EDBT 2026 Demo / reviewers in the wild / expert
Lincheng Li
dblp:216/3209
· DBLP profile ↗
47ranked-venue papers
2as first author
45since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 42 · 2 first-author · 40 since 2021Artificial intelligence and machine learning · 27 · 1 first-author · 27 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Systems, architecture and hardware · 2 · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Robust Audio-Visual Segmentation via Audio-Guided Visual Convergent AlignmentabstractAccurately localizing audible objects based on audio-visual cues is the core objective of audio-visual segmentation. Most previous methods emphasize spatial or temporal multi-modal modeling, yet overlook challenges from ambiguous audio-visual correspondences—such as nearby visually similar but acoustically different objects and frequent shifts in objects’ sounding status. Consequently, they may struggle to reliably correlate audio and visual cues, leading to over-or under-segmentation. To address these limitations, we propose a novel framework with two primary components: an audio-guided modality alignment (AMA) module and an uncertainty estimation (UE) module. Instead of indiscriminately correlating audio-visual cues through a global attention mechanism, AMA performs audio-visual interactions within multiple groups and consolidates group features into compact representations based on their responsiveness to audio cues, effectively directing the model’s attention to audio-relevant areas. Leveraging contrastive learning, AMA further distinguishes sounding regions from silent areas by treating features with strong audio responses as positive samples and weaker responses as negatives. Additionally, UE integrates spatial and temporal information to identify high-uncertainty regions caused by frequent changes in sound state, reducing prediction errors by lowering confidence in these areas. Experimental results demonstrate that our approach achieves superior accuracy compared to existing state-of-the-art methods, particularly in challenging scenarios where traditional approaches struggle to maintain reliable segmentation. Chen Liu 0018, Peike Li, Dadong Wang, Lincheng Li, Xin Yu 0002 |
CVPR | 5 |
| 2025 | Dynamic Derivation and Elimination: Audio Visual Segmentation with Enhanced Audio SemanticsabstractSound-guided object segmentation has drawn considerable attention for its potential to enhance multimodal perception. Previous methods primarily focus on developing advanced architectures to facilitate effective audio-visual interactions, without fully addressing the inherent challenges posed by audio natures, i.e., (1) feature confusion due to the overlapping nature of audio signals, and (2) audiovisual matching difficulty from the varied sounds produced by the same object. To address these challenges, we propose Dynamic Derivation and Elimination (DDESeg): a novel audio-visual segmentation framework. Specifically, to mitigate feature confusion, DDESeg reconstructs the semantic content of the mixed audio signal by enriching the distinct semantic information of each individual source, deriving representations that preserve the unique characteristics of each sound. To reduce the matching difficulty, we introduce a discriminative feature learning module, which enhances the semantic distinctiveness of generated audio representations. Considering that not all derived audio representations directly correspond to visual features (e.g., off-screen sounds), we propose a dynamic elimination module to filter out non-matching elements. This module facilitates targeted interaction between sounding regions and relevant audio semantics. By scoring the interacted features, we identify and filter out irrelevant audio information, ensuring accurate audio-visual alignment. Comprehensive experiments demonstrate that our framework achieves superior performance in AVS datasets. Our code is here. Peike Li, Dadong Wang, Lincheng Li, Xin Yu 0002 |
CVPR | 5 |
| 2025 | EasyCraft: A Robust and Efficient Framework for Automatic Avatar CraftingabstractCharacter customization, or ’face crafting,’ is a vital feature in role-playing games (RPGs), enhancing player engagement by enabling the creation of personalized avatars. Existing automated methods often struggle with generalizability across diverse game engines due to their reliance on the intermediate constraints of specific image domain and typically support only one type of input, either text or image. To overcome these challenges, we introduce EasyCraft, an innovative end-to-end feedforward framework that automates character crafting by uniquely supporting both text and image inputs. Our approach employs a translator capable of converting facial images of any style into crafting parameters. We first establish a unified feature distribution in the translator’s image encoder through self-supervised learning on a large-scale dataset, enabling photos of any style to be embedded into a unified feature representation.Subsequently, we map this unified feature distribution to crafting parameters specific to a game engine, a process that can be easily adapted to most game engines and thus enhances EasyCraft’s generalizability. By integrating text-to-image techniques with our translator, EasyCraft also facilitates precise, text-based character crafting. EasyCraft’s ability to integrate diverse inputs significantly enhances the versatility and accuracy of avatar creation. Extensive experiments on two RPG games demonstrate the effectiveness of our method, achieving state-of-the-art results and facilitating adaptability across various avatar engines. Suzhen Wang 0001, Wei Zhang 0219, Minda Zhao, Lincheng Li, Zhipeng Hu, Xin Yu 0002 |
CVPR | 5 |
| 2025 | Multimodal Latent Diffusion Model for Complex Sewing Pattern GenerationabstractGenerating sewing patterns in garment design is receiving increasing attention due to its CG-friendly and flexible-editing nature. Previous sewing pattern generation methods have been able to produce exquisite clothing, but struggle to design complex garments with detailed control. To address these issues, we propose SewingLDM, a multi-modal generative model that generates sewing patterns controlled by text prompts, body shapes, and garment sketches. Initially, we extend the original vector of sewing patterns into a more comprehensive representation to cover more intricate details and then compress them into a compact latent space. To learn the sewing pattern distribution in the latent space, we design a two-step training strategy to inject the multi-modal conditions, \ie, body shapes, text prompts, and garment sketches, into a diffusion model, ensuring the generated garments are body-suited and detail-controlled. Comprehensive qualitative and quantitative experiments show the effectiveness of our proposed method, significantly surpassing previous approaches in terms of complex garment design and various body adaptability. Our project page: https://shengqiliu1.github.io/SewingLDM. Shengqi Liu, Yuhao Cheng, Zhuo Chen 0060, Xingyu Ren, Wenhan Zhu, Lincheng Li, Mengxiao Bi, Xiaokang Yang 0001, Yichao Yan |
ICCV | 6 |
| 2025 | LDPose: Towards Inclusive Human Pose Estimation for Limb-Deficient Individuals in the Wild
Jiaying Ying, Heming Du, Kaihao Zhang, Lincheng Li, Xin Yu 0002 |
ICCV | 4 |
| 2025 | AuslanWeb: A Scalable Web-Based Australian Sign Language Communication System for Deaf and Hearing IndividualsabstractEffective communication between the deaf community and hearing individuals facilitates social inclusion, equal opportunities, and the dignity of vulnerable populations. However, existing region-specific sign language systems are constrained by limited training datasets and narrow topic domains, rendering them ineffective for bridging the linguistic gaps between sign languages and spoken languages. Auslan, as the sign language specific to Australia, still lacks a reliable bidirectional translation tool for effective communication. To address these challenges, we propose AuslanWeb, a web-based system for bidirectional translation of both isolated and successive sign language. For the former, AuslanWeb achieves high-precision mapping between isolated signs (glosses) and spoken language words or phrases through a multimodal recognition system and a versatile Auslan dictionary. For the latter, it leverages the advanced contextual understanding and text generation capabilities of Large Language Models (LLMs) to support bidirectional translation between successive sign language videos and long-form spoken language. By integrating linguistic structure with advanced AI capabilities, AuslanWeb overcomes the limitations of dataset dependency and enhances the scalability of sign language translation systems. The effectiveness of the system is further validated through user feedback, receiving consistent praise from Auslan experts, Australian deaf individuals, and volunteers. The demo video of AuslanWeb is provided here. Heming Du, Hongwei Sheng, Lincheng Li, Kaihao Zhang |
