CVMar 27, 2023Code
Towards Artistic Image Aesthetics Assessment: a Large-scale Dataset and a New MethodRan Yi, Haoyuan Tian, Zhihao Gu et al.
Image aesthetics assessment (IAA) is a challenging task due to its highly subjective nature. Most of the current studies rely on large-scale datasets (e.g., AVA and AADB) to learn a general model for all kinds of photography images. However, little light has been shed on measuring the aesthetic quality of artistic images, and the existing datasets only contain relatively few artworks. Such a defect is a great obstacle to the aesthetic assessment of artistic images. To fill the gap in the field of artistic image aesthetics assessment (AIAA), we first introduce a large-scale AIAA dataset: Boldbrush Artistic Image Dataset (BAID), which consists of 60,337 artistic images covering various art forms, with more than 360,000 votes from online users. We then propose a new method, SAAN (Style-specific Art Assessment Network), which can effectively extract and utilize style-specific and generic aesthetic information to evaluate artistic images. Experiments demonstrate that our proposed approach outperforms existing IAA methods on the proposed BAID dataset according to quantitative comparisons. We believe the proposed dataset and method can serve as a foundation for future AIAA works and inspire more research in this field. Dataset and code are available at: https://github.com/Dreemurr-T/BAID.git
GRMay 10, 2022
NeRF-Editing: Geometry Editing of Neural Radiance FieldsYu-Jie Yuan, Yang-Tian Sun, Yu-Kun Lai et al.
Implicit neural rendering, especially Neural Radiance Field (NeRF), has shown great potential in novel view synthesis of a scene. However, current NeRF-based methods cannot enable users to perform user-controlled shape deformation in the scene. While existing works have proposed some approaches to modify the radiance field according to the user's constraints, the modification is limited to color editing or object translation and rotation. In this paper, we propose a method that allows users to perform controllable shape deformation on the implicit representation of the scene, and synthesizes the novel view images of the edited scene without re-training the network. Specifically, we establish a correspondence between the extracted explicit mesh representation and the implicit neural representation of the target scene. Users can first utilize well-developed mesh-based deformation methods to deform the mesh representation of the scene. Our method then utilizes user edits from the mesh representation to bend the camera rays by introducing a tetrahedra mesh as a proxy, obtaining the rendering results of the edited scene. Extensive experiments demonstrate that our framework can achieve ideal editing results not only on synthetic data, but also on real scenes captured by users.
GRMay 24, 2022
StylizedNeRF: Consistent 3D Scene Stylization as Stylized NeRF via 2D-3D Mutual LearningYi-Hua Huang, Yue He, Yu-Jie Yuan et al.
3D scene stylization aims at generating stylized images of the scene from arbitrary novel views following a given set of style examples, while ensuring consistency when rendered from different views. Directly applying methods for image or video stylization to 3D scenes cannot achieve such consistency. Thanks to recently proposed neural radiance fields (NeRF), we are able to represent a 3D scene in a consistent way. Consistent 3D scene stylization can be effectively achieved by stylizing the corresponding NeRF. However, there is a significant domain gap between style examples which are 2D images and NeRF which is an implicit volumetric representation. To address this problem, we propose a novel mutual learning framework for 3D scene stylization that combines a 2D image stylization network and NeRF to fuse the stylization ability of 2D stylization network with the 3D consistency of NeRF. We first pre-train a standard NeRF of the 3D scene to be stylized and replace its color prediction module with a style network to obtain a stylized NeRF. It is followed by distilling the prior knowledge of spatial consistency from NeRF to the 2D stylization network through an introduced consistency loss. We also introduce a mimic loss to supervise the mutual learning of the NeRF style module and fine-tune the 2D stylization decoder. In order to further make our model handle ambiguities of 2D stylization results, we introduce learnable latent codes that obey the probability distributions conditioned on the style. They are attached to training samples as conditional inputs to better learn the style module in our novel stylized NeRF. Experimental results demonstrate that our method is superior to existing approaches in both visual quality and long-range consistency.
GRFeb 16, 2023
SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained GeometryLin Gao, Jia-Mu Sun, Kaichun Mo et al.
3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.
CVJun 5, 2022
FOF: Learning Fourier Occupancy Field for Monocular Real-time Human ReconstructionQiao Feng, Yebin Liu, Yu-Kun Lai et al.
The advent of deep learning has led to significant progress in monocular human reconstruction. However, existing representations, such as parametric models, voxel grids, meshes and implicit neural representations, have difficulties achieving high-quality results and real-time speed at the same time. In this paper, we propose Fourier Occupancy Field (FOF), a novel powerful, efficient and flexible 3D representation, for monocular real-time and accurate human reconstruction. The FOF represents a 3D object with a 2D field orthogonal to the view direction where at each 2D position the occupancy field of the object along the view direction is compactly represented with the first few terms of Fourier series, which retains the topology and neighborhood relation in the 2D domain. A FOF can be stored as a multi-channel image, which is compatible with 2D convolutional neural networks and can bridge the gap between 3D geometries and 2D images. The FOF is very flexible and extensible, e.g., parametric models can be easily integrated into a FOF as a prior to generate more robust results. Based on FOF, we design the first 30+FPS high-fidelity real-time monocular human reconstruction framework. We demonstrate the potential of FOF on both public dataset and real captured data. The code will be released for research purposes.
CVJul 4, 2023
Generating Animatable 3D Cartoon Faces from Single PortraitsChuanyu Pan, Guowei Yang, Taijiang Mu et al.
With the booming of virtual reality (VR) technology, there is a growing need for customized 3D avatars. However, traditional methods for 3D avatar modeling are either time-consuming or fail to retain similarity to the person being modeled. We present a novel framework to generate animatable 3D cartoon faces from a single portrait image. We first transfer an input real-world portrait to a stylized cartoon image with a StyleGAN. Then we propose a two-stage reconstruction method to recover the 3D cartoon face with detailed texture, which first makes a coarse estimation based on template models, and then refines the model by non-rigid deformation under landmark supervision. Finally, we propose a semantic preserving face rigging method based on manually created templates and deformation transfer. Compared with prior arts, qualitative and quantitative results show that our method achieves better accuracy, aesthetics, and similarity criteria. Furthermore, we demonstrate the capability of real-time facial animation of our 3D model.
CVSep 8, 2023
Towards Practical Capture of High-Fidelity Relightable AvatarsHaotian Yang, Mingwu Zheng, Wanquan Feng et al.
In this paper, we propose a novel framework, Tracking-free Relightable Avatar (TRAvatar), for capturing and reconstructing high-fidelity 3D avatars. Compared to previous methods, TRAvatar works in a more practical and efficient setting. Specifically, TRAvatar is trained with dynamic image sequences captured in a Light Stage under varying lighting conditions, enabling realistic relighting and real-time animation for avatars in diverse scenes. Additionally, TRAvatar allows for tracking-free avatar capture and obviates the need for accurate surface tracking under varying illumination conditions. Our contributions are two-fold: First, we propose a novel network architecture that explicitly builds on and ensures the satisfaction of the linear nature of lighting. Trained on simple group light captures, TRAvatar can predict the appearance in real-time with a single forward pass, achieving high-quality relighting effects under illuminations of arbitrary environment maps. Second, we jointly optimize the facial geometry and relightable appearance from scratch based on image sequences, where the tracking is implicitly learned. This tracking-free approach brings robustness for establishing temporal correspondences between frames under different lighting conditions. Extensive qualitative and quantitative experiments demonstrate that our framework achieves superior performance for photorealistic avatar animation and relighting.
