CVSep 14, 2023Code
Indoor Scene Reconstruction with Fine-Grained Details Using Hybrid Representation and Normal Prior EnhancementSheng Ye, Yubin Hu, Matthieu Lin et al.
The reconstruction of indoor scenes from multi-view RGB images is challenging due to the coexistence of flat and texture-less regions alongside delicate and fine-grained regions. Recent methods leverage neural radiance fields aided by predicted surface normal priors to recover the scene geometry. These methods excel in producing complete and smooth results for floor and wall areas. However, they struggle to capture complex surfaces with high-frequency structures due to the inadequate neural representation and the inaccurately predicted normal priors. This work aims to reconstruct high-fidelity surfaces with fine-grained details by addressing the above limitations. To improve the capacity of the implicit representation, we propose a hybrid architecture to represent low-frequency and high-frequency regions separately. To enhance the normal priors, we introduce a simple yet effective image sharpening and denoising technique, coupled with a network that estimates the pixel-wise uncertainty of the predicted surface normal vectors. Identifying such uncertainty can prevent our model from being misled by unreliable surface normal supervisions that hinder the accurate reconstruction of intricate geometries. Experiments on the benchmark datasets show that our method outperforms existing methods in terms of reconstruction quality. Furthermore, the proposed method also generalizes well to real-world indoor scenarios captured by our hand-held mobile phones. Our code is publicly available at: https://github.com/yec22/Fine-Grained-Indoor-Recon.
CVAug 18, 2023Code
O$^2$-Recon: Completing 3D Reconstruction of Occluded Objects in the Scene with a Pre-trained 2D Diffusion ModelYubin Hu, Sheng Ye, Wang Zhao et al.
Occlusion is a common issue in 3D reconstruction from RGB-D videos, often blocking the complete reconstruction of objects and presenting an ongoing problem. In this paper, we propose a novel framework, empowered by a 2D diffusion-based in-painting model, to reconstruct complete surfaces for the hidden parts of objects. Specifically, we utilize a pre-trained diffusion model to fill in the hidden areas of 2D images. Then we use these in-painted images to optimize a neural implicit surface representation for each instance for 3D reconstruction. Since creating the in-painting masks needed for this process is tricky, we adopt a human-in-the-loop strategy that involves very little human engagement to generate high-quality masks. Moreover, some parts of objects can be totally hidden because the videos are usually shot from limited perspectives. To ensure recovering these invisible areas, we develop a cascaded network architecture for predicting signed distance field, making use of different frequency bands of positional encoding and maintaining overall smoothness. Besides the commonly used rendering loss, Eikonal loss, and silhouette loss, we adopt a CLIP-based semantic consistency loss to guide the surface from unseen camera angles. Experiments on ScanNet scenes show that our proposed framework achieves state-of-the-art accuracy and completeness in object-level reconstruction from scene-level RGB-D videos. Code: https://github.com/THU-LYJ-Lab/O2-Recon.
CVApr 13, 2022
Dynamic Neural Textures: Generating Talking-Face Videos with Continuously Controllable ExpressionsZipeng Ye, Zhiyao Sun, Yu-Hui Wen et al. · tsinghua
Recently, talking-face video generation has received considerable attention. So far most methods generate results with neutral expressions or expressions that are implicitly determined by neural networks in an uncontrollable way. In this paper, we propose a method to generate talking-face videos with continuously controllable expressions in real-time. Our method is based on an important observation: In contrast to facial geometry of moderate resolution, most expression information lies in textures. Then we make use of neural textures to generate high-quality talking face videos and design a novel neural network that can generate neural textures for image frames (which we called dynamic neural textures) based on the input expression and continuous intensity expression coding (CIEC). Our method uses 3DMM as a 3D model to sample the dynamic neural texture. The 3DMM does not cover the teeth area, so we propose a teeth submodule to complete the details in teeth. Results and an ablation study show the effectiveness of our method in generating high-quality talking-face videos with continuously controllable expressions. We also set up four baseline methods by combining existing representative methods and compare them with our method. Experimental results including a user study show that our method has the best performance.
