Tao Guan

CV
h-index25
7papers
1,179citations
Novelty45%
AI Score39

7 Papers

14.5CVJun 16, 2023
C2F2NeUS: Cascade Cost Frustum Fusion for High Fidelity and Generalizable Neural Surface Reconstruction

Luoyuan Xu, Tao Guan, Yuesong Wang et al.

There is an emerging effort to combine the two popular 3D frameworks using Multi-View Stereo (MVS) and Neural Implicit Surfaces (NIS) with a specific focus on the few-shot / sparse view setting. In this paper, we introduce a novel integration scheme that combines the multi-view stereo with neural signed distance function representations, which potentially overcomes the limitations of both methods. MVS uses per-view depth estimation and cross-view fusion to generate accurate surfaces, while NIS relies on a common coordinate volume. Based on this strategy, we propose to construct per-view cost frustum for finer geometry estimation, and then fuse cross-view frustums and estimate the implicit signed distance functions to tackle artifacts that are due to noise and holes in the produced surface reconstruction. We further apply a cascade frustum fusion strategy to effectively captures global-local information and structural consistency. Finally, we apply cascade sampling and a pseudo-geometric loss to foster stronger integration between the two architectures. Extensive experiments demonstrate that our method reconstructs robust surfaces and outperforms existing state-of-the-art methods.

2.3MMJun 3, 2025Code
EyeNavGS: A 6-DoF Navigation Dataset and Record-n-Replay Software for Real-World 3DGS Scenes in VR

Zihao Ding, Cheng-Tse Lee, Mufeng Zhu et al.

3D Gaussian Splatting (3DGS) is an emerging media representation that reconstructs real-world 3D scenes in high fidelity, enabling 6-degrees-of-freedom (6-DoF) navigation in virtual reality (VR). However, developing and evaluating 3DGS-enabled applications and optimizing their rendering performance, require realistic user navigation data. Such data is currently unavailable for photorealistic 3DGS reconstructions of real-world scenes. This paper introduces EyeNavGS (EyeNavGS), the first publicly available 6-DoF navigation dataset featuring traces from 46 participants exploring twelve diverse, real-world 3DGS scenes. The dataset was collected at two sites, using the Meta Quest Pro headsets, recording the head pose and eye gaze data for each rendered frame during free world standing 6-DoF navigation. For each of the twelve scenes, we performed careful scene initialization to correct for scene tilt and scale, ensuring a perceptually-comfortable VR experience. We also release our open-source SIBR viewer software fork with record-and-replay functionalities and a suite of utility tools for data processing, conversion, and visualization. The EyeNavGS dataset and its accompanying software tools provide valuable resources for advancing research in 6-DoF viewport prediction, adaptive streaming, 3D saliency, and foveated rendering for 3DGS scenes. The EyeNavGS dataset is available at: https://symmru.github.io/EyeNavGS/.

21.3CVJul 22, 2018Code
Macro-Micro Adversarial Network for Human Parsing

Yawei Luo, Zhedong Zheng, Liang Zheng et al.

In human parsing, the pixel-wise classification loss has drawbacks in its low-level local inconsistency and high-level semantic inconsistency. The introduction of the adversarial network tackles the two problems using a single discriminator. However, the two types of parsing inconsistency are generated by distinct mechanisms, so it is difficult for a single discriminator to solve them both. To address the two kinds of inconsistencies, this paper proposes the Macro-Micro Adversarial Net (MMAN). It has two discriminators. One discriminator, Macro D, acts on the low-resolution label map and penalizes semantic inconsistency, e.g., misplaced body parts. The other discriminator, Micro D, focuses on multiple patches of the high-resolution label map to address the local inconsistency, e.g., blur and hole. Compared with traditional adversarial networks, MMAN not only enforces local and semantic consistency explicitly, but also avoids the poor convergence problem of adversarial networks when handling high resolution images. In our experiment, we validate that the two discriminators are complementary to each other in improving the human parsing accuracy. The proposed framework is capable of producing competitive parsing performance compared with the state-of-the-art methods, i.e., mIoU=46.81% and 59.91% on LIP and PASCAL-Person-Part, respectively. On a relatively small dataset PPSS, our pre-trained model demonstrates impressive generalization ability. The code is publicly available at https://github.com/RoyalVane/MMAN.

18.6CVApr 19, 2024
EfficientGS: Streamlining Gaussian Splatting for Large-Scale High-Resolution Scene Representation

Wenkai Liu, Tao Guan, Bin Zhu et al.

