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Wayne Wu

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

9 papers
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9

ICLR Conference 2025 Conference Paper

Learning to Generate Diverse Pedestrian Movements from Web Videos with Noisy Labels

  • Zhizheng Liu
  • Joe Lin
  • Wayne Wu
  • Bolei Zhou

Understanding and modeling pedestrian movements in the real world is crucial for applications like motion forecasting and scene simulation. Many factors influence pedestrian movements, such as scene context, individual characteristics, and goals, which are often ignored by the existing human generation methods. Web videos contain natural pedestrian behavior and rich motion context, but annotating them with pre-trained predictors leads to noisy labels. In this work, we propose learning diverse pedestrian movements from web videos. We first curate a large-scale dataset called CityWalkers that captures diverse real-world pedestrian movements in urban scenes. Then, based on CityWalkers, we propose a generative model called PedGen for diverse pedestrian movement generation. PedGen introduces automatic label filtering to remove the low-quality labels and a mask embedding to train with partial labels. It also contains a novel context encoder that lifts the 2D scene context to 3D and can incorporate various context factors in generating realistic pedestrian movements in urban scenes. Experiments show that PedGen outperforms existing baseline methods for pedestrian movement generation by learning from noisy labels and incorporating the context factors. In addition, PedGen achieves zero-shot generalization in both real-world and simulated environments. The code, model, and data are available at https://genforce.github.io/PedGen/.

ICLR Conference 2025 Conference Paper

MetaUrban: An Embodied AI Simulation Platform for Urban Micromobility

  • Wayne Wu
  • Honglin He
  • Jack He
  • Yiran Wang
  • Chenda Duan
  • Zhizheng Liu
  • Quanyi Li
  • Bolei Zhou

Public urban spaces such as streetscapes and plazas serve residents and accommodate social life in all its vibrant variations. Recent advances in robotics and embodied AI make public urban spaces no longer exclusive to humans. Food delivery bots and electric wheelchairs have started sharing sidewalks with pedestrians, while robot dogs and humanoids have recently emerged in the street. **Micromobility** enabled by AI for short-distance travel in public urban spaces plays a crucial component in future transportation systems. It is essential to ensure the generalizability and safety of AI models used for maneuvering mobile machines. In this work, we present **MetaUrban**, a *compositional* simulation platform for the AI-driven urban micromobility research. MetaUrban can construct an *infinite* number of interactive urban scenes from compositional elements, covering a vast array of ground plans, object placements, pedestrians, vulnerable road users, and other mobile agents' appearances and dynamics. We design point navigation and social navigation tasks as the pilot study using MetaUrban for urban micromobility research and establish various baselines of Reinforcement Learning and Imitation Learning. We conduct extensive evaluation across mobile machines, demonstrating that heterogeneous mechanical structures significantly influence the learning and execution of AI policies. We perform a thorough ablation study, showing that the compositional nature of the simulated environments can substantially improve the generalizability and safety of the trained mobile agents. MetaUrban will be made publicly available to provide research opportunities and foster safe and trustworthy embodied AI and micromobility in cities. The code and data have been released.

AAAI Conference 2024 Conference Paper

PaintHuman: Towards High-Fidelity Text-to-3D Human Texturing via Denoised Score Distillation

  • Jianhui Yu
  • Hao Zhu
  • Liming Jiang
  • Chen Change Loy
  • Weidong Cai
  • Wayne Wu

Recent advances in zero-shot text-to-3D human generation, which employ the human model prior (e.g., SMPL) or Score Distillation Sampling (SDS) with pre-trained text-to-image diffusion models, have been groundbreaking. However, SDS may provide inaccurate gradient directions under the weak diffusion guidance, as it tends to produce over-smoothed results and generate body textures that are inconsistent with the detailed mesh geometry. Therefore, directly leveraging existing strategies for high-fidelity text-to-3D human texturing is challenging. In this work, we propose a model called PaintHuman to addresses the challenges from two perspectives. We first propose a novel score function, Denoised Score Distillation (DSD), which directly modifies the SDS by introducing negative gradient components to iteratively correct the gradient direction and generate high-quality textures. In addition, we use the depth map as a geometric guide to ensure that the texture is semantically aligned to human mesh surfaces. To guarantee the quality of rendered results, we employ geometry-aware networks to predict surface materials and render realistic human textures. Extensive experiments, benchmarked against state-of-the-art (SoTA) methods, validate the efficacy of our approach.Project page: https://painthuman.github.io/.

ICLR Conference 2023 Conference Paper

Filter-Recovery Network for Multi-Speaker Audio-Visual Speech Separation

  • Haoyue Cheng
  • Zhaoyang Liu 0001
  • Wayne Wu
  • Limin Wang 0002

In this paper, we systematically study the audio-visual speech separation task in a multi-speaker scenario. Given the facial information of each speaker, the goal of this task is to separate the corresponding speech from the mixed speech. The existing works are designed for speech separation in a controlled setting with a fixed number of speakers (mostly 2 or 3 speakers), which seems to be impractical for real applications. As a result, we try to utilize a single model to separate the voices with a variable number of speakers. Based on the observation, there are two prominent issues for multi-speaker separation: 1) There are some noisy voice pieces belonging to other speakers in the separation results; 2) Part of the target speech is missing after separation. Accordingly, we propose \textbf{BFRNet}, including a {\bf B}asic audio-visual speech separator and a Filter-Recovery Network (\textbf{FRNet}). FRNet can refine the coarse audio separated by basic audio-visual speech separator. To have fair comparisons, we build a comprehensive benchmark for multi-speaker audio-visual speech separation to verify the performance of various methods. Experimental results show that our method is able to achieve the state-of-the-art performance. Furthermore, we also find that FRNet can boost the performance of other off-the-shelf speech separators, which exhibits its ability of generalization.

