CVJun 1Code
Cosmos 3: Omnimodal World Models for Physical AIAditi, Niket Agarwal, Arslan Ali et al.
We introduce Cosmos 3, a family of omnimodal world models designed to jointly process and generate language, image, video, audio, and action sequences within a unified mixture-of-transformers architecture. By supporting highly flexible input-output configurations, Cosmos 3 seamlessly unifies critical modalities for Physical AI -- effectively subsuming vision-language models, video generators, world simulators, and world-action models into a single framework. Our evaluation demonstrates that Cosmos 3 establishes a new state-of-the-art across a diverse suite of understanding and generation tasks, demonstrating omnimodal world models as scalable, general-purpose backbones for embodied agents. Our post-trained Cosmos 3 models were ranked as the best open-source Text-to-Image and Image-to-Video models by Artificial Analysis, and the best policy model by RoboArena at the time the technical report was written. To accelerate open research and deployment in Physical AI, we make our code, model checkpoints, curated synthetic datasets, and evaluation benchmark available under the Linux Foundation's OpenMDW-1.1 https://openmdw.ai/license/1-1/ License at https://github.com/nvidia/cosmos}{github.com/nvidia/cosmos and https://huggingface.co/collections/nvidia/cosmos3 . The project website is available at https://research.nvidia.com/labs/cosmos-lab/cosmos3 .
CVMay 30, 2022Code
Compressible-composable NeRF via Rank-residual DecompositionJiaxiang Tang, Xiaokang Chen, Jingbo Wang et al.
Neural Radiance Field (NeRF) has emerged as a compelling method to represent 3D objects and scenes for photo-realistic rendering. However, its implicit representation causes difficulty in manipulating the models like the explicit mesh representation. Several recent advances in NeRF manipulation are usually restricted by a shared renderer network, or suffer from large model size. To circumvent the hurdle, in this paper, we present an explicit neural field representation that enables efficient and convenient manipulation of models. To achieve this goal, we learn a hybrid tensor rank decomposition of the scene without neural networks. Motivated by the low-rank approximation property of the SVD algorithm, we propose a rank-residual learning strategy to encourage the preservation of primary information in lower ranks. The model size can then be dynamically adjusted by rank truncation to control the levels of detail, achieving near-optimal compression without extra optimization. Furthermore, different models can be arbitrarily transformed and composed into one scene by concatenating along the rank dimension. The growth of storage cost can also be mitigated by compressing the unimportant objects in the composed scene. We demonstrate that our method is able to achieve comparable rendering quality to state-of-the-art methods, while enabling extra capability of compression and composition. Code will be made available at https://github.com/ashawkey/CCNeRF.
CVAug 16, 2023
TeCH: Text-guided Reconstruction of Lifelike Clothed HumansYangyi Huang, Hongwei Yi, Yuliang Xiu et al.
Despite recent research advancements in reconstructing clothed humans from a single image, accurately restoring the "unseen regions" with high-level details remains an unsolved challenge that lacks attention. Existing methods often generate overly smooth back-side surfaces with a blurry texture. But how to effectively capture all visual attributes of an individual from a single image, which are sufficient to reconstruct unseen areas (e.g., the back view)? Motivated by the power of foundation models, TeCH reconstructs the 3D human by leveraging 1) descriptive text prompts (e.g., garments, colors, hairstyles) which are automatically generated via a garment parsing model and Visual Question Answering (VQA), 2) a personalized fine-tuned Text-to-Image diffusion model (T2I) which learns the "indescribable" appearance. To represent high-resolution 3D clothed humans at an affordable cost, we propose a hybrid 3D representation based on DMTet, which consists of an explicit body shape grid and an implicit distance field. Guided by the descriptive prompts + personalized T2I diffusion model, the geometry and texture of the 3D humans are optimized through multi-view Score Distillation Sampling (SDS) and reconstruction losses based on the original observation. TeCH produces high-fidelity 3D clothed humans with consistent & delicate texture, and detailed full-body geometry. Quantitative and qualitative experiments demonstrate that TeCH outperforms the state-of-the-art methods in terms of reconstruction accuracy and rendering quality. The code will be publicly available for research purposes at https://huangyangyi.github.io/TeCH
CVMar 3, 2023
Delicate Textured Mesh Recovery from NeRF via Adaptive Surface RefinementJiaxiang Tang, Hang Zhou, Xiaokang Chen et al.
