Speaker diarization in real-world videos presents significant challenges due to varying acoustic conditions, diverse scenes, the presence of off-screen speakers, etc. This paper builds upon a previous study (AVR-Net) and introduces a novel multi-modal speaker diarization system, AFL-Net. The proposed AFL-Net incorporates dynamic lip movement as an additional modality to enhance the identity distinction. Besides, unlike AVR-Net which extracts high-level representations from each modality independently, AFL-Net employs a two-step cross-attention mechanism to sufficiently fuse different modalities, resulting in more comprehensive information to enhance the performance. Moreover, we also incorporated a masking strategy during training, where the face and lip modalities are randomly obscured. This strategy enhances the impact of the audio modality on the system outputs. Experimental results demonstrate that AFL-Net outperforms state-of-the-art baselines, such as the AVR-Net and DyViSE.
The estimation of implicit cross-frame correspondences and the high computational cost have long been major challenges in video semantic segmentation (VSS) for driving scenes. Prior works utilize keyframes, feature propagation, or cross-frame attention to address these issues. By contrast, we are the first to harness vanishing point (VP) priors for more effective segmentation. Intuitively, objects near VPs (i.e., away from the vehicle) are less discernible. Moreover, they tend to move radially away from the VP over time in the usual case of a forward-facing camera, a straight road, and linear forward motion of the vehicle. Our novel, efficient network for VSS, named VPSeg, incorporates two modules that utilize exactly this pair of static and dynamic VP priors: sparse-to-dense feature mining (DenseVP) and VP-guided motion fusion (MotionVP). MotionVP employs VP-guided motion estimation to establish explicit correspondences across frames and help attend to the most relevant features from neighboring frames, while DenseVP enhances weak dynamic features in distant regions around VPs. These modules operate within a context-detail framework, which separates contextual features from high-resolution local features at different input resolutions to reduce computational costs. Contextual and local features are integrated through contextualized motion attention (CMA) for the final prediction. Extensive experiments on two popular driving segmentation benchmarks, Cityscapes and ACDC, demonstrate that VPSeg outperforms previous SOTA methods, with only modest computational overhead.
Recent advancements in subject-driven image generation have made significant strides. However, current methods still fall short in diverse application scenarios, as they require test-time tuning and cannot accept interleaved multi-image and text input. These limitations keep them far from the ultimate goal of "image as a foreign language in image generation." This paper presents Kosmos-G, a model that leverages the advanced multimodal perception capabilities of Multimodal Large Language Models (MLLMs) to tackle the aforementioned challenge. Our approach aligns the output space of MLLM with CLIP using the textual modality as an anchor and performs compositional instruction tuning on curated data. Kosmos-G demonstrates an impressive capability of zero-shot subject-driven generation with interleaved multi-image and text input. Notably, the score distillation instruction tuning requires no modifications to the image decoder. This allows for a seamless substitution of CLIP and effortless integration with a myriad of U-Net techniques ranging from fine-grained controls to personalized image decoder variants. We posit Kosmos-G as an initial attempt towards the goal of "image as a foreign language in image generation." The code can be found at //aka.ms/Kosmos-G
In video game design, audio (both environmental background music and object sound effects) play a critical role. Sounds are typically pre-created assets designed for specific locations or objects in a game. However, user-generated content is becoming increasingly popular in modern games (e.g. building custom environments or crafting unique objects). Since the possibilities are virtually limitless, it is impossible for game creators to pre-create audio for user-generated content. We explore the use of generative artificial intelligence to create music and sound effects on-the-fly based on user-generated content. We investigate two avenues for audio generation: 1) text-to-audio: using a text description of user-generated content as input to the audio generator, and 2) image-to-audio: using a rendering of the created environment or object as input to an image-to-text generator, then piping the resulting text description into the audio generator. In this paper we discuss ethical implications of using generative artificial intelligence for user-generated content and highlight two prototype games where audio is generated for user-created environments and objects.
AI-generated video has revolutionized short video production, filmmaking, and personalized media, making video local editing an essential tool. However, this progress also blurs the line between reality and fiction, posing challenges in multimedia forensics. To solve this urgent issue, V2A-Mark is proposed to address the limitations of current video tampering forensics, such as poor generalizability, singular function, and single modality focus. Combining the fragility of video-into-video steganography with deep robust watermarking, our method can embed invisible visual-audio localization watermarks and copyright watermarks into the original video frames and audio, enabling precise manipulation localization and copyright protection. We also design a temporal alignment and fusion module and degradation prompt learning to enhance the localization accuracy and decoding robustness. Meanwhile, we introduce a sample-level audio localization method and a cross-modal copyright extraction mechanism to couple the information of audio and video frames. The effectiveness of V2A-Mark has been verified on a visual-audio tampering dataset, emphasizing its superiority in localization precision and copyright accuracy, crucial for the sustainable development of video editing in the AIGC video era.
We propose GaussianTalker, a novel framework for real-time generation of pose-controllable talking heads. It leverages the fast rendering capabilities of 3D Gaussian Splatting (3DGS) while addressing the challenges of directly controlling 3DGS with speech audio. GaussianTalker constructs a canonical 3DGS representation of the head and deforms it in sync with the audio. A key insight is to encode the 3D Gaussian attributes into a shared implicit feature representation, where it is merged with audio features to manipulate each Gaussian attribute. This design exploits the spatial-aware features and enforces interactions between neighboring points. The feature embeddings are then fed to a spatial-audio attention module, which predicts frame-wise offsets for the attributes of each Gaussian. It is more stable than previous concatenation or multiplication approaches for manipulating the numerous Gaussians and their intricate parameters. Experimental results showcase GaussianTalker's superiority in facial fidelity, lip synchronization accuracy, and rendering speed compared to previous methods. Specifically, GaussianTalker achieves a remarkable rendering speed up to 120 FPS, surpassing previous benchmarks. Our code is made available at //github.com/KU-CVLAB/GaussianTalker/ .
