图像生成


2024-04-19 更新

Diffusion Models Meet Remote Sensing: Principles, Methods, and Perspectives

Authors:Yidan Liu, Jun Yue, Shaobo Xia, Pedram Ghamisi, Weiying Xie, Leyuan Fang

As a newly emerging advance in deep generative models, diffusion models have achieved state-of-the-art results in many fields, including computer vision, natural language processing, and molecule design. The remote sensing community has also noticed the powerful ability of diffusion models and quickly applied them to a variety of tasks for image processing. Given the rapid increase in research on diffusion models in the field of remote sensing, it is necessary to conduct a comprehensive review of existing diffusion model-based remote sensing papers, to help researchers recognize the potential of diffusion models and provide some directions for further exploration. Specifically, this paper first introduces the theoretical background of diffusion models, and then systematically reviews the applications of diffusion models in remote sensing, including image generation, enhancement, and interpretation. Finally, the limitations of existing remote sensing diffusion models and worthy research directions for further exploration are discussed and summarized.
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LoopAnimate: Loopable Salient Object Animation

Authors:Fanyi Wang, Peng Liu, Haotian Hu, Dan Meng, Jingwen Su, Jinjin Xu, Yanhao Zhang, Xiaoming Ren, Zhiwang Zhang

Research on diffusion model-based video generation has advanced rapidly. However, limitations in object fidelity and generation length hinder its practical applications. Additionally, specific domains like animated wallpapers require seamless looping, where the first and last frames of the video match seamlessly. To address these challenges, this paper proposes LoopAnimate, a novel method for generating videos with consistent start and end frames. To enhance object fidelity, we introduce a framework that decouples multi-level image appearance and textual semantic information. Building upon an image-to-image diffusion model, our approach incorporates both pixel-level and feature-level information from the input image, injecting image appearance and textual semantic embeddings at different positions of the diffusion model. Existing UNet-based video generation models require to input the entire videos during training to encode temporal and positional information at once. However, due to limitations in GPU memory, the number of frames is typically restricted to 16. To address this, this paper proposes a three-stage training strategy with progressively increasing frame numbers and reducing fine-tuning modules. Additionally, we introduce the Temporal E nhanced Motion Module(TEMM) to extend the capacity for encoding temporal and positional information up to 36 frames. The proposed LoopAnimate, which for the first time extends the single-pass generation length of UNet-based video generation models to 35 frames while maintaining high-quality video generation. Experiments demonstrate that LoopAnimate achieves state-of-the-art performance in both objective metrics, such as fidelity and temporal consistency, and subjective evaluation results.
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The Devil is in the Few Shots: Iterative Visual Knowledge Completion for Few-shot Learning

Authors:Yaohui Li, Qifeng Zhou, Haoxing Chen, Jianbing Zhang, Xinyu Dai, Hao Zhou

Contrastive Language-Image Pre-training (CLIP) has shown powerful zero-shot learning performance. Few-shot learning aims to further enhance the transfer capability of CLIP by giving few images in each class, aka ‘few shots’. Most existing methods either implicitly learn from the few shots by incorporating learnable prompts or adapters, or explicitly embed them in a cache model for inference. However, the narrow distribution of few shots often contains incomplete class information, leading to biased visual knowledge with high risk of misclassification. To tackle this problem, recent methods propose to supplement visual knowledge by generative models or extra databases, which can be costly and time-consuming. In this paper, we propose an Iterative Visual Knowledge CompLetion (KCL) method to complement visual knowledge by properly taking advantages of unlabeled samples without access to any auxiliary or synthetic data. Specifically, KCL first measures the similarities between unlabeled samples and each category. Then, the samples with top confidence to each category is selected and collected by a designed confidence criterion. Finally, the collected samples are treated as labeled ones and added to few shots to jointly re-estimate the remaining unlabeled ones. The above procedures will be repeated for a certain number of iterations with more and more samples being collected until convergence, ensuring a progressive and robust knowledge completion process. Extensive experiments on 11 benchmark datasets demonstrate the effectiveness and efficiency of KCL as a plug-and-play module under both few-shot and zero-shot learning settings. Code is available at https://github.com/Mark-Sky/KCL.
PDF 26 pages, submitted to ECCV 2024

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A Diffusion-based Data Generator for Training Object Recognition Models in Ultra-Range Distance

