Qi Zhang

CV
h-index19
19papers
958citations
Novelty49%
AI Score36

19 Papers

9.4CVJul 17, 2022Code
Neural Color Operators for Sequential Image Retouching

Yili Wang, Xin Li, Kun Xu et al.

We propose a novel image retouching method by modeling the retouching process as performing a sequence of newly introduced trainable neural color operators. The neural color operator mimics the behavior of traditional color operators and learns pixelwise color transformation while its strength is controlled by a scalar. To reflect the homomorphism property of color operators, we employ equivariant mapping and adopt an encoder-decoder structure which maps the non-linear color transformation to a much simpler transformation (i.e., translation) in a high dimensional space. The scalar strength of each neural color operator is predicted using CNN based strength predictors by analyzing global image statistics. Overall, our method is rather lightweight and offers flexible controls. Experiments and user studies on public datasets show that our method consistently achieves the best results compared with SOTA methods in both quantitative measures and visual qualities. The code and pretrained models are provided at https://github.com/amberwangyili/neurop

24.3CVNov 21, 2022
Local-to-Global Registration for Bundle-Adjusting Neural Radiance Fields

Yue Chen, Xingyu Chen, Xuan Wang et al.

Neural Radiance Fields (NeRF) have achieved photorealistic novel views synthesis; however, the requirement of accurate camera poses limits its application. Despite analysis-by-synthesis extensions for jointly learning neural 3D representations and registering camera frames exist, they are susceptible to suboptimal solutions if poorly initialized. We propose L2G-NeRF, a Local-to-Global registration method for bundle-adjusting Neural Radiance Fields: first, a pixel-wise flexible alignment, followed by a frame-wise constrained parametric alignment. Pixel-wise local alignment is learned in an unsupervised way via a deep network which optimizes photometric reconstruction errors. Frame-wise global alignment is performed using differentiable parameter estimation solvers on the pixel-wise correspondences to find a global transformation. Experiments on synthetic and real-world data show that our method outperforms the current state-of-the-art in terms of high-fidelity reconstruction and resolving large camera pose misalignment. Our module is an easy-to-use plugin that can be applied to NeRF variants and other neural field applications. The Code and supplementary materials are available at https://rover-xingyu.github.io/L2G-NeRF/.

21.7CVMar 27, 2022Code
UV Volumes for Real-time Rendering of Editable Free-view Human Performance

Yue Chen, Xuan Wang, Xingyu Chen et al.

Neural volume rendering enables photo-realistic renderings of a human performer in free-view, a critical task in immersive VR/AR applications. But the practice is severely limited by high computational costs in the rendering process. To solve this problem, we propose the UV Volumes, a new approach that can render an editable free-view video of a human performer in real-time. It separates the high-frequency (i.e., non-smooth) human appearance from the 3D volume, and encodes them into 2D neural texture stacks (NTS). The smooth UV volumes allow much smaller and shallower neural networks to obtain densities and texture coordinates in 3D while capturing detailed appearance in 2D NTS. For editability, the mapping between the parameterized human model and the smooth texture coordinates allows us a better generalization on novel poses and shapes. Furthermore, the use of NTS enables interesting applications, e.g., retexturing. Extensive experiments on CMU Panoptic, ZJU Mocap, and H36M datasets show that our model can render 960 x 540 images in 30FPS on average with comparable photo-realism to state-of-the-art methods. The project and supplementary materials are available at https://fanegg.github.io/UV-Volumes.

11.0CVApr 14, 2023
The Second Monocular Depth Estimation Challenge

Jaime Spencer, C. Stella Qian, Michaela Trescakova et al.

This paper discusses the results for the second edition of the Monocular Depth Estimation Challenge (MDEC). This edition was open to methods using any form of supervision, including fully-supervised, self-supervised, multi-task or proxy depth. The challenge was based around the SYNS-Patches dataset, which features a wide diversity of environments with high-quality dense ground-truth. This includes complex natural environments, e.g. forests or fields, which are greatly underrepresented in current benchmarks. The challenge received eight unique submissions that outperformed the provided SotA baseline on any of the pointcloud- or image-based metrics. The top supervised submission improved relative F-Score by 27.62%, while the top self-supervised improved it by 16.61%. Supervised submissions generally leveraged large collections of datasets to improve data diversity. Self-supervised submissions instead updated the network architecture and pretrained backbones. These results represent a significant progress in the field, while highlighting avenues for future research, such as reducing interpolation artifacts at depth boundaries, improving self-supervised indoor performance and overall natural image accuracy.