Neural Radiance Fields (NeRF) have constituted a remarkable breakthrough in image-based 3D reconstruction. However, their implicit volumetric representations differ significantly from the widely-adopted polygonal meshes and lack support from common 3D software and hardware, making their rendering and manipulation inefficient. To overcome this limitation, we present a novel framework that generates textured surface meshes from images. Our approach begins by efficiently initializing the geometry and view-dependency decomposed appearance with a NeRF. Subsequently, a coarse mesh is extracted, and an iterative surface refining algorithm is developed to adaptively adjust both vertex positions and face density based on re-projected rendering errors. We jointly refine the appearance with geometry and bake it into texture images for real-time rendering. Extensive experiments demonstrate that our method achieves superior mesh quality and competitive rendering quality.
CVNov 22, 2022
Real-time Neural Radiance Talking Portrait Synthesis via Audio-spatial DecompositionJiaxiang Tang, Kaisiyuan Wang, Hang Zhou et al.
While dynamic Neural Radiance Fields (NeRF) have shown success in high-fidelity 3D modeling of talking portraits, the slow training and inference speed severely obstruct their potential usage. In this paper, we propose an efficient NeRF-based framework that enables real-time synthesizing of talking portraits and faster convergence by leveraging the recent success of grid-based NeRF. Our key insight is to decompose the inherently high-dimensional talking portrait representation into three low-dimensional feature grids. Specifically, a Decomposed Audio-spatial Encoding Module models the dynamic head with a 3D spatial grid and a 2D audio grid. The torso is handled with another 2D grid in a lightweight Pseudo-3D Deformable Module. Both modules focus on efficiency under the premise of good rendering quality. Extensive experiments demonstrate that our method can generate realistic and audio-lips synchronized talking portrait videos, while also being highly efficient compared to previous methods.
CVSep 28, 2023
DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content CreationJiaxiang Tang, Jiawei Ren, Hang Zhou et al.
Recent advances in 3D content creation mostly leverage optimization-based 3D generation via score distillation sampling (SDS). Though promising results have been exhibited, these methods often suffer from slow per-sample optimization, limiting their practical usage. In this paper, we propose DreamGaussian, a novel 3D content generation framework that achieves both efficiency and quality simultaneously. Our key insight is to design a generative 3D Gaussian Splatting model with companioned mesh extraction and texture refinement in UV space. In contrast to the occupancy pruning used in Neural Radiance Fields, we demonstrate that the progressive densification of 3D Gaussians converges significantly faster for 3D generative tasks. To further enhance the texture quality and facilitate downstream applications, we introduce an efficient algorithm to convert 3D Gaussians into textured meshes and apply a fine-tuning stage to refine the details. Extensive experiments demonstrate the superior efficiency and competitive generation quality of our proposed approach. Notably, DreamGaussian produces high-quality textured meshes in just 2 minutes from a single-view image, achieving approximately 10 times acceleration compared to existing methods.
CVMar 12Code
SceneAssistant: A Visual Feedback Agent for Open-Vocabulary 3D Scene GenerationJun Luo, Jiaxiang Tang, Ruijie Lu et al.
Text-to-3D scene generation from natural language is highly desirable for digital content creation. However, existing methods are largely domain-restricted or reliant on predefined spatial relationships, limiting their capacity for unconstrained, open-vocabulary 3D scene synthesis. In this paper, we introduce SceneAssistant, a visual-feedback-driven agent designed for open-vocabulary 3D scene generation. Our framework leverages modern 3D object generation model along with the spatial reasoning and planning capabilities of Vision-Language Models (VLMs). To enable open-vocabulary scene composition, we provide the VLMs with a comprehensive set of atomic operations (e.g., Scale, Rotate, FocusOn). At each interaction step, the VLM receives rendered visual feedback and takes actions accordingly, iteratively refining the scene to achieve more coherent spatial arrangements and better alignment with the input text. Experimental results demonstrate that our method can generate diverse, open-vocabulary, and high-quality 3D scenes. Both qualitative analysis and quantitative human evaluations demonstrate the superiority of our approach over existing methods. Furthermore, our method allows users to instruct the agent to edit existing scenes based on natural language commands. Our code is available at https://github.com/ROUJINN/SceneAssistant
CVSep 19, 2024
3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive DiffusionZhaoxi Chen, Jiaxiang Tang, Yuhao Dong et al.
The increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR). In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets. On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs. We conduct extensive qualitative and quantitative experiments to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications.
CVNov 28, 2023
HumanGaussian: Text-Driven 3D Human Generation with Gaussian SplattingXian Liu, Xiaohang Zhan, Jiaxiang Tang et al.
Realistic 3D human generation from text prompts is a desirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distillation sampling (SDS), which suffers from inadequate fine details or excessive training time. In this paper, we propose an efficient yet effective framework, HumanGaussian, that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growing, where such adaptive density control can be naturally guided by intrinsic human structures. Specifically, 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appearance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaussian densification and pruning process. 2) Moreover, we devise an Annealed Negative Prompt Guidance by decomposing SDS into a noisier generative score and a cleaner classifier score, which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the superior efficiency and competitive quality of our framework, rendering vivid 3D humans under diverse scenarios. Project Page: https://alvinliu0.github.io/projects/HumanGaussian
CVSep 26, 2024
EdgeRunner: Auto-regressive Auto-encoder for Artistic Mesh GenerationJiaxiang Tang, Zhaoshuo Li, Zekun Hao et al.
Current auto-regressive mesh generation methods suffer from issues such as incompleteness, insufficient detail, and poor generalization. In this paper, we propose an Auto-regressive Auto-encoder (ArAE) model capable of generating high-quality 3D meshes with up to 4,000 faces at a spatial resolution of $512^3$. We introduce a novel mesh tokenization algorithm that efficiently compresses triangular meshes into 1D token sequences, significantly enhancing training efficiency. Furthermore, our model compresses variable-length triangular meshes into a fixed-length latent space, enabling training latent diffusion models for better generalization. Extensive experiments demonstrate the superior quality, diversity, and generalization capabilities of our model in both point cloud and image-conditioned mesh generation tasks.
LGJun 18, 2022
Secure Embedding Aggregation for Federated Representation LearningJiaxiang Tang, Jinbao Zhu, Songze Li et al.
We consider a federated representation learning framework, where with the assistance of a central server, a group of $N$ distributed clients train collaboratively over their private data, for the representations (or embeddings) of a set of entities (e.g., users in a social network). Under this framework, for the key step of aggregating local embeddings trained privately at the clients, we develop a secure embedding aggregation protocol named \scheme, which leverages all potential aggregation opportunities among all the clients, while providing privacy guarantees for the set of local entities and corresponding embeddings \emph{simultaneously} at each client, against a curious server and up to $T < N/2$ colluding clients.
CVMar 4, 2024Code
3DTopia: Large Text-to-3D Generation Model with Hybrid Diffusion PriorsFangzhou Hong, Jiaxiang Tang, Ziang Cao et al.
We present a two-stage text-to-3D generation system, namely 3DTopia, which generates high-quality general 3D assets within 5 minutes using hybrid diffusion priors. The first stage samples from a 3D diffusion prior directly learned from 3D data. Specifically, it is powered by a text-conditioned tri-plane latent diffusion model, which quickly generates coarse 3D samples for fast prototyping. The second stage utilizes 2D diffusion priors to further refine the texture of coarse 3D models from the first stage. The refinement consists of both latent and pixel space optimization for high-quality texture generation. To facilitate the training of the proposed system, we clean and caption the largest open-source 3D dataset, Objaverse, by combining the power of vision language models and large language models. Experiment results are reported qualitatively and quantitatively to show the performance of the proposed system. Our codes and models are available at https://github.com/3DTopia/3DTopia
CVFeb 7, 2024
LGM: Large Multi-View Gaussian Model for High-Resolution 3D Content CreationJiaxiang Tang, Zhaoxi Chen, Xiaokang Chen et al.
