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SubscribeSteadyDancer: Harmonized and Coherent Human Image Animation with First-Frame Preservation
Preserving first-frame identity while ensuring precise motion control is a fundamental challenge in human image animation. The Image-to-Motion Binding process of the dominant Reference-to-Video (R2V) paradigm overlooks critical spatio-temporal misalignments common in real-world applications, leading to failures such as identity drift and visual artifacts. We introduce SteadyDancer, an Image-to-Video (I2V) paradigm-based framework that achieves harmonized and coherent animation and is the first to ensure first-frame preservation robustly. Firstly, we propose a Condition-Reconciliation Mechanism to harmonize the two conflicting conditions, enabling precise control without sacrificing fidelity. Secondly, we design Synergistic Pose Modulation Modules to generate an adaptive and coherent pose representation that is highly compatible with the reference image. Finally, we employ a Staged Decoupled-Objective Training Pipeline that hierarchically optimizes the model for motion fidelity, visual quality, and temporal coherence. Experiments demonstrate that SteadyDancer achieves state-of-the-art performance in both appearance fidelity and motion control, while requiring significantly fewer training resources than comparable methods.
Bidirectionally Deformable Motion Modulation For Video-based Human Pose Transfer
Video-based human pose transfer is a video-to-video generation task that animates a plain source human image based on a series of target human poses. Considering the difficulties in transferring highly structural patterns on the garments and discontinuous poses, existing methods often generate unsatisfactory results such as distorted textures and flickering artifacts. To address these issues, we propose a novel Deformable Motion Modulation (DMM) that utilizes geometric kernel offset with adaptive weight modulation to simultaneously perform feature alignment and style transfer. Different from normal style modulation used in style transfer, the proposed modulation mechanism adaptively reconstructs smoothed frames from style codes according to the object shape through an irregular receptive field of view. To enhance the spatio-temporal consistency, we leverage bidirectional propagation to extract the hidden motion information from a warped image sequence generated by noisy poses. The proposed feature propagation significantly enhances the motion prediction ability by forward and backward propagation. Both quantitative and qualitative experimental results demonstrate superiority over the state-of-the-arts in terms of image fidelity and visual continuity. The source code is publicly available at github.com/rocketappslab/bdmm.
XVerse: Consistent Multi-Subject Control of Identity and Semantic Attributes via DiT Modulation
Achieving fine-grained control over subject identity and semantic attributes (pose, style, lighting) in text-to-image generation, particularly for multiple subjects, often undermines the editability and coherence of Diffusion Transformers (DiTs). Many approaches introduce artifacts or suffer from attribute entanglement. To overcome these challenges, we propose a novel multi-subject controlled generation model XVerse. By transforming reference images into offsets for token-specific text-stream modulation, XVerse allows for precise and independent control for specific subject without disrupting image latents or features. Consequently, XVerse offers high-fidelity, editable multi-subject image synthesis with robust control over individual subject characteristics and semantic attributes. This advancement significantly improves personalized and complex scene generation capabilities.
TokenVerse: Versatile Multi-concept Personalization in Token Modulation Space
We present TokenVerse -- a method for multi-concept personalization, leveraging a pre-trained text-to-image diffusion model. Our framework can disentangle complex visual elements and attributes from as little as a single image, while enabling seamless plug-and-play generation of combinations of concepts extracted from multiple images. As opposed to existing works, TokenVerse can handle multiple images with multiple concepts each, and supports a wide-range of concepts, including objects, accessories, materials, pose, and lighting. Our work exploits a DiT-based text-to-image model, in which the input text affects the generation through both attention and modulation (shift and scale). We observe that the modulation space is semantic and enables localized control over complex concepts. Building on this insight, we devise an optimization-based framework that takes as input an image and a text description, and finds for each word a distinct direction in the modulation space. These directions can then be used to generate new images that combine the learned concepts in a desired configuration. We demonstrate the effectiveness of TokenVerse in challenging personalization settings, and showcase its advantages over existing methods. project's webpage in https://token-verse.github.io/
BulletTime: Decoupled Control of Time and Camera Pose for Video Generation
Emerging video diffusion models achieve high visual fidelity but fundamentally couple scene dynamics with camera motion, limiting their ability to provide precise spatial and temporal control. We introduce a 4D-controllable video diffusion framework that explicitly decouples scene dynamics from camera pose, enabling fine-grained manipulation of both scene dynamics and camera viewpoint. Our framework takes continuous world-time sequences and camera trajectories as conditioning inputs, injecting them into the video diffusion model through a 4D positional encoding in the attention layer and adaptive normalizations for feature modulation. To train this model, we curate a unique dataset in which temporal and camera variations are independently parameterized; this dataset will be made public. Experiments show that our model achieves robust real-world 4D control across diverse timing patterns and camera trajectories, while preserving high generation quality and outperforming prior work in controllability. See our website for video results: https://19reborn.github.io/Bullet4D/
HOComp: Interaction-Aware Human-Object Composition
While existing image-guided composition methods may help insert a foreground object onto a user-specified region of a background image, achieving natural blending inside the region with the rest of the image unchanged, we observe that these existing methods often struggle in synthesizing seamless interaction-aware compositions when the task involves human-object interactions. In this paper, we first propose HOComp, a novel approach for compositing a foreground object onto a human-centric background image, while ensuring harmonious interactions between the foreground object and the background person and their consistent appearances. Our approach includes two key designs: (1) MLLMs-driven Region-based Pose Guidance (MRPG), which utilizes MLLMs to identify the interaction region as well as the interaction type (e.g., holding and lefting) to provide coarse-to-fine constraints to the generated pose for the interaction while incorporating human pose landmarks to track action variations and enforcing fine-grained pose constraints; and (2) Detail-Consistent Appearance Preservation (DCAP), which unifies a shape-aware attention modulation mechanism, a multi-view appearance loss, and a background consistency loss to ensure consistent shapes/textures of the foreground and faithful reproduction of the background human. We then propose the first dataset, named Interaction-aware Human-Object Composition (IHOC), for the task. Experimental results on our dataset show that HOComp effectively generates harmonious human-object interactions with consistent appearances, and outperforms relevant methods qualitatively and quantitatively.
Product-Level Try-on: Characteristics-preserving Try-on with Realistic Clothes Shading and Wrinkles
Image-based virtual try-on systems,which fit new garments onto human portraits,are gaining research attention.An ideal pipeline should preserve the static features of clothes(like textures and logos)while also generating dynamic elements(e.g.shadows,folds)that adapt to the model's pose and environment.Previous works fail specifically in generating dynamic features,as they preserve the warped in-shop clothes trivially with predicted an alpha mask by composition.To break the dilemma of over-preserving and textures losses,we propose a novel diffusion-based Product-level virtual try-on pipeline,\ie PLTON, which can preserve the fine details of logos and embroideries while producing realistic clothes shading and wrinkles.The main insights are in three folds:1)Adaptive Dynamic Rendering:We take a pre-trained diffusion model as a generative prior and tame it with image features,training a dynamic extractor from scratch to generate dynamic tokens that preserve high-fidelity semantic information. Due to the strong generative power of the diffusion prior,we can generate realistic clothes shadows and wrinkles.2)Static Characteristics Transformation: High-frequency Map(HF-Map)is our fundamental insight for static representation.PLTON first warps in-shop clothes to the target model pose by a traditional warping network,and uses a high-pass filter to extract an HF-Map for preserving static cloth features.The HF-Map is used to generate modulation maps through our static extractor,which are injected into a fixed U-net to synthesize the final result.To enhance retention,a Two-stage Blended Denoising method is proposed to guide the diffusion process for correct spatial layout and color.PLTON is finetuned only with our collected small-size try-on dataset.Extensive quantitative and qualitative experiments on 1024 768 datasets demonstrate the superiority of our framework in mimicking real clothes dynamics.
FantasyTalking: Realistic Talking Portrait Generation via Coherent Motion Synthesis
Creating a realistic animatable avatar from a single static portrait remains challenging. Existing approaches often struggle to capture subtle facial expressions, the associated global body movements, and the dynamic background. To address these limitations, we propose a novel framework that leverages a pretrained video diffusion transformer model to generate high-fidelity, coherent talking portraits with controllable motion dynamics. At the core of our work is a dual-stage audio-visual alignment strategy. In the first stage, we employ a clip-level training scheme to establish coherent global motion by aligning audio-driven dynamics across the entire scene, including the reference portrait, contextual objects, and background. In the second stage, we refine lip movements at the frame level using a lip-tracing mask, ensuring precise synchronization with audio signals. To preserve identity without compromising motion flexibility, we replace the commonly used reference network with a facial-focused cross-attention module that effectively maintains facial consistency throughout the video. Furthermore, we integrate a motion intensity modulation module that explicitly controls expression and body motion intensity, enabling controllable manipulation of portrait movements beyond mere lip motion. Extensive experimental results show that our proposed approach achieves higher quality with better realism, coherence, motion intensity, and identity preservation. Ours project page: https://fantasy-amap.github.io/fantasy-talking/.
Hallo4: High-Fidelity Dynamic Portrait Animation via Direct Preference Optimization and Temporal Motion Modulation
Generating highly dynamic and photorealistic portrait animations driven by audio and skeletal motion remains challenging due to the need for precise lip synchronization, natural facial expressions, and high-fidelity body motion dynamics. We propose a human-preference-aligned diffusion framework that addresses these challenges through two key innovations. First, we introduce direct preference optimization tailored for human-centric animation, leveraging a curated dataset of human preferences to align generated outputs with perceptual metrics for portrait motion-video alignment and naturalness of expression. Second, the proposed temporal motion modulation resolves spatiotemporal resolution mismatches by reshaping motion conditions into dimensionally aligned latent features through temporal channel redistribution and proportional feature expansion, preserving the fidelity of high-frequency motion details in diffusion-based synthesis. The proposed mechanism is complementary to existing UNet and DiT-based portrait diffusion approaches, and experiments demonstrate obvious improvements in lip-audio synchronization, expression vividness, body motion coherence over baseline methods, alongside notable gains in human preference metrics. Our model and source code can be found at: https://github.com/xyz123xyz456/hallo4.
Motion Matters: Motion-guided Modulation Network for Skeleton-based Micro-Action Recognition
Micro-Actions (MAs) are an important form of non-verbal communication in social interactions, with potential applications in human emotional analysis. However, existing methods in Micro-Action Recognition often overlook the inherent subtle changes in MAs, which limits the accuracy of distinguishing MAs with subtle changes. To address this issue, we present a novel Motion-guided Modulation Network (MMN) that implicitly captures and modulates subtle motion cues to enhance spatial-temporal representation learning. Specifically, we introduce a Motion-guided Skeletal Modulation module (MSM) to inject motion cues at the skeletal level, acting as a control signal to guide spatial representation modeling. In parallel, we design a Motion-guided Temporal Modulation module (MTM) to incorporate motion information at the frame level, facilitating the modeling of holistic motion patterns in micro-actions. Finally, we propose a motion consistency learning strategy to aggregate the motion cues from multi-scale features for micro-action classification. Experimental results on the Micro-Action 52 and iMiGUE datasets demonstrate that MMN achieves state-of-the-art performance in skeleton-based micro-action recognition, underscoring the importance of explicitly modeling subtle motion cues. The code will be available at https://github.com/momiji-bit/MMN.
PositionIC: Unified Position and Identity Consistency for Image Customization
Recent subject-driven image customization has achieved significant advancements in fidelity, yet fine-grained instance-level spatial control remains elusive, hindering broader real-world application. This limitation is mainly attributed to the absence of scalable datasets that bind identity with precise positional cues. To this end, we introduce PositionIC, a unified framework that enforces position and identity consistency for multi-subject customization. We construct a scalable synthesis pipeline that employs a bidirectional generation paradigm to eliminate subject drift and maintain semantic coherence. On top of these data, we design a lightweight positional modulation operation that decouples spatial embeddings among subjects, enabling independent, accurate placement while preserving visual fidelity. Extensive experiments demonstrate that our approach can achieve precise spatial control while maintaining high consistency in image customization tasks. PositionIC paves the way for controllable, high-fidelity image customization in open-world, multi-entity scenarios and will be released to foster further research.
PoseAnimate: Zero-shot high fidelity pose controllable character animation
Image-to-video(I2V) generation aims to create a video sequence from a single image, which requires high temporal coherence and visual fidelity with the source image.However, existing approaches suffer from character appearance inconsistency and poor preservation of fine details. Moreover, they require a large amount of video data for training, which can be computationally demanding.To address these limitations,we propose PoseAnimate, a novel zero-shot I2V framework for character animation.PoseAnimate contains three key components: 1) Pose-Aware Control Module (PACM) incorporates diverse pose signals into conditional embeddings, to preserve character-independent content and maintain precise alignment of actions.2) Dual Consistency Attention Module (DCAM) enhances temporal consistency, and retains character identity and intricate background details.3) Mask-Guided Decoupling Module (MGDM) refines distinct feature perception, improving animation fidelity by decoupling the character and background.We also propose a Pose Alignment Transition Algorithm (PATA) to ensure smooth action transition.Extensive experiment results demonstrate that our approach outperforms the state-of-the-art training-based methods in terms of character consistency and detail fidelity. Moreover, it maintains a high level of temporal coherence throughout the generated animations.
DPE: Disentanglement of Pose and Expression for General Video Portrait Editing
One-shot video-driven talking face generation aims at producing a synthetic talking video by transferring the facial motion from a video to an arbitrary portrait image. Head pose and facial expression are always entangled in facial motion and transferred simultaneously. However, the entanglement sets up a barrier for these methods to be used in video portrait editing directly, where it may require to modify the expression only while maintaining the pose unchanged. One challenge of decoupling pose and expression is the lack of paired data, such as the same pose but different expressions. Only a few methods attempt to tackle this challenge with the feat of 3D Morphable Models (3DMMs) for explicit disentanglement. But 3DMMs are not accurate enough to capture facial details due to the limited number of Blenshapes, which has side effects on motion transfer. In this paper, we introduce a novel self-supervised disentanglement framework to decouple pose and expression without 3DMMs and paired data, which consists of a motion editing module, a pose generator, and an expression generator. The editing module projects faces into a latent space where pose motion and expression motion can be disentangled, and the pose or expression transfer can be performed in the latent space conveniently via addition. The two generators render the modified latent codes to images, respectively. Moreover, to guarantee the disentanglement, we propose a bidirectional cyclic training strategy with well-designed constraints. Evaluations demonstrate our method can control pose or expression independently and be used for general video editing.
CoMo: Controllable Motion Generation through Language Guided Pose Code Editing
Text-to-motion models excel at efficient human motion generation, but existing approaches lack fine-grained controllability over the generation process. Consequently, modifying subtle postures within a motion or inserting new actions at specific moments remains a challenge, limiting the applicability of these methods in diverse scenarios. In light of these challenges, we introduce CoMo, a Controllable Motion generation model, adept at accurately generating and editing motions by leveraging the knowledge priors of large language models (LLMs). Specifically, CoMo decomposes motions into discrete and semantically meaningful pose codes, with each code encapsulating the semantics of a body part, representing elementary information such as "left knee slightly bent". Given textual inputs, CoMo autoregressively generates sequences of pose codes, which are then decoded into 3D motions. Leveraging pose codes as interpretable representations, an LLM can directly intervene in motion editing by adjusting the pose codes according to editing instructions. Experiments demonstrate that CoMo achieves competitive performance in motion generation compared to state-of-the-art models while, in human studies, CoMo substantially surpasses previous work in motion editing abilities.