WWW | 4 |
| 2025 | Revealing Directions for Text-Guided 3D Face Editingabstract3D face editing is a significant task in multimedia, aimed at the manipulation of 3D face models across various control signals. The success of 3D-aware GAN provides expressive 3D models learned from 2D single-view images only, encouraging researchers to discover semantic editing directions in its latent space. However, previous methods face challenges in balancing quality, efficiency, and generalization. To solve the problem, we explore the possibility of introducing the strength of diffusion model into 3D-aware GANs. In this paper, we presentFace Clan, a fast and text-general approach for generating and manipulating 3D faces based on arbitrary attribute descriptions. To achieve disentangled editing, we propose to diffuse on the latent space under a pair of opposite prompts to estimate the mask indicating the region of interest on latent codes. Based on the mask, we then apply denoising to the masked latent codes to reveal the editing direction. Our method offers a precisely controllable manipulation method, allowing users to intuitively customize regions of interest with the text description. Experiments demonstrate the effectiveness and generalization of our Face Clan for various pre-trained GANs. It offers an intuitive and wide application for text-guided face editing that contributes to the landscape of multimedia content creation. Our project page:https://windlikestone.github.io/Face_clan_website/. Zhuo Chen 0060, Yichao Yan, Shengqi Liu, Yuhao Cheng, Weiming Zhao, Lincheng Li, Mengxiao Bi, Xiaokang Yang 0001 |
IEEE Trans. Multim. | 6 |
| 2025 | ICE: Interactive 3D Game Character Facial Editing via DialogueabstractMost recent popular Role-Playing Games (RPGs) allow players to create in-game characters with hundreds of adjustable parameters, including bone positions and various makeup options. Although text-driven auto-customization systems have been developed to simplify the complex process of adjusting these intricate character parameters, they are limited by their single-round generation and lack the capability for further editing and fine-tuning. In this paper, we propose an Interactive Character Editing framework (ICE) to achieve a multi-round dialogue-based refinement process. In a nutshell, our ICE offers a more user-friendly way to enable players to convey creative ideas iteratively while ensuring that created characters align with the expectations of players. Specifically, we propose an Instruction Parsing Module (IPM) that utilizes large language models (LLMs) to parse multi-round dialogues into clear editing instruction prompts in each round. To reliably and swiftly modify character control parameters at a fine-grained level, we propose a Semantic-guided Low-dimension Parameter Solver (SLPS) that edits character control parameters according to prompts in a zero-shot manner. Our SLPS first localizes the character control parameters related to the fine-grained modification, and then optimizes the corresponding parameters in a low-dimension space to avoid unrealistic results. Extensive experimental results demonstrate the effectiveness of our proposed ICE for in-game character creation and the superior editing performance of ICE. Code:https://github.com/NeteaseFuxi/ICE-Interactive-3D-Game-Character. Haoqian Wu, Minda Zhao, Zhipeng Hu, Changjie Fan, Lincheng Li, Rui Zhao 0019, Xin Yu 0002 |
IEEE Trans. Multim. | 5 |
| 2024 | Benchmarking Audio Visual Segmentation for Long-Untrimmed VideosabstractExisting audio-visual segmentation datasets typically focus on short-trimmed videos with only one pixel-map annotation for a per-second video clip. In contrast, for untrimmed videos, the sound duration, start- and end-sounding time positions, and visual deformation of audible objects vary significantly. Therefore, we observed that current AVS models trained on trimmed videos might struggle to segment sounding objects in long videos. To investigate the feasibility of grounding audible objects in videos along both temporal and spatial dimensions, we introduce the Long-Untrimmed Audio-Visual Segmentation dataset (LU-AVS), which includes precise frame-level annotations of sounding emission times and provides exhaustive mask annotations for all frames. Considering that pixel-level annotations are difficult to achieve in some complex scenes, we also provide the bounding boxes to indicate the sounding regions. Specifically, LU-AVS contains 10M mask annotations across 6.6K videos, and 11M bounding box annotations across 7K videos. Compared with the existing datasets, LU-AVS videos are on average 4~8 times longer, with the silent duration being 3~15 times greater. Furthermore, we try our best to adapt some baseline models that were originally designed for audio-visual-relevant tasks to examine the challenges of our newly curated LU-AVS. Through comprehensive evaluation, we demonstrate the challenges of LU-AVS compared to the ones containing trimmed videos. Therefore, LU-AVS provides an ideal yet challenging platform for evaluating audio-visual segmentation and localization on untrimmed long videos. The dataset is publicly available at: https://yenanliu.github.io/LU-AVS/. Chen Liu 0028, Peike Li, Qingtao Yu, Hongwei Sheng, Dadong Wang, Lincheng Li, Xin Yu 0002 |
CVPR | 6 |
| 2024 | EfficientDreamer: High-Fidelity and Stable 3D Creation via Orthogonal-view Diffusion PriorsabstractWhile image diffusion models have made significant progress in text-driven 3D content creation, they often fail to accurately capture the intended meaning of text prompts, especially for view information. This limitation leads to the Janus problem, where multi-faced 3D models are generated under the guidance of such diffusion models. In this paper, we propose a robust high-quality 3D content generation pipeline by exploiting orthogonal-view image guidance. First, we introduce a novel 2D diffusion model that generates an image consisting of four orthogonal-view sub-images based on the given text prompt. Then, the 3D content is created using this diffusion model. Notably, the generated orthogonal-view image provides strong geometric structure priors and thus improves 3D consistency. As a result, it effectively resolves the Janus problem and significantly enhances the quality of 3D content creation. Additionally, we present a 3D synthesis fusion network that can further improve the details of the generated 3D contents. Both quantitative and qualitative evaluations demonstrate that our method surpasses previous text-to-3D techniques. Project page: https://efficientdreamer.github.io. Zhipeng Hu, Minda Zhao, Chaoyi Zhao, Lincheng Li, Zeng Zhao, Changjie Fan, Xiaowei Zhou 0001, Xin Yu 0002 |
CVPR | 5 |
| 2024 | Text-Guided 3D Face Synthesis - From Generation to EditingabstractText-guided 3D face synthesis has achieved remarkable results by leveraging text-to-image (T2I) diffusion models. However, most existing works focus solely on the direct gen-eration, ignoring the editing, restricting them from synthe-sizing customized 3D faces through iterative adjustments. In this paper, we propose a unified text-guided framework from face generation to editing. In the generation stage, we propose a geometry-texture decoupled generation to miti-gate the loss of geometric details caused by coupling. Be-sides, decoupling enables us to utilize the generated geom-etry as a condition for texture generation, yielding highly geometry-texture aligned results. We further employ a fine-tuned texture diffusion model to enhance texture quality in both RGB and YUV space. In the editing stage, we first em-ploy a pre-trained diffusion model to update facial geometry or texture based on the texts. To enable sequential editing, we introduce a UV domain consistency preservation reg-ularization, preventing unintentional changes to irrelevant facial attributes. Besides, we propose a self-guided consis-tency weight strategy to improve editing efficacy while pre-serving consistency. Through comprehensive experiments, we showcase our method's superiority in face synthesis. Project page: https://faceg2e.github.io/. Yunjie Wu, Yapeng Meng, Zhipeng Hu, Lincheng Li, Haoqian Wu, Kun Zhou 0001, Weiwei Xu 0003, Xin Yu 0002 |
