Hilliges, Otmar
Regressor-Guided Image Editing Regulates Emotional Response to Reduce Online Engagement
Gebhardt, Christoph, Willardt, Robin, Sadat, Seyedmorteza, Ning, Chih-Wei, Brombach, Andreas, Song, Jie, Hilliges, Otmar, Holz, Christian
Emotions are known to mediate the relationship between users' content consumption and their online engagement, with heightened emotional intensity leading to increased engagement. Building on this insight, we propose three regressor-guided image editing approaches aimed at diminishing the emotional impact of images. These include (i) a parameter optimization approach based on global image transformations known to influence emotions, (ii) an optimization approach targeting the style latent space of a generative adversarial network, and (iii) a diffusion-based approach employing classifier guidance and classifier-free guidance. Our findings demonstrate that approaches can effectively alter the emotional properties of images while maintaining high visual quality. Optimization-based methods primarily adjust low-level properties like color hues and brightness, whereas the diffusion-based approach introduces semantic changes, such as altering appearance or facial expressions. Notably, results from a behavioral study reveal that only the diffusion-based approach successfully elicits changes in viewers' emotional responses while preserving high perceived image quality. In future work, we will investigate the impact of these image adaptations on internet user behavior.
Eliminating Oversaturation and Artifacts of High Guidance Scales in Diffusion Models
Sadat, Seyedmorteza, Hilliges, Otmar, Weber, Romann M.
Classifier-free guidance (CFG) is crucial for improving both generation quality and alignment between the input condition and final output in diffusion models. While a high guidance scale is generally required to enhance these aspects, it also causes oversaturation and unrealistic artifacts. In this paper, we revisit the CFG update rule and introduce modifications to address this issue. We first decompose the update term in CFG into parallel and orthogonal components with respect to the conditional model prediction and observe that the parallel component primarily causes oversaturation, while the orthogonal component enhances image quality. Accordingly, we propose down-weighting the parallel component to achieve high-quality generations without oversaturation. Additionally, we draw a connection between CFG and gradient ascent and introduce a new rescaling and momentum method for the CFG update rule based on this insight. Our approach, termed adaptive projected guidance (APG), retains the quality-boosting advantages of CFG while enabling the use of higher guidance scales without oversaturation. APG is easy to implement and introduces practically no additional computational overhead to the sampling process. Through extensive experiments, we demonstrate that APG is compatible with various conditional diffusion models and samplers, leading to improved FID, recall, and saturation scores while maintaining precision comparable to CFG, making our method a superior plug-and-play alternative to standard classifier-free guidance.
Cafca: High-quality Novel View Synthesis of Expressive Faces from Casual Few-shot Captures
Bühler, Marcel C., Li, Gengyan, Wood, Erroll, Helminger, Leonhard, Chen, Xu, Shah, Tanmay, Wang, Daoye, Garbin, Stephan, Orts-Escolano, Sergio, Hilliges, Otmar, Lagun, Dmitry, Riviere, Jérémy, Gotardo, Paulo, Beeler, Thabo, Meka, Abhimitra, Sarkar, Kripasindhu
Volumetric modeling and neural radiance field representations have revolutionized 3D face capture and photorealistic novel view synthesis. However, these methods often require hundreds of multi-view input images and are thus inapplicable to cases with less than a handful of inputs. We present a novel volumetric prior on human faces that allows for high-fidelity expressive face modeling from as few as three input views captured in the wild. Our key insight is that an implicit prior trained on synthetic data alone can generalize to extremely challenging real-world identities and expressions and render novel views with fine idiosyncratic details like wrinkles and eyelashes. We leverage a 3D Morphable Face Model to synthesize a large training set, rendering each identity with different expressions, hair, clothing, and other assets. We then train a conditional Neural Radiance Field prior on this synthetic dataset and, at inference time, fine-tune the model on a very sparse set of real images of a single subject. On average, the fine-tuning requires only three inputs to cross the synthetic-to-real domain gap. The resulting personalized 3D model reconstructs strong idiosyncratic facial expressions and outperforms the state-of-the-art in high-quality novel view synthesis of faces from sparse inputs in terms of perceptual and photo-metric quality.
