kfir aberman
kfir aberman
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MyStyle: A Personalized Generative Prior
Project page: mystyle-personalized-prior.github.io
Paper: arxiv.org/abs/2203.17272
Yotam Nitzan, Kfir Aberman, Qiurui He, Orly Liba, Michal Yarom, Yossi Gandelsman, Inbar Mosseri, Yael Pritch, Daniel Cohen-Or.
Abstract:
We introduce MyStyle, a personalized deep generative prior trained with a few shots of an individual. MyStyle allows to reconstruct, enhance and edit images of a specific person, such that the output is faithful to the person's key facial characteristics.
Given a small reference set of portrait images of a person ($\sim 100$), we tune the weights of a pretrained StyleGAN face generator to form a local, low-dimensional, personalized manifold in the latent space.
We show that this manifold constitutes a personalized region that spans latent codes associated with diverse portrait images of the individual.
Moreover, we demonstrate that we obtain a personalized generative prior, and propose a unified approach to apply it
to various ill-posed image enhancement problems, such as inpainting and super-resolution, as well as semantic editing. Using the personalized generative prior we obtain outputs that exhibit high-fidelity to the input images and are also faithful to the key facial characteristics of the individual in the reference set.
We demonstrate our method with fair-use images of numerous widely recognizable individuals for whom we have the prior knowledge for a qualitative evaluation of the expected outcome.
We evaluate our approach against few-shots baselines and show that our personalized prior, quantitatively and qualitatively, outperforms state-of-the-art alternatives.
มุมมอง: 1 469

