Text-guided diffusion models have shown superior performance in image/video generation and editing. While few explorations have been performed in 3D scenarios. In this paper, we discuss three fundamental and interesting problems on this topic. First, we equip text-guided diffusion models to achieve $\textbf{3D-consistent generation}$. Specifically, we integrate a NeRF-like neural field to generate low-resolution coarse results for a given camera view. Such results can provide 3D priors as condition information for the following diffusion process. During denoising diffusion, we further enhance the 3D consistency by modeling cross-view correspondences with a novel two-stream (corresponding to two different views) asynchronous diffusion process. Second, we study $\textbf{3D local editing}$ and propose a two-step solution that can generate 360$^{\circ}$ manipulated results by editing an object from a single view. Step 1, we propose to perform 2D local editing by blending the predicted noises. Step 2, we conduct a noise-to-text inversion process that maps 2D blended noises into the view-independent text embedding space. Once the corresponding text embedding is obtained, 360$^{\circ}$ images can be generated. Last but not least, we extend our model to perform \textbf{one-shot novel view synthesis} by fine-tuning on a single image, firstly showing the potential of leveraging text guidance for novel view synthesis. Extensive experiments and various applications show the prowess of our 3DDesigner. The project page is available at //3ddesigner-diffusion.github.io/.
In this paper, we present TEXTure, a novel method for text-guided generation, editing, and transfer of textures for 3D shapes. Leveraging a pretrained depth-to-image diffusion model, TEXTure applies an iterative scheme that paints a 3D model from different viewpoints. Yet, while depth-to-image models can create plausible textures from a single viewpoint, the stochastic nature of the generation process can cause many inconsistencies when texturing an entire 3D object. To tackle these problems, we dynamically define a trimap partitioning of the rendered image into three progression states, and present a novel elaborated diffusion sampling process that uses this trimap representation to generate seamless textures from different views. We then show that one can transfer the generated texture maps to new 3D geometries without requiring explicit surface-to-surface mapping, as well as extract semantic textures from a set of images without requiring any explicit reconstruction. Finally, we show that TEXTure can be used to not only generate new textures but also edit and refine existing textures using either a text prompt or user-provided scribbles. We demonstrate that our TEXTuring method excels at generating, transferring, and editing textures through extensive evaluation, and further close the gap between 2D image generation and 3D texturing.
Question answering (QA) models often rely on large-scale training datasets, which necessitates the development of a data generation framework to reduce the cost of manual annotations. Although several recent studies have aimed to generate synthetic questions with single-span answers, no study has been conducted on the creation of list questions with multiple, non-contiguous spans as answers. To address this gap, we propose \ours, an automated framework for generating list QA datasets from unlabeled corpora. We first convert a passage from Wikipedia or PubMed into a summary and extract named entities from the summarized text as candidate answers. This allows us to select answers that are semantically correlated in context and is, therefore, suitable for constructing list questions. We then create questions using an off-the-shelf question generator with the extracted entities and original passage. Finally, iterative filtering and answer expansion are performed to ensure the accuracy and completeness of the answers. Using our synthetic data, we significantly improve the performance of the previous best list QA models by exact-match F1 scores of 5.0 on MultiSpanQA, 1.9 on Quoref, and 2.8 averaged across three BioASQ benchmarks.
Text-driven image and video diffusion models have recently achieved unprecedented generation realism. While diffusion models have been successfully applied for image editing, very few works have done so for video editing. We present the first diffusion-based method that is able to perform text-based motion and appearance editing of general videos. Our approach uses a video diffusion model to combine, at inference time, the low-resolution spatio-temporal information from the original video with new, high resolution information that it synthesized to align with the guiding text prompt. As obtaining high-fidelity to the original video requires retaining some of its high-resolution information, we add a preliminary stage of finetuning the model on the original video, significantly boosting fidelity. We propose to improve motion editability by a new, mixed objective that jointly finetunes with full temporal attention and with temporal attention masking. We further introduce a new framework for image animation. We first transform the image into a coarse video by simple image processing operations such as replication and perspective geometric projections, and then use our general video editor to animate it. As a further application, we can use our method for subject-driven video generation. Extensive qualitative and numerical experiments showcase the remarkable editing ability of our method and establish its superior performance compared to baseline methods.
Fast generation of high-quality 3D digital humans is important to a vast number of applications ranging from entertainment to professional concerns. Recent advances in differentiable rendering have enabled the training of 3D generative models without requiring 3D ground truths. However, the quality of the generated 3D humans still has much room to improve in terms of both fidelity and diversity. In this paper, we present Get3DHuman, a novel 3D human framework that can significantly boost the realism and diversity of the generated outcomes by only using a limited budget of 3D ground-truth data. Our key observation is that the 3D generator can profit from human-related priors learned through 2D human generators and 3D reconstructors. Specifically, we bridge the latent space of Get3DHuman with that of StyleGAN-Human via a specially-designed prior network, where the input latent code is mapped to the shape and texture feature volumes spanned by the pixel-aligned 3D reconstructor. The outcomes of the prior network are then leveraged as the supervisory signals for the main generator network. To ensure effective training, we further propose three tailored losses applied to the generated feature volumes and the intermediate feature maps. Extensive experiments demonstrate that Get3DHuman greatly outperforms the other state-of-the-art approaches and can support a wide range of applications including shape interpolation, shape re-texturing, and single-view reconstruction through latent inversion.
