SenseTime Research and Tetras.AI(商汤科技研究院与Tetras.AI);Rutgers University(罗格斯大学);Sun Yat-sen University(中山大学);Shanghai AI Laboratory(上海人工智能实验室);S-Lab Nanyang Technological University(南洋理工大学S-Lab)
Li Siyao, Shiyu Zhao, Weijiang Yu, Wenxiu Sun, Dimitris N. Metaxas, Chen Change Loy, Ziwei Liu
In the animation industry, cartoon videos are usually produced at low frame rate since hand drawing of such frames is costly and time-consuming. Therefore, it is desirable to develop computational models that can automatically interpolate the in-between animation frames. However, existing video interpolation methods fail to produce satisfying results on animation data. Compared to natural videos, animation videos possess two unique characteristics that make frame interpolation difficult: 1) cartoons comprise lines and smooth color pieces. The smooth areas lack textures and make it difficult to estimate accurate motions on animation videos. 2) cartoons express stories via exaggeration. Some of the motions are non-linear and extremely large. In this work, we formally define and study the animation video interpolation problem for the first time. To address the aforementioned challenges, we propose an effective framework, AnimeInterp, with two dedicated modules in a coarse-to-fine manner. Specifically, 1) Segment-Guided Matching resolves the "lack of textures" challenge by exploiting global matching among color pieces that are piece-wise coherent. 2) Recurrent Flow Refinement resolves the "non-linear and extremely large motion" challenge by recurrent predictions using a transformer-like architecture. To facilitate comprehensive training and evaluations, we build a large-scale animation triplet dataset, ATD-12K, which comprises 12,000 triplets with rich annotations. Extensive experiments demonstrate that our approach outperforms existing state-of-the-art interpolation methods for animation videos. Notably, AnimeInterp shows favorable perceptual quality and robustness for animation scenarios in the wild. The proposed dataset and code are available at https://github.com/lisiyao21/AnimeInterp/.
RealisDance-DiT: Simple yet Strong Baseline towards Controllable Character Animation in the Wild
DAMO Academy, Alibaba Group(达摩院,阿里巴巴集团);Zhejiang University(浙江大学);Hupan Lab(虎斑实验室);Southern University of Science and Technology(南方科技大学);Shenzhen University(深圳大学)
University of Trento(特伦托大学);Shandong University(山东大学);École Polytechnique Fédérale de Lausanne(洛桑联邦理工学院);Texas State University(德克萨斯州立大学);Huawei Research Ireland(华为爱尔兰研究院)
In this paper we address the problem of unsupervised gaze correction in the wild, presenting a solution that works without the need for precise annotations of the gaze angle and the head pose. We have created a new dataset called CelebAGaze, which consists of two domains X, Y, where the eyes are either staring at the camera or somewhere else. Our method consists of three novel modules: the Gaze Correction module (GCM), the Gaze Animation module (GAM), and the Pretrained Autoencoder module (PAM). Specifically, GCM and GAM separately train a dual in-painting network using data from the domain $X…
FMReward: Aligning and Evaluating Audio-Driven 3D Facial Animation with Human Preferences
Institute of Image Communication and Network Engineering, Shanghai Jiao Tong University(上海交通大学图像通信与网络工程研究所);USC-SJTU Institute of Cultural and Creative Industry, Shanghai Jiao Tong University(上海交通大学 USC-文化创意产业学院);Institut Universitaire de France (IUF)(法国大学研究院);University of Nantes(南特大学)
Traditional 2D animation is labor-intensive, often requiring animators to manually draw twelve illustrations per second of movement. While automatic frame interpolation may ease this burden, 2D animation poses additional difficulties compared to photorealistic video. In this work, we address challenges unexplored in previous animation interpolation systems, with a focus on improving perceptual quality. Firstly, we propose SoftsplatLite (SSL), a forward-warping interpolation architecture with fewer trainable parameters and better perceptual performance. Secondly, we design a Distance Transform …
Adobe Research(Adobe研究院);University College London(伦敦大学学院)
Synthesizing dynamic appearances of humans in motion plays a central role in applications such as AR/VR and video editing. While many recent methods have been proposed to tackle this problem, handling loose garments with complex textures and high dynamic motion still remains challenging. In this paper, we propose a video based appearance synthesis method that tackles such challenges and demonstrates high quality results for in-the-wild videos that have not been shown before. Specifically, we adopt a StyleGAN based architecture to the task of person specific video based motion retargeting. We i…