วีดีโอ

[SIGGRAPH 2021] Learning Skeletal Articulations with Neural Blend Shapes
มุมมอง 9K3 ปีที่แล้ว
Peizhuo Li, Kfir Aberman, Rana Hanocka, Libin Liu, Olga Sorkine-Hornung, Baoquan Chen. Learning Skeletal Articulations with Neural Blend Shapes, ACM Transactions on Graphics (SIGGRAPH 2021) Project page: peizhuoli.github.io/neural-blend-shapes/index.html Code: github.com/PeizhuoLi/neural-blend-shapes Abstract: Animating a newly designed character using motion capture (mocap) data is a long-stan...
[SIGGRAPH 2020 Fast-Forward] Unpaired Motion Style Transfer from Video to Animation
มุมมอง 1.8K4 ปีที่แล้ว
Unpaired Motion Style Transfer from Video to Animation Technical Papers Fast Forward (short presentation) Main project video: th-cam.com/video/m04zuBSdGrc/w-d-xo.html Project page: deepmotionediting.github.io/style_transfer Kfir Aberman, Yijia Weng, Dani Lischinski, Daniel Cohen-Or, Baoquan Chen. ACM Transactions on Graphics, Vol. 39, 2020 (Proceedings of ACM SIGGRAPH 2020)
[SIGGRAPH 2020 Fast-Forward] Skeleton-Aware Networks for Deep Motion Retargeting
มุมมอง 1.5K4 ปีที่แล้ว
Skeleton-Aware Networks for Deep Motion Retargeting Technical Papers Fast Forward (short presentation) Main project video: th-cam.com/video/ym8Tnmiz5N8/w-d-xo.html Project page: deepmotionediting.github.io/retargeting Kfir Aberman, Peizhuo Li, Dani Lischinski, Olga Sorkine-Hornung, Daniel Cohen-Or, Baoquan Chen. ACM Transactions on Graphics, Vol. 39, 2020 (Proceedings of ACM SIGGRAPH 2020)
MotioNet: 3D Human Motion Reconstruction from Monocular Video with Skeleton Consistency [ToG 2020]
มุมมอง 9K4 ปีที่แล้ว
Mingyi Shi, Kfir Aberman, Andreas Aristidou, Taku Komura, Dani Lischinski, Daniel Cohen-Or, Baoquan Chen. MotioNet: 3D Human Motion Reconstruction from Monocular Video with Skeleton Consistency, ACM Transactions on Graphics (ToG 2020) Project page: rubbly.cn/publications/motioNet/ Paper: arxiv.org/pdf/2006.12075v1.pdf Abstract: We introduce MotioNet, a deep neural network that directly reconstr...
[SIGGRAPH 2020] Unpaired Motion Style Transfer from Video to Animation
มุมมอง 10K4 ปีที่แล้ว
Kfir Aberman, Yijia Weng, Dani Lischinski, Daniel Cohen-Or, Baoquan Chen. Motion Style Transfer from Video to Animation, ACM Transactions on Graphics (SIGGRAPH 2020). Project page: deepmotionediting.github.io/style_transfer Code: github.com/DeepMotionEditing/deep-motion-editing Abstract: Transferring the motion style from one animation clip to another, while preserving the motion content of the...
[SIGGRAPH 2020] Skeleton-Aware Networks for Deep Motion Retargeting
มุมมอง 23K4 ปีที่แล้ว
Kfir Aberman, Peizhuo Li, Dani Lischinski, Olga Sorkine-Hornung, Daniel Cohen-Or, Baoquan Chen. Skeleton-Aware Networks for Deep Motion Retargeting, ACM Transactions on Graphics (SIGGRAPH 2020) Project page: deepmotionediting.github.io/retargeting Code: github.com/DeepMotionEditing/deep-motion-editing Abstract: We introduce a novel deep learning framework for data-driven motion retargeting betw...
[SIGGRAPH 2019] Learning Character-Agnostic Motion for Motion Retargeting in 2D
มุมมอง 15K5 ปีที่แล้ว
Kfir Aberman, Rundi Wu, Dani Lischinski, Baoquan, Daniel Cohen-Or. Learning Character-Agnostic Motion for Motion Retargeting in 2D, ACM Transactions on Graphics (SIGGRAPH 2019) Webpage: motionretargeting2d.github.io/ Abstract: Analyzing human motion is a challenging task with a wide variety of applications in computer vision and in graphics. One such application, of particular importance in com...
Deep Video-Based Performance Cloning
มุมมอง 2.6K6 ปีที่แล้ว
Authors: Kfir Aberman, Mingyi Shi, Jing Liao, Dani Lischinski, Baoquan Chen, Daniel Cohen-Or. Paper: arxiv.org/abs/1808.06847 Abstract: We present a new video-based performance cloning technique. After training a deep generative network using a reference video capturing the appearance and dynamics of a target actor, we are able to generate videos where this actor reenacts other performances. Al...
[SIGGRAPH 2018] Neural Best-Buddies: Sparse Cross-Domain Correspondence
มุมมอง 8166 ปีที่แล้ว
Kfir Aberman, Jing Liao, Mingyi Shi, Dani Lischinski, Baoquan, Daniel Cohen-Or Abstract: Correspondence between images is a fundamental problem in computer vision, with a variety of graphics applications. This paper presents a novel method for \emph{sparse cross-domain correspondence}. Our method is designed for pairs of images where the main objects of interest may belong to different semantic...

ความคิดเห็น

  • @prathameshdinkar2966
    @prathameshdinkar2966 ปีที่แล้ว

    Nice work! Keep it up!

  • @zergidrom4572
    @zergidrom4572 2 ปีที่แล้ว

    Looks OP AF

  • @samshi2392
    @samshi2392 3 ปีที่แล้ว

    Is there any comparison with XNect?

  • @ashokthegamer3439
    @ashokthegamer3439 3 ปีที่แล้ว

    i am a animator and i am not coder how to use this program or how to install this please help me

    • @michaelwhite4810
      @michaelwhite4810 3 ปีที่แล้ว

      Install Ubuntu either with dual system or virtual machine.Use anaconda to manage the environment...It’s not hard for non-coders,you just need to be familiar with this.

  • @qichaoying4478
    @qichaoying4478 3 ปีที่แล้ว

    Nice Nice Nice!!!

