CVApr 25, 2022
StyleGAN-Human: A Data-Centric Odyssey of Human GenerationJianglin Fu, Shikai Li, Yuming Jiang et al.
Unconditional human image generation is an important task in vision and graphics, which enables various applications in the creative industry. Existing studies in this field mainly focus on "network engineering" such as designing new components and objective functions. This work takes a data-centric perspective and investigates multiple critical aspects in "data engineering", which we believe would complement the current practice. To facilitate a comprehensive study, we collect and annotate a large-scale human image dataset with over 230K samples capturing diverse poses and textures. Equipped with this large dataset, we rigorously investigate three essential factors in data engineering for StyleGAN-based human generation, namely data size, data distribution, and data alignment. Extensive experiments reveal several valuable observations w.r.t. these aspects: 1) Large-scale data, more than 40K images, are needed to train a high-fidelity unconditional human generation model with vanilla StyleGAN. 2) A balanced training set helps improve the generation quality with rare face poses compared to the long-tailed counterpart, whereas simply balancing the clothing texture distribution does not effectively bring an improvement. 3) Human GAN models with body centers for alignment outperform models trained using face centers or pelvis points as alignment anchors. In addition, a model zoo and human editing applications are demonstrated to facilitate future research in the community.
CVJul 19, 2023
DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric RenderingWei Cheng, Ruixiang Chen, Wanqi Yin et al.
Realistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity, which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several alluring attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Second, we provide rich assets for each subject -- 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 x 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation. Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/
CVApr 25, 2022
Generalizable Neural Performer: Learning Robust Radiance Fields for Human Novel View SynthesisWei Cheng, Su Xu, Jingtan Piao et al.
This work targets at using a general deep learning framework to synthesize free-viewpoint images of arbitrary human performers, only requiring a sparse number of camera views as inputs and skirting per-case fine-tuning. The large variation of geometry and appearance, caused by articulated body poses, shapes and clothing types, are the key bottlenecks of this task. To overcome these challenges, we present a simple yet powerful framework, named Generalizable Neural Performer (GNR), that learns a generalizable and robust neural body representation over various geometry and appearance. Specifically, we compress the light fields for novel view human rendering as conditional implicit neural radiance fields from both geometry and appearance aspects. We first introduce an Implicit Geometric Body Embedding strategy to enhance the robustness based on both parametric 3D human body model and multi-view images hints. We further propose a Screen-Space Occlusion-Aware Appearance Blending technique to preserve the high-quality appearance, through interpolating source view appearance to the radiance fields with a relax but approximate geometric guidance. To evaluate our method, we present our ongoing effort of constructing a dataset with remarkable complexity and diversity. The dataset GeneBody-1.0, includes over 360M frames of 370 subjects under multi-view cameras capturing, performing a large variety of pose actions, along with diverse body shapes, clothing, accessories and hairdos. Experiments on GeneBody-1.0 and ZJU-Mocap show better robustness of our methods than recent state-of-the-art generalizable methods among all cross-dataset, unseen subjects and unseen poses settings. We also demonstrate the competitiveness of our model compared with cutting-edge case-specific ones. Dataset, code and model will be made publicly available.
CVMar 24, 2022
RNNPose: Recurrent 6-DoF Object Pose Refinement with Robust Correspondence Field Estimation and Pose OptimizationYan Xu, Kwan-Yee Lin, Guofeng Zhang et al.
6-DoF object pose estimation from a monocular image is challenging, and a post-refinement procedure is generally needed for high-precision estimation. In this paper, we propose a framework based on a recurrent neural network (RNN) for object pose refinement, which is robust to erroneous initial poses and occlusions. During the recurrent iterations, object pose refinement is formulated as a non-linear least squares problem based on the estimated correspondence field (between a rendered image and the observed image). The problem is then solved by a differentiable Levenberg-Marquardt (LM) algorithm enabling end-to-end training. The correspondence field estimation and pose refinement are conducted alternatively in each iteration to recover the object poses. Furthermore, to improve the robustness to occlusion, we introduce a consistency-check mechanism based on the learned descriptors of the 3D model and observed 2D images, which downweights the unreliable correspondences during pose optimization. Extensive experiments on LINEMOD, Occlusion-LINEMOD, and YCB-Video datasets validate the effectiveness of our method and demonstrate state-of-the-art performance.