Authors:Eran Bamani, Eden Nissinman, Lisa Koenigsberg, Inbar Meir, Avishai Sintov

Object recognition, commonly performed by a camera, is a fundamental requirement for robots to complete complex tasks. Some tasks require recognizing objects far from the robot’s camera. A challenging example is Ultra-Range Gesture Recognition (URGR) in human-robot interaction where the user exhibits directive gestures at a distance of up to 25~m from the robot. However, training a model to recognize hardly visible objects located in ultra-range requires an exhaustive collection of a significant amount of labeled samples. The generation of synthetic training datasets is a recent solution to the lack of real-world data, while unable to properly replicate the realistic visual characteristics of distant objects in images. In this letter, we propose the Diffusion in Ultra-Range (DUR) framework based on a Diffusion model to generate labeled images of distant objects in various scenes. The DUR generator receives a desired distance and class (e.g., gesture) and outputs a corresponding synthetic image. We apply DUR to train a URGR model with directive gestures in which fine details of the gesturing hand are challenging to distinguish. DUR is compared to other types of generative models showcasing superiority both in fidelity and in recognition success rate when training a URGR model. More importantly, training a DUR model on a limited amount of real data and then using it to generate synthetic data for training a URGR model outperforms directly training the URGR model on real data. The synthetic-based URGR model is also demonstrated in gesture-based direction of a ground robot.
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Tree Bandits for Generative Bayes

Authors:Sean O’Hagan, Jungeum Kim, Veronika Rockova

In generative models with obscured likelihood, Approximate Bayesian Computation (ABC) is often the tool of last resort for inference. However, ABC demands many prior parameter trials to keep only a small fraction that passes an acceptance test. To accelerate ABC rejection sampling, this paper develops a self-aware framework that learns from past trials and errors. We apply recursive partitioning classifiers on the ABC lookup table to sequentially refine high-likelihood regions into boxes. Each box is regarded as an arm in a binary bandit problem treating ABC acceptance as a reward. Each arm has a proclivity for being chosen for the next ABC evaluation, depending on the prior distribution and past rejections. The method places more splits in those areas where the likelihood resides, shying away from low-probability regions destined for ABC rejections. We provide two versions: (1) ABC-Tree for posterior sampling, and (2) ABC-MAP for maximum a posteriori estimation. We demonstrate accurate ABC approximability at much lower simulation cost. We justify the use of our tree-based bandit algorithms with nearly optimal regret bounds. Finally, we successfully apply our approach to the problem of masked image classification using deep generative models.
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Continual Offline Reinforcement Learning via Diffusion-based Dual Generative Replay

Authors:Jinmei Liu, Wenbin Li, Xiangyu Yue, Shilin Zhang, Chunlin Chen, Zhi Wang

We study continual offline reinforcement learning, a practical paradigm that facilitates forward transfer and mitigates catastrophic forgetting to tackle sequential offline tasks. We propose a dual generative replay framework that retains previous knowledge by concurrent replay of generated pseudo-data. First, we decouple the continual learning policy into a diffusion-based generative behavior model and a multi-head action evaluation model, allowing the policy to inherit distributional expressivity for encompassing a progressive range of diverse behaviors. Second, we train a task-conditioned diffusion model to mimic state distributions of past tasks. Generated states are paired with corresponding responses from the behavior generator to represent old tasks with high-fidelity replayed samples. Finally, by interleaving pseudo samples with real ones of the new task, we continually update the state and behavior generators to model progressively diverse behaviors, and regularize the multi-head critic via behavior cloning to mitigate forgetting. Experiments demonstrate that our method achieves better forward transfer with less forgetting, and closely approximates the results of using previous ground-truth data due to its high-fidelity replay of the sample space. Our code is available at \href{https://github.com/NJU-RL/CuGRO}{https://github.com/NJU-RL/CuGRO}.
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VASA-1: Lifelike Audio-Driven Talking Faces Generated in Real Time

Authors:Sicheng Xu, Guojun Chen, Yu-Xiao Guo, Jiaolong Yang, Chong Li, Zhenyu Zang, Yizhong Zhang, Xin Tong, Baining Guo