CVOct 13, 2023Code
Feature Proliferation -- the "Cancer" in StyleGAN and its TreatmentsShuang Song, Yuanbang Liang, Jing Wu et al.
Despite the success of StyleGAN in image synthesis, the images it synthesizes are not always perfect and the well-known truncation trick has become a standard post-processing technique for StyleGAN to synthesize high-quality images. Although effective, it has long been noted that the truncation trick tends to reduce the diversity of synthesized images and unnecessarily sacrifices many distinct image features. To address this issue, in this paper, we first delve into the StyleGAN image synthesis mechanism and discover an important phenomenon, namely Feature Proliferation, which demonstrates how specific features reproduce with forward propagation. Then, we show how the occurrence of Feature Proliferation results in StyleGAN image artifacts. As an analogy, we refer to it as the" cancer" in StyleGAN from its proliferating and malignant nature. Finally, we propose a novel feature rescaling method that identifies and modulates risky features to mitigate feature proliferation. Thanks to our discovery of Feature Proliferation, the proposed feature rescaling method is less destructive and retains more useful image features than the truncation trick, as it is more fine-grained and works in a lower-level feature space rather than a high-level latent space. Experimental results justify the validity of our claims and the effectiveness of the proposed feature rescaling method. Our code is available at https://github. com/songc42/Feature-proliferation.
CVMar 25, 2022
Playing Lottery Tickets in Style Transfer ModelsMeihao Kong, Jing Huo, Wenbin Li et al.
Style transfer has achieved great success and attracted a wide range of attention from both academic and industrial communities due to its flexible application scenarios. However, the dependence on a pretty large VGG-based autoencoder leads to existing style transfer models having high parameter complexities, which limits their applications on resource-constrained devices. Compared with many other tasks, the compression of style transfer models has been less explored. Recently, the lottery ticket hypothesis (LTH) has shown great potential in finding extremely sparse matching subnetworks which can achieve on par or even better performance than the original full networks when trained in isolation. In this work, we for the first time perform an empirical study to verify whether such trainable matching subnetworks also exist in style transfer models. Specifically, we take two most popular style transfer models, i.e., AdaIN and SANet, as the main testbeds, which represent global and local transformation based style transfer methods respectively. We carry out extensive experiments and comprehensive analysis, and draw the following conclusions. (1) Compared with fixing the VGG encoder, style transfer models can benefit more from training the whole network together. (2) Using iterative magnitude pruning, we find the matching subnetworks at 89.2% sparsity in AdaIN and 73.7% sparsity in SANet, which demonstrates that style transfer models can play lottery tickets too. (3) The feature transformation module should also be pruned to obtain a much sparser model without affecting the existence and quality of the matching subnetworks. (4) Besides AdaIN and SANet, other models such as LST, MANet, AdaAttN and MCCNet can also play lottery tickets, which shows that LTH can be generalized to various style transfer models.
CVNov 12, 2022
CXTrack: Improving 3D Point Cloud Tracking with Contextual InformationTian-Xing Xu, Yuan-Chen Guo, Yu-Kun Lai et al.
3D single object tracking plays an essential role in many applications, such as autonomous driving. It remains a challenging problem due to the large appearance variation and the sparsity of points caused by occlusion and limited sensor capabilities. Therefore, contextual information across two consecutive frames is crucial for effective object tracking. However, points containing such useful information are often overlooked and cropped out in existing methods, leading to insufficient use of important contextual knowledge. To address this issue, we propose CXTrack, a novel transformer-based network for 3D object tracking, which exploits ConteXtual information to improve the tracking results. Specifically, we design a target-centric transformer network that directly takes point features from two consecutive frames and the previous bounding box as input to explore contextual information and implicitly propagate target cues. To achieve accurate localization for objects of all sizes, we propose a transformer-based localization head with a novel center embedding module to distinguish the target from distractors. Extensive experiments on three large-scale datasets, KITTI, nuScenes and Waymo Open Dataset, show that CXTrack achieves state-of-the-art tracking performance while running at 34 FPS.
CVMay 16, 2022
BBDM: Image-to-image Translation with Brownian Bridge Diffusion ModelsBo Li, Kaitao Xue, Bin Liu et al.
Image-to-image translation is an important and challenging problem in computer vision and image processing. Diffusion models (DM) have shown great potentials for high-quality image synthesis, and have gained competitive performance on the task of image-to-image translation. However, most of the existing diffusion models treat image-to-image translation as conditional generation processes, and suffer heavily from the gap between distinct domains. In this paper, a novel image-to-image translation method based on the Brownian Bridge Diffusion Model (BBDM) is proposed, which models image-to-image translation as a stochastic Brownian bridge process, and learns the translation between two domains directly through the bidirectional diffusion process rather than a conditional generation process. To the best of our knowledge, it is the first work that proposes Brownian Bridge diffusion process for image-to-image translation. Experimental results on various benchmarks demonstrate that the proposed BBDM model achieves competitive performance through both visual inspection and measurable metrics.
ROMar 9, 2023
Recent Advances of Deep Robotic Affordance Learning: A Reinforcement Learning PerspectiveXintong Yang, Ze Ji, Jing Wu et al.
As a popular concept proposed in the field of psychology, affordance has been regarded as one of the important abilities that enable humans to understand and interact with the environment. Briefly, it captures the possibilities and effects of the actions of an agent applied to a specific object or, more generally, a part of the environment. This paper provides a short review of the recent developments of deep robotic affordance learning (DRAL), which aims to develop data-driven methods that use the concept of affordance to aid in robotic tasks. We first classify these papers from a reinforcement learning (RL) perspective, and draw connections between RL and affordances. The technical details of each category are discussed and their limitations identified. We further summarise them and identify future challenges from the aspects of observations, actions, affordance representation, data-collection and real-world deployment. A final remark is given at the end to propose a promising future direction of the RL-based affordance definition to include the predictions of arbitrary action consequences.
CVMar 9, 2023
MBPTrack: Improving 3D Point Cloud Tracking with Memory Networks and Box PriorsTian-Xing Xu, Yuan-Chen Guo, Yu-Kun Lai et al.
3D single object tracking has been a crucial problem for decades with numerous applications such as autonomous driving. Despite its wide-ranging use, this task remains challenging due to the significant appearance variation caused by occlusion and size differences among tracked targets. To address these issues, we present MBPTrack, which adopts a Memory mechanism to utilize past information and formulates localization in a coarse-to-fine scheme using Box Priors given in the first frame. Specifically, past frames with targetness masks serve as an external memory, and a transformer-based module propagates tracked target cues from the memory to the current frame. To precisely localize objects of all sizes, MBPTrack first predicts the target center via Hough voting. By leveraging box priors given in the first frame, we adaptively sample reference points around the target center that roughly cover the target of different sizes. Then, we obtain dense feature maps by aggregating point features into the reference points, where localization can be performed more effectively. Extensive experiments demonstrate that MBPTrack achieves state-of-the-art performance on KITTI, nuScenes and Waymo Open Dataset, while running at 50 FPS on a single RTX3090 GPU.