CVPR | 4 |
| 2024 | CPT-VR: Improving Surface Rendering via Closest Point Transform with View-Reflection Appearance
Zhipeng Hu, Yongqiang Zhang 0003, Chen Liu 0028, Lincheng Li, Sida Peng, Xiaowei Zhou 0001, Changjie Fan, Xin Yu 0002 |
ECCV (73) | 4 |
| 2024 | HIMO: A New Benchmark for Full-Body Human Interacting with Multiple Objects
Xintao Lv, Liang Xu 0012, Yichao Yan, Xin Jin 0014, Congsheng Xu, Shuwen Wu, Lincheng Li, Mengxiao Bi, Wenjun Zeng 0001, Xiaokang Yang 0001 |
ECCV (4) | 8 |
| 2024 | AS-NeRF: Learning Auxiliary Sampling for Generalizable Novel View Synthesis from Sparse ViewsabstractWe tackle the problem of novel view synthesis (NVS) which aims to generate realistic images at novel views. Unlike existing works that require either costly per-scene optimization or relatively dense views, we propose AS-NeRF, a neural rendering based approach that can achieve generalizable NVS from only sparse views. Considering the inherent spatial continuity of images, we design a novel sparse-attention based auxiliary sampling module (ASM). Given a 3D point on the ray, the ASM adaptively attends to a sparse set of view-specific 2D auxiliary locations around the 3D point’s original projection pixels, and dynamically computes the attention weights in a cross-attention manner. This enables our model to effectively exploit the local correlation among neighboring pixels, obtaining the enhanced features with more powerful representation. Extensive experiments show that our method outperforms the state-of-the-art on both real and synthetic data. Jilin Tang, Lincheng Li, Xingqun Qi, Changjie Fan, Xin Yu 0002 |
ICME | 2 |
| 2024 | FreeAvatar: Robust 3D Facial Animation Transfer by Learning an Expression Foundation ModelabstractVideo-driven 3D facial animation transfer aims to drive avatars to reproduce the expressions of actors. Existing methods have achieved remarkable results by constraining both geometric and perceptual consistency. However, geometric constraints (like those designed on facial landmarks) are insufficient to capture subtle emotions, while expression features trained on classification tasks lack fine granularity for complex emotions. To address this, we propose \textbf{FreeAvatar}, a robust facial animation transfer method that relies solely on our learned expression representation. Specifically, FreeAvatar consists of two main components: the expression foundation model and the facial animation transfer model. In the first component, we initially construct a facial feature space through a face reconstruction task and then optimize the expression feature space by exploring the similarities among different expressions. Benefiting from training on the amounts of unlabeled facial images and re-collected expression comparison dataset, our model adapts freely and effectively to any in-the-wild input facial images. In the facial animation transfer component, we propose a novel Expression-driven Multi-avatar Animator, which first maps expressive semantics to the facial control parameters of 3D avatars and then imposes perceptual constraints between the input and output images to maintain expression consistency. To make the entire process differentiable, we employ a trained neural renderer to translate rig parameters into corresponding images. Furthermore, unlike previous methods that require separate decoders for each avatar, we propose a dynamic identity injection module that allows for the joint training of multiple avatars within a single network. Wei Zhang 0219, Chen Liu 0028, Rudong An, Lincheng Li, Yu Ding 0001, Changjie Fan, Zhipeng Hu, Xin Yu 0002 |
SIGGRAPH Asia | 5 |
| 2024 | MarkerNet: A divide-and-conquer solution to motion capture solving from raw markersabstractAbstract Marker‐based optical motion capture (MoCap) aims to localize 3D human motions from a sequence of input raw markers. It is widely used to produce physical movements for virtual characters in various games such as the role‐playing game, the fighting game, and the action‐adventure game. However, the conventional MoCap cleaning and solving process is extremely labor‐intensive, time‐consuming, and usually the most costly part of game animation production. Thus, there is a high demand for automated algorithms to replace costly manual operations and achieve accurate MoCap cleaning and solving in the game industry. In this article, we design a divide‐and‐conquer‐based MoCap solving network, dubbed MarkerNet, to estimate human skeleton motions from sequential raw markers effectively. In a nutshell, our key idea is to decompose the task of direct solving of global motion from all markers into first modeling sub‐motions of local parts from the corresponding marker subsets and then aggregating sub‐motions into a global one. In this manner, our model can effectively capture local motion patterns w.r.t. different marker subsets, thus producing more accurate results compared to the existing methods. Extensive experiments on both real and synthetic data verify the effectiveness of the proposed method. Zhipeng Hu, Jilin Tang, Lincheng Li, Xin Yu 0002, Jiajun Bu |
Comput. Animat. Virtual Worlds | 3 |
| 2024 | Detecting Facial Action Units From Global-Local Fine-Grained ExpressionsabstractSince Facial Action Unit (AU) annotations require domain expertise, common AU datasets only contain a limited number of subjects. As a result, a crucial challenge for AU detection is addressing identity overfitting. We find that AUs and facial expressions are highly associated, and existing facial expression datasets often contain a large number of identities. In this paper, we aim to utilize the expression datasets without AU labels to facilitate AU detection. Specifically, we develop a novel AU detection framework aided by the Global-Local facial Expressions Embedding, dubbed GLEE-Net. Our GLEE-Net consists of three branches to extract identity-independent expression features for AU detection. We introduce a global branch for modeling the overall facial expression while eliminating the impacts of identities. We also design a local branch focusing on specific local face regions. The combined output of global and local branches is firstly pre-trained on an expression dataset as an identity-independent expression embedding, and then finetuned on AU datasets. Therefore, we significantly alleviate the issue of limited identities. Furthermore, we introduce a 3D global branch that extracts expression coefficients through 3D face reconstruction to consolidate 2D AU descriptions. Finally, a Transformer-based multi-label classifier is employed to fuse all the representations for AU detection. Extensive experiments demonstrate that our method significantly outperforms the state-of-the-art on the widely-used DISFA, BP4D and BP4D+ datasets. Wei Zhang 0219, Lincheng Li, Yu Ding 0001, Wei Chen 0157, Zhigang Deng 0001, Xin Yu 0002 |
IEEE Trans. Circuits Syst. Video Technol. | 2 |
| 2024 | CBARF: Cascaded Bundle-Adjusting Neural Radiance Fields From Imperfect Camera PosesabstractExisting volumetric neural rendering techniques, such as Neural Radiance Fields (NeRF), face limitations in synthesizing high-quality novel views when the camera poses of input images are imperfect. To address this issue, we propose a novel 3D reconstruction framework that enables simultaneous optimization of camera poses, dubbed CBARF (Cascaded Bundle-Adjusting NeRF). In a nutshell, our framework optimizes camera poses in a coarse-to-fine manner and then reconstructs scenes based on the rectified poses. It is observed that the initialization of camera poses has a significant impact on the performance of bundle-adjustment (BA). Therefore, we cascade multiple BA modules at different scales to progressively improve the camera poses. Meanwhile, we develop a neighbor-replacement strategy to further optimize the results of BA in each stage. In this step, we introduce a novel criterion to effectively identify poorly estimated camera poses. Then we replace them with the poses of neighboring cameras, thus further eliminating the impact of inaccurate camera poses. Once camera poses have been optimized, we employ a density voxel grid to generate high-quality 3D reconstructed scenes and images in novel views. Experimental results demonstrate that our CBARF model achieves state-of-the-art performance in both pose optimization and novel view synthesis, especially in the existence of large camera pose noise. Hongyu Fu, Xin Yu 0002, Lincheng Li, Li Zhang 0023 |