  • @corriedotdev
    @corriedotdev 3 ปีที่แล้ว

    Do you enable monetisation? Two ads at the start here regardless.

  • @praveenkumar-vx3kw
    @praveenkumar-vx3kw 3 ปีที่แล้ว

    great work..

  • @abdulhadihashim5496
    @abdulhadihashim5496 3 ปีที่แล้ว

    Thank you

  • @rohann1310
    @rohann1310 4 ปีที่แล้ว

    Amazing!

  • @VladgavligGapchich
    @VladgavligGapchich 4 ปีที่แล้ว

    Superb work guys!

  • @NerdyRodent
    @NerdyRodent 4 ปีที่แล้ว

    Looks great! Will try it out soon, though I’ll probably need to wait until I get something better than a 1070 😉

  • @mzloko18
    @mzloko18 4 ปีที่แล้ว

    I'm working on an idea that mixes fashion with AR. On this platform I need artificial intelligence skeleton deep learning. I think you can help me. Can u call me on Instagram??? @mazangrandi please

  • @SirSkeleto
    @SirSkeleto 4 ปีที่แล้ว

    did they hire someone to do the narration

  • @MaxUzkikh
    @MaxUzkikh 4 ปีที่แล้ว

    in this fu8ing t-pose))) nice work!

  • @catherinewang1191
    @catherinewang1191 4 ปีที่แล้ว

    nice work

  • @Mike-iz9kh
    @Mike-iz9kh 4 ปีที่แล้ว

    At 1:45 "Our skeletal convolution is done by a collection of temporal kernels whose support varies across the skeleton structure, and our skeletal pooling is performed by merging adjacent armatures." I can see the target audience for this video is super hyper knowledgeable experts in this field.

    • @snuffles5451
      @snuffles5451 4 ปีที่แล้ว

      Yes, the paper was a tad confusing too... temporal kernels are the same as any old convolutional kernel but with one of the dimensions being time. Imagine a 2D pixel graph(black and white picture). If you wanted a black and white video you could stack these graphs on top of each other. Then you have a cube with one of the sides being time. A 3D kernel which convolves over this larger cube would then be a temporal kernel because it is convolving over time and the different images of the video sequence. "The support varies over skeleton structure" I think is because the skeletal graphs have to be homeomorphic which is a general math term but in the context of geometry it means two objects being able to be morphed into each other without breaking the object. Example, a Donut can be morphed into a coffee mug, but a sphere cannot without tearing the mesh. So a donut and a coffee mug are homeomorphic, a sphere is NOT homeomorphic to a donut. In this context, if you train the network to work on people, it will only work on people, 5 limbs coming from a center (neck, Larm Rarm, Rleg, Lleg). If you trained it on a worm, it will only work for worms. Finally, "merging adjacent armatures" was something I found terribly confusing. Mainly because "Armature" in the 3D modeling world typically means an entire skeleton. They are using it for just a bone segment. So they take two adjacent bones and merge them together in the skeleton. This operation preserves the skeleton form but also brings the skeleton into a more general space that can be decoded into other types of skeletons.

  • @osamaelawad1428
    @osamaelawad1428 4 ปีที่แล้ว

    Thank you , would you please make new explaining from the beginning, please

  • @4.0.4
    @4.0.4 4 ปีที่แล้ว

    The incredibly smooth voice almost feels like he's going to sell me this "one weird trick" for retargeting my motion vectors, call 800-NEURAL, first 100 to sign get a free pack of neurons 😂 Jokes aside, amazing work guys. Hope at some point this becomes some "retarget motion" checkbox in game engines and whatever dedicated motion capture software that was.

  • @LudditeCyborg
    @LudditeCyborg 4 ปีที่แล้ว

    Where is the paper?

    • @LudditeCyborg
      @LudditeCyborg 4 ปีที่แล้ว

      I look forward to reading it.

