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We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and rendering. To this end, we propose a compositional avatar representation, where the body, hands and the face are separately modeled in a way that the structural prior from parametric mesh templates is properly utilized without compromising representation flexibility. Furthermore, we disentangle the geometry and appearance for each part. With these technical designs, we propose a dedicated deferred rendering pipeline, which can be executed in real-time framerate to synthesize high-quality free-view images. The disentanglement of geometry and appearance also allows us to design a two-pass training strategy that combines volume rendering and surface rendering for network training. In this way, patch-level supervision can be applied to force the network to learn sharp appearance details on the basis of geometry estimation. Overall, our method enables automatic construction of expressive full-body avatars with real-time rendering capability, and can generate photo-realistic images with dynamic details for novel body motions and facial expressions.

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Networking:IFIP International Conferences on Networking。 Explanation:國際網絡會議。 Publisher:IFIP。 SIT:

3D shape modeling is labor-intensive and time-consuming and requires years of expertise. Recently, 2D sketches and text inputs were considered as conditional modalities to 3D shape generation networks to facilitate 3D shape modeling. However, text does not contain enough fine-grained information and is more suitable to describe a category or appearance rather than geometry, while 2D sketches are ambiguous, and depicting complex 3D shapes in 2D again requires extensive practice. Instead, we explore virtual reality sketches that are drawn directly in 3D. We assume that the sketches are created by novices, without any art training, and aim to reconstruct physically-plausible 3D shapes. Since such sketches are potentially ambiguous, we tackle the problem of the generation of multiple 3D shapes that follow the input sketch structure. Limited in the size of the training data, we carefully design our method, training the model step-by-step and leveraging multi-modal 3D shape representation. To guarantee the plausibility of generated 3D shapes we leverage the normalizing flow that models the distribution of the latent space of 3D shapes. To encourage the fidelity of the generated 3D models to an input sketch, we propose a dedicated loss that we deploy at different stages of the training process. We plan to make our code publicly available.

Long-term visual localization is an essential problem in robotics and computer vision, but remains challenging due to the environmental appearance changes caused by lighting and seasons. While many existing works have attempted to solve it by directly learning invariant sparse keypoints and descriptors to match scenes, these approaches still struggle with adverse appearance changes. Recent developments in image transformations such as neural style transfer have emerged as an alternative to address such appearance gaps. In this work, we propose to combine an image transformation network and a feature-learning network to improve long-term localization performance. Given night-to-day image pairs, the image transformation network transforms the night images into day-like conditions prior to feature matching; the feature network learns to detect keypoint locations with their associated descriptor values, which can be passed to a classical pose estimator to compute the relative poses. We conducted various experiments to examine the effectiveness of combining style transfer and feature learning and its training strategy, showing that such a combination greatly improves long-term localization performance.

Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.

TalkBank is an online database that facilitates the sharing of linguistics research data. However, the existing TalkBank's API has limited data filtering and batch processing capabilities. To overcome these limitations, this paper introduces a pipeline framework that employs a hierarchical search approach, enabling efficient complex data selection. This approach involves a quick preliminary screening of relevant corpora that a researcher may need, and then perform an in-depth search for target data based on specific criteria. The identified files are then indexed, providing easier access for future analysis. Furthermore, the paper demonstrates how data from different studies curated with the framework can be integrated by standardizing and cleaning metadata, allowing researchers to extract insights from a large, integrated dataset. While being designed for TalkBank, the framework can also be adapted to process data from other open-science platforms.

Recently, text-to-image diffusion models have shown remarkable capabilities in creating realistic images from natural language prompts. However, few works have explored using these models for semantic localization or grounding. In this work, we explore how an off-the-shelf text-to-image diffusion model, trained without exposure to localization information, can ground various semantic phrases without segmentation-specific re-training. We introduce an inference time optimization process capable of generating segmentation masks conditioned on natural language prompts. Our proposal, Peekaboo, is a first-of-its-kind zero-shot, open-vocabulary, unsupervised semantic grounding technique leveraging diffusion models without any training. We evaluate Peekaboo on the Pascal VOC dataset for unsupervised semantic segmentation and the RefCOCO dataset for referring segmentation, showing results competitive with promising results. We also demonstrate how Peekaboo can be used to generate images with transparency, even though the underlying diffusion model was only trained on RGB images - which to our knowledge we are the first to attempt. Please see our project page, including our code: //ryanndagreat.github.io/peekaboo

