Wei Liu

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Director of Computer Vision Center at Tencent AI Lab

  • FaceShapeGene: A Disentangled Shape Representation for Flexible Face Image Editing

    Existing methods for face image manipulation generally focus on editing the expression, changing some predefined attributes, or applying different filters. However, users lack the flexibility of controlling the shapes of different semantic facial parts in the generated face. In this paper, we propose an approach to compute a disentangled shape representation for a face image, namely the FaceShapeGene. The proposed FaceShapeGene encodes the shape information of each semantic facial part separately into a 1D latent vector. On the basis of the FaceShapeGene, a novel part-wise face image editing system is developed, which contains a shape-remix network and a conditional label-to-face transformer. The shape-remix network can freely recombine the part-wise latent vectors from different individuals, producing a remixed face shape in the form of a label map, which contains the facial characteristics of multiple subjects. The conditional label-to-face transformer, which is trained in an unsupervised cyclic manner, performs part-wise face editing while preserving the original identity of the subject. Experimental results on several tasks demonstrate that the proposed FaceShapeGene representation correctly disentangles the shape features of different semantic parts. several novel part-wise face editing tasks. Comparisons to existing methods demonstrate the superiority of the proposed method on accomplishing novel face editing tasks.

    05/06/2019 ∙ by Sen-Zhe Xu, et al. ∙ 28 share

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  • Stacked Semantic-Guided Network for Zero-Shot Sketch-Based Image Retrieval

    Zero-shot sketch-based image retrieval (ZS-SBIR) is a task of cross-domain image retrieval from a natural image gallery with free-hand sketch under a zero-shot scenario. Previous works mostly focus on a generative approach that takes a highly abstract and sparse sketch as input and then synthesizes the corresponding natural image. However, the intrinsic visual sparsity and large intra-class variance of the sketch make the learning of the conditional decoder more difficult and hence achieve unsatisfactory retrieval performance. In this paper, we propose a novel stacked semantic-guided network to address the unique characteristics of sketches in ZS-SBIR. Specifically, we devise multi-layer feature fusion networks that incorporate different intermediate feature representation information in a deep neural network to alleviate the intrinsic sparsity of sketches. In order to improve visual knowledge transfer from seen to unseen classes, we elaborate a coarse-to-fine conditional decoder that generates coarse-grained category-specific corresponding features first (taking auxiliary semantic information as conditional input) and then generates fine-grained instance-specific corresponding features (taking sketch representation as conditional input). Furthermore, regression loss and classification loss are utilized to preserve the semantic and discriminative information of the synthesized features respectively. Extensive experiments on the large-scale Sketchy dataset and TU-Berlin dataset demonstrate that our proposed approach outperforms state-of-the-art methods by more than 20% in retrieval performance.

    04/03/2019 ∙ by Hao Wang, et al. ∙ 22 share

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  • Learning to Compose Dynamic Tree Structures for Visual Contexts

    We propose to compose dynamic tree structures that place the objects in an image into a visual context, helping visual reasoning tasks such as scene graph generation and visual Q&A. Our visual context tree model, dubbed VCTree, has two key advantages over existing structured object representations including chains and fully-connected graphs: 1) The efficient and expressive binary tree encodes the inherent parallel/hierarchical relationships among objects, e.g., "clothes" and "pants" are usually co-occur and belong to "person"; 2) the dynamic structure varies from image to image and task to task, allowing more content-/task-specific message passing among objects. To construct a VCTree, we design a score function that calculates the task-dependent validity between each object pair, and the tree is the binary version of the maximum spanning tree from the score matrix. Then, visual contexts are encoded by bidirectional TreeLSTM and decoded by task-specific models. We develop a hybrid learning procedure which integrates end-task supervised learning and the tree structure reinforcement learning, where the former's evaluation result serves as a self-critic for the latter's structure exploration. Experimental results on two benchmarks, which require reasoning over contexts: Visual Genome for scene graph generation and VQA2.0 for visual Q&A, show that VCTree outperforms state-of-the-art results while discovering interpretable visual context structures.