10.4CVApr 18, 2023
NeAI: A Pre-convoluted Representation for Plug-and-Play Neural Ambient Illumination

Yiyu Zhuang, Qi Zhang, Xuan Wang et al.

Recent advances in implicit neural representation have demonstrated the ability to recover detailed geometry and material from multi-view images. However, the use of simplified lighting models such as environment maps to represent non-distant illumination, or using a network to fit indirect light modeling without a solid basis, can lead to an undesirable decomposition between lighting and material. To address this, we propose a fully differentiable framework named neural ambient illumination (NeAI) that uses Neural Radiance Fields (NeRF) as a lighting model to handle complex lighting in a physically based way. Together with integral lobe encoding for roughness-adaptive specular lobe and leveraging the pre-convoluted background for accurate decomposition, the proposed method represents a significant step towards integrating physically based rendering into the NeRF representation. The experiments demonstrate the superior performance of novel-view rendering compared to previous works, and the capability to re-render objects under arbitrary NeRF-style environments opens up exciting possibilities for bridging the gap between virtual and real-world scenes. The project and supplementary materials are available at https://yiyuzhuang.github.io/NeAI/.

12.7CVJul 1, 2022
Neural Parameterization for Dynamic Human Head Editing

Li Ma, Xiaoyu Li, Jing Liao et al.

Implicit radiance functions emerged as a powerful scene representation for reconstructing and rendering photo-realistic views of a 3D scene. These representations, however, suffer from poor editability. On the other hand, explicit representations such as polygonal meshes allow easy editing but are not as suitable for reconstructing accurate details in dynamic human heads, such as fine facial features, hair, teeth, and eyes. In this work, we present Neural Parameterization (NeP), a hybrid representation that provides the advantages of both implicit and explicit methods. NeP is capable of photo-realistic rendering while allowing fine-grained editing of the scene geometry and appearance. We first disentangle the geometry and appearance by parameterizing the 3D geometry into 2D texture space. We enable geometric editability by introducing an explicit linear deformation blending layer. The deformation is controlled by a set of sparse key points, which can be explicitly and intuitively displaced to edit the geometry. For appearance, we develop a hybrid 2D texture consisting of an explicit texture map for easy editing and implicit view and time-dependent residuals to model temporal and view variations. We compare our method to several reconstruction and editing baselines. The results show that the NeP achieves almost the same level of rendering accuracy while maintaining high editability.

37.2CVNov 26, 2023Code
GS-IR: 3D Gaussian Splatting for Inverse Rendering

Zhihao Liang, Qi Zhang, Ying Feng et al.

We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.

15.3CVApr 25, 2023
Local Implicit Ray Function for Generalizable Radiance Field Representation

Xin Huang, Qi Zhang, Ying Feng et al.

We propose LIRF (Local Implicit Ray Function), a generalizable neural rendering approach for novel view rendering. Current generalizable neural radiance fields (NeRF) methods sample a scene with a single ray per pixel and may therefore render blurred or aliased views when the input views and rendered views capture scene content with different resolutions. To solve this problem, we propose LIRF to aggregate the information from conical frustums to construct a ray. Given 3D positions within conical frustums, LIRF takes 3D coordinates and the features of conical frustums as inputs and predicts a local volumetric radiance field. Since the coordinates are continuous, LIRF renders high-quality novel views at a continuously-valued scale via volume rendering. Besides, we predict the visible weights for each input view via transformer-based feature matching to improve the performance in occluded areas. Experimental results on real-world scenes validate that our method outperforms state-of-the-art methods on novel view rendering of unseen scenes at arbitrary scales.

1.4CVApr 1, 2022
Stereo Unstructured Magnification: Multiple Homography Image for View Synthesis

Qi Zhang, Xin Huang, Ying Feng et al.

