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Diffusion models have exhibited promising progress in video generation. However, they often struggle to retain consistent details within local regions across frames. One underlying cause is that traditional diffusion models approximate Gaussian noise distribution by utilizing predictive noise, without fully accounting for the impact of inherent information within the input itself. Additionally, these models emphasize the distinction between predictions and references, neglecting information intrinsic to the videos. To address this limitation, inspired by the self-attention mechanism, we propose a novel text-to-video (T2V) generation network structure based on diffusion models, dubbed Additional Perturbation for Latent noise with Adversarial training (APLA). Our approach only necessitates a single video as input and builds upon pre-trained stable diffusion networks. Notably, we introduce an additional compact network, known as the Video Generation Transformer (VGT). This auxiliary component is designed to extract perturbations from the inherent information contained within the input, thereby refining inconsistent pixels during temporal predictions. We leverage a hybrid architecture of transformers and convolutions to compensate for temporal intricacies, enhancing consistency between different frames within the video. Experiments demonstrate a noticeable improvement in the consistency of the generated videos both qualitatively and quantitatively.

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2023 年 10 月 11 日

Recent diffusion probabilistic models (DPMs) have shown remarkable abilities of generated content, however, they often suffer from complex forward processes, resulting in inefficient solutions for the reversed process and prolonged sampling times. In this paper, we aim to address the aforementioned challenges by focusing on the diffusion process itself that we propose to decouple the intricate diffusion process into two comparatively simpler process to improve the generative efficacy and speed. In particular, we present a novel diffusion paradigm named DDM (Decoupled Diffusion Models) based on the Ito diffusion process, in which the image distribution is approximated by an explicit transition probability while the noise path is controlled by the standard Wiener process. We find that decoupling the diffusion process reduces the learning difficulty and the explicit transition probability improves the generative speed significantly. We prove a new training objective for DPM, which enables the model to learn to predict the noise and image components separately. Moreover, given the novel forward diffusion equation, we derive the reverse denoising formula of DDM that naturally supports fewer steps of generation without ordinary differential equation (ODE) based accelerators. Our experiments demonstrate that DDM outperforms previous DPMs by a large margin in fewer function evaluations setting and gets comparable performances in long function evaluations setting. We also show that our framework can be applied to image-conditioned generation and high-resolution image synthesis, and that it can generate high-quality images with only 10 function evaluations.

This is a technical report for the GigaCrowd challenge. Reconstructing 3D crowds from monocular images is a challenging problem due to mutual occlusions, server depth ambiguity, and complex spatial distribution. Since no large-scale 3D crowd dataset can be used to train a robust model, the current multi-person mesh recovery methods can hardly achieve satisfactory performance in crowded scenes. In this paper, we exploit the crowd features and propose a crowd-constrained optimization to improve the common single-person method on crowd images. To avoid scale variations, we first detect human bounding-boxes and 2D poses from the original images with off-the-shelf detectors. Then, we train a single-person mesh recovery network using existing in-the-wild image datasets. To promote a more reasonable spatial distribution, we further propose a crowd constraint to refine the single-person network parameters. With the optimization, we can obtain accurate body poses and shapes with reasonable absolute positions from a large-scale crowd image using a single-person backbone. The code will be publicly available at~\url{//github.com/boycehbz/CrowdRec}.

Talking face generation has a wide range of potential applications in the field of virtual digital humans. However, rendering high-fidelity facial video while ensuring lip synchronization is still a challenge for existing audio-driven talking face generation approaches. To address this issue, we propose HyperLips, a two-stage framework consisting of a hypernetwork for controlling lips and a high-resolution decoder for rendering high-fidelity faces.In the first stage, we construct a base face generation network that uses the hypernetwork to control the encoding latent code of the visual face information over audio. First, FaceEncoder is used to obtain latent code by extracting features from the visual face information taken from the video source containing the face frame.Then, HyperConv, which weighting parameters are updated by HyperNet with the audio features as input, will modify the latent code to synchronize the lip movement with the audio. Finally, FaceDecoder will decode the modified and synchronized latent code into visual face content. In the second stage, we obtain higher quality face videos through a high-resolution decoder. To further improve the quality of face generation, we trained a high-resolution decoder, HRDecoder, using face images and detected sketches generated from the first stage as input.Extensive quantitative and qualitative experiments show that our method outperforms state-of-the-art work with more realistic, high-fidelity, and lip synchronization. Project page: //semchan.github.io/HyperLips/

Large language models (LLMs) such as GPT-4 have emerged as frontrunners, showcasing unparalleled prowess in diverse applications, including answering queries, code generation, and more. Parallelly, graph-structured data, an intrinsic data type, is pervasive in real-world scenarios. Merging the capabilities of LLMs with graph-structured data has been a topic of keen interest. This paper bifurcates such integrations into two predominant categories. The first leverages LLMs for graph learning, where LLMs can not only augment existing graph algorithms but also stand as prediction models for various graph tasks. Conversely, the second category underscores the pivotal role of graphs in advancing LLMs. Mirroring human cognition, we solve complex tasks by adopting graphs in either reasoning or collaboration. Integrating with such structures can significantly boost the performance of LLMs in various complicated tasks. We also discuss and propose open questions for integrating LLMs with graph-structured data for the future direction of the field.

