, Wayne Wu, Ziwei Liu 0002
ICCV5
2023 OrthoPlanes: A Novel Representation for Better 3D-Awareness of GANs
abstract
We present a new method for generating realistic and view-consistent images with fine geometry from 2D image collections. Our method proposes a hybrid explicit-implicit representation called OrthoPlanes, which encodes fine-grained 3D information in feature maps that can be efficiently generated by modifying 2D StyleGANs. Compared to previous representations, our method has better scalability and expressiveness with clear and explicit information. As a result, our method can handle more challenging view-angles and synthesize articulated objects with high spatial degree of freedom. Experiments demonstrate that our method achieves state-of-the-art results on FFHQ and SHHQ datasets, both quantitatively and qualitatively. Project page: https://orthoplanes.github.io/.
Honglin He, Zhuoqian Yang, Shikai Li, Bo Dai 0002, Wayne Wu
ICCV5
2023 Learning Unified Decompositional and Compositional NeRF for Editable Novel View Synthesis
abstract
Implicit neural representations have shown powerful capacity in modeling real-world 3D scenes, offering superior performance in novel view synthesis. In this paper, we target a more challenging scenario, i.e., joint scene novel view synthesis and editing based on implicit neural scene representations. State-of-the-art methods in this direction typically consider building separate networks for these two tasks (i.e., view synthesis and editing). Thus, the modeling of interactions and correlations between these two tasks is very limited, which, however, is critical for learning high-quality scene representations. To tackle this problem, in this paper, we propose a unified Neural Radiance Field (NeRF) framework to effectively perform joint scene decomposition and composition for modeling real-world scenes. The decomposition aims at learning disentangled 3D representations of different objects and the background, allowing for scene editing, while scene composition models an entire scene representation for novel view synthesis. Specifically, with a two-stage NeRF framework, we learn a coarse stage for predicting a global radiance field as guidance for point sampling, and in the second fine-grained stage, we perform scene decomposition by a novel one-hot object radiance field regularization module and a pseudo supervision via inpainting to handle ambiguous background regions occluded by objects. The decomposed object-level radiance fields are further composed by using activations from the decomposition module. Extensive quantitative and qualitative results show the effectiveness of our method for scene decomposition and composition, outperforming state-of-the-art methods for both novel-view synthesis and editing tasks1.
Wayne Wu, Dan Xu 0002
ICCV2
2023 SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and Modeling
abstract
Synthetic data has emerged as a promising source for 3D human research as it offers low-cost access to large-scale human datasets. To advance the diversity and annotation quality of human models, we introduce a new synthetic dataset, SynBody, with three appealing features: 1) a clothed parametric human model that can generate a diverse range of subjects; 2) the layered human representation that naturally offers high-quality 3D annotations to support multiple tasks; 3) a scalable system for producing realistic data to facilitate real-world tasks. The dataset comprises 1.2M images with corresponding accurate 3D annotations, covering 10,000 human body models, 1,187 actions, and various viewpoints. The dataset includes two subsets for human pose and shape estimation as well as human neural rendering. Extensive experiments on SynBody indicate that it substantially enhances both SMPL and SMPL-X estimation. Furthermore, the incorporation of layered annotations offers a valuable training resource for investigating the Human Neural Radiance Fields(NeRF).
Zhitao Yang, Zhongang Cai, Haiyi Mei, Shuai Liu 0002, Zhaoxi Chen 0009, Weiye Xiao, Yukun Wei, Zhongfei Qing, Bo Dai 0002, Wayne Wu, Chen Qian 0006, Dahua Lin, Ziwei Liu 0002, Lei Yang 0059
ICCV11
2023 3DHumanGAN: 3D-Aware Human Image Generation with 3D Pose Mapping
abstract
We present 3DHumanGAN, a 3D-aware generative adversarial network that synthesizes photo-like images of full-body humans with consistent appearances under different view-angles and body-poses. To tackle the representational and computational challenges in synthesizing the articulated structure of human bodies, we propose a novel generator architecture in which a 2D convolutional backbone is modulated by a 3D pose mapping network. The 3D pose mapping network is formulated as a renderable implicit function conditioned on a posed 3D human mesh. This design has several merits: i) it leverages the strength of 2D GANs to produce high-quality images; ii) it generates consistent images under varying view-angles and poses; iii) the model can incorporate the 3D human prior and enable pose conditioning. Our model is adversarially learned from a collection of web images needless of manual annotation.
