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In this paper, we introduce a novel deep learning method for photo-realistic manipulation of the emotional state of actors in "in-the-wild" videos. The proposed method is based on a parametric 3D face representation of the actor in the input scene that offers a reliable disentanglement of the facial identity from the head pose and facial expressions. It then uses a novel deep domain translation framework that alters the facial expressions in a consistent and plausible manner, taking into account their dynamics. Finally, the altered facial expressions are used to photo-realistically manipulate the facial region in the input scene based on an especially-designed neural face renderer. To the best of our knowledge, our method is the first to be capable of controlling the actor's facial expressions by even using as a sole input the semantic labels of the manipulated emotions, while at the same time preserving the speech-related lip movements. We conduct extensive qualitative and quantitative evaluations and comparisons, which demonstrate the effectiveness of our approach and the especially promising results that we obtain. Our method opens a plethora of new possibilities for useful applications of neural rendering technologies, ranging from movie post-production and video games to photo-realistic affective avatars.

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iOS 8 提供的應用間和應用跟系統的功能交互特性。
  • Today (iOS and OS X): widgets for the Today view of Notification Center
  • Share (iOS and OS X): post content to web services or share content with others
  • Actions (iOS and OS X): app extensions to view or manipulate inside another app
  • Photo Editing (iOS): edit a photo or video in Apple's Photos app with extensions from a third-party apps
  • Finder Sync (OS X): remote file storage in the Finder with support for Finder content annotation
  • Storage Provider (iOS): an interface between files inside an app and other apps on a user's device
  • Custom Keyboard (iOS): system-wide alternative keyboards

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We study sensor-based human activity recognition in manual work processes like assembly tasks. In such processes, the system states often have a rich structure, involving object properties and relations. Thus, estimating the hidden system state from sensor observations by recursive Bayesian filtering can be very challenging, due to the combinatorial explosion in the number of system states. To alleviate this problem, we propose an efficient Bayesian filtering model for such processes. In our approach, system states are represented by multi-hypergraphs, and the system dynamics is modeled by graph rewriting rules. We show a preliminary concept that allows to represent distributions over multi-hypergraphs more compactly than by full enumeration, and present an inference algorithm that works directly on this compact representation. We demonstrate the applicability of the algorithm on a real dataset.

This paper is on face/head reenactment where the goal is to transfer the facial pose (3D head orientation and expression) of a target face to a source face. Previous methods focus on learning embedding networks for identity and pose disentanglement which proves to be a rather hard task, degrading the quality of the generated images. We take a different approach, bypassing the training of such networks, by using (fine-tuned) pre-trained GANs which have been shown capable of producing high-quality facial images. Because GANs are characterized by weak controllability, the core of our approach is a method to discover which directions in latent GAN space are responsible for controlling facial pose and expression variations. We present a simple pipeline to learn such directions with the aid of a 3D shape model which, by construction, already captures disentangled directions for facial pose, identity and expression. Moreover, we show that by embedding real images in the GAN latent space, our method can be successfully used for the reenactment of real-world faces. Our method features several favorable properties including using a single source image (one-shot) and enabling cross-person reenactment. Our qualitative and quantitative results show that our approach often produces reenacted faces of significantly higher quality than those produced by state-of-the-art methods for the standard benchmarks of VoxCeleb1 & 2.

We introduce the Neural State Machine, seeking to bridge the gap between the neural and symbolic views of AI and integrate their complementary strengths for the task of visual reasoning. Given an image, we first predict a probabilistic graph that represents its underlying semantics and serves as a structured world model. Then, we perform sequential reasoning over the graph, iteratively traversing its nodes to answer a given question or draw a new inference. In contrast to most neural architectures that are designed to closely interact with the raw sensory data, our model operates instead in an abstract latent space, by transforming both the visual and linguistic modalities into semantic concept-based representations, thereby achieving enhanced transparency and modularity. We evaluate our model on VQA-CP and GQA, two recent VQA datasets that involve compositionality, multi-step inference and diverse reasoning skills, achieving state-of-the-art results in both cases. We provide further experiments that illustrate the model's strong generalization capacity across multiple dimensions, including novel compositions of concepts, changes in the answer distribution, and unseen linguistic structures, demonstrating the qualities and efficacy of our approach.

Most of the existing work on automatic facial expression analysis focuses on discrete emotion recognition, or facial action unit detection. However, facial expressions do not always fall neatly into pre-defined semantic categories. Also, the similarity between expressions measured in the action unit space need not correspond to how humans perceive expression similarity. Different from previous work, our goal is to describe facial expressions in a continuous fashion using a compact embedding space that mimics human visual preferences. To achieve this goal, we collect a large-scale faces-in-the-wild dataset with human annotations in the form: Expressions A and B are visually more similar when compared to expression C, and use this dataset to train a neural network that produces a compact (16-dimensional) expression embedding. We experimentally demonstrate that the learned embedding can be successfully used for various applications such as expression retrieval, photo album summarization, and emotion recognition. We also show that the embedding learned using the proposed dataset performs better than several other embeddings learned using existing emotion or action unit datasets.