This paper studies the problem of view synthesis with certain amount of rotations from a pair of images, what we called stereo unstructured magnification. While the multi-plane image representation is well suited for view synthesis with depth invariant, how to generalize it to unstructured views remains a significant challenge. This is primarily due to the depth-dependency caused by camera frontal parallel representation. Here we propose a novel multiple homography image (MHI) representation, comprising of a set of scene planes with fixed normals and distances. A two-stage network is developed for novel view synthesis. Stage-1 is an MHI reconstruction module that predicts the MHIs and composites layered multi-normal images along the normal direction. Stage-2 is a normal-blending module to find blending weights. We also derive an angle-based cost to guide the blending of multi-normal images by exploiting per-normal geometry. Compared with the state-of-the-art methods, our method achieves superior performance for view synthesis qualitatively and quantitatively, especially for cases when the cameras undergo rotations.

17.5CLMay 20, 2024Code
MoRA: High-Rank Updating for Parameter-Efficient Fine-Tuning

Ting Jiang, Shaohan Huang, Shengyue Luo et al.

Low-rank adaptation is a popular parameter-efficient fine-tuning method for large language models. In this paper, we analyze the impact of low-rank updating, as implemented in LoRA. Our findings suggest that the low-rank updating mechanism may limit the ability of LLMs to effectively learn and memorize new knowledge. Inspired by this observation, we propose a new method called MoRA, which employs a square matrix to achieve high-rank updating while maintaining the same number of trainable parameters. To achieve it, we introduce the corresponding non-parameter operators to reduce the input dimension and increase the output dimension for the square matrix. Furthermore, these operators ensure that the weight can be merged back into LLMs, which makes our method can be deployed like LoRA. We perform a comprehensive evaluation of our method across five tasks: instruction tuning, mathematical reasoning, continual pretraining, memory and pretraining. Our method outperforms LoRA on memory-intensive tasks and achieves comparable performance on other tasks.

12.1CVNov 12, 2024
GUS-IR: Gaussian Splatting with Unified Shading for Inverse Rendering

Zhihao Liang, Hongdong Li, Kui Jia et al.

Recovering the intrinsic physical attributes of a scene from images, generally termed as the inverse rendering problem, has been a central and challenging task in computer vision and computer graphics. In this paper, we present GUS-IR, a novel framework designed to address the inverse rendering problem for complicated scenes featuring rough and glossy surfaces. This paper starts by analyzing and comparing two prominent shading techniques popularly used for inverse rendering, forward shading and deferred shading, effectiveness in handling complex materials. More importantly, we propose a unified shading solution that combines the advantages of both techniques for better decomposition. In addition, we analyze the normal modeling in 3D Gaussian Splatting (3DGS) and utilize the shortest axis as normal for each particle in GUS-IR, along with a depth-related regularization, resulting in improved geometric representation and better shape reconstruction. Furthermore, we enhance the probe-based baking scheme proposed by GS-IR to achieve more accurate ambient occlusion modeling to better handle indirect illumination. Extensive experiments have demonstrated the superior performance of GUS-IR in achieving precise intrinsic decomposition and geometric representation, supporting many downstream tasks (such as relighting, retouching) in computer vision, graphics, and extended reality.

6.7CLMay 23, 2025
Compression Hacking: A Supplementary Perspective on Informatics Properties of Language Models from Geometric Distortion

Jianxiang Zang, Meiling Ning, Yongda Wei et al.

Recently, the concept of ``compression as intelligence'' has provided a novel informatics metric perspective for language models (LMs), emphasizing that highly structured representations signify the intelligence level of LMs. However, from a geometric standpoint, the word representation space of highly compressed LMs tends to degenerate into a highly anisotropic state, which hinders the LM's ability to comprehend instructions and directly impacts its performance. We found this compression-anisotropy synchronicity is essentially the ``Compression Hacking'' in LM representations, where noise-dominated directions tend to create the illusion of high compression rates by sacrificing spatial uniformity. Based on this, we propose three refined compression metrics by incorporating geometric distortion analysis and integrate them into a self-evaluation pipeline. The refined metrics exhibit strong alignment with the LM's comprehensive capabilities, achieving Spearman correlation coefficients above 0.9, significantly outperforming both the original compression and other internal structure-based metrics. This confirms that compression hacking substantially enhances the informatics interpretation of LMs by incorporating geometric distortion of representations.