Zhuoqian Yang, Shikai Li, Wayne Wu, Bo Dai 0002
ICCV3
2023 MotionBERT: A Unified Perspective on Learning Human Motion Representations
abstract
We present a unified perspective on tackling various human-centric video tasks by learning human motion representations from large-scale and heterogeneous data resources. Specifically, we propose a pretraining stage in which a motion encoder is trained to recover the underlying 3D motion from noisy partial 2D observations. The motion representations acquired in this way incorporate geometric, kinematic, and physical knowledge about human motion, which can be easily transferred to multiple downstream tasks. We implement the motion encoder with a Dual-stream Spatio-temporal Transformer (DSTformer) neural network. It could capture long-range spatio-temporal relationships among the skeletal joints comprehensively and adaptively, exemplified by the lowest 3D pose estimation error so far when trained from scratch. Furthermore, our proposed framework achieves state-of-the-art performance on all three downstream tasks by simply finetuning the pretrained motion encoder with a simple regression head (1-2 layers), which demonstrates the versatility of the learned motion representations. Code and models are available at https://motionbert.github.io/
Wentao Zhu 0004, Xiaoxuan Ma 0001, Zhaoyang Liu 0001, Libin Liu 0002, Wayne Wu, Yizhou Wang 0001
ICCV5
2023 Filter-Recovery Network for Multi-Speaker Audio-Visual Speech Separation
Haoyue Cheng, Zhaoyang Liu 0001, Wayne Wu, Limin Wang 0002
ICLR3
2023 RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars
abstract
Synthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital causes is the inadequate datasets -- 1) current public datasets can only support researchers to explore high-fidelity head avatars in one or two task directions; 2) these datasets usually contain digital head assets with limited data volume, and narrow distribution over different attributes, such as expressions, ages, and accessories. In this paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive advance in head avatar algorithms across different scenarios. It contains massive data assets, with 243+ million complete head frames and over 800k video sequences from 500 different identities captured by multi-view cameras at 30 FPS. It is a large-scale digital library for head avatars with three key attributes: 1) High Fidelity: all subjects are captured in 360 degrees via 60 synchronized, high-resolution 2K cameras. 2) High Diversity: The collected subjects vary from different ages, eras, ethnicities, and cultures, providing abundant materials with distinctive styles in appearance and geometry. Moreover, each subject is asked to perform various dynamic motions, such as expressions and head rotations, which further extend the richness of assets. 3) Rich Annotations: the dataset provides annotations with different granularities: cameras' parameters, background matting, scan, 2D/3D facial landmarks, FLAME fitting, and text description. Based on the dataset, we build a comprehensive benchmark for head avatar research, with 16 state-of-the-art methods performed on five main tasks: novel view synthesis, novel expression synthesis, hair rendering, hair editing, and talking head generation. Our experiments uncover the strengths and flaws of state-of-the-art methods. RenderMe-360 opens the door for future exploration in modern head avatars. All of the data, code, and models will be publicly available at https://renderme-360.github.io/.
Dongwei Pan, Long Zhuo, Jingtan Piao, Huiwen Luo, Siming Fan, Shengqi Liu, Lei Yang 0045, Bo Dai 0002, Ziwei Liu 0002, Chen Change Loy, Chen Qian 0006, Wayne Wu, Dahua Lin, Kwan-Yee Lin
NeurIPS14
2023 Audio-Driven Dubbing for User Generated Contents via Style-Aware Semi-Parametric Synthesis
abstract
Existing automated dubbing methods are usually designed for Professionally Generated Content (PGC) production, which requires massive training data and training time to learn a person-specific audio-video mapping. In this paper, we investigate an audio-driven dubbing method that is more feasible for User Generated Content (UGC) production. There are two unique challenges to design a method for UGC: 1) the appearances of speakers are diverse and arbitrary as the method needs to generalize across users; 2) the available video data of one speaker are very limited. In order to tackle the above challenges, we first introduce a new Style Translation Network to integrate the speaking style of the target and the speaking content of the source via a cross-modal AdaIN module. It enables our model to quickly adapt to a new speaker. Then, we further develop a semi-parametric video renderer, which takes full advantage of the limited training data of the unseen speaker via a video-level retrieve-warp-refine pipeline. Finally, we propose a temporal regularization for the semi-parametric renderer, generating more continuous videos. Extensive experiments show that our method generates videos that accurately preserve various speaking styles, yet with considerably lower amount of training data and training time in comparison to existing methods. Besides, our method achieves a faster testing speed than most recent methods.