CVMar 11, 2022
PD-Flow: A Point Cloud Denoising Framework with Normalizing FlowsAihua Mao, Zihui Du, Yu-Hui Wen et al.
Point cloud denoising aims to restore clean point clouds from raw observations corrupted by noise and outliers while preserving the fine-grained details. We present a novel deep learning-based denoising model, that incorporates normalizing flows and noise disentanglement techniques to achieve high denoising accuracy. Unlike existing works that extract features of point clouds for point-wise correction, we formulate the denoising process from the perspective of distribution learning and feature disentanglement. By considering noisy point clouds as a joint distribution of clean points and noise, the denoised results can be derived from disentangling the noise counterpart from latent point representation, and the mapping between Euclidean and latent spaces is modeled by normalizing flows. We evaluate our method on synthesized 3D models and real-world datasets with various noise settings. Qualitative and quantitative results show that our method outperforms previous state-of-the-art deep learning-based approaches.
CVSep 17, 2022
Continuously Controllable Facial Expression Editing in Talking Face VideosZhiyao Sun, Yu-Hui Wen, Tian Lv et al.
Recently audio-driven talking face video generation has attracted considerable attention. However, very few researches address the issue of emotional editing of these talking face videos with continuously controllable expressions, which is a strong demand in the industry. The challenge is that speech-related expressions and emotion-related expressions are often highly coupled. Meanwhile, traditional image-to-image translation methods cannot work well in our application due to the coupling of expressions with other attributes such as poses, i.e., translating the expression of the character in each frame may simultaneously change the head pose due to the bias of the training data distribution. In this paper, we propose a high-quality facial expression editing method for talking face videos, allowing the user to control the target emotion in the edited video continuously. We present a new perspective for this task as a special case of motion information editing, where we use a 3DMM to capture major facial movements and an associated texture map modeled by a StyleGAN to capture appearance details. Both representations (3DMM and texture map) contain emotional information and can be continuously modified by neural networks and easily smoothed by averaging in coefficient/latent spaces, making our method simple yet effective. We also introduce a mouth shape preservation loss to control the trade-off between lip synchronization and the degree of exaggeration of the edited expression. Extensive experiments and a user study show that our method achieves state-of-the-art performance across various evaluation criteria.
CVSep 30, 2023
DiffPoseTalk: Speech-Driven Stylistic 3D Facial Animation and Head Pose Generation via Diffusion ModelsZhiyao Sun, Tian Lv, Sheng Ye et al.
The generation of stylistic 3D facial animations driven by speech presents a significant challenge as it requires learning a many-to-many mapping between speech, style, and the corresponding natural facial motion. However, existing methods either employ a deterministic model for speech-to-motion mapping or encode the style using a one-hot encoding scheme. Notably, the one-hot encoding approach fails to capture the complexity of the style and thus limits generalization ability. In this paper, we propose DiffPoseTalk, a generative framework based on the diffusion model combined with a style encoder that extracts style embeddings from short reference videos. During inference, we employ classifier-free guidance to guide the generation process based on the speech and style. In particular, our style includes the generation of head poses, thereby enhancing user perception. Additionally, we address the shortage of scanned 3D talking face data by training our model on reconstructed 3DMM parameters from a high-quality, in-the-wild audio-visual dataset. Extensive experiments and user study demonstrate that our approach outperforms state-of-the-art methods. The code and dataset are at https://diffposetalk.github.io .
CVAug 17, 2024
Gaussian in the Dark: Real-Time View Synthesis From Inconsistent Dark Images Using Gaussian SplattingSheng Ye, Zhen-Hui Dong, Yubin Hu et al.
