35.5CVOct 28, 2022
NeRFPlayer: A Streamable Dynamic Scene Representation with Decomposed Neural Radiance FieldsLiangchen Song, Anpei Chen, Zhong Li et al. · eth-zurich
Visually exploring in a real-world 4D spatiotemporal space freely in VR has been a long-term quest. The task is especially appealing when only a few or even single RGB cameras are used for capturing the dynamic scene. To this end, we present an efficient framework capable of fast reconstruction, compact modeling, and streamable rendering. First, we propose to decompose the 4D spatiotemporal space according to temporal characteristics. Points in the 4D space are associated with probabilities of belonging to three categories: static, deforming, and new areas. Each area is represented and regularized by a separate neural field. Second, we propose a hybrid representations based feature streaming scheme for efficiently modeling the neural fields. Our approach, coined NeRFPlayer, is evaluated on dynamic scenes captured by single hand-held cameras and multi-camera arrays, achieving comparable or superior rendering performance in terms of quality and speed comparable to recent state-of-the-art methods, achieving reconstruction in 10 seconds per frame and interactive rendering.
Harnessing Low-Frequency Neural Fields for Few-Shot View SynthesisLiangchen Song, Zhong Li, Xuan Gong et al.
Neural Radiance Fields (NeRF) have led to breakthroughs in the novel view synthesis problem. Positional Encoding (P.E.) is a critical factor that brings the impressive performance of NeRF, where low-dimensional coordinates are mapped to high-dimensional space to better recover scene details. However, blindly increasing the frequency of P.E. leads to overfitting when the reconstruction problem is highly underconstrained, \eg, few-shot images for training. We harness low-frequency neural fields to regularize high-frequency neural fields from overfitting to better address the problem of few-shot view synthesis. We propose reconstructing with a low-frequency only field and then finishing details with a high-frequency equipped field. Unlike most existing solutions that regularize the output space (\ie, rendered images), our regularization is conducted in the input space (\ie, signal frequency). We further propose a simple-yet-effective strategy for tuning the frequency to avoid overfitting few-shot inputs: enforcing consistency among the frequency domain of rendered 2D images. Thanks to the input space regularizing scheme, our method readily applies to inputs beyond spatial locations, such as the time dimension in dynamic scenes. Comparisons with state-of-the-art on both synthetic and natural datasets validate the effectiveness of our proposed solution for few-shot view synthesis. Code is available at \href{https://github.com/lsongx/halo}{https://github.com/lsongx/halo}.
NeuRBF: A Neural Fields Representation with Adaptive Radial Basis FunctionsZhang Chen, Zhong Li, Liangchen Song et al.
We present a novel type of neural fields that uses general radial bases for signal representation. State-of-the-art neural fields typically rely on grid-based representations for storing local neural features and N-dimensional linear kernels for interpolating features at continuous query points. The spatial positions of their neural features are fixed on grid nodes and cannot well adapt to target signals. Our method instead builds upon general radial bases with flexible kernel position and shape, which have higher spatial adaptivity and can more closely fit target signals. To further improve the channel-wise capacity of radial basis functions, we propose to compose them with multi-frequency sinusoid functions. This technique extends a radial basis to multiple Fourier radial bases of different frequency bands without requiring extra parameters, facilitating the representation of details. Moreover, by marrying adaptive radial bases with grid-based ones, our hybrid combination inherits both adaptivity and interpolation smoothness. We carefully designed weighting schemes to let radial bases adapt to different types of signals effectively. Our experiments on 2D image and 3D signed distance field representation demonstrate the higher accuracy and compactness of our method than prior arts. When applied to neural radiance field reconstruction, our method achieves state-of-the-art rendering quality, with small model size and comparable training speed.
Relit-NeuLF: Efficient Relighting and Novel View Synthesis via Neural 4D Light FieldZhong Li, Liangchen Song, Zhang Chen et al.