In the domain of 3D scene representation, 3D Gaussian Splatting (3DGS) has emerged as a pivotal technology. However, its application to large-scale, high-resolution scenes (exceeding 4k$\times$4k pixels) is hindered by the excessive computational requirements for managing a large number of Gaussians. Addressing this, we introduce 'EfficientGS', an advanced approach that optimizes 3DGS for high-resolution, large-scale scenes. We analyze the densification process in 3DGS and identify areas of Gaussian over-proliferation. We propose a selective strategy, limiting Gaussian increase to key primitives, thereby enhancing the representational efficiency. Additionally, we develop a pruning mechanism to remove redundant Gaussians, those that are merely auxiliary to adjacent ones. For further enhancement, we integrate a sparse order increment for Spherical Harmonics (SH), designed to alleviate storage constraints and reduce training overhead. Our empirical evaluations, conducted on a range of datasets including extensive 4K+ aerial images, demonstrate that 'EfficientGS' not only expedites training and rendering times but also achieves this with a model size approximately tenfold smaller than conventional 3DGS while maintaining high rendering fidelity.

23.1CVApr 13, 2020Code
Adversarial Style Mining for One-Shot Unsupervised Domain Adaptation

Yawei Luo, Ping Liu, Tao Guan et al.

We aim at the problem named One-Shot Unsupervised Domain Adaptation. Unlike traditional Unsupervised Domain Adaptation, it assumes that only one unlabeled target sample can be available when learning to adapt. This setting is realistic but more challenging, in which conventional adaptation approaches are prone to failure due to the scarce of unlabeled target data. To this end, we propose a novel Adversarial Style Mining approach, which combines the style transfer module and task-specific module into an adversarial manner. Specifically, the style transfer module iteratively searches for harder stylized images around the one-shot target sample according to the current learning state, leading the task model to explore the potential styles that are difficult to solve in the almost unseen target domain, thus boosting the adaptation performance in a data-scarce scenario. The adversarial learning framework makes the style transfer module and task-specific module benefit each other during the competition. Extensive experiments on both cross-domain classification and segmentation benchmarks verify that ASM achieves state-of-the-art adaptation performance under the challenging one-shot setting.

6.6LGSep 26, 2018Code
Every Node Counts: Self-Ensembling Graph Convolutional Networks for Semi-Supervised Learning

Yawei Luo, Tao Guan, Junqing Yu et al.

Graph convolutional network (GCN) provides a powerful means for graph-based semi-supervised tasks. However, as a localized first-order approximation of spectral graph convolution, the classic GCN can not take full advantage of unlabeled data, especially when the unlabeled node is far from labeled ones. To capitalize on the information from unlabeled nodes to boost the training for GCN, we propose a novel framework named Self-Ensembling GCN (SEGCN), which marries GCN with Mean Teacher - another powerful model in semi-supervised learning. SEGCN contains a student model and a teacher model. As a student, it not only learns to correctly classify the labeled nodes, but also tries to be consistent with the teacher on unlabeled nodes in more challenging situations, such as a high dropout rate and graph collapse. As a teacher, it averages the student model weights and generates more accurate predictions to lead the student. In such a mutual-promoting process, both labeled and unlabeled samples can be fully utilized for backpropagating effective gradients to train GCN. In three article classification tasks, i.e. Citeseer, Cora and Pubmed, we validate that the proposed method matches the state of the arts in the classification accuracy.

38.5CVSep 25, 2018Code
Taking A Closer Look at Domain Shift: Category-level Adversaries for Semantics Consistent Domain Adaptation

Yawei Luo, Liang Zheng, Tao Guan et al.

We consider the problem of unsupervised domain adaptation in semantic segmentation. The key in this campaign consists in reducing the domain shift, i.e., enforcing the data distributions of the two domains to be similar. A popular strategy is to align the marginal distribution in the feature space through adversarial learning. However, this global alignment strategy does not consider the local category-level feature distribution. A possible consequence of the global movement is that some categories which are originally well aligned between the source and target may be incorrectly mapped. To address this problem, this paper introduces a category-level adversarial network, aiming to enforce local semantic consistency during the trend of global alignment. Our idea is to take a close look at the category-level data distribution and align each class with an adaptive adversarial loss. Specifically, we reduce the weight of the adversarial loss for category-level aligned features while increasing the adversarial force for those poorly aligned. In this process, we decide how well a feature is category-level aligned between source and target by a co-training approach. In two domain adaptation tasks, i.e., GTA5 -> Cityscapes and SYNTHIA -> Cityscapes, we validate that the proposed method matches the state of the art in segmentation accuracy.