3D Gaussian Splatting has recently emerged as a powerful representation that can synthesize remarkable novel views using consistent multi-view images as input. However, we notice that images captured in dark environments where the scenes are not fully illuminated can exhibit considerable brightness variations and multi-view inconsistency, which poses great challenges to 3D Gaussian Splatting and severely degrades its performance. To tackle this problem, we propose Gaussian-DK. Observing that inconsistencies are mainly caused by camera imaging, we represent a consistent radiance field of the physical world using a set of anisotropic 3D Gaussians, and design a camera response module to compensate for multi-view inconsistencies. We also introduce a step-based gradient scaling strategy to constrain Gaussians near the camera, which turn out to be floaters, from splitting and cloning. Experiments on our proposed benchmark dataset demonstrate that Gaussian-DK produces high-quality renderings without ghosting and floater artifacts and significantly outperforms existing methods. Furthermore, we can also synthesize light-up images by controlling exposure levels that clearly show details in shadow areas.
CVSep 9, 2024
PVP-Recon: Progressive View Planning via Warping Consistency for Sparse-View Surface ReconstructionSheng Ye, Yuze He, Matthieu Lin et al.
Neural implicit representations have revolutionized dense multi-view surface reconstruction, yet their performance significantly diminishes with sparse input views. A few pioneering works have sought to tackle the challenge of sparse-view reconstruction by leveraging additional geometric priors or multi-scene generalizability. However, they are still hindered by the imperfect choice of input views, using images under empirically determined viewpoints to provide considerable overlap. We propose PVP-Recon, a novel and effective sparse-view surface reconstruction method that progressively plans the next best views to form an optimal set of sparse viewpoints for image capturing. PVP-Recon starts initial surface reconstruction with as few as 3 views and progressively adds new views which are determined based on a novel warping score that reflects the information gain of each newly added view. This progressive view planning progress is interleaved with a neural SDF-based reconstruction module that utilizes multi-resolution hash features, enhanced by a progressive training scheme and a directional Hessian loss. Quantitative and qualitative experiments on three benchmark datasets show that our framework achieves high-quality reconstruction with a constrained input budget and outperforms existing baselines.
LGApr 15, 2024Code
Exploring Text-to-Motion Generation with Human PreferenceJenny Sheng, Matthieu Lin, Andrew Zhao et al. · tsinghua
This paper presents an exploration of preference learning in text-to-motion generation. We find that current improvements in text-to-motion generation still rely on datasets requiring expert labelers with motion capture systems. Instead, learning from human preference data does not require motion capture systems; a labeler with no expertise simply compares two generated motions. This is particularly efficient because evaluating the model's output is easier than gathering the motion that performs a desired task (e.g. backflip). To pioneer the exploration of this paradigm, we annotate 3,528 preference pairs generated by MotionGPT, marking the first effort to investigate various algorithms for learning from preference data. In particular, our exploration highlights important design choices when using preference data. Additionally, our experimental results show that preference learning has the potential to greatly improve current text-to-motion generative models. Our code and dataset are publicly available at https://github.com/THU-LYJ-Lab/InstructMotion}{https://github.com/THU-LYJ-Lab/InstructMotion to further facilitate research in this area.
CVDec 16, 2025
HGS: Hybrid Gaussian Splatting with Static-Dynamic Decomposition for Compact Dynamic View SynthesisKaizhe Zhang, Yijie Zhou, Weizhan Zhang et al.