In this paper, we address the problem of simultaneous relighting and novel view synthesis of a complex scene from multi-view images with a limited number of light sources. We propose an analysis-synthesis approach called Relit-NeuLF. Following the recent neural 4D light field network (NeuLF), Relit-NeuLF first leverages a two-plane light field representation to parameterize each ray in a 4D coordinate system, enabling efficient learning and inference. Then, we recover the spatially-varying bidirectional reflectance distribution function (SVBRDF) of a 3D scene in a self-supervised manner. A DecomposeNet learns to map each ray to its SVBRDF components: albedo, normal, and roughness. Based on the decomposed BRDF components and conditioning light directions, a RenderNet learns to synthesize the color of the ray. To self-supervise the SVBRDF decomposition, we encourage the predicted ray color to be close to the physically-based rendering result using the microfacet model. Comprehensive experiments demonstrate that the proposed method is efficient and effective on both synthetic data and real-world human face data, and outperforms the state-of-the-art results. We publicly released our code on GitHub. You can find it here: https://github.com/oppo-us-research/RelitNeuLF
High Fidelity 3D Hand Shape Reconstruction via Scalable Graph Frequency DecompositionTianyu Luan, Yuanhao Zhai, Jingjing Meng et al.
Despite the impressive performance obtained by recent single-image hand modeling techniques, they lack the capability to capture sufficient details of the 3D hand mesh. This deficiency greatly limits their applications when high-fidelity hand modeling is required, e.g., personalized hand modeling. To address this problem, we design a frequency split network to generate 3D hand mesh using different frequency bands in a coarse-to-fine manner. To capture high-frequency personalized details, we transform the 3D mesh into the frequency domain, and propose a novel frequency decomposition loss to supervise each frequency component. By leveraging such a coarse-to-fine scheme, hand details that correspond to the higher frequency domain can be preserved. In addition, the proposed network is scalable, and can stop the inference at any resolution level to accommodate different hardware with varying computational powers. To quantitatively evaluate the performance of our method in terms of recovering personalized shape details, we introduce a new evaluation metric named Mean Signal-to-Noise Ratio (MSNR) to measure the signal-to-noise ratio of each mesh frequency component. Extensive experiments demonstrate that our approach generates fine-grained details for high-fidelity 3D hand reconstruction, and our evaluation metric is more effective for measuring mesh details compared with traditional metrics.
19.5CVSep 14, 2023
OpenIllumination: A Multi-Illumination Dataset for Inverse Rendering Evaluation on Real ObjectsIsabella Liu, Linghao Chen, Ziyang Fu et al.
We introduce OpenIllumination, a real-world dataset containing over 108K images of 64 objects with diverse materials, captured under 72 camera views and a large number of different illuminations. For each image in the dataset, we provide accurate camera parameters, illumination ground truth, and foreground segmentation masks. Our dataset enables the quantitative evaluation of most inverse rendering and material decomposition methods for real objects. We examine several state-of-the-art inverse rendering methods on our dataset and compare their performances. The dataset and code can be found on the project page: https://oppo-us-research.github.io/OpenIllumination.
1.8LGApr 5, 2022
Incremental Unsupervised Feature Selection for Dynamic Incomplete Multi-view DataYanyong Huang, Kejun Guo, Xiuwen Yi et al.
Multi-view unsupervised feature selection has been proven to be efficient in reducing the dimensionality of multi-view unlabeled data with high dimensions. The previous methods assume all of the views are complete. However, in real applications, the multi-view data are often incomplete, i.e., some views of instances are missing, which will result in the failure of these methods. Besides, while the data arrive in form of streams, these existing methods will suffer the issues of high storage cost and expensive computation time. To address these issues, we propose an Incremental Incomplete Multi-view Unsupervised Feature Selection method (I$^2$MUFS) on incomplete multi-view streaming data. By jointly considering the consistent and complementary information across different views, I$^2$MUFS embeds the unsupervised feature selection into an extended weighted non-negative matrix factorization model, which can learn a consensus clustering indicator matrix and fuse different latent feature matrices with adaptive view weights. Furthermore, we introduce the incremental leaning mechanisms to develop an alternative iterative algorithm, where the feature selection matrix is incrementally updated, rather than recomputing on the entire updated data from scratch. A series of experiments are conducted to verify the effectiveness of the proposed method by comparing with several state-of-the-art methods. The experimental results demonstrate the effectiveness and efficiency of the proposed method in terms of the clustering metrics and the computational cost.
Spacetime Gaussian Feature Splatting for Real-Time Dynamic View SynthesisZhan Li, Zhang Chen, Zhong Li et al.