IEEE Trans. Multim. | 3 |
| 2024 | BAVS: Bootstrapping Audio-Visual Segmentation by Integrating Foundation KnowledgeabstractGiven an audio-visual pair, audio-visual segmentation (AVS) aims to locate sounding sources by predicting pixel-wise maps. Previous methods assume that each sound component in an audio signal always has a visual counterpart in the image. However, this assumption overlooks that off-screen sounds and background noise often contaminate the audio recordings in real-world scenarios. They impose significant challenges on building a consistent semantic mapping between audio and visual signals for AVS models and thus impede precise sound localization. In this work, we propose a two-stage bootstrapping audio-visual segmentation framework by incorporating multi-modal foundation knowledge$^{1}$In a nutshell, our BAVS is designed to eliminate the interference of background noise or off-screen sounds in segmentation by establishing the audio-visual correspondences in an explicit manner. In the first stage, we employ a segmentation model to localize potential sounding objects from visual data without being affected by contaminated audio signals. Meanwhile, we also utilize a foundation audio classification model to discern audio semantics. Considering the audio tags provided by the audio foundation model are noisy, associating object masks with audio tags is not trivial. Thus, in the second stage, we develop an audio-visual semantic integration strategy (AVIS) to localize the authentic-sounding objects. Here, we construct an audio-visual tree based on the hierarchical correspondence between sounds and object categories. We then examine the label concurrency between the localized objects and classified audio tags by tracing the audio-visual tree. With AVIS, we can effectively segment real-sounding objects. Extensive experiments demonstrate the superiority of our method on AVS datasets, particularly in scenarios involving background noise. Our project website ishttps://yenanliu.github.io/AVSS.github.io/. Chen Liu 0028, Peike Li, Hu Zhang 0005, Lincheng Li, Zi Huang, Dadong Wang, Xin Yu 0002 |
IEEE Trans. Multim. | 4 |
| 2024 | EmotionGesture: Audio-Driven Diverse Emotional Co-Speech 3D Gesture GenerationabstractGenerating vivid and diverse 3D co-speech gestures is crucial for various applications in animating virtual avatars. While most existing methods can generate gestures from audio directly, they usually overlook thatemotionis one of the key factors of authentic co-speech gesture generation. In this work, we proposeEmotionGesture, a novel framework for synthesizing vivid and diverse emotional co-speech 3D gestures from audio. Considering emotion is often entangled with the rhythmic beat in speech audio, we first develop an Emotion-Beat Mining module (EBM) to extract the emotion and audio beat features as well as model their correlation via a transcript-based visual-rhythm alignment. Then, we propose an initial pose based Spatial-Temporal Prompter (STP) to generate future gestures from the given initial poses. STP effectively models the spatial-temporal correlations between the initial poses and the future gestures, thus producing the spatial-temporal coherent pose prompt. Once we obtain pose prompts, emotion, and audio beat features, we will generate 3D co-speech gestures through a transformer architecture. However, considering the poses of existing datasets often contain jittering effects, this would lead to generating unstable gestures. To address this issue, we propose an effective objective function, dubbed Motion-Smooth Loss. Specifically, we model motion offset to compensate for jittering ground-truth by forcing gestures to be smooth. Last, we present an emotion-conditioned VAE to sample emotion features, enabling us to generate diverse emotional results. Extensive experiments demonstrate that our framework outperforms the state-of-the-art, achieving vivid and diverse emotional co-speech 3D gestures. Our code and dataset will be released on the project page:https://xingqunqi-lab.github.io/Emotion-Gesture-Web/ Xingqun Qi, Chen Liu 0028, Lincheng Li, Xin Yu 0002 |
IEEE Trans. Multim. | 3 |
| 2024 | Calligraphy Font Generation via Explicitly Modeling Location-Aware Glyph Component DeformationsabstractAutomatic font generation is a challenging and time-consuming task, particularly in languages that consist of large amounts of characters with complicated structures. Typical component-wise font generation methods decompose the source character into components and search for them from the reference glyph set as candidate components. These candidate components are then utilized to learn the local styles of the target glyph. However, these methods overlook that the same component at different locations may have different profiles. When the candidate components locate differently from their corresponding components in the target glyph, the style of a generated glyph will look inconsistent. It is observed that for arbitrary components at two specific locations, the deformation patterns are similar. Driven by this, we present a location-aware component-deformable font generation method. Specifically, we search for candidate components and their corresponding deformative component pairs from the reference glyph set. Each deformative component pair can accurately depict how to deform the candidate component to the desired profile in the target glyph. Hence, we introduce a location-dependent deformation module to perform component warping. In this way, we significantly improve the component deformation ability. Lastly, we integrate deformed components into target glyphs while enforcing their styles to be consistent with the reference ones. Extensive experiments demonstrate that our method produces target-font consistent glyphs and outperforms the state-of-the-art on both seen and unseen fonts. Minda Zhao, Xingqun Qi, Zhipeng Hu, Lincheng Li, Yongqiang Zhang 0003, Zi Huang, Xin Yu 0002 |
IEEE Trans. Multim. | 4 |
| 2024 | HairStyle Editing via Parametric Controllable StrokesabstractIn this work, we propose a stroke-based hairstyle editing network, dubbed HairstyleNet, allowing users to conveniently change the hairstyles of an image in an interactive fashion. Different from previous works, we simplify the hairstyle editing process where users can manipulate local or entire hairstyles by adjusting the parameterized hair regions. Our HairstyleNet consists of two stages: a stroke parameterization stage and a stroke-to-hair generation stage. In the stroke parameterization stage, we first introduce parametric strokes to approximate the hair wisps, where the stroke shape is controlled by a quadratic Bézier curve and a thickness parameter. Since rendering strokes with thickness to an image is not differentiable, we opt to leverage a neural renderer to construct the mapping from stroke parameters to a stroke image. Thus, the stroke parameters can be directly estimated from hair regions in a differentiable way, enabling us to flexibly edit the hairstyles of input images. In the stroke-to-hair generation stage, we design a hairstyle refinement network that first encodes coarsely composed images of hair strokes, face, and background into latent representations and then generates high-fidelity face images with desirable new hairstyles from the latent codes. Extensive experiments demonstrate that our HairstyleNet achieves state-of-the-art performance and allows flexible hairstyle manipulation. Xinhui Song, Chen Liu 0028, Youyi Zheng, Zunlei Feng, Lincheng Li, Kun Zhou 0001, Xin Yu 0002 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | FlowFace: Semantic Flow-Guided Shape-Aware Face SwappingabstractIn this work, we propose a semantic flow-guided two-stage framework for shape-aware face swapping, namely FlowFace. Unlike most previous methods that focus on transferring the source inner facial features but neglect facial contours, our FlowFace can transfer both of them to a target face, thus leading to more realistic face swapping. Concretely, our FlowFace consists of a face reshaping network and a face swapping network. The face reshaping network addresses the shape outline differences between the source and target faces. It first estimates a semantic flow (i.e. face shape differences) between the source and the target face, and then explicitly warps the target face shape with the estimated semantic flow. After reshaping, the face swapping network generates inner facial features that exhibit the identity of the source face. We employ a pre-trained face masked autoencoder (MAE) to extract facial features from both the source face and the target face. In contrast to previous methods that use identity embedding to preserve identity information, the features extracted by our encoder can better capture facial appearances and identity information. Then, we develop a cross-attention fusion module to adaptively fuse inner facial features from the source face with the target facial attributes, thus leading to better identity preservation. Extensive quantitative and qualitative experiments on in-the-wild faces demonstrate that our FlowFace outperforms the state-of-the-art significantly. Hao Zeng 0001, Wei Zhang 0219, Changjie Fan, Tangjie Lv, Suzhen Wang 0001, Lincheng Li, Yu Ding 0001, Xin Yu 0002 |
