元宇宙/虚拟人


2023-05-25 更新

Imbalance-Agnostic Source-Free Domain Adaptation via Avatar Prototype Alignment

Authors:Hongbin Lin, Mingkui Tan, Yifan Zhang, Zhen Qiu, Shuaicheng Niu, Dong Liu, Qing Du, Yanxia Liu

Source-free Unsupervised Domain Adaptation (SF-UDA) aims to adapt a well-trained source model to an unlabeled target domain without access to the source data. One key challenge is the lack of source data during domain adaptation. To handle this, we propose to mine the hidden knowledge of the source model and exploit it to generate source avatar prototypes. To this end, we propose a Contrastive Prototype Generation and Adaptation (CPGA) method. CPGA consists of two stages: Prototype generation and Prototype adaptation. Extensive experiments on three UDA benchmark datasets demonstrate the superiority of CPGA. However, existing SF.UDA studies implicitly assume balanced class distributions for both the source and target domains, which hinders their real applications. To address this issue, we study a more practical SF-UDA task, termed imbalance-agnostic SF-UDA, where the class distributions of both the unseen source domain and unlabeled target domain are unknown and could be arbitrarily skewed. This task is much more challenging than vanilla SF-UDA due to the co-occurrence of covariate shifts and unidentified class distribution shifts between the source and target domains. To address this task, we extend CPGA and propose a new Target-aware Contrastive Prototype Generation and Adaptation (T-CPGA) method. Specifically, for better prototype adaptation in the imbalance-agnostic scenario, T-CPGA applies a new pseudo label generation strategy to identify unknown target class distribution and generate accurate pseudo labels, by utilizing the collective intelligence of the source model and an additional contrastive language-image pre-trained model. Meanwhile, we further devise a target label-distribution-aware classifier to adapt the model to the unknown target class distribution. We empirically show that T-CPGA significantly outperforms CPGA and other SF-UDA methods in imbalance-agnostic SF-UDA.
PDF arXiv admin note: text overlap with arXiv:2106.15326

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RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars

Authors:Dongwei Pan, Long Zhuo, Jingtan Piao, Huiwen Luo, Wei Cheng, Yuxin Wang, Siming Fan, Shengqi Liu, Lei Yang, Bo Dai, Ziwei Liu, Chen Change Loy, Chen Qian, Wayne Wu, Dahua Lin, Kwan-Yee Lin

Synthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital causes is inadequate datasets — 1) current public datasets can only support researchers to explore high-fidelity head avatars in one or two task directions; 2) these datasets usually contain digital head assets with limited data volume, and narrow distribution over different attributes. In this paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive advance in head avatar research. It contains massive data assets, with 243+ million complete head frames, and over 800k video sequences from 500 different identities captured by synchronized multi-view cameras at 30 FPS. It is a large-scale digital library for head avatars with three key attributes: 1) High Fidelity: all subjects are captured by 60 synchronized, high-resolution 2K cameras in 360 degrees. 2) High Diversity: The collected subjects vary from different ages, eras, ethnicities, and cultures, providing abundant materials with distinctive styles in appearance and geometry. Moreover, each subject is asked to perform various motions, such as expressions and head rotations, which further extend the richness of assets. 3) Rich Annotations: we provide annotations with different granularities: cameras’ parameters, matting, scan, 2D/3D facial landmarks, FLAME fitting, and text description. Based on the dataset, we build a comprehensive benchmark for head avatar research, with 16 state-of-the-art methods performed on five main tasks: novel view synthesis, novel expression synthesis, hair rendering, hair editing, and talking head generation. Our experiments uncover the strengths and weaknesses of current methods. RenderMe-360 opens the door for future exploration in head avatars.
PDF Technical Report; Project Page: 36; Github Link: https://github.com/RenderMe-360/RenderMe-360

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