Deepfake videos are becoming increasingly realistic, showing subtle tampering traces on facial areasthat vary between frames. Consequently, many existing Deepfake detection methods struggle to detect unknown domain Deepfake videos while accurately locating the tampered region. To address thislimitation, we propose Delocate, a novel Deepfake detection model that can both recognize andlocalize unknown domain Deepfake videos. Ourmethod consists of two stages named recoveringand localization. In the recovering stage, the modelrandomly masks regions of interest (ROIs) and reconstructs real faces without tampering traces, resulting in a relatively good recovery effect for realfaces and a poor recovery effect for fake faces. Inthe localization stage, the output of the recoveryphase and the forgery ground truth mask serve assupervision to guide the forgery localization process. This process strategically emphasizes the recovery phase of fake faces with poor recovery, facilitating the localization of tampered regions. Ourextensive experiments on four widely used benchmark datasets demonstrate that Delocate not onlyexcels in localizing tampered areas but also enhances cross-domain detection performance.
Recently, Segment Anything Model (SAM) shows exceptional performance in generating high-quality object masks and achieving zero-shot image segmentation. However, as a versatile vision model, SAM is primarily trained with large-scale natural light images. In underwater scenes, it exhibits substantial performance degradation due to the light scattering and absorption. Meanwhile, the simplicity of the SAM's decoder might lead to the loss of fine-grained object details. To address the above issues, we propose a novel feature learning framework named MAS-SAM for marine animal segmentation, which involves integrating effective adapters into the SAM's encoder and constructing a pyramidal decoder. More specifically, we first build a new SAM's encoder with effective adapters for underwater scenes. Then, we introduce a Hypermap Extraction Module (HEM) to generate multi-scale features for a comprehensive guidance. Finally, we propose a Progressive Prediction Decoder (PPD) to aggregate the multi-scale features and predict the final segmentation results. When grafting with the Fusion Attention Module (FAM), our method enables to extract richer marine information from global contextual cues to fine-grained local details. Extensive experiments on four public MAS datasets demonstrate that our MAS-SAM can obtain better results than other typical segmentation methods. The source code is available at //github.com/Drchip61/MAS-SAM.
We introduce a 3D-aware diffusion model, ZeroNVS, for single-image novel view synthesis for in-the-wild scenes. While existing methods are designed for single objects with masked backgrounds, we propose new techniques to address challenges introduced by in-the-wild multi-object scenes with complex backgrounds. Specifically, we train a generative prior on a mixture of data sources that capture object-centric, indoor, and outdoor scenes. To address issues from data mixture such as depth-scale ambiguity, we propose a novel camera conditioning parameterization and normalization scheme. Further, we observe that Score Distillation Sampling (SDS) tends to truncate the distribution of complex backgrounds during distillation of 360-degree scenes, and propose "SDS anchoring" to improve the diversity of synthesized novel views. Our model sets a new state-of-the-art result in LPIPS on the DTU dataset in the zero-shot setting, even outperforming methods specifically trained on DTU. We further adapt the challenging Mip-NeRF 360 dataset as a new benchmark for single-image novel view synthesis, and demonstrate strong performance in this setting. Our code and data are at //kylesargent.github.io/zeronvs/
Intelligent vehicle systems require a deep understanding of the interplay between road conditions, surrounding entities, and the ego vehicle's driving behavior for safe and efficient navigation. This is particularly critical in developing countries where traffic situations are often dense and unstructured with heterogeneous road occupants. Existing datasets, predominantly geared towards structured and sparse traffic scenarios, fall short of capturing the complexity of driving in such environments. To fill this gap, we present IDD-X, a large-scale dual-view driving video dataset. With 697K bounding boxes, 9K important object tracks, and 1-12 objects per video, IDD-X offers comprehensive ego-relative annotations for multiple important road objects covering 10 categories and 19 explanation label categories. The dataset also incorporates rearview information to provide a more complete representation of the driving environment. We also introduce custom-designed deep networks aimed at multiple important object localization and per-object explanation prediction. Overall, our dataset and introduced prediction models form the foundation for studying how road conditions and surrounding entities affect driving behavior in complex traffic situations.
The rapid advances in Vision Transformer (ViT) refresh the state-of-the-art performances in various vision tasks, overshadowing the conventional CNN-based models. This ignites a few recent striking-back research in the CNN world showing that pure CNN models can achieve as good performance as ViT models when carefully tuned. While encouraging, designing such high-performance CNN models is challenging, requiring non-trivial prior knowledge of network design. To this end, a novel framework termed Mathematical Architecture Design for Deep CNN (DeepMAD) is proposed to design high-performance CNN models in a principled way. In DeepMAD, a CNN network is modeled as an information processing system whose expressiveness and effectiveness can be analytically formulated by their structural parameters. Then a constrained mathematical programming (MP) problem is proposed to optimize these structural parameters. The MP problem can be easily solved by off-the-shelf MP solvers on CPUs with a small memory footprint. In addition, DeepMAD is a pure mathematical framework: no GPU or training data is required during network design. The superiority of DeepMAD is validated on multiple large-scale computer vision benchmark datasets. Notably on ImageNet-1k, only using conventional convolutional layers, DeepMAD achieves 0.7% and 1.5% higher top-1 accuracy than ConvNeXt and Swin on Tiny level, and 0.8% and 0.9% higher on Small level.