CVNov 25, 2022Code
FFHQ-UV: Normalized Facial UV-Texture Dataset for 3D Face ReconstructionHaoran Bai, Di Kang, Haoxian Zhang et al.
We present a large-scale facial UV-texture dataset that contains over 50,000 high-quality texture UV-maps with even illuminations, neutral expressions, and cleaned facial regions, which are desired characteristics for rendering realistic 3D face models under different lighting conditions. The dataset is derived from a large-scale face image dataset namely FFHQ, with the help of our fully automatic and robust UV-texture production pipeline. Our pipeline utilizes the recent advances in StyleGAN-based facial image editing approaches to generate multi-view normalized face images from single-image inputs. An elaborated UV-texture extraction, correction, and completion procedure is then applied to produce high-quality UV-maps from the normalized face images. Compared with existing UV-texture datasets, our dataset has more diverse and higher-quality texture maps. We further train a GAN-based texture decoder as the nonlinear texture basis for parametric fitting based 3D face reconstruction. Experiments show that our method improves the reconstruction accuracy over state-of-the-art approaches, and more importantly, produces high-quality texture maps that are ready for realistic renderings. The dataset, code, and pre-trained texture decoder are publicly available at https://github.com/csbhr/FFHQ-UV.
CVMar 15, 2023Code
Skinned Motion Retargeting with Residual Perception of Motion Semantics & GeometryJiaxu Zhang, Junwu Weng, Di Kang et al.
A good motion retargeting cannot be reached without reasonable consideration of source-target differences on both the skeleton and shape geometry levels. In this work, we propose a novel Residual RETargeting network (R2ET) structure, which relies on two neural modification modules, to adjust the source motions to fit the target skeletons and shapes progressively. In particular, a skeleton-aware module is introduced to preserve the source motion semantics. A shape-aware module is designed to perceive the geometries of target characters to reduce interpenetration and contact-missing. Driven by our explored distance-based losses that explicitly model the motion semantics and geometry, these two modules can learn residual motion modifications on the source motion to generate plausible retargeted motion in a single inference without post-processing. To balance these two modifications, we further present a balancing gate to conduct linear interpolation between them. Extensive experiments on the public dataset Mixamo demonstrate that our R2ET achieves the state-of-the-art performance, and provides a good balance between the preservation of motion semantics as well as the attenuation of interpenetration and contact-missing. Code is available at https://github.com/Kebii/R2ET.
CVAug 25, 2022Code
Learning to Construct 3D Building Wireframes from 3D Line CloudsYicheng Luo, Jing Ren, Xuefei Zhe et al.
Line clouds, though under-investigated in the previous work, potentially encode more compact structural information of buildings than point clouds extracted from multi-view images. In this work, we propose the first network to process line clouds for building wireframe abstraction. The network takes a line cloud as input , i.e., a nonstructural and unordered set of 3D line segments extracted from multi-view images, and outputs a 3D wireframe of the underlying building, which consists of a sparse set of 3D junctions connected by line segments. We observe that a line patch, i.e., a group of neighboring line segments, encodes sufficient contour information to predict the existence and even the 3D position of a potential junction, as well as the likelihood of connectivity between two query junctions. We therefore introduce a two-layer Line-Patch Transformer to extract junctions and connectivities from sampled line patches to form a 3D building wireframe model. We also introduce a synthetic dataset of multi-view images with ground-truth 3D wireframe. We extensively justify that our reconstructed 3D wireframe models significantly improve upon multiple baseline building reconstruction methods. The code and data can be found at https://github.com/Luo1Cheng/LC2WF.
CVMar 14, 2022Code
CAR: Class-aware Regularizations for Semantic SegmentationYe Huang, Di Kang, Liang Chen et al.
Recent segmentation methods, such as OCR and CPNet, utilizing "class level" information in addition to pixel features, have achieved notable success for boosting the accuracy of existing network modules. However, the extracted class-level information was simply concatenated to pixel features, without explicitly being exploited for better pixel representation learning. Moreover, these approaches learn soft class centers based on coarse mask prediction, which is prone to error accumulation. In this paper, aiming to use class level information more effectively, we propose a universal Class-Aware Regularization (CAR) approach to optimize the intra-class variance and inter-class distance during feature learning, motivated by the fact that humans can recognize an object by itself no matter which other objects it appears with. Three novel loss functions are proposed. The first loss function encourages more compact class representations within each class, the second directly maximizes the distance between different class centers, and the third further pushes the distance between inter-class centers and pixels. Furthermore, the class center in our approach is directly generated from ground truth instead of from the error-prone coarse prediction. Our method can be easily applied to most existing segmentation models during training, including OCR and CPNet, and can largely improve their accuracy at no additional inference overhead. Extensive experiments and ablation studies conducted on multiple benchmark datasets demonstrate that the proposed CAR can boost the accuracy of all baseline models by up to 2.23% mIOU with superior generalization ability. The complete code is available at https://github.com/edwardyehuang/CAR.
CVJun 14, 2022
Semi-signed prioritized neural fitting for surface reconstruction from unoriented point cloudsRunsong Zhu, Di Kang, Ka-Hei Hui et al.
