AIAug 14, 2024
Abstract Operations Research Modeling Using Natural Language InputsJunxuan Li, Ryan Wickman, Sahil Bhatnagar et al. · microsoft-research
Operations research (OR) uses mathematical models to enhance decision-making, but developing these models requires expert knowledge and can be time-consuming. Automated mathematical programming (AMP) has emerged to simplify this process, but existing systems have limitations. This paper introduces a novel methodology that uses recent advances in Large Language Model (LLM) to create and edit OR solutions from non-expert user queries expressed using Natural Language. This reduces the need for domain expertise and the time to formulate a problem. The paper presents an end-to-end pipeline, named NL2OR, that generates solutions to OR problems from natural language input, and shares experimental results on several important OR problems.
CVMar 24, 2022
Neural Reflectance for Shape Recovery with Shadow HandlingJunxuan Li, Hongdong Li
This paper aims at recovering the shape of a scene with unknown, non-Lambertian, and possibly spatially-varying surface materials. When the shape of the object is highly complex and that shadows cast on the surface, the task becomes very challenging. To overcome these challenges, we propose a coordinate-based deep MLP (multilayer perceptron) to parameterize both the unknown 3D shape and the unknown reflectance at every surface point. This network is able to leverage the observed photometric variance and shadows on the surface, and recover both surface shape and general non-Lambertian reflectance. We explicitly predict cast shadows, mitigating possible artifacts on these shadowing regions, leading to higher estimation accuracy. Our framework is entirely self-supervised, in the sense that it requires neither ground truth shape nor BRDF. Tests on real-world images demonstrate that our method outperform existing methods by a significant margin. Thanks to the small size of the MLP-net, our method is an order of magnitude faster than previous CNN-based methods.
CVJul 16, 2022
Self-calibrating Photometric Stereo by Neural Inverse RenderingJunxuan Li, Hongdong Li
This paper tackles the task of uncalibrated photometric stereo for 3D object reconstruction, where both the object shape, object reflectance, and lighting directions are unknown. This is an extremely difficult task, and the challenge is further compounded with the existence of the well-known generalized bas-relief (GBR) ambiguity in photometric stereo. Previous methods to resolve this ambiguity either rely on an overly simplified reflectance model, or assume special light distribution. We propose a new method that jointly optimizes object shape, light directions, and light intensities, all under general surfaces and lights assumptions. The specularities are used explicitly to solve uncalibrated photometric stereo via a neural inverse rendering process. We gradually fit specularities from shiny to rough using novel progressive specular bases. Our method leverages a physically based rendering equation by minimizing the reconstruction error on a per-object-basis. Our method demonstrates state-of-the-art accuracy in light estimation and shape recovery on real-world datasets.
CVMar 24, 2023
WildLight: In-the-wild Inverse Rendering with a FlashlightZiang Cheng, Junxuan Li, Hongdong Li
This paper proposes a practical photometric solution for the challenging problem of in-the-wild inverse rendering under unknown ambient lighting. Our system recovers scene geometry and reflectance using only multi-view images captured by a smartphone. The key idea is to exploit smartphone's built-in flashlight as a minimally controlled light source, and decompose image intensities into two photometric components -- a static appearance corresponds to ambient flux, plus a dynamic reflection induced by the moving flashlight. Our method does not require flash/non-flash images to be captured in pairs. Building on the success of neural light fields, we use an off-the-shelf method to capture the ambient reflections, while the flashlight component enables physically accurate photometric constraints to decouple reflectance and illumination. Compared to existing inverse rendering methods, our setup is applicable to non-darkroom environments yet sidesteps the inherent difficulties of explicit solving ambient reflections. We demonstrate by extensive experiments that our method is easy to implement, casual to set up, and consistently outperforms existing in-the-wild inverse rendering techniques. Finally, our neural reconstruction can be easily exported to PBR textured triangle mesh ready for industrial renderers.
