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Generating photo-realistic video portrait with arbitrary speech audio is a crucial problem in film-making and virtual reality. Recently, several works explore the usage of neural radiance field in this task to improve 3D realness and image fidelity. However, the generalizability of previous NeRF-based methods to out-of-domain audio is limited by the small scale of training data. In this work, we propose GeneFace, a generalized and high-fidelity NeRF-based talking face generation method, which can generate natural results corresponding to various out-of-domain audio. Specifically, we learn a variaitional motion generator on a large lip-reading corpus, and introduce a domain adaptative post-net to calibrate the result. Moreover, we learn a NeRF-based renderer conditioned on the predicted facial motion. A head-aware torso-NeRF is proposed to eliminate the head-torso separation problem. Extensive experiments show that our method achieves more generalized and high-fidelity talking face generation compared to previous methods.

相關內容

 3D是英文“Three Dimensions”的簡稱,中文是指三維、三個維度、三個坐標,即有長、有寬、有高,換句話說,就是立體的,是相對于只有長和寬的平面(2D)而言。

Locating 3D objects from a single RGB image via Perspective-n-Point (PnP) is a long-standing problem in computer vision. Driven by end-to-end deep learning, recent studies suggest interpreting PnP as a differentiable layer, allowing for partial learning of 2D-3D point correspondences by backpropagating the gradients of pose loss. Yet, learning the entire correspondences from scratch is highly challenging, particularly for ambiguous pose solutions, where the globally optimal pose is theoretically non-differentiable w.r.t. the points. In this paper, we propose the EPro-PnP, a probabilistic PnP layer for general end-to-end pose estimation, which outputs a distribution of pose with differentiable probability density on the SE(3) manifold. The 2D-3D coordinates and corresponding weights are treated as intermediate variables learned by minimizing the KL divergence between the predicted and target pose distribution. The underlying principle generalizes previous approaches, and resembles the attention mechanism. EPro-PnP can enhance existing correspondence networks, closing the gap between PnP-based method and the task-specific leaders on the LineMOD 6DoF pose estimation benchmark. Furthermore, EPro-PnP helps to explore new possibilities of network design, as we demonstrate a novel deformable correspondence network with the state-of-the-art pose accuracy on the nuScenes 3D object detection benchmark. Our code is available at //github.com/tjiiv-cprg/EPro-PnP-v2.

Recent LSS-based multi-view 3D object detection has made tremendous progress, by processing the features in Brid-Eye-View (BEV) via the convolutional detector. However, the typical convolution ignores the radial symmetry of the BEV features and increases the difficulty of the detector optimization. To preserve the inherent property of the BEV features and ease the optimization, we propose an azimuth-equivariant convolution (AeConv) and an azimuth-equivariant anchor. The sampling grid of AeConv is always in the radial direction, thus it can learn azimuth-invariant BEV features. The proposed anchor enables the detection head to learn predicting azimuth-irrelevant targets. In addition, we introduce a camera-decoupled virtual depth to unify the depth prediction for the images with different camera intrinsic parameters. The resultant detector is dubbed Azimuth-equivariant Detector (AeDet). Extensive experiments are conducted on nuScenes, and AeDet achieves a 62.0% NDS, surpassing the recent multi-view 3D object detectors such as PETRv2 and BEVDepth by a large margin. Project page: //fcjian.github.io/aedet.

Impressive progress in generative models and implicit representations gave rise to methods that can generate 3D shapes of high quality. However, being able to locally control and edit shapes is another essential property that can unlock several content creation applications. Local control can be achieved with part-aware models, but existing methods require 3D supervision and cannot produce textures. In this work, we devise PartNeRF, a novel part-aware generative model for editable 3D shape synthesis that does not require any explicit 3D supervision. Our model generates objects as a set of locally defined NeRFs, augmented with an affine transformation. This enables several editing operations such as applying transformations on parts, mixing parts from different objects etc. To ensure distinct, manipulable parts we enforce a hard assignment of rays to parts that makes sure that the color of each ray is only determined by a single NeRF. As a result, altering one part does not affect the appearance of the others. Evaluations on various ShapeNet categories demonstrate the ability of our model to generate editable 3D objects of improved fidelity, compared to previous part-based generative approaches that require 3D supervision or models relying on NeRFs.

Whilst the availability of 3D LiDAR point cloud data has significantly grown in recent years, annotation remains expensive and time-consuming, leading to a demand for semi-supervised semantic segmentation methods with application domains such as autonomous driving. Existing work very often employs relatively large segmentation backbone networks to improve segmentation accuracy, at the expense of computational costs. In addition, many use uniform sampling to reduce ground truth data requirements for learning needed, often resulting in sub-optimal performance. To address these issues, we propose a new pipeline that employs a smaller architecture, requiring fewer ground-truth annotations to achieve superior segmentation accuracy compared to contemporary approaches. This is facilitated via a novel Sparse Depthwise Separable Convolution module that significantly reduces the network parameter count while retaining overall task performance. To effectively sub-sample our training data, we propose a new Spatio-Temporal Redundant Frame Downsampling (ST-RFD) method that leverages knowledge of sensor motion within the environment to extract a more diverse subset of training data frame samples. To leverage the use of limited annotated data samples, we further propose a soft pseudo-label method informed by LiDAR reflectivity. Our method outperforms contemporary semi-supervised work in terms of mIoU, using less labeled data, on the SemanticKITTI (59.5@5%) and ScribbleKITTI (58.1@5%) benchmark datasets, based on a 2.3x reduction in model parameters and 641x fewer multiply-add operations whilst also demonstrating significant performance improvement on limited training data (i.e., Less is More).