Reconstructing 3D geometry from \emph{unoriented} point clouds can benefit many downstream tasks. Recent shape modeling methods mostly adopt implicit neural representation to fit a signed distance field (SDF) and optimize the network by \emph{unsigned} supervision. However, these methods occasionally have difficulty in finding the coarse shape for complicated objects, especially suffering from the ``ghost'' surfaces (\ie, fake surfaces that should not exist). To guide the network quickly fit the coarse shape, we propose to utilize the signed supervision in regions that are obviously outside the object and can be easily determined, resulting in our semi-signed supervision. To better recover high-fidelity details, a novel importance sampling based on tracked region losses and a progressive positional encoding (PE) prioritize the optimization towards underfitting and complicated regions. Specifically, we voxelize and partition the object space into \emph{sign-known} and \emph{sign-uncertain} regions, in which different supervisions are applied. Besides, we adaptively adjust the sampling rate of each voxel according to the tracked reconstruction loss, so that the network can focus more on the complicated under-fitting regions. To this end, we propose our semi-signed prioritized (SSP) neural fitting, and conduct extensive experiments to demonstrate that SSP achieves state-of-the-art performance on multiple datasets including the ABC subset and various challenging data. The code will be released upon the publication.
CVJul 3, 2024Code
Free-SurGS: SfM-Free 3D Gaussian Splatting for Surgical Scene ReconstructionJiaxin Guo, Jiangliu Wang, Di Kang et al.
Real-time 3D reconstruction of surgical scenes plays a vital role in computer-assisted surgery, holding a promise to enhance surgeons' visibility. Recent advancements in 3D Gaussian Splatting (3DGS) have shown great potential for real-time novel view synthesis of general scenes, which relies on accurate poses and point clouds generated by Structure-from-Motion (SfM) for initialization. However, 3DGS with SfM fails to recover accurate camera poses and geometry in surgical scenes due to the challenges of minimal textures and photometric inconsistencies. To tackle this problem, in this paper, we propose the first SfM-free 3DGS-based method for surgical scene reconstruction by jointly optimizing the camera poses and scene representation. Based on the video continuity, the key of our method is to exploit the immediate optical flow priors to guide the projection flow derived from 3D Gaussians. Unlike most previous methods relying on photometric loss only, we formulate the pose estimation problem as minimizing the flow loss between the projection flow and optical flow. A consistency check is further introduced to filter the flow outliers by detecting the rigid and reliable points that satisfy the epipolar geometry. During 3D Gaussian optimization, we randomly sample frames to optimize the scene representations to grow the 3D Gaussian progressively. Experiments on the SCARED dataset demonstrate our superior performance over existing methods in novel view synthesis and pose estimation with high efficiency. Code is available at https://github.com/wrld/Free-SurGS.
CVFeb 2, 2023
Get3DHuman: Lifting StyleGAN-Human into a 3D Generative Model using Pixel-aligned Reconstruction PriorsZhangyang Xiong, Di Kang, Derong Jin et al.
Fast generation of high-quality 3D digital humans is important to a vast number of applications ranging from entertainment to professional concerns. Recent advances in differentiable rendering have enabled the training of 3D generative models without requiring 3D ground truths. However, the quality of the generated 3D humans still has much room to improve in terms of both fidelity and diversity. In this paper, we present Get3DHuman, a novel 3D human framework that can significantly boost the realism and diversity of the generated outcomes by only using a limited budget of 3D ground-truth data. Our key observation is that the 3D generator can profit from human-related priors learned through 2D human generators and 3D reconstructors. Specifically, we bridge the latent space of Get3DHuman with that of StyleGAN-Human via a specially-designed prior network, where the input latent code is mapped to the shape and texture feature volumes spanned by the pixel-aligned 3D reconstructor. The outcomes of the prior network are then leveraged as the supervisory signals for the main generator network. To ensure effective training, we further propose three tailored losses applied to the generated feature volumes and the intermediate feature maps. Extensive experiments demonstrate that Get3DHuman greatly outperforms the other state-of-the-art approaches and can support a wide range of applications including shape interpolation, shape re-texturing, and single-view reconstruction through latent inversion.
CVSep 4, 2024Code
UC-NeRF: Uncertainty-aware Conditional Neural Radiance Fields from Endoscopic Sparse ViewsJiaxin Guo, Jiangliu Wang, Ruofeng Wei et al.
Visualizing surgical scenes is crucial for revealing internal anatomical structures during minimally invasive procedures. Novel View Synthesis is a vital technique that offers geometry and appearance reconstruction, enhancing understanding, planning, and decision-making in surgical scenes. Despite the impressive achievements of Neural Radiance Field (NeRF), its direct application to surgical scenes produces unsatisfying results due to two challenges: endoscopic sparse views and significant photometric inconsistencies. In this paper, we propose uncertainty-aware conditional NeRF for novel view synthesis to tackle the severe shape-radiance ambiguity from sparse surgical views. The core of UC-NeRF is to incorporate the multi-view uncertainty estimation to condition the neural radiance field for modeling the severe photometric inconsistencies adaptively. Specifically, our UC-NeRF first builds a consistency learner in the form of multi-view stereo network, to establish the geometric correspondence from sparse views and generate uncertainty estimation and feature priors. In neural rendering, we design a base-adaptive NeRF network to exploit the uncertainty estimation for explicitly handling the photometric inconsistencies. Furthermore, an uncertainty-guided geometry distillation is employed to enhance geometry learning. Experiments on the SCARED and Hamlyn datasets demonstrate our superior performance in rendering appearance and geometry, consistently outperforming the current state-of-the-art approaches. Our code will be released at https://github.com/wrld/UC-NeRF.
CVMar 18, 2022
REALY: Rethinking the Evaluation of 3D Face ReconstructionZenghao Chai, Haoxian Zhang, Jing Ren et al.
