Di Kang

CV
h-index14
12papers
1,169citations
Novelty48%
AI Score33

12 Papers

12.1CVJul 11, 2023
Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head Avatar

Cong Wang, Di Kang, Yan-Pei Cao et al.

Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial regions (e.g., mouth interior, eyes, hair/beard), resulting in unrealistic and blurry results. In this paper, we propose {\fullname} ({\name}), a method that adopts the neural point representation as well as the neural volume rendering process and discards the predefined connectivity and hard correspondence imposed by mesh-based approaches. Specifically, the neural points are strategically constrained around the surface of the target expression via a high-resolution UV displacement map, achieving increased modeling capacity and more accurate control. We introduce three technical innovations to improve the rendering and training efficiency: a patch-wise depth-guided (shading point) sampling strategy, a lightweight radiance decoding process, and a Grid-Error-Patch (GEP) ray sampling strategy during training. By design, our {\name} is better equipped to handle topologically changing regions and thin structures while also ensuring accurate expression control when animating avatars. Experiments conducted on three subjects from the Multiface dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods, especially in handling challenging facial regions.

22.4CVApr 29, 2024
MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing

Cong Wang, Di Kang, He-Yi Sun et al.

Creating high-fidelity head avatars from multi-view videos is a core issue for many AR/VR applications. However, existing methods usually struggle to obtain high-quality renderings for all different head components simultaneously since they use one single representation to model components with drastically different characteristics (e.g., skin vs. hair). In this paper, we propose a Hybrid Mesh-Gaussian Head Avatar (MeGA) that models different head components with more suitable representations. Specifically, we select an enhanced FLAME mesh as our facial representation and predict a UV displacement map to provide per-vertex offsets for improved personalized geometric details. To achieve photorealistic renderings, we obtain facial colors using deferred neural rendering and disentangle neural textures into three meaningful parts. For hair modeling, we first build a static canonical hair using 3D Gaussian Splatting. A rigid transformation and an MLP-based deformation field are further applied to handle complex dynamic expressions. Combined with our occlusion-aware blending, MeGA generates higher-fidelity renderings for the whole head and naturally supports more downstream tasks. Experiments on the NeRSemble dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods and supporting various editing functionalities, including hairstyle alteration and texture editing.

16.3CVJan 24, 2022
Consistent 3D Hand Reconstruction in Video via self-supervised Learning

Zhigang Tu, Zhisheng Huang, Yujin Chen et al.

We present a method for reconstructing accurate and consistent 3D hands from a monocular video. We observe that detected 2D hand keypoints and the image texture provide important cues about the geometry and texture of the 3D hand, which can reduce or even eliminate the requirement on 3D hand annotation. Thus we propose ${\rm {S}^{2}HAND}$, a self-supervised 3D hand reconstruction model, that can jointly estimate pose, shape, texture, and the camera viewpoint from a single RGB input through the supervision of easily accessible 2D detected keypoints. We leverage the continuous hand motion information contained in the unlabeled video data and propose ${\rm {S}^{2}HAND(V)}$, which uses a set of weights shared ${\rm {S}^{2}HAND}$ to process each frame and exploits additional motion, texture, and shape consistency constrains to promote more accurate hand poses and more consistent shapes and textures. Experiments on benchmark datasets demonstrate that our self-supervised approach produces comparable hand reconstruction performance compared with the recent full-supervised methods in single-frame as input setup, and notably improves the reconstruction accuracy and consistency when using video training data.

28.8CVNov 30, 2021
NeRFReN: Neural Radiance Fields with Reflections

Yuan-Chen Guo, Di Kang, Linchao Bao et al.

Neural Radiance Fields (NeRF) has achieved unprecedented view synthesis quality using coordinate-based neural scene representations. However, NeRF's view dependency can only handle simple reflections like highlights but cannot deal with complex reflections such as those from glass and mirrors. In these scenarios, NeRF models the virtual image as real geometries which leads to inaccurate depth estimation, and produces blurry renderings when the multi-view consistency is violated as the reflected objects may only be seen under some of the viewpoints. To overcome these issues, we introduce NeRFReN, which is built upon NeRF to model scenes with reflections. Specifically, we propose to split a scene into transmitted and reflected components, and model the two components with separate neural radiance fields. Considering that this decomposition is highly under-constrained, we exploit geometric priors and apply carefully-designed training strategies to achieve reasonable decomposition results. Experiments on various self-captured scenes show that our method achieves high-quality novel view synthesis and physically sound depth estimation results while enabling scene editing applications.

25.7CVAug 15, 2021
Audio2Gestures: Generating Diverse Gestures from Speech Audio with Conditional Variational Autoencoders

Jing Li, Di Kang, Wenjie Pei et al.