We consider estimation of generalized additive models using basis expansions with Bayesian model selection. Although Bayesian model selection is an intuitively appealing tool for regression splines by virtue of the flexible knot placement and model-averaged function estimates, its use has traditionally been limited to Gaussian additive regression, as posterior search of the model space requires a tractable form of the marginal model likelihood. We introduce an extension of the method to the exponential family of distributions using the Laplace approximation to the likelihood. Although the Laplace approximation is successful with all Gaussian-type prior distributions in providing a closed-form expression of the marginal likelihood, there is no broad consensus on the best prior distribution to be used for nonparametric regression via model selection. We observe that the classical unit information prior distribution for variable selection may not be suitable for nonparametric regression using basis expansions. Instead, our study reveals that mixtures of g-priors are more suitable. A large family of mixtures of g-priors is considered for a detailed examination of how various mixture priors perform in estimating generalized additive models. Furthermore, we compare several priors of knots for model selection-based spline approaches to determine the most practically effective scheme. The model selection-based estimation methods are also compared with other Bayesian approaches to function estimation. Extensive simulation studies demonstrate the validity of the model selection-based approaches. We provide an R package for the proposed method.
This paper presents a new approach for 3D shape generation, inversion, and manipulation, through a direct generative modeling on a continuous implicit representation in wavelet domain. Specifically, we propose a compact wavelet representation with a pair of coarse and detail coefficient volumes to implicitly represent 3D shapes via truncated signed distance functions and multi-scale biorthogonal wavelets. Then, we design a pair of neural networks: a diffusion-based generator to produce diverse shapes in the form of the coarse coefficient volumes and a detail predictor to produce compatible detail coefficient volumes for introducing fine structures and details. Further, we may jointly train an encoder network to learn a latent space for inverting shapes, allowing us to enable a rich variety of whole-shape and region-aware shape manipulations. Both quantitative and qualitative experimental results manifest the compelling shape generation, inversion, and manipulation capabilities of our approach over the state-of-the-art methods.
A goal of artificial intelligence is to construct an agent that can solve a wide variety of tasks. Recent progress in text-guided image synthesis has yielded models with an impressive ability to generate complex novel images, exhibiting combinatorial generalization across domains. Motivated by this success, we investigate whether such tools can be used to construct more general-purpose agents. Specifically, we cast the sequential decision making problem as a text-conditioned video generation problem, where, given a text-encoded specification of a desired goal, a planner synthesizes a set of future frames depicting its planned actions in the future, after which control actions are extracted from the generated video. By leveraging text as the underlying goal specification, we are able to naturally and combinatorially generalize to novel goals. The proposed policy-as-video formulation can further represent environments with different state and action spaces in a unified space of images, which, for example, enables learning and generalization across a variety of robot manipulation tasks. Finally, by leveraging pretrained language embeddings and widely available videos from the internet, the approach enables knowledge transfer through predicting highly realistic video plans for real robots.
Denoising diffusion models represent a recent emerging topic in computer vision, demonstrating remarkable results in the area of generative modeling. A diffusion model is a deep generative model that is based on two stages, a forward diffusion stage and a reverse diffusion stage. In the forward diffusion stage, the input data is gradually perturbed over several steps by adding Gaussian noise. In the reverse stage, a model is tasked at recovering the original input data by learning to gradually reverse the diffusion process, step by step. Diffusion models are widely appreciated for the quality and diversity of the generated samples, despite their known computational burdens, i.e. low speeds due to the high number of steps involved during sampling. In this survey, we provide a comprehensive review of articles on denoising diffusion models applied in vision, comprising both theoretical and practical contributions in the field. First, we identify and present three generic diffusion modeling frameworks, which are based on denoising diffusion probabilistic models, noise conditioned score networks, and stochastic differential equations. We further discuss the relations between diffusion models and other deep generative models, including variational auto-encoders, generative adversarial networks, energy-based models, autoregressive models and normalizing flows. Then, we introduce a multi-perspective categorization of diffusion models applied in computer vision. Finally, we illustrate the current limitations of diffusion models and envision some interesting directions for future research.
Diffusion models have shown incredible capabilities as generative models; indeed, they power the current state-of-the-art models on text-conditioned image generation such as Imagen and DALL-E 2. In this work we review, demystify, and unify the understanding of diffusion models across both variational and score-based perspectives. We first derive Variational Diffusion Models (VDM) as a special case of a Markovian Hierarchical Variational Autoencoder, where three key assumptions enable tractable computation and scalable optimization of the ELBO. We then prove that optimizing a VDM boils down to learning a neural network to predict one of three potential objectives: the original source input from any arbitrary noisification of it, the original source noise from any arbitrarily noisified input, or the score function of a noisified input at any arbitrary noise level. We then dive deeper into what it means to learn the score function, and connect the variational perspective of a diffusion model explicitly with the Score-based Generative Modeling perspective through Tweedie's Formula. Lastly, we cover how to learn a conditional distribution using diffusion models via guidance.
High spectral dimensionality and the shortage of annotations make hyperspectral image (HSI) classification a challenging problem. Recent studies suggest that convolutional neural networks can learn discriminative spatial features, which play a paramount role in HSI interpretation. However, most of these methods ignore the distinctive spectral-spatial characteristic of hyperspectral data. In addition, a large amount of unlabeled data remains an unexploited gold mine for efficient data use. Therefore, we proposed an integration of generative adversarial networks (GANs) and probabilistic graphical models for HSI classification. Specifically, we used a spectral-spatial generator and a discriminator to identify land cover categories of hyperspectral cubes. Moreover, to take advantage of a large amount of unlabeled data, we adopted a conditional random field to refine the preliminary classification results generated by GANs. Experimental results obtained using two commonly studied datasets demonstrate that the proposed framework achieved encouraging classification accuracy using a small number of data for training.