The evaluation of 3D face reconstruction results typically relies on a rigid shape alignment between the estimated 3D model and the ground-truth scan. We observe that aligning two shapes with different reference points can largely affect the evaluation results. This poses difficulties for precisely diagnosing and improving a 3D face reconstruction method. In this paper, we propose a novel evaluation approach with a new benchmark REALY, consists of 100 globally aligned face scans with accurate facial keypoints, high-quality region masks, and topology-consistent meshes. Our approach performs region-wise shape alignment and leads to more accurate, bidirectional correspondences during computing the shape errors. The fine-grained, region-wise evaluation results provide us detailed understandings about the performance of state-of-the-art 3D face reconstruction methods. For example, our experiments on single-image based reconstruction methods reveal that DECA performs the best on nose regions, while GANFit performs better on cheek regions. Besides, a new and high-quality 3DMM basis, HIFI3D++, is further derived using the same procedure as we construct REALY to align and retopologize several 3D face datasets. We will release REALY, HIFI3D++, and our new evaluation pipeline at https://realy3dface.com.
CVMar 15, 2023
High-level Feature Guided Decoding for Semantic SegmentationYe Huang, Di Kang, Shenghua Gao et al.
Existing pyramid-based upsamplers (e.g. SemanticFPN), although efficient, usually produce less accurate results compared to dilation-based models when using the same backbone. This is partially caused by the contaminated high-level features since they are fused and fine-tuned with noisy low-level features on limited data. To address this issue, we propose to use powerful pre-trained high-level features as guidance (HFG) so that the upsampler can produce robust results. Specifically, \emph{only} the high-level features from the backbone are used to train the class tokens, which are then reused by the upsampler for classification, guiding the upsampler features to more discriminative backbone features. One crucial design of the HFG is to protect the high-level features from being contaminated by using proper stop-gradient operations so that the backbone does not update according to the noisy gradient from the upsampler. To push the upper limit of HFG, we introduce a context augmentation encoder (CAE) that can efficiently and effectively operate on the low-resolution high-level feature, resulting in improved representation and thus better guidance. We named our complete solution as the High-Level Features Guided Decoder (HFGD). We evaluate the proposed HFGD on three benchmarks: Pascal Context, COCOStuff164k, and Cityscapes. HFGD achieves state-of-the-art results among methods that do not use extra training data, demonstrating its effectiveness and generalization ability.
CVJan 11, 2023
CARD: Semantic Segmentation with Efficient Class-Aware Regularized DecoderYe Huang, Di Kang, Liang Chen et al.
Semantic segmentation has recently achieved notable advances by exploiting "class-level" contextual information during learning. However, these approaches simply concatenate class-level information to pixel features to boost the pixel representation learning, which cannot fully utilize intra-class and inter-class contextual information. Moreover, these approaches learn soft class centers based on coarse mask prediction, which is prone to error accumulation. To better exploit class level information, we propose a universal Class-Aware Regularization (CAR) approach to optimize the intra-class variance and inter-class distance during feature learning, motivated by the fact that humans can recognize an object by itself no matter which other objects it appears with. Moreover, we design a dedicated decoder for CAR (CARD), which consists of a novel spatial token mixer and an upsampling module, to maximize its gain for existing baselines while being highly efficient in terms of computational cost. Specifically, CAR consists of three novel loss functions. The first loss function encourages more compact class representations within each class, the second directly maximizes the distance between different class centers, and the third further pushes the distance between inter-class centers and pixels. Furthermore, the class center in our approach is directly generated from ground truth instead of from the error-prone coarse prediction. CAR can be directly applied to most existing segmentation models during training, and can largely improve their accuracy at no additional inference overhead. Extensive experiments and ablation studies conducted on multiple benchmark datasets demonstrate that the proposed CAR can boost the accuracy of all baseline models by up to 2.23% mIOU with superior generalization ability. CARD outperforms SOTA approaches on multiple benchmarks with a highly efficient architecture.
GRJan 15, 2023
Learning Audio-Driven Viseme Dynamics for 3D Face AnimationLinchao Bao, Haoxian Zhang, Yue Qian et al.
We present a novel audio-driven facial animation approach that can generate realistic lip-synchronized 3D facial animations from the input audio. Our approach learns viseme dynamics from speech videos, produces animator-friendly viseme curves, and supports multilingual speech inputs. The core of our approach is a novel parametric viseme fitting algorithm that utilizes phoneme priors to extract viseme parameters from speech videos. With the guidance of phonemes, the extracted viseme curves can better correlate with phonemes, thus more controllable and friendly to animators. To support multilingual speech inputs and generalizability to unseen voices, we take advantage of deep audio feature models pretrained on multiple languages to learn the mapping from audio to viseme curves. Our audio-to-curves mapping achieves state-of-the-art performance even when the input audio suffers from distortions of volume, pitch, speed, or noise. Lastly, a viseme scanning approach for acquiring high-fidelity viseme assets is presented for efficient speech animation production. We show that the predicted viseme curves can be applied to different viseme-rigged characters to yield various personalized animations with realistic and natural facial motions. Our approach is artist-friendly and can be easily integrated into typical animation production workflows including blendshape or bone based animation.
CVJul 11, 2023
Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head AvatarCong Wang, Di Kang, Yan-Pei Cao et al.
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial regions (e.g., mouth interior, eyes, hair/beard), resulting in unrealistic and blurry results. In this paper, we propose {\fullname} ({\name}), a method that adopts the neural point representation as well as the neural volume rendering process and discards the predefined connectivity and hard correspondence imposed by mesh-based approaches. Specifically, the neural points are strategically constrained around the surface of the target expression via a high-resolution UV displacement map, achieving increased modeling capacity and more accurate control. We introduce three technical innovations to improve the rendering and training efficiency: a patch-wise depth-guided (shading point) sampling strategy, a lightweight radiance decoding process, and a Grid-Error-Patch (GEP) ray sampling strategy during training. By design, our {\name} is better equipped to handle topologically changing regions and thin structures while also ensuring accurate expression control when animating avatars. Experiments conducted on three subjects from the Multiface dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods, especially in handling challenging facial regions.
