We study the problem of inferring scene affordances by presenting a method for realistically inserting people into scenes. Given a scene image with a marked region and an image of a person, we insert the person into the scene while respecting the scene affordances. Our model can infer the set of realistic poses given the scene context, re-pose the reference person, and harmonize the composition. We set up the task in a self-supervised fashion by learning to re-pose humans in video clips. We train a large-scale diffusion model on a dataset of 2.4M video clips that produces diverse plausible poses while respecting the scene context. Given the learned human-scene composition, our model can also hallucinate realistic people and scenes when prompted without conditioning and also enables interactive editing. A quantitative evaluation shows that our method synthesizes more realistic human appearance and more natural human-scene interactions than prior work.
What constitutes the "vibe" of a particular scene? What should one find in "a busy, dirty city street", "an idyllic countryside", or "a crime scene in an abandoned living room"? The translation from abstract scene descriptions to stylized scene elements cannot be done with any generality by extant systems trained on rigid and limited indoor datasets. In this paper, we propose to leverage the knowledge captured by foundation models to accomplish this translation. We present a system that can serve as a tool to generate stylized assets for 3D scenes described by a short phrase, without the need to enumerate the objects to be found within the scene or give instructions on their appearance. Additionally, it is robust to open-world concepts in a way that traditional methods trained on limited data are not, affording more creative freedom to the 3D artist. Our system demonstrates this using a foundation model "team" composed of a large language model, a vision-language model and several image diffusion models, which communicate using an interpretable and user-editable intermediate representation, thus allowing for more versatile and controllable stylized asset generation for 3D artists. We introduce novel metrics for this task, and show through human evaluations that in 91% of the cases, our system outputs are judged more faithful to the semantics of the input scene description than the baseline, thus highlighting the potential of this approach to radically accelerate the 3D content creation process for 3D artists.
Fully supervised salient object detection (SOD) methods have made considerable progress in performance, yet these models rely heavily on expensive pixel-wise labels. Recently, to achieve a trade-off between labeling burden and performance, scribble-based SOD methods have attracted increasing attention. Previous scribble-based models directly implement the SOD task only based on SOD training data with limited information, it is extremely difficult for them to understand the image and further achieve a superior SOD task. In this paper, we propose a simple yet effective framework guided by general visual representations with rich contextual semantic knowledge for scribble-based SOD. These general visual representations are generated by self-supervised learning based on large-scale unlabeled datasets. Our framework consists of a task-related encoder, a general visual module, and an information integration module to efficiently combine the general visual representations with task-related features to perform the SOD task based on understanding the contextual connections of images. Meanwhile, we propose a novel global semantic affinity loss to guide the model to perceive the global structure of the salient objects. Experimental results on five public benchmark datasets demonstrate that our method, which only utilizes scribble annotations without introducing any extra label, outperforms the state-of-the-art weakly supervised SOD methods. Specifically, it outperforms the previous best scribble-based method on all datasets with an average gain of 5.5% for max f-measure, 5.8% for mean f-measure, 24% for MAE, and 3.1% for E-measure. Moreover, our method achieves comparable or even superior performance to the state-of-the-art fully supervised models.
The quality of three-dimensional reconstruction is a key factor affecting the effectiveness of its application in areas such as virtual reality (VR) and augmented reality (AR) technologies. Neural Radiance Fields (NeRF) can generate realistic images from any viewpoint. It simultaneously reconstructs the shape, lighting, and materials of objects, and without surface defects, which breaks down the barrier between virtuality and reality. The potential spatial correspondences displayed by NeRF between reconstructed scenes and real-world scenes offer a wide range of practical applications possibilities. Despite significant progress in 3D reconstruction since NeRF were introduced, there remains considerable room for exploration and experimentation. NeRF-based models are susceptible to interference issues caused by colored "fog" noise. Additionally, they frequently encounter instabilities and failures while attempting to reconstruct unbounded scenes. Moreover, the model takes a significant amount of time to converge, making it even more challenging to use in such scenarios. Our approach, coined Enhance-NeRF, which adopts joint color to balance low and high reflectivity objects display, utilizes a decoding architecture with prior knowledge to improve recognition, and employs multi-layer performance evaluation mechanisms to enhance learning capacity. It achieves reconstruction of outdoor scenes within one hour under single-card condition. Based on experimental results, Enhance-NeRF partially enhances fitness capability and provides some support to outdoor scene reconstruction. The Enhance-NeRF method can be used as a plug-and-play component, making it easy to integrate with other NeRF-based models. The code is available at: //github.com/TANQIanQ/Enhance-NeRF
Quality Diversity (QD) algorithms have been proposed to search for a large collection of both diverse and high-performing solutions instead of a single set of local optima. While early QD algorithms view the objective and descriptor functions as black-box functions, novel tools have been introduced to use gradient information to accelerate the search and improve overall performance of those algorithms over continuous input spaces. However a broad range of applications involve discrete spaces, such as drug discovery or image generation. Exploring those spaces is challenging as they are combinatorially large and gradients cannot be used in the same manner as in continuous spaces. We introduce map-elites with a Gradient-Informed Discrete Emitter (ME-GIDE), which extends QD optimisation with differentiable functions over discrete search spaces. ME-GIDE leverages the gradient information of the objective and descriptor functions with respect to its discrete inputs to propose gradient-informed updates that guide the search towards a diverse set of high quality solutions. We evaluate our method on challenging benchmarks including protein design and discrete latent space illumination and find that our method outperforms state-of-the-art QD algorithms in all benchmarks.