Customizing Text-to-Image Diffusion with Camera Viewpoint Control
Model customization introduces new concepts to existing text-to-image models, enabling the generation of the new concept in novel contexts. However, such methods lack accurate camera view control w.r.t the object, and users must resort to prompt engineering (e.g., adding "top-view") to achieve coarse view control. In this work, we introduce a new task -- enabling explicit control of camera viewpoint for model customization. This allows us to modify object properties amongst various background scenes via text prompts, all while incorporating the target camera pose as additional control. This new task presents significant challenges in merging a 3D representation from the multi-view images of the new concept with a general, 2D text-to-image model. To bridge this gap, we propose to condition the 2D diffusion process on rendered, view-dependent features of the new object. During training, we jointly adapt the 2D diffusion modules and 3D feature predictions to reconstruct the object's appearance and geometry while reducing overfitting to the input multi-view images. Our method outperforms existing image editing and model personalization baselines in preserving the custom object's identity while following the input text prompt and the object's camera pose.
Coordinate-Aware Modulation for Neural Fields
Neural fields, mapping low-dimensional input coordinates to corresponding signals, have shown promising results in representing various signals. Numerous methodologies have been proposed, and techniques employing MLPs and grid representations have achieved substantial success. MLPs allow compact and high expressibility, yet often suffer from spectral bias and slow convergence speed. On the other hand, methods using grids are free from spectral bias and achieve fast training speed, however, at the expense of high spatial complexity. In this work, we propose a novel way for exploiting both MLPs and grid representations in neural fields. Unlike the prevalent methods that combine them sequentially (extract features from the grids first and feed them to the MLP), we inject spectral bias-free grid representations into the intermediate features in the MLP. More specifically, we suggest a Coordinate-Aware Modulation (CAM), which modulates the intermediate features using scale and shift parameters extracted from the grid representations. This can maintain the strengths of MLPs while mitigating any remaining potential biases, facilitating the rapid learning of high-frequency components. In addition, we empirically found that the feature normalizations, which have not been successful in neural filed literature, proved to be effective when applied in conjunction with the proposed CAM. Experimental results demonstrate that CAM enhances the performance of neural representation and improves learning stability across a range of signals. Especially in the novel view synthesis task, we achieved state-of-the-art performance with the least number of parameters and fast training speed for dynamic scenes and the best performance under 1MB memory for static scenes. CAM also outperforms the best-performing video compression methods using neural fields by a large margin.
From Text to Pose to Image: Improving Diffusion Model Control and Quality
In the last two years, text-to-image diffusion models have become extremely popular. As their quality and usage increase, a major concern has been the need for better output control. In addition to prompt engineering, one effective method to improve the controllability of diffusion models has been to condition them on additional modalities such as image style, depth map, or keypoints. This forms the basis of ControlNets or Adapters. When attempting to apply these methods to control human poses in outputs of text-to-image diffusion models, two main challenges have arisen. The first challenge is generating poses following a wide range of semantic text descriptions, for which previous methods involved searching for a pose within a dataset of (caption, pose) pairs. The second challenge is conditioning image generation on a specified pose while keeping both high aesthetic and high pose fidelity. In this article, we fix these two main issues by introducing a text-to-pose (T2P) generative model alongside a new sampling algorithm, and a new pose adapter that incorporates more pose keypoints for higher pose fidelity. Together, these two new state-of-the-art models enable, for the first time, a generative text-to-pose-to-image framework for higher pose control in diffusion models. We release all models and the code used for the experiments at https://github.com/clement-bonnet/text-to-pose.
Dense Pose Transfer
In this work we integrate ideas from surface-based modeling with neural synthesis: we propose a combination of surface-based pose estimation and deep generative models that allows us to perform accurate pose transfer, i.e. synthesize a new image of a person based on a single image of that person and the image of a pose donor. We use a dense pose estimation system that maps pixels from both images to a common surface-based coordinate system, allowing the two images to be brought in correspondence with each other. We inpaint and refine the source image intensities in the surface coordinate system, prior to warping them onto the target pose. These predictions are fused with those of a convolutional predictive module through a neural synthesis module allowing for training the whole pipeline jointly end-to-end, optimizing a combination of adversarial and perceptual losses. We show that dense pose estimation is a substantially more powerful conditioning input than landmark-, or mask-based alternatives, and report systematic improvements over state of the art generators on DeepFashion and MVC datasets.
Pose-Based Sign Language Appearance Transfer
We introduce a method for transferring the signer's appearance in sign language skeletal poses while preserving the sign content. Using estimated poses, we transfer the appearance of one signer to another, maintaining natural movements and transitions. This approach improves pose-based rendering and sign stitching while obfuscating identity. Our experiments show that while the method reduces signer identification accuracy, it slightly harms sign recognition performance, highlighting a tradeoff between privacy and utility. Our code is available at https://github.com/sign-language-processing/pose-anonymization.
Diff-DOPE: Differentiable Deep Object Pose Estimation
We introduce Diff-DOPE, a 6-DoF pose refiner that takes as input an image, a 3D textured model of an object, and an initial pose of the object. The method uses differentiable rendering to update the object pose to minimize the visual error between the image and the projection of the model. We show that this simple, yet effective, idea is able to achieve state-of-the-art results on pose estimation datasets. Our approach is a departure from recent methods in which the pose refiner is a deep neural network trained on a large synthetic dataset to map inputs to refinement steps. Rather, our use of differentiable rendering allows us to avoid training altogether. Our approach performs multiple gradient descent optimizations in parallel with different random learning rates to avoid local minima from symmetric objects, similar appearances, or wrong step size. Various modalities can be used, e.g., RGB, depth, intensity edges, and object segmentation masks. We present experiments examining the effect of various choices, showing that the best results are found when the RGB image is accompanied by an object mask and depth image to guide the optimization process.
MoDA: Modulation Adapter for Fine-Grained Visual Grounding in Instructional MLLMs
Recently, Multimodal Large Language Models (MLLMs) have demonstrated impressive performance on instruction-following tasks by integrating pretrained visual encoders with large language models (LLMs). However, existing approaches often struggle to ground fine-grained visual concepts in complex scenes. In this paper, we propose MoDA (Modulation Adapter), a lightweight yet effective module designed to refine pre-aligned visual features through instruction-guided modulation. Our approach follows the standard LLaVA training protocol, consisting of a two-stage process: (1) aligning image features to the LLMs input space via a frozen vision encoder and adapter layers, and (2) refining those features using the MoDA adapter during the instructional tuning stage. MoDA employs a Transformer-based cross-attention mechanism to generate a modulation mask over the aligned visual tokens, thereby emphasizing semantically relevant embedding dimensions based on the language instruction. The modulated features are then passed to the LLM for autoregressive language generation. Our experimental evaluation shows that MoDA improves visual grounding and generates more contextually appropriate responses, demonstrating its effectiveness as a general-purpose enhancement for image-based MLLMs.
Cartoon Hallucinations Detection: Pose-aware In Context Visual Learning
Large-scale Text-to-Image (TTI) models have become a common approach for generating training data in various generative fields. However, visual hallucinations, which contain perceptually critical defects, remain a concern, especially in non-photorealistic styles like cartoon characters. We propose a novel visual hallucination detection system for cartoon character images generated by TTI models. Our approach leverages pose-aware in-context visual learning (PA-ICVL) with Vision-Language Models (VLMs), utilizing both RGB images and pose information. By incorporating pose guidance from a fine-tuned pose estimator, we enable VLMs to make more accurate decisions. Experimental results demonstrate significant improvements in identifying visual hallucinations compared to baseline methods relying solely on RGB images. This research advances TTI models by mitigating visual hallucinations, expanding their potential in non-photorealistic domains.
Photoswap: Personalized Subject Swapping in Images
In an era where images and visual content dominate our digital landscape, the ability to manipulate and personalize these images has become a necessity. Envision seamlessly substituting a tabby cat lounging on a sunlit window sill in a photograph with your own playful puppy, all while preserving the original charm and composition of the image. We present Photoswap, a novel approach that enables this immersive image editing experience through personalized subject swapping in existing images. Photoswap first learns the visual concept of the subject from reference images and then swaps it into the target image using pre-trained diffusion models in a training-free manner. We establish that a well-conceptualized visual subject can be seamlessly transferred to any image with appropriate self-attention and cross-attention manipulation, maintaining the pose of the swapped subject and the overall coherence of the image. Comprehensive experiments underscore the efficacy and controllability of Photoswap in personalized subject swapping. Furthermore, Photoswap significantly outperforms baseline methods in human ratings across subject swapping, background preservation, and overall quality, revealing its vast application potential, from entertainment to professional editing.
RealisDance: Equip controllable character animation with realistic hands
Controllable character animation is an emerging task that generates character videos controlled by pose sequences from given character images. Although character consistency has made significant progress via reference UNet, another crucial factor, pose control, has not been well studied by existing methods yet, resulting in several issues: 1) The generation may fail when the input pose sequence is corrupted. 2) The hands generated using the DWPose sequence are blurry and unrealistic. 3) The generated video will be shaky if the pose sequence is not smooth enough. In this paper, we present RealisDance to handle all the above issues. RealisDance adaptively leverages three types of poses, avoiding failed generation caused by corrupted pose sequences. Among these pose types, HaMeR provides accurate 3D and depth information of hands, enabling RealisDance to generate realistic hands even for complex gestures. Besides using temporal attention in the main UNet, RealisDance also inserts temporal attention into the pose guidance network, smoothing the video from the pose condition aspect. Moreover, we introduce pose shuffle augmentation during training to further improve generation robustness and video smoothness. Qualitative experiments demonstrate the superiority of RealisDance over other existing methods, especially in hand quality.
One-to-All Animation: Alignment-Free Character Animation and Image Pose Transfer
Recent advances in diffusion models have greatly improved pose-driven character animation. However, existing methods are limited to spatially aligned reference-pose pairs with matched skeletal structures. Handling reference-pose misalignment remains unsolved. To address this, we present One-to-All Animation, a unified framework for high-fidelity character animation and image pose transfer for references with arbitrary layouts. First, to handle spatially misaligned reference, we reformulate training as a self-supervised outpainting task that transforms diverse-layout reference into a unified occluded-input format. Second, to process partially visible reference, we design a reference extractor for comprehensive identity feature extraction. Further, we integrate hybrid reference fusion attention to handle varying resolutions and dynamic sequence lengths. Finally, from the perspective of generation quality, we introduce identity-robust pose control that decouples appearance from skeletal structure to mitigate pose overfitting, and a token replace strategy for coherent long-video generation. Extensive experiments show that our method outperforms existing approaches. The code and model are available at https://github.com/ssj9596/One-to-All-Animation.
PoseGen: In-Context LoRA Finetuning for Pose-Controllable Long Human Video Generation
Generating long, temporally coherent videos with precise control over subject identity and motion is a formidable challenge for current diffusion models, which often suffer from identity drift and are limited to short clips. We introduce PoseGen, a novel framework that generates arbitrarily long videos of a specific subject from a single reference image and a driving pose sequence. Our core innovation is an in-context LoRA finetuning strategy that injects subject appearance at the token level for identity preservation, while simultaneously conditioning on pose information at the channel level for fine-grained motion control. To overcome duration limits, PoseGen pioneers an interleaved segment generation method that seamlessly stitches video clips together, using a shared KV cache mechanism and a specialized transition process to ensure background consistency and temporal smoothness. Trained on a remarkably small 33-hour video dataset, extensive experiments show that PoseGen significantly outperforms state-of-the-art methods in identity fidelity, pose accuracy, and its unique ability to produce coherent, artifact-free videos of unlimited duration.
Efficient Modulation for Vision Networks
In this work, we present efficient modulation, a novel design for efficient vision networks. We revisit the modulation mechanism, which operates input through convolutional context modeling and feature projection layers, and fuses features via element-wise multiplication and an MLP block. We demonstrate that the modulation mechanism is particularly well suited for efficient networks and further tailor the modulation design by proposing the efficient modulation (EfficientMod) block, which is considered the essential building block for our networks. Benefiting from the prominent representational ability of modulation mechanism and the proposed efficient design, our network can accomplish better trade-offs between accuracy and efficiency and set new state-of-the-art performance in the zoo of efficient networks. When integrating EfficientMod with the vanilla self-attention block, we obtain the hybrid architecture which further improves the performance without loss of efficiency. We carry out comprehensive experiments to verify EfficientMod's performance. With fewer parameters, our EfficientMod-s performs 0.6 top-1 accuracy better than EfficientFormerV2-s2 and is 25% faster on GPU, and 2.9 better than MobileViTv2-1.0 at the same GPU latency. Additionally, our method presents a notable improvement in downstream tasks, outperforming EfficientFormerV2-s by 3.6 mIoU on the ADE20K benchmark. Code and checkpoints are available at https://github.com/ma-xu/EfficientMod.
Neural Assets: 3D-Aware Multi-Object Scene Synthesis with Image Diffusion Models
We address the problem of multi-object 3D pose control in image diffusion models. Instead of conditioning on a sequence of text tokens, we propose to use a set of per-object representations, Neural Assets, to control the 3D pose of individual objects in a scene. Neural Assets are obtained by pooling visual representations of objects from a reference image, such as a frame in a video, and are trained to reconstruct the respective objects in a different image, e.g., a later frame in the video. Importantly, we encode object visuals from the reference image while conditioning on object poses from the target frame. This enables learning disentangled appearance and pose features. Combining visual and 3D pose representations in a sequence-of-tokens format allows us to keep the text-to-image architecture of existing models, with Neural Assets in place of text tokens. By fine-tuning a pre-trained text-to-image diffusion model with this information, our approach enables fine-grained 3D pose and placement control of individual objects in a scene. We further demonstrate that Neural Assets can be transferred and recomposed across different scenes. Our model achieves state-of-the-art multi-object editing results on both synthetic 3D scene datasets, as well as two real-world video datasets (Objectron, Waymo Open).
SCAIL: Towards Studio-Grade Character Animation via In-Context Learning of 3D-Consistent Pose Representations
Achieving character animation that meets studio-grade production standards remains challenging despite recent progress. Existing approaches can transfer motion from a driving video to a reference image, but often fail to preserve structural fidelity and temporal consistency in wild scenarios involving complex motion and cross-identity animations. In this work, we present SCAIL (Studio-grade Character Animation via In-context Learning), a framework designed to address these challenges from two key innovations. First, we propose a novel 3D pose representation, providing a more robust and flexible motion signal. Second, we introduce a full-context pose injection mechanism within a diffusion-transformer architecture, enabling effective spatio-temporal reasoning over full motion sequences. To align with studio-level requirements, we develop a curated data pipeline ensuring both diversity and quality, and establish a comprehensive benchmark for systematic evaluation. Experiments show that SCAIL achieves state-of-the-art performance and advances character animation toward studio-grade reliability and realism.