3D content creation has achieved significant progress in terms of both quality and speed. Although current feed-forward models can produce 3D objects in seconds, their resolution is constrained by the intensive computation required during training. In this paper, we introduce Large Multi-View Gaussian Model (LGM), a novel framework designed to generate high-resolution 3D models from text prompts or single-view images. Our key insights are two-fold: 1) 3D Representation: We propose multi-view Gaussian features as an efficient yet powerful representation, which can then be fused together for differentiable rendering. 2) 3D Backbone: We present an asymmetric U-Net as a high-throughput backbone operating on multi-view images, which can be produced from text or single-view image input by leveraging multi-view diffusion models. Extensive experiments demonstrate the high fidelity and efficiency of our approach. Notably, we maintain the fast speed to generate 3D objects within 5 seconds while boosting the training resolution to 512, thereby achieving high-resolution 3D content generation.
CVDec 28, 2023
DreamGaussian4D: Generative 4D Gaussian SplattingJiawei Ren, Liang Pan, Jiaxiang Tang et al.
4D content generation has achieved remarkable progress recently. However, existing methods suffer from long optimization times, a lack of motion controllability, and a low quality of details. In this paper, we introduce DreamGaussian4D (DG4D), an efficient 4D generation framework that builds on Gaussian Splatting (GS). Our key insight is that combining explicit modeling of spatial transformations with static GS makes an efficient and powerful representation for 4D generation. Moreover, video generation methods have the potential to offer valuable spatial-temporal priors, enhancing the high-quality 4D generation. Specifically, we propose an integral framework with two major modules: 1) Image-to-4D GS - we initially generate static GS with DreamGaussianHD, followed by HexPlane-based dynamic generation with Gaussian deformation; and 2) Video-to-Video Texture Refinement - we refine the generated UV-space texture maps and meanwhile enhance their temporal consistency by utilizing a pre-trained image-to-video diffusion model. Notably, DG4D reduces the optimization time from several hours to just a few minutes, allows the generated 3D motion to be visually controlled, and produces animated meshes that can be realistically rendered in 3D engines.
CVMar 31, 2022Code
Point Scene Understanding via Disentangled Instance Mesh ReconstructionJiaxiang Tang, Xiaokang Chen, Jingbo Wang et al.
Semantic scene reconstruction from point cloud is an essential and challenging task for 3D scene understanding. This task requires not only to recognize each instance in the scene, but also to recover their geometries based on the partial observed point cloud. Existing methods usually attempt to directly predict occupancy values of the complete object based on incomplete point cloud proposals from a detection-based backbone. However, this framework always fails to reconstruct high fidelity mesh due to the obstruction of various detected false positive object proposals and the ambiguity of incomplete point observations for learning occupancy values of complete objects. To circumvent the hurdle, we propose a Disentangled Instance Mesh Reconstruction (DIMR) framework for effective point scene understanding. A segmentation-based backbone is applied to reduce false positive object proposals, which further benefits our exploration on the relationship between recognition and reconstruction. Based on the accurate proposals, we leverage a mesh-aware latent code space to disentangle the processes of shape completion and mesh generation, relieving the ambiguity caused by the incomplete point observations. Furthermore, with access to the CAD model pool at test time, our model can also be used to improve the reconstruction quality by performing mesh retrieval without extra training. We thoroughly evaluate the reconstructed mesh quality with multiple metrics, and demonstrate the superiority of our method on the challenging ScanNet dataset. Code is available at \url{https://github.com/ashawkey/dimr}.
CVMar 18, 2024
InTeX: Interactive Text-to-texture Synthesis via Unified Depth-aware InpaintingJiaxiang Tang, Ruijie Lu, Xiaokang Chen et al.
Text-to-texture synthesis has become a new frontier in 3D content creation thanks to the recent advances in text-to-image models. Existing methods primarily adopt a combination of pretrained depth-aware diffusion and inpainting models, yet they exhibit shortcomings such as 3D inconsistency and limited controllability. To address these challenges, we introduce InteX, a novel framework for interactive text-to-texture synthesis. 1) InteX includes a user-friendly interface that facilitates interaction and control throughout the synthesis process, enabling region-specific repainting and precise texture editing. 2) Additionally, we develop a unified depth-aware inpainting model that integrates depth information with inpainting cues, effectively mitigating 3D inconsistencies and improving generation speed. Through extensive experiments, our framework has proven to be both practical and effective in text-to-texture synthesis, paving the way for high-quality 3D content creation.