Novel view synthesis of dynamic scenes has been an intriguing yet challenging problem. Despite recent advancements, simultaneously achieving high-resolution photorealistic results, real-time rendering, and compact storage remains a formidable task. To address these challenges, we propose Spacetime Gaussian Feature Splatting as a novel dynamic scene representation, composed of three pivotal components. First, we formulate expressive Spacetime Gaussians by enhancing 3D Gaussians with temporal opacity and parametric motion/rotation. This enables Spacetime Gaussians to capture static, dynamic, as well as transient content within a scene. Second, we introduce splatted feature rendering, which replaces spherical harmonics with neural features. These features facilitate the modeling of view- and time-dependent appearance while maintaining small size. Third, we leverage the guidance of training error and coarse depth to sample new Gaussians in areas that are challenging to converge with existing pipelines. Experiments on several established real-world datasets demonstrate that our method achieves state-of-the-art rendering quality and speed, while retaining compact storage. At 8K resolution, our lite-version model can render at 60 FPS on an Nvidia RTX 4090 GPU. Our code is available at https://github.com/oppo-us-research/SpacetimeGaussians.
TechGPT-2.0: A large language model project to solve the task of knowledge graph constructionJiaqi Wang, Yuying Chang, Zhong Li et al.
Large language models have exhibited robust performance across diverse natural language processing tasks. This report introduces TechGPT-2.0, a project designed to enhance the capabilities of large language models specifically in knowledge graph construction tasks, including named entity recognition (NER) and relationship triple extraction (RTE) tasks in NLP applications. Additionally, it serves as a LLM accessible for research within the Chinese open-source model community. We offer two 7B large language model weights and a QLoRA weight specialized for processing lengthy texts.Notably, TechGPT-2.0 is trained on Huawei's Ascend server. Inheriting all functionalities from TechGPT-1.0, it exhibits robust text processing capabilities, particularly in the domains of medicine and law. Furthermore, we introduce new capabilities to the model, enabling it to process texts in various domains such as geographical areas, transportation, organizations, literary works, biology, natural sciences, astronomical objects, and architecture. These enhancements also fortified the model's adeptness in handling hallucinations, unanswerable queries, and lengthy texts. This report provides a comprehensive and detailed introduction to the full fine-tuning process on Huawei's Ascend servers, encompassing experiences in Ascend server debugging, instruction fine-tuning data processing, and model training. Our code is available at https://github.com/neukg/TechGPT-2.0
14.7CVAug 4, 2024
PanoFree: Tuning-Free Holistic Multi-view Image Generation with Cross-view Self-GuidanceAoming Liu, Zhong Li, Zhang Chen et al.
Immersive scene generation, notably panorama creation, benefits significantly from the adaptation of large pre-trained text-to-image (T2I) models for multi-view image generation. Due to the high cost of acquiring multi-view images, tuning-free generation is preferred. However, existing methods are either limited to simple correspondences or require extensive fine-tuning to capture complex ones. We present PanoFree, a novel method for tuning-free multi-view image generation that supports an extensive array of correspondences. PanoFree sequentially generates multi-view images using iterative warping and inpainting, addressing the key issues of inconsistency and artifacts from error accumulation without the need for fine-tuning. It improves error accumulation by enhancing cross-view awareness and refines the warping and inpainting processes via cross-view guidance, risky area estimation and erasing, and symmetric bidirectional guided generation for loop closure, alongside guidance-based semantic and density control for scene structure preservation. In experiments on Planar, 360°, and Full Spherical Panoramas, PanoFree demonstrates significant error reduction, improves global consistency, and boosts image quality without extra fine-tuning. Compared to existing methods, PanoFree is up to 5x more efficient in time and 3x more efficient in GPU memory usage, and maintains superior diversity of results (2x better in our user study). PanoFree offers a viable alternative to costly fine-tuning or the use of additional pre-trained models. Project website at https://panofree.github.io/.