CVAug 21, 2024
HumanCoser: Layered 3D Human Generation via Semantic-Aware Diffusion ModelYi Wang, Jian Ma, Ruizhi Shao et al.
This paper aims to generate physically-layered 3D humans from text prompts. Existing methods either generate 3D clothed humans as a whole or support only tight and simple clothing generation, which limits their applications to virtual try-on and part-level editing. To achieve physically-layered 3D human generation with reusable and complex clothing, we propose a novel layer-wise dressed human representation based on a physically-decoupled diffusion model. Specifically, to achieve layer-wise clothing generation, we propose a dual-representation decoupling framework for generating clothing decoupled from the human body, in conjunction with an innovative multi-layer fusion volume rendering method. To match the clothing with different body shapes, we propose an SMPL-driven implicit field deformation network that enables the free transfer and reuse of clothing. Extensive experiments demonstrate that our approach not only achieves state-of-the-art layered 3D human generation with complex clothing but also supports virtual try-on and layered human animation.
ROJul 19, 2022
Abstract Demonstrations and Adaptive Exploration for Efficient and Stable Multi-step Sparse Reward Reinforcement LearningXintong Yang, Ze Ji, Jing Wu et al.
Although Deep Reinforcement Learning (DRL) has been popular in many disciplines including robotics, state-of-the-art DRL algorithms still struggle to learn long-horizon, multi-step and sparse reward tasks, such as stacking several blocks given only a task-completion reward signal. To improve learning efficiency for such tasks, this paper proposes a DRL exploration technique, termed A^2, which integrates two components inspired by human experiences: Abstract demonstrations and Adaptive exploration. A^2 starts by decomposing a complex task into subtasks, and then provides the correct orders of subtasks to learn. During training, the agent explores the environment adaptively, acting more deterministically for well-mastered subtasks and more stochastically for ill-learnt subtasks. Ablation and comparative experiments are conducted on several grid-world tasks and three robotic manipulation tasks. We demonstrate that A^2 can aid popular DRL algorithms (DQN, DDPG, and SAC) to learn more efficiently and stably in these environments.
CVJun 13, 2022
Exploring and Exploiting Hubness Priors for High-Quality GAN Latent SamplingYuanbang Liang, Jing Wu, Yu-Kun Lai et al.
Despite the extensive studies on Generative Adversarial Networks (GANs), how to reliably sample high-quality images from their latent spaces remains an under-explored topic. In this paper, we propose a novel GAN latent sampling method by exploring and exploiting the hubness priors of GAN latent distributions. Our key insight is that the high dimensionality of the GAN latent space will inevitably lead to the emergence of hub latents that usually have much larger sampling densities than other latents in the latent space. As a result, these hub latents are better trained and thus contribute more to the synthesis of high-quality images. Unlike the a posterior "cherry-picking", our method is highly efficient as it is an a priori method that identifies high-quality latents before the synthesis of images. Furthermore, we show that the well-known but purely empirical truncation trick is a naive approximation to the central clustering effect of hub latents, which not only uncovers the rationale of the truncation trick, but also indicates the superiority and fundamentality of our method. Extensive experimental results demonstrate the effectiveness of the proposed method.
CVJul 17, 2024
4Dynamic: Text-to-4D Generation with Hybrid PriorsYu-Jie Yuan, Leif Kobbelt, Jiwen Liu et al.
Due to the fascinating generative performance of text-to-image diffusion models, growing text-to-3D generation works explore distilling the 2D generative priors into 3D, using the score distillation sampling (SDS) loss, to bypass the data scarcity problem. The existing text-to-3D methods have achieved promising results in realism and 3D consistency, but text-to-4D generation still faces challenges, including lack of realism and insufficient dynamic motions. In this paper, we propose a novel method for text-to-4D generation, which ensures the dynamic amplitude and authenticity through direct supervision provided by a video prior. Specifically, we adopt a text-to-video diffusion model to generate a reference video and divide 4D generation into two stages: static generation and dynamic generation. The static 3D generation is achieved under the guidance of the input text and the first frame of the reference video, while in the dynamic generation stage, we introduce a customized SDS loss to ensure multi-view consistency, a video-based SDS loss to improve temporal consistency, and most importantly, direct priors from the reference video to ensure the quality of geometry and texture. Moreover, we design a prior-switching training strategy to avoid conflicts between different priors and fully leverage the benefits of each prior. In addition, to enrich the generated motion, we further introduce a dynamic modeling representation composed of a deformation network and a topology network, which ensures dynamic continuity while modeling topological changes. Our method not only supports text-to-4D generation but also enables 4D generation from monocular videos. The comparison experiments demonstrate the superiority of our method compared to existing methods.
CVNov 2, 2023
High-Quality Animatable Dynamic Garment Reconstruction from Monocular VideosXiongzheng Li, Jinsong Zhang, Yu-Kun Lai et al.
Much progress has been made in reconstructing garments from an image or a video. However, none of existing works meet the expectations of digitizing high-quality animatable dynamic garments that can be adjusted to various unseen poses. In this paper, we propose the first method to recover high-quality animatable dynamic garments from monocular videos without depending on scanned data. To generate reasonable deformations for various unseen poses, we propose a learnable garment deformation network that formulates the garment reconstruction task as a pose-driven deformation problem. To alleviate the ambiguity estimating 3D garments from monocular videos, we design a multi-hypothesis deformation module that learns spatial representations of multiple plausible deformations. Experimental results on several public datasets demonstrate that our method can reconstruct high-quality dynamic garments with coherent surface details, which can be easily animated under unseen poses. The code will be provided for research purposes.
CVDec 3, 2025
YOLOA: Real-Time Affordance Detection via LLM AdapterYuqi Ji, Junjie Ke, Lihuo He et al.
Affordance detection aims to jointly address the fundamental "what-where-how" challenge in embodied AI by understanding "what" an object is, "where" the object is located, and "how" it can be used. However, most affordance learning methods focus solely on "how" objects can be used while neglecting the "what" and "where" aspects. Other affordance detection methods treat object detection and affordance learning as two independent tasks, lacking effective interaction and real-time capability. To overcome these limitations, we introduce YOLO Affordance (YOLOA), a real-time affordance detection model that jointly handles these two tasks via a large language model (LLM) adapter. Specifically, YOLOA employs a lightweight detector consisting of object detection and affordance learning branches refined through the LLM Adapter. During training, the LLM Adapter interacts with object and affordance preliminary predictions to refine both branches by generating more accurate class priors, box offsets, and affordance gates. Experiments on our relabeled ADG-Det and IIT-Heat benchmarks demonstrate that YOLOA achieves state-of-the-art accuracy (52.8 / 73.1 mAP on ADG-Det / IIT-Heat) while maintaining real-time performance (up to 89.77 FPS, and up to 846.24 FPS for the lightweight variant). This indicates that YOLOA achieves an excellent trade-off between accuracy and efficiency.
CVNov 9, 2023
SAMVG: A Multi-stage Image Vectorization Model with the Segment-Anything ModelHaokun Zhu, Juang Ian Chong, Teng Hu et al.