CameraMaster: Unified Camera Semantic-Parameter Control for Photography Retouching
Text-guided diffusion models have greatly advanced image editing and generation. However, achieving physically consistent image retouching with precise parameter control (e.g., exposure, white balance, zoom) remains challenging. Existing methods either rely solely on ambiguous and entangled text prompts, which hinders precise camera control, or train separate heads/weights for parameter adjustment, which compromises scalability, multi-parameter composition, and sensitivity to subtle variations. To address these limitations, we propose CameraMaster, a unified camera-aware framework for image retouching. The key idea is to explicitly decouple the camera directive and then coherently integrate two critical information streams: a directive representation that captures the photographer's intent, and a parameter embedding that encodes precise camera settings. CameraMaster first uses the camera parameter embedding to modulate both the camera directive and the content semantics. The modulated directive is then injected into the content features via cross-attention, yielding a strongly camera-sensitive semantic context. In addition, the directive and camera embeddings are injected as conditioning and gating signals into the time embedding, enabling unified, layer-wise modulation throughout the denoising process and enforcing tight semantic-parameter alignment. To train and evaluate CameraMaster, we construct a large-scale dataset of 78K image-prompt pairs annotated with camera parameters. Extensive experiments show that CameraMaster produces monotonic and near-linear responses to parameter variations, supports seamless multi-parameter composition, and significantly outperforms existing methods.
VividAnimator: An End-to-End Audio and Pose-driven Half-Body Human Animation Framework
Existing for audio- and pose-driven human animation methods often struggle with stiff head movements and blurry hands, primarily due to the weak correlation between audio and head movements and the structural complexity of hands. To address these issues, we propose VividAnimator, an end-to-end framework for generating high-quality, half-body human animations driven by audio and sparse hand pose conditions. Our framework introduces three key innovations. First, to overcome the instability and high cost of online codebook training, we pre-train a Hand Clarity Codebook (HCC) that encodes rich, high-fidelity hand texture priors, significantly mitigating hand degradation. Second, we design a Dual-Stream Audio-Aware Module (DSAA) to model lip synchronization and natural head pose dynamics separately while enabling interaction. Third, we introduce a Pose Calibration Trick (PCT) that refines and aligns pose conditions by relaxing rigid constraints, ensuring smooth and natural gesture transitions. Extensive experiments demonstrate that Vivid Animator achieves state-of-the-art performance, producing videos with superior hand detail, gesture realism, and identity consistency, validated by both quantitative metrics and qualitative evaluations.
Generating Human Motion Videos using a Cascaded Text-to-Video Framework
Human video generation is becoming an increasingly important task with broad applications in graphics, entertainment, and embodied AI. Despite the rapid progress of video diffusion models (VDMs), their use for general-purpose human video generation remains underexplored, with most works constrained to image-to-video setups or narrow domains like dance videos. In this work, we propose CAMEO, a cascaded framework for general human motion video generation. It seamlessly bridges Text-to-Motion (T2M) models and conditional VDMs, mitigating suboptimal factors that may arise in this process across both training and inference through carefully designed components. Specifically, we analyze and prepare both textual prompts and visual conditions to effectively train the VDM, ensuring robust alignment between motion descriptions, conditioning signals, and the generated videos. Furthermore, we introduce a camera-aware conditioning module that connects the two stages, automatically selecting viewpoints aligned with the input text to enhance coherence and reduce manual intervention. We demonstrate the effectiveness of our approach on both the MovieGen benchmark and a newly introduced benchmark tailored to the T2M-VDM combination, while highlighting its versatility across diverse use cases.
Controllable Person Image Synthesis with Spatially-Adaptive Warped Normalization
Controllable person image generation aims to produce realistic human images with desirable attributes such as a given pose, cloth textures, or hairstyles. However, the large spatial misalignment between source and target images makes the standard image-to-image translation architectures unsuitable for this task. Most state-of-the-art methods focus on alignment for global pose-transfer tasks. However, they fail to deal with region-specific texture-transfer tasks, especially for person images with complex textures. To solve this problem, we propose a novel Spatially-Adaptive Warped Normalization (SAWN) which integrates a learned flow-field to warp modulation parameters. It allows us to efficiently align person spatially-adaptive styles with pose features. Moreover, we propose a novel Self-Training Part Replacement (STPR) strategy to refine the model for the texture-transfer task, which improves the quality of the generated clothes and the preservation ability of non-target regions. Our experimental results on the widely used DeepFashion dataset demonstrate a significant improvement of the proposed method over the state-of-the-art methods on pose-transfer and texture-transfer tasks. The code is available at https://github.com/zhangqianhui/Sawn.
Direct-a-Video: Customized Video Generation with User-Directed Camera Movement and Object Motion
Recent text-to-video diffusion models have achieved impressive progress. In practice, users often desire the ability to control object motion and camera movement independently for customized video creation. However, current methods lack the focus on separately controlling object motion and camera movement in a decoupled manner, which limits the controllability and flexibility of text-to-video models. In this paper, we introduce Direct-a-Video, a system that allows users to independently specify motions for one or multiple objects and/or camera movements, as if directing a video. We propose a simple yet effective strategy for the decoupled control of object motion and camera movement. Object motion is controlled through spatial cross-attention modulation using the model's inherent priors, requiring no additional optimization. For camera movement, we introduce new temporal cross-attention layers to interpret quantitative camera movement parameters. We further employ an augmentation-based approach to train these layers in a self-supervised manner on a small-scale dataset, eliminating the need for explicit motion annotation. Both components operate independently, allowing individual or combined control, and can generalize to open-domain scenarios. Extensive experiments demonstrate the superiority and effectiveness of our method. Project page: https://direct-a-video.github.io/.
MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds
We introduce 4D Motion Scaffolds (MoSca), a neural information processing system designed to reconstruct and synthesize novel views of dynamic scenes from monocular videos captured casually in the wild. To address such a challenging and ill-posed inverse problem, we leverage prior knowledge from foundational vision models, lift the video data to a novel Motion Scaffold (MoSca) representation, which compactly and smoothly encodes the underlying motions / deformations. The scene geometry and appearance are then disentangled from the deformation field, and are encoded by globally fusing the Gaussians anchored onto the MoSca and optimized via Gaussian Splatting. Additionally, camera poses can be seamlessly initialized and refined during the dynamic rendering process, without the need for other pose estimation tools. Experiments demonstrate state-of-the-art performance on dynamic rendering benchmarks.
Free3D: Consistent Novel View Synthesis without 3D Representation
We introduce Free3D, a simple approach designed for open-set novel view synthesis (NVS) from a single image. Similar to Zero-1-to-3, we start from a pre-trained 2D image generator for generalization, and fine-tune it for NVS. Compared to recent and concurrent works, we obtain significant improvements without resorting to an explicit 3D representation, which is slow and memory-consuming or training an additional 3D network. We do so by encoding better the target camera pose via a new per-pixel ray conditioning normalization (RCN) layer. The latter injects pose information in the underlying 2D image generator by telling each pixel its specific viewing direction. We also improve multi-view consistency via a light-weight multi-view attention layer and multi-view noise sharing. We train Free3D on the Objaverse dataset and demonstrate excellent generalization to various new categories in several new datasets, including OminiObject3D and GSO. We hope our simple and effective approach will serve as a solid baseline and help future research in NVS with more accuracy pose. The project page is available at https://chuanxiaz.com/free3d/.
Relightable Full-Body Gaussian Codec Avatars
We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.
Learning Complex Non-Rigid Image Edits from Multimodal Conditioning
In this paper we focus on inserting a given human (specifically, a single image of a person) into a novel scene. Our method, which builds on top of Stable Diffusion, yields natural looking images while being highly controllable with text and pose. To accomplish this we need to train on pairs of images, the first a reference image with the person, the second a "target image" showing the same person (with a different pose and possibly in a different background). Additionally we require a text caption describing the new pose relative to that in the reference image. In this paper we present a novel dataset following this criteria, which we create using pairs of frames from human-centric and action-rich videos and employing a multimodal LLM to automatically summarize the difference in human pose for the text captions. We demonstrate that identity preservation is a more challenging task in scenes "in-the-wild", and especially scenes where there is an interaction between persons and objects. Combining the weak supervision from noisy captions, with robust 2D pose improves the quality of person-object interactions.
MotionBooth: Motion-Aware Customized Text-to-Video Generation
In this work, we present MotionBooth, an innovative framework designed for animating customized subjects with precise control over both object and camera movements. By leveraging a few images of a specific object, we efficiently fine-tune a text-to-video model to capture the object's shape and attributes accurately. Our approach presents subject region loss and video preservation loss to enhance the subject's learning performance, along with a subject token cross-attention loss to integrate the customized subject with motion control signals. Additionally, we propose training-free techniques for managing subject and camera motions during inference. In particular, we utilize cross-attention map manipulation to govern subject motion and introduce a novel latent shift module for camera movement control as well. MotionBooth excels in preserving the appearance of subjects while simultaneously controlling the motions in generated videos. Extensive quantitative and qualitative evaluations demonstrate the superiority and effectiveness of our method. Our project page is at https://jianzongwu.github.io/projects/motionbooth
SViMo: Synchronized Diffusion for Video and Motion Generation in Hand-object Interaction Scenarios
Hand-Object Interaction (HOI) generation has significant application potential. However, current 3D HOI motion generation approaches heavily rely on predefined 3D object models and lab-captured motion data, limiting generalization capabilities. Meanwhile, HOI video generation methods prioritize pixel-level visual fidelity, often sacrificing physical plausibility. Recognizing that visual appearance and motion patterns share fundamental physical laws in the real world, we propose a novel framework that combines visual priors and dynamic constraints within a synchronized diffusion process to generate the HOI video and motion simultaneously. To integrate the heterogeneous semantics, appearance, and motion features, our method implements tri-modal adaptive modulation for feature aligning, coupled with 3D full-attention for modeling inter- and intra-modal dependencies. Furthermore, we introduce a vision-aware 3D interaction diffusion model that generates explicit 3D interaction sequences directly from the synchronized diffusion outputs, then feeds them back to establish a closed-loop feedback cycle. This architecture eliminates dependencies on predefined object models or explicit pose guidance while significantly enhancing video-motion consistency. Experimental results demonstrate our method's superiority over state-of-the-art approaches in generating high-fidelity, dynamically plausible HOI sequences, with notable generalization capabilities in unseen real-world scenarios. Project page at https://github.com/Droliven/SViMo\_project.
UMFuse: Unified Multi View Fusion for Human Editing applications
Numerous pose-guided human editing methods have been explored by the vision community due to their extensive practical applications. However, most of these methods still use an image-to-image formulation in which a single image is given as input to produce an edited image as output. This objective becomes ill-defined in cases when the target pose differs significantly from the input pose. Existing methods then resort to in-painting or style transfer to handle occlusions and preserve content. In this paper, we explore the utilization of multiple views to minimize the issue of missing information and generate an accurate representation of the underlying human model. To fuse knowledge from multiple viewpoints, we design a multi-view fusion network that takes the pose key points and texture from multiple source images and generates an explainable per-pixel appearance retrieval map. Thereafter, the encodings from a separate network (trained on a single-view human reposing task) are merged in the latent space. This enables us to generate accurate, precise, and visually coherent images for different editing tasks. We show the application of our network on two newly proposed tasks - Multi-view human reposing and Mix&Match Human Image generation. Additionally, we study the limitations of single-view editing and scenarios in which multi-view provides a better alternative.
Versatile Multimodal Controls for Whole-Body Talking Human Animation
Human animation from a single reference image shall be flexible to synthesize whole-body motion for either a headshot or whole-body portrait, where the motions are readily controlled by audio signal and text prompts. This is hard for most existing methods as they only support producing pre-specified head or half-body motion aligned with audio inputs. In this paper, we propose a versatile human animation method, i.e., VersaAnimator, which generates whole-body talking human from arbitrary portrait images, not only driven by audio signal but also flexibly controlled by text prompts. Specifically, we design a text-controlled, audio-driven motion generator that produces whole-body motion representations in 3D synchronized with audio inputs while following textual motion descriptions. To promote natural smooth motion, we propose a code-pose translation module to link VAE codebooks with 2D DWposes extracted from template videos. Moreover, we introduce a multi-modal video diffusion that generates photorealistic human animation from a reference image according to both audio inputs and whole-body motion representations. Extensive experiments show that VersaAnimator outperforms existing methods in visual quality, identity preservation, and audio-lip synchronization.
Learning to Generate Object Interactions with Physics-Guided Video Diffusion
Recent models for video generation have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, however, current approaches still struggle to generate physically plausible object interactions and lack physics-grounded control mechanisms. To address this limitation, we introduce KineMask, an approach for physics-guided video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements of object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predictive scene descriptions, leading to effective support for synthesis of complex dynamical phenomena. Extensive experiments show that KineMask achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs. Our code, model, and data will be made publicly available.
X-Portrait: Expressive Portrait Animation with Hierarchical Motion Attention
We propose X-Portrait, an innovative conditional diffusion model tailored for generating expressive and temporally coherent portrait animation. Specifically, given a single portrait as appearance reference, we aim to animate it with motion derived from a driving video, capturing both highly dynamic and subtle facial expressions along with wide-range head movements. As its core, we leverage the generative prior of a pre-trained diffusion model as the rendering backbone, while achieve fine-grained head pose and expression control with novel controlling signals within the framework of ControlNet. In contrast to conventional coarse explicit controls such as facial landmarks, our motion control module is learned to interpret the dynamics directly from the original driving RGB inputs. The motion accuracy is further enhanced with a patch-based local control module that effectively enhance the motion attention to small-scale nuances like eyeball positions. Notably, to mitigate the identity leakage from the driving signals, we train our motion control modules with scaling-augmented cross-identity images, ensuring maximized disentanglement from the appearance reference modules. Experimental results demonstrate the universal effectiveness of X-Portrait across a diverse range of facial portraits and expressive driving sequences, and showcase its proficiency in generating captivating portrait animations with consistently maintained identity characteristics.
EpipolarNVS: leveraging on Epipolar geometry for single-image Novel View Synthesis
Novel-view synthesis (NVS) can be tackled through different approaches, depending on the general setting: a single source image to a short video sequence, exact or noisy camera pose information, 3D-based information such as point clouds etc. The most challenging scenario, the one where we stand in this work, only considers a unique source image to generate a novel one from another viewpoint. However, in such a tricky situation, the latest learning-based solutions often struggle to integrate the camera viewpoint transformation. Indeed, the extrinsic information is often passed as-is, through a low-dimensional vector. It might even occur that such a camera pose, when parametrized as Euler angles, is quantized through a one-hot representation. This vanilla encoding choice prevents the learnt architecture from inferring novel views on a continuous basis (from a camera pose perspective). We claim it exists an elegant way to better encode relative camera pose, by leveraging 3D-related concepts such as the epipolar constraint. We, therefore, introduce an innovative method that encodes the viewpoint transformation as a 2D feature image. Such a camera encoding strategy gives meaningful insights to the network regarding how the camera has moved in space between the two views. By encoding the camera pose information as a finite number of coloured epipolar lines, we demonstrate through our experiments that our strategy outperforms vanilla encoding.