Linsen Song, Wayne Wu, Chaoyou Fu, Chen Change Loy, Ran He 0001
IEEE Trans. Circuits Syst. Video Technol.2
2022 MoCaNet: Motion Retargeting In-the-Wild via Canonicalization Networks
abstract
We present a novel framework that brings the 3D motion retargeting task from controlled environments to in-the-wild scenarios. In particular, our method is capable of retargeting body motion from a character in a 2D monocular video to a 3D character without using any motion capture system or 3D reconstruction procedure. It is designed to leverage massive online videos for unsupervised training, needless of 3D annotations or motion-body pairing information. The proposed method is built upon two novel canonicalization operations, structure canonicalization and view canonicalization. Trained with the canonicalization operations and the derived regularizations, our method learns to factorize a skeleton sequence into three independent semantic subspaces, i.e., motion, structure, and view angle. The disentangled representation enables motion retargeting from 2D to 3D with high precision. Our method achieves superior performance on motion transfer benchmarks with large body variations and challenging actions. Notably, the canonicalized skeleton sequence could serve as a disentangled and interpretable representation of human motion that benefits action analysis and motion retrieval.
Wentao Zhu 0004, Zhuoqian Yang, Ziang Di, Wayne Wu, Yizhou Wang 0001, Chen Change Loy
AAAI4
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
CVPR8
2022 Progressive Attention on Multi-Level Dense Difference Maps for Generic Event Boundary Detection
abstract
Generic event boundary detection (GEBD) is an important yet challenging task in video understanding, which aims at detecting the moments where humans naturally perceive event boundaries. The main challenge of this task is perceiving various temporal variations of diverse event boundaries. To this end, this paper presents an effective and end-to-end learnable framework (DDM-Net). To tackle the diversity and complicated semantics of event boundaries, we make three notable improvements. First, we construct a feature bank to store multi-level features of space and time, prepared for difference calculation at multiple scales. Second, to alleviate inadequate temporal modeling of pre-vious methods, we present dense difference maps (DDM) to comprehensively characterize the motion pattern. Finally, we exploit progressive attention on multi-level DDM to jointly aggregate appearance and motion clues. As a result, DDM-Net respectively achieves a significant boost of 14% and 8% on Kinetics-GEBD and TAPOS benchmark, and outperforms the top-1 winner solution of LOVEU Challenge@CVPR 2021 without bells and whistles. The state-of-the-art result demonstrates the effectiveness of richer motion representation and more sophisticated aggregation, in handling the diversity of GEBD. The code is made available at https://github.com/MCG-NJU/DDM.
Jiaqi Tang 0001, Zhaoyang Liu 0001, Chen Qian 0006, Wayne Wu, Limin Wang 0002
CVPR4
2022 TransEditor: Transformer-Based Dual-Space GAN for Highly Controllable Facial Editing
abstract
Recent advances like StyleGAN have promoted the growth of controllable facial editing. To address its core challenge of attribute decoupling in a single latent space, attempts have been made to adopt dual-space GAN for better disentanglement of style and content representations. Nonetheless, these methods are still incompetent to obtain plausible editing results with high controllability, especially for complicated attributes. In this study, we highlight the importance of interaction in a dual-space GAN for more controllable editing. We propose TransEditor, a novel Transformer-based framework to enhance such interaction. Besides, we develop a new dual-space editing and inversion strategy to provide additional editing flexibility. Extensive experiments demonstrate the superiority of the proposed framework in image quality and editing capability, suggesting the effectiveness of TransEditor for highly controllable facial editing. Code and models are publicly available at https://github.com/BillyXYB/TransEditor.