Dynamic novel view synthesis (NVS) is essential for creating immersive experiences. Existing approaches have advanced dynamic NVS by introducing 3D Gaussian Splatting (3DGS) with implicit deformation fields or indiscriminately assigned time-varying parameters, surpassing NeRF-based methods. However, due to excessive model complexity and parameter redundancy, they incur large model sizes and slow rendering speeds, making them inefficient for real-time applications, particularly on resource-constrained devices. To obtain a more efficient model with fewer redundant parameters, in this paper, we propose Hybrid Gaussian Splatting (HGS), a compact and efficient framework explicitly designed to disentangle static and dynamic regions of a scene within a unified representation. The core innovation of HGS lies in our Static-Dynamic Decomposition (SDD) strategy, which leverages Radial Basis Function (RBF) modeling for Gaussian primitives. Specifically, for dynamic regions, we employ time-dependent RBFs to effectively capture temporal variations and handle abrupt scene changes, while for static regions, we reduce redundancy by sharing temporally invariant parameters. Additionally, we introduce a two-stage training strategy tailored for explicit models to enhance temporal coherence at static-dynamic boundaries. Experimental results demonstrate that our method reduces model size by up to 98% and achieves real-time rendering at up to 125 FPS at 4K resolution on a single RTX 3090 GPU. It further sustains 160 FPS at 1352 * 1014 on an RTX 3050 and has been integrated into the VR system. Moreover, HGS achieves comparable rendering quality to state-of-the-art methods while providing significantly improved visual fidelity for high-frequency details and abrupt scene changes.
CVDec 2, 2025
Unsupervised Structural Scene Decomposition via Foreground-Aware Slot Attention with Pseudo-Mask GuidanceHuankun Sheng, Ming Li, Yixiang Wei et al.
Recent advances in object-centric representation learning have shown that slot attention-based methods can effectively decompose visual scenes into object slot representations without supervision. However, existing approaches typically process foreground and background regions indiscriminately, often resulting in background interference and suboptimal instance discovery performance on real-world data. To address this limitation, we propose Foreground-Aware Slot Attention (FASA), a two-stage framework that explicitly separates foreground from background to enable precise object discovery. In the first stage, FASA performs a coarse scene decomposition to distinguish foreground from background regions through a dual-slot competition mechanism. These slots are initialized via a clustering-based strategy, yielding well-structured representations of salient regions. In the second stage, we introduce a masked slot attention mechanism where the first slot captures the background while the remaining slots compete to represent individual foreground objects. To further address over-segmentation of foreground objects, we incorporate pseudo-mask guidance derived from a patch affinity graph constructed with self-supervised image features to guide the learning of foreground slots. Extensive experiments on both synthetic and real-world datasets demonstrate that FASA consistently outperforms state-of-the-art methods, validating the effectiveness of explicit foreground modeling and pseudo-mask guidance for robust scene decomposition and object-coherent representation. Code will be made publicly available.
CVNov 29, 2024
AlphaTablets: A Generic Plane Representation for 3D Planar Reconstruction from Monocular VideosYuze He, Wang Zhao, Shaohui Liu et al.
We introduce AlphaTablets, a novel and generic representation of 3D planes that features continuous 3D surface and precise boundary delineation. By representing 3D planes as rectangles with alpha channels, AlphaTablets combine the advantages of current 2D and 3D plane representations, enabling accurate, consistent and flexible modeling of 3D planes. We derive differentiable rasterization on top of AlphaTablets to efficiently render 3D planes into images, and propose a novel bottom-up pipeline for 3D planar reconstruction from monocular videos. Starting with 2D superpixels and geometric cues from pre-trained models, we initialize 3D planes as AlphaTablets and optimize them via differentiable rendering. An effective merging scheme is introduced to facilitate the growth and refinement of AlphaTablets. Through iterative optimization and merging, we reconstruct complete and accurate 3D planes with solid surfaces and clear boundaries. Extensive experiments on the ScanNet dataset demonstrate state-of-the-art performance in 3D planar reconstruction, underscoring the great potential of AlphaTablets as a generic 3D plane representation for various applications. Project page is available at: https://hyzcluster.github.io/alphatablets
CVDec 12, 2024
Weighted Poisson-disk Resampling on Large-Scale Point CloudsXianhe Jiao, Chenlei Lv, Junli Zhao et al.
