CVFeb 14, 2023
Visibility-Aware Pixelwise View Selection for Multi-View Stereo MatchingZhentao Huang, Yukun Shi, Minglun Gong
The performance of PatchMatch-based multi-view stereo algorithms depends heavily on the source views selected for computing matching costs. Instead of modeling the visibility of different views, most existing approaches handle occlusions in an ad-hoc manner. To address this issue, we propose a novel visibility-guided pixelwise view selection scheme in this paper. It progressively refines the set of source views to be used for each pixel in the reference view based on visibility information provided by already validated solutions. In addition, the Artificial Multi-Bee Colony (AMBC) algorithm is employed to search for optimal solutions for different pixels in parallel. Inter-colony communication is performed both within the same image and among different images. Fitness rewards are added to validated and propagated solutions, effectively enforcing the smoothness of neighboring pixels and allowing better handling of textureless areas. Experimental results on the DTU dataset show our method achieves state-of-the-art performance among non-learning-based methods and retrieves more details in occluded and low-textured regions.
CVJul 13, 2024Code
Textured-GS: Gaussian Splatting with Spatially Defined Color and OpacityZhentao Huang, Minglun Gong
In this paper, we introduce Textured-GS, an innovative method for rendering Gaussian splatting that incorporates spatially defined color and opacity variations using Spherical Harmonics (SH). This approach enables each Gaussian to exhibit a richer representation by accommodating varying colors and opacities across its surface, significantly enhancing rendering quality compared to traditional methods. To demonstrate the merits of our approach, we have adapted the Mini-Splatting architecture to integrate textured Gaussians without increasing the number of Gaussians. Our experiments across multiple real-world datasets show that Textured-GS consistently outperforms both the baseline Mini-Splatting and standard 3DGS in terms of visual fidelity. The results highlight the potential of Textured-GS to advance Gaussian-based rendering technologies, promising more efficient and high-quality scene reconstructions. Our implementation is available at https://github.com/ZhentaoHuang/Textured-GS.
73.4CVApr 26
PhysLayer: Language-Guided Layered Animation with Depth-Aware PhysicsTianyidan Xie, Zhentao Huang, Mingjie Wang et al.
Existing image-to-video generation methods often produce physically implausible motions and lack precise control over object dynamics. While prior approaches have incorporated physics simulators, they remain confined to 2D planar motions and fail to capture depth-aware spatial interactions. We introduce PhysLayer, a novel framework enabling language-guided, depth-aware layered animation of static images. PhysLayer consists of three key components: First, a language-guided scene understanding module that utilizes vision foundation models to decompose scenes into depth-based layers by analyzing object composition, material properties, and physical parameters. Second, a depth-aware layered physics simulation that extends 2D rigid-body dynamics with depth motion and perspective-consistent scaling, enabling more realistic object interactions without requiring full 3D reconstruction. Third, a physics-guided video synthesis module that integrates simulated trajectories with scene-aware relighting for temporally coherent results. Experimental results demonstrate improvements in CLIP-Similarity (+2.2\%), FID score (+9.3\%), and Motion-FID (+3\%), with human evaluation showing enhanced physical plausibility (+24\%) and text-video alignment (+35\%). Our approach provides a practical balance between physical realism and computational efficiency for controllable image animation.
89.4MMApr 26
CineAGI: Character-Consistent Movie Creation through LLM-Orchestrated Multi-Modal Generation and Cross-Scene IntegrationTianyidan Xie, Zhentao Huang, Mingjie Wang et al.