We introduce VASA, a framework for generating lifelike talking faces with appealing visual affective skills (VAS) given a single static image and a speech audio clip. Our premiere model, VASA-1, is capable of not only producing lip movements that are exquisitely synchronized with the audio, but also capturing a large spectrum of facial nuances and natural head motions that contribute to the perception of authenticity and liveliness. The core innovations include a holistic facial dynamics and head movement generation model that works in a face latent space, and the development of such an expressive and disentangled face latent space using videos. Through extensive experiments including evaluation on a set of new metrics, we show that our method significantly outperforms previous methods along various dimensions comprehensively. Our method not only delivers high video quality with realistic facial and head dynamics but also supports the online generation of 512x512 videos at up to 40 FPS with negligible starting latency. It paves the way for real-time engagements with lifelike avatars that emulate human conversational behaviors.
PDF Tech Report. Project webpage: https://www.microsoft.com/en-us/research/project/vasa-1/

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StyleCity: Large-Scale 3D Urban Scenes Stylization with Vision-and-Text Reference via Progressive Optimization

Authors:Yingshu Chen, Huajian Huang, Tuan-Anh Vu, Ka Chun Shum, Sai-Kit Yeung

Creating large-scale virtual urban scenes with variant styles is inherently challenging. To facilitate prototypes of virtual production and bypass the need for complex materials and lighting setups, we introduce the first vision-and-text-driven texture stylization system for large-scale urban scenes, StyleCity. Taking an image and text as references, StyleCity stylizes a 3D textured mesh of a large-scale urban scene in a semantics-aware fashion and generates a harmonic omnidirectional sky background. To achieve that, we propose to stylize a neural texture field by transferring 2D vision-and-text priors to 3D globally and locally. During 3D stylization, we progressively scale the planned training views of the input 3D scene at different levels in order to preserve high-quality scene content. We then optimize the scene style globally by adapting the scale of the style image with the scale of the training views. Moreover, we enhance local semantics consistency by the semantics-aware style loss which is crucial for photo-realistic stylization. Besides texture stylization, we further adopt a generative diffusion model to synthesize a style-consistent omnidirectional sky image, which offers a more immersive atmosphere and assists the semantic stylization process. The stylized neural texture field can be baked into an arbitrary-resolution texture, enabling seamless integration into conventional rendering pipelines and significantly easing the virtual production prototyping process. Extensive experiments demonstrate our stylized scenes’ superiority in qualitative and quantitative performance and user preferences.
PDF project page: https://chenyingshu.github.io/stylecity3d/

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Generating Human Interaction Motions in Scenes with Text Control

Authors:Hongwei Yi, Justus Thies, Michael J. Black, Xue Bin Peng, Davis Rempe

We present TeSMo, a method for text-controlled scene-aware motion generation based on denoising diffusion models. Previous text-to-motion methods focus on characters in isolation without considering scenes due to the limited availability of datasets that include motion, text descriptions, and interactive scenes. Our approach begins with pre-training a scene-agnostic text-to-motion diffusion model, emphasizing goal-reaching constraints on large-scale motion-capture datasets. We then enhance this model with a scene-aware component, fine-tuned using data augmented with detailed scene information, including ground plane and object shapes. To facilitate training, we embed annotated navigation and interaction motions within scenes. The proposed method produces realistic and diverse human-object interactions, such as navigation and sitting, in different scenes with various object shapes, orientations, initial body positions, and poses. Extensive experiments demonstrate that our approach surpasses prior techniques in terms of the plausibility of human-scene interactions, as well as the realism and variety of the generated motions. Code will be released upon publication of this work at https://research.nvidia.com/labs/toronto-ai/tesmo.
PDF Project Page: https://research.nvidia.com/labs/toronto-ai/tesmo/

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Efficient Conditional Diffusion Model with Probability Flow Sampling for Image Super-resolution