    12/05/2018 ∙ by Kaihua Tang, et al. ∙ 20 share

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  • TGAN: Deep Tensor Generative Adversarial Nets for Large Image Generation

    Deep generative models have been successfully applied to many applications. However, existing works experience limitations when generating large images (the literature usually generates small images, e.g. 32 * 32 or 128 * 128). In this paper, we propose a novel scheme, called deep tensor adversarial generative nets (TGAN), that generates large high-quality images by exploring tensor structures. Essentially, the adversarial process of TGAN takes place in a tensor space. First, we impose tensor structures for concise image representation, which is superior in capturing the pixel proximity information and the spatial patterns of elementary objects in images, over the vectorization preprocess in existing works. Secondly, we propose TGAN that integrates deep convolutional generative adversarial networks and tensor super-resolution in a cascading manner, to generate high-quality images from random distributions. More specifically, we design a tensor super-resolution process that consists of tensor dictionary learning and tensor coefficients learning. Finally, on three datasets, the proposed TGAN generates images with more realistic textures, compared with state-of-the-art adversarial autoencoders. The size of the generated images is increased by over 8.5 times, namely 374 * 374 in PASCAL2.

    01/28/2019 ∙ by Zihan Ding, et al. ∙ 16 share

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  • Unsupervised Deep Tracking

    We propose an unsupervised visual tracking method in this paper. Different from existing approaches using extensive annotated data for supervised learning, our CNN model is trained on large-scale unlabeled videos in an unsupervised manner. Our motivation is that a robust tracker should be effective in both the forward and backward predictions (i.e., the tracker can forward localize the target object in successive frames and backtrace to its initial position in the first frame). We build our framework on a Siamese correlation filter network, which is trained using unlabeled raw videos. Meanwhile, we propose a multiple-frame validation method and a cost-sensitive loss to facilitate unsupervised learning. Without bells and whistles, the proposed unsupervised tracker achieves the baseline accuracy of fully supervised trackers, which require complete and accurate labels during training. Furthermore, unsupervised framework exhibits a potential in leveraging unlabeled or weakly labeled data to further improve the tracking accuracy.

    04/03/2019 ∙ by Ning Wang, et al. ∙ 16 share

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  • Hierarchical Long Short-Term Concurrent Memory for Human Interaction Recognition

    In this paper, we aim to address the problem of human interaction recognition in videos by exploring the long-term inter-related dynamics among multiple persons. Recently, Long Short-Term Memory (LSTM) has become a popular choice to model individual dynamic for single-person action recognition due to its ability of capturing the temporal motion information in a range. However, existing RNN models focus only on capturing the dynamics of human interaction by simply combining all dynamics of individuals or modeling them as a whole. Such models neglect the inter-related dynamics of how human interactions change over time. To this end, we propose a novel Hierarchical Long Short-Term Concurrent Memory (H-LSTCM) to model the long-term inter-related dynamics among a group of persons for recognizing the human interactions. Specifically, we first feed each person's static features into a Single-Person LSTM to learn the single-person dynamic. Subsequently, the outputs of all Single-Person LSTM units are fed into a novel Concurrent LSTM (Co-LSTM) unit, which mainly consists of multiple sub-memory units, a new cell gate and a new co-memory cell. In a Co-LSTM unit, each sub-memory unit stores individual motion information, while this Co-LSTM unit selectively integrates and stores inter-related motion information between multiple interacting persons from multiple sub-memory units via the cell gate and co-memory cell, respectively. Extensive experiments on four public datasets validate the effectiveness of the proposed H-LSTCM by comparing against baseline and state-of-the-art methods.

    11/01/2018 ∙ by Xiangbo Shu, et al. ∙ 10 share

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  • Fully-Featured Attribute Transfer

    Image attribute transfer aims to change an input image to a target one with expected attributes, which has received significant attention in recent years. However, most of the existing methods lack the ability to de-correlate the target attributes and irrelevant information, i.e., the other attributes and background information, thus often suffering from blurs and artifacts. To address these issues, we propose a novel Attribute Manifold Encoding GAN (AME-GAN) for fully-featured attribute transfer, which can modify and adjust every detail in the images. Specifically, our method divides the input image into image attribute part and image background part on manifolds, which are controlled by attribute latent variables and background latent variables respectively. Through enforcing attribute latent variables to Gaussian distributions and background latent variables to uniform distributions respectively, the attribute transfer procedure becomes controllable and image generation is more photo-realistic. Furthermore, we adopt a conditional multi-scale discriminator to render accurate and high-quality target attribute images. Experimental results on three popular datasets demonstrate the superiority of our proposed method in both performances of the attribute transfer and image generation quality.