CVJun 11, 2025
Efficient Part-level 3D Object Generation via Dual Volume PackingJiaxiang Tang, Ruijie Lu, Zhaoshuo Li et al.
Recent progress in 3D object generation has greatly improved both the quality and efficiency. However, most existing methods generate a single mesh with all parts fused together, which limits the ability to edit or manipulate individual parts. A key challenge is that different objects may have a varying number of parts. To address this, we propose a new end-to-end framework for part-level 3D object generation. Given a single input image, our method generates high-quality 3D objects with an arbitrary number of complete and semantically meaningful parts. We introduce a dual volume packing strategy that organizes all parts into two complementary volumes, allowing for the creation of complete and interleaved parts that assemble into the final object. Experiments show that our model achieves better quality, diversity, and generalization than previous image-based part-level generation methods.
CVJul 8, 2025
DreamArt: Generating Interactable Articulated Objects from a Single ImageRuijie Lu, Yu Liu, Jiaxiang Tang et al.
Generating articulated objects, such as laptops and microwaves, is a crucial yet challenging task with extensive applications in Embodied AI and AR/VR. Current image-to-3D methods primarily focus on surface geometry and texture, neglecting part decomposition and articulation modeling. Meanwhile, neural reconstruction approaches (e.g., NeRF or Gaussian Splatting) rely on dense multi-view or interaction data, limiting their scalability. In this paper, we introduce DreamArt, a novel framework for generating high-fidelity, interactable articulated assets from single-view images. DreamArt employs a three-stage pipeline: firstly, it reconstructs part-segmented and complete 3D object meshes through a combination of image-to-3D generation, mask-prompted 3D segmentation, and part amodal completion. Second, we fine-tune a video diffusion model to capture part-level articulation priors, leveraging movable part masks as prompt and amodal images to mitigate ambiguities caused by occlusion. Finally, DreamArt optimizes the articulation motion, represented by a dual quaternion, and conducts global texture refinement and repainting to ensure coherent, high-quality textures across all parts. Experimental results demonstrate that DreamArt effectively generates high-quality articulated objects, possessing accurate part shape, high appearance fidelity, and plausible articulation, thereby providing a scalable solution for articulated asset generation. Our project page is available at https://dream-art-0.github.io/DreamArt/.
CVMar 15, 2025
TACO: Taming Diffusion for in-the-wild Video Amodal CompletionRuijie Lu, Yixin Chen, Yu Liu et al.
Humans can infer complete shapes and appearances of objects from limited visual cues, relying on extensive prior knowledge of the physical world. However, completing partially observable objects while ensuring consistency across video frames remains challenging for existing models, especially for unstructured, in-the-wild videos. This paper tackles the task of Video Amodal Completion (VAC), which aims to generate the complete object consistently throughout the video given a visual prompt specifying the object of interest. Leveraging the rich, consistent manifolds learned by pre-trained video diffusion models, we propose a conditional diffusion model, TACO, that repurposes these manifolds for VAC. To enable its effective and robust generalization to challenging in-the-wild scenarios, we curate a large-scale synthetic dataset with multiple difficulty levels by systematically imposing occlusions onto un-occluded videos. Building on this, we devise a progressive fine-tuning paradigm that starts with simpler recovery tasks and gradually advances to more complex ones. We demonstrate TACO's versatility on a wide range of in-the-wild videos from Internet, as well as on diverse, unseen datasets commonly used in autonomous driving, robotic manipulation, and scene understanding. Moreover, we show that TACO can be effectively applied to various downstream tasks like object reconstruction and pose estimation, highlighting its potential to facilitate physical world understanding and reasoning. Our project page is available at https://jason-aplp.github.io/TACO.
CVDec 10, 2024
Robust Multiple Description Neural Video Codec with Masked Transformer for Dynamic and Noisy NetworksXinyue Hu, Wei Ye, Jiaxiang Tang et al.