6.2CVMar 11, 2025
MVD-HuGaS: Human Gaussians from a Single Image via 3D Human Multi-view Diffusion Prior

Kaiqiang Xiong, Ying Feng, Qi Zhang et al.

3D human reconstruction from a single image is a challenging problem and has been exclusively studied in the literature. Recently, some methods have resorted to diffusion models for guidance, optimizing a 3D representation via Score Distillation Sampling(SDS) or generating one back-view image for facilitating reconstruction. However, these methods tend to produce unsatisfactory artifacts (\textit{e.g.} flattened human structure or over-smoothing results caused by inconsistent priors from multiple views) and struggle with real-world generalization in the wild. In this work, we present \emph{MVD-HuGaS}, enabling free-view 3D human rendering from a single image via a multi-view human diffusion model. We first generate multi-view images from the single reference image with an enhanced multi-view diffusion model, which is well fine-tuned on high-quality 3D human datasets to incorporate 3D geometry priors and human structure priors. To infer accurate camera poses from the sparse generated multi-view images for reconstruction, an alignment module is introduced to facilitate joint optimization of 3D Gaussians and camera poses. Furthermore, we propose a depth-based Facial Distortion Mitigation module to refine the generated facial regions, thereby improving the overall fidelity of the reconstruction.Finally, leveraging the refined multi-view images, along with their accurate camera poses, MVD-HuGaS optimizes the 3D Gaussians of the target human for high-fidelity free-view renderings. Extensive experiments on Thuman2.0 and 2K2K datasets show that the proposed MVD-HuGaS achieves state-of-the-art performance on single-view 3D human rendering.

8.4CVMar 11, 2025
Mitigating Ambiguities in 3D Classification with Gaussian Splatting

Ruiqi Zhang, Hao Zhu, Jingyi Zhao et al.

3D classification with point cloud input is a fundamental problem in 3D vision. However, due to the discrete nature and the insufficient material description of point cloud representations, there are ambiguities in distinguishing wire-like and flat surfaces, as well as transparent or reflective objects. To address these issues, we propose Gaussian Splatting (GS) point cloud-based 3D classification. We find that the scale and rotation coefficients in the GS point cloud help characterize surface types. Specifically, wire-like surfaces consist of multiple slender Gaussian ellipsoids, while flat surfaces are composed of a few flat Gaussian ellipsoids. Additionally, the opacity in the GS point cloud represents the transparency characteristics of objects. As a result, ambiguities in point cloud-based 3D classification can be mitigated utilizing GS point cloud as input. To verify the effectiveness of GS point cloud input, we construct the first real-world GS point cloud dataset in the community, which includes 20 categories with 200 objects in each category. Experiments not only validate the superiority of GS point cloud input, especially in distinguishing ambiguous objects, but also demonstrate the generalization ability across different classification methods.

3.6IVDec 16, 2024
Point Cloud-Assisted Neural Image Compression

Ziqun Li, Qi Zhang, Xiaofeng Huang et al.

High-efficient image compression is a critical requirement. In several scenarios where multiple modalities of data are captured by different sensors, the auxiliary information from other modalities are not fully leveraged by existing image-only codecs, leading to suboptimal compression efficiency. In this paper, we increase image compression performance with the assistance of point cloud, which is widely adopted in the area of autonomous driving. We first unify the data representation for both modalities to facilitate data processing. Then, we propose the point cloud-assisted neural image codec (PCA-NIC) to enhance the preservation of image texture and structure by utilizing the high-dimensional point cloud information. We further introduce a multi-modal feature fusion transform module (MMFFT) to capture more representative image features, remove redundant information between channels and modalities that are not relevant to the image content. Our work is the first to improve image compression performance using point cloud and achieves state-of-the-art performance.

28.5CVNov 30, 2021
Hallucinated Neural Radiance Fields in the Wild

Xingyu Chen, Qi Zhang, Xiaoyu Li et al.