CVFeb 9, 2023
MEGANE: Morphable Eyeglass and Avatar NetworkJunxuan Li, Shunsuke Saito, Tomas Simon et al.
Eyeglasses play an important role in the perception of identity. Authentic virtual representations of faces can benefit greatly from their inclusion. However, modeling the geometric and appearance interactions of glasses and the face of virtual representations of humans is challenging. Glasses and faces affect each other's geometry at their contact points, and also induce appearance changes due to light transport. Most existing approaches do not capture these physical interactions since they model eyeglasses and faces independently. Others attempt to resolve interactions as a 2D image synthesis problem and suffer from view and temporal inconsistencies. In this work, we propose a 3D compositional morphable model of eyeglasses that accurately incorporates high-fidelity geometric and photometric interaction effects. To support the large variation in eyeglass topology efficiently, we employ a hybrid representation that combines surface geometry and a volumetric representation. Unlike volumetric approaches, our model naturally retains correspondences across glasses, and hence explicit modification of geometry, such as lens insertion and frame deformation, is greatly simplified. In addition, our model is relightable under point lights and natural illumination, supporting high-fidelity rendering of various frame materials, including translucent plastic and metal within a single morphable model. Importantly, our approach models global light transport effects, such as casting shadows between faces and glasses. Our morphable model for eyeglasses can also be fit to novel glasses via inverse rendering. We compare our approach to state-of-the-art methods and demonstrate significant quality improvements.
CVMar 24, 2025Code
FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few ImagesRong Wang, Fabian Prada, Ziyan Wang et al.
We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the-arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA.
GRDec 6, 2023
Relightable Gaussian Codec AvatarsShunsuke Saito, Gabriel Schwartz, Tomas Simon et al.
The fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intricate structures like 3D hair geometry. For appearance, existing relighting models are limited in fidelity and often too slow to render in real-time with high-resolution continuous environments. In this work, we present Relightable Gaussian Codec Avatars, a method to build high-fidelity relightable head avatars that can be animated to generate novel expressions. Our geometry model based on 3D Gaussians can capture 3D-consistent sub-millimeter details such as hair strands and pores on dynamic face sequences. To support diverse materials of human heads such as the eyes, skin, and hair in a unified manner, we present a novel relightable appearance model based on learnable radiance transfer. Together with global illumination-aware spherical harmonics for the diffuse components, we achieve real-time relighting with all-frequency reflections using spherical Gaussians. This appearance model can be efficiently relit under both point light and continuous illumination. We further improve the fidelity of eye reflections and enable explicit gaze control by introducing relightable explicit eye models. Our method outperforms existing approaches without compromising real-time performance. We also demonstrate real-time relighting of avatars on a tethered consumer VR headset, showcasing the efficiency and fidelity of our avatars.
CVNov 7, 2025
PreResQ-R1: Towards Fine-Grained Rank-and-Score Reinforcement Learning for Visual Quality Assessment via Preference-Response Disentangled Policy OptimizationZehui Feng, Tian Qiu, Tong Wu et al.
Visual Quality Assessment (QA) seeks to predict human perceptual judgments of visual fidelity. While recent multimodal large language models (MLLMs) show promise in reasoning about image and video quality, existing approaches mainly rely on supervised fine-tuning or rank-only objectives, resulting in shallow reasoning, poor score calibration, and limited cross-domain generalization. We propose PreResQ-R1, a Preference-Response Disentangled Reinforcement Learning framework that unifies absolute score regression and relative ranking consistency within a single reasoning-driven optimization scheme. Unlike prior QA methods, PreResQ-R1 introduces a dual-branch reward formulation that separately models intra-sample response coherence and inter-sample preference alignment, optimized via Group Relative Policy Optimization (GRPO). This design encourages fine-grained, stable, and interpretable chain-of-thought reasoning about perceptual quality. To extend beyond static imagery, we further design a global-temporal and local-spatial data flow strategy for Video Quality Assessment. Remarkably, with reinforcement fine-tuning on only 6K images and 28K videos, PreResQ-R1 achieves state-of-the-art results across 10 IQA and 5 VQA benchmarks under both SRCC and PLCC metrics, surpassing by margins of 5.30% and textbf2.15% in IQA task, respectively. Beyond quantitative gains, it produces human-aligned reasoning traces that reveal the perceptual cues underlying quality judgments. Code and model are available.
