亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

This paper presents a new approach for 3D shape generation, inversion, and manipulation, through a direct generative modeling on a continuous implicit representation in wavelet domain. Specifically, we propose a compact wavelet representation with a pair of coarse and detail coefficient volumes to implicitly represent 3D shapes via truncated signed distance functions and multi-scale biorthogonal wavelets. Then, we design a pair of neural networks: a diffusion-based generator to produce diverse shapes in the form of the coarse coefficient volumes and a detail predictor to produce compatible detail coefficient volumes for introducing fine structures and details. Further, we may jointly train an encoder network to learn a latent space for inverting shapes, allowing us to enable a rich variety of whole-shape and region-aware shape manipulations. Both quantitative and qualitative experimental results manifest the compelling shape generation, inversion, and manipulation capabilities of our approach over the state-of-the-art methods.

相關內容

Recent progress in NeRF-based GANs has introduced a number of approaches for high-resolution and high-fidelity generative modeling of human heads with a possibility for novel view rendering. At the same time, one must solve an inverse problem to be able to re-render or modify an existing image or video. Despite the success of universal optimization-based methods for 2D GAN inversion, those, applied to 3D GANs, may fail to produce 3D-consistent renderings. Fast encoder-based techniques, such as those developed for StyleGAN, may also be less appealing due to the lack of identity preservation. In our work, we introduce a real-time method that bridges the gap between the two approaches by directly utilizing the tri-plane representation introduced for EG3D generative model. In particular, we build upon a feed-forward convolutional encoder for the latent code and extend it with a fully-convolutional predictor of tri-plane numerical offsets. As shown in our work, the renderings are similar in quality to optimization-based techniques and significantly outperform the baselines for novel view. As we empirically prove, this is a consequence of directly operating in the tri-plane space, not in the GAN parameter space, while making use of an encoder-based trainable approach.

Unsupervised Domain Adaptation Regression (DAR) aims to bridge the domain gap between a labeled source dataset and an unlabelled target dataset for regression problems. Recent works mostly focus on learning a deep feature encoder by minimizing the discrepancy between source and target features. In this work, we present a different perspective for the DAR problem by analyzing the closed-form ordinary least square~(OLS) solution to the linear regressor in the deep domain adaptation context. Rather than aligning the original feature embedding space, we propose to align the inverse Gram matrix of the features, which is motivated by its presence in the OLS solution and the Gram matrix's ability to capture the feature correlations. Specifically, we propose a simple yet effective DAR method which leverages the pseudo-inverse low-rank property to align the scale and angle in a selected subspace generated by the pseudo-inverse Gram matrix of the two domains. We evaluate our method on three domain adaptation regression benchmarks. Experimental results demonstrate that our method achieves state-of-the-art performance. Our code is available at //github.com/ismailnejjar/DARE-GRAM.

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.

Face recognition models embed a face image into a low-dimensional identity vector containing abstract encodings of identity-specific facial features that allow individuals to be distinguished from one another. We tackle the challenging task of inverting the latent space of pre-trained face recognition models without full model access (i.e. black-box setting). A variety of methods have been proposed in literature for this task, but they have serious shortcomings such as a lack of realistic outputs, long inference times, and strong requirements for the data set and accessibility of the face recognition model. Through an analysis of the black-box inversion problem, we show that the conditional diffusion model loss naturally emerges and that we can effectively sample from the inverse distribution even without an identity-specific loss. Our method, named identity denoising diffusion probabilistic model (ID3PM), leverages the stochastic nature of the denoising diffusion process to produce high-quality, identity-preserving face images with various backgrounds, lighting, poses, and expressions. We demonstrate state-of-the-art performance in terms of identity preservation and diversity both qualitatively and quantitatively. Our method is the first black-box face recognition model inversion method that offers intuitive control over the generation process and does not suffer from any of the common shortcomings from competing methods.

Pose-conditioned convolutional generative models struggle with high-quality 3D-consistent image generation from single-view datasets, due to their lack of sufficient 3D priors. Recently, the integration of Neural Radiance Fields (NeRFs) and generative models, such as Generative Adversarial Networks (GANs), has transformed 3D-aware generation from single-view images. NeRF-GANs exploit the strong inductive bias of 3D neural representations and volumetric rendering at the cost of higher computational complexity. This study aims at revisiting pose-conditioned 2D GANs for efficient 3D-aware generation at inference time by distilling 3D knowledge from pretrained NeRF-GANS. We propose a simple and effective method, based on re-using the well-disentangled latent space of a pre-trained NeRF-GAN in a pose-conditioned convolutional network to directly generate 3D-consistent images corresponding to the underlying 3D representations. Experiments on several datasets demonstrate that the proposed method obtains results comparable with volumetric rendering in terms of quality and 3D consistency while benefiting from the superior computational advantage of convolutional networks. The code will be available at: //github.com/mshahbazi72/NeRF-GAN-Distillation

