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Click to Move: Controlling Video Generation with Sparse Motion

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 Added by Marco De Nadai
 Publication date 2021
and research's language is English




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This paper introduces Click to Move (C2M), a novel framework for video generation where the user can control the motion of the synthesized video through mouse clicks specifying simple object trajectories of the key objects in the scene. Our model receives as input an initial frame, its corresponding segmentation map and the sparse motion vectors encoding the input provided by the user. It outputs a plausible video sequence starting from the given frame and with a motion that is consistent with user input. Notably, our proposed deep architecture incorporates a Graph Convolution Network (GCN) modelling the movements of all the objects in the scene in a holistic manner and effectively combining the sparse user motion information and image features. Experimental results show that C2M outperforms existing methods on two publicly available datasets, thus demonstrating the effectiveness of our GCN framework at modelling object interactions. The source code is publicly available at https://github.com/PierfrancescoArdino/C2M.



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340 - Peidong Liu , Zibin He , Xiyu Yan 2021
Compared with tedious per-pixel mask annotating, it is much easier to annotate data by clicks, which costs only several seconds for an image. However, applying clicks to learn video semantic segmentation model has not been explored before. In this work, we propose an effective weakly-supervised video semantic segmentation pipeline with click annotations, called WeClick, for saving laborious annotating effort by segmenting an instance of the semantic class with only a single click. Since detailed semantic information is not captured by clicks, directly training with click labels leads to poor segmentation predictions. To mitigate this problem, we design a novel memory flow knowledge distillation strategy to exploit temporal information (named memory flow) in abundant unlabeled video frames, by distilling the neighboring predictions to the target frame via estimated motion. Moreover, we adopt vanilla knowledge distillation for model compression. In this case, WeClick learns compact video semantic segmentation models with the low-cost click annotations during the training phase yet achieves real-time and accurate models during the inference period. Experimental results on Cityscapes and Camvid show that WeClick outperforms the state-of-the-art methods, increases performance by 10.24% mIoU than baseline, and achieves real-time execution.
Annotating videos with object segmentation masks typically involves a two stage procedure of drawing polygons per object instance for all the frames and then linking them through time. While simple, this is a very tedious, time consuming and expensive process, making the creation of accurate annotations at scale only possible for well-funded labs. What if we were able to segment an object in the full video with only a single click? This will enable video segmentation at scale with a very low budget opening the door to many applications. Towards this goal, in this paper we propose a bottom up approach where given a single click for each object in a video, we obtain the segmentation masks of these objects in the full video. In particular, we construct a correlation volume that assigns each pixel in a target frame to either one of the objects in the reference frame or the background. We then refine this correlation volume via a recurrent attention module and decode the final segmentation. To evaluate the performance, we label the popular and challenging Cityscapes dataset with video object segmentations. Results on this new CityscapesVideo dataset show that our approach outperforms all the baselines in this challenging setting.
This paper introduces the unsupervised learning problem of playable video generation (PVG). In PVG, we aim at allowing a user to control the generated video by selecting a discrete action at every time step as when playing a video game. The difficulty of the task lies both in learning semantically consistent actions and in generating realistic videos conditioned on the user input. We propose a novel framework for PVG that is trained in a self-supervised manner on a large dataset of unlabelled videos. We employ an encoder-decoder architecture where the predicted action labels act as bottleneck. The network is constrained to learn a rich action space using, as main driving loss, a reconstruction loss on the generated video. We demonstrate the effectiveness of the proposed approach on several datasets with wide environment variety. Further details, code and examples are available on our project page willi-menapace.github.io/playable-video-generation-website.
Video generation is an inherently challenging task, as it requires modeling realistic temporal dynamics as well as spatial content. Existing methods entangle the two intrinsically different tasks of motion and content creation in a single generator network, but this approach struggles to simultaneously generate plausible motion and content. To im-prove motion modeling in video generation tasks, we propose a two-stream model that disentangles motion generation from content generation, called a Two-Stream Variational Adversarial Network (TwoStreamVAN). Given an action label and a noise vector, our model is able to create clear and consistent motion, and thus yields photorealistic videos. The key idea is to progressively generate and fuse multi-scale motion with its corresponding spatial content. Our model significantly outperforms existing methods on the standard Weizmann Human Action, MUG Facial Expression, and VoxCeleb datasets, as well as our new dataset of diverse human actions with challenging and complex motion. Our code is available at https://github.com/sunxm2357/TwoStreamVAN/.
Creating realistic human videos entails the challenge of being able to simultaneously generate both appearance, as well as motion. To tackle this challenge, we introduce G$^{3}$AN, a novel spatio-temporal generative model, which seeks to capture the distribution of high dimensional video data and to model appearance and motion in disentangled manner. The latter is achieved by decomposing appearance and motion in a three-stream Generator, where the main stream aims to model spatio-temporal consistency, whereas the two auxiliary streams augment the main stream with multi-scale appearance and motion features, respectively. An extensive quantitative and qualitative analysis shows that our model systematically and significantly outperforms state-of-the-art methods on the facial expression datasets MUG and UvA-NEMO, as well as the Weizmann and UCF101 datasets on human action. Additional analysis on the learned latent representations confirms the successful decomposition of appearance and motion. Source code and pre-trained models are publicly available.

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