CVMar 29, 2022
Learning a Structured Latent Space for Unsupervised Point Cloud CompletionYingjie Cai, Kwan-Yee Lin, Chao Zhang et al.
Unsupervised point cloud completion aims at estimating the corresponding complete point cloud of a partial point cloud in an unpaired manner. It is a crucial but challenging problem since there is no paired partial-complete supervision that can be exploited directly. In this work, we propose a novel framework, which learns a unified and structured latent space that encoding both partial and complete point clouds. Specifically, we map a series of related partial point clouds into multiple complete shape and occlusion code pairs and fuse the codes to obtain their representations in the unified latent space. To enforce the learning of such a structured latent space, the proposed method adopts a series of constraints including structured ranking regularization, latent code swapping constraint, and distribution supervision on the related partial point clouds. By establishing such a unified and structured latent space, better partial-complete geometry consistency and shape completion accuracy can be achieved. Extensive experiments show that our proposed method consistently outperforms state-of-the-art unsupervised methods on both synthetic ShapeNet and real-world KITTI, ScanNet, and Matterport3D datasets.
CVApr 4, 2023
MonoHuman: Animatable Human Neural Field from Monocular VideoZhengming Yu, Wei Cheng, Xian Liu et al.
Animating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frame-independent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods.
CVApr 24, 2022
Simulating Fluids in Real-World Still ImagesSiming Fan, Jingtan Piao, Chen Qian et al.
In this work, we tackle the problem of real-world fluid animation from a still image. The key of our system is a surface-based layered representation deriving from video decomposition, where the scene is decoupled into a surface fluid layer and an impervious background layer with corresponding transparencies to characterize the composition of the two layers. The animated video can be produced by warping only the surface fluid layer according to the estimation of fluid motions and recombining it with the background. In addition, we introduce surface-only fluid simulation, a $2.5D$ fluid calculation version, as a replacement for motion estimation. Specifically, we leverage the triangular mesh based on a monocular depth estimator to represent the fluid surface layer and simulate the motion in the physics-based framework with the inspiration of the classic theory of the hybrid Lagrangian-Eulerian method, along with a learnable network so as to adapt to complex real-world image textures. We demonstrate the effectiveness of the proposed system through comparison with existing methods in both standard objective metrics and subjective ranking scores. Extensive experiments not only indicate our method's competitive performance for common fluid scenes but also better robustness and reasonability under complex transparent fluid scenarios. Moreover, as the proposed surface-based layer representation and surface-only fluid simulation naturally disentangle the scene, interactive editing such as adding objects to the river and texture replacing could be easily achieved with realistic results.
CVSep 25, 2023
UnitedHuman: Harnessing Multi-Source Data for High-Resolution Human GenerationJianglin Fu, Shikai Li, Yuming Jiang et al.
Human generation has achieved significant progress. Nonetheless, existing methods still struggle to synthesize specific regions such as faces and hands. We argue that the main reason is rooted in the training data. A holistic human dataset inevitably has insufficient and low-resolution information on local parts. Therefore, we propose to use multi-source datasets with various resolution images to jointly learn a high-resolution human generative model. However, multi-source data inherently a) contains different parts that do not spatially align into a coherent human, and b) comes with different scales. To tackle these challenges, we propose an end-to-end framework, UnitedHuman, that empowers continuous GAN with the ability to effectively utilize multi-source data for high-resolution human generation. Specifically, 1) we design a Multi-Source Spatial Transformer that spatially aligns multi-source images to full-body space with a human parametric model. 2) Next, a continuous GAN is proposed with global-structural guidance and CutMix consistency. Patches from different datasets are then sampled and transformed to supervise the training of this scale-invariant generative model. Extensive experiments demonstrate that our model jointly learned from multi-source data achieves superior quality than those learned from a holistic dataset.
CVJul 20, 2023
Urban Radiance Field Representation with Deformable Neural Mesh PrimitivesFan Lu, Yan Xu, Guang Chen et al.