Yanbo Xu, Yueqin Yin, Liming Jiang 0001, Qianyi Wu, Chengyao Zheng, Chen Change Loy, Bo Dai 0002, Wayne Wu
CVPR8
2022 Joint-Modal Label Denoising for Weakly-Supervised Audio-Visual Video Parsing
Haoyue Cheng, Zhaoyang Liu 0001, Chen Qian 0006, Wayne Wu, Limin Wang 0002
ECCV (34)5
2022 StyleGAN-Human: A Data-Centric Odyssey of Human Generation
Jianglin Fu, Shikai Li, Yuming Jiang 0003, Kwan-Yee Lin, Chen Qian 0006, Chen Change Loy, Wayne Wu, Ziwei Liu 0002
ECCV (16)7
2022 Semantic-Aware Implicit Neural Audio-Driven Video Portrait Generation
Yinghao Xu 0001, Qianyi Wu, Hang Zhou 0009, Wayne Wu, Bolei Zhou
ECCV (37)5
2022 CelebV-HQ: A Large-Scale Video Facial Attributes Dataset
Wayne Wu, Wentao Zhu 0004, Liming Jiang 0001, Siwei Tang, Li Zhang 0105, Ziwei Liu 0002, Chen Change Loy
ECCV (7)2
2022 Fast-Vid2Vid: Spatial-Temporal Compression for Video-to-Video Synthesis
Long Zhuo, Guangcong Wang, Shikai Li, Wayne Wu, Ziwei Liu 0002
ECCV (15)4
2022 Audio-Driven Co-Speech Gesture Video Generation
abstract
Co-speech gesture is crucial for human-machine interaction and digital entertainment. While previous works mostly map speech audio to human skeletons (e.g., 2D keypoints), directly generating speakers' gestures in the image domain remains unsolved. In this work, we formally define and study this challenging problem of audio-driven co-speech gesture video generation, i.e., using a unified framework to generate speaker image sequence driven by speech audio. Our key insight is that the co-speech gestures can be decomposed into common motion patterns and subtle rhythmic dynamics. To this end, we propose a novel framework, Audio-driveN Gesture vIdeo gEneration (ANGIE), to effectively capture the reusable co-speech gesture patterns as well as fine-grained rhythmic movements. To achieve high-fidelity image sequence generation, we leverage an unsupervised motion representation instead of a structural human body prior (e.g., 2D skeletons). Specifically, 1) we propose a vector quantized motion extractor (VQ-Motion Extractor) to summarize common co-speech gesture patterns from implicit motion representation to codebooks. 2) Moreover, a co-speech gesture GPT with motion refinement (Co-Speech GPT) is devised to complement the subtle prosodic motion details. Extensive experiments demonstrate that our framework renders realistic and vivid co-speech gesture video. Demo video and more resources can be found in: https://alvinliu0.github.io/projects/ANGIE
Qianyi Wu, Hang Zhou 0009, Yuanqi Du, Wayne Wu, Dahua Lin, Ziwei Liu 0002
NeurIPS5
2022 Everybody's Talkin': Let Me Talk as You Want
abstract
We present a method to edit a target portrait footage by taking a sequence of audio as input to synthesize a photo-realistic video. This method is unique because it is highly dynamic. It does not assume a person-specific rendering network yet capable of translating one source audio into one random chosen video output within a set of speech videos. Instead of learning a highly heterogeneous and nonlinear mapping from audio to the video directly, we first factorize each target video frame into orthogonal parameter spaces,i.e., expression, geometry, and pose, via monocular 3D face reconstruction. Next, a recurrent network is introduced to translate source audio into expression parameters that are primarily related to the audio content. The audio-translated expression parameters are then used to synthesize a photo-realistic human subject in each video frame, with the movement of the mouth regions precisely mapped to the source audio. The geometry and pose parameters of the target human portrait are retained, therefore preserving the context of the original video footage. Finally, we introduce a novel video rendering network and a dynamic programming method to construct a temporally coherent and photo-realistic video. Extensive experiments demonstrate the superiority of our method over existing approaches. Our method is end-to-end learnable and robust to voice variations in the source audio.
Linsen Song, Wayne Wu, Chen Qian 0006, Ran He 0001, Chen Change Loy
IEEE Trans. Inf. Forensics Secur.2
2022 Text2Human: text-driven controllable human image generation
abstract
Generating high-quality and diverse human images is an important yet challenging task in vision and graphics. However, existing generative models often fall short under the high diversity of clothing shapes and textures. Furthermore, the generation process is even desired to be intuitively controllable for layman users. In this work, we present a text-driven controllable framework, Text2Human, for a high-quality and diverse human generation. We synthesize full-body human images starting from a given human pose with two dedicated steps. 1) With some texts describing the shapes of clothes, the given human pose is first translated to a human parsing map. 2) The final human image is then generated by providing the system with more attributes about the textures of clothes. Specifically, to model the diversity of clothing textures, we build a hierarchical texture-aware codebook that stores multi-scale neural representations for each type of texture. The codebook at the coarse level includes the structural representations of textures, while the codebook at the fine level focuses on the details of textures. To make use of the learned hierarchical codebook to synthesize desired images, a diffusion-based transformer sampler with mixture of experts is firstly employed to sample indices from the coarsest level of the codebook, which then is used to predict the indices of the codebook at finer levels. The predicted indices at different levels are translated to human images by the decoder learned accompanied with hierarchical codebooks. The use of mixture-of-experts allows for the generated image conditioned on the fine-grained text input. The prediction for finer level indices refines the quality of clothing textures. Extensive quantitative and qualitative evaluations demonstrate that our proposed Text2Human framework can generate more diverse and realistic human images compared to state-of-the-art methods. Our project page is https://yumingj.github.io/projects/Text2Human.html. Code and pretrained models are available at https://github.com/yumingj/Text2Human.