Speech-driven 3D face animation aims to generate realistic facial expressions that match the speech content and emotion. However, existing methods often neglect emotional facial expressions or fail to disentangle them from speech content. To address this issue, this paper proposes an end-to-end neural network to disentangle different emotions in speech so as to generate rich 3D facial expressions. Specifically, we introduce the emotion disentangling encoder (EDE) to disentangle the emotion and content in the speech by cross-reconstructed speech signals with different emotion labels. Then an emotion-guided feature fusion decoder is employed to generate a 3D talking face with enhanced emotion. The decoder is driven by the disentangled identity, emotional, and content embeddings so as to generate controllable personal and emotional styles. Finally, considering the scarcity of the 3D emotional talking face data, we resort to the supervision of facial blendshapes, which enables the reconstruction of plausible 3D faces from 2D emotional data, and contribute a large-scale 3D emotional talking face dataset (3D-ETF) to train the network. Our experiments and user studies demonstrate that our approach outperforms state-of-the-art methods and exhibits more diverse facial movements. We recommend watching the supplementary video: //ziqiaopeng.github.io/emotalk

Animating virtual avatars to make co-speech gestures facilitates various applications in human-machine interaction. The existing methods mainly rely on generative adversarial networks (GANs), which typically suffer from notorious mode collapse and unstable training, thus making it difficult to learn accurate audio-gesture joint distributions. In this work, we propose a novel diffusion-based framework, named Diffusion Co-Speech Gesture (DiffGesture), to effectively capture the cross-modal audio-to-gesture associations and preserve temporal coherence for high-fidelity audio-driven co-speech gesture generation. Specifically, we first establish the diffusion-conditional generation process on clips of skeleton sequences and audio to enable the whole framework. Then, a novel Diffusion Audio-Gesture Transformer is devised to better attend to the information from multiple modalities and model the long-term temporal dependency. Moreover, to eliminate temporal inconsistency, we propose an effective Diffusion Gesture Stabilizer with an annealed noise sampling strategy. Benefiting from the architectural advantages of diffusion models, we further incorporate implicit classifier-free guidance to trade off between diversity and gesture quality. Extensive experiments demonstrate that DiffGesture achieves state-of-theart performance, which renders coherent gestures with better mode coverage and stronger audio correlations. Code is available at //github.com/Advocate99/DiffGesture.

Existing face stylization methods always acquire the presence of the target (style) domain during the translation process, which violates privacy regulations and limits their applicability in real-world systems. To address this issue, we propose a new method called MODel-drIven Face stYlization (MODIFY), which relies on the generative model to bypass the dependence of the target images. Briefly, MODIFY first trains a generative model in the target domain and then translates a source input to the target domain via the provided style model. To preserve the multimodal style information, MODIFY further introduces an additional remapping network, mapping a known continuous distribution into the encoder's embedding space. During translation in the source domain, MODIFY fine-tunes the encoder module within the target style-persevering model to capture the content of the source input as precisely as possible. Our method is extremely simple and satisfies versatile training modes for face stylization. Experimental results on several different datasets validate the effectiveness of MODIFY for unsupervised face stylization.

Audio-driven talking head animation is a challenging research topic with many real-world applications. Recent works have focused on creating photo-realistic 2D animation, while learning different talking or singing styles remains an open problem. In this paper, we present a new method to generate talking head animation with learnable style references. Given a set of style reference frames, our framework can reconstruct 2D talking head animation based on a single input image and an audio stream. Our method first produces facial landmarks motion from the audio stream and constructs the intermediate style patterns from the style reference images. We then feed both outputs into a style-aware image generator to generate the photo-realistic and fidelity 2D animation. In practice, our framework can extract the style information of a specific character and transfer it to any new static image for talking head animation. The intensive experimental results show that our method achieves better results than recent state-of-the-art approaches qualitatively and quantitatively.

Audio-Driven Face Animation is an eagerly anticipated technique for applications such as VR/AR, games, and movie making. With the rapid development of 3D engines, there is an increasing demand for driving 3D faces with audio. However, currently available 3D face animation datasets are either scale-limited or quality-unsatisfied, which hampers further developments of audio-driven 3D face animation. To address this challenge, we propose MMFace4D, a large-scale multi-modal 4D (3D sequence) face dataset consisting of 431 identities, 35,904 sequences, and 3.9 million frames. MMFace4D has three appealing characteristics: 1) highly diversified subjects and corpus, 2) synchronized audio and 3D mesh sequence with high-resolution face details, and 3) low storage cost with a new efficient compression algorithm on 3D mesh sequences. These characteristics enable the training of high-fidelity, expressive, and generalizable face animation models. Upon MMFace4D, we construct a challenging benchmark of audio-driven 3D face animation with a strong baseline, which enables non-autoregressive generation with fast inference speed and outperforms the state-of-the-art autoregressive method. The whole benchmark will be released.

Generalized few-shot object detection aims to achieve precise detection on both base classes with abundant annotations and novel classes with limited training data. Existing approaches enhance few-shot generalization with the sacrifice of base-class performance, or maintain high precision in base-class detection with limited improvement in novel-class adaptation. In this paper, we point out the reason is insufficient Discriminative feature learning for all of the classes. As such, we propose a new training framework, DiGeo, to learn Geometry-aware features of inter-class separation and intra-class compactness. To guide the separation of feature clusters, we derive an offline simplex equiangular tight frame (ETF) classifier whose weights serve as class centers and are maximally and equally separated. To tighten the cluster for each class, we include adaptive class-specific margins into the classification loss and encourage the features close to the class centers. Experimental studies on two few-shot benchmark datasets (VOC, COCO) and one long-tail dataset (LVIS) demonstrate that, with a single model, our method can effectively improve generalization on novel classes without hurting the detection of base classes.

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