Search arXivSearch

arXiv · 2309.10556

Forgedit: Text Guided Image Editing via Learning and Forgetting

Abstract

Text-guided image editing on real or synthetic images, given only the original image itself and the target text prompt as inputs, is a very general and challenging task. It requires an editing model to estimate by itself which part of the image should be edited, and then perform either rigid or non-rigid editing while preserving the characteristics of original image. In this paper, we design a novel text-guided image editing method, named as Forgedit. First, we propose a vision-language joint optimization framework capable of reconstructing the original image in 30 seconds, much faster than previous SOTA and much less overfitting. Then we propose a novel vector projection mechanism in text embedding space of Diffusion Models, which is capable to control the identity similarity and editing strength seperately. Finally, we discovered a general property of UNet in Diffusion Models, i.e., Unet encoder learns space and structure, Unet decoder learns appearance and identity. With such a property, we design forgetting mechanisms to successfully tackle the fatal and inevitable overfitting issues when fine-tuning Diffusion Models on one image, thus significantly boosting the editing capability of Diffusion Models. Our method, Forgedit, built on Stable Diffusion, achieves new state-of-the-art results on the challenging text-guided image editing benchmark: TEdBench, surpassing the previous SOTA methods such as Imagic with Imagen, in terms of both CLIP score and LPIPS score. Codes are available at https://github.com/witcherofresearch/Forgedit

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Shiwen Zhang, Shuai Xiao, Weilin Huang. 2024-03-17. Forgedit: Text Guided Image Editing via Learning and Forgetting. https://arxiv.org/abs/2309.10556

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Lifelong Learning of Video Diffusion Models From a Single Video Stream

Video diffusion models can enable embodied agents to anticipate plausible futures from the recent past, but they are typically trained offline on curated datasets--a mismatch with the agents' learning setup at deployment: online, from a single video stream that sequentially outputs one frame at a time. We bridge this training gap and demonstrate that training autoregressive video diffusion models from such a stream, resembling the experience of embodied agents, is not only possible but can also perform comparably to standard offline training given the same number of gradient steps. We find that this robustness to video stream autocorrelation and nonstationarity can be achieved using experience replay methods that retain a subset of the video stream. To support training and evaluation in this setting, we introduce five new datasets for streaming lifelong generative video modeling: Lifelong Bouncing Balls (O), Lifelong Bouncing Balls (C), Lifelong 3D Maze, Lifelong Drive, and Lifelong PLAICraft, each consisting of one million consecutive frames from environments of increasing complexity. Together, our datasets and experiments lay the groundwork for video generative models and world models that continuously learn from single-sensor video streams rather than fixed datasets.

cs.CV

Bayesian Fusion of Active Contour Models and ConvNet Priors for Standing Dead Tree Segmentation

Instance segmentation is a core computer vision task with great practical significance. Recent advances, driven by large-scale benchmark datasets, have yielded good general-purpose Convolutional Neural Network (CNN)-based methods. Natural Resource Monitoring (NRM) utilizes remote sensing imagery with generally known scale and containing multiple overlapping instances of the same class, wherein the object contours are jagged and highly irregular. This is in stark contrast with the regular man-made objects found in classic benchmark datasets. We address this problem and propose a novel instance segmentation method geared towards NRM imagery. We formulate the problem as Bayesian maximum a posteriori inference which, in learning the individual object contours, incorporates shape, location, and position priors from state-of-the-art CNN architectures, driving a simultaneous level-set evolution of multiple object contours. We employ loose coupling between the CNNs that supply the priors and the active contour process, allowing a drop-in replacement of new network architectures. Moreover, we introduce a novel prior for contour shape, namely, a class of Deep Shape Models based on architectures from Generative Adversarial Networks (GANs). These Deep Shape Models are in essence a non-linear generalization of the classic Eigenshape formulation. In experiments, we tackle the challenging, real-world problem of segmenting individual dead tree crowns and delineating precise contours. We compare our method to two leading general-purpose instance segmentation methods - Mask R-CNN and K-net - on color infrared aerial imagery. Results show our approach to significantly outperform both methods in terms of reconstruction quality of tree crown contours. Furthermore, use of the GAN-based deep shape model prior yields significant improvement of all results over the vanilla Eigenshape prior.

cs.CV

Sonicmesh: Enhancing 3D Human Mesh Reconstruction in Vision-Impaired Environments With Acoustic Signals

3D human mesh reconstruction (HMR) from RGB images often degrades under poor illumination, occlusion, and non-line-of-sight conditions. Acoustic sensing provides complementary spatial cues but suffers from low spatial resolution. We propose SonicMesh, which, to the best of our knowledge, is the first acoustic--visual framework for robust 3D human mesh reconstruction. SonicMesh first converts ultrasonic echoes into range--azimuth acoustic images through an Inverse Synthetic Aperture Radar (ISAR)-based imaging process. It then introduces a cross-dimensional anatomical registration module that maps modality-specific 2D joint features into a common canonical 3D human space. The registered anatomical representations are further integrated with acoustic and visual features through a two-stage fusion network for final mesh reconstruction. Experiments demonstrate that SonicMesh achieves accurate and robust 3D human reconstruction across normal, poor-light, occluded, and non-line-of-sight environments, consistently outperforming existing RGB-, radio-frequency (RF)-, and mmWave-based approaches under challenging sensing conditions.

cs.CV