GraspXL: Generating Grasping Motions for Diverse Objects at Scale
Zhang, Hui, Christen, Sammy, Fan, Zicong, Hilliges, Otmar, Song, Jie
Human hands possess the dexterity to interact with diverse objects such as grasping specific parts of the objects and/or approaching them from desired directions. More importantly, humans can grasp objects of any shape without object-specific skills. Recent works synthesize grasping motions following single objectives such as a desired approach heading direction or a grasping area. Moreover, they usually rely on expensive 3D hand-object data during training and inference, which limits their capability to synthesize grasping motions for unseen objects at scale. In this paper, we unify the generation of hand-object grasping motions across multiple motion objectives, diverse object shapes and dexterous hand morphologies in a policy learning framework GraspXL. The objectives are composed of the graspable area, heading direction during approach, wrist rotation, and hand position. Without requiring any 3D hand-object interaction data, our policy trained with 58 objects can robustly synthesize diverse grasping motions for more than 500k unseen objects with a success rate of 82.2%. At the same time, the policy adheres to objectives, which enables the generation of diverse grasps per object. Moreover, we show that our framework can be deployed to different dexterous hands and work with reconstructed or generated objects. We quantitatively and qualitatively evaluate our method to show the efficacy of our approach. Our model, code, and the large-scale generated motions are available at https://eth-ait.github.io/graspxl/.
No Training, No Problem: Rethinking Classifier-Free Guidance for Diffusion Models
Sadat, Seyedmorteza, Kansy, Manuel, Hilliges, Otmar, Weber, Romann M.
Classifier-free guidance (CFG) has become the standard method for enhancing the quality of conditional diffusion models. However, employing CFG requires either training an unconditional model alongside the main diffusion model or modifying the training procedure by periodically inserting a null condition. There is also no clear extension of CFG to unconditional models. In this paper, we revisit the core principles of CFG and introduce a new method, independent condition guidance (ICG), which provides the benefits of CFG without the need for any special training procedures. Our approach streamlines the training process of conditional diffusion models and can also be applied during inference on any pre-trained conditional model. Additionally, by leveraging the time-step information encoded in all diffusion networks, we propose an extension of CFG, called time-step guidance (TSG), which can be applied to any diffusion model, including unconditional ones. Our guidance techniques are easy to implement and have the same sampling cost as CFG. Through extensive experiments, we demonstrate that ICG matches the performance of standard CFG across various conditional diffusion models. Moreover, we show that TSG improves generation quality in a manner similar to CFG, without relying on any conditional information.
RILe: Reinforced Imitation Learning
Albaba, Mert, Christen, Sammy, Gebhardt, Christoph, Langarek, Thomas, Black, Michael J., Hilliges, Otmar
Reinforcement Learning has achieved significant success in generating complex behavior but often requires extensive reward function engineering. Adversarial variants of Imitation Learning and Inverse Reinforcement Learning offer an alternative by learning policies from expert demonstrations via a discriminator. Employing discriminators increases their data- and computational efficiency over the standard approaches; however, results in sensitivity to imperfections in expert data. We propose RILe, a teacher-student system that achieves both robustness to imperfect data and efficiency. In RILe, the student learns an action policy while the teacher dynamically adjusts a reward function based on the student's performance and its alignment with expert demonstrations. By tailoring the reward function to both performance of the student and expert similarity, our system reduces dependence on the discriminator and, hence, increases robustness against data imperfections. Experiments show that RILe outperforms existing methods by 2x in settings with limited or noisy expert data.