AAAI | 8 |
| 2023 | Zero-Shot Text-to-Parameter Translation for Game Character Auto-CreationabstractRecent popular Role-Playing Games (RPGs) saw the great success of character auto-creation systems. The bone-drivenface model controlled by continuous parameters (like the position of bones) and discrete parameters (like the hairstyles) makes it possible for users to personalize and customize in-game characters. Previous in-game character auto-creation systems are mostly image-driven, where facial parameters are optimized so that the rendered character looks similar to the reference face photo. This paper proposes a novel text-to-parameter translation method (T2P) to achieve zero-shot text-driven game character auto-creation. With our method, users can create a vivid in-game character with arbitrary text description without using any reference photo or editing hundreds of parameters manually. In our method, taking the power of large-scale pre-trained multi-modal CLIP and neural rendering, T2P searches both continuous facial parameters and discrete facial parameters in a unified framework. Due to the discontinuous parameter representation, previous methods have difficulty in effectively learning discrete facial parameters. T2p, to our best knowledge, is the first method that can handle the optimization of both discrete and continuous parameters. Experimental results show that T2P can generate high-quality and vivid game characters with given text prompts. T2P outperforms other SOTA text-to-3D generation methods on both objective evaluations and subjective evaluations. Rui Zhao 0019, Wei Li 0224, Zhipeng Hu, Lincheng Li, Zhengxia Zou, Zhenwei Shi 0001, Changjie Fan |
CVPR | 4 |
| 2023 | Object-Goal Visual Navigation via Effective Exploration of Relations Among Historical Navigation StatesabstractObject-goal visual navigation aims at steering an agent toward an object via a series of moving steps. Previous works mainly focus on learning informative visual representations for navigation, but overlook the impacts of navigation states on the effectiveness and efficiency of navigation. We observe that high relevance among navigation states will cause navigation inefficiency or failure for existing methods. In this paper, we present a History-inspired Navigation Policy Learning (HiNL) framework to estimate navigation states effectively by exploring relationships among historical navigation states. In HiNL, we propose a History-aware State Estimation (HaSE) module to alleviate the impacts of dominant historical states on the current state estimation. Meanwhile, HaSE also encourages an agent to be alert to the current observation changes, thus enabling the agent to make valid actions. Furthermore, we design a History-based State Regularization (HbSR) to explicitly suppress the correlation among navigation states in training. As a result, our agent can update states more effectively while reducing the correlations among navigation states. Experiments on the artificial platform AI2-THOR (i.e., iTHOR and RoboTHOR) demonstrate that HiNL significantly outperforms state-of-the-art methods on both Success Rate and SPL in unseen testing environments. Heming Du, Lincheng Li, Zi Huang, Xin Yu 0002 |
CVPR | 2 |
| 2023 | Diverse 3D Hand Gesture Prediction from Body Dynamics by Bilateral Hand DisentanglementabstractPredicting natural and diverse 3D hand gestures from the upper body dynamics is a practical yet challenging task in virtual avatar creation. Previous works usually overlook the asymmetric motions between two hands and generate two hands in a holistic manner, leading to unnatural results. In this work, we introduce a novel bilateral hand disentanglement based two-stage 3D hand generation method to achieve natural and diverse 3D hand prediction from body dynamics. In the first stage, we intend to generate natural hand gestures by two hand-disentanglement branches. Considering the asymmetric gestures and motions of two hands, we introduce a Spatial-Residual Memory (SRM) module to model spatial interaction between the body and each hand by residual learning. To enhance the coordination of two hand motions wrt. body dynamics holistically, we then present a Temporal-Motion Memory (TMM) module. TMM can effectively model the temporal association between body dynamics and two hand motions. The second stage is built upon the insight that 3D hand predictions should be non-deterministic given the sequential body postures. Thus, we further diversify our 3D hand predictions based on the initial output from the stage one. Concretely, we propose a Prototypical-Memory Sampling Strategy (PSS) to generate the non-deterministic hand gestures by gradient-based Markov Chain Monte Carlo (MCMC) sampling. Extensive experiments demonstrate that our method outperforms the state-of-the-art models on the B2H dataset and our newly collected TED Hands dataset. The dataset and code are available at: https://github.com/XingqunQilab/Diverse-3D-Hand-Gesture-Prediction. Xingqun Qi, Chen Liu 0028, Muyi Sun, Lincheng Li, Changjie Fan, Xin Yu 0002 |
CVPR | 4 |
| 2023 | NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect IlluminationabstractInverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition. Haoqian Wu, Zhipeng Hu, Lincheng Li, Yongqiang Zhang 0003, Changjie Fan, Xin Yu 0002 |
CVPR | 3 |
| 2023 | Towards Unbiased Volume Rendering of Neural Implicit Surfaces with Geometry PriorsabstractLearning surface by neural implicit rendering has been a promising way for multi-view reconstruction in recent years. Existing neural surface reconstruction methods, such as NeuS [24] and VolSDF [32], can produce reliable meshes from multi-view posed images. Although they build a bridge between volume rendering and Signed Distance Function (SDF), the accuracy is still limited. In this paper, we argue that this limited accuracy is due to the bias of their volume rendering strategies, especially when the viewing direction is close to be tangent to the surface. We revise and provide an additional condition for the unbiased volume rendering. Following this analysis, we propose a new rendering method by scaling the SDF field with the angle between the viewing direction and the surface normal vector. Experiments on simulated data indicate that our rendering method reduces the bias of SDF-based volume rendering. Moreover, there still exists non-negligible bias when the learnable standard deviation of SDF is large at early stage, which means that it is hard to supervise the rendered depth with depth priors. Alternatively we supervise zero-level set with surface points obtained from a pre-trained Multi-View Stereo network. We evaluate our method on the DTU dataset and show that it outperforms the state-of-the-arts neural implicit surface methods without mask supervision. Yongqiang Zhang 0003, Zhipeng Hu, Haoqian Wu, Minda Zhao, Lincheng Li, Zhengxia Zou, Changjie Fan |
CVPR | 5 |
| 2023 | DyGait: Exploiting Dynamic Representations for High-performance Gait RecognitionabstractGait recognition is a biometric technology that recognizes the identity of humans through their walking patterns. Compared with other biometric technologies, gait recognition is more difficult to disguise and can be applied to the condition of long-distance without the cooperation of subjects. Thus, it has unique potential and wide application for crime prevention and social security. At present, most gait recognition methods directly extract features from the video frames to establish representations. However, these architectures learn representations from different features equally but do not pay enough attention to dynamic features, which refers to a representation of dynamic parts of silhouettes over time (e.g. legs). Since dynamic parts of the human body are more informative than other parts (e.g. bags) during walking, in this paper, we propose a novel and high-performance framework named DyGait. This is the first framework on gait recognition that is designed to focus on the extraction of dynamic features. Specifically, to take full advantage of the dynamic information, we propose a Dynamic Augmentation Module (DAM), which can automatically establish spatial-temporal feature representations of the dynamic parts of the human body. The experimental results show that our DyGait network outperforms other state-of-the-art gait recognition methods. It achieves an average Rank-1 accuracy of 71.4% on the GREW dataset, 66.3% on the Gait3D dataset, 98.4% on the CAS1A-B dataset and 98.3% on the OU-MVLP dataset. Xianda Guo, Beibei Lin, Lincheng Li, Shunli Zhang 0005, Xin Yu 0002 |