CVOct 31, 2024
URAvatar: Universal Relightable Gaussian Codec AvatarsJunxuan Li, Chen Cao, Gabriel Schwartz et al.
We present a new approach to creating photorealistic and relightable head avatars from a phone scan with unknown illumination. The reconstructed avatars can be animated and relit in real time with the global illumination of diverse environments. Unlike existing approaches that estimate parametric reflectance parameters via inverse rendering, our approach directly models learnable radiance transfer that incorporates global light transport in an efficient manner for real-time rendering. However, learning such a complex light transport that can generalize across identities is non-trivial. A phone scan in a single environment lacks sufficient information to infer how the head would appear in general environments. To address this, we build a universal relightable avatar model represented by 3D Gaussians. We train on hundreds of high-quality multi-view human scans with controllable point lights. High-resolution geometric guidance further enhances the reconstruction accuracy and generalization. Once trained, we finetune the pretrained model on a phone scan using inverse rendering to obtain a personalized relightable avatar. Our experiments establish the efficacy of our design, outperforming existing approaches while retaining real-time rendering capability.
CVMar 3, 2025
Vid2Avatar-Pro: Authentic Avatar from Videos in the Wild via Universal PriorChen Guo, Junxuan Li, Yash Kant et al.
We present Vid2Avatar-Pro, a method to create photorealistic and animatable 3D human avatars from monocular in-the-wild videos. Building a high-quality avatar that supports animation with diverse poses from a monocular video is challenging because the observation of pose diversity and view points is inherently limited. The lack of pose variations typically leads to poor generalization to novel poses, and avatars can easily overfit to limited input view points, producing artifacts and distortions from other views. In this work, we address these limitations by leveraging a universal prior model (UPM) learned from a large corpus of multi-view clothed human performance capture data. We build our representation on top of expressive 3D Gaussians with canonical front and back maps shared across identities. Once the UPM is learned to accurately reproduce the large-scale multi-view human images, we fine-tune the model with an in-the-wild video via inverse rendering to obtain a personalized photorealistic human avatar that can be faithfully animated to novel human motions and rendered from novel views. The experiments show that our approach based on the learned universal prior sets a new state-of-the-art in monocular avatar reconstruction by substantially outperforming existing approaches relying only on heuristic regularization or a shape prior of minimally clothed bodies (e.g., SMPL) on publicly available datasets.
CVFeb 7, 2024
V2VSSC: A 3D Semantic Scene Completion Benchmark for Perception with Vehicle to Vehicle CommunicationYuanfang Zhang, Junxuan Li, Kaiqing Luo et al.
Semantic scene completion (SSC) has recently gained popularity because it can provide both semantic and geometric information that can be used directly for autonomous vehicle navigation. However, there are still challenges to overcome. SSC is often hampered by occlusion and short-range perception due to sensor limitations, which can pose safety risks. This paper proposes a fundamental solution to this problem by leveraging vehicle-to-vehicle (V2V) communication. We propose the first generalized collaborative SSC framework that allows autonomous vehicles to share sensing information from different sensor views to jointly perform SSC tasks. To validate the proposed framework, we further build V2VSSC, the first V2V SSC benchmark, on top of the large-scale V2V perception dataset OPV2V. Extensive experiments demonstrate that by leveraging V2V communication, the SSC performance can be increased by 8.3% on geometric metric IoU and 6.0% mIOU.
CVJan 24, 2025
Relightable Full-Body Gaussian Codec AvatarsShaofei Wang, Tomas Simon, Igor Santesteban et al.
We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.
