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ARTIC3D: Learning Robust Articulated 3D Shapes from Noisy Web Image Collections Chun-Han Y ao 1 * Amit Raj 2 Wei-Chih Hung 3 Y uanzhen Li2

Neural Information Processing Systems

Specifically, ARTIC3D is built upon a skeleton-based surface representation and is further guided by 2D diffusion priors from Stable Diffusion. First, we enhance the input images with occlusions/truncation via 2D diffusion to obtain cleaner mask estimates and semantic features.



XAGen: 3D Expressive Human Avatars Generation

Neural Information Processing Systems

Recent advances in 3D-aware GAN models have enabled the generation of realistic and controllable human body images. However, existing methods focus on the control of major body joints, neglecting the manipulation of expressive attributes, such as facial expressions, jaw poses, hand poses, and so on.


6 science milestones turning 40 this year

Popular Science

In 1986, we had huge leaps forward, tragic steps back, and life changing innovations. NASA's STS-51L crew members pose for photographs during a break in countdown training at the White Room, Launch Complex 39, Pad B. Left to right are Teacher-in-Space payload specialist Sharon Christa McAuliffe; payload specialist Gregory Jarvis; and astronauts Judith A. Resnik, mission specialist; Francis R. (Dick) Scobee, mission commander; Ronald E. McNair, mission specialist; Mike J. Smith, pilot; and Ellison S. Onizuka, mission specialist. Breakthroughs, discoveries, and DIY tips sent every weekday. It was a year that saw roughly six million Americans hold hands in a continuous (more or less) line across the country to raise money for homelessness. A news anchor named Oprah Winfrey debuted her new talk show.


CausalChaos! Dataset for Comprehensive Causal Action Question Answering Over Longer Causal Chains Grounded in Dynamic Visual Scenes

Neural Information Processing Systems

Causal video question answering (QA) has garnered increasing interest, yet existing datasets often lack depth in causal reasoning. To address this gap, we capitalize on the unique properties of cartoons and construct CausalChaos!, a novel, challenging causal Why-QA dataset built upon the iconic Tom and Jerry cartoon series. Cartoons use the principles of animation that allow animators to create expressive, unambiguous causal relationships between events to form a coherent storyline. Utilizing these properties, along with thought-provoking questions and multi-level answers (answer and detailed causal explanation), our questions involve causal chains that interconnect multiple dynamic interactions between characters and visual scenes. These factors demand models to solve more challenging, yet well-defined causal relationships. We also introduce hard incorrect answer mining, including a causally confusing version that is even more challenging. While models perform well, there is much room for improvement, especially, on open-ended answers. We identify more advanced/explicit causal relationship modeling \& joint modeling of vision and language as the immediate areas for future efforts to focus upon. Along with the other complementary datasets, our new challenging dataset will pave the way for these developments in the field.


InsActor: Instruction-driven Physics-based Characters

Neural Information Processing Systems

Generating animation of physics-based characters with intuitive control has long been a desirable task with numerous applications. However, generating physically simulated animations that reflect high-level human instructions remains a difficult problem due to the complexity of physical environments and the richness of human language. In this paper, we present $\textbf{InsActor}$, a principled generative framework that leverages recent advancements in diffusion-based human motion models to produce instruction-driven animations of physics-based characters.Our framework empowers InsActor to capture complex relationships between high-level human instructions and character motions by employing diffusion policies for flexibly conditioned motion planning.To overcome invalid states and infeasible state transitions in planned motions, InsActor discovers low-level skills and maps plans to latent skill sequences in a compact latent space. Extensive experiments demonstrate that InsActor achieves state-of-the-art results on various tasks, including instruction-driven motion generation and instruction-driven waypoint heading. Notably, the ability of InsActor to generate physically simulated animations using high-level human instructions makes it a valuable tool, particularly in executing long-horizon tasks with a rich set of instructions.


AniFaceGAN: Animatable 3D-Aware Face Image Generation for Video Avatars

Neural Information Processing Systems

Although 2D generative models have made great progress in face image generation and animation, they often suffer from undesirable artifacts such as 3D inconsistency when rendering images from different camera viewpoints. This prevents them from synthesizing video animations indistinguishable from real ones. Recently, 3D-aware GANs extend 2D GANs for explicit disentanglement of camera pose by leveraging 3D scene representations. These methods can well preserve the 3D consistency of the generated images across different views, yet they cannot achieve fine-grained control over other attributes, among which facial expression control is arguably the most useful and desirable for face animation. In this paper, we propose an animatable 3D-aware GAN for multiview consistent face animation generation. The key idea is to decompose the 3D representation of the 3D-aware GAN into a template field and a deformation field, where the former represents different identities with a canonical expression, and the latter characterizes expression variations of each identity. To achieve meaningful control over facial expressions via deformation, we propose a 3D-level imitative learning scheme between the generator and a parametric 3D face model during adversarial training of the 3D-aware GAN. This helps our method achieve high-quality animatable face image generation with strong visual 3D consistency, even though trained with only unstructured 2D images. Extensive experiments demonstrate our superior performance over prior works.


Learning 3D Garment Animation from Trajectories of A Piece of Cloth

Neural Information Processing Systems

Garment animation is ubiquitous in various applications, such as virtual reality, gaming, and film producing. Recently, learning-based approaches obtain compelling performance in animating diverse garments under versatile scenarios. Nevertheless, to mimic the deformations of the observed garments, data-driven methods require large scale of garment data, which are both resource-wise expensive and time-consuming. In addition, forcing models to match the dynamics of observed garment animation may hinder the potentials to generalize to unseen cases. In this paper, instead of using garment-wise supervised-learning we adopt a disentangled scheme to learn how to animate observed garments: 1).