ICCV | 6 |
| 2023 | Efficient View Path Planning for Autonomous Implicit ReconstructionabstractImplicit neural representations have shown promising potential for 3D scene reconstruction. Recent work applies it to autonomous 3D reconstruction by learning information gain for view path planning. Effective as it is, the computation of the information gain is expensive, and compared with that using volumetric representations, collision checking using the implicit representation for a 3D point is much slower. In the paper, we propose to 1) leverage a neural network as an implicit function approximator for the information gain field and 2) combine the implicit fine-grained representation with coarse volumetric representations to improve efficiency. Further with the improved efficiency, we propose a novel informative path planning based on a graph-based planner. Our method demonstrates significant improvements in the reconstruction quality and planning efficiency compared with autonomous reconstructions with implicit and explicit representations. We deploy the method on a real UAV and the results show that our method can plan informative views and reconstruct a scene with high quality. Yanxu Li, Yunlong Ran, Lincheng Li, Shibo He, Jiming Chen 0001, Qi Ye 0001 |
ICRA | 6 |
| 2023 | Implementation and Optimization of Grasping Learning with Dual-modal Soft GripperabstractRobust and efficient grasping of different objects is still an open problem due to the difficulty of integrating multidisciplinary knowledge such as gripper ontology design, perception, control, and learning. In recent years, learning-based methods have achieved excellent results in grasping various novel objects. However, current methods are usually limited to a single grasping mode or rely on different end effectors to grasp objects of different shapes. For human beings, our hands are capable of grasping various objects with changes in grasping methods and form of hands. In light of this, developing a gripper with similar performance could possibly improve the robot's gripping ability. In this paper, we design a dual-modal soft gripper (DSG) and propose a deep reinforcement learning (DRL) framework to implement the operations. Both of our grasping modes, namely enveloping and pinching, are achieved through the tendon drive system and the deformation of the spring steel plate, which enables the gripper to switch between the two grasping modes in real time. We also combined the cutting-edge achievements of deep learning and reinforcement learning to design an autonomous grasping algorithm based on Q-learning and a deep Q network. Moreover, to fully utilize the visual input from the sensor, we added semantic embeddings of target objects to facilitate the learning, which is especially useful in deciding the grasping method for objects previously unseen. We also evaluate our DRL framework in different scenarios, offering a detailed comparison of each grasping mode and the mixed method (with or without semantic information). Our design has proved efficient in reducing the number of failing grasping actions and improving the success rate when facing novel and tricky objects. Feihan Li, Xingyu Ding, Fuchun Sun 0001, Jianhua Shan, Lincheng Li, Bin Fang 0003 |
ICRA | 9 |
| 2023 | Audio-Visual Segmentation by Exploring Cross-Modal Mutual SemanticsabstractThe audio-visual segmentation (AVS) task aims to segment sounding objects from a given video. Existing works mainly focus on fusing audio and visual features of a given video to achieve sounding object masks. However, we observed that prior arts are prone to segment a certain salient object in a video regardless of the audio information. This is because sounding objects are often the most salient ones in the AVS dataset. Thus, current AVS methods might fail to localize genuine sounding objects due to the dataset bias. In this work, we present an audio-visual instance-aware segmentation approach to overcome the dataset bias. In a nutshell, our method first localizes potential sounding objects in a video by an object segmentation network, and then associates the sounding object candidates with the given audio. We notice that an object could be a sounding object in one video but a silent one in another video. This would bring ambiguity in training our object segmentation network as only sounding objects have corresponding segmentation masks. We thus propose a silent object-aware segmentation objective to alleviate the ambiguity. Moreover, since the category information of audio is unknown, especially for multiple sounding sources, we propose to explore the audio-visual semantic correlation and then associate audio with potential objects. Specifically, we attend predicted audio category scores to potential instance masks and these scores will highlight corresponding sounding instances while suppressing inaudible ones. When we enforce the attended instance masks to resemble the ground-truth mask, we are able to establish audio-visual semantics correlation. Experimental results on the AVS benchmarks demonstrate that our method can effectively segment sounding objects without being biased to salient objects and also achieves state-of-the-art performance in both the single-source and multi-source scenarios. Chen Liu 0028, Peike Li, Xingqun Qi, Hu Zhang 0005, Lincheng Li, Dadong Wang, Xin Yu 0002 |
ACM Multimedia | 5 |
| 2023 | Beyond First Impressions: Integrating Joint Multi-modal Cues for Comprehensive 3D RepresentationabstractIn recent years, 3D representation learning has turned to 2D vision-language pre-trained models to overcome data scarcity challenges. However, existing methods simply transfer 2D alignment strategies, aligning 3D representations with single-view 2D images and coarse-grained parent category text. These approaches introduce information degradation and insufficient synergy issues, leading to performance loss. Information degradation arises from overlooking the fact that a 3D representation should be equivalent to a series of multi-view images and more fine-grained subcategory text. Insufficient synergy neglects the idea that a robust 3D representation should align with the joint vision-language space, rather than independently aligning with each modality. In this paper, we propose a multi-view joint modality modeling approach, termed JM3D, to obtain a unified representation for point cloud, text, and image. Specifically, a novel Structured Multimodal Organizer (SMO) is proposed to address the information degradation issue, which introduces contiguous multi-view images and hierarchical text to enrich the representation of vision and language modalities. A Joint Multi-modal Alignment (JMA) is designed to tackle the insufficient synergy problem, which models the joint modality by incorporating language knowledge into the visual modality. Extensive experiments on ModelNet40 and ScanObjectNN demonstrate the effectiveness of our proposed method, JM3D, which achieves state-of-the-art performance in zero-shot 3D classification. JM3D outperforms ULIP by approximately 4.3% on PointMLP and achieves an improvement of up to 6.5% accuracy on PointNet++ in top-1 accuracy for zero-shot 3D classification on ModelNet40. The source code and trained models for all our experiments are publicly available at https://github.com/Mr-Neko/JM3D. Haowei Wang 0001, Jiji Tang, Jiayi Ji, Xiaoshuai Sun, Minda Zhao, Lincheng Li, Zeng Zhao, Tangjie Lv, Rongrong Ji |
ACM Multimedia | 8 |
| 2023 | Deep learning applications in games: a survey from a data perspective
Zhipeng Hu, Yu Ding 0001, Runze Wu 0001, Lincheng Li, Yujing Hu, Kai Wang 0064, Yongqiang Zhang 0003, Ji Jiang, Yadong Xi, Jiashu Pu, Wei Zhang 0219, Suzhen Wang 0001, Ke Chen 0005, Tianze Zhou, Jiarui Chen, Tangjie Lv, Changjie Fan |
