Xin Tong

CV
h-index65
64papers
6,029citations
Novelty57%
AI Score55

64 Papers

30.8CVApr 14, 2023Code
Swin3D: A Pretrained Transformer Backbone for 3D Indoor Scene Understanding

Yu-Qi Yang, Yu-Xiao Guo, Jian-Yu Xiong et al.

The use of pretrained backbones with fine-tuning has been successful for 2D vision and natural language processing tasks, showing advantages over task-specific networks. In this work, we introduce a pretrained 3D backbone, called {\SST}, for 3D indoor scene understanding. We design a 3D Swin transformer as our backbone network, which enables efficient self-attention on sparse voxels with linear memory complexity, making the backbone scalable to large models and datasets. We also introduce a generalized contextual relative positional embedding scheme to capture various irregularities of point signals for improved network performance. We pretrained a large {\SST} model on a synthetic Structured3D dataset, which is an order of magnitude larger than the ScanNet dataset. Our model pretrained on the synthetic dataset not only generalizes well to downstream segmentation and detection on real 3D point datasets, but also outperforms state-of-the-art methods on downstream tasks with +2.3 mIoU and +2.2 mIoU on S3DIS Area5 and 6-fold semantic segmentation, +1.8 mIoU on ScanNet segmentation (val), +1.9 mAP@0.5 on ScanNet detection, and +8.1 mAP@0.5 on S3DIS detection. A series of extensive ablation studies further validate the scalability, generality, and superior performance enabled by our approach. The code and models are available at https://github.com/microsoft/Swin3D .

21.8CVAug 25, 2023Code
Relighting Neural Radiance Fields with Shadow and Highlight Hints

Chong Zeng, Guojun Chen, Yue Dong et al. · stanford

This paper presents a novel neural implicit radiance representation for free viewpoint relighting from a small set of unstructured photographs of an object lit by a moving point light source different from the view position. We express the shape as a signed distance function modeled by a multi layer perceptron. In contrast to prior relightable implicit neural representations, we do not disentangle the different reflectance components, but model both the local and global reflectance at each point by a second multi layer perceptron that, in addition, to density features, the current position, the normal (from the signed distace function), view direction, and light position, also takes shadow and highlight hints to aid the network in modeling the corresponding high frequency light transport effects. These hints are provided as a suggestion, and we leave it up to the network to decide how to incorporate these in the final relit result. We demonstrate and validate our neural implicit representation on synthetic and real scenes exhibiting a wide variety of shapes, material properties, and global illumination light transport.

28.8CVJun 24, 2022Code
SDF-StyleGAN: Implicit SDF-Based StyleGAN for 3D Shape Generation

Xin-Yang Zheng, Yang Liu, Peng-Shuai Wang et al.

We present a StyleGAN2-based deep learning approach for 3D shape generation, called SDF-StyleGAN, with the aim of reducing visual and geometric dissimilarity between generated shapes and a shape collection. We extend StyleGAN2 to 3D generation and utilize the implicit signed distance function (SDF) as the 3D shape representation, and introduce two novel global and local shape discriminators that distinguish real and fake SDF values and gradients to significantly improve shape geometry and visual quality. We further complement the evaluation metrics of 3D generative models with the shading-image-based Fréchet inception distance (FID) scores to better assess visual quality and shape distribution of the generated shapes. Experiments on shape generation demonstrate the superior performance of SDF-StyleGAN over the state-of-the-art. We further demonstrate the efficacy of SDF-StyleGAN in various tasks based on GAN inversion, including shape reconstruction, shape completion from partial point clouds, single-view image-based shape generation, and shape style editing. Extensive ablation studies justify the efficacy of our framework design. Our code and trained models are available at https://github.com/Zhengxinyang/SDF-StyleGAN.

7.3CVApr 19, 2022Code
Semi-supervised 3D shape segmentation with multilevel consistency and part substitution

Chun-Yu Sun, Yu-Qi Yang, Hao-Xiang Guo et al.