Multiple Description Coding (MDC) is a promising error-resilient source coding method that is particularly suitable for dynamic networks with multiple (yet noisy and unreliable) paths. However, conventional MDC video codecs suffer from cumbersome architectures, poor scalability, limited loss resilience, and lower compression efficiency. As a result, MDC has never been widely adopted. Inspired by the potential of neural video codecs, this paper rethinks MDC design. We propose a novel MDC video codec, NeuralMDC, demonstrating how bidirectional transformers trained for masked token prediction can vastly simplify the design of MDC video codec. To compress a video, NeuralMDC starts by tokenizing each frame into its latent representation and then splits the latent tokens to create multiple descriptions containing correlated information. Instead of using motion prediction and warping operations, NeuralMDC trains a bidirectional masked transformer to model the spatial-temporal dependencies of latent representations and predict the distribution of the current representation based on the past. The predicted distribution is used to independently entropy code each description and infer any potentially lost tokens. Extensive experiments demonstrate NeuralMDC achieves state-of-the-art loss resilience with minimal sacrifices in compression efficiency, significantly outperforming the best existing residual-coding-based error-resilient neural video codec.
CVJun 14, 2024
MeshAnything: Artist-Created Mesh Generation with Autoregressive TransformersYiwen Chen, Tong He, Di Huang et al.
Recently, 3D assets created via reconstruction and generation have matched the quality of manually crafted assets, highlighting their potential for replacement. However, this potential is largely unrealized because these assets always need to be converted to meshes for 3D industry applications, and the meshes produced by current mesh extraction methods are significantly inferior to Artist-Created Meshes (AMs), i.e., meshes created by human artists. Specifically, current mesh extraction methods rely on dense faces and ignore geometric features, leading to inefficiencies, complicated post-processing, and lower representation quality. To address these issues, we introduce MeshAnything, a model that treats mesh extraction as a generation problem, producing AMs aligned with specified shapes. By converting 3D assets in any 3D representation into AMs, MeshAnything can be integrated with various 3D asset production methods, thereby enhancing their application across the 3D industry. The architecture of MeshAnything comprises a VQ-VAE and a shape-conditioned decoder-only transformer. We first learn a mesh vocabulary using the VQ-VAE, then train the shape-conditioned decoder-only transformer on this vocabulary for shape-conditioned autoregressive mesh generation. Our extensive experiments show that our method generates AMs with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods.
CVMay 25, 2023
Interactive Segment Anything NeRF with Feature ImitationXiaokang Chen, Jiaxiang Tang, Diwen Wan et al.
This paper investigates the potential of enhancing Neural Radiance Fields (NeRF) with semantics to expand their applications. Although NeRF has been proven useful in real-world applications like VR and digital creation, the lack of semantics hinders interaction with objects in complex scenes. We propose to imitate the backbone feature of off-the-shelf perception models to achieve zero-shot semantic segmentation with NeRF. Our framework reformulates the segmentation process by directly rendering semantic features and only applying the decoder from perception models. This eliminates the need for expensive backbones and benefits 3D consistency. Furthermore, we can project the learned semantics onto extracted mesh surfaces for real-time interaction. With the state-of-the-art Segment Anything Model (SAM), our framework accelerates segmentation by 16 times with comparable mask quality. The experimental results demonstrate the efficacy and computational advantages of our approach. Project page: \url{https://me.kiui.moe/san/}.
CVDec 24, 2021
Not All Voxels Are Equal: Semantic Scene Completion from the Point-Voxel PerspectiveXiaokang Chen, Jiaxiang Tang, Jingbo Wang et al.
We revisit Semantic Scene Completion (SSC), a useful task to predict the semantic and occupancy representation of 3D scenes, in this paper. A number of methods for this task are always based on voxelized scene representations for keeping local scene structure. However, due to the existence of visible empty voxels, these methods always suffer from heavy computation redundancy when the network goes deeper, and thus limit the completion quality. To address this dilemma, we propose our novel point-voxel aggregation network for this task. Firstly, we transfer the voxelized scenes to point clouds by removing these visible empty voxels and adopt a deep point stream to capture semantic information from the scene efficiently. Meanwhile, a light-weight voxel stream containing only two 3D convolution layers preserves local structures of the voxelized scenes. Furthermore, we design an anisotropic voxel aggregation operator to fuse the structure details from the voxel stream into the point stream, and a semantic-aware propagation module to enhance the up-sampling process in the point stream by semantic labels. We demonstrate that our model surpasses state-of-the-arts on two benchmarks by a large margin, with only depth images as the input.