Vector graphics are widely used in graphical designs and have received more and more attention. However, unlike raster images which can be easily obtained, acquiring high-quality vector graphics, typically through automatically converting from raster images remains a significant challenge, especially for more complex images such as photos or artworks. In this paper, we propose SAMVG, a multi-stage model to vectorize raster images into SVG (Scalable Vector Graphics). Firstly, SAMVG uses general image segmentation provided by the Segment-Anything Model and uses a novel filtering method to identify the best dense segmentation map for the entire image. Secondly, SAMVG then identifies missing components and adds more detailed components to the SVG. Through a series of extensive experiments, we demonstrate that SAMVG can produce high quality SVGs in any domain while requiring less computation time and complexity compared to previous state-of-the-art methods.
CVFeb 24, 2023
Pose-Controllable 3D Facial Animation Synthesis using Hierarchical Audio-Vertex AttentionBin Liu, Xiaolin Wei, Bo Li et al.
Most of the existing audio-driven 3D facial animation methods suffered from the lack of detailed facial expression and head pose, resulting in unsatisfactory experience of human-robot interaction. In this paper, a novel pose-controllable 3D facial animation synthesis method is proposed by utilizing hierarchical audio-vertex attention. To synthesize real and detailed expression, a hierarchical decomposition strategy is proposed to encode the audio signal into both a global latent feature and a local vertex-wise control feature. Then the local and global audio features combined with vertex spatial features are used to predict the final consistent facial animation via a graph convolutional neural network by fusing the intrinsic spatial topology structure of the face model and the corresponding semantic feature of the audio. To accomplish pose-controllable animation, we introduce a novel pose attribute augmentation method by utilizing the 2D talking face technique. Experimental results indicate that the proposed method can produce more realistic facial expressions and head posture movements. Qualitative and quantitative experiments show that the proposed method achieves competitive performance against state-of-the-art methods.
67.6CVApr 10
Training-Free Object-Background Compositional T2I via Dynamic Spatial Guidance and Multi-Path PruningYang Deng, David Mould, Paul L. Rosin et al.
Existing text-to-image diffusion models, while excelling at subject synthesis, exhibit a persistent foreground bias that treats the background as a passive and under-optimized byproduct. This imbalance compromises global scene coherence and constrains compositional control. To address the limitation, we propose a training-free framework that restructures diffusion sampling to explicitly account for foreground-background interactions. Our approach consists of two key components. First, Dynamic Spatial Guidance introduces a soft, time step dependent gating mechanism that modulates foreground and background attention during the diffusion process, enabling spatially balanced generation. Second, Multi-Path Pruning performs multi-path latent exploration and dynamically filters candidate trajectories using both internal attention statistics and external semantic alignment signals, retaining trajectories that better satisfy object-background constraints. We further develop a benchmark specifically designed to evaluate object-background compositionality. Extensive evaluations across multiple diffusion backbones demonstrate consistent improvements in background coherence and object-background compositional alignment.
RONov 1, 2024Code
Differentiable Physics-based System Identification for Robotic Manipulation of Elastoplastic MaterialsXintong Yang, Ze Ji, Yu-Kun Lai
Robotic manipulation of volumetric elastoplastic deformable materials, from foods such as dough to construction materials like clay, is in its infancy, largely due to the difficulty of modelling and perception in a high-dimensional space. Simulating the dynamics of such materials is computationally expensive. It tends to suffer from inaccurately estimated physics parameters of the materials and the environment, impeding high-precision manipulation. Estimating such parameters from raw point clouds captured by optical cameras suffers further from heavy occlusions. To address this challenge, this work introduces a novel Differentiable Physics-based System Identification (DPSI) framework that enables a robot arm to infer the physics parameters of elastoplastic materials and the environment using simple manipulation motions and incomplete 3D point clouds, aligning the simulation with the real world. Extensive experiments show that with only a single real-world interaction, the estimated parameters, Young's modulus, Poisson's ratio, yield stress and friction coefficients, can accurately simulate visually and physically realistic deformation behaviours induced by unseen and long-horizon manipulation motions. Additionally, the DPSI framework inherently provides physically intuitive interpretations for the parameters in contrast to black-box approaches such as deep neural networks. The project is fully open-sourced via https://ianyangchina.github.io/SI4RP-data/.
CVJul 27, 2025Code
RESCUE: Crowd Evacuation Simulation via Controlling SDM-United CharactersXiaolin Liu, Tianyi Zhou, Hongbo Kang et al.
Crowd evacuation simulation is critical for enhancing public safety, and demanded for realistic virtual environments. Current mainstream evacuation models overlook the complex human behaviors that occur during evacuation, such as pedestrian collisions, interpersonal interactions, and variations in behavior influenced by terrain types or individual body shapes. This results in the failure to accurately simulate the escape of people in the real world. In this paper, aligned with the sensory-decision-motor (SDM) flow of the human brain, we propose a real-time 3D crowd evacuation simulation framework that integrates a 3D-adaptive SFM (Social Force Model) Decision Mechanism and a Personalized Gait Control Motor. This framework allows multiple agents to move in parallel and is suitable for various scenarios, with dynamic crowd awareness. Additionally, we introduce Part-level Force Visualization to assist in evacuation analysis. Experimental results demonstrate that our framework supports dynamic trajectory planning and personalized behavior for each agent throughout the evacuation process, and is compatible with uneven terrain. Visually, our method generates evacuation results that are more realistic and plausible, providing enhanced insights for crowd simulation. The code is available at http://cic.tju.edu.cn/faculty/likun/projects/RESCUE.
CVMar 29, 2025Code
Skeletonization Quality Evaluation: Geometric Metrics for Point Cloud Analysis in RoboticsQingmeng Wen, Yu-Kun Lai, Ze Ji et al.
Skeletonization is a powerful tool for shape analysis, rooted in the inherent instinct to understand an object's morphology. It has found applications across various domains, including robotics. Although skeletonization algorithms have been studied in recent years, their performance is rarely quantified with detailed numerical evaluations. This work focuses on defining and quantifying geometric properties to systematically score the skeletonization results of point cloud shapes across multiple aspects, including topological similarity, boundedness, centeredness, and smoothness. We introduce these representative metric definitions along with a numerical scoring framework to analyze skeletonization outcomes concerning point cloud data for different scenarios, from object manipulation to mobile robot navigation. Additionally, we provide an open-source tool to enable the research community to evaluate and refine their skeleton models. Finally, we assess the performance and sensitivity of the proposed geometric evaluation methods from various robotic applications.
CVJun 14, 2024Code
SuperSVG: Superpixel-based Scalable Vector Graphics SynthesisTeng Hu, Ran Yi, Baihong Qian et al.
SVG (Scalable Vector Graphics) is a widely used graphics format that possesses excellent scalability and editability. Image vectorization, which aims to convert raster images to SVGs, is an important yet challenging problem in computer vision and graphics. Existing image vectorization methods either suffer from low reconstruction accuracy for complex images or require long computation time. To address this issue, we propose SuperSVG, a superpixel-based vectorization model that achieves fast and high-precision image vectorization. Specifically, we decompose the input image into superpixels to help the model focus on areas with similar colors and textures. Then, we propose a two-stage self-training framework, where a coarse-stage model is employed to reconstruct the main structure and a refinement-stage model is used for enriching the details. Moreover, we propose a novel dynamic path warping loss to help the refinement-stage model to inherit knowledge from the coarse-stage model. Extensive qualitative and quantitative experiments demonstrate the superior performance of our method in terms of reconstruction accuracy and inference time compared to state-of-the-art approaches. The code is available in \url{https://github.com/sjtuplayer/SuperSVG}.