Video retargeting for digital face animation is used in virtual reality, social media, gaming, movies, and video conference, aiming to animate avatars' facial expressions based on videos of human faces. The standard method to represent facial expressions for 3D characters is by blendshapes, a vector of weights representing the avatar's neutral shape and its variations under facial expressions, e.g., smile, puff, blinking. Datasets of paired frames with blendshape vectors are rare, and labeling can be laborious, time-consuming, and subjective. In this work, we developed an approach that handles the lack of appropriate datasets. Instead, we used a synthetic dataset of only one character. To generalize various characters, we re-represented each frame to face landmarks. We developed a unique deep-learning architecture that groups landmarks for each facial organ and connects them to relevant blendshape weights. Additionally, we incorporated complementary methods for facial expressions that landmarks did not represent well and gave special attention to eye expressions. We have demonstrated the superiority of our approach to previous research in qualitative and quantitative metrics. Our approach achieved a higher MOS of 68% and a lower MSE of 44.2% when tested on videos with various users and expressions.

In this work, we investigate the inference time of the MobileNet family, EfficientNet V1 and V2 family, VGG models, Resnet family, and InceptionV3 on four edge platforms. Specifically NVIDIA Jetson Nano, Intel Neural Stick, Google Coral USB Dongle, and Google Coral PCIe. Our main contribution is a thorough analysis of the aforementioned models in multiple settings, especially as a function of input size, the presence of the classification head, its size, and the scale of the model. Since throughout the industry, those architectures are mainly utilized as feature extractors we put our main focus on analyzing them as such. We show that Google platforms offer the fastest average inference time, especially for newer models like MobileNet or EfficientNet family, while Intel Neural Stick is the most universal accelerator allowing to run most architectures. These results should provide guidance for engineers in the early stages of AI edge systems development. All of them are accessible at //bulletprove.com/research/edge_inference_results.csv

Recently, the advent of pre-trained large-scale language models (LLMs) like ChatGPT and GPT-4 have significantly advanced the machine's natural language understanding capabilities. This breakthrough has allowed us to seamlessly integrate these open-source LLMs into a unified robot simulator environment to help robots accurately understand and execute human natural language instructions. To this end, in this work, we introduce a realistic robotic manipulation simulator and build a Robotic Manipulation with Progressive Reasoning Tasks (RM-PRT) benchmark on this basis. Specifically, the RM-PRT benchmark builds a new high-fidelity digital twin scene based on Unreal Engine 5, which includes 782 categories, 2023 objects, and 15K natural language instructions generated by ChatGPT for a detailed evaluation of robot manipulation. We propose a general pipeline for the RM-PRT benchmark that takes as input multimodal prompts containing natural language instructions and automatically outputs actions containing the movement and position transitions. We set four natural language understanding tasks with progressive reasoning levels and evaluate the robot's ability to understand natural language instructions in two modes of adsorption and grasping. In addition, we also conduct a comprehensive analysis and comparison of the differences and advantages of 10 different LLMs in instruction understanding and generation quality. We hope the new simulator and benchmark will facilitate future research on language-guided robotic manipulation. Project website: //necolizer.github.io/RM-PRT/ .

For an image with multiple scene texts, different people may be interested in different text information. Current text-aware image captioning models are not able to generate distinctive captions according to various information needs. To explore how to generate personalized text-aware captions, we define a new challenging task, namely Question-controlled Text-aware Image Captioning (Qc-TextCap). With questions as control signals, this task requires models to understand questions, find related scene texts and describe them together with objects fluently in human language. Based on two existing text-aware captioning datasets, we automatically construct two datasets, ControlTextCaps and ControlVizWiz to support the task. We propose a novel Geometry and Question Aware Model (GQAM). GQAM first applies a Geometry-informed Visual Encoder to fuse region-level object features and region-level scene text features with considering spatial relationships. Then, we design a Question-guided Encoder to select the most relevant visual features for each question. Finally, GQAM generates a personalized text-aware caption with a Multimodal Decoder. Our model achieves better captioning performance and question answering ability than carefully designed baselines on both two datasets. With questions as control signals, our model generates more informative and diverse captions than the state-of-the-art text-aware captioning model. Our code and datasets are publicly available at //github.com/HAWLYQ/Qc-TextCap.

This paper discusses and demonstrates the outcomes from our experimentation on Image Captioning. Image captioning is a much more involved task than image recognition or classification, because of the additional challenge of recognizing the interdependence between the objects/concepts in the image and the creation of a succinct sentential narration. Experiments on several labeled datasets show the accuracy of the model and the fluency of the language it learns solely from image descriptions. As a toy application, we apply image captioning to create video captions, and we advance a few hypotheses on the challenges we encountered.

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