99.4CVApr 2
Large-scale Codec Avatars: The Unreasonable Effectiveness of Large-scale Avatar PretrainingJunxuan Li, Rawal Khirodkar, Chengan He et al.
High-quality 3D avatar modeling faces a critical trade-off between fidelity and generalization. On the one hand, multi-view studio data enables high-fidelity modeling of humans with precise control over expressions and poses, but it struggles to generalize to real-world data due to limited scale and the domain gap between the studio environment and the real world. On the other hand, recent large-scale avatar models trained on millions of in-the-wild samples show promise for generalization across a wide range of identities, yet the resulting avatars are often of low-quality due to inherent 3D ambiguities. To address this, we present Large-Scale Codec Avatars (LCA), a high-fidelity, full-body 3D avatar model that generalizes to world-scale populations in a feedforward manner, enabling efficient inference. Inspired by the success of large language models and vision foundation models, we present, for the first time, a pre/post-training paradigm for 3D avatar modeling at scale: we pretrain on 1M in-the-wild videos to learn broad priors over appearance and geometry, then post-train on high-quality curated data to enhance expressivity and fidelity. LCA generalizes across hair styles, clothing, and demographics while providing precise, fine-grained facial expressions and finger-level articulation control, with strong identity preservation. Notably, we observe emergent generalization to relightability and loose garment support to unconstrained inputs, and zero-shot robustness to stylized imagery, despite the absence of direct supervision.
CVFeb 27, 2025
LUCAS: Layered Universal Codec AvatarsDi Liu, Teng Deng, Giljoo Nam et al.
Photorealistic 3D head avatar reconstruction faces critical challenges in modeling dynamic face-hair interactions and achieving cross-identity generalization, particularly during expressions and head movements. We present LUCAS, a novel Universal Prior Model (UPM) for codec avatar modeling that disentangles face and hair through a layered representation. Unlike previous UPMs that treat hair as an integral part of the head, our approach separates the modeling of the hairless head and hair into distinct branches. LUCAS is the first to introduce a mesh-based UPM, facilitating real-time rendering on devices. Our layered representation also improves the anchor geometry for precise and visually appealing Gaussian renderings. Experimental results indicate that LUCAS outperforms existing single-mesh and Gaussian-based avatar models in both quantitative and qualitative assessments, including evaluations on held-out subjects in zero-shot driving scenarios. LUCAS demonstrates superior dynamic performance in managing head pose changes, expression transfer, and hairstyle variations, thereby advancing the state-of-the-art in 3D head avatar reconstruction.
95.2CVApr 8
GenLCA: 3D Diffusion for Full-Body Avatars from In-the-Wild VideosYiqian Wu, Rawal Khirodkar, Egor Zakharov et al.
We present GenLCA, a diffusion-based generative model for generating and editing photorealistic full-body avatars from text and image inputs. The generated avatars are faithful to the inputs, while supporting high-fidelity facial and full-body animations. The core idea is a novel paradigm that enables training a full-body 3D diffusion model from partially observable 2D data, allowing the training dataset to scale to millions of real-world videos. This scalability contributes to the superior photorealism and generalizability of GenLCA. Specifically, we scale up the dataset by repurposing a pretrained feed-forward avatar reconstruction model as an animatable 3D tokenizer, which encodes unstructured video frames into structured 3D tokens. However, most real-world videos only provide partial observations of body parts, resulting in excessive blurring or transparency artifacts in the 3D tokens. To address this, we propose a novel visibility-aware diffusion training strategy that replaces invalid regions with learnable tokens and computes losses only over valid regions. We then train a flow-based diffusion model on the token dataset, inherently maintaining the photorealism and animatability provided by the pretrained avatar reconstruction model. Our approach effectively enables the use of large-scale real-world video data to train a diffusion model natively in 3D. We demonstrate the efficacy of our method through diverse and high-fidelity generation and editing results, outperforming existing solutions by a large margin. The project page is available at https://onethousandwu.com/GenLCA-Page.