CVNov 4, 2024Code
Multi-task Geometric Estimation of Depth and Surface Normal from Monocular 360° ImagesKun Huang, Fang-Lue Zhang, Fangfang Zhang et al.
Geometric estimation is required for scene understanding and analysis in panoramic 360° images. Current methods usually predict a single feature, such as depth or surface normal. These methods can lack robustness, especially when dealing with intricate textures or complex object surfaces. We introduce a novel multi-task learning (MTL) network that simultaneously estimates depth and surface normals from 360° images. Our first innovation is our MTL architecture, which enhances predictions for both tasks by integrating geometric information from depth and surface normal estimation, enabling a deeper understanding of 3D scene structure. Another innovation is our fusion module, which bridges the two tasks, allowing the network to learn shared representations that improve accuracy and robustness. Experimental results demonstrate that our MTL architecture significantly outperforms state-of-the-art methods in both depth and surface normal estimation, showing superior performance in complex and diverse scenes. Our model's effectiveness and generalizability, particularly in handling intricate surface textures, establish it as a new benchmark in 360° image geometric estimation. The code and model are available at \url{https://github.com/huangkun101230/360MTLGeometricEstimation}.
ROMay 12, 2021Code
An Open-Source Multi-Goal Reinforcement Learning Environment for Robotic Manipulation with PybulletXintong Yang, Ze Ji, Jing Wu et al.
This work re-implements the OpenAI Gym multi-goal robotic manipulation environment, originally based on the commercial Mujoco engine, onto the open-source Pybullet engine. By comparing the performances of the Hindsight Experience Replay-aided Deep Deterministic Policy Gradient agent on both environments, we demonstrate our successful re-implementation of the original environment. Besides, we provide users with new APIs to access a joint control mode, image observations and goals with customisable camera and a built-in on-hand camera. We further design a set of multi-step, multi-goal, long-horizon and sparse reward robotic manipulation tasks, aiming to inspire new goal-conditioned reinforcement learning algorithms for such challenges. We use a simple, human-prior-based curriculum learning method to benchmark the multi-step manipulation tasks. Discussions about future research opportunities regarding this kind of tasks are also provided.
CVOct 2, 2020Code
RISA-Net: Rotation-Invariant Structure-Aware Network for Fine-Grained 3D Shape RetrievalRao Fu, Jie Yang, Jiawei Sun et al.
Fine-grained 3D shape retrieval aims to retrieve 3D shapes similar to a query shape in a repository with models belonging to the same class, which requires shape descriptors to be capable of representing detailed geometric information to discriminate shapes with globally similar structures. Moreover, 3D objects can be placed with arbitrary position and orientation in real-world applications, which further requires shape descriptors to be robust to rigid transformations. The shape descriptions used in existing 3D shape retrieval systems fail to meet the above two criteria. In this paper, we introduce a novel deep architecture, RISA-Net, which learns rotation invariant 3D shape descriptors that are capable of encoding fine-grained geometric information and structural information, and thus achieve accurate results on the task of fine-grained 3D object retrieval. RISA-Net extracts a set of compact and detailed geometric features part-wisely and discriminatively estimates the contribution of each semantic part to shape representation. Furthermore, our method is able to learn the importance of geometric and structural information of all the parts when generating the final compact latent feature of a 3D shape for fine-grained retrieval. We also build and publish a new 3D shape dataset with sub-class labels for validating the performance of fine-grained 3D shape retrieval methods. Qualitative and quantitative experiments show that our RISA-Net outperforms state-of-the-art methods on the fine-grained object retrieval task, demonstrating its capability in geometric detail extraction. The code and dataset are available at: https://github.com/IGLICT/RisaNET.
GRAug 12, 2020Code
DSG-Net: Learning Disentangled Structure and Geometry for 3D Shape GenerationJie Yang, Kaichun Mo, Yu-Kun Lai et al.
D shape generation is a fundamental operation in computer graphics. While significant progress has been made, especially with recent deep generative models, it remains a challenge to synthesize high-quality shapes with rich geometric details and complex structure, in a controllable manner. To tackle this, we introduce DSG-Net, a deep neural network that learns a disentangled structured and geometric mesh representation for 3D shapes, where two key aspects of shapes, geometry, and structure, are encoded in a synergistic manner to ensure plausibility of the generated shapes, while also being disentangled as much as possible. This supports a range of novel shape generation applications with disentangled control, such as interpolation of structure (geometry) while keeping geometry (structure) unchanged. To achieve this, we simultaneously learn structure and geometry through variational autoencoders (VAEs) in a hierarchical manner for both, with bijective mappings at each level. In this manner, we effectively encode geometry and structure in separate latent spaces, while ensuring their compatibility: the structure is used to guide the geometry and vice versa. At the leaf level, the part geometry is represented using a conditional part VAE, to encode high-quality geometric details, guided by the structure context as the condition. Our method not only supports controllable generation applications but also produces high-quality synthesized shapes, outperforming state-of-the-art methods. The code has been released at https://github.com/IGLICT/DSG-Net.
CVMay 21, 2020Code
Manifold Alignment for Semantically Aligned Style TransferJing Huo, Shiyin Jin, Wenbin Li et al.
Most existing style transfer methods follow the assumption that styles can be represented with global statistics (e.g., Gram matrices or covariance matrices), and thus address the problem by forcing the output and style images to have similar global statistics. An alternative is the assumption of local style patterns, where algorithms are designed to swap similar local features of content and style images. However, the limitation of these existing methods is that they neglect the semantic structure of the content image which may lead to corrupted content structure in the output. In this paper, we make a new assumption that image features from the same semantic region form a manifold and an image with multiple semantic regions follows a multi-manifold distribution. Based on this assumption, the style transfer problem is formulated as aligning two multi-manifold distributions and a Manifold Alignment based Style Transfer (MAST) framework is proposed. The proposed framework allows semantically similar regions between the output and the style image share similar style patterns. Moreover, the proposed manifold alignment method is flexible to allow user editing or using semantic segmentation maps as guidance for style transfer. To allow the method to be applicable to photorealistic style transfer, we propose a new adaptive weight skip connection network structure to preserve the content details. Extensive experiments verify the effectiveness of the proposed framework for both artistic and photorealistic style transfer. Code is available at https://github.com/NJUHuoJing/MAST.
CVApr 12, 2020Code
MLCVNet: Multi-Level Context VoteNet for 3D Object DetectionQian Xie, Yu-Kun Lai, Jing Wu et al.
In this paper, we address the 3D object detection task by capturing multi-level contextual information with the self-attention mechanism and multi-scale feature fusion. Most existing 3D object detection methods recognize objects individually, without giving any consideration on contextual information between these objects. Comparatively, we propose Multi-Level Context VoteNet (MLCVNet) to recognize 3D objects correlatively, building on the state-of-the-art VoteNet. We introduce three context modules into the voting and classifying stages of VoteNet to encode contextual information at different levels. Specifically, a Patch-to-Patch Context (PPC) module is employed to capture contextual information between the point patches, before voting for their corresponding object centroid points. Subsequently, an Object-to-Object Context (OOC) module is incorporated before the proposal and classification stage, to capture the contextual information between object candidates. Finally, a Global Scene Context (GSC) module is designed to learn the global scene context. We demonstrate these by capturing contextual information at patch, object and scene levels. Our method is an effective way to promote detection accuracy, achieving new state-of-the-art detection performance on challenging 3D object detection datasets, i.e., SUN RGBD and ScanNet. We also release our code at https://github.com/NUAAXQ/MLCVNet.