Authors:Yutao Yuan, Chun Yuan

Image super-resolution is a fundamentally ill-posed problem because multiple valid high-resolution images exist for one low-resolution image. Super-resolution methods based on diffusion probabilistic models can deal with the ill-posed nature by learning the distribution of high-resolution images conditioned on low-resolution images, avoiding the problem of blurry images in PSNR-oriented methods. However, existing diffusion-based super-resolution methods have high time consumption with the use of iterative sampling, while the quality and consistency of generated images are less than ideal due to problems like color shifting. In this paper, we propose Efficient Conditional Diffusion Model with Probability Flow Sampling (ECDP) for image super-resolution. To reduce the time consumption, we design a continuous-time conditional diffusion model for image super-resolution, which enables the use of probability flow sampling for efficient generation. Additionally, to improve the consistency of generated images, we propose a hybrid parametrization for the denoiser network, which interpolates between the data-predicting parametrization and the noise-predicting parametrization for different noise scales. Moreover, we design an image quality loss as a complement to the score matching loss of diffusion models, further improving the consistency and quality of super-resolution. Extensive experiments on DIV2K, ImageNet, and CelebA demonstrate that our method achieves higher super-resolution quality than existing diffusion-based image super-resolution methods while having lower time consumption. Our code is available at https://github.com/Yuan-Yutao/ECDP.
PDF AAAI 2024

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GazeHTA: End-to-end Gaze Target Detection with Head-Target Association

Authors:Zhi-Yi Lin, Jouh Yeong Chew, Jan van Gemert, Xucong Zhang

We propose an end-to-end approach for gaze target detection: predicting a head-target connection between individuals and the target image regions they are looking at. Most of the existing methods use independent components such as off-the-shelf head detectors or have problems in establishing associations between heads and gaze targets. In contrast, we investigate an end-to-end multi-person Gaze target detection framework with Heads and Targets Association (GazeHTA), which predicts multiple head-target instances based solely on input scene image. GazeHTA addresses challenges in gaze target detection by (1) leveraging a pre-trained diffusion model to extract scene features for rich semantic understanding, (2) re-injecting a head feature to enhance the head priors for improved head understanding, and (3) learning a connection map as the explicit visual associations between heads and gaze targets. Our extensive experimental results demonstrate that GazeHTA outperforms state-of-the-art gaze target detection methods and two adapted diffusion-based baselines on two standard datasets.
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LaDiC: Are Diffusion Models Really Inferior to Autoregressive Counterparts for Image-to-Text Generation?

Authors:Yuchi Wang, Shuhuai Ren, Rundong Gao, Linli Yao, Qingyan Guo, Kaikai An, Jianhong Bai, Xu Sun

Diffusion models have exhibited remarkable capabilities in text-to-image generation. However, their performance in image-to-text generation, specifically image captioning, has lagged behind Auto-Regressive (AR) models, casting doubt on their applicability for such tasks. In this work, we revisit diffusion models, highlighting their capacity for holistic context modeling and parallel decoding. With these benefits, diffusion models can alleviate the inherent limitations of AR methods, including their slow inference speed, error propagation, and unidirectional constraints. Furthermore, we identify the prior underperformance of diffusion models stemming from the absence of an effective latent space for image-text alignment, and the discrepancy between continuous diffusion processes and discrete textual data. In response, we introduce a novel architecture, LaDiC, which utilizes a split BERT to create a dedicated latent space for captions and integrates a regularization module to manage varying text lengths. Our framework also includes a diffuser for semantic image-to-text conversion and a Back&Refine technique to enhance token interactivity during inference. LaDiC achieves state-of-the-art performance for diffusion-based methods on the MS COCO dataset with 38.2 BLEU@4 and 126.2 CIDEr, demonstrating exceptional performance without pre-training or ancillary modules. This indicates strong competitiveness with AR models, revealing the previously untapped potential of diffusion models in image-to-text generation.
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RefFusion: Reference Adapted Diffusion Models for 3D Scene Inpainting

Authors:Ashkan Mirzaei, Riccardo De Lutio, Seung Wook Kim, David Acuna, Jonathan Kelly, Sanja Fidler, Igor Gilitschenski, Zan Gojcic

Neural reconstruction approaches are rapidly emerging as the preferred representation for 3D scenes, but their limited editability is still posing a challenge. In this work, we propose an approach for 3D scene inpainting — the task of coherently replacing parts of the reconstructed scene with desired content. Scene inpainting is an inherently ill-posed task as there exist many solutions that plausibly replace the missing content. A good inpainting method should therefore not only enable high-quality synthesis but also a high degree of control. Based on this observation, we focus on enabling explicit control over the inpainted content and leverage a reference image as an efficient means to achieve this goal. Specifically, we introduce RefFusion, a novel 3D inpainting method based on a multi-scale personalization of an image inpainting diffusion model to the given reference view. The personalization effectively adapts the prior distribution to the target scene, resulting in a lower variance of score distillation objective and hence significantly sharper details. Our framework achieves state-of-the-art results for object removal while maintaining high controllability. We further demonstrate the generality of our formulation on other downstream tasks such as object insertion, scene outpainting, and sparse view reconstruction.
PDF Project page: https://reffusion.github.io