Neural Radiance Fields (NeRFs) have achieved great success in the past few years. However, most current methods still require intensive resources due to ray marching-based rendering. To construct urban-level radiance fields efficiently, we design Deformable Neural Mesh Primitive~(DNMP), and propose to parameterize the entire scene with such primitives. The DNMP is a flexible and compact neural variant of classic mesh representation, which enjoys both the efficiency of rasterization-based rendering and the powerful neural representation capability for photo-realistic image synthesis. Specifically, a DNMP consists of a set of connected deformable mesh vertices with paired vertex features to parameterize the geometry and radiance information of a local area. To constrain the degree of freedom for optimization and lower the storage budgets, we enforce the shape of each primitive to be decoded from a relatively low-dimensional latent space. The rendering colors are decoded from the vertex features (interpolated with rasterization) by a view-dependent MLP. The DNMP provides a new paradigm for urban-level scene representation with appealing properties: $(1)$ High-quality rendering. Our method achieves leading performance for novel view synthesis in urban scenarios. $(2)$ Low computational costs. Our representation enables fast rendering (2.07ms/1k pixels) and low peak memory usage (110MB/1k pixels). We also present a lightweight version that can run 33$\times$ faster than vanilla NeRFs, and comparable to the highly-optimized Instant-NGP (0.61 vs 0.71ms/1k pixels). Project page: \href{https://dnmp.github.io/}{https://dnmp.github.io/}.
CVMar 24, 2023
Deformable Model-Driven Neural Rendering for High-Fidelity 3D Reconstruction of Human Heads Under Low-View SettingsBaixin Xu, Jiarui Zhang, Kwan-Yee Lin et al.
Reconstructing 3D human heads in low-view settings presents technical challenges, mainly due to the pronounced risk of overfitting with limited views and high-frequency signals. To address this, we propose geometry decomposition and adopt a two-stage, coarse-to-fine training strategy, allowing for progressively capturing high-frequency geometric details. We represent 3D human heads using the zero level-set of a combined signed distance field, comprising a smooth template, a non-rigid deformation, and a high-frequency displacement field. The template captures features that are independent of both identity and expression and is co-trained with the deformation network across multiple individuals with sparse and randomly selected views. The displacement field, capturing individual-specific details, undergoes separate training for each person. Our network training does not require 3D supervision or object masks. Experimental results demonstrate the effectiveness and robustness of our geometry decomposition and two-stage training strategy. Our method outperforms existing neural rendering approaches in terms of reconstruction accuracy and novel view synthesis under low-view settings. Moreover, the pre-trained template serves a good initialization for our model when encountering unseen individuals.
CVOct 9, 2023
Parameterization-driven Neural Surface Reconstruction for Object-oriented Editing in Neural RenderingBaixin Xu, Jiangbei Hu, Fei Hou et al.
The advancements in neural rendering have increased the need for techniques that enable intuitive editing of 3D objects represented as neural implicit surfaces. This paper introduces a novel neural algorithm for parameterizing neural implicit surfaces to simple parametric domains like spheres and polycubes. Our method allows users to specify the number of cubes in the parametric domain, learning a configuration that closely resembles the target 3D object's geometry. It computes bi-directional deformation between the object and the domain using a forward mapping from the object's zero level set and an inverse deformation for backward mapping. We ensure nearly bijective mapping with a cycle loss and optimize deformation smoothness. The parameterization quality, assessed by angle and area distortions, is guaranteed using a Laplacian regularizer and an optimized learned parametric domain. Our framework integrates with existing neural rendering pipelines, using multi-view images of a single object or multiple objects of similar geometries to reconstruct 3D geometry and compute texture maps automatically, eliminating the need for any prior information. We demonstrate the method's effectiveness on images of human heads and man-made objects.
98.9CVApr 9Code
Visually-grounded Humanoid AgentsHang Ye, Xiaoxuan Ma, Fan Lu et al.
Digital human generation has been studied for decades and supports a wide range of real-world applications. However, most existing systems are passively animated, relying on privileged state or scripted control, which limits scalability to novel environments. We instead ask: how can digital humans actively behave using only visual observations and specified goals in novel scenes? Achieving this would enable populating any 3D environments with digital humans at scale that exhibit spontaneous, natural, goal-directed behaviors. To this end, we introduce Visually-grounded Humanoid Agents, a coupled two-layer (world-agent) paradigm that replicates humans at multiple levels: they look, perceive, reason, and behave like real people in real-world 3D scenes. The World Layer reconstructs semantically rich 3D Gaussian scenes from real-world videos via an occlusion-aware pipeline and accommodates animatable Gaussian-based human avatars. The Agent Layer transforms these avatars into autonomous humanoid agents, equipping them with first-person RGB-D perception and enabling them to perform accurate, embodied planning with spatial awareness and iterative reasoning, which is then executed at the low level as full-body actions to drive their behaviors in the scene. We further introduce a benchmark to evaluate humanoid-scene interaction in diverse reconstructed environments. Experiments show our agents achieve robust autonomous behavior, yielding higher task success rates and fewer collisions than ablations and state-of-the-art planning methods. This work enables active digital human population and advances human-centric embodied AI. Data, code, and models will be open-sourced.