NeurIPS Conference 2023 Conference Paper

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

  • Dongwei Pan
  • Long Zhuo
  • Jingtan Piao
  • Huiwen Luo
  • Wei Cheng
  • Yuxin Wang
  • Siming Fan
  • Shengqi Liu

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

NeurIPS Conference 2022 Conference Paper

Audio-Driven Co-Speech Gesture Video Generation

  • Xian Liu
  • Qianyi Wu
  • Hang Zhou
  • Yuanqi Du
  • Wayne Wu
  • Dahua Lin
  • Ziwei Liu

Co-speech gesture is crucial for human-machine interaction and digital entertainment. While previous works mostly map speech audio to human skeletons (e. g. , 2D keypoints), directly generating speakers' gestures in the image domain remains unsolved. In this work, we formally define and study this challenging problem of audio-driven co-speech gesture video generation, i. e. , using a unified framework to generate speaker image sequence driven by speech audio. Our key insight is that the co-speech gestures can be decomposed into common motion patterns and subtle rhythmic dynamics. To this end, we propose a novel framework, Audio-driveN Gesture vIdeo gEneration (ANGIE), to effectively capture the reusable co-speech gesture patterns as well as fine-grained rhythmic movements. To achieve high-fidelity image sequence generation, we leverage an unsupervised motion representation instead of a structural human body prior (e. g. , 2D skeletons). Specifically, 1) we propose a vector quantized motion extractor (VQ-Motion Extractor) to summarize common co-speech gesture patterns from implicit motion representation to codebooks. 2) Moreover, a co-speech gesture GPT with motion refinement (Co-Speech GPT) is devised to complement the subtle prosodic motion details. Extensive experiments demonstrate that our framework renders realistic and vivid co-speech gesture video. Demo video and more resources can be found in: https: //alvinliu0. github. io/projects/ANGIE

AAAI Conference 2022 Conference Paper

MoCaNet: Motion Retargeting In-the-Wild via Canonicalization Networks

  • Wentao Zhu
  • Zhuoqian Yang
  • Ziang Di
  • Wayne Wu
  • Yizhou Wang
  • Chen Change Loy

We present a novel framework that brings the 3D motion retargeting task from controlled environments to in-the-wild scenarios. In particular, our method is capable of retargeting body motion from a character in a 2D monocular video to a 3D character without using any motion capture system or 3D reconstruction procedure. It is designed to leverage massive online videos for unsupervised training, requiring neither 3D annotations nor motion-body pairing information. The proposed method is built upon two novel canonicalization operations, structure canonicalization and view canonicalization. Trained with the canonicalization operations and the derived regularizations, our method learns to factorize a skeleton sequence into three independent semantic subspaces, i. e. , motion, structure, and view angle. The disentangled representation enables motion retargeting from 2D to 3D with high precision. Our method achieves superior performance on motion transfer benchmarks with large body variations and challenging actions. Notably, the canonicalized skeleton sequence could serve as a disentangled and interpretable representation of human motion that benefits action analysis and motion retrieval.

NeurIPS Conference 2021 Conference Paper

Deceive D: Adaptive Pseudo Augmentation for GAN Training with Limited Data

  • Liming Jiang
  • Bo Dai
  • Wayne Wu
  • Chen Change Loy

Generative adversarial networks (GANs) typically require ample data for training in order to synthesize high-fidelity images. Recent studies have shown that training GANs with limited data remains formidable due to discriminator overfitting, the underlying cause that impedes the generator's convergence. This paper introduces a novel strategy called Adaptive Pseudo Augmentation (APA) to encourage healthy competition between the generator and the discriminator. As an alternative method to existing approaches that rely on standard data augmentations or model regularization, APA alleviates overfitting by employing the generator itself to augment the real data distribution with generated images, which deceives the discriminator adaptively. Extensive experiments demonstrate the effectiveness of APA in improving synthesis quality in the low-data regime. We provide a theoretical analysis to examine the convergence and rationality of our new training strategy. APA is simple and effective. It can be added seamlessly to powerful contemporary GANs, such as StyleGAN2, with negligible computational cost. Code: https: //github. com/EndlessSora/DeceiveD.

NeurIPS Conference 2020 Conference Paper

AOT: Appearance Optimal Transport Based Identity Swapping for Forgery Detection

  • Hao Zhu
  • Chaoyou Fu
  • Qianyi Wu
  • Wayne Wu
  • Chen Qian
  • Ran He

Recent studies have shown that the performance of forgery detection can be improved with diverse and challenging Deepfakes datasets. However, due to the lack of Deepfakes datasets with large variance in appearance, which can be hardly produced by recent identity swapping methods, the detection algorithm may fail in this situation. In this work, we provide a new identity swapping algorithm with large differences in appearance for face forgery detection. The appearance gaps mainly arise from the large discrepancies in illuminations and skin colors that widely exist in real-world scenarios. However, due to the difficulties of modeling the complex appearance mapping, it is challenging to transfer fine-grained appearances adaptively while preserving identity traits. This paper formulates appearance mapping as an optimal transport problem and proposes an Appearance Optimal Transport model (AOT) to formulate it in both latent and pixel space. Specifically, a relighting generator is designed to simulate the optimal transport plan. It is solved via minimizing the Wasserstein distance of the learned features in the latent space, enabling better performance and less computation than conventional optimization. To further refine the solution of the optimal transport plan, we develop a segmentation game to minimize the Wasserstein distance in the pixel space. A discriminator is introduced to distinguish the fake parts from a mix of real and fake image patches. Extensive experiments reveal that the superiority of our method when compared with state-of-the-art methods and the ability of our generated data to improve the performance of face forgery detection.