Music-driven Dance Regeneration with Controllable Key Pose Constraints
In this paper, we propose a novel framework for music-driven dance motion synthesis with controllable key pose constraint. In contrast to methods that generate dance motion sequences only based on music without any other controllable conditions, this work targets on synthesizing high-quality dance motion driven by music as well as customized poses performed by users. Our model involves two single-modal transformer encoders for music and motion representations and a cross-modal transformer decoder for dance motions generation. The cross-modal transformer decoder achieves the capability of synthesizing smooth dance motion sequences, which keeps a consistency with key poses at corresponding positions, by introducing the local neighbor position embedding. Such mechanism makes the decoder more sensitive to key poses and the corresponding positions. Our dance synthesis model achieves satisfactory performance both on quantitative and qualitative evaluations with extensive experiments, which demonstrates the effectiveness of our proposed method.
Animatable Neural Radiance Fields from Monocular RGB Videos
We present animatable neural radiance fields (animatable NeRF) for detailed human avatar creation from monocular videos. Our approach extends neural radiance fields (NeRF) to the dynamic scenes with human movements via introducing explicit pose-guided deformation while learning the scene representation network. In particular, we estimate the human pose for each frame and learn a constant canonical space for the detailed human template, which enables natural shape deformation from the observation space to the canonical space under the explicit control of the pose parameters. To compensate for inaccurate pose estimation, we introduce the pose refinement strategy that updates the initial pose during the learning process, which not only helps to learn more accurate human reconstruction but also accelerates the convergence. In experiments we show that the proposed approach achieves 1) implicit human geometry and appearance reconstruction with high-quality details, 2) photo-realistic rendering of the human from novel views, and 3) animation of the human with novel poses.
Extending 6D Object Pose Estimators for Stereo Vision
Estimating the 6D pose of objects accurately, quickly, and robustly remains a difficult task. However, recent methods for directly regressing poses from RGB images using dense features have achieved state-of-the-art results. Stereo vision, which provides an additional perspective on the object, can help reduce pose ambiguity and occlusion. Moreover, stereo can directly infer the distance of an object, while mono-vision requires internalized knowledge of the object's size. To extend the state-of-the-art in 6D object pose estimation to stereo, we created a BOP compatible stereo version of the YCB-V dataset. Our method outperforms state-of-the-art 6D pose estimation algorithms by utilizing stereo vision and can easily be adopted for other dense feature-based algorithms.
YouDream: Generating Anatomically Controllable Consistent Text-to-3D Animals
3D generation guided by text-to-image diffusion models enables the creation of visually compelling assets. However previous methods explore generation based on image or text. The boundaries of creativity are limited by what can be expressed through words or the images that can be sourced. We present YouDream, a method to generate high-quality anatomically controllable animals. YouDream is guided using a text-to-image diffusion model controlled by 2D views of a 3D pose prior. Our method generates 3D animals that are not possible to create using previous text-to-3D generative methods. Additionally, our method is capable of preserving anatomic consistency in the generated animals, an area where prior text-to-3D approaches often struggle. Moreover, we design a fully automated pipeline for generating commonly found animals. To circumvent the need for human intervention to create a 3D pose, we propose a multi-agent LLM that adapts poses from a limited library of animal 3D poses to represent the desired animal. A user study conducted on the outcomes of YouDream demonstrates the preference of the animal models generated by our method over others. Turntable results and code are released at https://youdream3d.github.io/
HumanDreamer-X: Photorealistic Single-image Human Avatars Reconstruction via Gaussian Restoration
Single-image human reconstruction is vital for digital human modeling applications but remains an extremely challenging task. Current approaches rely on generative models to synthesize multi-view images for subsequent 3D reconstruction and animation. However, directly generating multiple views from a single human image suffers from geometric inconsistencies, resulting in issues like fragmented or blurred limbs in the reconstructed models. To tackle these limitations, we introduce HumanDreamer-X, a novel framework that integrates multi-view human generation and reconstruction into a unified pipeline, which significantly enhances the geometric consistency and visual fidelity of the reconstructed 3D models. In this framework, 3D Gaussian Splatting serves as an explicit 3D representation to provide initial geometry and appearance priority. Building upon this foundation, HumanFixer is trained to restore 3DGS renderings, which guarantee photorealistic results. Furthermore, we delve into the inherent challenges associated with attention mechanisms in multi-view human generation, and propose an attention modulation strategy that effectively enhances geometric details identity consistency across multi-view. Experimental results demonstrate that our approach markedly improves generation and reconstruction PSNR quality metrics by 16.45% and 12.65%, respectively, achieving a PSNR of up to 25.62 dB, while also showing generalization capabilities on in-the-wild data and applicability to various human reconstruction backbone models.
MonoHuman: Animatable Human Neural Field from Monocular Video
Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frame-independent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.
STANCE: Motion Coherent Video Generation Via Sparse-to-Dense Anchored Encoding
Video generation has recently made striking visual progress, but maintaining coherent object motion and interactions remains difficult. We trace two practical bottlenecks: (i) human-provided motion hints (e.g., small 2D maps) often collapse to too few effective tokens after encoding, weakening guidance; and (ii) optimizing for appearance and motion in a single head can favor texture over temporal consistency. We present STANCE, an image-to-video framework that addresses both issues with two simple components. First, we introduce Instance Cues -- a pixel-aligned control signal that turns sparse, user-editable hints into a dense 2.5D (camera-relative) motion field by averaging per-instance flow and augmenting with monocular depth over the instance mask. This reduces depth ambiguity compared to 2D arrow inputs while remaining easy to use. Second, we preserve the salience of these cues in token space with Dense RoPE, which tags a small set of motion tokens (anchored on the first frame) with spatial-addressable rotary embeddings. Paired with joint RGB \(+\) auxiliary-map prediction (segmentation or depth), our model anchors structure while RGB handles appearance, stabilizing optimization and improving temporal coherence without requiring per-frame trajectory scripts.
LU-NeRF: Scene and Pose Estimation by Synchronizing Local Unposed NeRFs
A critical obstacle preventing NeRF models from being deployed broadly in the wild is their reliance on accurate camera poses. Consequently, there is growing interest in extending NeRF models to jointly optimize camera poses and scene representation, which offers an alternative to off-the-shelf SfM pipelines which have well-understood failure modes. Existing approaches for unposed NeRF operate under limited assumptions, such as a prior pose distribution or coarse pose initialization, making them less effective in a general setting. In this work, we propose a novel approach, LU-NeRF, that jointly estimates camera poses and neural radiance fields with relaxed assumptions on pose configuration. Our approach operates in a local-to-global manner, where we first optimize over local subsets of the data, dubbed mini-scenes. LU-NeRF estimates local pose and geometry for this challenging few-shot task. The mini-scene poses are brought into a global reference frame through a robust pose synchronization step, where a final global optimization of pose and scene can be performed. We show our LU-NeRF pipeline outperforms prior attempts at unposed NeRF without making restrictive assumptions on the pose prior. This allows us to operate in the general SE(3) pose setting, unlike the baselines. Our results also indicate our model can be complementary to feature-based SfM pipelines as it compares favorably to COLMAP on low-texture and low-resolution images.
Cross Attention Based Style Distribution for Controllable Person Image Synthesis
Controllable person image synthesis task enables a wide range of applications through explicit control over body pose and appearance. In this paper, we propose a cross attention based style distribution module that computes between the source semantic styles and target pose for pose transfer. The module intentionally selects the style represented by each semantic and distributes them according to the target pose. The attention matrix in cross attention expresses the dynamic similarities between the target pose and the source styles for all semantics. Therefore, it can be utilized to route the color and texture from the source image, and is further constrained by the target parsing map to achieve a clearer objective. At the same time, to encode the source appearance accurately, the self attention among different semantic styles is also added. The effectiveness of our model is validated quantitatively and qualitatively on pose transfer and virtual try-on tasks.
DreamSwapV: Mask-guided Subject Swapping for Any Customized Video Editing
With the rapid progress of video generation, demand for customized video editing is surging, where subject swapping constitutes a key component yet remains under-explored. Prevailing swapping approaches either specialize in narrow domains--such as human-body animation or hand-object interaction--or rely on some indirect editing paradigm or ambiguous text prompts that compromise final fidelity. In this paper, we propose DreamSwapV, a mask-guided, subject-agnostic, end-to-end framework that swaps any subject in any video for customization with a user-specified mask and reference image. To inject fine-grained guidance, we introduce multiple conditions and a dedicated condition fusion module that integrates them efficiently. In addition, an adaptive mask strategy is designed to accommodate subjects of varying scales and attributes, further improving interactions between the swapped subject and its surrounding context. Through our elaborate two-phase dataset construction and training scheme, our DreamSwapV outperforms existing methods, as validated by comprehensive experiments on VBench indicators and our first introduced DreamSwapV-Benchmark.
Detection, Pose Estimation and Segmentation for Multiple Bodies: Closing the Virtuous Circle
Human pose estimation methods work well on isolated people but struggle with multiple-bodies-in-proximity scenarios. Previous work has addressed this problem by conditioning pose estimation by detected bounding boxes or keypoints, but overlooked instance masks. We propose to iteratively enforce mutual consistency of bounding boxes, instance masks, and poses. The introduced BBox-Mask-Pose (BMP) method uses three specialized models that improve each other's output in a closed loop. All models are adapted for mutual conditioning, which improves robustness in multi-body scenes. MaskPose, a new mask-conditioned pose estimation model, is the best among top-down approaches on OCHuman. BBox-Mask-Pose pushes SOTA on OCHuman dataset in all three tasks - detection, instance segmentation, and pose estimation. It also achieves SOTA performance on COCO pose estimation. The method is especially good in scenes with large instances overlap, where it improves detection by 39% over the baseline detector. With small specialized models and faster runtime, BMP is an effective alternative to large human-centered foundational models. Code and models are available on https://MiraPurkrabek.github.io/BBox-Mask-Pose.
MVCustom: Multi-View Customized Diffusion via Geometric Latent Rendering and Completion
Multi-view generation with camera pose control and prompt-based customization are both essential elements for achieving controllable generative models. However, existing multi-view generation models do not support customization with geometric consistency, whereas customization models lack explicit viewpoint control, making them challenging to unify. Motivated by these gaps, we introduce a novel task, multi-view customization, which aims to jointly achieve multi-view camera pose control and customization. Due to the scarcity of training data in customization, existing multi-view generation models, which inherently rely on large-scale datasets, struggle to generalize to diverse prompts. To address this, we propose MVCustom, a novel diffusion-based framework explicitly designed to achieve both multi-view consistency and customization fidelity. In the training stage, MVCustom learns the subject's identity and geometry using a feature-field representation, incorporating the text-to-video diffusion backbone enhanced with dense spatio-temporal attention, which leverages temporal coherence for multi-view consistency. In the inference stage, we introduce two novel techniques: depth-aware feature rendering explicitly enforces geometric consistency, and consistent-aware latent completion ensures accurate perspective alignment of the customized subject and surrounding backgrounds. Extensive experiments demonstrate that MVCustom is the only framework that simultaneously achieves faithful multi-view generation and customization.
Hallo2: Long-Duration and High-Resolution Audio-Driven Portrait Image Animation
Recent advances in latent diffusion-based generative models for portrait image animation, such as Hallo, have achieved impressive results in short-duration video synthesis. In this paper, we present updates to Hallo, introducing several design enhancements to extend its capabilities. First, we extend the method to produce long-duration videos. To address substantial challenges such as appearance drift and temporal artifacts, we investigate augmentation strategies within the image space of conditional motion frames. Specifically, we introduce a patch-drop technique augmented with Gaussian noise to enhance visual consistency and temporal coherence over long duration. Second, we achieve 4K resolution portrait video generation. To accomplish this, we implement vector quantization of latent codes and apply temporal alignment techniques to maintain coherence across the temporal dimension. By integrating a high-quality decoder, we realize visual synthesis at 4K resolution. Third, we incorporate adjustable semantic textual labels for portrait expressions as conditional inputs. This extends beyond traditional audio cues to improve controllability and increase the diversity of the generated content. To the best of our knowledge, Hallo2, proposed in this paper, is the first method to achieve 4K resolution and generate hour-long, audio-driven portrait image animations enhanced with textual prompts. We have conducted extensive experiments to evaluate our method on publicly available datasets, including HDTF, CelebV, and our introduced "Wild" dataset. The experimental results demonstrate that our approach achieves state-of-the-art performance in long-duration portrait video animation, successfully generating rich and controllable content at 4K resolution for duration extending up to tens of minutes. Project page https://fudan-generative-vision.github.io/hallo2
Dynamic View Synthesis as an Inverse Problem
In this work, we address dynamic view synthesis from monocular videos as an inverse problem in a training-free setting. By redesigning the noise initialization phase of a pre-trained video diffusion model, we enable high-fidelity dynamic view synthesis without any weight updates or auxiliary modules. We begin by identifying a fundamental obstacle to deterministic inversion arising from zero-terminal signal-to-noise ratio (SNR) schedules and resolve it by introducing a novel noise representation, termed K-order Recursive Noise Representation. We derive a closed form expression for this representation, enabling precise and efficient alignment between the VAE-encoded and the DDIM inverted latents. To synthesize newly visible regions resulting from camera motion, we introduce Stochastic Latent Modulation, which performs visibility aware sampling over the latent space to complete occluded regions. Comprehensive experiments demonstrate that dynamic view synthesis can be effectively performed through structured latent manipulation in the noise initialization phase.
RB-Modulation: Training-Free Personalization of Diffusion Models using Stochastic Optimal Control
We propose Reference-Based Modulation (RB-Modulation), a new plug-and-play solution for training-free personalization of diffusion models. Existing training-free approaches exhibit difficulties in (a) style extraction from reference images in the absence of additional style or content text descriptions, (b) unwanted content leakage from reference style images, and (c) effective composition of style and content. RB-Modulation is built on a novel stochastic optimal controller where a style descriptor encodes the desired attributes through a terminal cost. The resulting drift not only overcomes the difficulties above, but also ensures high fidelity to the reference style and adheres to the given text prompt. We also introduce a cross-attention-based feature aggregation scheme that allows RB-Modulation to decouple content and style from the reference image. With theoretical justification and empirical evidence, our framework demonstrates precise extraction and control of content and style in a training-free manner. Further, our method allows a seamless composition of content and style, which marks a departure from the dependency on external adapters or ControlNets.
V-Express: Conditional Dropout for Progressive Training of Portrait Video Generation
In the field of portrait video generation, the use of single images to generate portrait videos has become increasingly prevalent. A common approach involves leveraging generative models to enhance adapters for controlled generation. However, control signals (e.g., text, audio, reference image, pose, depth map, etc.) can vary in strength. Among these, weaker conditions often struggle to be effective due to interference from stronger conditions, posing a challenge in balancing these conditions. In our work on portrait video generation, we identified audio signals as particularly weak, often overshadowed by stronger signals such as facial pose and reference image. However, direct training with weak signals often leads to difficulties in convergence. To address this, we propose V-Express, a simple method that balances different control signals through the progressive training and the conditional dropout operation. Our method gradually enables effective control by weak conditions, thereby achieving generation capabilities that simultaneously take into account the facial pose, reference image, and audio. The experimental results demonstrate that our method can effectively generate portrait videos controlled by audio. Furthermore, a potential solution is provided for the simultaneous and effective use of conditions of varying strengths.
Can Generative Video Models Help Pose Estimation?