CVJan 17, 2023
Audio2Gestures: Generating Diverse Gestures from AudioJing Li, Di Kang, Wenjie Pei et al.
People may perform diverse gestures affected by various mental and physical factors when speaking the same sentences. This inherent one-to-many relationship makes co-speech gesture generation from audio particularly challenging. Conventional CNNs/RNNs assume one-to-one mapping, and thus tend to predict the average of all possible target motions, easily resulting in plain/boring motions during inference. So we propose to explicitly model the one-to-many audio-to-motion mapping by splitting the cross-modal latent code into shared code and motion-specific code. The shared code is expected to be responsible for the motion component that is more correlated to the audio while the motion-specific code is expected to capture diverse motion information that is more independent of the audio. However, splitting the latent code into two parts poses extra training difficulties. Several crucial training losses/strategies, including relaxed motion loss, bicycle constraint, and diversity loss, are designed to better train the VAE. Experiments on both 3D and 2D motion datasets verify that our method generates more realistic and diverse motions than previous state-of-the-art methods, quantitatively and qualitatively. Besides, our formulation is compatible with discrete cosine transformation (DCT) modeling and other popular backbones (\textit{i.e.} RNN, Transformer). As for motion losses and quantitative motion evaluation, we find structured losses/metrics (\textit{e.g.} STFT) that consider temporal and/or spatial context complement the most commonly used point-wise losses (\textit{e.g.} PCK), resulting in better motion dynamics and more nuanced motion details. Finally, we demonstrate that our method can be readily used to generate motion sequences with user-specified motion clips on the timeline.
CVDec 29, 2025Code
HY-Motion 1.0: Scaling Flow Matching Models for Text-To-Motion GenerationYuxin Wen, Qing Shuai, Di Kang et al.
We present HY-Motion 1.0, a series of state-of-the-art, large-scale, motion generation models capable of generating 3D human motions from textual descriptions. HY-Motion 1.0 represents the first successful attempt to scale up Diffusion Transformer (DiT)-based flow matching models to the billion-parameter scale within the motion generation domain, delivering instruction-following capabilities that significantly outperform current open-source benchmarks. Uniquely, we introduce a comprehensive, full-stage training paradigm -- including large-scale pretraining on over 3,000 hours of motion data, high-quality fine-tuning on 400 hours of curated data, and reinforcement learning from both human feedback and reward models -- to ensure precise alignment with the text instruction and high motion quality. This framework is supported by our meticulous data processing pipeline, which performs rigorous motion cleaning and captioning. Consequently, our model achieves the most extensive coverage, spanning over 200 motion categories across 6 major classes. We release HY-Motion 1.0 to the open-source community to foster future research and accelerate the transition of 3D human motion generation models towards commercial maturity.
CVSep 26, 2023
PHRIT: Parametric Hand Representation with Implicit TemplateZhisheng Huang, Yujin Chen, Di Kang et al.
We propose PHRIT, a novel approach for parametric hand mesh modeling with an implicit template that combines the advantages of both parametric meshes and implicit representations. Our method represents deformable hand shapes using signed distance fields (SDFs) with part-based shape priors, utilizing a deformation field to execute the deformation. The model offers efficient high-fidelity hand reconstruction by deforming the canonical template at infinite resolution. Additionally, it is fully differentiable and can be easily used in hand modeling since it can be driven by the skeleton and shape latent codes. We evaluate PHRIT on multiple downstream tasks, including skeleton-driven hand reconstruction, shapes from point clouds, and single-view 3D reconstruction, demonstrating that our approach achieves realistic and immersive hand modeling with state-of-the-art performance.
CVAug 23, 2022
PIFu for the Real World: A Self-supervised Framework to Reconstruct Dressed Human from Single-view ImagesZhangyang Xiong, Dong Du, Yushuang Wu et al.
It is very challenging to accurately reconstruct sophisticated human geometry caused by various poses and garments from a single image. Recently, works based on pixel-aligned implicit function (PIFu) have made a big step and achieved state-of-the-art fidelity on image-based 3D human digitization. However, the training of PIFu relies heavily on expensive and limited 3D ground truth data (i.e. synthetic data), thus hindering its generalization to more diverse real world images. In this work, we propose an end-to-end self-supervised network named SelfPIFu to utilize abundant and diverse in-the-wild images, resulting in largely improved reconstructions when tested on unconstrained in-the-wild images. At the core of SelfPIFu is the depth-guided volume-/surface-aware signed distance fields (SDF) learning, which enables self-supervised learning of a PIFu without access to GT mesh. The whole framework consists of a normal estimator, a depth estimator, and a SDF-based PIFu and better utilizes extra depth GT during training. Extensive experiments demonstrate the effectiveness of our self-supervised framework and the superiority of using depth as input. On synthetic data, our Intersection-Over-Union (IoU) achieves to 93.5%, 18% higher compared with PIFuHD. For in-the-wild images, we conduct user studies on the reconstructed results, the selection rate of our results is over 68% compared with other state-of-the-art methods.
CVSep 27, 2022
NEURAL MARIONETTE: A Transformer-based Multi-action Human Motion Synthesis SystemWeiqiang Wang, Xuefei Zhe, Qiuhong Ke et al.