    • @kfiraberman330
      @kfiraberman330 4 ปีที่แล้ว

      @@LudditeCyborg Here it is: arxiv.org/pdf/2006.12075v1.pdf

  • @deepblender
    @deepblender 4 ปีที่แล้ว

    Great work!

  • @coldblaze100
    @coldblaze100 4 ปีที่แล้ว

    This is truly wizard work. The idea of disentangling the models and reducing them to a common latent space is 🤯. Is there ANYTHING that a neural network won't optimize???

    • @TheNefastor
      @TheNefastor 4 ปีที่แล้ว

      They can even optimize each-other. Google meta-learning !

    • @neo2652
      @neo2652 4 ปีที่แล้ว

      People.

    • @runforitman
      @runforitman 4 ปีที่แล้ว

      @@neo2652 not even; they can figure out better methods for us to perform tasks

  • @forwithynew225
    @forwithynew225 4 ปีที่แล้ว

    amazing!

  • @celeph
    @celeph 5 ปีที่แล้ว

    I just had a similar idea for a deep learning capstone project: to recognize human motion in a video (or a series of frames taken from a video) and transfer the motion to a 2d stick-figure demo, and then I remembered that I have seen something like this at the siggraph and found your work. I'll take a closer look at your website and paper tomorrow, but I was wondering if it's possible/feasible if I followed your example and created a simplified model for my project. I'm supposed to compare a couple different algorithms and demonstrate the difference in accuracy. I looked at other capstone submissions for inspiration and found mostly numeric prediction and sentiment or image-classification or digit/letter recognition use-cases. I was afraid that human motion and animating a stick-figure may far exceed the scope and my current skill-level. Do you think it's realistic to tackle this problem as a challenge for the next 1-3 months? Thank you!

    • @celeph
      @celeph 5 ปีที่แล้ว

      Yeah... after having given it another thought I found that this is probably too advanced for me at this point. I probably should start with static images before I think about motion. But if you have any ideas for beginner-friendly deep learning projects in computer graphics, I'd love to hear about them! :)

    • @okktok
      @okktok 5 ปีที่แล้ว

      Gerrit Wessendorf I would suggest you to use Random Forest to estimate a 2D skeleton (this method is used in Kinect v1). And you probably will need to rectify the frame before applying any algorithm.

    • @celeph
      @celeph 5 ปีที่แล้ว

      @@okktok Thank you for the suggestion! When I searched for Random Forest I found some promising links to get started.

  • @野战
    @野战 5 ปีที่แล้ว

    Where is the tool?

  • @iCloneCartoonStory
    @iCloneCartoonStory 5 ปีที่แล้ว

    It looks incredible! Will this product be put up for sale?

  • @frankiezafe
    @frankiezafe 5 ปีที่แล้ว

    superb! is code available somewhere on github?

    • @robertnees9781
      @robertnees9781 5 ปีที่แล้ว

      It is on github: motionretargeting2d.github.io/

  • @randyriverolarevalo2263
    @randyriverolarevalo2263 5 ปีที่แล้ว

    in another words magic

  • @eduardolarrymarinsilva76
    @eduardolarrymarinsilva76 5 ปีที่แล้ว

    This screams meme!

  • @eduardolarrymarinsilva76
    @eduardolarrymarinsilva76 5 ปีที่แล้ว

    Does this mean the previous methods are all obsolete?

  • @Barakooda3D
    @Barakooda3D 6 ปีที่แล้ว

    What used to extract the 18 points skeleton model ? OpenPose ?

  • @WhiteDragon103
    @WhiteDragon103 6 ปีที่แล้ว

    This work would be a best buddy for work like this: th-cam.com/video/WbJdfOPkKV8/w-d-xo.html&ab_channel=HuguesHoppe

    • @kfiraberman330
      @kfiraberman330 6 ปีที่แล้ว

      Hi, That's true :). We use this framework to automatically generate image morphing effect. See the paper for more detials.