CVApr 8, 2021Code
Semantic Scene Completion via Integrating Instances and Scene in-the-LoopYingjie Cai, Xuesong Chen, Chao Zhang et al.
Semantic Scene Completion aims at reconstructing a complete 3D scene with precise voxel-wise semantics from a single-view depth or RGBD image. It is a crucial but challenging problem for indoor scene understanding. In this work, we present a novel framework named Scene-Instance-Scene Network (\textit{SISNet}), which takes advantages of both instance and scene level semantic information. Our method is capable of inferring fine-grained shape details as well as nearby objects whose semantic categories are easily mixed-up. The key insight is that we decouple the instances from a coarsely completed semantic scene instead of a raw input image to guide the reconstruction of instances and the overall scene. SISNet conducts iterative scene-to-instance (SI) and instance-to-scene (IS) semantic completion. Specifically, the SI is able to encode objects' surrounding context for effectively decoupling instances from the scene and each instance could be voxelized into higher resolution to capture finer details. With IS, fine-grained instance information can be integrated back into the 3D scene and thus leads to more accurate semantic scene completion. Utilizing such an iterative mechanism, the scene and instance completion benefits each other to achieve higher completion accuracy. Extensively experiments show that our proposed method consistently outperforms state-of-the-art methods on both real NYU, NYUCAD and synthetic SUNCG-RGBD datasets. The code and the supplementary material will be available at \url{https://github.com/yjcaimeow/SISNet}.
CVApr 1, 2024
CosmicMan: A Text-to-Image Foundation Model for HumansShikai Li, Jianglin Fu, Kaiyuan Liu et al.
We present CosmicMan, a text-to-image foundation model specialized for generating high-fidelity human images. Unlike current general-purpose foundation models that are stuck in the dilemma of inferior quality and text-image misalignment for humans, CosmicMan enables generating photo-realistic human images with meticulous appearance, reasonable structure, and precise text-image alignment with detailed dense descriptions. At the heart of CosmicMan's success are the new reflections and perspectives on data and models: (1) We found that data quality and a scalable data production flow are essential for the final results from trained models. Hence, we propose a new data production paradigm, Annotate Anyone, which serves as a perpetual data flywheel to produce high-quality data with accurate yet cost-effective annotations over time. Based on this, we constructed a large-scale dataset, CosmicMan-HQ 1.0, with 6 Million high-quality real-world human images in a mean resolution of 1488x1255, and attached with precise text annotations deriving from 115 Million attributes in diverse granularities. (2) We argue that a text-to-image foundation model specialized for humans must be pragmatic -- easy to integrate into down-streaming tasks while effective in producing high-quality human images. Hence, we propose to model the relationship between dense text descriptions and image pixels in a decomposed manner, and present Decomposed-Attention-Refocusing (Daring) training framework. It seamlessly decomposes the cross-attention features in existing text-to-image diffusion model, and enforces attention refocusing without adding extra modules. Through Daring, we show that explicitly discretizing continuous text space into several basic groups that align with human body structure is the key to tackling the misalignment problem in a breeze.
CVApr 10, 2024
Urban Architect: Steerable 3D Urban Scene Generation with Layout PriorFan Lu, Kwan-Yee Lin, Yan Xu et al.