The lack of fine-grained 3D shape segmentation data is the main obstacle to developing learning-based 3D segmentation techniques. We propose an effective semi-supervised method for learning 3D segmentations from a few labeled 3D shapes and a large amount of unlabeled 3D data. For the unlabeled data, we present a novel multilevel consistency loss to enforce consistency of network predictions between perturbed copies of a 3D shape at multiple levels: point-level, part-level, and hierarchical level. For the labeled data, we develop a simple yet effective part substitution scheme to augment the labeled 3D shapes with more structural variations to enhance training. Our method has been extensively validated on the task of 3D object semantic segmentation on PartNet and ShapeNetPart, and indoor scene semantic segmentation on ScanNet. It exhibits superior performance to existing semi-supervised and unsupervised pre-training 3D approaches. Our code and trained models are publicly available at https://github.com/isunchy/semi_supervised_3d_segmentation.

27.0CVJun 15, 2022
GRAM-HD: 3D-Consistent Image Generation at High Resolution with Generative Radiance Manifolds

Jianfeng Xiang, Jiaolong Yang, Yu Deng et al.

Recent works have shown that 3D-aware GANs trained on unstructured single image collections can generate multiview images of novel instances. The key underpinnings to achieve this are a 3D radiance field generator and a volume rendering process. However, existing methods either cannot generate high-resolution images (e.g., up to 256X256) due to the high computation cost of neural volume rendering, or rely on 2D CNNs for image-space upsampling which jeopardizes the 3D consistency across different views. This paper proposes a novel 3D-aware GAN that can generate high resolution images (up to 1024X1024) while keeping strict 3D consistency as in volume rendering. Our motivation is to achieve super-resolution directly in the 3D space to preserve 3D consistency. We avoid the otherwise prohibitively-expensive computation cost by applying 2D convolutions on a set of 2D radiance manifolds defined in the recent generative radiance manifold (GRAM) approach, and apply dedicated loss functions for effective GAN training at high resolution. Experiments on FFHQ and AFHQv2 datasets show that our method can produce high-quality 3D-consistent results that significantly outperform existing methods. It makes a significant step towards closing the gap between traditional 2D image generation and 3D-consistent free-view generation.

16.3CVNov 30, 2022
NeRFInvertor: High Fidelity NeRF-GAN Inversion for Single-shot Real Image Animation

Yu Yin, Kamran Ghasedi, HsiangTao Wu et al.

Nerf-based Generative models have shown impressive capacity in generating high-quality images with consistent 3D geometry. Despite successful synthesis of fake identity images randomly sampled from latent space, adopting these models for generating face images of real subjects is still a challenging task due to its so-called inversion issue. In this paper, we propose a universal method to surgically fine-tune these NeRF-GAN models in order to achieve high-fidelity animation of real subjects only by a single image. Given the optimized latent code for an out-of-domain real image, we employ 2D loss functions on the rendered image to reduce the identity gap. Furthermore, our method leverages explicit and implicit 3D regularizations using the in-domain neighborhood samples around the optimized latent code to remove geometrical and visual artifacts. Our experiments confirm the effectiveness of our method in realistic, high-fidelity, and 3D consistent animation of real faces on multiple NeRF-GAN models across different datasets.

21.2CVMay 29, 2022Code
ComplexGen: CAD Reconstruction by B-Rep Chain Complex Generation

Haoxiang Guo, Shilin Liu, Hao Pan et al.

We view the reconstruction of CAD models in the boundary representation (B-Rep) as the detection of geometric primitives of different orders, i.e. vertices, edges and surface patches, and the correspondence of primitives, which are holistically modeled as a chain complex, and show that by modeling such comprehensive structures more complete and regularized reconstructions can be achieved. We solve the complex generation problem in two steps. First, we propose a novel neural framework that consists of a sparse CNN encoder for input point cloud processing and a tri-path transformer decoder for generating geometric primitives and their mutual relationships with estimated probabilities. Second, given the probabilistic structure predicted by the neural network, we recover a definite B-Rep chain complex by solving a global optimization maximizing the likelihood under structural validness constraints and applying geometric refinements. Extensive tests on large scale CAD datasets demonstrate that the modeling of B-Rep chain complex structure enables more accurate detection for learning and more constrained reconstruction for optimization, leading to structurally more faithful and complete CAD B-Rep models than previous results.