Pairwise pose estimation from images with little or no overlap is an open challenge in computer vision. Existing methods, even those trained on large-scale datasets, struggle in these scenarios due to the lack of identifiable correspondences or visual overlap. Inspired by the human ability to infer spatial relationships from diverse scenes, we propose a novel approach, InterPose, that leverages the rich priors encoded within pre-trained generative video models. We propose to use a video model to hallucinate intermediate frames between two input images, effectively creating a dense, visual transition, which significantly simplifies the problem of pose estimation. Since current video models can still produce implausible motion or inconsistent geometry, we introduce a self-consistency score that evaluates the consistency of pose predictions from sampled videos. We demonstrate that our approach generalizes among three state-of-the-art video models and show consistent improvements over the state-of-the-art DUSt3R on four diverse datasets encompassing indoor, outdoor, and object-centric scenes. Our findings suggest a promising avenue for improving pose estimation models by leveraging large generative models trained on vast amounts of video data, which is more readily available than 3D data. See our project page for results: https://inter-pose.github.io/.
DisPose: Disentangling Pose Guidance for Controllable Human Image Animation
Controllable human image animation aims to generate videos from reference images using driving videos. Due to the limited control signals provided by sparse guidance (e.g., skeleton pose), recent works have attempted to introduce additional dense conditions (e.g., depth map) to ensure motion alignment. However, such strict dense guidance impairs the quality of the generated video when the body shape of the reference character differs significantly from that of the driving video. In this paper, we present DisPose to mine more generalizable and effective control signals without additional dense input, which disentangles the sparse skeleton pose in human image animation into motion field guidance and keypoint correspondence. Specifically, we generate a dense motion field from a sparse motion field and the reference image, which provides region-level dense guidance while maintaining the generalization of the sparse pose control. We also extract diffusion features corresponding to pose keypoints from the reference image, and then these point features are transferred to the target pose to provide distinct identity information. To seamlessly integrate into existing models, we propose a plug-and-play hybrid ControlNet that improves the quality and consistency of generated videos while freezing the existing model parameters. Extensive qualitative and quantitative experiments demonstrate the superiority of DisPose compared to current methods. Code: https://github.com/lihxxx/DisPose{https://github.com/lihxxx/DisPose}.
VideoRFSplat: Direct Scene-Level Text-to-3D Gaussian Splatting Generation with Flexible Pose and Multi-View Joint Modeling
We propose VideoRFSplat, a direct text-to-3D model leveraging a video generation model to generate realistic 3D Gaussian Splatting (3DGS) for unbounded real-world scenes. To generate diverse camera poses and unbounded spatial extent of real-world scenes, while ensuring generalization to arbitrary text prompts, previous methods fine-tune 2D generative models to jointly model camera poses and multi-view images. However, these methods suffer from instability when extending 2D generative models to joint modeling due to the modality gap, which necessitates additional models to stabilize training and inference. In this work, we propose an architecture and a sampling strategy to jointly model multi-view images and camera poses when fine-tuning a video generation model. Our core idea is a dual-stream architecture that attaches a dedicated pose generation model alongside a pre-trained video generation model via communication blocks, generating multi-view images and camera poses through separate streams. This design reduces interference between the pose and image modalities. Additionally, we propose an asynchronous sampling strategy that denoises camera poses faster than multi-view images, allowing rapidly denoised poses to condition multi-view generation, reducing mutual ambiguity and enhancing cross-modal consistency. Trained on multiple large-scale real-world datasets (RealEstate10K, MVImgNet, DL3DV-10K, ACID), VideoRFSplat outperforms existing text-to-3D direct generation methods that heavily depend on post-hoc refinement via score distillation sampling, achieving superior results without such refinement.
Collecting The Puzzle Pieces: Disentangled Self-Driven Human Pose Transfer by Permuting Textures
Human pose transfer synthesizes new view(s) of a person for a given pose. Recent work achieves this via self-reconstruction, which disentangles a person's pose and texture information by breaking the person down into parts, then recombines them for reconstruction. However, part-level disentanglement preserves some pose information that can create unwanted artifacts. In this paper, we propose Pose Transfer by Permuting Textures (PT^2), an approach for self-driven human pose transfer that disentangles pose from texture at the patch-level. Specifically, we remove pose from an input image by permuting image patches so only texture information remains. Then we reconstruct the input image by sampling from the permuted textures for patch-level disentanglement. To reduce noise and recover clothing shape information from the permuted patches, we employ encoders with multiple kernel sizes in a triple branch network. On DeepFashion and Market-1501, PT^2 reports significant gains on automatic metrics over other self-driven methods, and even outperforms some fully-supervised methods. A user study also reports images generated by our method are preferred in 68% of cases over self-driven approaches from prior work. Code is available at https://github.com/NannanLi999/pt_square.
iComMa: Inverting 3D Gaussian Splatting for Camera Pose Estimation via Comparing and Matching
We present a method named iComMa to address the 6D camera pose estimation problem in computer vision. Conventional pose estimation methods typically rely on the target's CAD model or necessitate specific network training tailored to particular object classes. Some existing methods have achieved promising results in mesh-free object and scene pose estimation by inverting the Neural Radiance Fields (NeRF). However, they still struggle with adverse initializations such as large rotations and translations. To address this issue, we propose an efficient method for accurate camera pose estimation by inverting 3D Gaussian Splatting (3DGS). Specifically, a gradient-based differentiable framework optimizes camera pose by minimizing the residual between the query image and the rendered image, requiring no training. An end-to-end matching module is designed to enhance the model's robustness against adverse initializations, while minimizing pixel-level comparing loss aids in precise pose estimation. Experimental results on synthetic and complex real-world data demonstrate the effectiveness of the proposed approach in challenging conditions and the accuracy of camera pose estimation.
AnimateAnywhere: Rouse the Background in Human Image Animation
Human image animation aims to generate human videos of given characters and backgrounds that adhere to the desired pose sequence. However, existing methods focus more on human actions while neglecting the generation of background, which typically leads to static results or inharmonious movements. The community has explored camera pose-guided animation tasks, yet preparing the camera trajectory is impractical for most entertainment applications and ordinary users. As a remedy, we present an AnimateAnywhere framework, rousing the background in human image animation without requirements on camera trajectories. In particular, based on our key insight that the movement of the human body often reflects the motion of the background, we introduce a background motion learner (BML) to learn background motions from human pose sequences. To encourage the model to learn more accurate cross-frame correspondences, we further deploy an epipolar constraint on the 3D attention map. Specifically, the mask used to suppress geometrically unreasonable attention is carefully constructed by combining an epipolar mask and the current 3D attention map. Extensive experiments demonstrate that our AnimateAnywhere effectively learns the background motion from human pose sequences, achieving state-of-the-art performance in generating human animation results with vivid and realistic backgrounds. The source code and model will be available at https://github.com/liuxiaoyu1104/AnimateAnywhere.
Dormant: Defending against Pose-driven Human Image Animation
Pose-driven human image animation has achieved tremendous progress, enabling the generation of vivid and realistic human videos from just one single photo. However, it conversely exacerbates the risk of image misuse, as attackers may use one available image to create videos involving politics, violence and other illegal content. To counter this threat, we propose Dormant, a novel protection approach tailored to defend against pose-driven human image animation techniques. Dormant applies protective perturbation to one human image, preserving the visual similarity to the original but resulting in poor-quality video generation. The protective perturbation is optimized to induce misextraction of appearance features from the image and create incoherence among the generated video frames. Our extensive evaluation across 8 animation methods and 4 datasets demonstrates the superiority of Dormant over 6 baseline protection methods, leading to misaligned identities, visual distortions, noticeable artifacts, and inconsistent frames in the generated videos. Moreover, Dormant shows effectiveness on 6 real-world commercial services, even with fully black-box access.
SwapAnyone: Consistent and Realistic Video Synthesis for Swapping Any Person into Any Video
Video body-swapping aims to replace the body in an existing video with a new body from arbitrary sources, which has garnered more attention in recent years. Existing methods treat video body-swapping as a composite of multiple tasks instead of an independent task and typically rely on various models to achieve video body-swapping sequentially. However, these methods fail to achieve end-to-end optimization for the video body-swapping which causes issues such as variations in luminance among frames, disorganized occlusion relationships, and the noticeable separation between bodies and background. In this work, we define video body-swapping as an independent task and propose three critical consistencies: identity consistency, motion consistency, and environment consistency. We introduce an end-to-end model named SwapAnyone, treating video body-swapping as a video inpainting task with reference fidelity and motion control. To improve the ability to maintain environmental harmony, particularly luminance harmony in the resulting video, we introduce a novel EnvHarmony strategy for training our model progressively. Additionally, we provide a dataset named HumanAction-32K covering various videos about human actions. Extensive experiments demonstrate that our method achieves State-Of-The-Art (SOTA) performance among open-source methods while approaching or surpassing closed-source models across multiple dimensions. All code, model weights, and the HumanAction-32K dataset will be open-sourced at https://github.com/PKU-YuanGroup/SwapAnyone.
Advancing Pose-Guided Image Synthesis with Progressive Conditional Diffusion Models
Recent work has showcased the significant potential of diffusion models in pose-guided person image synthesis. However, owing to the inconsistency in pose between the source and target images, synthesizing an image with a distinct pose, relying exclusively on the source image and target pose information, remains a formidable challenge. This paper presents Progressive Conditional Diffusion Models (PCDMs) that incrementally bridge the gap between person images under the target and source poses through three stages. Specifically, in the first stage, we design a simple prior conditional diffusion model that predicts the global features of the target image by mining the global alignment relationship between pose coordinates and image appearance. Then, the second stage establishes a dense correspondence between the source and target images using the global features from the previous stage, and an inpainting conditional diffusion model is proposed to further align and enhance the contextual features, generating a coarse-grained person image. In the third stage, we propose a refining conditional diffusion model to utilize the coarsely generated image from the previous stage as a condition, achieving texture restoration and enhancing fine-detail consistency. The three-stage PCDMs work progressively to generate the final high-quality and high-fidelity synthesized image. Both qualitative and quantitative results demonstrate the consistency and photorealism of our proposed PCDMs under challenging scenarios.The code and model will be available at https://github.com/muzishen/PCDMs.
MAPConNet: Self-supervised 3D Pose Transfer with Mesh and Point Contrastive Learning
3D pose transfer is a challenging generation task that aims to transfer the pose of a source geometry onto a target geometry with the target identity preserved. Many prior methods require keypoint annotations to find correspondence between the source and target. Current pose transfer methods allow end-to-end correspondence learning but require the desired final output as ground truth for supervision. Unsupervised methods have been proposed for graph convolutional models but they require ground truth correspondence between the source and target inputs. We present a novel self-supervised framework for 3D pose transfer which can be trained in unsupervised, semi-supervised, or fully supervised settings without any correspondence labels. We introduce two contrastive learning constraints in the latent space: a mesh-level loss for disentangling global patterns including pose and identity, and a point-level loss for discriminating local semantics. We demonstrate quantitatively and qualitatively that our method achieves state-of-the-art results in supervised 3D pose transfer, with comparable results in unsupervised and semi-supervised settings. Our method is also generalisable to unseen human and animal data with complex topologies.
PersPose: 3D Human Pose Estimation with Perspective Encoding and Perspective Rotation
Monocular 3D human pose estimation (HPE) methods estimate the 3D positions of joints from individual images. Existing 3D HPE approaches often use the cropped image alone as input for their models. However, the relative depths of joints cannot be accurately estimated from cropped images without the corresponding camera intrinsics, which determine the perspective relationship between 3D objects and the cropped images. In this work, we introduce Perspective Encoding (PE) to encode the camera intrinsics of the cropped images. Moreover, since the human subject can appear anywhere within the original image, the perspective relationship between the 3D scene and the cropped image differs significantly, which complicates model fitting. Additionally, the further the human subject deviates from the image center, the greater the perspective distortions in the cropped image. To address these issues, we propose Perspective Rotation (PR), a transformation applied to the original image that centers the human subject, thereby reducing perspective distortions and alleviating the difficulty of model fitting. By incorporating PE and PR, we propose a novel 3D HPE framework, PersPose. Experimental results demonstrate that PersPose achieves state-of-the-art (SOTA) performance on the 3DPW, MPI-INF-3DHP, and Human3.6M datasets. For example, on the in-the-wild dataset 3DPW, PersPose achieves an MPJPE of 60.1 mm, 7.54% lower than the previous SOTA approach. Code is available at: https://github.com/KenAdamsJoseph/PersPose.
Free-viewpoint Human Animation with Pose-correlated Reference Selection
Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.
KPE: Keypoint Pose Encoding for Transformer-based Image Generation
Transformers have recently been shown to generate high quality images from text input. However, the existing method of pose conditioning using skeleton image tokens is computationally inefficient and generate low quality images. Therefore we propose a new method; Keypoint Pose Encoding (KPE); KPE is 10 times more memory efficient and over 73% faster at generating high quality images from text input conditioned on the pose. The pose constraint improves the image quality and reduces errors on body extremities such as arms and legs. The additional benefits include invariance to changes in the target image domain and image resolution, making it easily scalable to higher resolution images. We demonstrate the versatility of KPE by generating photorealistic multiperson images derived from the DeepFashion dataset. We also introduce a evaluation method People Count Error (PCE) that is effective in detecting error in generated human images.
Just Add π! Pose Induced Video Transformers for Understanding Activities of Daily Living
Video transformers have become the de facto standard for human action recognition, yet their exclusive reliance on the RGB modality still limits their adoption in certain domains. One such domain is Activities of Daily Living (ADL), where RGB alone is not sufficient to distinguish between visually similar actions, or actions observed from multiple viewpoints. To facilitate the adoption of video transformers for ADL, we hypothesize that the augmentation of RGB with human pose information, known for its sensitivity to fine-grained motion and multiple viewpoints, is essential. Consequently, we introduce the first Pose Induced Video Transformer: PI-ViT (or pi-ViT), a novel approach that augments the RGB representations learned by video transformers with 2D and 3D pose information. The key elements of pi-ViT are two plug-in modules, 2D Skeleton Induction Module and 3D Skeleton Induction Module, that are responsible for inducing 2D and 3D pose information into the RGB representations. These modules operate by performing pose-aware auxiliary tasks, a design choice that allows pi-ViT to discard the modules during inference. Notably, pi-ViT achieves the state-of-the-art performance on three prominent ADL datasets, encompassing both real-world and large-scale RGB-D datasets, without requiring poses or additional computational overhead at inference.
AC3D: Analyzing and Improving 3D Camera Control in Video Diffusion Transformers
Numerous works have recently integrated 3D camera control into foundational text-to-video models, but the resulting camera control is often imprecise, and video generation quality suffers. In this work, we analyze camera motion from a first principles perspective, uncovering insights that enable precise 3D camera manipulation without compromising synthesis quality. First, we determine that motion induced by camera movements in videos is low-frequency in nature. This motivates us to adjust train and test pose conditioning schedules, accelerating training convergence while improving visual and motion quality. Then, by probing the representations of an unconditional video diffusion transformer, we observe that they implicitly perform camera pose estimation under the hood, and only a sub-portion of their layers contain the camera information. This suggested us to limit the injection of camera conditioning to a subset of the architecture to prevent interference with other video features, leading to 4x reduction of training parameters, improved training speed and 10% higher visual quality. Finally, we complement the typical dataset for camera control learning with a curated dataset of 20K diverse dynamic videos with stationary cameras. This helps the model disambiguate the difference between camera and scene motion, and improves the dynamics of generated pose-conditioned videos. We compound these findings to design the Advanced 3D Camera Control (AC3D) architecture, the new state-of-the-art model for generative video modeling with camera control.