This paper presents a novel approach for synthesizing automatically age-progressed facial images in video sequences using Deep Reinforcement Learning. The proposed method models facial structures and the longitudinal face-aging process of given subjects coherently across video frames. The approach is optimized using a long-term reward, Reinforcement Learning function with deep feature extraction from Deep Convolutional Neural Network. Unlike previous age-progression methods that are only able to synthesize an aged likeness of a face from a single input image, the proposed approach is capable of age-progressing facial likenesses in videos with consistently synthesized facial features across frames. In addition, the deep reinforcement learning method guarantees preservation of the visual identity of input faces after age-progression. Results on videos of our new collected aging face AGFW-v2 database demonstrate the advantages of the proposed solution in terms of both quality of age-progressed faces, temporal smoothness, and cross-age face verification.

We study the problem of video-to-video synthesis, whose goal is to learn a mapping function from an input source video (e.g., a sequence of semantic segmentation masks) to an output photorealistic video that precisely depicts the content of the source video. While its image counterpart, the image-to-image synthesis problem, is a popular topic, the video-to-video synthesis problem is less explored in the literature. Without understanding temporal dynamics, directly applying existing image synthesis approaches to an input video often results in temporally incoherent videos of low visual quality. In this paper, we propose a novel video-to-video synthesis approach under the generative adversarial learning framework. Through carefully-designed generator and discriminator architectures, coupled with a spatio-temporal adversarial objective, we achieve high-resolution, photorealistic, temporally coherent video results on a diverse set of input formats including segmentation masks, sketches, and poses. Experiments on multiple benchmarks show the advantage of our method compared to strong baselines. In particular, our model is capable of synthesizing 2K resolution videos of street scenes up to 30 seconds long, which significantly advances the state-of-the-art of video synthesis. Finally, we apply our approach to future video prediction, outperforming several state-of-the-art competing systems.

Unpaired image-to-image translation is the problem of mapping an image in the source domain to one in the target domain, without requiring corresponding image pairs. To ensure the translated images are realistically plausible, recent works, such as Cycle-GAN, demands this mapping to be invertible. While, this requirement demonstrates promising results when the domains are unimodal, its performance is unpredictable in a multi-modal scenario such as in an image segmentation task. This is because, invertibility does not necessarily enforce semantic correctness. To this end, we present a semantically-consistent GAN framework, dubbed Sem-GAN, in which the semantics are defined by the class identities of image segments in the source domain as produced by a semantic segmentation algorithm. Our proposed framework includes consistency constraints on the translation task that, together with the GAN loss and the cycle-constraints, enforces that the images when translated will inherit the appearances of the target domain, while (approximately) maintaining their identities from the source domain. We present experiments on several image-to-image translation tasks and demonstrate that Sem-GAN improves the quality of the translated images significantly, sometimes by more than 20% on the FCN score. Further, we show that semantic segmentation models, trained with synthetic images translated via Sem-GAN, leads to significantly better segmentation results than other variants.

This paper introduces a novel neural network-based reinforcement learning approach for robot gaze control. Our approach enables a robot to learn and to adapt its gaze control strategy for human-robot interaction neither with the use of external sensors nor with human supervision. The robot learns to focus its attention onto groups of people from its own audio-visual experiences, independently of the number of people, of their positions and of their physical appearances. In particular, we use a recurrent neural network architecture in combination with Q-learning to find an optimal action-selection policy; we pre-train the network using a simulated environment that mimics realistic scenarios that involve speaking/silent participants, thus avoiding the need of tedious sessions of a robot interacting with people. Our experimental evaluation suggests that the proposed method is robust against parameter estimation, i.e. the parameter values yielded by the method do not have a decisive impact on the performance. The best results are obtained when both audio and visual information is jointly used. Experiments with the Nao robot indicate that our framework is a step forward towards the autonomous learning of socially acceptable gaze behavior.

Facial aging and facial rejuvenation analyze a given face photograph to predict a future look or estimate a past look of the person. To achieve this, it is critical to preserve human identity and the corresponding aging progression and regression with high accuracy. However, existing methods cannot simultaneously handle these two objectives well. We propose a novel generative adversarial network based approach, named the Conditional Multi-Adversarial AutoEncoder with Ordinal Regression (CMAAE-OR). It utilizes an age estimation technique to control the aging accuracy and takes a high-level feature representation to preserve personalized identity. Specifically, the face is first mapped to a latent vector through a convolutional encoder. The latent vector is then projected onto the face manifold conditional on the age through a deconvolutional generator. The latent vector preserves personalized face features and the age controls facial aging and rejuvenation. A discriminator and an ordinal regression are imposed on the encoder and the generator in tandem, making the generated face images to be more photorealistic while simultaneously exhibiting desirable aging effects. Besides, a high-level feature representation is utilized to preserve personalized identity of the generated face. Experiments on two benchmark datasets demonstrate appealing performance of the proposed method over the state-of-the-art.

Can an algorithm create original and compelling fashion designs to serve as an inspirational assistant? To help answer this question, we design and investigate different image generation models associated with different loss functions to boost creativity in fashion generation. The dimensions of our explorations include: (i) different Generative Adversarial Networks architectures that start from noise vectors to generate fashion items, (ii) a new loss function that encourages creativity, and (iii) a generation process following the key elements of fashion design (disentangling shape and texture makers). A key challenge of this study is the evaluation of generated designs and the retrieval of best ones, hence we put together an evaluation protocol associating automatic metrics and human experimental studies that we hope will help ease future research. We show that our proposed creativity loss yields better overall appreciation than the one employed in Creative Adversarial Networks. In the end, about 61% of our images are thought to be created by human designers rather than by a computer while also being considered original per our human subject experiments, and our proposed loss scores the highest compared to existing losses in both novelty and likability.

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