Interp3D: Correspondence-aware Interpolation for Generative Textured 3D Morphing
Zhejiang University(浙江大学);National University of Singapore(新加坡国立大学);Nanjing University(南京大学);State Key Lab of CAD & CG, Zhejiang University(浙江大学计算机辅助设计与图形学国家重点实验室);Shenzhen Loop Area Institute(深圳河套学院)
University of Minnesota(明尼苏达大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所)
We present a new pose transfer method for synthesizing a human animation from a single image of a person controlled by a sequence of body poses. Existing pose transfer methods exhibit significant visual artifacts when applying to a novel scene, resulting in temporal inconsistency and failures in preserving the identity and textures of the person. To address these limitations, we design a compositional neural network that predicts the silhouette, garment labels, and textures. Each modular network is explicitly dedicated to a subtask that can be learned from the synthetic data. At the inference …
Existing learning-based frame interpolation algorithms extract consecutive frames from high-speed natural videos to train the model. Compared to natural videos, cartoon videos are usually in a low frame rate. Besides, the motion between consecutive cartoon frames is typically nonlinear, which breaks the linear motion assumption of interpolation algorithms. Thus, it is unsuitable for generating a training set directly from cartoon videos. For better adapting frame interpolation algorithms from nature video to animation video, we present AutoFI, a simple and effective method to automatically ren…
CLUTCH: Contextualized Language model for Unlocking Text-Conditioned Hand motion modelling in the wild
Technical University of Darmstadt(德累斯顿技术大学);Max-Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);University of Tuebingen(图宾根大学);Tubingen AI Center(图宾根人工智能中心);Max Planck Institute for Informatics(马克斯·普朗克信息研究所)
Sorbonne Université(索邦大学);CNRS(法国国家科学研究中心);Institut des Systèmes Intelligents et de Robotique(智能系统与机器人研究所);Datakalab
Face alignment consists in aligning a shape model on a face in an image. It is an active domain in computer vision as it is a preprocessing for applications like facial expression recognition, face recognition and tracking, face animation, etc. Current state-of-the-art methods already perform well on "easy" datasets, i.e. those that present moderate variations in head pose, expression, illumination or partial occlusions, but may not be robust to "in-the-wild" data. In this paper, we address this problem by using an ensemble of deep regressors instead of a single large regressor. Furthermore, i…
Moscow Institute of Physics and Technology(莫斯科物理技术学院)
This work presents a supervised learning based approach to the computer vision problem of frame interpolation. The presented technique could also be used in the cartoon animations since drawing each individual frame consumes a noticeable amount of time. The most existing solutions to this problem use unsupervised methods and focus only on real life videos with already high frame rate. However, the experiments show that such methods do not work as well when the frame rate becomes low and object displacements between frames becomes large. This is due to the fact that interpolation of the large d…
Washington University(华盛顿大学);Tsinghua University(清华大学)
This paper proposes an algorithm that turns a regular video capturing urban scenes into a high-quality endless animation, known as a Cinemagraph. The creation of a Cinemagraph usually requires a static camera in a carefully configured scene. The task becomes challenging for a regular video with a moving camera and objects. Our approach first warps an input video into the viewpoint of a reference camera. Based on the warped video, we propose effective temporal analysis algorithms to detect regions with static geometry and dynamic appearance, where geometric modeling is reliable and visually att…
University of Vienna(维也纳大学);NTNU Trondheim(挪威科技大学)
Motions of virtual characters in movies or video games are typically generated by recording actors using motion capturing methods. Animations generated this way often need postprocessing, such as improving the periodicity of cyclic animations or generating entirely new motions by interpolation of existing ones. Furthermore, search and classification of recorded motions becomes more and more important as the amount of recorded motion data grows. In this paper, we will apply methods from shape analysis to the processing of animations. More precisely, we will use the by now classical elastic metr…
