Important Computer Vision Papers for the Week from 16/09 to 22/09
Stay Updated with Recent Computer Vision Research
Every week, researchers from top research labs, companies, and universities publish exciting breakthroughs in various topics such as diffusion models, vision language models, image editing and generation, video processing and generation, and image recognition.
This article provides a comprehensive overview of the most significant papers published in the Third Week of September 2024, highlighting the latest research and advancements in computer vision.
Whether you’re a researcher, practitioner, or enthusiast, this article will provide valuable insights into the state-of-the-art techniques and tools in computer vision.
Table of Contents:
Diffusion Models
Vision Language Models (VLMs)
Image Generation & Editing
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1. Diffusion Models
1.1. Fine-Tuning Image-Conditional Diffusion Models is Easier than You Think
Recent work showed that large diffusion models can be reused as highly precise monocular depth estimators by casting depth estimation as an image-conditional image generation task.
While the proposed model achieved state-of-the-art results, high computational demands due to multi-step inference limited its use in many scenarios. In this paper, we show that the perceived inefficiency was caused by a flaw in the inference pipeline that has so far gone unnoticed.
The fixed model performs comparably to the best previously reported configuration while being more than 200 times faster. To optimize for downstream task performance, we perform end-to-end fine-tuning on top of the single-step model with task-specific losses and get a deterministic model that outperforms all other diffusion-based depth and normal estimation models on common zero-shot benchmarks.
We surprisingly find that this fine-tuning protocol also works directly on Stable Diffusion and achieves comparable performance to current state-of-the-art diffusion-based depth and normal estimation models, calling into question some of the conclusions drawn from prior works.
1.2. 3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive Diffusion
The increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR).
In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets.
On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs.
We conduct extensive qualitative and quantitative experiments to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications.
1.3. LVCD: Reference-based Lineart Video Colorization with Diffusion Models
We propose the first video diffusion framework for reference-based lineart video colorization. Unlike previous works that rely solely on image generative models to colorize lineart frame by frame, our approach leverages a large-scale pretrained video diffusion model to generate colorized animation videos. This approach leads to more temporally consistent results and is better equipped to handle large motions.
Firstly, we introduce Sketch-guided ControlNet which provides additional control to finetune an image-to-video diffusion model for controllable video synthesis, enabling the generation of animation videos conditioned on linear.
We then propose Reference Attention to facilitate the transfer of colors from the reference frame to other frames containing fast and expansive motions. Finally, we present a novel scheme for sequential sampling, incorporating the Overlapped Blending Module and Prev-Reference Attention, to extend the video diffusion model beyond its original fixed-length limitation for long video colorization.
Both qualitative and quantitative results demonstrate that our method significantly outperforms state-of-the-art techniques in terms of frame and video quality, as well as temporal consistency.
Moreover, our method is capable of generating high-quality, long temporal-consistent animation videos with large motions, which is not achievable in previous works.
2. Vision Language Models (VLMs)
2.1. One missing piece in Vision and Language: A Survey on Comics Understanding
Vision-language models have recently evolved into versatile systems capable of high performance across a range of tasks, such as document understanding, visual question answering, and grounding, often in zero-shot settings.
Comics Understanding, a complex and multifaceted field, stands to greatly benefit from these advances. Comics, as a medium, combine rich visual and textual narratives, challenging AI models with tasks that span image classification, object detection, instance segmentation, and deeper narrative comprehension through sequential panels.
However, the unique structure of comics — characterized by creative variations in style, reading order, and non-linear storytelling — presents a set of challenges distinct from those in other visual-language domains. In this survey, we present a comprehensive review of Comics Understanding from both dataset and task perspectives.
Our contributions are fivefold:
We analyze the structure of the comics medium, detailing its distinctive compositional elements
We survey the widely used datasets and tasks in comics research, emphasizing their role in advancing the field
We introduce the Layer of Comics Understanding (LoCU) framework, a novel taxonomy that redefines vision-language tasks within comics and lays the foundation for future work
We provide a detailed review and categorization of existing methods following the LoCU framework
Finally, we highlight current research challenges and propose directions for future exploration, particularly in the context of vision-language models applied to comics.
This survey is the first to propose a task-oriented framework for comics intelligence and aims to guide future research by addressing critical gaps in data availability and task definition.
2.2. Guiding Vision-Language Model Selection for Visual Question-Answering Across Tasks, Domains, and Knowledge Types
Visual Question-Answering (VQA) has become a key use case in several applications to aid user experience, particularly after Vision-Language Models (VLMs) achieved good results in zero-shot inference.
However, evaluating different VLMs for an application requirement using a standardized framework in practical settings is still challenging. This paper introduces a comprehensive framework for evaluating VLMs tailored to VQA tasks in practical settings.
We present a novel dataset derived from established VQA benchmarks, annotated with task types, application domains, and knowledge types, three key practical aspects on which tasks can vary. We also introduce GoEval, a multimodal evaluation metric developed using GPT-4o, achieving a correlation factor of 56.71% with human judgments.
Our experiments with ten state-of-the-art VLMs reveal that no single model excels universally, making appropriate selection a key design decision. Proprietary models such as Gemini-1.5-Pro and GPT-4o-mini generally outperform others, though open-source models like InternVL-2–8B and CogVLM-2-Llama-3–19B demonstrate competitive strengths in specific contexts while providing additional advantages.