We present a neural network-based system for long-term, multi-action human motion synthesis. The system, dubbed as NEURAL MARIONETTE, can produce high-quality and meaningful motions with smooth transitions from simple user input, including a sequence of action tags with expected action duration, and optionally a hand-drawn moving trajectory if the user specifies. The core of our system is a novel Transformer-based motion generation model, namely MARIONET, which can generate diverse motions given action tags. Different from existing motion generation models, MARIONET utilizes contextual information from the past motion clip and future action tag, dedicated to generating actions that can smoothly blend historical and future actions. Specifically, MARIONET first encodes target action tag and contextual information into an action-level latent code. The code is unfolded into frame-level control signals via a time unrolling module, which could be then combined with other frame-level control signals like the target trajectory. Motion frames are then generated in an auto-regressive way. By sequentially applying MARIONET, the system NEURAL MARIONETTE can robustly generate long-term, multi-action motions with the help of two simple schemes, namely "Shadow Start" and "Action Revision". Along with the novel system, we also present a new dataset dedicated to the multi-action motion synthesis task, which contains both action tags and their contextual information. Extensive experiments are conducted to study the action accuracy, naturalism, and transition smoothness of the motions generated by our system.
CVAug 26, 2024
MagicMan: Generative Novel View Synthesis of Humans with 3D-Aware Diffusion and Iterative RefinementXu He, Xiaoyu Li, Di Kang et al.
Existing works in single-image human reconstruction suffer from weak generalizability due to insufficient training data or 3D inconsistencies for a lack of comprehensive multi-view knowledge. In this paper, we introduce MagicMan, a human-specific multi-view diffusion model designed to generate high-quality novel view images from a single reference image. As its core, we leverage a pre-trained 2D diffusion model as the generative prior for generalizability, with the parametric SMPL-X model as the 3D body prior to promote 3D awareness. To tackle the critical challenge of maintaining consistency while achieving dense multi-view generation for improved 3D human reconstruction, we first introduce hybrid multi-view attention to facilitate both efficient and thorough information interchange across different views. Additionally, we present a geometry-aware dual branch to perform concurrent generation in both RGB and normal domains, further enhancing consistency via geometry cues. Last but not least, to address ill-shaped issues arising from inaccurate SMPL-X estimation that conflicts with the reference image, we propose a novel iterative refinement strategy, which progressively optimizes SMPL-X accuracy while enhancing the quality and consistency of the generated multi-views. Extensive experimental results demonstrate that our method significantly outperforms existing approaches in both novel view synthesis and subsequent 3D human reconstruction tasks.
CVJul 14, 2024
GRAPE: Generalizable and Robust Multi-view Facial CaptureJing Li, Di Kang, Zhenyu He
Deep learning-based multi-view facial capture methods have shown impressive accuracy while being several orders of magnitude faster than a traditional mesh registration pipeline. However, the existing systems (e.g. TEMPEH) are strictly restricted to inference on the data captured by the same camera array used to capture their training data. In this study, we aim to improve the generalization ability so that a trained model can be readily used for inference (i.e. capture new data) on a different camera array. To this end, we propose a more generalizable initialization module to extract the camera array-agnostic 3D feature, including a visual hull-based head localization and a visibility-aware 3D feature aggregation module enabled by the visual hull. In addition, we propose an ``update-by-disagreement'' learning strategy to better handle data noise (e.g. inaccurate registration, scan noise) by discarding potentially inaccurate supervision signals during training. The resultant generalizable and robust topologically consistent multi-view facial capture system (GRAPE) can be readily used to capture data on a different camera array, reducing great effort on data collection and processing. Experiments on the FaMoS and FaceScape datasets demonstrate the effectiveness of the proposed method.
CVJan 31, 2024
Advances in 3D Generation: A SurveyXiaoyu Li, Qi Zhang, Di Kang et al.
Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.
CVApr 29, 2024
MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head EditingCong Wang, Di Kang, He-Yi Sun et al.
Creating high-fidelity head avatars from multi-view videos is a core issue for many AR/VR applications. However, existing methods usually struggle to obtain high-quality renderings for all different head components simultaneously since they use one single representation to model components with drastically different characteristics (e.g., skin vs. hair). In this paper, we propose a Hybrid Mesh-Gaussian Head Avatar (MeGA) that models different head components with more suitable representations. Specifically, we select an enhanced FLAME mesh as our facial representation and predict a UV displacement map to provide per-vertex offsets for improved personalized geometric details. To achieve photorealistic renderings, we obtain facial colors using deferred neural rendering and disentangle neural textures into three meaningful parts. For hair modeling, we first build a static canonical hair using 3D Gaussian Splatting. A rigid transformation and an MLP-based deformation field are further applied to handle complex dynamic expressions. Combined with our occlusion-aware blending, MeGA generates higher-fidelity renderings for the whole head and naturally supports more downstream tasks. Experiments on the NeRSemble dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods and supporting various editing functionalities, including hairstyle alteration and texture editing.
CVNov 20, 2024
DAGSM: Disentangled Avatar Generation with GS-enhanced MeshJingyu Zhuang, Di Kang, Linchao Bao et al.
Text-driven avatar generation has gained significant attention owing to its convenience. However, existing methods typically model the human body with all garments as a single 3D model, limiting its usability, such as clothing replacement, and reducing user control over the generation process. To overcome the limitations above, we propose DAGSM, a novel pipeline that generates disentangled human bodies and garments from the given text prompts. Specifically, we model each part (e.g., body, upper/lower clothes) of the clothed human as one GS-enhanced mesh (GSM), which is a traditional mesh attached with 2D Gaussians to better handle complicated textures (e.g., woolen, translucent clothes) and produce realistic cloth animations. During the generation, we first create the unclothed body, followed by a sequence of individual cloth generation based on the body, where we introduce a semantic-based algorithm to achieve better human-cloth and garment-garment separation. To improve texture quality, we propose a view-consistent texture refinement module, including a cross-view attention mechanism for texture style consistency and an incident-angle-weighted denoising (IAW-DE) strategy to update the appearance. Extensive experiments have demonstrated that DAGSM generates high-quality disentangled avatars, supports clothing replacement and realistic animation, and outperforms the baselines in visual quality.