3.9CVFeb 28, 2023
RemoteTouch: Enhancing Immersive 3D Video Communication with Hand Touch

Yizhong Zhang, Zhiqi Li, Sicheng Xu et al.

Recent research advance has significantly improved the visual realism of immersive 3D video communication. In this work we present a method to further enhance this immersive experience by adding the hand touch capability ("remote hand clapping"). In our system, each meeting participant sits in front of a large screen with haptic feedback. The local participant can reach his hand out to the screen and perform hand clapping with the remote participant as if the two participants were only separated by a virtual glass. A key challenge in emulating the remote hand touch is the realistic rendering of the participant's hand and arm as the hand touches the screen. When the hand is very close to the screen, the RGBD data required for realistic rendering is no longer available. To tackle this challenge, we present a dual representation of the user's hand. Our dual representation not only preserves the high-quality rendering usually found in recent image-based rendering systems but also allows the hand to reach the screen. This is possible because the dual representation includes both an image-based model and a 3D geometry-based model, with the latter driven by a hand skeleton tracked by a side view camera. In addition, the dual representation provides a distance-based fusion of the image-based and 3D geometry-based models as the hand moves closer to the screen. The result is that the image-based and 3D geometry-based models mutually enhance each other, leading to realistic and seamless rendering. Our experiments demonstrate that our method provides consistent hand contact experience between remote users and improves the immersive experience of 3D video communication.

11.3GRJul 9, 2022Code
Sparse Ellipsometry: Portable Acquisition of Polarimetric SVBRDF and Shape with Unstructured Flash Photography

Inseung Hwang, Daniel S. Jeon, Adolfo Muñoz et al.

Ellipsometry techniques allow to measure polarization information of materials, requiring precise rotations of optical components with different configurations of lights and sensors. This results in cumbersome capture devices, carefully calibrated in lab conditions, and in very long acquisition times, usually in the order of a few days per object. Recent techniques allow to capture polarimetric spatially-varying reflectance information, but limited to a single view, or to cover all view directions, but limited to spherical objects made of a single homogeneous material. We present sparse ellipsometry, a portable polarimetric acquisition method that captures both polarimetric SVBRDF and 3D shape simultaneously. Our handheld device consists of off-the-shelf, fixed optical components. Instead of days, the total acquisition time varies between twenty and thirty minutes per object. We develop a complete polarimetric SVBRDF model that includes diffuse and specular components, as well as single scattering, and devise a novel polarimetric inverse rendering algorithm with data augmentation of specular reflection samples via generative modeling. Our results show a strong agreement with a recent ground-truth dataset of captured polarimetric BRDFs of real-world objects.

13.1CVApr 14, 2023Code
3D Feature Prediction for Masked-AutoEncoder-Based Point Cloud Pretraining

Siming Yan, Yuqi Yang, Yuxiao Guo et al.

Masked autoencoders (MAE) have recently been introduced to 3D self-supervised pretraining for point clouds due to their great success in NLP and computer vision. Unlike MAEs used in the image domain, where the pretext task is to restore features at the masked pixels, such as colors, the existing 3D MAE works reconstruct the missing geometry only, i.e, the location of the masked points. In contrast to previous studies, we advocate that point location recovery is inessential and restoring intrinsic point features is much superior. To this end, we propose to ignore point position reconstruction and recover high-order features at masked points including surface normals and surface variations, through a novel attention-based decoder which is independent of the encoder design. We validate the effectiveness of our pretext task and decoder design using different encoder structures for 3D training and demonstrate the advantages of our pretrained networks on various point cloud analysis tasks.

22.5CVOct 12, 2022Code
AniFaceGAN: Animatable 3D-Aware Face Image Generation for Video Avatars

Yue Wu, Yu Deng, Jiaolong Yang et al.