Large scale text-guided diffusion models have garnered significant attention due to their ability to synthesize diverse images that convey complex visual concepts. This generative power has more recently been leveraged to perform text-to-3D synthesis. In this work, we present a technique that harnesses the power of latent diffusion models for editing existing 3D objects. Our method takes oriented 2D images of a 3D object as input and learns a grid-based volumetric representation of it. To guide the volumetric representation to conform to a target text prompt, we follow unconditional text-to-3D methods and optimize a Score Distillation Sampling (SDS) loss. However, we observe that combining this diffusion-guided loss with an image-based regularization loss that encourages the representation not to deviate too strongly from the input object is challenging, as it requires achieving two conflicting goals while viewing only structure-and-appearance coupled 2D projections. Thus, we introduce a novel volumetric regularization loss that operates directly in 3D space, utilizing the explicit nature of our 3D representation to enforce correlation between the global structure of the original and edited object. Furthermore, we present a technique that optimizes cross-attention volumetric grids to refine the spatial extent of the edits. Extensive experiments and comparisons demonstrate the effectiveness of our approach in creating a myriad of edits which cannot be achieved by prior works.

Impressive progress in generative models and implicit representations gave rise to methods that can generate 3D shapes of high quality. However, being able to locally control and edit shapes is another essential property that can unlock several content creation applications. Local control can be achieved with part-aware models, but existing methods require 3D supervision and cannot produce textures. In this work, we devise PartNeRF, a novel part-aware generative model for editable 3D shape synthesis that does not require any explicit 3D supervision. Our model generates objects as a set of locally defined NeRFs, augmented with an affine transformation. This enables several editing operations such as applying transformations on parts, mixing parts from different objects etc. To ensure distinct, manipulable parts we enforce a hard assignment of rays to parts that makes sure that the color of each ray is only determined by a single NeRF. As a result, altering one part does not affect the appearance of the others. Evaluations on various ShapeNet categories demonstrate the ability of our model to generate editable 3D objects of improved fidelity, compared to previous part-based generative approaches that require 3D supervision or models relying on NeRFs.

Inspired by the success of volumetric 3D pose estimation, some recent human mesh estimators propose to estimate 3D skeletons as intermediate representations, from which, the dense 3D meshes are regressed by exploiting the mesh topology. However, body shape information is lost in extracting skeletons, leading to mediocre performance. The advanced motion capture systems solve the problem by placing dense physical markers on the body surface, which allows to extract realistic meshes from their non-rigid motions. However, they cannot be applied to wild images without markers. In this work, we present an intermediate representation, named virtual markers, which learns 64 landmark keypoints on the body surface based on the large-scale mocap data in a generative style, mimicking the effects of physical markers. The virtual markers can be accurately detected from wild images and can reconstruct the intact meshes with realistic shapes by simple interpolation. Our approach outperforms the state-of-the-art methods on three datasets. In particular, it surpasses the existing methods by a notable margin on the SURREAL dataset, which has diverse body shapes. Code is available at //github.com/ShirleyMaxx/VirtualMarker.

Neural radiance fields (NeRF) have demonstrated the potential of coordinate-based neural representation (neural fields or implicit neural representation) in neural rendering. However, using a multi-layer perceptron (MLP) to represent a 3D scene or object requires enormous computational resources and time. There have been recent studies on how to reduce these computational inefficiencies by using additional data structures, such as grids or trees. Despite the promising performance, the explicit data structure necessitates a substantial amount of memory. In this work, we present a method to reduce the size without compromising the advantages of having additional data structures. In detail, we propose using the wavelet transform on grid-based neural fields. Grid-based neural fields are for fast convergence, and the wavelet transform, whose efficiency has been demonstrated in high-performance standard codecs, is to improve the parameter efficiency of grids. Furthermore, in order to achieve a higher sparsity of grid coefficients while maintaining reconstruction quality, we present a novel trainable masking approach. Experimental results demonstrate that non-spatial grid coefficients, such as wavelet coefficients, are capable of attaining a higher level of sparsity than spatial grid coefficients, resulting in a more compact representation. With our proposed mask and compression pipeline, we achieved state-of-the-art performance within a memory budget of 2 MB. Our code is available at //github.com/daniel03c1/masked_wavelet_nerf.

This work addresses a novel and challenging problem of estimating the full 3D hand shape and pose from a single RGB image. Most current methods in 3D hand analysis from monocular RGB images only focus on estimating the 3D locations of hand keypoints, which cannot fully express the 3D shape of hand. In contrast, we propose a Graph Convolutional Neural Network (Graph CNN) based method to reconstruct a full 3D mesh of hand surface that contains richer information of both 3D hand shape and pose. To train networks with full supervision, we create a large-scale synthetic dataset containing both ground truth 3D meshes and 3D poses. When fine-tuning the networks on real-world datasets without 3D ground truth, we propose a weakly-supervised approach by leveraging the depth map as a weak supervision in training. Through extensive evaluations on our proposed new datasets and two public datasets, we show that our proposed method can produce accurate and reasonable 3D hand mesh, and can achieve superior 3D hand pose estimation accuracy when compared with state-of-the-art methods.

北京阿比特科技有限公司