Debug like a Human: A Large Language Model Debugger via Verifying Runtime Execution Step-by-stepLi Zhong, Zilong Wang, Jingbo Shang
Large language models (LLMs) are leading significant progress in code generation. Beyond one-pass code generation, recent works further integrate unit tests and program verifiers into LLMs to iteratively refine the generated programs. However, these works consider the generated programs as an indivisible entity, which falls short for LLMs in debugging the programs, especially when the programs contain complex logic flows and data operations. In contrast, when human developers debug programs, they typically set breakpoints and selectively examine runtime execution information. The execution flow and the intermediate variables play a crucial role in the debugging process, yet they are underutilized in the existing literature on code generation. In this study, we introduce Large Language Model Debugger (LDB), a novel debugging framework that enables LLMs to refine their generated programs with the runtime execution information. Specifically, LDB segments the programs into basic blocks and tracks the values of intermediate variables after each block throughout the runtime execution. This allows LLMs to concentrate on simpler code units within the overall execution flow, verify their correctness against the task description block by block, and efficiently pinpoint any potential errors. Experiments demonstrate that LDB consistently enhances the baseline performance by up to 9.8% across the HumanEval, MBPP, and TransCoder benchmarks, archiving new state-of-the-art performance in code debugging for various LLM selections.
PoP-Net: Pose over Parts Network for Multi-Person 3D Pose Estimation from a Depth ImageYuliang Guo, Zhong Li, Zekun Li et al.
In this paper, a real-time method called PoP-Net is proposed to predict multi-person 3D poses from a depth image. PoP-Net learns to predict bottom-up part representations and top-down global poses in a single shot. Specifically, a new part-level representation, called Truncated Part Displacement Field (TPDF), is introduced which enables an explicit fusion process to unify the advantages of bottom-up part detection and global pose detection. Meanwhile, an effective mode selection scheme is introduced to automatically resolve the conflicting cases between global pose and part detections. Finally, due to the lack of high-quality depth datasets for developing multi-person 3D pose estimation, we introduce Multi-Person 3D Human Pose Dataset (MP-3DHP) as a new benchmark. MP-3DHP is designed to enable effective multi-person and background data augmentation in model training, and to evaluate 3D human pose estimators under uncontrolled multi-person scenarios. We show that PoP-Net achieves the state-of-the-art results both on MP-3DHP and on the widely used ITOP dataset, and has significant advantages in efficiency for multi-person processing. To demonstrate one of the applications of our algorithm pipeline, we also show results of virtual avatars driven by our calculated 3D joint positions. MP-3DHP Dataset and the evaluation code have been made available at: https://github.com/oppo-us-research/PoP-Net.
Talking-head Generation with Rhythmic Head MotionLele Chen, Guofeng Cui, Celong Liu et al.
When people deliver a speech, they naturally move heads, and this rhythmic head motion conveys prosodic information. However, generating a lip-synced video while moving head naturally is challenging. While remarkably successful, existing works either generate still talkingface videos or rely on landmark/video frames as sparse/dense mapping guidance to generate head movements, which leads to unrealistic or uncontrollable video synthesis. To overcome the limitations, we propose a 3D-aware generative network along with a hybrid embedding module and a non-linear composition module. Through modeling the head motion and facial expressions1 explicitly, manipulating 3D animation carefully, and embedding reference images dynamically, our approach achieves controllable, photo-realistic, and temporally coherent talking-head videos with natural head movements. Thoughtful experiments on several standard benchmarks demonstrate that our method achieves significantly better results than the state-of-the-art methods in both quantitative and qualitative comparisons. The code is available on https://github.com/ lelechen63/Talking-head-Generation-with-Rhythmic-Head-Motion.
Training Language Models to Generate Quality Code with Program Analysis FeedbackFeng Yao, Zilong Wang, Liyuan Liu et al.
Code generation with large language models (LLMs), often termed vibe coding, is increasingly adopted in production but fails to ensure code quality, particularly in security (e.g., SQL injection vulnerabilities) and maintainability (e.g., missing type annotations). Existing methods, such as supervised fine-tuning and rule-based post-processing, rely on labor-intensive annotations or brittle heuristics, limiting their scalability and effectiveness. We propose REAL, a reinforcement learning framework that incentivizes LLMs to generate production-quality code using program analysis-guided feedback. Specifically, REAL integrates two automated signals: (1) program analysis detecting security or maintainability defects and (2) unit tests ensuring functional correctness. Unlike prior work, our framework is prompt-agnostic and reference-free, enabling scalable supervision without manual intervention. Experiments across multiple datasets and model scales demonstrate that REAL outperforms state-of-the-art methods in simultaneous assessments of functionality and code quality. Our work bridges the gap between rapid prototyping and production-ready code, enabling LLMs to deliver both speed and quality.