Automated movie creation requires coordinating multiple characters, modalities, and narrative elements across extended sequences -- a challenge that existing end-to-end approaches struggle to address effectively. We present \textbf{CineAGI}, a hierarchical movie generation framework that decomposes this complex task through specialized multi-agent orchestration. Our framework employs three key innovations: (1) a multi-agent narrative synthesis module where specialized LLM agents collaboratively generate comprehensive cinematic blueprints with character profiles, scene descriptions, and cross-modal specifications; (2) a decoupled character-centric pipeline that maintains identity consistency through instance-level tracking and integration while enabling flexible multi-character composition; and (3) a hierarchical audio-visual synchronization mechanism ensuring frame-level alignment of dialogue, expressions, and music. Extensive experiments demonstrate that CineAGI achieves 40\% improvement in overall consistency, 4.4\% gain in subject consistency, 5.4\% enhancement in aesthetic quality, and 28.7\% higher character consistency compared to baselines. Our work establishes a principled foundation for automated multi-scene video generation that preserves narrative coherence and character authenticity.
CVFeb 21, 2024
SealD-NeRF: Interactive Pixel-Level Editing for Dynamic Scenes by Neural Radiance FieldsZhentao Huang, Yukun Shi, Neil Bruce et al.
The widespread adoption of implicit neural representations, especially Neural Radiance Fields (NeRF), highlights a growing need for editing capabilities in implicit 3D models, essential for tasks like scene post-processing and 3D content creation. Despite previous efforts in NeRF editing, challenges remain due to limitations in editing flexibility and quality. The key issue is developing a neural representation that supports local edits for real-time updates. Current NeRF editing methods, offering pixel-level adjustments or detailed geometry and color modifications, are mostly limited to static scenes. This paper introduces SealD-NeRF, an extension of Seal-3D for pixel-level editing in dynamic settings, specifically targeting the D-NeRF network. It allows for consistent edits across sequences by mapping editing actions to a specific timeframe, freezing the deformation network responsible for dynamic scene representation, and using a teacher-student approach to integrate changes.
CVJul 25, 2025
Gaussian Set Surface Reconstruction through Per-Gaussian OptimizationZhentao Huang, Di Wu, Zhenbang He et al.
3D Gaussian Splatting (3DGS) effectively synthesizes novel views through its flexible representation, yet fails to accurately reconstruct scene geometry. While modern variants like PGSR introduce additional losses to ensure proper depth and normal maps through Gaussian fusion, they still neglect individual placement optimization. This results in unevenly distributed Gaussians that deviate from the latent surface, complicating both reconstruction refinement and scene editing. Motivated by pioneering work on Point Set Surfaces, we propose Gaussian Set Surface Reconstruction (GSSR), a method designed to distribute Gaussians evenly along the latent surface while aligning their dominant normals with the surface normal. GSSR enforces fine-grained geometric alignment through a combination of pixel-level and Gaussian-level single-view normal consistency and multi-view photometric consistency, optimizing both local and global perspectives. To further refine the representation, we introduce an opacity regularization loss to eliminate redundant Gaussians and apply periodic depth- and normal-guided Gaussian reinitialization for a cleaner, more uniform spatial distribution. Our reconstruction results demonstrate significantly improved geometric precision in Gaussian placement, enabling intuitive scene editing and efficient generation of novel Gaussian-based 3D environments. Extensive experiments validate GSSR's effectiveness, showing enhanced geometric accuracy while preserving high-quality rendering performance.
HCMay 18, 2020
Building BROOK: A Multi-modal and Facial Video Database for Human-Vehicle Interaction ResearchXiangjun Peng, Zhentao Huang, Xu Sun
With the growing popularity of Autonomous Vehicles, more opportunities have bloomed in the context of Human-Vehicle Interactions. However, the lack of comprehensive and concrete database support for such specific use case limits relevant studies in the whole design spaces. In this paper, we present our work-in-progress BROOK, a public multi-modal database with facial video records, which could be used to characterize drivers' affective states and driving styles. We first explain how we over-engineer such database in details, and what we have gained through a ten-month study. Then we showcase a Neural Network-based predictor, leveraging BROOK, which supports multi-modal prediction (including physiological data of heart rate and skin conductance and driving status data of speed)through facial videos. Finally, we discuss related issues when building such a database and our future directions in the context of BROOK. We believe BROOK is an essential building block for future Human-Vehicle Interaction Research.