Large-scale datasets have played a crucial role in the advancement of computer vision. However, they often suffer from problems such as class imbalance, noisy labels, dataset bias, or high resource costs, which can inhibit model performance and reduce trustworthiness. With the advocacy of data-centric research, various data-centric solutions have been proposed to solve the dataset problems mentioned above. They improve the quality of datasets by re-organizing them, which we call dataset refinement. In this survey, we provide a comprehensive and structured overview of recent advances in dataset refinement for problematic computer vision datasets. Firstly, we summarize and analyze the various problems encountered in large-scale computer vision datasets. Then, we classify the dataset refinement algorithms into three categories based on the refinement process: data sampling, data subset selection, and active learning. In addition, we organize these dataset refinement methods according to the addressed data problems and provide a systematic comparative description. We point out that these three types of dataset refinement have distinct advantages and disadvantages for dataset problems, which informs the choice of the data-centric method appropriate to a particular research objective. Finally, we summarize the current literature and propose potential future research topics.

Images can convey rich semantics and induce various emotions in viewers. Recently, with the rapid advancement of emotional intelligence and the explosive growth of visual data, extensive research efforts have been dedicated to affective image content analysis (AICA). In this survey, we will comprehensively review the development of AICA in the recent two decades, especially focusing on the state-of-the-art methods with respect to three main challenges -- the affective gap, perception subjectivity, and label noise and absence. We begin with an introduction to the key emotion representation models that have been widely employed in AICA and description of available datasets for performing evaluation with quantitative comparison of label noise and dataset bias. We then summarize and compare the representative approaches on (1) emotion feature extraction, including both handcrafted and deep features, (2) learning methods on dominant emotion recognition, personalized emotion prediction, emotion distribution learning, and learning from noisy data or few labels, and (3) AICA based applications. Finally, we discuss some challenges and promising research directions in the future, such as image content and context understanding, group emotion clustering, and viewer-image interaction.

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

Video captioning is a challenging task that requires a deep understanding of visual scenes. State-of-the-art methods generate captions using either scene-level or object-level information but without explicitly modeling object interactions. Thus, they often fail to make visually grounded predictions, and are sensitive to spurious correlations. In this paper, we propose a novel spatio-temporal graph model for video captioning that exploits object interactions in space and time. Our model builds interpretable links and is able to provide explicit visual grounding. To avoid unstable performance caused by the variable number of objects, we further propose an object-aware knowledge distillation mechanism, in which local object information is used to regularize global scene features. We demonstrate the efficacy of our approach through extensive experiments on two benchmarks, showing our approach yields competitive performance with interpretable predictions.

Distant supervision can effectively label data for relation extraction, but suffers from the noise labeling problem. Recent works mainly perform soft bag-level noise reduction strategies to find the relatively better samples in a sentence bag, which is suboptimal compared with making a hard decision of false positive samples in sentence level. In this paper, we introduce an adversarial learning framework, which we named DSGAN, to learn a sentence-level true-positive generator. Inspired by Generative Adversarial Networks, we regard the positive samples generated by the generator as the negative samples to train the discriminator. The optimal generator is obtained until the discrimination ability of the discriminator has the greatest decline. We adopt the generator to filter distant supervision training dataset and redistribute the false positive instances into the negative set, in which way to provide a cleaned dataset for relation classification. The experimental results show that the proposed strategy significantly improves the performance of distant supervision relation extraction comparing to state-of-the-art systems.

Visual Question Answering (VQA) models have struggled with counting objects in natural images so far. We identify a fundamental problem due to soft attention in these models as a cause. To circumvent this problem, we propose a neural network component that allows robust counting from object proposals. Experiments on a toy task show the effectiveness of this component and we obtain state-of-the-art accuracy on the number category of the VQA v2 dataset without negatively affecting other categories, even outperforming ensemble models with our single model. On a difficult balanced pair metric, the component gives a substantial improvement in counting over a strong baseline by 6.6%.

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