Single-Shot Implicit Morphable Faces with Consistent Texture Parameterization
There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face reconstruction, they cannot easily capture geometric and appearance details. Methods based on neural implicit representations, such as signed distance functions (SDF) or neural radiance fields, approach photo-realism, but are difficult to animate and do not generalize well to unseen data. To tackle this problem, we propose a novel method for constructing implicit 3D morphable face models that are both generalizable and intuitive for editing. Trained from a collection of high-quality 3D scans, our face model is parameterized by geometry, expression, and texture latent codes with a learned SDF and explicit UV texture parameterization. Once trained, we can reconstruct an avatar from a single in-the-wild image by leveraging the learned prior to project the image into the latent space of our model. Our implicit morphable face models can be used to render an avatar from novel views, animate facial expressions by modifying expression codes, and edit textures by directly painting on the learned UV-texture maps. We demonstrate quantitatively and qualitatively that our method improves upon photo-realism, geometry, and expression accuracy compared to state-of-the-art methods.
FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios
Action customization involves generating videos where the subject performs actions dictated by input control signals. Current methods use pose-guided or global motion customization but are limited by strict constraints on spatial structure, such as layout, skeleton, and viewpoint consistency, reducing adaptability across diverse subjects and scenarios. To overcome these limitations, we propose FlexiAct, which transfers actions from a reference video to an arbitrary target image. Unlike existing methods, FlexiAct allows for variations in layout, viewpoint, and skeletal structure between the subject of the reference video and the target image, while maintaining identity consistency. Achieving this requires precise action control, spatial structure adaptation, and consistency preservation. To this end, we introduce RefAdapter, a lightweight image-conditioned adapter that excels in spatial adaptation and consistency preservation, surpassing existing methods in balancing appearance consistency and structural flexibility. Additionally, based on our observations, the denoising process exhibits varying levels of attention to motion (low frequency) and appearance details (high frequency) at different timesteps. So we propose FAE (Frequency-aware Action Extraction), which, unlike existing methods that rely on separate spatial-temporal architectures, directly achieves action extraction during the denoising process. Experiments demonstrate that our method effectively transfers actions to subjects with diverse layouts, skeletons, and viewpoints. We release our code and model weights to support further research at https://shiyi-zh0408.github.io/projectpages/FlexiAct/
Ponimator: Unfolding Interactive Pose for Versatile Human-human Interaction Animation
Close-proximity human-human interactive poses convey rich contextual information about interaction dynamics. Given such poses, humans can intuitively infer the context and anticipate possible past and future dynamics, drawing on strong priors of human behavior. Inspired by this observation, we propose Ponimator, a simple framework anchored on proximal interactive poses for versatile interaction animation. Our training data consists of close-contact two-person poses and their surrounding temporal context from motion-capture interaction datasets. Leveraging interactive pose priors, Ponimator employs two conditional diffusion models: (1) a pose animator that uses the temporal prior to generate dynamic motion sequences from interactive poses, and (2) a pose generator that applies the spatial prior to synthesize interactive poses from a single pose, text, or both when interactive poses are unavailable. Collectively, Ponimator supports diverse tasks, including image-based interaction animation, reaction animation, and text-to-interaction synthesis, facilitating the transfer of interaction knowledge from high-quality mocap data to open-world scenarios. Empirical experiments across diverse datasets and applications demonstrate the universality of the pose prior and the effectiveness and robustness of our framework.
Free-Form Motion Control: A Synthetic Video Generation Dataset with Controllable Camera and Object Motions
Controlling the movements of dynamic objects and the camera within generated videos is a meaningful yet challenging task. Due to the lack of datasets with comprehensive motion annotations, existing algorithms can not simultaneously control the motions of both camera and objects, resulting in limited controllability over generated contents. To address this issue and facilitate the research in this field, we introduce a Synthetic Dataset for Free-Form Motion Control (SynFMC). The proposed SynFMC dataset includes diverse objects and environments and covers various motion patterns according to specific rules, simulating common and complex real-world scenarios. The complete 6D pose information facilitates models learning to disentangle the motion effects from objects and the camera in a video. To validate the effectiveness and generalization of SynFMC, we further propose a method, Free-Form Motion Control (FMC). FMC enables independent or simultaneous control of object and camera movements, producing high-fidelity videos. Moreover, it is compatible with various personalized text-to-image (T2I) models for different content styles. Extensive experiments demonstrate that the proposed FMC outperforms previous methods across multiple scenarios.
FaceCLIPNeRF: Text-driven 3D Face Manipulation using Deformable Neural Radiance Fields
As recent advances in Neural Radiance Fields (NeRF) have enabled high-fidelity 3D face reconstruction and novel view synthesis, its manipulation also became an essential task in 3D vision. However, existing manipulation methods require extensive human labor, such as a user-provided semantic mask and manual attribute search unsuitable for non-expert users. Instead, our approach is designed to require a single text to manipulate a face reconstructed with NeRF. To do so, we first train a scene manipulator, a latent code-conditional deformable NeRF, over a dynamic scene to control a face deformation using the latent code. However, representing a scene deformation with a single latent code is unfavorable for compositing local deformations observed in different instances. As so, our proposed Position-conditional Anchor Compositor (PAC) learns to represent a manipulated scene with spatially varying latent codes. Their renderings with the scene manipulator are then optimized to yield high cosine similarity to a target text in CLIP embedding space for text-driven manipulation. To the best of our knowledge, our approach is the first to address the text-driven manipulation of a face reconstructed with NeRF. Extensive results, comparisons, and ablation studies demonstrate the effectiveness of our approach.
Exo2EgoSyn: Unlocking Foundation Video Generation Models for Exocentric-to-Egocentric Video Synthesis
Foundation video generation models such as WAN 2.2 exhibit strong text- and image-conditioned synthesis abilities but remain constrained to the same-view generation setting. In this work, we introduce Exo2EgoSyn, an adaptation of WAN 2.2 that unlocks Exocentric-to-Egocentric(Exo2Ego) cross-view video synthesis. Our framework consists of three key modules. Ego-Exo View Alignment(EgoExo-Align) enforces latent-space alignment between exocentric and egocentric first-frame representations, reorienting the generative space from the given exo view toward the ego view. Multi-view Exocentric Video Conditioning (MultiExoCon) aggregates multi-view exocentric videos into a unified conditioning signal, extending WAN2.2 beyond its vanilla single-image or text conditioning. Furthermore, Pose-Aware Latent Injection (PoseInj) injects relative exo-to-ego camera pose information into the latent state, guiding geometry-aware synthesis across viewpoints. Together, these modules enable high-fidelity ego view video generation from third-person observations without retraining from scratch. Experiments on ExoEgo4D validate that Exo2EgoSyn significantly improves Ego2Exo synthesis, paving the way for scalable cross-view video generation with foundation models. Source code and models will be released publicly.
Action Reimagined: Text-to-Pose Video Editing for Dynamic Human Actions
We introduce a novel text-to-pose video editing method, ReimaginedAct. While existing video editing tasks are limited to changes in attributes, backgrounds, and styles, our method aims to predict open-ended human action changes in video. Moreover, our method can accept not only direct instructional text prompts but also `what if' questions to predict possible action changes. ReimaginedAct comprises video understanding, reasoning, and editing modules. First, an LLM is utilized initially to obtain a plausible answer for the instruction or question, which is then used for (1) prompting Grounded-SAM to produce bounding boxes of relevant individuals and (2) retrieving a set of pose videos that we have collected for editing human actions. The retrieved pose videos and the detected individuals are then utilized to alter the poses extracted from the original video. We also employ a timestep blending module to ensure the edited video retains its original content except where necessary modifications are needed. To facilitate research in text-to-pose video editing, we introduce a new evaluation dataset, WhatifVideo-1.0. This dataset includes videos of different scenarios spanning a range of difficulty levels, along with questions and text prompts. Experimental results demonstrate that existing video editing methods struggle with human action editing, while our approach can achieve effective action editing and even imaginary editing from counterfactual questions.
Deformable GANs for Pose-based Human Image Generation
In this paper we address the problem of generating person images conditioned on a given pose. Specifically, given an image of a person and a target pose, we synthesize a new image of that person in the novel pose. In order to deal with pixel-to-pixel misalignments caused by the pose differences, we introduce deformable skip connections in the generator of our Generative Adversarial Network. Moreover, a nearest-neighbour loss is proposed instead of the common L1 and L2 losses in order to match the details of the generated image with the target image. We test our approach using photos of persons in different poses and we compare our method with previous work in this area showing state-of-the-art results in two benchmarks. Our method can be applied to the wider field of deformable object generation, provided that the pose of the articulated object can be extracted using a keypoint detector.
Pose Modulated Avatars from Video
It is now possible to reconstruct dynamic human motion and shape from a sparse set of cameras using Neural Radiance Fields (NeRF) driven by an underlying skeleton. However, a challenge remains to model the deformation of cloth and skin in relation to skeleton pose. Unlike existing avatar models that are learned implicitly or rely on a proxy surface, our approach is motivated by the observation that different poses necessitate unique frequency assignments. Neglecting this distinction yields noisy artifacts in smooth areas or blurs fine-grained texture and shape details in sharp regions. We develop a two-branch neural network that is adaptive and explicit in the frequency domain. The first branch is a graph neural network that models correlations among body parts locally, taking skeleton pose as input. The second branch combines these correlation features to a set of global frequencies and then modulates the feature encoding. Our experiments demonstrate that our network outperforms state-of-the-art methods in terms of preserving details and generalization capabilities.
Motion Anything: Any to Motion Generation
Conditional motion generation has been extensively studied in computer vision, yet two critical challenges remain. First, while masked autoregressive methods have recently outperformed diffusion-based approaches, existing masking models lack a mechanism to prioritize dynamic frames and body parts based on given conditions. Second, existing methods for different conditioning modalities often fail to integrate multiple modalities effectively, limiting control and coherence in generated motion. To address these challenges, we propose Motion Anything, a multimodal motion generation framework that introduces an Attention-based Mask Modeling approach, enabling fine-grained spatial and temporal control over key frames and actions. Our model adaptively encodes multimodal conditions, including text and music, improving controllability. Additionally, we introduce Text-Music-Dance (TMD), a new motion dataset consisting of 2,153 pairs of text, music, and dance, making it twice the size of AIST++, thereby filling a critical gap in the community. Extensive experiments demonstrate that Motion Anything surpasses state-of-the-art methods across multiple benchmarks, achieving a 15% improvement in FID on HumanML3D and showing consistent performance gains on AIST++ and TMD. See our project website https://steve-zeyu-zhang.github.io/MotionAnything
VividPose: Advancing Stable Video Diffusion for Realistic Human Image Animation
Human image animation involves generating a video from a static image by following a specified pose sequence. Current approaches typically adopt a multi-stage pipeline that separately learns appearance and motion, which often leads to appearance degradation and temporal inconsistencies. To address these issues, we propose VividPose, an innovative end-to-end pipeline based on Stable Video Diffusion (SVD) that ensures superior temporal stability. To enhance the retention of human identity, we propose an identity-aware appearance controller that integrates additional facial information without compromising other appearance details such as clothing texture and background. This approach ensures that the generated videos maintain high fidelity to the identity of human subject, preserving key facial features across various poses. To accommodate diverse human body shapes and hand movements, we introduce a geometry-aware pose controller that utilizes both dense rendering maps from SMPL-X and sparse skeleton maps. This enables accurate alignment of pose and shape in the generated videos, providing a robust framework capable of handling a wide range of body shapes and dynamic hand movements. Extensive qualitative and quantitative experiments on the UBCFashion and TikTok benchmarks demonstrate that our method achieves state-of-the-art performance. Furthermore, VividPose exhibits superior generalization capabilities on our proposed in-the-wild dataset. Codes and models will be available.
Dual-Space NeRF: Learning Animatable Avatars and Scene Lighting in Separate Spaces
Modeling the human body in a canonical space is a common practice for capturing and animation. But when involving the neural radiance field (NeRF), learning a static NeRF in the canonical space is not enough because the lighting of the body changes when the person moves even though the scene lighting is constant. Previous methods alleviate the inconsistency of lighting by learning a per-frame embedding, but this operation does not generalize to unseen poses. Given that the lighting condition is static in the world space while the human body is consistent in the canonical space, we propose a dual-space NeRF that models the scene lighting and the human body with two MLPs in two separate spaces. To bridge these two spaces, previous methods mostly rely on the linear blend skinning (LBS) algorithm. However, the blending weights for LBS of a dynamic neural field are intractable and thus are usually memorized with another MLP, which does not generalize to novel poses. Although it is possible to borrow the blending weights of a parametric mesh such as SMPL, the interpolation operation introduces more artifacts. In this paper, we propose to use the barycentric mapping, which can directly generalize to unseen poses and surprisingly achieves superior results than LBS with neural blending weights. Quantitative and qualitative results on the Human3.6M and the ZJU-MoCap datasets show the effectiveness of our method.
CPA: Camera-pose-awareness Diffusion Transformer for Video Generation
Despite the significant advancements made by Diffusion Transformer (DiT)-based methods in video generation, there remains a notable gap with controllable camera pose perspectives. Existing works such as OpenSora do NOT adhere precisely to anticipated trajectories and physical interactions, thereby limiting the flexibility in downstream applications. To alleviate this issue, we introduce CPA, a unified camera-pose-awareness text-to-video generation approach that elaborates the camera movement and integrates the textual, visual, and spatial conditions. Specifically, we deploy the Sparse Motion Encoding (SME) module to transform camera pose information into a spatial-temporal embedding and activate the Temporal Attention Injection (TAI) module to inject motion patches into each ST-DiT block. Our plug-in architecture accommodates the original DiT parameters, facilitating diverse types of camera poses and flexible object movement. Extensive qualitative and quantitative experiments demonstrate that our method outperforms LDM-based methods for long video generation while achieving optimal performance in trajectory consistency and object consistency.
PoseFix: Correcting 3D Human Poses with Natural Language
Automatically producing instructions to modify one's posture could open the door to endless applications, such as personalized coaching and in-home physical therapy. Tackling the reverse problem (i.e., refining a 3D pose based on some natural language feedback) could help for assisted 3D character animation or robot teaching, for instance. Although a few recent works explore the connections between natural language and 3D human pose, none focus on describing 3D body pose differences. In this paper, we tackle the problem of correcting 3D human poses with natural language. To this end, we introduce the PoseFix dataset, which consists of several thousand paired 3D poses and their corresponding text feedback, that describe how the source pose needs to be modified to obtain the target pose. We demonstrate the potential of this dataset on two tasks: (1) text-based pose editing, that aims at generating corrected 3D body poses given a query pose and a text modifier; and (2) correctional text generation, where instructions are generated based on the differences between two body poses.