47.8CVMar 15
OAHuman: Occlusion-Aware 3D Human Reconstruction from Monocular ImagesYuanwang Yang, Hongliang Liu, Muxin Zhang et al.
Monocular 3D human reconstruction in real-world scenarios remains highly challenging due to frequent occlusions from surrounding objects, people, or image truncation. Such occlusions lead to missing geometry and unreliable appearance cues, severely degrading the completeness and realism of reconstructed human models. Although recent neural implicit methods achieve impressive results on clean inputs, they struggle under occlusion due to entangled modeling of shape and texture. In this paper, we propose OAHuman, an occlusion-aware framework that explicitly decouples geometry reconstruction and texture synthesis for robust 3D human modeling from a single RGB image. The core innovation lies in the decoupling-perception paradigm, which addresses the fundamental issue of geometry-texture cross-contamination in occluded regions. Our framework ensures that geometry reconstruction is perceptually reinforced even in occluded areas, isolating it from texture interference. In parallel, texture synthesis is learned exclusively from visible regions, preventing texture errors from being transferred to the occluded areas. This decoupling approach enables OAHuman to achieve robust and high-fidelity reconstruction under occlusion, which has been a long-standing challenge in the field. Extensive experiments on occlusion-rich benchmarks demonstrate that OAHuman achieves superior performance in terms of structural completeness, surface detail, and texture realism, significantly improving monocular 3D human reconstruction under occlusion conditions.
GRFeb 7, 2024
Mesh-based Gaussian Splatting for Real-time Large-scale DeformationLin Gao, Jie Yang, Bo-Tao Zhang et al.
Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).
CVApr 15, 2024
DeferredGS: Decoupled and Editable Gaussian Splatting with Deferred ShadingTong Wu, Jia-Mu Sun, Yu-Kun Lai et al.
Reconstructing and editing 3D objects and scenes both play crucial roles in computer graphics and computer vision. Neural radiance fields (NeRFs) can achieve realistic reconstruction and editing results but suffer from inefficiency in rendering. Gaussian splatting significantly accelerates rendering by rasterizing Gaussian ellipsoids. However, Gaussian splatting utilizes a single Spherical Harmonic (SH) function to model both texture and lighting, limiting independent editing capabilities of these components. Recently, attempts have been made to decouple texture and lighting with the Gaussian splatting representation but may fail to produce plausible geometry and decomposition results on reflective scenes. Additionally, the forward shading technique they employ introduces noticeable blending artifacts during relighting, as the geometry attributes of Gaussians are optimized under the original illumination and may not be suitable for novel lighting conditions. To address these issues, we introduce DeferredGS, a method for decoupling and editing the Gaussian splatting representation using deferred shading. To achieve successful decoupling, we model the illumination with a learnable environment map and define additional attributes such as texture parameters and normal direction on Gaussians, where the normal is distilled from a jointly trained signed distance function. More importantly, we apply deferred shading, resulting in more realistic relighting effects compared to previous methods. Both qualitative and quantitative experiments demonstrate the superior performance of DeferredGS in novel view synthesis and editing tasks.
CVMar 15, 2024
Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting EditingTian-Xing Xu, Wenbo Hu, Yu-Kun Lai et al.
3D Gaussian splatting, emerging as a groundbreaking approach, has drawn increasing attention for its capabilities of high-fidelity reconstruction and real-time rendering. However, it couples the appearance and geometry of the scene within the Gaussian attributes, which hinders the flexibility of editing operations, such as texture swapping. To address this issue, we propose a novel approach, namely Texture-GS, to disentangle the appearance from the geometry by representing it as a 2D texture mapped onto the 3D surface, thereby facilitating appearance editing. Technically, the disentanglement is achieved by our proposed texture mapping module, which consists of a UV mapping MLP to learn the UV coordinates for the 3D Gaussian centers, a local Taylor expansion of the MLP to efficiently approximate the UV coordinates for the ray-Gaussian intersections, and a learnable texture to capture the fine-grained appearance. Extensive experiments on the DTU dataset demonstrate that our method not only facilitates high-fidelity appearance editing but also achieves real-time rendering on consumer-level devices, e.g. a single RTX 2080 Ti GPU.
CVOct 24, 2024
Real-time 3D-aware Portrait Video RelightingZiqi Cai, Kaiwen Jiang, Shu-Yu Chen et al.
Synthesizing realistic videos of talking faces under custom lighting conditions and viewing angles benefits various downstream applications like video conferencing. However, most existing relighting methods are either time-consuming or unable to adjust the viewpoints. In this paper, we present the first real-time 3D-aware method for relighting in-the-wild videos of talking faces based on Neural Radiance Fields (NeRF). Given an input portrait video, our method can synthesize talking faces under both novel views and novel lighting conditions with a photo-realistic and disentangled 3D representation. Specifically, we infer an albedo tri-plane, as well as a shading tri-plane based on a desired lighting condition for each video frame with fast dual-encoders. We also leverage a temporal consistency network to ensure smooth transitions and reduce flickering artifacts. Our method runs at 32.98 fps on consumer-level hardware and achieves state-of-the-art results in terms of reconstruction quality, lighting error, lighting instability, temporal consistency and inference speed. We demonstrate the effectiveness and interactivity of our method on various portrait videos with diverse lighting and viewing conditions.
CVFeb 6, 2024
VRMM: A Volumetric Relightable Morphable Head ModelHaotian Yang, Mingwu Zheng, Chongyang Ma et al.
In this paper, we introduce the Volumetric Relightable Morphable Model (VRMM), a novel volumetric and parametric facial prior for 3D face modeling. While recent volumetric prior models offer improvements over traditional methods like 3D Morphable Models (3DMMs), they face challenges in model learning and personalized reconstructions. Our VRMM overcomes these by employing a novel training framework that efficiently disentangles and encodes latent spaces of identity, expression, and lighting into low-dimensional representations. This framework, designed with self-supervised learning, significantly reduces the constraints for training data, making it more feasible in practice. The learned VRMM offers relighting capabilities and encompasses a comprehensive range of expressions. We demonstrate the versatility and effectiveness of VRMM through various applications like avatar generation, facial reconstruction, and animation. Additionally, we address the common issue of overfitting in generative volumetric models with a novel prior-preserving personalization framework based on VRMM. Such an approach enables high-quality 3D face reconstruction from even a single portrait input. Our experiments showcase the potential of VRMM to significantly enhance the field of 3D face modeling.
