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We address the challenge of recovering an underlying scene geometry and colors from a sparse set of RGBD view observations. In this work, we present a new solution termed RGBD$^2$ that sequentially generates novel RGBD views along a camera trajectory, and the scene geometry is simply the fusion result of these views. More specifically, we maintain an intermediate surface mesh used for rendering new RGBD views, which subsequently becomes complete by an inpainting network; each rendered RGBD view is later back-projected as a partial surface and is supplemented into the intermediate mesh. The use of intermediate mesh and camera projection helps solve the tough problem of multi-view inconsistency. We practically implement the RGBD inpainting network as a versatile RGBD diffusion model, which is previously used for 2D generative modeling; we make a modification to its reverse diffusion process to enable our use. We evaluate our approach on the task of 3D scene synthesis from sparse RGBD inputs; extensive experiments on the ScanNet dataset demonstrate the superiority of our approach over existing ones. Project page: //jblei.site/proj/rgbd-diffusion.

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圖像修復(英語:Inpainting)指重建的圖像和視頻中丟失或損壞的部分的過程。例如在博物館中,這項工作常由經驗豐富的博物館管理員或者藝術品修復師來進行。數碼世界中,圖像修復又稱圖像插值或視頻插值,指利用復雜的算法來替換已丟失、損壞的圖像數據,主要替換一些小區域和瑕疵。

Accurate product information is critical for e-commerce stores to allow customers to browse, filter, and search for products. Product data quality is affected by missing or incorrect information resulting in poor customer experience. While machine learning can be used to correct inaccurate or missing information, achieving high performance on fashion image classification tasks requires large amounts of annotated data, but it is expensive to generate due to labeling costs. One solution can be to generate synthetic data which requires no manual labeling. However, training a model with a dataset of solely synthetic images can lead to poor generalization when performing inference on real-world data because of the domain shift. We introduce a new unsupervised domain adaptation technique that converts images from the synthetic domain into the real-world domain. Our approach combines a generative neural network and a classifier that are jointly trained to produce realistic images while preserving the synthetic label information. We found that using real-world pseudo-labels during training helps the classifier to generalize in the real-world domain, reducing the synthetic bias. We successfully train a visual pattern classification model in the fashion domain without real-world annotations. Experiments show that our method outperforms other unsupervised domain adaptation algorithms.

Multimodal-driven talking face generation refers to animating a portrait with the given pose, expression, and gaze transferred from the driving image and video, or estimated from the text and audio. However, existing methods ignore the potential of text modal, and their generators mainly follow the source-oriented feature rearrange paradigm coupled with unstable GAN frameworks. In this work, we first represent the emotion in the text prompt, which could inherit rich semantics from the CLIP, allowing flexible and generalized emotion control. We further reorganize these tasks as the target-oriented texture transfer and adopt the Diffusion Models. More specifically, given a textured face as the source and the rendered face projected from the desired 3DMM coefficients as the target, our proposed Texture-Geometry-aware Diffusion Model decomposes the complex transfer problem into multi-conditional denoising process, where a Texture Attention-based module accurately models the correspondences between appearance and geometry cues contained in source and target conditions, and incorporate extra implicit information for high-fidelity talking face generation. Additionally, TGDM can be gracefully tailored for face swapping. We derive a novel paradigm free of unstable seesaw-style optimization, resulting in simple, stable, and effective training and inference schemes. Extensive experiments demonstrate the superiority of our method.

Face recognition in complex scenes suffers severe challenges coming from perturbations such as pose deformation, ill illumination, partial occlusion. Some methods utilize depth estimation to obtain depth corresponding to RGB to improve the accuracy of face recognition. However, the depth generated by them suffer from image blur, which introduces noise in subsequent RGB-D face recognition tasks. In addition, existing RGB-D face recognition methods are unable to fully extract complementary features. In this paper, we propose a fine-grained facial depth generation network and an improved multimodal complementary feature learning network. Extensive experiments on the Lock3DFace dataset and the IIIT-D dataset show that the proposed FFDGNet and I MCFLNet can improve the accuracy of RGB-D face recognition while achieving the state-of-the-art performance.

Neural Radiance Fields has become a prominent method of scene generation via view synthesis. A critical requirement for the original algorithm to learn meaningful scene representation is camera pose information for each image in a data set. Current approaches try to circumnavigate this assumption with moderate success, by learning approximate camera positions alongside learning neural representations of a scene. This requires complicated camera models, causing a long and complicated training process, or results in a lack of texture and sharp details in rendered scenes. In this work we introduce Hash Color Correction (HashCC) -- a lightweight method for improving Neural Radiance Fields rendered image quality, applicable also in situations where camera positions for a given set of images are unknown.