Neural Radiance Fields (NeRF) has recently gained popularity for its impressive novel view synthesis ability. This paper studies the problem of hallucinated NeRF: i.e., recovering a realistic NeRF at a different time of day from a group of tourism images. Existing solutions adopt NeRF with a controllable appearance embedding to render novel views under various conditions, but they cannot render view-consistent images with an unseen appearance. To solve this problem, we present an end-to-end framework for constructing a hallucinated NeRF, dubbed as Ha-NeRF. Specifically, we propose an appearance hallucination module to handle time-varying appearances and transfer them to novel views. Considering the complex occlusions of tourism images, we introduce an anti-occlusion module to decompose the static subjects for visibility accurately. Experimental results on synthetic data and real tourism photo collections demonstrate that our method can hallucinate the desired appearances and render occlusion-free images from different views. The project and supplementary materials are available at https://rover-xingyu.github.io/Ha-NeRF/.

28.3CVNov 29, 2021
HDR-NeRF: High Dynamic Range Neural Radiance Fields

Xin Huang, Qi Zhang, Ying Feng et al.

We present High Dynamic Range Neural Radiance Fields (HDR-NeRF) to recover an HDR radiance field from a set of low dynamic range (LDR) views with different exposures. Using the HDR-NeRF, we are able to generate both novel HDR views and novel LDR views under different exposures. The key to our method is to model the physical imaging process, which dictates that the radiance of a scene point transforms to a pixel value in the LDR image with two implicit functions: a radiance field and a tone mapper. The radiance field encodes the scene radiance (values vary from 0 to +infty), which outputs the density and radiance of a ray by giving corresponding ray origin and ray direction. The tone mapper models the mapping process that a ray hitting on the camera sensor becomes a pixel value. The color of the ray is predicted by feeding the radiance and the corresponding exposure time into the tone mapper. We use the classic volume rendering technique to project the output radiance, colors, and densities into HDR and LDR images, while only the input LDR images are used as the supervision. We collect a new forward-facing HDR dataset to evaluate the proposed method. Experimental results on synthetic and real-world scenes validate that our method can not only accurately control the exposures of synthesized views but also render views with a high dynamic range.

6.8CVAug 7, 2018
A Generic Multi-Projection-Center Model and Calibration Method for Light Field Cameras

Qi Zhang, Chunping Zhang, Jinbo Ling et al.

Light field cameras can capture both spatial and angular information of light rays, enabling 3D reconstruction by a single exposure. The geometry of 3D reconstruction is affected by intrinsic parameters of a light field camera significantly. In the paper, we propose a multi-projection-center (MPC) model with 6 intrinsic parameters to characterize light field cameras based on traditional two-parallel-plane (TPP) representation. The MPC model can generally parameterize light field in different imaging formations, including conventional and focused light field cameras. By the constraints of 4D ray and 3D geometry, a 3D projective transformation is deduced to describe the relationship between geometric structure and the MPC coordinates. Based on the MPC model and projective transformation, we propose a calibration algorithm to verify our light field camera model. Our calibration method includes a close-form solution and a non-linear optimization by minimizing re-projection errors. Experimental results on both simulated and real scene data have verified the performance of our algorithm.

10.3MMApr 28, 2018
Hybrid Point Cloud Attribute Compression Using Slice-based Layered Structure and Block-based Intra Prediction

Yiting Shao, Qi Zhang, Ge Li et al.

Point cloud compression is a key enabler for the emerging applications of immersive visual communication, autonomous driving and smart cities, etc. In this paper, we propose a hybrid point cloud attribute compression scheme built on an original layered data structure. First, a slice-partition scheme and geometry-adaptive k dimensional-tree (kd-tree) method are devised to generate the four-layer structure. Second, we introduce an efficient block-based intra prediction scheme containing a DC prediction mode and several angular modes, in order to exploit the spatial correlation between adjacent points. Third, an adaptive transform scheme based on Graph Fourier Transform (GFT) is Lagrangian optimized to achieve better transform efficiency. The Lagrange multiplier is off-line derived based on the statistics of color attribute coding. Last but not least, multiple reordering scan modes are dedicated to improve coding efficiency for entropy coding. In intra-frame compression of point cloud color attributes, results demonstrate that our method performs better than the state-of-the-art region-adaptive hierarchical transform (RAHT) system, and on average a 29.37$\%$ BD-rate gain is achieved. Comparing with the test model for category 1 (TMC1) anchor's coding results, which were recently published by MPEG-3DG group on 121st meeting, a 16.37$\%$ BD-rate gain is obtained.