32.6CVApr 20
Geometric Decoupling: Diagnosing the Structural Instability of LatentYuanbang Liang, Zhengwen Chen, Yu-Kun Lai
Latent Diffusion Models (LDMs) achieve high-fidelity synthesis but suffer from latent space brittleness, causing discontinuous semantic jumps during editing. We introduce a Riemannian framework to diagnose this instability by analyzing the generative Jacobian, decomposing geometry into \textit{Local Scaling} (capacity) and \textit{Local Complexity} (curvature). Our study uncovers a \textbf{``Geometric Decoupling"}: while curvature in normal generation functionally encodes image detail, OOD generation exhibits a functional decoupling where extreme curvature is wasted on unstable semantic boundaries rather than perceptible details. This geometric misallocation identifies ``Geometric Hotspots" as the structural root of instability, providing a robust intrinsic metric for diagnosing generative reliability.
CVAug 18, 2025
DyCrowd: Towards Dynamic Crowd Reconstruction from a Large-scene VideoHao Wen, Hongbo Kang, Jian Ma et al.
3D reconstruction of dynamic crowds in large scenes has become increasingly important for applications such as city surveillance and crowd analysis. However, current works attempt to reconstruct 3D crowds from a static image, causing a lack of temporal consistency and inability to alleviate the typical impact caused by occlusions. In this paper, we propose DyCrowd, the first framework for spatio-temporally consistent 3D reconstruction of hundreds of individuals' poses, positions and shapes from a large-scene video. We design a coarse-to-fine group-guided motion optimization strategy for occlusion-robust crowd reconstruction in large scenes. To address temporal instability and severe occlusions, we further incorporate a VAE (Variational Autoencoder)-based human motion prior along with a segment-level group-guided optimization. The core of our strategy leverages collective crowd behavior to address long-term dynamic occlusions. By jointly optimizing the motion sequences of individuals with similar motion segments and combining this with the proposed Asynchronous Motion Consistency (AMC) loss, we enable high-quality unoccluded motion segments to guide the motion recovery of occluded ones, ensuring robust and plausible motion recovery even in the presence of temporal desynchronization and rhythmic inconsistencies. Additionally, in order to fill the gap of no existing well-annotated large-scene video dataset, we contribute a virtual benchmark dataset, VirtualCrowd, for evaluating dynamic crowd reconstruction from large-scene videos. Experimental results demonstrate that the proposed method achieves state-of-the-art performance in the large-scene dynamic crowd reconstruction task. The code and dataset will be available for research purposes.
CVDec 13, 2024
NeRF-Texture: Synthesizing Neural Radiance Field TexturesYi-Hua Huang, Yan-Pei Cao, Yu-Kun Lai et al.
Texture synthesis is a fundamental problem in computer graphics that would benefit various applications. Existing methods are effective in handling 2D image textures. In contrast, many real-world textures contain meso-structure in the 3D geometry space, such as grass, leaves, and fabrics, which cannot be effectively modeled using only 2D image textures. We propose a novel texture synthesis method with Neural Radiance Fields (NeRF) to capture and synthesize textures from given multi-view images. In the proposed NeRF texture representation, a scene with fine geometric details is disentangled into the meso-structure textures and the underlying base shape. This allows textures with meso-structure to be effectively learned as latent features situated on the base shape, which are fed into a NeRF decoder trained simultaneously to represent the rich view-dependent appearance. Using this implicit representation, we can synthesize NeRF-based textures through patch matching of latent features. However, inconsistencies between the metrics of the reconstructed content space and the latent feature space may compromise the synthesis quality. To enhance matching performance, we further regularize the distribution of latent features by incorporating a clustering constraint. In addition to generating NeRF textures over a planar domain, our method can also synthesize NeRF textures over curved surfaces, which are practically useful. Experimental results and evaluations demonstrate the effectiveness of our approach.
CVMay 23, 2025
Canonical Pose Reconstruction from Single Depth Image for 3D Non-rigid Pose Recovery on Limited DatasetsFahd Alhamazani, Yu-Kun Lai, Paul L. Rosin
3D reconstruction from 2D inputs, especially for non-rigid objects like humans, presents unique challenges due to the significant range of possible deformations. Traditional methods often struggle with non-rigid shapes, which require extensive training data to cover the entire deformation space. This study addresses these limitations by proposing a canonical pose reconstruction model that transforms single-view depth images of deformable shapes into a canonical form. This alignment facilitates shape reconstruction by enabling the application of rigid object reconstruction techniques, and supports recovering the input pose in voxel representation as part of the reconstruction task, utilizing both the original and deformed depth images. Notably, our model achieves effective results with only a small dataset of approximately 300 samples. Experimental results on animal and human datasets demonstrate that our model outperforms other state-of-the-art methods.
CVDec 8, 2024
FOF-X: Towards Real-time Detailed Human Reconstruction from a Single ImageQiao Feng, Yuanwang Yang, Yebin Liu et al.
We introduce FOF-X for real-time reconstruction of detailed human geometry from a single image. Balancing real-time speed against high-quality results is a persistent challenge, mainly due to the high computational demands of existing 3D representations. To address this, we propose Fourier Occupancy Field (FOF), an efficient 3D representation by learning the Fourier series. The core of FOF is to factorize a 3D occupancy field into a 2D vector field, retaining topology and spatial relationships within the 3D domain while facilitating compatibility with 2D convolutional neural networks. Such a representation bridges the gap between 3D and 2D domains, enabling the integration of human parametric models as priors and enhancing the reconstruction robustness. Based on FOF, we design a new reconstruction framework, FOF-X, to avoid the performance degradation caused by texture and lighting. This enables our real-time reconstruction system to better handle the domain gap between training images and real images. Additionally, in FOF-X, we enhance the inter-conversion algorithms between FOF and mesh representations with a Laplacian constraint and an automaton-based discontinuity matcher, improving both quality and robustness. We validate the strengths of our approach on different datasets and real-captured data, where FOF-X achieves new state-of-the-art results. The code has already been released for research purposes at https://cic.tju.edu.cn/faculty/likun/projects/FOFX/index.html.
CVNov 9, 2024
RCR: Robust Crowd Reconstruction with Upright Space from a Single Large-scene ImageJing Huang, Hao Wen, Tianyi Zhou et al.
This paper focuses on spatially consistent hundreds of human pose and shape reconstruction from a single large-scene image with various human scales under arbitrary camera FoVs (Fields of View). Due to the small and highly varying 2D human scales, depth ambiguity, and perspective distortion, no existing methods can achieve globally consistent reconstruction with correct reprojection. To address these challenges, we first propose a new concept, Human-scene Virtual Interaction Point (HVIP), to convert the complex 3D human localization into 2D-pixel localization. We then extend it to RCR (Robust Crowd Reconstruction), which achieves globally consistent reconstruction and stable generalization on different camera FoVs without test-time optimization. To perceive humans in varying pixel sizes, we propose an Iterative Ground-aware Cropping to automatically crop the image and then merge the results. To eliminate the influence of the camera and cropping process during the reconstruction, we introduce a canonical Upright 3D Space and the corresponding Upright 2D Space. To link the canonical space and the camera space, we propose the Upright Normalization, which transforms the local crop input into the Upright 2D Space, and transforms the output from the Upright 3D Space into the unified camera space. Besides, we contribute two benchmark datasets, LargeCrowd and SynCrowd, for evaluating crowd reconstruction in large scenes. Experimental results demonstrate the effectiveness of the proposed method. The source code and data will be publicly available for research purposes.
CVOct 21, 2024
AttentionPainter: An Efficient and Adaptive Stroke Predictor for Scene PaintingYizhe Tang, Yue Wang, Teng Hu et al.