CVJul 25, 2025
HairCUP: Hair Compositional Universal Prior for 3D Gaussian AvatarsByungjun Kim, Shunsuke Saito, Giljoo Nam et al.
We present a universal prior model for 3D head avatars with explicit hair compositionality. Existing approaches to build generalizable priors for 3D head avatars often adopt a holistic modeling approach, treating the face and hair as an inseparable entity. This overlooks the inherent compositionality of the human head, making it difficult for the model to naturally disentangle face and hair representations, especially when the dataset is limited. Furthermore, such holistic models struggle to support applications like 3D face and hairstyle swapping in a flexible and controllable manner. To address these challenges, we introduce a prior model that explicitly accounts for the compositionality of face and hair, learning their latent spaces separately. A key enabler of this approach is our synthetic hairless data creation pipeline, which removes hair from studio-captured datasets using estimated hairless geometry and texture derived from a diffusion prior. By leveraging a paired dataset of hair and hairless captures, we train disentangled prior models for face and hair, incorporating compositionality as an inductive bias to facilitate effective separation. Our model's inherent compositionality enables seamless transfer of face and hair components between avatars while preserving identity. Additionally, we demonstrate that our model can be fine-tuned in a few-shot manner using monocular captures to create high-fidelity, hair-compositional 3D head avatars for unseen subjects. These capabilities highlight the practical applicability of our approach in real-world scenarios, paving the way for flexible and expressive 3D avatar generation.
CVOct 15, 2025
Capture, Canonicalize, Splat: Zero-Shot 3D Gaussian Avatars from Unstructured Phone ImagesEmanuel Garbin, Guy Adam, Oded Krams et al.
We present a novel, zero-shot pipeline for creating hyperrealistic, identity-preserving 3D avatars from a few unstructured phone images. Existing methods face several challenges: single-view approaches suffer from geometric inconsistencies and hallucinations, degrading identity preservation, while models trained on synthetic data fail to capture high-frequency details like skin wrinkles and fine hair, limiting realism. Our method introduces two key contributions: (1) a generative canonicalization module that processes multiple unstructured views into a standardized, consistent representation, and (2) a transformer-based model trained on a new, large-scale dataset of high-fidelity Gaussian splatting avatars derived from dome captures of real people. This "Capture, Canonicalize, Splat" pipeline produces static quarter-body avatars with compelling realism and robust identity preservation from unstructured photos.
GRJun 25, 2025
3DGH: 3D Head Generation with Composable Hair and FaceChengan He, Junxuan Li, Tobias Kirschstein et al.
We present 3DGH, an unconditional generative model for 3D human heads with composable hair and face components. Unlike previous work that entangles the modeling of hair and face, we propose to separate them using a novel data representation with template-based 3D Gaussian Splatting, in which deformable hair geometry is introduced to capture the geometric variations across different hairstyles. Based on this data representation, we design a 3D GAN-based architecture with dual generators and employ a cross-attention mechanism to model the inherent correlation between hair and face. The model is trained on synthetic renderings using carefully designed objectives to stabilize training and facilitate hair-face separation. We conduct extensive experiments to validate the design choice of 3DGH, and evaluate it both qualitatively and quantitatively by comparing with several state-of-the-art 3D GAN methods, demonstrating its effectiveness in unconditional full-head image synthesis and composable 3D hairstyle editing. More details will be available on our project page: https://c-he.github.io/projects/3dgh/.
CVApr 20, 2021
Lighting, Reflectance and Geometry Estimation from 360$^{\circ}$ Panoramic StereoJunxuan Li, Hongdong Li, Yasuyuki Matsushita
We propose a method for estimating high-definition spatially-varying lighting, reflectance, and geometry of a scene from 360$^{\circ}$ stereo images. Our model takes advantage of the 360$^{\circ}$ input to observe the entire scene with geometric detail, then jointly estimates the scene's properties with physical constraints. We first reconstruct a near-field environment light for predicting the lighting at any 3D location within the scene. Then we present a deep learning model that leverages the stereo information to infer the reflectance and surface normal. Lastly, we incorporate the physical constraints between lighting and geometry to refine the reflectance of the scene. Both quantitative and qualitative experiments show that our method, benefiting from the 360$^{\circ}$ observation of the scene, outperforms prior state-of-the-art methods and enables more augmented reality applications such as mirror-objects insertion.