This study guides the selection of VLMs based on specific task requirements and resource constraints, and can also be extended to other vision-language tasks.
2.3. Qwen2-VL: Enhancing Vision-Language Model’s Perception of the World at Any Resolution
We present the Qwen2-VL Series, an advanced upgrade of the previous Qwen-VL models that redefines the conventional predetermined-resolution approach in visual processing.
Qwen2-VL introduces the Naive Dynamic Resolution mechanism, which enables the model to dynamically process images of varying resolutions into different numbers of visual tokens. This approach allows the model to generate more efficient and accurate visual representations, closely aligning with human perceptual processes.
The model also integrates Multimodal Rotary Position Embedding (M-RoPE), facilitating the effective fusion of positional information across text, images, and videos. We employ a unified paradigm for processing both images and videos, enhancing the model’s visual perception capabilities.
To explore the potential of large multimodal models, Qwen2-VL investigates the scaling laws for large vision-language models (LVLMs). By scaling both the model size with versions at 2B, 8B, and 72B parameters and the amount of training data, the Qwen2-VL Series achieves highly competitive performance.
Notably, the Qwen2-VL-72B model achieves results comparable to leading models such as GPT-4o and Claude3.5-Sonnet across various multimodal benchmarks, outperforming other generalist models.
3. Image Generation & Editing
3.1. InstantDrag: Improving Interactivity in Drag-based Image Editing
Drag-based image editing has recently gained popularity for its interactivity and precision. However, despite the ability of text-to-image models to generate samples within a second, drag editing still lags behind due to the challenge of accurately reflecting user interaction while maintaining image content.
Some existing approaches rely on computationally intensive per-image optimization or intricate guidance-based methods, requiring additional inputs such as masks for movable regions and text prompts, thereby compromising the interactivity of the editing process.
We introduce InstantDrag, an optimization-free pipeline that enhances interactivity and speed, requiring only an image and a drag instruction as input. InstantDrag consists of two carefully designed networks: a drag-conditioned optical flow generator (FlowGen) and an optical flow-conditioned diffusion model (FlowDiffusion).
InstantDrag learns motion dynamics for drag-based image editing in real-world video datasets by decomposing the task into motion generation and motion-conditioned image generation.
We demonstrate InstantDrag’s capability to perform fast, photo-realistic edits without masks or text prompts through experiments on facial video datasets and general scenes. These results highlight the efficiency of our approach in handling drag-based image editing, making it a promising solution for interactive, real-time applications.
3.2. DrawingSpinUp: 3D Animation from Single Character Drawings
Animating various character drawings is an engaging visual content creation task. Given a single-character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it.
However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe that contour lines, commonly existing in character drawings, introduce significant ambiguity in texture synthesis due to their dependence on view.
Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance.
For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. We develop a skeleton-based thinning deformation algorithm for geometry refinement to refine the slim structures represented by the single-line contours.
The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single-character drawing.
3.3. Click2Mask: Local Editing with Dynamic Mask Generation
Recent advancements in generative models have revolutionized image generation and editing, making these tasks accessible to non-experts. This paper focuses on local image editing, particularly the task of adding new content to a loosely specified area.
Existing methods often require a precise mask or a detailed description of the location, which can be cumbersome and prone to errors. We propose Click2Mask, a novel approach that simplifies the local editing process by requiring only a single point of reference (in addition to the content description).
A mask is dynamically grown around this point during a Blended Latent Diffusion (BLD) process, guided by a masked CLIP-based semantic loss. Click2Mask surpasses the limitations of segmentation-based and fine-tuning dependent methods, offering a more user-friendly and contextually accurate solution.
Our experiments demonstrate that Click2Mask not only minimizes user effort but also delivers competitive or superior local image manipulation results compared to SoTA methods, according to both human judgment and automatic metrics.
Key contributions include the simplification of user input, the ability to freely add objects unconstrained by existing segments, and the integration potential of our dynamic mask approach within other editing methods.
3.4. OmniGen: Unified Image Generation
In this work, we introduce OmniGen, a new diffusion model for unified image generation. Unlike popular diffusion models (e.g., Stable Diffusion), OmniGen no longer requires additional modules such as ControlNet or IP-Adapter to process diverse control conditions.
OmniGenis is characterized by the following features:
Unification: OmniGen not only demonstrates text-to-image generation capabilities but also inherently supports other downstream tasks, such as image editing, subject-driven generation, and visual-conditional generation. Additionally, OmniGen can handle classical computer vision tasks by transforming them into image generation tasks, such as edge detection and human pose recognition.
Simplicity: The architecture of OmniGen is highly simplified, eliminating the need for additional text encoders. Moreover, it is more user-friendly compared to existing diffusion models, enabling complex tasks to be accomplished through instructions without the need for extra preprocessing steps (e.g., human pose estimation), thereby significantly simplifying the workflow of image generation.
Knowledge Transfer: Through learning in a unified format, OmniGen effectively transfers knowledge across different tasks, manages unseen tasks and domains, and exhibits novel capabilities. We also explore the model’s reasoning capabilities and potential applications of the chain-of-thought mechanism. This work represents the first attempt at a general-purpose image generation model, and there remain several unresolved issues.
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