Generating conversational gestures from speech audio is challenging due to the inherent one-to-many mapping between audio and body motions. Conventional CNNs/RNNs assume one-to-one mapping, and thus tend to predict the average of all possible target motions, resulting in plain/boring motions during inference. In order to overcome this problem, we propose a novel conditional variational autoencoder (VAE) that explicitly models one-to-many audio-to-motion mapping by splitting the cross-modal latent code into shared code and motion-specific code. The shared code mainly models the strong correlation between audio and motion (such as the synchronized audio and motion beats), while the motion-specific code captures diverse motion information independent of the audio. However, splitting the latent code into two parts poses training difficulties for the VAE model. A mapping network facilitating random sampling along with other techniques including relaxed motion loss, bicycle constraint, and diversity loss are designed to better train the VAE. Experiments on both 3D and 2D motion datasets verify that our method generates more realistic and diverse motions than state-of-the-art methods, quantitatively and qualitatively. Finally, we demonstrate that our method can be readily used to generate motion sequences with user-specified motion clips on the timeline. Code and more results are at https://jingli513.github.io/audio2gestures.

25.0CVJun 25, 2021Code
Animatable Neural Radiance Fields from Monocular RGB Videos

Jianchuan Chen, Ying Zhang, Di Kang et al.

We present animatable neural radiance fields (animatable NeRF) for detailed human avatar creation from monocular videos. Our approach extends neural radiance fields (NeRF) to the dynamic scenes with human movements via introducing explicit pose-guided deformation while learning the scene representation network. In particular, we estimate the human pose for each frame and learn a constant canonical space for the detailed human template, which enables natural shape deformation from the observation space to the canonical space under the explicit control of the pose parameters. To compensate for inaccurate pose estimation, we introduce the pose refinement strategy that updates the initial pose during the learning process, which not only helps to learn more accurate human reconstruction but also accelerates the convergence. In experiments we show that the proposed approach achieves 1) implicit human geometry and appearance reconstruction with high-quality details, 2) photo-realistic rendering of the human from novel views, and 3) animation of the human with novel poses.

24.3CVMar 22, 2021Code
Model-based 3D Hand Reconstruction via Self-Supervised Learning

Yujin Chen, Zhigang Tu, Di Kang et al.

Reconstructing a 3D hand from a single-view RGB image is challenging due to various hand configurations and depth ambiguity. To reliably reconstruct a 3D hand from a monocular image, most state-of-the-art methods heavily rely on 3D annotations at the training stage, but obtaining 3D annotations is expensive. To alleviate reliance on labeled training data, we propose S2HAND, a self-supervised 3D hand reconstruction network that can jointly estimate pose, shape, texture, and the camera viewpoint. Specifically, we obtain geometric cues from the input image through easily accessible 2D detected keypoints. To learn an accurate hand reconstruction model from these noisy geometric cues, we utilize the consistency between 2D and 3D representations and propose a set of novel losses to rationalize outputs of the neural network. For the first time, we demonstrate the feasibility of training an accurate 3D hand reconstruction network without relying on manual annotations. Our experiments show that the proposed method achieves comparable performance with recent fully-supervised methods while using fewer supervision data.

11.1CVJan 19, 2021Code
Channelized Axial Attention for Semantic Segmentation -- Considering Channel Relation within Spatial Attention for Semantic Segmentation

Ye Huang, Di Kang, Wenjing Jia et al.

Spatial and channel attentions, modelling the semantic interdependencies in spatial and channel dimensions respectively, have recently been widely used for semantic segmentation. However, computing spatial and channel attentions separately sometimes causes errors, especially for those difficult cases. In this paper, we propose Channelized Axial Attention (CAA) to seamlessly integrate channel attention and spatial attention into a single operation with negligible computation overhead. Specifically, we break down the dot-product operation of the spatial attention into two parts and insert channel relation in between, allowing for independently optimized channel attention on each spatial location. We further develop grouped vectorization, which allows our model to run with very little memory consumption without slowing down the running speed. Comparative experiments conducted on multiple benchmark datasets, including Cityscapes, PASCAL Context, and COCO-Stuff, demonstrate that our CAA outperforms many state-of-the-art segmentation models (including dual attention) on all tested datasets.

17.1CVJun 28, 2020
Joint Hand-object 3D Reconstruction from a Single Image with Cross-branch Feature Fusion

Yujin Chen, Zhigang Tu, Di Kang et al.