15.5CVMay 15, 2021
NeuLF: Efficient Novel View Synthesis with Neural 4D Light FieldZhong Li, Liangchen Song, Celong Liu et al.
In this paper, we present an efficient and robust deep learning solution for novel view synthesis of complex scenes. In our approach, a 3D scene is represented as a light field, i.e., a set of rays, each of which has a corresponding color when reaching the image plane. For efficient novel view rendering, we adopt a two-plane parameterization of the light field, where each ray is characterized by a 4D parameter. We then formulate the light field as a 4D function that maps 4D coordinates to corresponding color values. We train a deep fully connected network to optimize this implicit function and memorize the 3D scene. Then, the scene-specific model is used to synthesize novel views. Different from previous light field approaches which require dense view sampling to reliably render novel views, our method can render novel views by sampling rays and querying the color for each ray from the network directly, thus enabling high-quality light field rendering with a sparser set of training images. Per-ray depth can be optionally predicted by the network, thus enabling applications such as auto refocus. Our novel view synthesis results are comparable to the state-of-the-arts, and even superior in some challenging scenes with refraction and reflection. We achieve this while maintaining an interactive frame rate and a small memory footprint.
14.8CVApr 30, 2021
RobustFusion: Robust Volumetric Performance Reconstruction under Human-object Interactions from Monocular RGBD StreamZhuo Su, Lan Xu, Dawei Zhong et al.
High-quality 4D reconstruction of human performance with complex interactions to various objects is essential in real-world scenarios, which enables numerous immersive VR/AR applications. However, recent advances still fail to provide reliable performance reconstruction, suffering from challenging interaction patterns and severe occlusions, especially for the monocular setting. To fill this gap, in this paper, we propose RobustFusion, a robust volumetric performance reconstruction system for human-object interaction scenarios using only a single RGBD sensor, which combines various data-driven visual and interaction cues to handle the complex interaction patterns and severe occlusions. We propose a semantic-aware scene decoupling scheme to model the occlusions explicitly, with a segmentation refinement and robust object tracking to prevent disentanglement uncertainty and maintain temporal consistency. We further introduce a robust performance capture scheme with the aid of various data-driven cues, which not only enables re-initialization ability, but also models the complex human-object interaction patterns in a data-driven manner. To this end, we introduce a spatial relation prior to prevent implausible intersections, as well as data-driven interaction cues to maintain natural motions, especially for those regions under severe human-object occlusions. We also adopt an adaptive fusion scheme for temporally coherent human-object reconstruction with occlusion analysis and human parsing cue. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality 4D human performance reconstruction under complex human-object interactions whilst still maintaining the lightweight monocular setting.
12.8LGSep 14, 2020
Complexity Measures for Neural Networks with General Activation Functions Using Path-based NormsZhong Li, Chao Ma, Lei Wu
A simple approach is proposed to obtain complexity controls for neural networks with general activation functions. The approach is motivated by approximating the general activation functions with one-dimensional ReLU networks, which reduces the problem to the complexity controls of ReLU networks. Specifically, we consider two-layer networks and deep residual networks, for which path-based norms are derived to control complexities. We also provide preliminary analyses of the function spaces induced by these norms and a priori estimates of the corresponding regularized estimators.
7.3CVJan 31, 2018
Robust 3D Human Motion Reconstruction Via Dynamic Template ConstructionZhong Li, Yu Ji, Wei Yang et al.
In multi-view human body capture systems, the recovered 3D geometry or even the acquired imagery data can be heavily corrupted due to occlusions, noise, limited field of- view, etc. Direct estimation of 3D pose, body shape or motion on these low-quality data has been traditionally challenging.In this paper, we present a graph-based non-rigid shape registration framework that can simultaneously recover 3D human body geometry and estimate pose/motion at high fidelity.Our approach first generates a global full-body template by registering all poses in the acquired motion sequence.We then construct a deformable graph by utilizing the rigid components in the global template. We directly warp the global template graph back to each motion frame in order to fill in missing geometry. Specifically, we combine local rigidity and temporal coherence constraints to maintain geometry and motion consistencies. Comprehensive experiments on various scenes show that our method is accurate and robust even in the presence of drastic motions.