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ONOT: a High-Quality ICAO-compliant Synthetic Mugshot Dataset

Authors:Nicolò Di Domenico, Guido Borghi, Annalisa Franco, Davide Maltoni

Nowadays, state-of-the-art AI-based generative models represent a viable solution to overcome privacy issues and biases in the collection of datasets containing personal information, such as faces. Following this intuition, in this paper we introduce ONOT, a synthetic dataset specifically focused on the generation of high-quality faces in adherence to the requirements of the ISO/IEC 39794-5 standards that, following the guidelines of the International Civil Aviation Organization (ICAO), defines the interchange formats of face images in electronic Machine-Readable Travel Documents (eMRTD). The strictly controlled and varied mugshot images included in ONOT are useful in research fields related to the analysis of face images in eMRTD, such as Morphing Attack Detection and Face Quality Assessment. The dataset is publicly released, in combination with the generation procedure details in order to improve the reproducibility and enable future extensions.
PDF Paper accepted in IEEE FG 2024

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Closely Interactive Human Reconstruction with Proxemics and Physics-Guided Adaption

Authors:Buzhen Huang, Chen Li, Chongyang Xu, Liang Pan, Yangang Wang, Gim Hee Lee

Existing multi-person human reconstruction approaches mainly focus on recovering accurate poses or avoiding penetration, but overlook the modeling of close interactions. In this work, we tackle the task of reconstructing closely interactive humans from a monocular video. The main challenge of this task comes from insufficient visual information caused by depth ambiguity and severe inter-person occlusion. In view of this, we propose to leverage knowledge from proxemic behavior and physics to compensate the lack of visual information. This is based on the observation that human interaction has specific patterns following the social proxemics. Specifically, we first design a latent representation based on Vector Quantised-Variational AutoEncoder (VQ-VAE) to model human interaction. A proxemics and physics guided diffusion model is then introduced to denoise the initial distribution. We design the diffusion model as dual branch with each branch representing one individual such that the interaction can be modeled via cross attention. With the learned priors of VQ-VAE and physical constraint as the additional information, our proposed approach is capable of estimating accurate poses that are also proxemics and physics plausible. Experimental results on Hi4D, 3DPW, and CHI3D demonstrate that our method outperforms existing approaches. The code is available at \url{https://github.com/boycehbz/HumanInteraction}.
PDF CVPR2024

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Towards Highly Realistic Artistic Style Transfer via Stable Diffusion with Step-aware and Layer-aware Prompt

Authors:Zhanjie Zhang, Quanwei Zhang, Huaizhong Lin, Wei Xing, Juncheng Mo, Shuaicheng Huang, Jinheng Xie, Guangyuan Li, Junsheng Luan, Lei Zhao, Dalong Zhang, Lixia Chen

Artistic style transfer aims to transfer the learned artistic style onto an arbitrary content image, generating artistic stylized images. Existing generative adversarial network-based methods fail to generate highly realistic stylized images and always introduce obvious artifacts and disharmonious patterns. Recently, large-scale pre-trained diffusion models opened up a new way for generating highly realistic artistic stylized images. However, diffusion model-based methods generally fail to preserve the content structure of input content images well, introducing some undesired content structure and style patterns. To address the above problems, we propose a novel pre-trained diffusion-based artistic style transfer method, called LSAST, which can generate highly realistic artistic stylized images while preserving the content structure of input content images well, without bringing obvious artifacts and disharmonious style patterns. Specifically, we introduce a Step-aware and Layer-aware Prompt Space, a set of learnable prompts, which can learn the style information from the collection of artworks and dynamically adjusts the input images’ content structure and style pattern. To train our prompt space, we propose a novel inversion method, called Step-ware and Layer-aware Prompt Inversion, which allows the prompt space to learn the style information of the artworks collection. In addition, we inject a pre-trained conditional branch of ControlNet into our LSAST, which further improved our framework’s ability to maintain content structure. Extensive experiments demonstrate that our proposed method can generate more highly realistic artistic stylized images than the state-of-the-art artistic style transfer methods.
PDF Accepted by IJCAI2024