Accurate 3D reconstruction of the hand and object shape from a hand-object image is important for understanding human-object interaction as well as human daily activities. Different from bare hand pose estimation, hand-object interaction poses a strong constraint on both the hand and its manipulated object, which suggests that hand configuration may be crucial contextual information for the object, and vice versa. However, current approaches address this task by training a two-branch network to reconstruct the hand and object separately with little communication between the two branches. In this work, we propose to consider hand and object jointly in feature space and explore the reciprocity of the two branches. We extensively investigate cross-branch feature fusion architectures with MLP or LSTM units. Among the investigated architectures, a variant with LSTM units that enhances object feature with hand feature shows the best performance gain. Moreover, we employ an auxiliary depth estimation module to augment the input RGB image with the estimated depth map, which further improves the reconstruction accuracy. Experiments conducted on public datasets demonstrate that our approach significantly outperforms existing approaches in terms of the reconstruction accuracy of objects.

18.5CVMay 16, 2018
Crowd Counting by Adaptively Fusing Predictions from an Image Pyramid

Di Kang, Antoni Chan

Because of the powerful learning capability of deep neural networks, counting performance via density map estimation has improved significantly during the past several years. However, it is still very challenging due to severe occlusion, large scale variations, and perspective distortion. Scale variations (from image to image) coupled with perspective distortion (within one image) result in huge scale changes of the object size. Earlier methods based on convolutional neural networks (CNN) typically did not handle this scale variation explicitly, until Hydra-CNN and MCNN. MCNN uses three columns, each with different filter sizes, to extract features at different scales. In this paper, in contrast to using filters of different sizes, we utilize an image pyramid to deal with scale variations. It is more effective and efficient to resize the input fed into the network, as compared to using larger filter sizes. Secondly, we adaptively fuse the predictions from different scales (using adaptively changing per-pixel weights), which makes our method adapt to scale changes within an image. The adaptive fusing is achieved by generating an across-scale attention map, which softly selects a suitable scale for each pixel, followed by a 1x1 convolution. Extensive experiments on three popular datasets show very compelling results.

11.4CVMay 29, 2017
Beyond Counting: Comparisons of Density Maps for Crowd Analysis Tasks - Counting, Detection, and Tracking

Di Kang, Zheng Ma, Antoni B. Chan

For crowded scenes, the accuracy of object-based computer vision methods declines when the images are low-resolution and objects have severe occlusions. Taking counting methods for example, almost all the recent state-of-the-art counting methods bypass explicit detection and adopt regression-based methods to directly count the objects of interest. Among regression-based methods, density map estimation, where the number of objects inside a subregion is the integral of the density map over that subregion, is especially promising because it preserves spatial information, which makes it useful for both counting and localization (detection and tracking). With the power of deep convolutional neural networks (CNNs) the counting performance has improved steadily. The goal of this paper is to evaluate density maps generated by density estimation methods on a variety of crowd analysis tasks, including counting, detection, and tracking. Most existing CNN methods produce density maps with resolution that is smaller than the original images, due to the downsample strides in the convolution/pooling operations. To produce an original-resolution density map, we also evaluate a classical CNN that uses a sliding window regressor to predict the density for every pixel in the image. We also consider a fully convolutional (FCNN) adaptation, with skip connections from lower convolutional layers to compensate for loss in spatial information during upsampling. In our experiments, we found that the lower-resolution density maps sometimes have better counting performance. In contrast, the original-resolution density maps improved localization tasks, such as detection and tracking, compared to bilinear upsampling the lower-resolution density maps. Finally, we also propose several metrics for measuring the quality of a density map, and relate them to experiment results on counting and localization.

6.0CVNov 21, 2016
Crowd Counting by Adapting Convolutional Neural Networks with Side Information

Di Kang, Debarun Dhar, Antoni B. Chan

Computer vision tasks often have side information available that is helpful to solve the task. For example, for crowd counting, the camera perspective (e.g., camera angle and height) gives a clue about the appearance and scale of people in the scene. While side information has been shown to be useful for counting systems using traditional hand-crafted features, it has not been fully utilized in counting systems based on deep learning. In order to incorporate the available side information, we propose an adaptive convolutional neural network (ACNN), where the convolutional filter weights adapt to the current scene context via the side information. In particular, we model the filter weights as a low-dimensional manifold, parametrized by the side information, within the high-dimensional space of filter weights. With the help of side information and adaptive weights, the ACNN can disentangle the variations related to the side information, and extract discriminative features related to the current context. Since existing crowd counting datasets do not contain ground-truth side information, we collect a new dataset with the ground-truth camera angle and height as the side information. On experiments in crowd counting, the ACNN improves counting accuracy compared to a plain CNN with a similar number of parameters. We also apply ACNN to image deconvolution to show its potential effectiveness on other computer vision applications.