Eduardo Perez-Pellitero

CV
h-index58
5papers
123citations
Novelty58%
AI Score42

5 Papers

CVMar 28, 2022
HDR Reconstruction from Bracketed Exposures and Events

Richard Shaw, Sibi Catley-Chandar, Ales Leonardis et al.

Reconstruction of high-quality HDR images is at the core of modern computational photography. Significant progress has been made with multi-frame HDR reconstruction methods, producing high-resolution, rich and accurate color reconstructions with high-frequency details. However, they are still prone to fail in dynamic or largely over-exposed scenes, where frame misalignment often results in visible ghosting artifacts. Recent approaches attempt to alleviate this by utilizing an event-based camera (EBC), which measures only binary changes of illuminations. Despite their desirable high temporal resolution and dynamic range characteristics, such approaches have not outperformed traditional multi-frame reconstruction methods, mainly due to the lack of color information and low-resolution sensors. In this paper, we propose to leverage both bracketed LDR images and simultaneously captured events to obtain the best of both worlds: high-quality RGB information from bracketed LDRs and complementary high frequency and dynamic range information from events. We present a multi-modal end-to-end learning-based HDR imaging system that fuses bracketed images and event modalities in the feature domain using attention and multi-scale spatial alignment modules. We propose a novel event-to-image feature distillation module that learns to translate event features into the image-feature space with self-supervision. Our framework exploits the higher temporal resolution of events by sub-sampling the input event streams using a sliding window, enriching our combined feature representation. Our proposed approach surpasses SoTA multi-frame HDR reconstruction methods using synthetic and real events, with a 2dB and 1dB improvement in PSNR-L and PSNR-mu on the HdM HDR dataset, respectively.

CVDec 22, 2023
Deformable 3D Gaussian Splatting for Animatable Human Avatars

HyunJun Jung, Nikolas Brasch, Jifei Song et al.

Recent advances in neural radiance fields enable novel view synthesis of photo-realistic images in dynamic settings, which can be applied to scenarios with human animation. Commonly used implicit backbones to establish accurate models, however, require many input views and additional annotations such as human masks, UV maps and depth maps. In this work, we propose ParDy-Human (Parameterized Dynamic Human Avatar), a fully explicit approach to construct a digital avatar from as little as a single monocular sequence. ParDy-Human introduces parameter-driven dynamics into 3D Gaussian Splatting where 3D Gaussians are deformed by a human pose model to animate the avatar. Our method is composed of two parts: A first module that deforms canonical 3D Gaussians according to SMPL vertices and a consecutive module that further takes their designed joint encodings and predicts per Gaussian deformations to deal with dynamics beyond SMPL vertex deformations. Images are then synthesized by a rasterizer. ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images. Our avatars learning is free of additional annotations such as masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware. We provide experimental evidence to show that ParDy-Human outperforms state-of-the-art methods on ZJU-MoCap and THUman4.0 datasets both quantitatively and visually.

CVDec 20, 2023
SWinGS: Sliding Windows for Dynamic 3D Gaussian Splatting

Richard Shaw, Michal Nazarczuk, Jifei Song et al.

Novel view synthesis has shown rapid progress recently, with methods capable of producing increasingly photorealistic results. 3D Gaussian Splatting has emerged as a promising method, producing high-quality renderings of scenes and enabling interactive viewing at real-time frame rates. However, it is limited to static scenes. In this work, we extend 3D Gaussian Splatting to reconstruct dynamic scenes. We model a scene's dynamics using dynamic MLPs, learning deformations from temporally-local canonical representations to per-frame 3D Gaussians. To disentangle static and dynamic regions, tuneable parameters weigh each Gaussian's respective MLP parameters, improving the dynamics modelling of imbalanced scenes. We introduce a sliding window training strategy that partitions the sequence into smaller manageable windows to handle arbitrary length scenes while maintaining high rendering quality. We propose an adaptive sampling strategy to determine appropriate window size hyperparameters based on the scene's motion, balancing training overhead with visual quality. Training a separate dynamic 3D Gaussian model for each sliding window allows the canonical representation to change, enabling the reconstruction of scenes with significant geometric changes. Temporal consistency is enforced using a fine-tuning step with self-supervising consistency loss on randomly sampled novel views. As a result, our method produces high-quality renderings of general dynamic scenes with competitive quantitative performance, which can be viewed in real-time in our dynamic interactive viewer.

CVMar 18, 2024
RoGUENeRF: A Robust Geometry-Consistent Universal Enhancer for NeRF

Sibi Catley-Chandar, Richard Shaw, Gregory Slabaugh et al.

Recent advances in neural rendering have enabled highly photorealistic 3D scene reconstruction and novel view synthesis. Despite this progress, current state-of-the-art methods struggle to reconstruct high frequency detail, due to factors such as a low-frequency bias of radiance fields and inaccurate camera calibration. One approach to mitigate this issue is to enhance images post-rendering. 2D enhancers can be pre-trained to recover some detail but are agnostic to scene geometry and do not easily generalize to new distributions of image degradation. Conversely, existing 3D enhancers are able to transfer detail from nearby training images in a generalizable manner, but suffer from inaccurate camera calibration and can propagate errors from the geometry into rendered images. We propose a neural rendering enhancer, RoGUENeRF, which exploits the best of both paradigms. Our method is pre-trained to learn a general enhancer while also leveraging information from nearby training images via robust 3D alignment and geometry-aware fusion. Our approach restores high-frequency textures while maintaining geometric consistency and is also robust to inaccurate camera calibration. We show that RoGUENeRF substantially enhances the rendering quality of a wide range of neural rendering baselines, e.g. improving the PSNR of MipNeRF360 by 0.63dB and Nerfacto by 1.34dB on the real world 360v2 dataset.

CVJul 21, 2025
CHROMA: Consistent Harmonization of Multi-View Appearance via Bilateral Grid Prediction

Jisu Shin, Richard Shaw, Seunghyun Shin et al.

Modern camera pipelines apply extensive on-device processing, such as exposure adjustment, white balance, and color correction, which, while beneficial individually, often introduce photometric inconsistencies across views. These appearance variations violate multi-view consistency and degrade novel view synthesis. Joint optimization of scene-specific representations and per-image appearance embeddings has been proposed to address this issue, but with increased computational complexity and slower training. In this work, we propose a generalizable, feed-forward approach that predicts spatially adaptive bilateral grids to correct photometric variations in a multi-view consistent manner. Our model processes hundreds of frames in a single step, enabling efficient large-scale harmonization, and seamlessly integrates into downstream 3D reconstruction models, providing cross-scene generalization without requiring scene-specific retraining. To overcome the lack of paired data, we employ a hybrid self-supervised rendering loss leveraging 3D foundation models, improving generalization to real-world variations. Extensive experiments show that our approach outperforms or matches the reconstruction quality of existing scene-specific optimization methods with appearance modeling, without significantly affecting the training time of baseline 3D models.