    02/17/2019 ∙ by De Xie, et al. ∙ 10 share

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  • MVF-Net: Multi-View 3D Face Morphable Model Regression

    We address the problem of recovering the 3D geometry of a human face from a set of facial images in multiple views. While recent studies have shown impressive progress in 3D Morphable Model (3DMM) based facial reconstruction, the settings are mostly restricted to a single view. There is an inherent drawback in the single-view setting: the lack of reliable 3D constraints can cause unresolvable ambiguities. We in this paper explore 3DMM-based shape recovery in a different setting, where a set of multi-view facial images are given as input. A novel approach is proposed to regress 3DMM parameters from multi-view inputs with an end-to-end trainable Convolutional Neural Network (CNN). Multiview geometric constraints are incorporated into the network by establishing dense correspondences between different views leveraging a novel self-supervised view alignment loss. The main ingredient of the view alignment loss is a differentiable dense optical flow estimator that can backpropagate the alignment errors between an input view and a synthetic rendering from another input view, which is projected to the target view through the 3D shape to be inferred. Through minimizing the view alignment loss, better 3D shapes can be recovered such that the synthetic projections from one view to another can better align with the observed image. Extensive experiments demonstrate the superiority of the proposed method over other 3DMM methods.

    04/09/2019 ∙ by Fanzi Wu, et al. ∙ 10 share

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  • Pixel2Mesh: Generating 3D Mesh Models from Single RGB Images

    We propose an end-to-end deep learning architecture that produces a 3D shape in triangular mesh from a single color image. Limited by the nature of deep neural network, previous methods usually represent a 3D shape in volume or point cloud, and it is non-trivial to convert them to the more ready-to-use mesh model. Unlike the existing methods, our network represents 3D mesh in a graph-based convolutional neural network and produces correct geometry by progressively deforming an ellipsoid, leveraging perceptual features extracted from the input image. We adopt a coarse-to-fine strategy to make the whole deformation procedure stable, and define various of mesh related losses to capture properties of different levels to guarantee visually appealing and physically accurate 3D geometry. Extensive experiments show that our method not only qualitatively produces mesh model with better details, but also achieves higher 3D shape estimation accuracy compared to the state-of-the-art.

    04/05/2018 ∙ by Nanyang Wang, et al. ∙ 8 share

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  • PFLD: A Practical Facial Landmark Detector

    Being accurate, efficient, and compact is essential to a facial landmark detector for practical use. To simultaneously consider the three concerns, this paper investigates a neat model with promising detection accuracy under wild environments e.g., unconstrained pose, expression, lighting, and occlusion conditions) and super real-time speed on a mobile device. More concretely, we customize an end-to-end single stage network associated with acceleration techniques. During the training phase, for each sample, rotation information is estimated for geometrically regularizing landmark localization, which is then NOT involved in the testing phase. A novel loss is designed to, besides considering the geometrical regularization, mitigate the issue of data imbalance by adjusting weights of samples to different states, such as large pose, extreme lighting, and occlusion, in the training set. Extensive experiments are conducted to demonstrate the efficacy of our design and reveal its superior performance over state-of-the-art alternatives on widely-adopted challenging benchmarks, i.e., 300W (including iBUG, LFPW, AFW, HELEN, and XM2VTS) and AFLW. Our model can be merely 2.1Mb of size and reach over 140 fps per face on a mobile phone (Qualcomm ARM 845 processor) with high precision, making it attractive for large-scale or real-time applications. We have made our practical system based on PFLD 0.25X model publicly available at <http://sites.google.com/view/xjguo/fld> for encouraging comparisons and improvements from the community.

    02/28/2019 ∙ by Xiaojie Guo, et al. ∙ 8 share

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  • Hierarchical Macro Strategy Model for MOBA Game AI

    The next challenge of game AI lies in Real Time Strategy (RTS) games. RTS games provide partially observable gaming environments, where agents interact with one another in an action space much larger than that of GO. Mastering RTS games requires both strong macro strategies and delicate micro level execution. Recently, great progress has been made in micro level execution, while complete solutions for macro strategies are still lacking. In this paper, we propose a novel learning-based Hierarchical Macro Strategy model for mastering MOBA games, a sub-genre of RTS games. Trained by the Hierarchical Macro Strategy model, agents explicitly make macro strategy decisions and further guide their micro level execution. Moreover, each of the agents makes independent strategy decisions, while simultaneously communicating with the allies through leveraging a novel imitated cross-agent communication mechanism. We perform comprehensive evaluations on a popular 5v5 Multiplayer Online Battle Arena (MOBA) game. Our 5-AI team achieves a 48 teams which are ranked top 1

    12/19/2018 ∙ by Bin Wu, et al. ∙ 6 share

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