Appl. Intell. | 4 |
| 2023 | Face identity and expression consistency for game character face swapping
Hao Zeng 0001, Wei Zhang 0219, Lincheng Li, Yu Ding 0001 |
Comput. Vis. Image Underst. | 5 |
| 2022 | One-Shot Talking Face Generation from Single-Speaker Audio-Visual Correlation LearningabstractAudio-driven one-shot talking face generation methods are usually trained on video resources of various persons. However, their created videos often suffer unnatural mouth shapes and asynchronous lips because those methods struggle to learn a consistent speech style from different speakers. We observe that it would be much easier to learn a consistent speech style from a specific speaker, which leads to authentic mouth movements. Hence, we propose a novel one-shot talking face generation framework by exploring consistent correlations between audio and visual motions from a specific speaker and then transferring audio-driven motion fields to a reference image. Specifically, we develop an Audio-Visual Correlation Transformer (AVCT) that aims to infer talking motions represented by keypoint based dense motion fields from an input audio. In particular, considering audio may come from different identities in deployment, we incorporate phonemes to represent audio signals. In this manner, our AVCT can inherently generalize to audio spoken by other identities. Moreover, as face keypoints are used to represent speakers, AVCT is agnostic against appearances of the training speaker, and thus allows us to manipulate face images of different identities readily. Considering different face shapes lead to different motions, a motion field transfer module is exploited to reduce the audio-driven dense motion field gap between the training identity and the one-shot reference. Once we obtained the dense motion field of the reference image, we employ an image renderer to generate its talking face videos from an audio clip. Thanks to our learned consistent speaking style, our method generates authentic mouth shapes and vivid movements. Extensive experiments demonstrate that our synthesized videos outperform the state-of-the-art in terms of visual quality and lip-sync. Suzhen Wang 0001, Lincheng Li, Yu Ding 0001, Xin Yu 0002 |
AAAI | 2 |
| 2022 | GaitStrip: Gait Recognition via Effective Strip-Based Feature Representations and Multi-level Framework
Beibei Lin, Xianda Guo, Lincheng Li, Jiande Sun 0001, Shunli Zhang 0005, Xin Yu 0002 |
ACCV (4) | 4 |
| 2022 | Realistic Game Avatars Auto-Creation from Single Images via Three-pathway NetworkabstractWe propose a novel single image 3D face reconstruction method for realistic in-game avatar auto-creation. Although some existing 3D face reconstruction methods have been able to generate good geometry, there are still some shortages in texture generation, especially diffuse prediction, which limits its application in games or other scenarios. The main problems of these methods include: the details in the photo are not accurately restored, the produced diffuse is over smoothed, or the occlusion and lighting are not correctly removed, and so on. Although some methods collect high-quality 3D face data for neural networks to learn to generate realistic 3D faces, collecting 3D face data is known expensive. To address the above problems, we propose to utilize data from three sources, including single face images, manually inpainted diffuse maps paired with face portraits, and multiple photos of single IDs generated by a pretrained network. To make full use of these data, we propose a three-pathway network architecture that takes face images as input, produces diffuse maps, normal maps, as well as pose and light coefficients. The network parameters are optimized by comparing the rendered results with the input images, along with some other objective functions. Jiangke Lin, Lincheng Li, Yi Yuan 0002, Zhengxia Zou |
CoG | 2 |
| 2022 | Paste You Into Game: Towards Expression and Identity Consistency Face SwappingabstractCustomizing game characters for individual players has been a long-standing attractive feature in the game industry. However, traditional solutions like manual editing within a game engine are always time-consuming and unsatisfying. Our work proposes a novel automatic face swapping method for arbitrary users and game characters, addressing three challenges including style gap between human and game faces, identity preservation, and expression consistency. A game face dataset is collected to handle the cross-style gap; an identity compound embedding is proposed to ease the bias existing in the commonly-used ID identifiers and it provides a more robust identity representation; a novel expression embedding loss is proposed to enforce the expression consistency between the swapped and target faces and it achieves better expression consistency than the previous methods, especially when the expression is very subtle. The visualized results, as well as the qualitative and quantitative comparisons, reveal the significance and effectiveness of our proposed solutions. Hao Zeng 0001, Wei Zhang 0219, Lincheng Li, Yu Ding 0001 |
CoG | 5 |
| 2022 | Learning Implicit Body Representations from Double Diffusion Based Neural Radiance FieldsabstractIn this paper, we present a novel double diffusion based neural radiance field, dubbed DD-NeRF, to reconstruct human body geometry and render the human body appearance in novel views from a sparse set of images. We first propose a double diffusion mechanism to achieve expressive representations of input images by fully exploiting human body priors and image appearance details at two levels. At the coarse level, we first model the coarse human body poses and shapes via an unclothed 3D deformable vertex model as guidance. At the fine level, we present a multi-view sampling network to capture subtle geometric deformations and image detailed appearances, such as clothing and hair, from multiple input views. Considering the sparsity of the two level features, we diffuse them into feature volumes in the canonical space to construct neural radiance fields. Then, we present a signed distance function (SDF) regression network to construct body surfaces from the diffused features. Thanks to our double diffused representations, our method can even synthesize novel views of unseen subjects. Experiments on various datasets demonstrate that our approach outperforms the state-of-the-art in both geometric reconstruction and novel view synthesis. Guangming Yao, Hongzhi Wu, Yi Yuan 0002, Lincheng Li, Kun Zhou 0001, Xin Yu 0002 |
IJCAI | 4 |
| 2022 | High-Quality 3D Face Reconstruction with Affine Convolutional NetworksabstractRecent works based on convolutional encoder-decoder architecture and 3DMM parameterization have shown great potential for canonical view reconstruction from a single input image. Conventional CNN architectures benefit from exploiting the spatial correspondence between the input and output pixels. However, in 3D face reconstruction, the spatial misalignment between the input image (e.g. face) and the canonical/UV output makes the feature encoding-decoding process quite challenging. In this paper, to tackle this problem, we propose a new network architecture, namely the Affine Convolution Networks, which enables CNN based approaches to handle spatially non-corresponding input and output images and maintain high-fidelity quality output at the same time. In our method, an affine transformation matrix is learned from the affine convolution layer for each spatial location of the feature maps. In addition, we represent 3D human heads in UV space with multiple components, including diffuse maps for texture representation, position maps for geometry representation, and light maps for recovering more complex lighting conditions in the real world. All the components can be trained without any manual annotations. Our method is parametric-free and can generate high-quality UV maps at resolution of 512 x 512 pixels, while previous approaches normally generate 256 x 256 pixels or smaller. Our code will be released once the paper got accepted. Zhiqian Lin, Jiangke Lin, Lincheng Li, Yi Yuan 0002, Zhengxia Zou |
ACM Multimedia | 3 |