CVAug 13, 2025
SVG-Head: Hybrid Surface-Volumetric Gaussians for High-Fidelity Head Reconstruction and Real-Time EditingHeyi Sun, Cong Wang, Tian-Xing Xu et al.
Creating high-fidelity and editable head avatars is a pivotal challenge in computer vision and graphics, boosting many AR/VR applications. While recent advancements have achieved photorealistic renderings and plausible animation, head editing, especially real-time appearance editing, remains challenging due to the implicit representation and entangled modeling of the geometry and global appearance. To address this, we propose Surface-Volumetric Gaussian Head Avatar (SVG-Head), a novel hybrid representation that explicitly models the geometry with 3D Gaussians bound on a FLAME mesh and leverages disentangled texture images to capture the global appearance. Technically, it contains two types of Gaussians, in which surface Gaussians explicitly model the appearance of head avatars using learnable texture images, facilitating real-time texture editing, while volumetric Gaussians enhance the reconstruction quality of non-Lambertian regions (e.g., lips and hair). To model the correspondence between 3D world and texture space, we provide a mesh-aware Gaussian UV mapping method, which leverages UV coordinates given by the FLAME mesh to obtain sharp texture images and real-time rendering speed. A hierarchical optimization strategy is further designed to pursue the optimal performance in both reconstruction quality and editing flexibility. Experiments on the NeRSemble dataset show that SVG-Head not only generates high-fidelity rendering results, but also is the first method to obtain explicit texture images for Gaussian head avatars and support real-time appearance editing.
CVAug 18, 2025
WIPES: Wavelet-based Visual PrimitivesWenhao Zhang, Hao Zhu, Delong Wu et al.
Pursuing a continuous visual representation that offers flexible frequency modulation and fast rendering speed has recently garnered increasing attention in the fields of 3D vision and graphics. However, existing representations often rely on frequency guidance or complex neural network decoding, leading to spectrum loss or slow rendering. To address these limitations, we propose WIPES, a universal Wavelet-based vIsual PrimitivES for representing multi-dimensional visual signals. Building on the spatial-frequency localization advantages of wavelets, WIPES effectively captures both the low-frequency "forest" and the high-frequency "trees." Additionally, we develop a wavelet-based differentiable rasterizer to achieve fast visual rendering. Experimental results on various visual tasks, including 2D image representation, 5D static and 6D dynamic novel view synthesis, demonstrate that WIPES, as a visual primitive, offers higher rendering quality and faster inference than INR-based methods, and outperforms Gaussian-based representations in rendering quality.
CVJan 26, 2024
TIP-Editor: An Accurate 3D Editor Following Both Text-Prompts And Image-PromptsJingyu Zhuang, Di Kang, Yan-Pei Cao et al.
Text-driven 3D scene editing has gained significant attention owing to its convenience and user-friendliness. However, existing methods still lack accurate control of the specified appearance and location of the editing result due to the inherent limitations of the text description. To this end, we propose a 3D scene editing framework, TIPEditor, that accepts both text and image prompts and a 3D bounding box to specify the editing region. With the image prompt, users can conveniently specify the detailed appearance/style of the target content in complement to the text description, enabling accurate control of the appearance. Specifically, TIP-Editor employs a stepwise 2D personalization strategy to better learn the representation of the existing scene and the reference image, in which a localization loss is proposed to encourage correct object placement as specified by the bounding box. Additionally, TIPEditor utilizes explicit and flexible 3D Gaussian splatting as the 3D representation to facilitate local editing while keeping the background unchanged. Extensive experiments have demonstrated that TIP-Editor conducts accurate editing following the text and image prompts in the specified bounding box region, consistently outperforming the baselines in editing quality, and the alignment to the prompts, qualitatively and quantitatively.
CVJan 24, 2022
Consistent 3D Hand Reconstruction in Video via self-supervised LearningZhigang Tu, Zhisheng Huang, Yujin Chen et al.
We present a method for reconstructing accurate and consistent 3D hands from a monocular video. We observe that detected 2D hand keypoints and the image texture provide important cues about the geometry and texture of the 3D hand, which can reduce or even eliminate the requirement on 3D hand annotation. Thus we propose ${\rm {S}^{2}HAND}$, a self-supervised 3D hand reconstruction model, that can jointly estimate pose, shape, texture, and the camera viewpoint from a single RGB input through the supervision of easily accessible 2D detected keypoints. We leverage the continuous hand motion information contained in the unlabeled video data and propose ${\rm {S}^{2}HAND(V)}$, which uses a set of weights shared ${\rm {S}^{2}HAND}$ to process each frame and exploits additional motion, texture, and shape consistency constrains to promote more accurate hand poses and more consistent shapes and textures. Experiments on benchmark datasets demonstrate that our self-supervised approach produces comparable hand reconstruction performance compared with the recent full-supervised methods in single-frame as input setup, and notably improves the reconstruction accuracy and consistency when using video training data.
CVNov 30, 2021
NeRFReN: Neural Radiance Fields with ReflectionsYuan-Chen Guo, Di Kang, Linchao Bao et al.