For large-scale point cloud processing, resampling takes the important role of controlling the point number and density while keeping the geometric consistency. % in related tasks. However, current methods cannot balance such different requirements. Particularly with large-scale point clouds, classical methods often struggle with decreased efficiency and accuracy. To address such issues, we propose a weighted Poisson-disk (WPD) resampling method to improve the usability and efficiency for the processing. We first design an initial Poisson resampling with a voxel-based estimation strategy. It is able to estimate a more accurate radius of the Poisson-disk while maintaining high efficiency. Then, we design a weighted tangent smoothing step to further optimize the Voronoi diagram for each point. At the same time, sharp features are detected and kept in the optimized results with isotropic property. Finally, we achieve a resampling copy from the original point cloud with the specified point number, uniform density, and high-quality geometric consistency. Experiments show that our method significantly improves the performance of large-scale point cloud resampling for different applications, and provides a highly practical solution.
CVDec 19, 2023
Text-Image Conditioned Diffusion for Consistent Text-to-3D GenerationYuze He, Yushi Bai, Matthieu Lin et al. · tsinghua
By lifting the pre-trained 2D diffusion models into Neural Radiance Fields (NeRFs), text-to-3D generation methods have made great progress. Many state-of-the-art approaches usually apply score distillation sampling (SDS) to optimize the NeRF representations, which supervises the NeRF optimization with pre-trained text-conditioned 2D diffusion models such as Imagen. However, the supervision signal provided by such pre-trained diffusion models only depends on text prompts and does not constrain the multi-view consistency. To inject the cross-view consistency into diffusion priors, some recent works finetune the 2D diffusion model with multi-view data, but still lack fine-grained view coherence. To tackle this challenge, we incorporate multi-view image conditions into the supervision signal of NeRF optimization, which explicitly enforces fine-grained view consistency. With such stronger supervision, our proposed text-to-3D method effectively mitigates the generation of floaters (due to excessive densities) and completely empty spaces (due to insufficient densities). Our quantitative evaluations on the T$^3$Bench dataset demonstrate that our method achieves state-of-the-art performance over existing text-to-3D methods. We will make the code publicly available.
CVMar 15, 2025
Tailor: An Integrated Text-Driven CG-Ready Human and Garment Generation SystemZhiyao Sun, Yu-Hui Wen, Matthieu Lin et al.
Creating detailed 3D human avatars with garments typically requires specialized expertise and labor-intensive processes. Although recent advances in generative AI have enabled text-to-3D human/clothing generation, current methods fall short in offering accessible, integrated pipelines for producing ready-to-use clothed avatars. To solve this, we introduce Tailor, an integrated text-to-avatar system that generates high-fidelity, customizable 3D humans with simulation-ready garments. Our system includes a three-stage pipeline. We first employ a large language model to interpret textual descriptions into parameterized body shapes and semantically matched garment templates. Next, we develop topology-preserving deformation with novel geometric losses to adapt garments precisely to body geometries. Furthermore, an enhanced texture diffusion module with a symmetric local attention mechanism ensures both view consistency and photorealistic details. Quantitative and qualitative evaluations demonstrate that Tailor outperforms existing SoTA methods in terms of fidelity, usability, and diversity. Code will be available for academic use.
CVJan 25, 2025
Towards Better Robustness: Pose-Free 3D Gaussian Splatting for Arbitrarily Long VideosZhen-Hui Dong, Sheng Ye, Yu-Hui Wen et al.
3D Gaussian Splatting (3DGS) has emerged as a powerful representation due to its efficiency and high-fidelity rendering. 3DGS training requires a known camera pose for each input view, typically obtained by Structure-from-Motion (SfM) pipelines. Pioneering works have attempted to relax this restriction but still face difficulties when handling long sequences with complex camera trajectories. In this paper, we propose Rob-GS, a robust framework to progressively estimate camera poses and optimize 3DGS for arbitrarily long video inputs. In particular, by leveraging the inherent continuity of videos, we design an adjacent pose tracking method to ensure stable pose estimation between consecutive frames. To handle arbitrarily long inputs, we propose a Gaussian visibility retention check strategy to adaptively split the video sequence into several segments and optimize them separately. Extensive experiments on Tanks and Temples, ScanNet, and a self-captured dataset show that Rob-GS outperforms the state-of-the-arts.