Controllable Dynamic Appearance for Neural 3D Portraits
Recent advances in Neural Radiance Fields (NeRFs) have made it possible to reconstruct and reanimate dynamic portrait scenes with control over head-pose, facial expressions and viewing direction. However, training such models assumes photometric consistency over the deformed region e.g. the face must be evenly lit as it deforms with changing head-pose and facial expression. Such photometric consistency across frames of a video is hard to maintain, even in studio environments, thus making the created reanimatable neural portraits prone to artifacts during reanimation. In this work, we propose CoDyNeRF, a system that enables the creation of fully controllable 3D portraits in real-world capture conditions. CoDyNeRF learns to approximate illumination dependent effects via a dynamic appearance model in the canonical space that is conditioned on predicted surface normals and the facial expressions and head-pose deformations. The surface normals prediction is guided using 3DMM normals that act as a coarse prior for the normals of the human head, where direct prediction of normals is hard due to rigid and non-rigid deformations induced by head-pose and facial expression changes. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls, and realistic lighting effects. The project page can be found here: http://shahrukhathar.github.io/2023/08/22/CoDyNeRF.html
Single-Shot Freestyle Dance Reenactment
The task of motion transfer between a source dancer and a target person is a special case of the pose transfer problem, in which the target person changes their pose in accordance with the motions of the dancer. In this work, we propose a novel method that can reanimate a single image by arbitrary video sequences, unseen during training. The method combines three networks: (i) a segmentation-mapping network, (ii) a realistic frame-rendering network, and (iii) a face refinement network. By separating this task into three stages, we are able to attain a novel sequence of realistic frames, capturing natural motion and appearance. Our method obtains significantly better visual quality than previous methods and is able to animate diverse body types and appearances, which are captured in challenging poses, as shown in the experiments and supplementary video.
AniGaussian: Animatable Gaussian Avatar with Pose-guided Deformation
Recent advancements in Gaussian-based human body reconstruction have achieved notable success in creating animatable avatars. However, there are ongoing challenges to fully exploit the SMPL model's prior knowledge and enhance the visual fidelity of these models to achieve more refined avatar reconstructions. In this paper, we introduce AniGaussian which addresses the above issues with two insights. First, we propose an innovative pose guided deformation strategy that effectively constrains the dynamic Gaussian avatar with SMPL pose guidance, ensuring that the reconstructed model not only captures the detailed surface nuances but also maintains anatomical correctness across a wide range of motions. Second, we tackle the expressiveness limitations of Gaussian models in representing dynamic human bodies. We incorporate rigid-based priors from previous works to enhance the dynamic transform capabilities of the Gaussian model. Furthermore, we introduce a split-with-scale strategy that significantly improves geometry quality. The ablative study experiment demonstrates the effectiveness of our innovative model design. Through extensive comparisons with existing methods, AniGaussian demonstrates superior performance in both qualitative result and quantitative metrics.
MODA: Mapping-Once Audio-driven Portrait Animation with Dual Attentions
Audio-driven portrait animation aims to synthesize portrait videos that are conditioned by given audio. Animating high-fidelity and multimodal video portraits has a variety of applications. Previous methods have attempted to capture different motion modes and generate high-fidelity portrait videos by training different models or sampling signals from given videos. However, lacking correlation learning between lip-sync and other movements (e.g., head pose/eye blinking) usually leads to unnatural results. In this paper, we propose a unified system for multi-person, diverse, and high-fidelity talking portrait generation. Our method contains three stages, i.e., 1) Mapping-Once network with Dual Attentions (MODA) generates talking representation from given audio. In MODA, we design a dual-attention module to encode accurate mouth movements and diverse modalities. 2) Facial composer network generates dense and detailed face landmarks, and 3) temporal-guided renderer syntheses stable videos. Extensive evaluations demonstrate that the proposed system produces more natural and realistic video portraits compared to previous methods.
Learning 3D Human Shape and Pose from Dense Body Parts
Reconstructing 3D human shape and pose from monocular images is challenging despite the promising results achieved by the most recent learning-based methods. The commonly occurred misalignment comes from the facts that the mapping from images to the model space is highly non-linear and the rotation-based pose representation of body models is prone to result in the drift of joint positions. In this work, we investigate learning 3D human shape and pose from dense correspondences of body parts and propose a Decompose-and-aggregate Network (DaNet) to address these issues. DaNet adopts the dense correspondence maps, which densely build a bridge between 2D pixels and 3D vertices, as intermediate representations to facilitate the learning of 2D-to-3D mapping. The prediction modules of DaNet are decomposed into one global stream and multiple local streams to enable global and fine-grained perceptions for the shape and pose predictions, respectively. Messages from local streams are further aggregated to enhance the robust prediction of the rotation-based poses, where a position-aided rotation feature refinement strategy is proposed to exploit spatial relationships between body joints. Moreover, a Part-based Dropout (PartDrop) strategy is introduced to drop out dense information from intermediate representations during training, encouraging the network to focus on more complementary body parts as well as neighboring position features. The efficacy of the proposed method is validated on both indoor and real-world datasets including Human3.6M, UP3D, COCO, and 3DPW, showing that our method could significantly improve the reconstruction performance in comparison with previous state-of-the-art methods. Our code is publicly available at https://hongwenzhang.github.io/dense2mesh .
SPAD : Spatially Aware Multiview Diffusers
We present SPAD, a novel approach for creating consistent multi-view images from text prompts or single images. To enable multi-view generation, we repurpose a pretrained 2D diffusion model by extending its self-attention layers with cross-view interactions, and fine-tune it on a high quality subset of Objaverse. We find that a naive extension of the self-attention proposed in prior work (e.g. MVDream) leads to content copying between views. Therefore, we explicitly constrain the cross-view attention based on epipolar geometry. To further enhance 3D consistency, we utilize Plucker coordinates derived from camera rays and inject them as positional encoding. This enables SPAD to reason over spatial proximity in 3D well. In contrast to recent works that can only generate views at fixed azimuth and elevation, SPAD offers full camera control and achieves state-of-the-art results in novel view synthesis on unseen objects from the Objaverse and Google Scanned Objects datasets. Finally, we demonstrate that text-to-3D generation using SPAD prevents the multi-face Janus issue. See more details at our webpage: https://yashkant.github.io/spad
Relightable and Animatable Neural Avatars from Videos
Lightweight creation of 3D digital avatars is a highly desirable but challenging task. With only sparse videos of a person under unknown illumination, we propose a method to create relightable and animatable neural avatars, which can be used to synthesize photorealistic images of humans under novel viewpoints, body poses, and lighting. The key challenge here is to disentangle the geometry, material of the clothed body, and lighting, which becomes more difficult due to the complex geometry and shadow changes caused by body motions. To solve this ill-posed problem, we propose novel techniques to better model the geometry and shadow changes. For geometry change modeling, we propose an invertible deformation field, which helps to solve the inverse skinning problem and leads to better geometry quality. To model the spatial and temporal varying shading cues, we propose a pose-aware part-wise light visibility network to estimate light occlusion. Extensive experiments on synthetic and real datasets show that our approach reconstructs high-quality geometry and generates realistic shadows under different body poses. Code and data are available at https://wenbin-lin.github.io/RelightableAvatar-page/.
Controllable Human-centric Keyframe Interpolation with Generative Prior
Existing interpolation methods use pre-trained video diffusion priors to generate intermediate frames between sparsely sampled keyframes. In the absence of 3D geometric guidance, these methods struggle to produce plausible results for complex, articulated human motions and offer limited control over the synthesized dynamics. In this paper, we introduce PoseFuse3D Keyframe Interpolator (PoseFuse3D-KI), a novel framework that integrates 3D human guidance signals into the diffusion process for Controllable Human-centric Keyframe Interpolation (CHKI). To provide rich spatial and structural cues for interpolation, our PoseFuse3D, a 3D-informed control model, features a novel SMPL-X encoder that transforms 3D geometry and shape into the 2D latent conditioning space, alongside a fusion network that integrates these 3D cues with 2D pose embeddings. For evaluation, we build CHKI-Video, a new dataset annotated with both 2D poses and 3D SMPL-X parameters. We show that PoseFuse3D-KI consistently outperforms state-of-the-art baselines on CHKI-Video, achieving a 9% improvement in PSNR and a 38% reduction in LPIPS. Comprehensive ablations demonstrate that our PoseFuse3D model improves interpolation fidelity.
ICON: Incremental CONfidence for Joint Pose and Radiance Field Optimization
Neural Radiance Fields (NeRF) exhibit remarkable performance for Novel View Synthesis (NVS) given a set of 2D images. However, NeRF training requires accurate camera pose for each input view, typically obtained by Structure-from-Motion (SfM) pipelines. Recent works have attempted to relax this constraint, but they still often rely on decent initial poses which they can refine. Here we aim at removing the requirement for pose initialization. We present Incremental CONfidence (ICON), an optimization procedure for training NeRFs from 2D video frames. ICON only assumes smooth camera motion to estimate initial guess for poses. Further, ICON introduces ``confidence": an adaptive measure of model quality used to dynamically reweight gradients. ICON relies on high-confidence poses to learn NeRF, and high-confidence 3D structure (as encoded by NeRF) to learn poses. We show that ICON, without prior pose initialization, achieves superior performance in both CO3D and HO3D versus methods which use SfM pose.
ChatAnyone: Stylized Real-time Portrait Video Generation with Hierarchical Motion Diffusion Model
Real-time interactive video-chat portraits have been increasingly recognized as the future trend, particularly due to the remarkable progress made in text and voice chat technologies. However, existing methods primarily focus on real-time generation of head movements, but struggle to produce synchronized body motions that match these head actions. Additionally, achieving fine-grained control over the speaking style and nuances of facial expressions remains a challenge. To address these limitations, we introduce a novel framework for stylized real-time portrait video generation, enabling expressive and flexible video chat that extends from talking head to upper-body interaction. Our approach consists of the following two stages. The first stage involves efficient hierarchical motion diffusion models, that take both explicit and implicit motion representations into account based on audio inputs, which can generate a diverse range of facial expressions with stylistic control and synchronization between head and body movements. The second stage aims to generate portrait video featuring upper-body movements, including hand gestures. We inject explicit hand control signals into the generator to produce more detailed hand movements, and further perform face refinement to enhance the overall realism and expressiveness of the portrait video. Additionally, our approach supports efficient and continuous generation of upper-body portrait video in maximum 512 * 768 resolution at up to 30fps on 4090 GPU, supporting interactive video-chat in real-time. Experimental results demonstrate the capability of our approach to produce portrait videos with rich expressiveness and natural upper-body movements.
Global Adaptation meets Local Generalization: Unsupervised Domain Adaptation for 3D Human Pose Estimation
When applying a pre-trained 2D-to-3D human pose lifting model to a target unseen dataset, large performance degradation is commonly encountered due to domain shift issues. We observe that the degradation is caused by two factors: 1) the large distribution gap over global positions of poses between the source and target datasets due to variant camera parameters and settings, and 2) the deficient diversity of local structures of poses in training. To this end, we combine global adaptation and local generalization in PoseDA, a simple yet effective framework of unsupervised domain adaptation for 3D human pose estimation. Specifically, global adaptation aims to align global positions of poses from the source domain to the target domain with a proposed global position alignment (GPA) module. And local generalization is designed to enhance the diversity of 2D-3D pose mapping with a local pose augmentation (LPA) module. These modules bring significant performance improvement without introducing additional learnable parameters. In addition, we propose local pose augmentation (LPA) to enhance the diversity of 3D poses following an adversarial training scheme consisting of 1) a augmentation generator that generates the parameters of pre-defined pose transformations and 2) an anchor discriminator to ensure the reality and quality of the augmented data. Our approach can be applicable to almost all 2D-3D lifting models. PoseDA achieves 61.3 mm of MPJPE on MPI-INF-3DHP under a cross-dataset evaluation setup, improving upon the previous state-of-the-art method by 10.2\%.
iFusion: Inverting Diffusion for Pose-Free Reconstruction from Sparse Views
We present iFusion, a novel 3D object reconstruction framework that requires only two views with unknown camera poses. While single-view reconstruction yields visually appealing results, it can deviate significantly from the actual object, especially on unseen sides. Additional views improve reconstruction fidelity but necessitate known camera poses. However, assuming the availability of pose may be unrealistic, and existing pose estimators fail in sparse view scenarios. To address this, we harness a pre-trained novel view synthesis diffusion model, which embeds implicit knowledge about the geometry and appearance of diverse objects. Our strategy unfolds in three steps: (1) We invert the diffusion model for camera pose estimation instead of synthesizing novel views. (2) The diffusion model is fine-tuned using provided views and estimated poses, turned into a novel view synthesizer tailored for the target object. (3) Leveraging registered views and the fine-tuned diffusion model, we reconstruct the 3D object. Experiments demonstrate strong performance in both pose estimation and novel view synthesis. Moreover, iFusion seamlessly integrates with various reconstruction methods and enhances them.
AvatarVerse: High-quality & Stable 3D Avatar Creation from Text and Pose
Creating expressive, diverse and high-quality 3D avatars from highly customized text descriptions and pose guidance is a challenging task, due to the intricacy of modeling and texturing in 3D that ensure details and various styles (realistic, fictional, etc). We present AvatarVerse, a stable pipeline for generating expressive high-quality 3D avatars from nothing but text descriptions and pose guidance. In specific, we introduce a 2D diffusion model conditioned on DensePose signal to establish 3D pose control of avatars through 2D images, which enhances view consistency from partially observed scenarios. It addresses the infamous Janus Problem and significantly stablizes the generation process. Moreover, we propose a progressive high-resolution 3D synthesis strategy, which obtains substantial improvement over the quality of the created 3D avatars. To this end, the proposed AvatarVerse pipeline achieves zero-shot 3D modeling of 3D avatars that are not only more expressive, but also in higher quality and fidelity than previous works. Rigorous qualitative evaluations and user studies showcase AvatarVerse's superiority in synthesizing high-fidelity 3D avatars, leading to a new standard in high-quality and stable 3D avatar creation. Our project page is: https://avatarverse3d.github.io
Learning to Generate Conditional Tri-plane for 3D-aware Expression Controllable Portrait Animation
In this paper, we present Export3D, a one-shot 3D-aware portrait animation method that is able to control the facial expression and camera view of a given portrait image. To achieve this, we introduce a tri-plane generator with an effective expression conditioning method, which directly generates a tri-plane of 3D prior by transferring the expression parameter of 3DMM into the source image. The tri-plane is then decoded into the image of different view through a differentiable volume rendering. Existing portrait animation methods heavily rely on image warping to transfer the expression in the motion space, challenging on disentanglement of appearance and expression. In contrast, we propose a contrastive pre-training framework for appearance-free expression parameter, eliminating undesirable appearance swap when transferring a cross-identity expression. Extensive experiments show that our pre-training framework can learn the appearance-free expression representation hidden in 3DMM, and our model can generate 3D-aware expression controllable portrait images without appearance swap in the cross-identity manner.
Alignment is All You Need: A Training-free Augmentation Strategy for Pose-guided Video Generation
Character animation is a transformative field in computer graphics and vision, enabling dynamic and realistic video animations from static images. Despite advancements, maintaining appearance consistency in animations remains a challenge. Our approach addresses this by introducing a training-free framework that ensures the generated video sequence preserves the reference image's subtleties, such as physique and proportions, through a dual alignment strategy. We decouple skeletal and motion priors from pose information, enabling precise control over animation generation. Our method also improves pixel-level alignment for conditional control from the reference character, enhancing the temporal consistency and visual cohesion of animations. Our method significantly enhances the quality of video generation without the need for large datasets or expensive computational resources.