Stroke-based Rendering (SBR) aims to decompose an input image into a sequence of parameterized strokes, which can be rendered into a painting that resembles the input image. Recently, Neural Painting methods that utilize deep learning and reinforcement learning models to predict the stroke sequences have been developed, but suffer from longer inference time or unstable training. To address these issues, we propose AttentionPainter, an efficient and adaptive model for single-step neural painting. First, we propose a novel scalable stroke predictor, which predicts a large number of stroke parameters within a single forward process, instead of the iterative prediction of previous Reinforcement Learning or auto-regressive methods, which makes AttentionPainter faster than previous neural painting methods. To further increase the training efficiency, we propose a Fast Stroke Stacking algorithm, which brings 13 times acceleration for training. Moreover, we propose Stroke-density Loss, which encourages the model to use small strokes for detailed information, to help improve the reconstruction quality. Finally, we propose a new stroke diffusion model for both conditional and unconditional stroke-based generation, which denoises in the stroke parameter space and facilitates stroke-based inpainting and editing applications helpful for human artists design. Extensive experiments show that AttentionPainter outperforms the state-of-the-art neural painting methods.
CVJun 7, 2024
Training-Free Video Editing via Optical Flow-Enhanced Score DistillationLianghan Zhu, Yanqi Bao, Jing Huo et al.
The rapid advancement in visual generation, particularly the emergence of pre-trained text-to-image and text-to-video models, has catalyzed growing interest in training-free video editing research. Mirroring training-free image editing techniques, current approaches preserve original video information through video input inversion and manipulating intermediate features and attention during the inference process to achieve content editing. Although they have demonstrated promising results, the lossy nature of the inversion process poses significant challenges in maintaining unedited regions of the video. Furthermore, feature and attention manipulation during inference can lead to unintended over-editing and face challenges in both local temporal continuity and global content consistency. To address these challenges, this study proposes a score distillation paradigm based on pre-trained text-to-video models, where the original video is iteratively optimized through multiple steps guided by editing gradients provided by score distillation to ultimately obtain the target video. The iterative optimization starting from the original video, combined with content preservation loss, ensures the maintenance of unedited regions in the original video and suppresses over-editing. To further guarantee video content consistency and temporal continuity, we additionally introduce a global consistency auxiliary loss and optical flow prediction-based local editing gradient smoothing. Experiments demonstrate that these strategies effectively address the aforementioned challenges, achieving comparable or superior performance across multiple dimensions including preservation of unedited regions, local temporal continuity, and global content consistency of editing results, compared to state-of-the-art methods.
CVDec 10, 2023
R2Human: Real-Time 3D Human Appearance Rendering from a Single ImageYuanwang Yang, Qiao Feng, Yu-Kun Lai et al.
Rendering 3D human appearance from a single image in real-time is crucial for achieving holographic communication and immersive VR/AR. Existing methods either rely on multi-camera setups or are constrained to offline operations. In this paper, we propose R2Human, the first approach for real-time inference and rendering of photorealistic 3D human appearance from a single image. The core of our approach is to combine the strengths of implicit texture fields and explicit neural rendering with our novel representation, namely Z-map. Based on this, we present an end-to-end network that performs high-fidelity color reconstruction of visible areas and provides reliable color inference for occluded regions. To further enhance the 3D perception ability of our network, we leverage the Fourier occupancy field as a prior for generating the texture field and providing a sampling surface in the rendering stage. We also propose a consistency loss and a spatial fusion strategy to ensure the multi-view coherence. Experimental results show that our method outperforms the state-of-the-art methods on both synthetic data and challenging real-world images, in real-time. The project page can be found at http://cic.tju.edu.cn/faculty/likun/projects/R2Human.
CVDec 10, 2023
Layered 3D Human Generation via Semantic-Aware Diffusion ModelYi Wang, Jian Ma, Ruizhi Shao et al.
The generation of 3D clothed humans has attracted increasing attention in recent years. However, existing work cannot generate layered high-quality 3D humans with consistent body structures. As a result, these methods are unable to arbitrarily and separately change and edit the body and clothing of the human. In this paper, we propose a text-driven layered 3D human generation framework based on a novel physically-decoupled semantic-aware diffusion model. To keep the generated clothing consistent with the target text, we propose a semantic-confidence strategy for clothing that can eliminate the non-clothing content generated by the model. To match the clothing with different body shapes, we propose a SMPL-driven implicit field deformation network that enables the free transfer and reuse of clothing. Besides, we introduce uniform shape priors based on the SMPL model for body and clothing, respectively, which generates more diverse 3D content without being constrained by specific templates. The experimental results demonstrate that the proposed method not only generates 3D humans with consistent body structures but also allows free editing in a layered manner. The source code will be made public.
CVOct 30, 2023
Towards Grouping in Large Scenes with Occlusion-aware Spatio-temporal TransformersJinsong Zhang, Lingfeng Gu, Yu-Kun Lai et al.
Group detection, especially for large-scale scenes, has many potential applications for public safety and smart cities. Existing methods fail to cope with frequent occlusions in large-scale scenes with multiple people, and are difficult to effectively utilize spatio-temporal information. In this paper, we propose an end-to-end framework,GroupTransformer, for group detection in large-scale scenes. To deal with the frequent occlusions caused by multiple people, we design an occlusion encoder to detect and suppress severely occluded person crops. To explore the potential spatio-temporal relationship, we propose spatio-temporal transformers to simultaneously extract trajectory information and fuse inter-person features in a hierarchical manner. Experimental results on both large-scale and small-scale scenes demonstrate that our method achieves better performance compared with state-of-the-art methods. On large-scale scenes, our method significantly boosts the performance in terms of precision and F1 score by more than 10%. On small-scale scenes, our method still improves the performance of F1 score by more than 5%. The project page with code can be found at http://cic.tju.edu.cn/faculty/likun/projects/GroupTrans.
CVFeb 8, 2022
Quality Metric Guided Portrait Line Drawing Generation from Unpaired Training DataRan Yi, Yong-Jin Liu, Yu-Kun Lai et al.
Face portrait line drawing is a unique style of art which is highly abstract and expressive. However, due to its high semantic constraints, many existing methods learn to generate portrait drawings using paired training data, which is costly and time-consuming to obtain. In this paper, we propose a novel method to automatically transform face photos to portrait drawings using unpaired training data with two new features; i.e., our method can (1) learn to generate high quality portrait drawings in multiple styles using a single network and (2) generate portrait drawings in a "new style" unseen in the training data. To achieve these benefits, we (1) propose a novel quality metric for portrait drawings which is learned from human perception, and (2) introduce a quality loss to guide the network toward generating better looking portrait drawings. We observe that existing unpaired translation methods such as CycleGAN tend to embed invisible reconstruction information indiscriminately in the whole drawings due to significant information imbalance between the photo and portrait drawing domains, which leads to important facial features missing. To address this problem, we propose a novel asymmetric cycle mapping that enforces the reconstruction information to be visible and only embedded in the selected facial regions. Along with localized discriminators for important facial regions, our method well preserves all important facial features in the generated drawings. Generator dissection further explains that our model learns to incorporate face semantic information during drawing generation. Extensive experiments including a user study show that our model outperforms state-of-the-art methods.