PAWS: Perception of Articulation in the Wild at Scale from Egocentric Videos
Aalto University(阿尔托大学);INSAIT, Sofia University(索菲亚大学INSAIT研究所);ETH Zurich(苏黎世联邦理工学院);TU Munich(慕尼黑工业大学);MCML(慕尼黑机器学习中心);ELLIS Institute Finland(芬兰ELLIS研究所);University of Oulu(奥卢大学)
University of Wisconsin - Madison(威斯康星大学麦迪逊分校);Carnegie Mellon University(卡内基梅隆大学)
Generating smooth animations from a limited number of sequential observations has a number of applications in vision. For example, it can be used to increase number of frames per second, or generating a new trajectory only based on first and last frames, e.g. a motion of face emotions. Despite the discrete observed data (frames), the problem of generating a new trajectory is a continues problem. In addition, to be perceptually realistic, the domain of an image should not alter drastically through the trajectory of changes. In this paper, we propose a new framework, Warping Neural ODE, for gene…
To the best of our knowledge, we first present a live system that generates personalized photorealistic talking-head animation only driven by audio signals at over 30 fps. Our system contains three stages. The first stage is a deep neural network that extracts deep audio features along with a manifold projection to project the features to the target person's speech space. In the second stage, we learn facial dynamics and motions from the projected audio features. The predicted motions include head poses and upper body motions, where the former is generated by an autoregressive probabilistic mo…
The Hong Kong University of Science and Technology(香港科技大学)
Video prediction is an extrapolation task that predicts future frames given past frames, and video frame interpolation is an interpolation task that estimates intermediate frames between two frames. We have witnessed the tremendous advancement of video frame interpolation, but the general video prediction in the wild is still an open question. Inspired by the photo-realistic results of video frame interpolation, we present a new optimization framework for video prediction via video frame interpolation, in which we solve an extrapolation problem based on an interpolation model. Our video predic…
State Key Laboratory for Novel Software Technology, Nanjing University(南京大学计算机软件新技术国家重点实验室);Platform and Content Group (PCG), Tencent(腾讯平台与内容事业群);Shanghai AI Lab(上海人工智能实验室)
3DiFACE: Synthesizing and Editing Holistic 3D Facial Animation
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);Max Planck ETH Center for Intelligent Systems(马克斯·普朗克-苏黎世联邦理工学院智能系统中心);Technical University of Darmstadt(德累斯顿技术大学);ETH Zürich(苏黎世联邦理工学院);Microsoft Mixed Reality & AI Lab, UK(英国微软混合现实与人工智能实验室)
本文提出 3DiFACE,利用全卷积扩散、说话风格个性化与稀疏引导运动扩散,从单一音频生成并可关键帧编辑多样且真实的整体 3D 面部动画。
NVIDIA(英伟达);University of Waterloo(滑铁卢大学);University of Toronto(多伦多大学);Vector Institute(矢量研究所)
We present HIPNet, a neural implicit pose network trained on multiple subjects across many poses. HIPNet can disentangle subject-specific details from pose-specific details, effectively enabling us to retarget motion from one subject to another or to animate between keyframes through latent space interpolation. To this end, we employ a hierarchical skeleton-based representation to learn a signed distance function on a canonical unposed space. This joint-based decomposition enables us to represent subtle details that are local to the space around the body joint. Unlike previous neural implicit …
We present an implicit neural representation to learn the spatio-temporal space of kinematic motions. Unlike previous work that represents motion as discrete sequential samples, we propose to express the vast motion space as a continuous function over time, hence the name Neural Motion Fields (NeMF). Specifically, we use a neural network to learn this function for miscellaneous sets of motions, which is designed to be a generative model conditioned on a temporal coordinate $t$ and a random vector $z$ for controlling the style. The model is then trained as a Variational Autoencoder (VAE) with m…
EmbodMocap: In-the-Wild 4D Human-Scene Reconstruction for Embodied Agents
The University of Hong Kong(香港大学);Tampere University(坦佩雷大学);The Chinese University of Hong Kong(香港中文大学);Max-Planck Institute for Informatics(马克斯·普朗克信息学研究所)
Every Painting Awakened: A Training-free Framework for Painting-to-Animation Generation
School of Software Engineering, Xi'an Jiaotong University(西安交通大学软件学院);School of Computer and Information Science, Hefei University of Technology(合肥工业大学计算机与信息学院);Faculty of Science and Technology, University of Macau(澳门大学科技学院)