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In this paper, we investigate an open research task of generating controllable 3D textured shapes from the given textual descriptions. Previous works either require ground truth caption labeling or extensive optimization time. To resolve these issues, we present a novel framework, TAPS3D, to train a text-guided 3D shape generator with pseudo captions. Specifically, based on rendered 2D images, we retrieve relevant words from the CLIP vocabulary and construct pseudo captions using templates. Our constructed captions provide high-level semantic supervision for generated 3D shapes. Further, in order to produce fine-grained textures and increase geometry diversity, we propose to adopt low-level image regularization to enable fake-rendered images to align with the real ones. During the inference phase, our proposed model can generate 3D textured shapes from the given text without any additional optimization. We conduct extensive experiments to analyze each of our proposed components and show the efficacy of our framework in generating high-fidelity 3D textured and text-relevant shapes.

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Monocular 3D human pose estimation from RGB images has attracted significant attention in recent years. However, recent models depend on supervised training with 3D pose ground truth data or known pose priors for their target domains. 3D pose data is typically collected with motion capture devices, severely limiting their applicability. In this paper, we present a heuristic weakly supervised 3D human pose (HW-HuP) solution to estimate 3D poses in when no ground truth 3D pose data is available. HW-HuP learns partial pose priors from 3D human pose datasets and uses easy-to-access observations from the target domain to estimate 3D human pose and shape in an optimization and regression cycle. We employ depth data for weak supervision during training, but not inference. We show that HW-HuP meaningfully improves upon state-of-the-art models in two practical settings where 3D pose data can hardly be obtained: human poses in bed, and infant poses in the wild. Furthermore, we show that HW-HuP retains comparable performance to cutting-edge models on public benchmarks, even when such models train on 3D pose data.

In recent years, the use of expressive surface visualizations in the representation of vascular structures has gained significant attention. These visualizations provide a comprehensive understanding of complex anatomical structures and are crucial for treatment planning and medical education. However, to aid decision-making, physicians require visualizations that accurately depict anatomical structures and their spatial relationships in a clear and well-perceivable manner. This work extends a previous paper and presents a thorough examination of common techniques for encoding distance information of 3D vessel surfaces and provides an implementation of these visualizations. A Unity environment and detailed implementation instructions for sixteen different visualizations are provided. These visualizations can be classified into four categories: fundamental, surface-based, auxiliary, and illustrative. Furthermore, this extension includes tools to generate endpoint locations for vascular models. Overall this framework serves as a valuable resource for researchers in the field of vascular surface visualization by reducing the barrier to entry and promoting further research in this area. By providing an implementation of various visualizations, this paper aims to aid in the development of accurate and effective visual representations of vascular structures to assist in treatment planning and medical education.

Following the remarkable success of diffusion models on image generation, recent works have also demonstrated their impressive ability to address a number of inverse problems in an unsupervised way, by properly constraining the sampling process based on a conditioning input. Motivated by this, in this paper, we present the first approach to use diffusion models as a prior for highly accurate 3D facial BRDF reconstruction from a single image. We start by leveraging a high-quality UV dataset of facial reflectance (diffuse and specular albedo and normals), which we render under varying illumination settings to simulate natural RGB textures and, then, train an unconditional diffusion model on concatenated pairs of rendered textures and reflectance components. At test time, we fit a 3D morphable model to the given image and unwrap the face in a partial UV texture. By sampling from the diffusion model, while retaining the observed texture part intact, the model inpaints not only the self-occluded areas but also the unknown reflectance components, in a single sequence of denoising steps. In contrast to existing methods, we directly acquire the observed texture from the input image, thus, resulting in more faithful and consistent reflectance estimation. Through a series of qualitative and quantitative comparisons, we demonstrate superior performance in both texture completion as well as reflectance reconstruction tasks.

Diffusion models (DMs) can generate realistic images with text guidance using large-scale datasets. However, they demonstrate limited controllability in the output space of the generated images. We propose a novel learning method for text-guided image editing, namely \texttt{iEdit}, that generates images conditioned on a source image and a textual edit prompt. As a fully-annotated dataset with target images does not exist, previous approaches perform subject-specific fine-tuning at test time or adopt contrastive learning without a target image, leading to issues on preserving the fidelity of the source image. We propose to automatically construct a dataset derived from LAION-5B, containing pseudo-target images with their descriptive edit prompts given input image-caption pairs. This dataset gives us the flexibility of introducing a weakly-supervised loss function to generate the pseudo-target image from the latent noise of the source image conditioned on the edit prompt. To encourage localised editing and preserve or modify spatial structures in the image, we propose a loss function that uses segmentation masks to guide the editing during training and optionally at inference. Our model is trained on the constructed dataset with 200K samples and constrained GPU resources. It shows favourable results against its counterparts in terms of image fidelity, CLIP alignment score and qualitatively for editing both generated and real images.