The imbalance problem is widespread in the field of machine learning, which also exists in multimodal learning areas caused by the intrinsic discrepancy between modalities of samples. Recent works have attempted to solve the modality imbalance problem from algorithm perspective, however, they do not fully analyze the influence of modality bias in datasets. Concretely, existing multimodal datasets are usually collected under specific tasks, where one modality tends to perform better than other ones in most conditions. In this work, to comprehensively explore the influence of modality bias, we first split existing datasets into different subsets by estimating sample-wise modality discrepancy. We surprisingly find that: the multimodal models with existing imbalance algorithms consistently perform worse than the unimodal one on specific subsets, in accordance with the modality bias. To further explore the influence of modality bias and analyze the effectiveness of existing imbalance algorithms, we build a balanced audiovisual dataset, with uniformly distributed modality discrepancy over the whole dataset. We then conduct extensive experiments to re-evaluate existing imbalance algorithms and draw some interesting findings: existing algorithms only provide a compromise between modalities and suffer from the large modality discrepancy of samples. We hope that these findings could facilitate future research on the modality imbalance problem.
Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey to focus on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. A regularly updated project page can be found at //github.com/tinatiansjz/hmr-survey.
Semantic reconstruction of indoor scenes refers to both scene understanding and object reconstruction. Existing works either address one part of this problem or focus on independent objects. In this paper, we bridge the gap between understanding and reconstruction, and propose an end-to-end solution to jointly reconstruct room layout, object bounding boxes and meshes from a single image. Instead of separately resolving scene understanding and object reconstruction, our method builds upon a holistic scene context and proposes a coarse-to-fine hierarchy with three components: 1. room layout with camera pose; 2. 3D object bounding boxes; 3. object meshes. We argue that understanding the context of each component can assist the task of parsing the others, which enables joint understanding and reconstruction. The experiments on the SUN RGB-D and Pix3D datasets demonstrate that our method consistently outperforms existing methods in indoor layout estimation, 3D object detection and mesh reconstruction.
Video captioning is the task of automatically generating a textual description of the actions in a video. Although previous work (e.g. sequence-to-sequence model) has shown promising results in abstracting a coarse description of a short video, it is still very challenging to caption a video containing multiple fine-grained actions with a detailed description. This paper aims to address the challenge by proposing a novel hierarchical reinforcement learning framework for video captioning, where a high-level Manager module learns to design sub-goals and a low-level Worker module recognizes the primitive actions to fulfill the sub-goal. With this compositional framework to reinforce video captioning at different levels, our approach significantly outperforms all the baseline methods on a newly introduced large-scale dataset for fine-grained video captioning. Furthermore, our non-ensemble model has already achieved the state-of-the-art results on the widely-used MSR-VTT dataset.
Inspired by recent development of artificial satellite, remote sensing images have attracted extensive attention. Recently, noticeable progress has been made in scene classification and target detection.However, it is still not clear how to describe the remote sensing image content with accurate and concise sentences. In this paper, we investigate to describe the remote sensing images with accurate and flexible sentences. First, some annotated instructions are presented to better describe the remote sensing images considering the special characteristics of remote sensing images. Second, in order to exhaustively exploit the contents of remote sensing images, a large-scale aerial image data set is constructed for remote sensing image caption. Finally, a comprehensive review is presented on the proposed data set to fully advance the task of remote sensing caption. Extensive experiments on the proposed data set demonstrate that the content of the remote sensing image can be completely described by generating language descriptions. The data set is available at //github.com/2051/RSICD_optimal