Text-to-3D generation has achieved remarkable success via large-scale text-to-image diffusion models. Nevertheless, there is no paradigm for scaling up the methodology to urban scale. Urban scenes, characterized by numerous elements, intricate arrangement relationships, and vast scale, present a formidable barrier to the interpretability of ambiguous textual descriptions for effective model optimization. In this work, we surmount the limitations by introducing a compositional 3D layout representation into text-to-3D paradigm, serving as an additional prior. It comprises a set of semantic primitives with simple geometric structures and explicit arrangement relationships, complementing textual descriptions and enabling steerable generation. Upon this, we propose two modifications -- (1) We introduce Layout-Guided Variational Score Distillation to address model optimization inadequacies. It conditions the score distillation sampling process with geometric and semantic constraints of 3D layouts. (2) To handle the unbounded nature of urban scenes, we represent 3D scene with a Scalable Hash Grid structure, incrementally adapting to the growing scale of urban scenes. Extensive experiments substantiate the capability of our framework to scale text-to-3D generation to large-scale urban scenes that cover over 1000m driving distance for the first time. We also present various scene editing demonstrations, showing the powers of steerable urban scene generation. Website: https://urbanarchitect.github.io.
ROMay 9, 2025
Let Humanoids Hike! Integrative Skill Development on Complex TrailsKwan-Yee Lin, Stella X. Yu
Hiking on complex trails demands balance, agility, and adaptive decision-making over unpredictable terrain. Current humanoid research remains fragmented and inadequate for hiking: locomotion focuses on motor skills without long-term goals or situational awareness, while semantic navigation overlooks real-world embodiment and local terrain variability. We propose training humanoids to hike on complex trails, driving integrative skill development across visual perception, decision making, and motor execution. We develop a learning framework, LEGO-H, that enables a vision-equipped humanoid robot to hike complex trails autonomously. We introduce two technical innovations: 1) A temporal vision transformer variant - tailored into Hierarchical Reinforcement Learning framework - anticipates future local goals to guide movement, seamlessly integrating locomotion with goal-directed navigation. 2) Latent representations of joint movement patterns, combined with hierarchical metric learning - enhance Privileged Learning scheme - enable smooth policy transfer from privileged training to onboard execution. These components allow LEGO-H to handle diverse physical and environmental challenges without relying on predefined motion patterns. Experiments across varied simulated trails and robot morphologies highlight LEGO-H's versatility and robustness, positioning hiking as a compelling testbed for embodied autonomy and LEGO-H as a baseline for future humanoid development.
CVDec 3, 2024
TimeWalker: Personalized Neural Space for Lifelong Head AvatarsDongwei Pan, Yang Li, Hongsheng Li et al.
We present TimeWalker, a novel framework that models realistic, full-scale 3D head avatars of a person on lifelong scale. Unlike current human head avatar pipelines that capture identity at the momentary level(e.g., instant photography or short videos), TimeWalker constructs a person's comprehensive identity from unstructured data collection over his/her various life stages, offering a paradigm to achieve full reconstruction and animation of that person at different moments of life. At the heart of TimeWalker's success is a novel neural parametric model that learns personalized representation with the disentanglement of shape, expression, and appearance across ages. Central to our methodology are the concepts of two aspects: (1) We track back to the principle of modeling a person's identity in an additive combination of average head representation in the canonical space, and moment-specific head attribute representations driven from a set of neural head basis. To learn the set of head basis that could represent the comprehensive head variations in a compact manner, we propose a Dynamic Neural Basis-Blending Module (Dynamo). It dynamically adjusts the number and blend weights of neural head bases, according to both shared and specific traits of the target person over ages. (2) Dynamic 2D Gaussian Splatting (DNA-2DGS), an extension of Gaussian splatting representation, to model head motion deformations like facial expressions without losing the realism of rendering and reconstruction. DNA-2DGS includes a set of controllable 2D oriented planar Gaussian disks that utilize the priors from parametric model, and move/rotate with the change of expression. Through extensive experimental evaluations, we show TimeWalker's ability to reconstruct and animate avatars across decoupled dimensions with realistic rendering effects, demonstrating a way to achieve personalized 'time traveling' in a breeze.
CVMay 22, 2023
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head AvatarsDongwei Pan, Long Zhuo, Jingtan Piao et al.
Synthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital causes is inadequate datasets -- 1) current public datasets can only support researchers to explore high-fidelity head avatars in one or two task directions; 2) these datasets usually contain digital head assets with limited data volume, and narrow distribution over different attributes. In this paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive advance in head avatar research. It contains massive data assets, with 243+ million complete head frames, and over 800k video sequences from 500 different identities captured by synchronized multi-view cameras at 30 FPS. It is a large-scale digital library for head avatars with three key attributes: 1) High Fidelity: all subjects are captured by 60 synchronized, high-resolution 2K cameras in 360 degrees. 2) High Diversity: The collected subjects vary from different ages, eras, ethnicities, and cultures, providing abundant materials with distinctive styles in appearance and geometry. Moreover, each subject is asked to perform various motions, such as expressions and head rotations, which further extend the richness of assets. 3) Rich Annotations: we provide annotations with different granularities: cameras' parameters, matting, scan, 2D/3D facial landmarks, FLAME fitting, and text description. Based on the dataset, we build a comprehensive benchmark for head avatar research, with 16 state-of-the-art methods performed on five main tasks: novel view synthesis, novel expression synthesis, hair rendering, hair editing, and talking head generation. Our experiments uncover the strengths and weaknesses of current methods. RenderMe-360 opens the door for future exploration in head avatars.
CVOct 19, 2020
SelfVoxeLO: Self-supervised LiDAR Odometry with Voxel-based Deep Neural NetworksYan Xu, Zhaoyang Huang, Kwan-Yee Lin et al.
Recent learning-based LiDAR odometry methods have demonstrated their competitiveness. However, most methods still face two substantial challenges: 1) the 2D projection representation of LiDAR data cannot effectively encode 3D structures from the point clouds; 2) the needs for a large amount of labeled data for training limit the application scope of these methods. In this paper, we propose a self-supervised LiDAR odometry method, dubbed SelfVoxeLO, to tackle these two difficulties. Specifically, we propose a 3D convolution network to process the raw LiDAR data directly, which extracts features that better encode the 3D geometric patterns. To suit our network to self-supervised learning, we design several novel loss functions that utilize the inherent properties of LiDAR point clouds. Moreover, an uncertainty-aware mechanism is incorporated in the loss functions to alleviate the interference of moving objects/noises. We evaluate our method's performances on two large-scale datasets, i.e., KITTI and Apollo-SouthBay. Our method outperforms state-of-the-art unsupervised methods by 27%/32% in terms of translational/rotational errors on the KITTI dataset and also performs well on the Apollo-SouthBay dataset. By including more unlabelled training data, our method can further improve performance comparable to the supervised methods.
CVJul 17, 2020
Bi-directional Cross-Modality Feature Propagation with Separation-and-Aggregation Gate for RGB-D Semantic SegmentationXiaokang Chen, Kwan-Yee Lin, Jingbo Wang et al.
Depth information has proven to be a useful cue in the semantic segmentation of RGB-D images for providing a geometric counterpart to the RGB representation. Most existing works simply assume that depth measurements are accurate and well-aligned with the RGB pixels and models the problem as a cross-modal feature fusion to obtain better feature representations to achieve more accurate segmentation. This, however, may not lead to satisfactory results as actual depth data are generally noisy, which might worsen the accuracy as the networks go deeper. In this paper, we propose a unified and efficient Cross-modality Guided Encoder to not only effectively recalibrate RGB feature responses, but also to distill accurate depth information via multiple stages and aggregate the two recalibrated representations alternatively. The key of the proposed architecture is a novel Separation-and-Aggregation Gating operation that jointly filters and recalibrates both representations before cross-modality aggregation. Meanwhile, a Bi-direction Multi-step Propagation strategy is introduced, on the one hand, to help to propagate and fuse information between the two modalities, and on the other hand, to preserve their specificity along the long-term propagation process. Besides, our proposed encoder can be easily injected into the previous encoder-decoder structures to boost their performance on RGB-D semantic segmentation. Our model outperforms state-of-the-arts consistently on both in-door and out-door challenging datasets. Code of this work is available at https://charlescxk.github.io/
CVMar 31, 2020
3D Sketch-aware Semantic Scene Completion via Semi-supervised Structure PriorXiaokang Chen, Kwan-Yee Lin, Chen Qian et al.