Yuming Jiang 0003, Shuai Yang 0001, Haonan Qiu, Wayne Wu, Chen Change Loy, Ziwei Liu 0002
ACM Trans. Graph.4
2021 Audio-Driven Emotional Video Portraits
abstract
Despite previous success in generating audio-driven talking heads, most of the previous studies focus on the correlation between speech content and the mouth shape. Facial emotion, which is one of the most important features on natural human faces, is always neglected in their methods. In this work, we present Emotional Video Portraits (EVP), a system for synthesizing high-quality video portraits with vivid emotional dynamics driven by audios. Specifically, we propose the Cross-Reconstructed Emotion Disentanglement technique to decompose speech into two decoupled spaces, i.e., a duration-independent emotion space and a duration- dependent content space. With the disentangled features, dynamic 2D emotional facial landmarks can be deduced. Then we propose the Target-Adaptive Face Synthesis technique to generate the final high-quality video portraits, by bridging the gap between the deduced landmarks and the natural head poses of target videos. Extensive experiments demonstrate the effectiveness of our method both qualitatively and quantitatively.1
Xinya Ji, Hang Zhou 0009, Kaisiyuan Wang, Wayne Wu, Chen Change Loy, Xun Cao, Feng Xu 0005
CVPR4
2021 Pareidolia Face Reenactment
abstract
We present a new application direction named Pareidolia Face Reenactment, which is defined as animating a static illusory face to move in tandem with a human face in the video. For the large differences between pareidolia face reenactment and traditional human face reenactment, two main challenges are introduced, i.e., shape variance and texture variance. In this work, we propose a novel Parametric Unsupervised Reenactment Algorithm to tackle these two challenges. Specifically, we propose to decompose the reenactment into three catenate processes: shape modeling, motion transfer and texture synthesis. With the decomposition, we introduce three crucial components, i.e., Parametric Shape Modeling, Expansionary Motion Transfer and Unsupervised Texture Synthesizer, to overcome the problems brought by the remarkably variances on pareidolia faces. Extensive experiments show the superior performance of our method both qualitatively and quantitatively. Code, model and data are available on our project page1.
Linsen Song, Wayne Wu, Chaoyou Fu, Chen Qian 0006, Chen Change Loy, Ran He 0001
CVPR2
2021 Pose-Controllable Talking Face Generation by Implicitly Modularized Audio-Visual Representation
abstract
While accurate lip synchronization has been achieved for arbitrary-subject audio-driven talking face generation, the problem of how to efficiently drive the head pose remains. Previous methods rely on pre-estimated structural information such as landmarks and 3D parameters, aiming to generate personalized rhythmic movements. However, the inaccuracy of such estimated information under extreme conditions would lead to degradation problems. In this paper, we propose a clean yet effective framework to generate pose-controllable talking faces. We operate on non-aligned raw face images, using only a single photo as an identity reference. The key is to modularize audio-visual representations by devising an implicit low-dimension pose code. Substantially, both speech content and head pose information lie in a joint non-identity embedding space. While speech content information can be defined by learning the intrinsic synchronization between audio-visual modalities, we identify that a pose code will be complementarily learned in a modulated convolution-based reconstruction framework.Extensive experiments show that our method generates accurately lip-synced talking faces whose poses are controllable by other videos. Moreover, our model has multiple advanced capabilities including extreme view robustness and talking face frontalization.1
Hang Zhou 0009, Yasheng Sun, Wayne Wu, Chen Change Loy, Xiaogang Wang 0001, Ziwei Liu 0002
CVPR3
2021 Focal Frequency Loss for Image Reconstruction and Synthesis
abstract
Image reconstruction and synthesis have witnessed remarkable progress thanks to the development of generative models. Nonetheless, gaps could still exist between the real and generated images, especially in the frequency domain. In this study, we show that narrowing gaps in the frequency domain can ameliorate image reconstruction and synthesis quality further. We propose a novel focal frequency loss, which allows a model to adaptively focus on frequency components that are hard to synthesize by down-weighting the easy ones. This objective function is complementary to existing spatial losses, offering great impedance against the loss of important frequency information due to the inherent bias of neural networks. We demonstrate the versatility and effectiveness of focal frequency loss to improve popular models, such as VAE, pix2pix, and SPADE, in both perceptual quality and quantitative performance. We further show its potential on StyleGAN2.1,2
Liming Jiang 0001, Bo Dai 0002, Wayne Wu, Chen Change Loy
ICCV3
2021 TAM: Temporal Adaptive Module for Video Recognition
abstract
Video data is with complex temporal dynamics due to various factors such as camera motion, speed variation, and different activities. To effectively capture this diverse motion pattern, this paper presents a new temporal adaptive module (TAM) to generate video-specific temporal kernels based on its own feature map. TAM proposes a unique two-level adaptive modeling scheme by decoupling the dynamic kernel into a location sensitive importance map and a location invariant aggregation weight. The importance map is learned in a local temporal window to capture short-term information, while the aggregation weight is generated from a global view with a focus on long-term structure. TAM is a modular block and could be integrated into 2D CNNs to yield a powerful video architecture (TANet) with a very small extra computational cost. The extensive experiments on Kinetics-400 and Something-Something datasets demonstrate that our TAM outperforms other temporal modeling methods consistently, and achieves the state-of-the-art performance under the similar complexity. The code is available at https://github.com/liu-zhy/temporal-adaptive-module.