| 2021 | Write-a-speaker: Text-based Emotional and Rhythmic Talking-head GenerationabstractIn this paper, we propose a novel text-based talking-head video generation framework that synthesizes high-fidelity facial expressions and head motions in accordance with contextual sentiments as well as speech rhythm and pauses. To be specific, our framework consists of a speaker-independent stage and a speaker-specific stage. In the speaker-independent stage, we design three parallel networks to generate animation parameters of the mouth, upper face, and head from texts, separately. In the speaker-specific stage, we present a 3D face model guided attention network to synthesize videos tailored for different individuals. It takes the animation parameters as input and exploits an attention mask to manipulate facial expression changes for the input individuals. Furthermore, to better establish authentic correspondences between visual motions (i.e., facial expression changes and head movements) and audios, we leverage a high-accuracy motion capture dataset instead of relying on long videos of specific individuals. After attaining the visual and audio correspondences, we can effectively train our network in an end-to-end fashion. Extensive experiments on qualitative and quantitative results demonstrate that our algorithm achieves high-quality photo-realistic talking-head videos including various facial expressions and head motions according to speech rhythms and outperforms the state-of-the-art. Lincheng Li, Suzhen Wang 0001, Yu Ding 0001, Yixing Zheng, Xin Yu 0002, Changjie Fan |
AAAI | 1 |
| 2021 | Flow-Guided One-Shot Talking Face Generation With a High-Resolution Audio-Visual DatasetabstractOne-shot talking face generation should synthesize high visual quality facial videos with reasonable animations of expression and head pose, and just utilize arbitrary driving audio and arbitrary single face image as the source. Current works fail to generate over 256×256 resolution realistic-looking videos due to the lack of an appropriate high-resolution audio-visual dataset, and the limitation of the sparse facial landmarks in providing poor expression details. To synthesize high-definition videos, we build a large in-the-wild high-resolution audio-visual dataset and propose a novel flow-guided talking face generation framework. The new dataset is collected from youtube and consists of about 16 hours 720P or 1080P videos. We leverage the facial 3D morphable model (3DMM) to split the framework into two cascaded modules instead of learning a direct mapping from audio to video. In the first module, we propose a novel animation generator to produce the movements of mouth, eyebrow and head pose simultaneously. In the second module, we transform animation into dense flow to provide more expression details and carefully design a novel flow-guided video generator to synthesize videos. Our method is able to produce high-definition videos and outperforms state-of-the-art works in objective and subjective comparisons*. Lincheng Li, Yu Ding 0001, Changjie Fan |
CVPR | 2 |
| 2021 | Audio2Head: Audio-driven One-shot Talking-head Generation with Natural Head MotionabstractWe propose an audio-driven talking-head method to generate photo-realistic talking-head videos from a single reference image. In this work, we tackle two key challenges: (i) producing natural head motions that match speech prosody, and (ii)} maintaining the appearance of a speaker in a large head motion while stabilizing the non-face regions. We first design a head pose predictor by modeling rigid 6D head movements with a motion-aware recurrent neural network (RNN). In this way, the predicted head poses act as the low-frequency holistic movements of a talking head, thus allowing our latter network to focus on detailed facial movement generation. To depict the entire image motions arising from audio, we exploit a keypoint based dense motion field representation. Then, we develop a motion field generator to produce the dense motion fields from input audio, head poses, and a reference image. As this keypoint based representation models the motions of facial regions, head, and backgrounds integrally, our method can better constrain the spatial and temporal consistency of the generated videos. Finally, an image generation network is employed to render photo-realistic talking-head videos from the estimated keypoint based motion fields and the input reference image. Extensive experiments demonstrate that our method produces videos with plausible head motions, synchronized facial expressions, and stable backgrounds and outperforms the state-of-the-art. Suzhen Wang 0001, Lincheng Li, Yu Ding 0001, Changjie Fan, Xin Yu 0002 |
IJCAI | 2 |
| 2021 | Learning a deep motion interpolation network for human skeleton animationsabstractAbstract Motion interpolation technology produces transition motion frames between two discrete movements. It is wildly used in video games, virtual reality and augmented reality. In the fields of computer graphics and animations, our data‐driven method generates transition motions of two arbitrary animations without additional control signals. In this work, we propose a novel carefully designed deep learning framework, named deep motion interpolation network (DMIN), to learn human movement habits from a real dataset and then to perform the interpolation function specific for human motions. It is a data‐driven approach to capture overall rhythm of two given discrete movements and generate natural in‐between motion frames. The sequence‐by‐sequence architecture allows completing all missing frames within single forward inference, which reduces computation time for interpolation. Experiments on human motion datasets show that our network achieves promising interpolation performance. The ablation study demonstrates the effectiveness of the carefully designed DMIN.1 Chi Zhou 0005, Zhangjiong Lai, Suzhen Wang 0001, Lincheng Li, Yu Ding 0001 |
Comput. Animat. Virtual Worlds | 4 |
| 2020 | One-Shot Voice Conversion Using Star-GanabstractOur efforts are made on one-shot voice conversion where the target speaker is unseen in training dataset or both source and target speakers are unseen in the training dataset. In our work, StarGAN is employed to carry out voice conversion between speakers. An embedding vector is used to represent speaker ID. This work relies on two datasets in English and one dataset in Chinese, involving 38 speakers. A user study is conducted to validate our framework in terms of reconstruction quality and conversion quality. The results show that our framework is able to perform one-shot voice conversion and also outperforms state-of-the-art methods when the speaker in the test is seen in the training dataset. The exploration experiment demonstrates that our framework can be updated with incremental training when the data from new speakers is available. Ruobai Wang, Yu Ding 0001, Lincheng Li, Changjie Fan |
ICASSP | 3 |
| 2018 | PMSC: PatchMatch-Based Superpixel Cut for Accurate Stereo MatchingabstractEstimating the disparity and normal direction of one pixel simultaneously, instead of only disparity, also known as 3D label methods, can achieve much higher subpixel accuracy in the stereo matching problem. However, it is extremely difficult to assign an appropriate 3D label to each pixel from the continuous label space R3 while maintaining global consistency because of the infinite parameter space. In this paper, we propose a novel algorithm called PatchMatch-based superpixel cut to assign 3D labels of an image more accurately. In order to achieve robust and precise stereo matching between local windows, we develop a bilayer matching cost, where a bottom-up scheme is exploited to design the two layers. The bottom layer is employed to measure the similarity between small square patches locally by exploiting a pretrained convolutional neural network, and then, the top layer is developed to assemble the local matching costs in large irregular windows induced by the tangent planes of object surfaces. To optimize the spatial smoothness of local assignments, we propose a novel strategy to update 3D labels. In the procedure of optimization, both segmentation information and random refinement of PatchMatch are exploited to update candidate 3D label set for each pixel with high probability of achieving lower loss. Since pairwise energy of general candidate label sets violates the submodular property of graph cut, we propose a novel multilayer superpixel structure to group candidate label sets into candidate assignments, which thereby can be efficiently fused by α-expansion graph cut. Extensive experiments demonstrate that our method can achieve higher subpixel accuracy in different data sets, and currently ranks first on the new challenging Middlebury 3.0 benchmark among all the existing methods. Lincheng Li, Shunli Zhang 0005, Xin Yu 0002, Li Zhang 0023 |
IEEE Trans. Circuits Syst. Video Technol. | 1 |