Neural Radiance Fields (NeRF) has achieved unprecedented view synthesis quality using coordinate-based neural scene representations. However, NeRF's view dependency can only handle simple reflections like highlights but cannot deal with complex reflections such as those from glass and mirrors. In these scenarios, NeRF models the virtual image as real geometries which leads to inaccurate depth estimation, and produces blurry renderings when the multi-view consistency is violated as the reflected objects may only be seen under some of the viewpoints. To overcome these issues, we introduce NeRFReN, which is built upon NeRF to model scenes with reflections. Specifically, we propose to split a scene into transmitted and reflected components, and model the two components with separate neural radiance fields. Considering that this decomposition is highly under-constrained, we exploit geometric priors and apply carefully-designed training strategies to achieve reasonable decomposition results. Experiments on various self-captured scenes show that our method achieves high-quality novel view synthesis and physically sound depth estimation results while enabling scene editing applications.
CVAug 15, 2021
Audio2Gestures: Generating Diverse Gestures from Speech Audio with Conditional Variational AutoencodersJing Li, Di Kang, Wenjie Pei et al.
Generating conversational gestures from speech audio is challenging due to the inherent one-to-many mapping between audio and body motions. Conventional CNNs/RNNs assume one-to-one mapping, and thus tend to predict the average of all possible target motions, resulting in plain/boring motions during inference. In order to overcome this problem, we propose a novel conditional variational autoencoder (VAE) that explicitly models one-to-many audio-to-motion mapping by splitting the cross-modal latent code into shared code and motion-specific code. The shared code mainly models the strong correlation between audio and motion (such as the synchronized audio and motion beats), while the motion-specific code captures diverse motion information independent of the audio. However, splitting the latent code into two parts poses training difficulties for the VAE model. A mapping network facilitating random sampling along with other techniques including relaxed motion loss, bicycle constraint, and diversity loss are designed to better train the VAE. Experiments on both 3D and 2D motion datasets verify that our method generates more realistic and diverse motions than state-of-the-art methods, quantitatively and qualitatively. Finally, we demonstrate that our method can be readily used to generate motion sequences with user-specified motion clips on the timeline. Code and more results are at https://jingli513.github.io/audio2gestures.
CVJun 25, 2021
Animatable Neural Radiance Fields from Monocular RGB VideosJianchuan Chen, Ying Zhang, Di Kang et al.
We present animatable neural radiance fields (animatable NeRF) for detailed human avatar creation from monocular videos. Our approach extends neural radiance fields (NeRF) to the dynamic scenes with human movements via introducing explicit pose-guided deformation while learning the scene representation network. In particular, we estimate the human pose for each frame and learn a constant canonical space for the detailed human template, which enables natural shape deformation from the observation space to the canonical space under the explicit control of the pose parameters. To compensate for inaccurate pose estimation, we introduce the pose refinement strategy that updates the initial pose during the learning process, which not only helps to learn more accurate human reconstruction but also accelerates the convergence. In experiments we show that the proposed approach achieves 1) implicit human geometry and appearance reconstruction with high-quality details, 2) photo-realistic rendering of the human from novel views, and 3) animation of the human with novel poses.
CVMar 22, 2021
Model-based 3D Hand Reconstruction via Self-Supervised LearningYujin Chen, Zhigang Tu, Di Kang et al.
Reconstructing a 3D hand from a single-view RGB image is challenging due to various hand configurations and depth ambiguity. To reliably reconstruct a 3D hand from a monocular image, most state-of-the-art methods heavily rely on 3D annotations at the training stage, but obtaining 3D annotations is expensive. To alleviate reliance on labeled training data, we propose S2HAND, a self-supervised 3D hand reconstruction network that can jointly estimate pose, shape, texture, and the camera viewpoint. Specifically, we obtain geometric cues from the input image through easily accessible 2D detected keypoints. To learn an accurate hand reconstruction model from these noisy geometric cues, we utilize the consistency between 2D and 3D representations and propose a set of novel losses to rationalize outputs of the neural network. For the first time, we demonstrate the feasibility of training an accurate 3D hand reconstruction network without relying on manual annotations. Our experiments show that the proposed method achieves comparable performance with recent fully-supervised methods while using fewer supervision data.
CVJan 19, 2021
Channelized Axial Attention for Semantic Segmentation -- Considering Channel Relation within Spatial Attention for Semantic SegmentationYe Huang, Di Kang, Wenjing Jia et al.
Spatial and channel attentions, modelling the semantic interdependencies in spatial and channel dimensions respectively, have recently been widely used for semantic segmentation. However, computing spatial and channel attentions separately sometimes causes errors, especially for those difficult cases. In this paper, we propose Channelized Axial Attention (CAA) to seamlessly integrate channel attention and spatial attention into a single operation with negligible computation overhead. Specifically, we break down the dot-product operation of the spatial attention into two parts and insert channel relation in between, allowing for independently optimized channel attention on each spatial location. We further develop grouped vectorization, which allows our model to run with very little memory consumption without slowing down the running speed. Comparative experiments conducted on multiple benchmark datasets, including Cityscapes, PASCAL Context, and COCO-Stuff, demonstrate that our CAA outperforms many state-of-the-art segmentation models (including dual attention) on all tested datasets.
CVOct 12, 2020
High-Fidelity 3D Digital Human Head Creation from RGB-D SelfiesLinchao Bao, Xiangkai Lin, Yajing Chen et al.