Generative steganography (GS) is an emerging technique that generates stego images directly from secret data. Various GS methods based on GANs or Flow have been developed recently. However, existing GAN-based GS methods cannot completely recover the hidden secret data due to the lack of network invertibility, while Flow-based methods produce poor image quality due to the stringent reversibility restriction in each module. To address this issue, we propose a novel GS scheme called "Generative Steganography Diffusion" (GSD) by devising an invertible diffusion model named "StegoDiffusion". It not only generates realistic stego images but also allows for 100\% recovery of the hidden secret data. The proposed StegoDiffusion model leverages a non-Markov chain with a fast sampling technique to achieve efficient stego image generation. By constructing an ordinary differential equation (ODE) based on the transition probability of the generation process in StegoDiffusion, secret data and stego images can be converted to each other through the approximate solver of ODE -- Euler iteration formula, enabling the use of irreversible but more expressive network structures to achieve model invertibility. Our proposed GSD has the advantages of both reversibility and high performance, significantly outperforming existing GS methods in all metrics.

Automatically generating high-quality real world 3D scenes is of enormous interest for applications such as virtual reality and robotics simulation. Towards this goal, we introduce NeuralField-LDM, a generative model capable of synthesizing complex 3D environments. We leverage Latent Diffusion Models that have been successfully utilized for efficient high-quality 2D content creation. We first train a scene auto-encoder to express a set of image and pose pairs as a neural field, represented as density and feature voxel grids that can be projected to produce novel views of the scene. To further compress this representation, we train a latent-autoencoder that maps the voxel grids to a set of latent representations. A hierarchical diffusion model is then fit to the latents to complete the scene generation pipeline. We achieve a substantial improvement over existing state-of-the-art scene generation models. Additionally, we show how NeuralField-LDM can be used for a variety of 3D content creation applications, including conditional scene generation, scene inpainting and scene style manipulation.

Generative models, as an important family of statistical modeling, target learning the observed data distribution via generating new instances. Along with the rise of neural networks, deep generative models, such as variational autoencoders (VAEs) and generative adversarial network (GANs), have made tremendous progress in 2D image synthesis. Recently, researchers switch their attentions from the 2D space to the 3D space considering that 3D data better aligns with our physical world and hence enjoys great potential in practice. However, unlike a 2D image, which owns an efficient representation (i.e., pixel grid) by nature, representing 3D data could face far more challenges. Concretely, we would expect an ideal 3D representation to be capable enough to model shapes and appearances in details, and to be highly efficient so as to model high-resolution data with fast speed and low memory cost. However, existing 3D representations, such as point clouds, meshes, and recent neural fields, usually fail to meet the above requirements simultaneously. In this survey, we make a thorough review of the development of 3D generation, including 3D shape generation and 3D-aware image synthesis, from the perspectives of both algorithms and more importantly representations. We hope that our discussion could help the community track the evolution of this field and further spark some innovative ideas to advance this challenging task.

Graphs are important data representations for describing objects and their relationships, which appear in a wide diversity of real-world scenarios. As one of a critical problem in this area, graph generation considers learning the distributions of given graphs and generating more novel graphs. Owing to their wide range of applications, generative models for graphs, which have a rich history, however, are traditionally hand-crafted and only capable of modeling a few statistical properties of graphs. Recent advances in deep generative models for graph generation is an important step towards improving the fidelity of generated graphs and paves the way for new kinds of applications. This article provides an extensive overview of the literature in the field of deep generative models for graph generation. Firstly, the formal definition of deep generative models for the graph generation and the preliminary knowledge are provided. Secondly, taxonomies of deep generative models for both unconditional and conditional graph generation are proposed respectively; the existing works of each are compared and analyzed. After that, an overview of the evaluation metrics in this specific domain is provided. Finally, the applications that deep graph generation enables are summarized and five promising future research directions are highlighted.

Deep learning shows great potential in generation tasks thanks to deep latent representation. Generative models are classes of models that can generate observations randomly with respect to certain implied parameters. Recently, the diffusion Model becomes a raising class of generative models by virtue of its power-generating ability. Nowadays, great achievements have been reached. More applications except for computer vision, speech generation, bioinformatics, and natural language processing are to be explored in this field. However, the diffusion model has its natural drawback of a slow generation process, leading to many enhanced works. This survey makes a summary of the field of the diffusion model. We firstly state the main problem with two landmark works - DDPM and DSM. Then, we present a diverse range of advanced techniques to speed up the diffusion models - training schedule, training-free sampling, mixed-modeling, and score & diffusion unification. Regarding existing models, we also provide a benchmark of FID score, IS, and NLL according to specific NFE. Moreover, applications with diffusion models are introduced including computer vision, sequence modeling, audio, and AI for science. Finally, there is a summarization of this field together with limitations & further directions.

Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey to focus on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. A regularly updated project page can be found at //github.com/tinatiansjz/hmr-survey.

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