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SSDiff: Spatial-spectral Integrated Diffusion Model for Remote Sensing Pansharpening

Authors:Yu Zhong, Xiao Wu, Liang-Jian Deng, Zihan Cao

Pansharpening is a significant image fusion technique that merges the spatial content and spectral characteristics of remote sensing images to generate high-resolution multispectral images. Recently, denoising diffusion probabilistic models have been gradually applied to visual tasks, enhancing controllable image generation through low-rank adaptation (LoRA). In this paper, we introduce a spatial-spectral integrated diffusion model for the remote sensing pansharpening task, called SSDiff, which considers the pansharpening process as the fusion process of spatial and spectral components from the perspective of subspace decomposition. Specifically, SSDiff utilizes spatial and spectral branches to learn spatial details and spectral features separately, then employs a designed alternating projection fusion module (APFM) to accomplish the fusion. Furthermore, we propose a frequency modulation inter-branch module (FMIM) to modulate the frequency distribution between branches. The two components of SSDiff can perform favorably against the APFM when utilizing a LoRA-like branch-wise alternative fine-tuning method. It refines SSDiff to capture component-discriminating features more sufficiently. Finally, extensive experiments on four commonly used datasets, i.e., WorldView-3, WorldView-2, GaoFen-2, and QuickBird, demonstrate the superiority of SSDiff both visually and quantitatively. The code will be made open source after possible acceptance.
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MoA: Mixture-of-Attention for Subject-Context Disentanglement in Personalized Image Generation

Authors: Kuan-Chieh, Wang, Daniil Ostashev, Yuwei Fang, Sergey Tulyakov, Kfir Aberman

We introduce a new architecture for personalization of text-to-image diffusion models, coined Mixture-of-Attention (MoA). Inspired by the Mixture-of-Experts mechanism utilized in large language models (LLMs), MoA distributes the generation workload between two attention pathways: a personalized branch and a non-personalized prior branch. MoA is designed to retain the original model’s prior by fixing its attention layers in the prior branch, while minimally intervening in the generation process with the personalized branch that learns to embed subjects in the layout and context generated by the prior branch. A novel routing mechanism manages the distribution of pixels in each layer across these branches to optimize the blend of personalized and generic content creation. Once trained, MoA facilitates the creation of high-quality, personalized images featuring multiple subjects with compositions and interactions as diverse as those generated by the original model. Crucially, MoA enhances the distinction between the model’s pre-existing capability and the newly augmented personalized intervention, thereby offering a more disentangled subject-context control that was previously unattainable. Project page: https://snap-research.github.io/mixture-of-attention
PDF Project Website: https://snap-research.github.io/mixture-of-attention

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IntrinsicAnything: Learning Diffusion Priors for Inverse Rendering Under Unknown Illumination

Authors:Xi Chen, Sida Peng, Dongchen Yang, Yuan Liu, Bowen Pan, Chengfei Lv, Xiaowei Zhou

This paper aims to recover object materials from posed images captured under an unknown static lighting condition. Recent methods solve this task by optimizing material parameters through differentiable physically based rendering. However, due to the coupling between object geometry, materials, and environment lighting, there is inherent ambiguity during the inverse rendering process, preventing previous methods from obtaining accurate results. To overcome this ill-posed problem, our key idea is to learn the material prior with a generative model for regularizing the optimization process. We observe that the general rendering equation can be split into diffuse and specular shading terms, and thus formulate the material prior as diffusion models of albedo and specular. Thanks to this design, our model can be trained using the existing abundant 3D object data, and naturally acts as a versatile tool to resolve the ambiguity when recovering material representations from RGB images. In addition, we develop a coarse-to-fine training strategy that leverages estimated materials to guide diffusion models to satisfy multi-view consistent constraints, leading to more stable and accurate results. Extensive experiments on real-world and synthetic datasets demonstrate that our approach achieves state-of-the-art performance on material recovery. The code will be available at https://zju3dv.github.io/IntrinsicAnything.
PDF Project page: https://zju3dv.github.io/IntrinsicAnything

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