We present a fully automatic system that can produce high-fidelity, photo-realistic 3D digital human heads with a consumer RGB-D selfie camera. The system only needs the user to take a short selfie RGB-D video while rotating his/her head, and can produce a high quality head reconstruction in less than 30 seconds. Our main contribution is a new facial geometry modeling and reflectance synthesis procedure that significantly improves the state-of-the-art. Specifically, given the input video a two-stage frame selection procedure is first employed to select a few high-quality frames for reconstruction. Then a differentiable renderer based 3D Morphable Model (3DMM) fitting algorithm is applied to recover facial geometries from multiview RGB-D data, which takes advantages of a powerful 3DMM basis constructed with extensive data generation and perturbation. Our 3DMM has much larger expressive capacities than conventional 3DMM, allowing us to recover more accurate facial geometry using merely linear basis. For reflectance synthesis, we present a hybrid approach that combines parametric fitting and CNNs to synthesize high-resolution albedo/normal maps with realistic hair/pore/wrinkle details. Results show that our system can produce faithful 3D digital human faces with extremely realistic details. The main code and the newly constructed 3DMM basis is publicly available.
CVJun 28, 2020
Joint Hand-object 3D Reconstruction from a Single Image with Cross-branch Feature FusionYujin Chen, Zhigang Tu, Di Kang et al.
Accurate 3D reconstruction of the hand and object shape from a hand-object image is important for understanding human-object interaction as well as human daily activities. Different from bare hand pose estimation, hand-object interaction poses a strong constraint on both the hand and its manipulated object, which suggests that hand configuration may be crucial contextual information for the object, and vice versa. However, current approaches address this task by training a two-branch network to reconstruct the hand and object separately with little communication between the two branches. In this work, we propose to consider hand and object jointly in feature space and explore the reciprocity of the two branches. We extensively investigate cross-branch feature fusion architectures with MLP or LSTM units. Among the investigated architectures, a variant with LSTM units that enhances object feature with hand feature shows the best performance gain. Moreover, we employ an auxiliary depth estimation module to augment the input RGB image with the estimated depth map, which further improves the reconstruction accuracy. Experiments conducted on public datasets demonstrate that our approach significantly outperforms existing approaches in terms of the reconstruction accuracy of objects.
CVMay 16, 2018
Crowd Counting by Adaptively Fusing Predictions from an Image PyramidDi Kang, Antoni Chan
Because of the powerful learning capability of deep neural networks, counting performance via density map estimation has improved significantly during the past several years. However, it is still very challenging due to severe occlusion, large scale variations, and perspective distortion. Scale variations (from image to image) coupled with perspective distortion (within one image) result in huge scale changes of the object size. Earlier methods based on convolutional neural networks (CNN) typically did not handle this scale variation explicitly, until Hydra-CNN and MCNN. MCNN uses three columns, each with different filter sizes, to extract features at different scales. In this paper, in contrast to using filters of different sizes, we utilize an image pyramid to deal with scale variations. It is more effective and efficient to resize the input fed into the network, as compared to using larger filter sizes. Secondly, we adaptively fuse the predictions from different scales (using adaptively changing per-pixel weights), which makes our method adapt to scale changes within an image. The adaptive fusing is achieved by generating an across-scale attention map, which softly selects a suitable scale for each pixel, followed by a 1x1 convolution. Extensive experiments on three popular datasets show very compelling results.
CVMay 29, 2017
Beyond Counting: Comparisons of Density Maps for Crowd Analysis Tasks - Counting, Detection, and TrackingDi Kang, Zheng Ma, Antoni B. Chan
For crowded scenes, the accuracy of object-based computer vision methods declines when the images are low-resolution and objects have severe occlusions. Taking counting methods for example, almost all the recent state-of-the-art counting methods bypass explicit detection and adopt regression-based methods to directly count the objects of interest. Among regression-based methods, density map estimation, where the number of objects inside a subregion is the integral of the density map over that subregion, is especially promising because it preserves spatial information, which makes it useful for both counting and localization (detection and tracking). With the power of deep convolutional neural networks (CNNs) the counting performance has improved steadily. The goal of this paper is to evaluate density maps generated by density estimation methods on a variety of crowd analysis tasks, including counting, detection, and tracking. Most existing CNN methods produce density maps with resolution that is smaller than the original images, due to the downsample strides in the convolution/pooling operations. To produce an original-resolution density map, we also evaluate a classical CNN that uses a sliding window regressor to predict the density for every pixel in the image. We also consider a fully convolutional (FCNN) adaptation, with skip connections from lower convolutional layers to compensate for loss in spatial information during upsampling. In our experiments, we found that the lower-resolution density maps sometimes have better counting performance. In contrast, the original-resolution density maps improved localization tasks, such as detection and tracking, compared to bilinear upsampling the lower-resolution density maps. Finally, we also propose several metrics for measuring the quality of a density map, and relate them to experiment results on counting and localization.
CVNov 21, 2016
Crowd Counting by Adapting Convolutional Neural Networks with Side InformationDi Kang, Debarun Dhar, Antoni B. Chan
Computer vision tasks often have side information available that is helpful to solve the task. For example, for crowd counting, the camera perspective (e.g., camera angle and height) gives a clue about the appearance and scale of people in the scene. While side information has been shown to be useful for counting systems using traditional hand-crafted features, it has not been fully utilized in counting systems based on deep learning. In order to incorporate the available side information, we propose an adaptive convolutional neural network (ACNN), where the convolutional filter weights adapt to the current scene context via the side information. In particular, we model the filter weights as a low-dimensional manifold, parametrized by the side information, within the high-dimensional space of filter weights. With the help of side information and adaptive weights, the ACNN can disentangle the variations related to the side information, and extract discriminative features related to the current context. Since existing crowd counting datasets do not contain ground-truth side information, we collect a new dataset with the ground-truth camera angle and height as the side information. On experiments in crowd counting, the ACNN improves counting accuracy compared to a plain CNN with a similar number of parameters. We also apply ACNN to image deconvolution to show its potential effectiveness on other computer vision applications.