Zhaoyang Liu 0001, Limin Wang 0002, Wayne Wu, Chen Qian 0006, Tong Lu 0002
ICCV3
2021 NJU MCG - Sensetime Team Submission to Pre-training for Video Understanding Challenge Track II
abstract
This paper presents the method that underlies our submission to the Pre-training for Video Understanding Challenge Track II. We follow the basic pipeline of temporal segment networks [20] and further improve its performance in several aspects. Specifically, we use the latest transformer-based architectures, e.g., Swin Transformer, DeiT, CLIP-ViT, to enhance the representation power. We analyze different pre-training proxy tasks on the official pre-training datasets and other open-source video datasets. With these techniques, we derive an ensemble of deep models to attain a high classification accuracy (Top-1 accuracy 62.28%) on the testing set and secures first place in Track II of this challenge.
Haoyue Cheng, Wayne Wu, Limin Wang 0002
ACM Multimedia4
2021 Deceive D: Adaptive Pseudo Augmentation for GAN Training with Limited Data
abstract
Generative adversarial networks (GANs) typically require ample data for training in order to synthesize high-fidelity images. Recent studies have shown that training GANs with limited data remains formidable due to discriminator overfitting, the underlying cause that impedes the generator's convergence. This paper introduces a novel strategy called Adaptive Pseudo Augmentation (APA) to encourage healthy competition between the generator and the discriminator. As an alternative method to existing approaches that rely on standard data augmentations or model regularization, APA alleviates overfitting by employing the generator itself to augment the real data distribution with generated images, which deceives the discriminator adaptively. Extensive experiments demonstrate the effectiveness of APA in improving synthesis quality in the low-data regime. We provide a theoretical analysis to examine the convergence and rationality of our new training strategy. APA is simple and effective. It can be added seamlessly to powerful contemporary GANs, such as StyleGAN2, with negligible computational cost. Code: https://github.com/EndlessSora/DeceiveD.
Liming Jiang 0001, Bo Dai 0002, Wayne Wu, Chen Change Loy
NeurIPS3
2020 Localin Reshuffle Net: Toward Naturally and Efficiently Facial Image Blending
Chengyao Zheng, Si-Yu Xia, Joseph P. Robinson, Changsheng Lu, Wayne Wu, Chen Qian 0006, Ming Shao
ACCV (5)5
2020 DeeperForensics-1.0: A Large-Scale Dataset for Real-World Face Forgery Detection
abstract
We present our on-going effort of constructing a large- scale benchmark for face forgery detection. The first version of this benchmark, DeeperForensics-1.0, represents the largest face forgery detection dataset by far, with 60, 000 videos constituted by a total of 17.6 million frames, 10 times larger than existing datasets of the same kind. Extensive real-world perturbations are applied to obtain a more challenging benchmark of larger scale and higher diversity. All source videos in DeeperForensics-1.0 are carefully collected, and fake videos are generated by a newly proposed end-to-end face swapping framework. The quality of generated videos outperforms those in existing datasets, validated by user studies. The benchmark features a hidden test set, which contains manipulated videos achieving high deceptive scores in human evaluations. We further contribute a comprehensive study that evaluates five representative detection baselines and make a thorough analysis of different settings.