ContourCraft: Learning to Resolve Intersections in Neural Multi-Garment Simulations
Grigorev, Artur, Becherini, Giorgio, Black, Michael J., Hilliges, Otmar, Thomaszewski, Bernhard
Learning-based approaches to cloth simulation have started to show their potential in recent years. However, handling collisions and intersections in neural simulations remains a largely unsolved problem. In this work, we present \moniker{}, a learning-based solution for handling intersections in neural cloth simulations. Unlike conventional approaches that critically rely on intersection-free inputs, \moniker{} robustly recovers from intersections introduced through missed collisions, self-penetrating bodies, or errors in manually designed multi-layer outfits. The technical core of \moniker{} is a novel intersection contour loss that penalizes interpenetrations and encourages rapid resolution thereof. We integrate our intersection loss with a collision-avoiding repulsion objective into a neural cloth simulation method based on graph neural networks (GNNs). We demonstrate our method's ability across a challenging set of diverse multi-layer outfits under dynamic human motions. Our extensive analysis indicates that \moniker{} significantly improves collision handling for learned simulation and produces visually compelling results.
LiteVAE: Lightweight and Efficient Variational Autoencoders for Latent Diffusion Models
Sadat, Seyedmorteza, Buhmann, Jakob, Bradley, Derek, Hilliges, Otmar, Weber, Romann M.
Advances in latent diffusion models (LDMs) have revolutionized high-resolution image generation, but the design space of the autoencoder that is central to these systems remains underexplored. In this paper, we introduce LiteVAE, a family of autoencoders for LDMs that leverage the 2D discrete wavelet transform to enhance scalability and computational efficiency over standard variational autoencoders (VAEs) with no sacrifice in output quality. We also investigate the training methodologies and the decoder architecture of LiteVAE and propose several enhancements that improve the training dynamics and reconstruction quality. Our base LiteVAE model matches the quality of the established VAEs in current LDMs with a six-fold reduction in encoder parameters, leading to faster training and lower GPU memory requirements, while our larger model outperforms VAEs of comparable complexity across all evaluated metrics (rFID, LPIPS, PSNR, and SSIM).
WANDR: Intention-guided Human Motion Generation
Diomataris, Markos, Athanasiou, Nikos, Taheri, Omid, Wang, Xi, Hilliges, Otmar, Black, Michael J.
Synthesizing natural human motions that enable a 3D human avatar to walk and reach for arbitrary goals in 3D space remains an unsolved problem with many applications. Existing methods (data-driven or using reinforcement learning) are limited in terms of generalization and motion naturalness. A primary obstacle is the scarcity of training data that combines locomotion with goal reaching. To address this, we introduce WANDR, a data-driven model that takes an avatar's initial pose and a goal's 3D position and generates natural human motions that place the end effector (wrist) on the goal location. To solve this, we introduce novel intention features that drive rich goal-oriented movement. Intention guides the agent to the goal, and interactively adapts the generation to novel situations without needing to define sub-goals or the entire motion path. Crucially, intention allows training on datasets that have goal-oriented motions as well as those that do not. WANDR is a conditional Variational Auto-Encoder (c-VAE), which we train using the AMASS and CIRCLE datasets. We evaluate our method extensively and demonstrate its ability to generate natural and long-term motions that reach 3D goals and generalize to unseen goal locations. Our models and code are available for research purposes at wandr.is.tue.mpg.de.
SynH2R: Synthesizing Hand-Object Motions for Learning Human-to-Robot Handovers
Christen, Sammy, Feng, Lan, Yang, Wei, Chao, Yu-Wei, Hilliges, Otmar, Song, Jie
Vision-based human-to-robot handover is an important and challenging task in human-robot interaction. Recent work has attempted to train robot policies by interacting with dynamic virtual humans in simulated environments, where the policies can later be transferred to the real world. However, a major bottleneck is the reliance on human motion capture data, which is expensive to acquire and difficult to scale to arbitrary objects and human grasping motions. In this paper, we introduce a framework that can generate plausible human grasping motions suitable for training the robot. To achieve this, we propose a hand-object synthesis method that is designed to generate handover-friendly motions similar to humans. This allows us to generate synthetic training and testing data with 100x more objects than previous work. In our experiments, we show that our method trained purely with synthetic data is competitive with state-of-the-art methods that rely on real human motion data both in simulation and on a real system. In addition, we can perform evaluations on a larger scale compared to prior work. With our newly introduced test set, we show that our model can better scale to a large variety of unseen objects and human motions compared to the baselines. Project page: https://eth-ait.github.io/synthetic-handovers/