LGNov 14, 2018
Predictive Modeling with Delayed Information: a Case Study in E-commerce Transaction Fraud ControlJunxuan Li, Yung-wen Liu, Yuting Jia et al.
In Business Intelligence, accurate predictive modeling is the key for providing adaptive decisions. We studied predictive modeling problems in this research which was motivated by real-world cases that Microsoft data scientists encountered while dealing with e-commerce transaction fraud control decisions using transaction streaming data in an uncertain probabilistic decision environment. The values of most online transactions related features can return instantly, while the true fraud labels only return after a stochastic delay. Using partially mature data directly for predictive modeling in an uncertain probabilistic decision environment would lead to significant inaccuracy on risk decision-making. To improve accurate estimation of the probabilistic prediction environment, which leads to more accurate predictive modeling, two frameworks, Current Environment Inference (CEI) and Future Environment Inference (FEI), are proposed. These frameworks generated decision environment related features using long-term fully mature and short-term partially mature data, and the values of those features were estimated using varies of learning methods, including linear regression, random forest, gradient boosted tree, artificial neural network, and recurrent neural network. Performance tests were conducted using some e-commerce transaction data from Microsoft. Testing results suggested that proposed frameworks significantly improved the accuracy of decision environment estimation.
AIOct 3, 2018
Discriminative Data-driven Self-adaptive Fraud Control Decision System with Incomplete InformationJunxuan Li, Yung-wen Liu, Yuting Jia et al.
While E-commerce has been growing explosively and online shopping has become popular and even dominant in the present era, online transaction fraud control has drawn considerable attention in business practice and academic research. Conventional fraud control considers mainly the interactions of two major involved decision parties, i.e. merchants and fraudsters, to make fraud classification decision without paying much attention to dynamic looping effect arose from the decisions made by other profit-related parties. This paper proposes a novel fraud control framework that can quantify interactive effects of decisions made by different parties and can adjust fraud control strategies using data analytics, artificial intelligence, and dynamic optimization techniques. Three control models, Naive, Myopic and Prospective Controls, were developed based on the availability of data attributes and levels of label maturity. The proposed models are purely data-driven and self-adaptive in a real-time manner. The field test on Microsoft real online transaction data suggested that new systems could sizably improve the company's profit.
CVDec 8, 2017
A Frequency Domain Neural Network for Fast Image Super-resolutionJunxuan Li, Shaodi You, Antonio Robles-Kelly
In this paper, we present a frequency domain neural network for image super-resolution. The network employs the convolution theorem so as to cast convolutions in the spatial domain as products in the frequency domain. Moreover, the non-linearity in deep nets, often achieved by a rectifier unit, is here cast as a convolution in the frequency domain. This not only yields a network which is very computationally efficient at testing but also one whose parameters can all be learnt accordingly. The network can be trained using back propagation and is devoid of complex numbers due to the use of the Hartley transform as an alternative to the Fourier transform. Moreover, the network is potentially applicable to other problems elsewhere in computer vision and image processing which are often cast in the frequency domain. We show results on super-resolution and compare against alternatives elsewhere in the literature. In our experiments, our network is one to two orders of magnitude faster than the alternatives with an imperceptible loss of performance.
CVOct 4, 2017
Secrets in Computing Optical Flow by Convolutional NetworksJunxuan Li
Convolutional neural networks (CNNs) have been widely used over many areas in compute vision. Especially in classification. Recently, FlowNet and several works on opti- cal estimation using CNNs shows the potential ability of CNNs in doing per-pixel regression. We proposed several CNNs network architectures that can estimate optical flow, and fully unveiled the intrinsic different between these structures.