Liming Jiang 0001, Wayne Wu, Chen Qian 0006, Chen Change Loy
CVPR3
2020 TransMoMo: Invariance-Driven Unsupervised Video Motion Retargeting
abstract
We present a lightweight video motion retargeting approach TransMoMo that is capable of transferring motion of a person in a source video realistically to another video of a target person. Without using any paired data for supervision, the proposed method can be trained in an unsupervised manner by exploiting invariance properties of three orthogonal factors of variation including motion, structure, and view-angle. Specifically, with loss functions carefully derived based on invariance, we train an auto-encoder to disentangle the latent representations of such factors given the source and target video clips. This allows us to selectively transfer motion extracted from the source video seamlessly to the target video in spite of structural and view-angle disparities between the source and the target. The relaxed assumption of paired data allows our method to be trained on a vast amount of videos needless of manual annotation of source-target pairing, leading to improved robustness against large structural variations and extreme motion in videos. We demonstrate the effectiveness of our method over the state-of-the-art methods. Code, model and data are publicly available on our project page (https://yzhq97.github.io/transmomo).
Zhuoqian Yang, Wentao Zhu 0004, Wayne Wu, Chen Qian 0006, Qiang Zhou 0001, Bolei Zhou, Chen Change Loy
CVPR3
2020 Bi-directional Cross-Modality Feature Propagation with Separation-and-Aggregation Gate for RGB-D Semantic Segmentation
Xiaokang Chen, Kwan-Yee Lin, Jingbo Wang 0003, Wayne Wu, Chen Qian 0006, Hongsheng Li 0001
ECCV (11)4
2020 MEAD: A Large-Scale Audio-Visual Dataset for Emotional Talking-Face Generation
Kaisiyuan Wang, Qianyi Wu, Linsen Song, Zhuoqian Yang, Wayne Wu, Chen Qian 0006, Ran He 0001, Yu Qiao 0001, Chen Change Loy
ECCV (21)5
2020 AOT: Appearance Optimal Transport Based Identity Swapping for Forgery Detection
abstract
Recent studies have shown that the performance of forgery detection can be improved with diverse and challenging Deepfakes datasets. However, due to the lack of Deepfakes datasets with large variance in appearance, which can be hardly produced by recent identity swapping methods, the detection algorithm may fail in this situation. In this work, we provide a new identity swapping algorithm with large differences in appearance for face forgery detection. The appearance gaps mainly arise from the large discrepancies in illuminations and skin colors that widely exist in real-world scenarios. However, due to the difficulties of modeling the complex appearance mapping, it is challenging to transfer fine-grained appearances adaptively while preserving identity traits. This paper formulates appearance mapping as an optimal transport problem and proposes an Appearance Optimal Transport model (AOT) to formulate it in both latent and pixel space. Specifically, a relighting generator is designed to simulate the optimal transport plan. It is solved via minimizing the Wasserstein distance of the learned features in the latent space, enabling better performance and less computation than conventional optimization. To further refine the solution of the optimal transport plan, we develop a segmentation game to minimize the Wasserstein distance in the pixel space. A discriminator is introduced to distinguish the fake parts from a mix of real and fake image patches. Extensive experiments reveal that the superiority of our method when compared with state-of-the-art methods and the ability of our generated data to improve the performance of face forgery detection.
Chaoyou Fu, Qianyi Wu, Wayne Wu, Chen Qian 0006, Ran He 0001
NeurIPS4
2019 TransGaGa: Geometry-Aware Unsupervised Image-To-Image Translation
abstract
Unsupervised image-to-image translation aims at learning a mapping between two visual domains. However, learning a translation across large geometry variations al- ways ends up with failure. In this work, we present a novel disentangle-and-translate framework to tackle the complex objects image-to-image translation task. Instead of learning the mapping on the image space directly, we disentangle image space into a Cartesian product of the appearance and the geometry latent spaces. Specifically, we first in- troduce a geometry prior loss and a conditional VAE loss to encourage the network to learn independent but com- plementary representations. The translation is then built on appearance and geometry space separately. Extensive experiments demonstrate the superior performance of our method to other state-of-the-art approaches, especially in the challenging near-rigid and non-rigid objects translation tasks. In addition, by taking different exemplars as the ap- pearance references, our method also supports multimodal translation. Project page: https://wywu.github. io/projects/TGaGa/TGaGa.html
Wayne Wu, Kaidi Cao, Cheng Li 0009, Chen Qian 0006, Chen Change Loy
CVPR1
2019 Make a Face: Towards Arbitrary High Fidelity Face Manipulation
abstract
Recent studies have shown remarkable success in face manipulation task with the advance of GANs and VAEs paradigms, but the outputs are sometimes limited to low-resolution and lack of diversity. In this work, we propose Additive Focal Variational Auto-encoder (AF-VAE), a novel approach that can arbitrarily manipulate high-resolution face images using a simple yet effective model and only weak supervision of reconstruction and KL divergence losses. First, a novel additive Gaussian Mixture assumption is introduced with an unsupervised clustering mechanism in the structural latent space, which endows better disentanglement and boosts multi-modal representation with external memory. Second, to improve the perceptual quality of synthesized results, two simple strategies in architecture design are further tailored and discussed on the behavior of Human Visual System (HVS) for the first time, allowing for fine control over the model complexity and sample quality. Human opinion studies and new state-of-the-art Inception Score (IS) / Frechet Inception Distance (FID) demonstrate the superiority of our approach over existing algorithms, advancing both the fidelity and extremity of face manipulation task.