With the advent of depth-to-image diffusion models, text-guided generation, editing, and transfer of realistic textures are no longer difficult. However, due to the limitations of pre-trained diffusion models, they can only create low-resolution, inconsistent textures. To address this issue, we present the High-definition Consistency Texture Model (HCTM), a novel method that can generate high-definition and consistent textures for 3D meshes according to the text prompts. We achieve this by leveraging a pre-trained depth-to-image diffusion model to generate single viewpoint results based on the text prompt and a depth map. We fine-tune the diffusion model with Parameter-Efficient Fine-Tuning to quickly learn the style of the generated result, and apply the multi-diffusion strategy to produce high-resolution and consistent results from different viewpoints. Furthermore, we propose a strategy that prevents the appearance of noise on the textures caused by backpropagation. Our proposed approach has demonstrated promising results in generating high-definition and consistent textures for 3D meshes, as demonstrated through a series of experiments.

Textures are a vital aspect of creating visually appealing and realistic 3D models. In this paper, we study the problem of generating high-fidelity texture given shapes of 3D assets, which has been relatively less explored compared with generic 3D shape modeling. Our goal is to facilitate a controllable texture generation process, such that one texture code can correspond to a particular appearance style independent of any input shapes from a category. We introduce Texture UV Radiance Fields (TUVF) that generate textures in a learnable UV sphere space rather than directly on the 3D shape. This allows the texture to be disentangled from the underlying shape and transferable to other shapes that share the same UV space, i.e., from the same category. We integrate the UV sphere space with the radiance field, which provides a more efficient and accurate representation of textures than traditional texture maps. We perform our experiments on real-world object datasets where we achieve not only realistic synthesis but also substantial improvements over state-of-the-arts on texture controlling and editing. Project Page: //www.anjiecheng.me/TUVF

Optical coherence tomography angiography (OCTA) is a new imaging modality to visualize retinal microvasculature and has been readily adopted in clinics. High-resolution OCT angiograms are important to qualitatively and quantitatively identify potential biomarkers for different retinal diseases accurately. However, one significant problem of OCTA is the inevitable decrease in resolution when increasing the field-of-view given a fixed acquisition time. To address this issue, we propose a novel reference-based super-resolution (RefSR) framework to preserve the resolution of the OCT angiograms while increasing the scanning area. Specifically, textures from the normal RefSR pipeline are used to train a learnable texture generator (LTG), which is designed to generate textures according to the input. The key difference between the proposed method and traditional RefSR models is that the textures used during inference are generated by the LTG instead of being searched from a single reference image. Since the LTG is optimized throughout the whole training process, the available texture space is significantly enlarged and no longer limited to a single reference image, but extends to all textures contained in the training samples. Moreover, our proposed LTGNet does not require a reference image at the inference phase, thereby becoming invulnerable to the selection of the reference image. Both experimental and visual results show that LTGNet has superior performance and robustness over state-of-the-art methods, indicating good reliability and promise in real-life deployment. The source code will be made available upon acceptance.

The key challenge of image manipulation detection is how to learn generalizable features that are sensitive to manipulations in novel data, whilst specific to prevent false alarms on authentic images. Current research emphasizes the sensitivity, with the specificity overlooked. In this paper we address both aspects by multi-view feature learning and multi-scale supervision. By exploiting noise distribution and boundary artifact surrounding tampered regions, the former aims to learn semantic-agnostic and thus more generalizable features. The latter allows us to learn from authentic images which are nontrivial to be taken into account by current semantic segmentation network based methods. Our thoughts are realized by a new network which we term MVSS-Net. Extensive experiments on five benchmark sets justify the viability of MVSS-Net for both pixel-level and image-level manipulation detection.

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.

Sufficient training data is normally required to train deeply learned models. However, the number of pedestrian images per ID in person re-identification (re-ID) datasets is usually limited, since manually annotations are required for multiple camera views. To produce more data for training deeply learned models, generative adversarial network (GAN) can be leveraged to generate samples for person re-ID. However, the samples generated by vanilla GAN usually do not have labels. So in this paper, we propose a virtual label called Multi-pseudo Regularized Label (MpRL) and assign it to the generated images. With MpRL, the generated samples will be used as supplementary of real training data to train a deep model in a semi-supervised learning fashion. Considering data bias between generated and real samples, MpRL utilizes different contributions from predefined training classes. The contribution-based virtual labels are automatically assigned to generated samples to reduce ambiguous prediction in training. Meanwhile, MpRL only relies on predefined training classes without using extra classes. Furthermore, to reduce over-fitting, a regularized manner is applied to MpRL to regularize the learning process. To verify the effectiveness of MpRL, two state-of-the-art convolutional neural networks (CNNs) are adopted in our experiments. Experiments demonstrate that by assigning MpRL to generated samples, we can further improve the person re-ID performance on three datasets i.e., Market-1501, DukeMTMCreID, and CUHK03. The proposed method obtains +6.29%, +6.30% and +5.58% improvements in rank-1 accuracy over a strong CNN baseline respectively, and outperforms the state-of-the- art methods.

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