The goal of the Semantic Scene Completion (SSC) task is to simultaneously predict a completed 3D voxel representation of volumetric occupancy and semantic labels of objects in the scene from a single-view observation. Since the computational cost generally increases explosively along with the growth of voxel resolution, most current state-of-the-arts have to tailor their framework into a low-resolution representation with the sacrifice of detail prediction. Thus, voxel resolution becomes one of the crucial difficulties that lead to the performance bottleneck. In this paper, we propose to devise a new geometry-based strategy to embed depth information with low-resolution voxel representation, which could still be able to encode sufficient geometric information, e.g., room layout, object's sizes and shapes, to infer the invisible areas of the scene with well structure-preserving details. To this end, we first propose a novel 3D sketch-aware feature embedding to explicitly encode geometric information effectively and efficiently. With the 3D sketch in hand, we further devise a simple yet effective semantic scene completion framework that incorporates a light-weight 3D Sketch Hallucination module to guide the inference of occupancy and the semantic labels via a semi-supervised structure prior learning strategy. We demonstrate that our proposed geometric embedding works better than the depth feature learning from habitual SSC frameworks. Our final model surpasses state-of-the-arts consistently on three public benchmarks, which only requires 3D volumes of 60 x 36 x 60 resolution for both input and output. The code and the supplementary material will be available at https://charlesCXK.github.io.
CVAug 20, 2019
Make a Face: Towards Arbitrary High Fidelity Face ManipulationShengju Qian, Kwan-Yee Lin, Wayne Wu et al.
Recent studies have shown remarkable success in face manipulation task with the advance of GANs and VAEs paradigms, but the outputs are sometimes limited to low-resolution and lack of diversity. In this work, we propose Additive Focal Variational Auto-encoder (AF-VAE), a novel approach that can arbitrarily manipulate high-resolution face images using a simple yet effective model and only weak supervision of reconstruction and KL divergence losses. First, a novel additive Gaussian Mixture assumption is introduced with an unsupervised clustering mechanism in the structural latent space, which endows better disentanglement and boosts multi-modal representation with external memory. Second, to improve the perceptual quality of synthesized results, two simple strategies in architecture design are further tailored and discussed on the behavior of Human Visual System (HVS) for the first time, allowing for fine control over the model complexity and sample quality. Human opinion studies and new state-of-the-art Inception Score (IS) / Frechet Inception Distance (FID) demonstrate the superiority of our approach over existing algorithms, advancing both the fidelity and extremity of face manipulation task.
CVMar 21, 2019
Weakly-Supervised Discovery of Geometry-Aware Representation for 3D Human Pose EstimationXipeng Chen, Kwan-Yee Lin, Wentao Liu et al.
Recent studies have shown remarkable advances in 3D human pose estimation from monocular images, with the help of large-scale in-door 3D datasets and sophisticated network architectures. However, the generalizability to different environments remains an elusive goal. In this work, we propose a geometry-aware 3D representation for the human pose to address this limitation by using multiple views in a simple auto-encoder model at the training stage and only 2D keypoint information as supervision. A view synthesis framework is proposed to learn the shared 3D representation between viewpoints with synthesizing the human pose from one viewpoint to the other one. Instead of performing a direct transfer in the raw image-level, we propose a skeleton-based encoder-decoder mechanism to distil only pose-related representation in the latent space. A learning-based representation consistency constraint is further introduced to facilitate the robustness of latent 3D representation. Since the learnt representation encodes 3D geometry information, mapping it to 3D pose will be much easier than conventional frameworks that use an image or 2D coordinates as the input of 3D pose estimator. We demonstrate our approach on the task of 3D human pose estimation. Comprehensive experiments on three popular benchmarks show that our model can significantly improve the performance of state-of-the-art methods with simply injecting the representation as a robust 3D prior.
CVApr 5, 2018
Hallucinated-IQA: No-Reference Image Quality Assessment via Adversarial LearningKwan-Yee Lin, Guanxiang Wang
No-reference image quality assessment (NR-IQA) is a fundamental yet challenging task in low-level computer vision community. The difficulty is particularly pronounced for the limited information, for which the corresponding reference for comparison is typically absent. Although various feature extraction mechanisms have been leveraged from natural scene statistics to deep neural networks in previous methods, the performance bottleneck still exists. In this work, we propose a hallucination-guided quality regression network to address the issue. We firstly generate a hallucinated reference constrained on the distorted image, to compensate the absence of the true reference. Then, we pair the information of hallucinated reference with the distorted image, and forward them to the regressor to learn the perceptual discrepancy with the guidance of an implicit ranking relationship within the generator, and therefore produce the precise quality prediction. To demonstrate the effectiveness of our approach, comprehensive experiments are evaluated on four popular image quality assessment benchmarks. Our method significantly outperforms all the previous state-of-the-art methods by large margins. The code and model will be publicly available on the project page https://kwanyeelin.github.io/projects/HIQA/HIQA.html.