Shengju Qian, Kwan-Yee Lin, Wayne Wu, Yangxiaokang Liu, Fumin Shen, Chen Qian 0006, Ran He 0001
ICCV3
2019 Aggregation via Separation: Boosting Facial Landmark Detector With Semi-Supervised Style Translation
abstract
Facial landmark detection, or face alignment, is a fundamental task that has been extensively studied. In this paper, we investigate a new perspective of facial landmark detection and demonstrate it leads to further notable improvement. Given that any face images can be factored into space of style that captures lighting, texture and image environment, and a style-invariant structure space, our key idea is to leverage disentangled style and shape space of each individual to augment existing structures via style translation. With these augmented synthetic samples, our semi-supervised model surprisingly outperforms the fully-supervised one by a large margin. Extensive experiments verify the effectiveness of our idea with state-of-the-art results on WFLW, 300W, COFW, and AFLW datasets. Our proposed structure is general and could be assembled into any face alignment frameworks. The code is made publicly available at https://github.com/thesouthfrog/stylealign.
Shengju Qian, Keqiang Sun, Wayne Wu, Chen Qian 0006, Jiaya Jia
ICCV3
2019 FAB: A Robust Facial Landmark Detection Framework for Motion-Blurred Videos
abstract
Recently, facial landmark detection algorithms have achieved remarkable performance on static images. However, these algorithms are neither accurate nor stable in motion-blurred videos. The missing of structure information makes it difficult for state-of-the-art facial landmark detection algorithms to yield good results. In this paper, we propose a framework named FAB that takes advantage of structure consistency in the temporal dimension for facial landmark detection in motion-blurred videos. A structure predictor is proposed to predict the missing face structural information temporally, which serves as a geometry prior. This allows our framework to work as a virtuous circle. On one hand, the geometry prior helps our structure-aware deblurring network generates high quality deblurred images which lead to better landmark detection results. On the other hand, better landmark detection results help structure predictor generate better geometry prior for the next frame. Moreover, it is a flexible video-based framework that can incorporate any static image-based methods to provide a performance boost on video datasets. Extensive experiments on Blurred-300VW, the proposed Realworld Motion Blur (RWMB) datasets and 300VW demonstrate the superior performance to the state-of-the-art methods. Datasets and models will be publicly available at https://keqiangsun.github.io/projects/FAB/FAB.html.
Keqiang Sun, Wayne Wu, Tinghao Liu, Shuo Yang 0003, Qiang Zhou 0001, Zuochang Ye, Chen Qian 0006
ICCV2
2018 Look at Boundary: A Boundary-Aware Face Alignment Algorithm
abstract
We present a novel boundary-aware face alignment algorithm by utilising boundary lines as the geometric structure of a human face to help facial landmark localisation. Unlike the conventional heatmap based method and regression based method, our approach derives face landmarks from boundary lines which remove the ambiguities in the landmark definition. Three questions are explored and answered by this work: 1. Why using boundary? 2. How to use boundary? 3. What is the relationship between boundary estimation and landmarks localisation? Our boundary-aware face alignment algorithm achieves 3.49% mean error on 300-W Fullset, which outperforms state-of-the-art methods by a large margin. Our method can also easily integrate information from other datasets. By utilising boundary information of 300-W dataset, our method achieves 3.92% mean error with 0.39% failure rate on COFW dataset, and 1.25% mean error on AFLW-Full dataset. Moreover, we propose a new dataset WFLW to unify training and testing across different factors, including poses, expressions, illuminations, makeups, occlusions, and blurriness. Dataset and model are publicly available at https://wywu.github.io/projects/LAB/LAB.html
Wayne Wu, Chen Qian 0006, Shuo Yang 0003, Yici Cai, Qiang Zhou 0001
CVPR1
2018 ReenactGAN: Learning to Reenact Faces via Boundary Transfer
Wayne Wu, Yunxuan Zhang, Cheng Li 0009, Chen Qian 0006, Chen Change Loy
ECCV (1)1