DreamDance: Animating Human Images by Enriching 3D Geometry Cues from 2D Poses
In this work, we present DreamDance, a novel method for animating human images using only skeleton pose sequences as conditional inputs. Existing approaches struggle with generating coherent, high-quality content in an efficient and user-friendly manner. Concretely, baseline methods relying on only 2D pose guidance lack the cues of 3D information, leading to suboptimal results, while methods using 3D representation as guidance achieve higher quality but involve a cumbersome and time-intensive process. To address these limitations, DreamDance enriches 3D geometry cues from 2D poses by introducing an efficient diffusion model, enabling high-quality human image animation with various guidance. Our key insight is that human images naturally exhibit multiple levels of correlation, progressing from coarse skeleton poses to fine-grained geometry cues, and further from these geometry cues to explicit appearance details. Capturing such correlations could enrich the guidance signals, facilitating intra-frame coherency and inter-frame consistency. Specifically, we construct the TikTok-Dance5K dataset, comprising 5K high-quality dance videos with detailed frame annotations, including human pose, depth, and normal maps. Next, we introduce a Mutually Aligned Geometry Diffusion Model to generate fine-grained depth and normal maps for enriched guidance. Finally, a Cross-domain Controller incorporates multi-level guidance to animate human images effectively with a video diffusion model. Extensive experiments demonstrate that our method achieves state-of-the-art performance in animating human images.
PoSE: Efficient Context Window Extension of LLMs via Positional Skip-wise Training
In this paper, we introduce Positional Skip-wisE (PoSE) training for efficient adaptation of large language models~(LLMs) to extremely long context windows. PoSE decouples train length from target context window size by simulating long inputs using a fixed context window with manipulated position indices during training. Concretely, we select several short chunks from a long input sequence, and introduce distinct skipping bias terms to modify the position indices of each chunk. These bias terms, along with the length of each chunk, are altered for each training example, allowing the model to adapt to all positions within the target context window without training on full length inputs. Experiments show that, compared with fine-tuning on the full length, PoSE greatly reduces memory and time overhead with minimal impact on performance. Leveraging this advantage, we have successfully extended the LLaMA model to 128k tokens. Furthermore, we empirically confirm that PoSE is compatible with all RoPE-based LLMs and various position interpolation strategies. Notably, by decoupling fine-tuning length from target context window, PoSE can theoretically extend the context window infinitely, constrained only by memory usage for inference. With ongoing advancements for efficient inference, we believe PoSE holds great promise for scaling the context window even further.
Diffusion Priors for Dynamic View Synthesis from Monocular Videos
Dynamic novel view synthesis aims to capture the temporal evolution of visual content within videos. Existing methods struggle to distinguishing between motion and structure, particularly in scenarios where camera poses are either unknown or constrained compared to object motion. Furthermore, with information solely from reference images, it is extremely challenging to hallucinate unseen regions that are occluded or partially observed in the given videos. To address these issues, we first finetune a pretrained RGB-D diffusion model on the video frames using a customization technique. Subsequently, we distill the knowledge from the finetuned model to a 4D representations encompassing both dynamic and static Neural Radiance Fields (NeRF) components. The proposed pipeline achieves geometric consistency while preserving the scene identity. We perform thorough experiments to evaluate the efficacy of the proposed method qualitatively and quantitatively. Our results demonstrate the robustness and utility of our approach in challenging cases, further advancing dynamic novel view synthesis.
Text2Control3D: Controllable 3D Avatar Generation in Neural Radiance Fields using Geometry-Guided Text-to-Image Diffusion Model
Recent advances in diffusion models such as ControlNet have enabled geometrically controllable, high-fidelity text-to-image generation. However, none of them addresses the question of adding such controllability to text-to-3D generation. In response, we propose Text2Control3D, a controllable text-to-3D avatar generation method whose facial expression is controllable given a monocular video casually captured with hand-held camera. Our main strategy is to construct the 3D avatar in Neural Radiance Fields (NeRF) optimized with a set of controlled viewpoint-aware images that we generate from ControlNet, whose condition input is the depth map extracted from the input video. When generating the viewpoint-aware images, we utilize cross-reference attention to inject well-controlled, referential facial expression and appearance via cross attention. We also conduct low-pass filtering of Gaussian latent of the diffusion model in order to ameliorate the viewpoint-agnostic texture problem we observed from our empirical analysis, where the viewpoint-aware images contain identical textures on identical pixel positions that are incomprehensible in 3D. Finally, to train NeRF with the images that are viewpoint-aware yet are not strictly consistent in geometry, our approach considers per-image geometric variation as a view of deformation from a shared 3D canonical space. Consequently, we construct the 3D avatar in a canonical space of deformable NeRF by learning a set of per-image deformation via deformation field table. We demonstrate the empirical results and discuss the effectiveness of our method.
Boosting Multi-modal Model Performance with Adaptive Gradient Modulation
While the field of multi-modal learning keeps growing fast, the deficiency of the standard joint training paradigm has become clear through recent studies. They attribute the sub-optimal performance of the jointly trained model to the modality competition phenomenon. Existing works attempt to improve the jointly trained model by modulating the training process. Despite their effectiveness, those methods can only apply to late fusion models. More importantly, the mechanism of the modality competition remains unexplored. In this paper, we first propose an adaptive gradient modulation method that can boost the performance of multi-modal models with various fusion strategies. Extensive experiments show that our method surpasses all existing modulation methods. Furthermore, to have a quantitative understanding of the modality competition and the mechanism behind the effectiveness of our modulation method, we introduce a novel metric to measure the competition strength. This metric is built on the mono-modal concept, a function that is designed to represent the competition-less state of a modality. Through systematic investigation, our results confirm the intuition that the modulation encourages the model to rely on the more informative modality. In addition, we find that the jointly trained model typically has a preferred modality on which the competition is weaker than other modalities. However, this preferred modality need not dominate others. Our code will be available at https://github.com/lihong2303/AGM_ICCV2023.
DiffPose: Multi-hypothesis Human Pose Estimation using Diffusion models
Traditionally, monocular 3D human pose estimation employs a machine learning model to predict the most likely 3D pose for a given input image. However, a single image can be highly ambiguous and induces multiple plausible solutions for the 2D-3D lifting step which results in overly confident 3D pose predictors. To this end, we propose DiffPose, a conditional diffusion model, that predicts multiple hypotheses for a given input image. In comparison to similar approaches, our diffusion model is straightforward and avoids intensive hyperparameter tuning, complex network structures, mode collapse, and unstable training. Moreover, we tackle a problem of the common two-step approach that first estimates a distribution of 2D joint locations via joint-wise heatmaps and consecutively approximates them based on first- or second-moment statistics. Since such a simplification of the heatmaps removes valid information about possibly correct, though labeled unlikely, joint locations, we propose to represent the heatmaps as a set of 2D joint candidate samples. To extract information about the original distribution from these samples we introduce our embedding transformer that conditions the diffusion model. Experimentally, we show that DiffPose slightly improves upon the state of the art for multi-hypothesis pose estimation for simple poses and outperforms it by a large margin for highly ambiguous poses.
Perception-as-Control: Fine-grained Controllable Image Animation with 3D-aware Motion Representation
Motion-controllable image animation is a fundamental task with a wide range of potential applications. Recent works have made progress in controlling camera or object motion via various motion representations, while they still struggle to support collaborative camera and object motion control with adaptive control granularity. To this end, we introduce 3D-aware motion representation and propose an image animation framework, called Perception-as-Control, to achieve fine-grained collaborative motion control. Specifically, we construct 3D-aware motion representation from a reference image, manipulate it based on interpreted user intentions, and perceive it from different viewpoints. In this way, camera and object motions are transformed into intuitive, consistent visual changes. Then, the proposed framework leverages the perception results as motion control signals, enabling it to support various motion-related video synthesis tasks in a unified and flexible way. Experiments demonstrate the superiority of the proposed framework. For more details and qualitative results, please refer to our project webpage: https://chen-yingjie.github.io/projects/Perception-as-Control.
Möbius Transform for Mitigating Perspective Distortions in Representation Learning
Perspective distortion (PD) causes unprecedented changes in shape, size, orientation, angles, and other spatial relationships of visual concepts in images. Precisely estimating camera intrinsic and extrinsic parameters is a challenging task that prevents synthesizing perspective distortion. Non-availability of dedicated training data poses a critical barrier to developing robust computer vision methods. Additionally, distortion correction methods make other computer vision tasks a multi-step approach and lack performance. In this work, we propose mitigating perspective distortion (MPD) by employing a fine-grained parameter control on a specific family of M\"obius transform to model real-world distortion without estimating camera intrinsic and extrinsic parameters and without the need for actual distorted data. Also, we present a dedicated perspectively distorted benchmark dataset, ImageNet-PD, to benchmark the robustness of deep learning models against this new dataset. The proposed method outperforms existing benchmarks, ImageNet-E and ImageNet-X. Additionally, it significantly improves performance on ImageNet-PD while consistently performing on standard data distribution. Notably, our method shows improved performance on three PD-affected real-world applications crowd counting, fisheye image recognition, and person re-identification and one PD-affected challenging CV task: object detection. The source code, dataset, and models are available on the project webpage at https://prakashchhipa.github.io/projects/mpd.
MIMAFace: Face Animation via Motion-Identity Modulated Appearance Feature Learning
Current diffusion-based face animation methods generally adopt a ReferenceNet (a copy of U-Net) and a large amount of curated self-acquired data to learn appearance features, as robust appearance features are vital for ensuring temporal stability. However, when trained on public datasets, the results often exhibit a noticeable performance gap in image quality and temporal consistency. To address this issue, we meticulously examine the essential appearance features in the facial animation tasks, which include motion-agnostic (e.g., clothing, background) and motion-related (e.g., facial details) texture components, along with high-level discriminative identity features. Drawing from this analysis, we introduce a Motion-Identity Modulated Appearance Learning Module (MIA) that modulates CLIP features at both motion and identity levels. Additionally, to tackle the semantic/ color discontinuities between clips, we design an Inter-clip Affinity Learning Module (ICA) to model temporal relationships across clips. Our method achieves precise facial motion control (i.e., expressions and gaze), faithful identity preservation, and generates animation videos that maintain both intra/inter-clip temporal consistency. Moreover, it easily adapts to various modalities of driving sources. Extensive experiments demonstrate the superiority of our method.
MCGM: Mask Conditional Text-to-Image Generative Model
Recent advancements in generative models have revolutionized the field of artificial intelligence, enabling the creation of highly-realistic and detailed images. In this study, we propose a novel Mask Conditional Text-to-Image Generative Model (MCGM) that leverages the power of conditional diffusion models to generate pictures with specific poses. Our model builds upon the success of the Break-a-scene [1] model in generating new scenes using a single image with multiple subjects and incorporates a mask embedding injection that allows the conditioning of the generation process. By introducing this additional level of control, MCGM offers a flexible and intuitive approach for generating specific poses for one or more subjects learned from a single image, empowering users to influence the output based on their requirements. Through extensive experimentation and evaluation, we demonstrate the effectiveness of our proposed model in generating high-quality images that meet predefined mask conditions and improving the current Break-a-scene generative model.
Coordinate-based Texture Inpainting for Pose-Guided Image Generation
We present a new deep learning approach to pose-guided resynthesis of human photographs. At the heart of the new approach is the estimation of the complete body surface texture based on a single photograph. Since the input photograph always observes only a part of the surface, we suggest a new inpainting method that completes the texture of the human body. Rather than working directly with colors of texture elements, the inpainting network estimates an appropriate source location in the input image for each element of the body surface. This correspondence field between the input image and the texture is then further warped into the target image coordinate frame based on the desired pose, effectively establishing the correspondence between the source and the target view even when the pose change is drastic. The final convolutional network then uses the established correspondence and all other available information to synthesize the output image. A fully-convolutional architecture with deformable skip connections guided by the estimated correspondence field is used. We show state-of-the-art result for pose-guided image synthesis. Additionally, we demonstrate the performance of our system for garment transfer and pose-guided face resynthesis.
DreamVideo-2: Zero-Shot Subject-Driven Video Customization with Precise Motion Control
Recent advances in customized video generation have enabled users to create videos tailored to both specific subjects and motion trajectories. However, existing methods often require complicated test-time fine-tuning and struggle with balancing subject learning and motion control, limiting their real-world applications. In this paper, we present DreamVideo-2, a zero-shot video customization framework capable of generating videos with a specific subject and motion trajectory, guided by a single image and a bounding box sequence, respectively, and without the need for test-time fine-tuning. Specifically, we introduce reference attention, which leverages the model's inherent capabilities for subject learning, and devise a mask-guided motion module to achieve precise motion control by fully utilizing the robust motion signal of box masks derived from bounding boxes. While these two components achieve their intended functions, we empirically observe that motion control tends to dominate over subject learning. To address this, we propose two key designs: 1) the masked reference attention, which integrates a blended latent mask modeling scheme into reference attention to enhance subject representations at the desired positions, and 2) a reweighted diffusion loss, which differentiates the contributions of regions inside and outside the bounding boxes to ensure a balance between subject and motion control. Extensive experimental results on a newly curated dataset demonstrate that DreamVideo-2 outperforms state-of-the-art methods in both subject customization and motion control. The dataset, code, and models will be made publicly available.
UniPose: A Unified Multimodal Framework for Human Pose Comprehension, Generation and Editing
Human pose plays a crucial role in the digital age. While recent works have achieved impressive progress in understanding and generating human poses, they often support only a single modality of control signals and operate in isolation, limiting their application in real-world scenarios. This paper presents UniPose, a framework employing Large Language Models (LLMs) to comprehend, generate, and edit human poses across various modalities, including images, text, and 3D SMPL poses. Specifically, we apply a pose tokenizer to convert 3D poses into discrete pose tokens, enabling seamless integration into the LLM within a unified vocabulary. To further enhance the fine-grained pose perception capabilities, we facilitate UniPose with a mixture of visual encoders, among them a pose-specific visual encoder. Benefiting from a unified learning strategy, UniPose effectively transfers knowledge across different pose-relevant tasks, adapts to unseen tasks, and exhibits extended capabilities. This work serves as the first attempt at building a general-purpose framework for pose comprehension, generation, and editing. Extensive experiments highlight UniPose's competitive and even superior performance across various pose-relevant tasks.
Durian: Dual Reference-guided Portrait Animation with Attribute Transfer
We present Durian, the first method for generating portrait animation videos with facial attribute transfer from a given reference image to a target portrait in a zero-shot manner. To enable high-fidelity and spatially consistent attribute transfer across frames, we introduce dual reference networks that inject spatial features from both the portrait and attribute images into the denoising process of a diffusion model. We train the model using a self-reconstruction formulation, where two frames are sampled from the same portrait video: one is treated as the attribute reference and the other as the target portrait, and the remaining frames are reconstructed conditioned on these inputs and their corresponding masks. To support the transfer of attributes with varying spatial extent, we propose a mask expansion strategy using keypoint-conditioned image generation for training. In addition, we further augment the attribute and portrait images with spatial and appearance-level transformations to improve robustness to positional misalignment between them. These strategies allow the model to effectively generalize across diverse attributes and in-the-wild reference combinations, despite being trained without explicit triplet supervision. Durian achieves state-of-the-art performance on portrait animation with attribute transfer, and notably, its dual reference design enables multi-attribute composition in a single generation pass without additional training.