CVJul 19, 2021
Joint Implicit Image Function for Guided Depth Super-ResolutionJiaxiang Tang, Xiaokang Chen, Gang Zeng
Guided depth super-resolution is a practical task where a low-resolution and noisy input depth map is restored to a high-resolution version, with the help of a high-resolution RGB guide image. Existing methods usually view this task as a generalized guided filtering problem that relies on designing explicit filters and objective functions, or a dense regression problem that directly predicts the target image via deep neural networks. These methods suffer from either model capability or interpretability. Inspired by the recent progress in implicit neural representation, we propose to formulate the guided super-resolution as a neural implicit image interpolation problem, where we take the form of a general image interpolation but use a novel Joint Implicit Image Function (JIIF) representation to learn both the interpolation weights and values. JIIF represents the target image domain with spatially distributed local latent codes extracted from the input image and the guide image, and uses a graph attention mechanism to learn the interpolation weights at the same time in one unified deep implicit function. We demonstrate the effectiveness of our JIIF representation on guided depth super-resolution task, significantly outperforming state-of-the-art methods on three public benchmarks. Code can be found at \url{https://git.io/JC2sU}.
LGSep 11, 2019
Joint Learning of Graph Representation and Node Features in Graph Convolutional Neural NetworksJiaxiang Tang, Wei Hu, Xiang Gao et al.
Graph Convolutional Neural Networks (GCNNs) extend classical CNNs to graph data domain, such as brain networks, social networks and 3D point clouds. It is critical to identify an appropriate graph for the subsequent graph convolution. Existing methods manually construct or learn one fixed graph for all the layers of a GCNN. In order to adapt to the underlying structure of node features in different layers, we propose dynamic learning of graphs and node features jointly in GCNNs. In particular, we cast the graph optimization problem as distance metric learning to capture pairwise similarities of features in each layer. We deploy the Mahalanobis distance metric and further decompose the metric matrix into a low-dimensional matrix, which converts graph learning to the optimization of a low-dimensional matrix for efficient implementation. Extensive experiments on point clouds and citation network datasets demonstrate the superiority of the proposed method in terms of both accuracies and robustness.
CVNov 29, 2018
Optimized Skeleton-based Action Recognition via Sparsified Graph RegressionXiang Gao, Wei Hu, Jiaxiang Tang et al.
With the prevalence of accessible depth sensors, dynamic human body skeletons have attracted much attention as a robust modality for action recognition. Previous methods model skeletons based on RNN or CNN, which has limited expressive power for irregular skeleton joints. While graph convolutional networks (GCN) have been proposed to address irregular graph-structured data, the fundamental graph construction remains challenging. In this paper, we represent skeletons naturally on graphs, and propose a graph regression based GCN (GR-GCN) for skeleton-based action recognition, aiming to capture the spatio-temporal variation in the data. As the graph representation is crucial to graph convolution, we first propose graph regression to statistically learn the underlying graph from multiple observations. In particular, we provide spatio-temporal modeling of skeletons and pose an optimization problem on the graph structure over consecutive frames, which enforces the sparsity of the underlying graph for efficient representation. The optimized graph not only connects each joint to its neighboring joints in the same frame strongly or weakly, but also links with relevant joints in the previous and subsequent frames. We then feed the optimized graph into the GCN along with the coordinates of the skeleton sequence for feature learning, where we deploy high-order and fast Chebyshev approximation of spectral graph convolution. Further, we provide analysis of the variation characterization by the Chebyshev approximation. Experimental results validate the effectiveness of the proposed graph regression and show that the proposed GR-GCN achieves the state-of-the-art performance on the widely used NTU RGB+D, UT-Kinect and SYSU 3D datasets.