Although 2D generative models have made great progress in face image generation and animation, they often suffer from undesirable artifacts such as 3D inconsistency when rendering images from different camera viewpoints. This prevents them from synthesizing video animations indistinguishable from real ones. Recently, 3D-aware GANs extend 2D GANs for explicit disentanglement of camera pose by leveraging 3D scene representations. These methods can well preserve the 3D consistency of the generated images across different views, yet they cannot achieve fine-grained control over other attributes, among which facial expression control is arguably the most useful and desirable for face animation. In this paper, we propose an animatable 3D-aware GAN for multiview consistent face animation generation. The key idea is to decompose the 3D representation of the 3D-aware GAN into a template field and a deformation field, where the former represents different identities with a canonical expression, and the latter characterizes expression variations of each identity. To achieve meaningful control over facial expressions via deformation, we propose a 3D-level imitative learning scheme between the generator and a parametric 3D face model during adversarial training of the 3D-aware GAN. This helps our method achieve high-quality animatable face image generation with strong visual 3D consistency, even though trained with only unstructured 2D images. Extensive experiments demonstrate our superior performance over prior works. Project page: https://yuewuhkust.github.io/AniFaceGAN

27.1CVMar 31, 2023
3D-aware Image Generation using 2D Diffusion Models

Jianfeng Xiang, Jiaolong Yang, Binbin Huang et al.

In this paper, we introduce a novel 3D-aware image generation method that leverages 2D diffusion models. We formulate the 3D-aware image generation task as multiview 2D image set generation, and further to a sequential unconditional-conditional multiview image generation process. This allows us to utilize 2D diffusion models to boost the generative modeling power of the method. Additionally, we incorporate depth information from monocular depth estimators to construct the training data for the conditional diffusion model using only still images. We train our method on a large-scale dataset, i.e., ImageNet, which is not addressed by previous methods. It produces high-quality images that significantly outperform prior methods. Furthermore, our approach showcases its capability to generate instances with large view angles, even though the training images are diverse and unaligned, gathered from "in-the-wild" real-world environments.

8.8CVSep 9, 2022
Generative Deformable Radiance Fields for Disentangled Image Synthesis of Topology-Varying Objects

Ziyu Wang, Yu Deng, Jiaolong Yang et al.

3D-aware generative models have demonstrated their superb performance to generate 3D neural radiance fields (NeRF) from a collection of monocular 2D images even for topology-varying object categories. However, these methods still lack the capability to separately control the shape and appearance of the objects in the generated radiance fields. In this paper, we propose a generative model for synthesizing radiance fields of topology-varying objects with disentangled shape and appearance variations. Our method generates deformable radiance fields, which builds the dense correspondence between the density fields of the objects and encodes their appearances in a shared template field. Our disentanglement is achieved in an unsupervised manner without introducing extra labels to previous 3D-aware GAN training. We also develop an effective image inversion scheme for reconstructing the radiance field of an object in a real monocular image and manipulating its shape and appearance. Experiments show that our method can successfully learn the generative model from unstructured monocular images and well disentangle the shape and appearance for objects (e.g., chairs) with large topological variance. The model trained on synthetic data can faithfully reconstruct the real object in a given single image and achieve high-quality texture and shape editing results.

15.7CVSep 5, 2023
AniPortraitGAN: Animatable 3D Portrait Generation from 2D Image Collections

Yue Wu, Sicheng Xu, Jianfeng Xiang et al.

Previous animatable 3D-aware GANs for human generation have primarily focused on either the human head or full body. However, head-only videos are relatively uncommon in real life, and full body generation typically does not deal with facial expression control and still has challenges in generating high-quality results. Towards applicable video avatars, we present an animatable 3D-aware GAN that generates portrait images with controllable facial expression, head pose, and shoulder movements. It is a generative model trained on unstructured 2D image collections without using 3D or video data. For the new task, we base our method on the generative radiance manifold representation and equip it with learnable facial and head-shoulder deformations. A dual-camera rendering and adversarial learning scheme is proposed to improve the quality of the generated faces, which is critical for portrait images. A pose deformation processing network is developed to generate plausible deformations for challenging regions such as long hair. Experiments show that our method, trained on unstructured 2D images, can generate diverse and high-quality 3D portraits with desired control over different properties.

2.8CVMar 23, 2023
ReBotNet: Fast Real-time Video Enhancement

Jeya Maria Jose Valanarasu, Rahul Garg, Andeep Toor et al.

Most video restoration networks are slow, have high computational load, and can't be used for real-time video enhancement. In this work, we design an efficient and fast framework to perform real-time video enhancement for practical use-cases like live video calls and video streams. Our proposed method, called Recurrent Bottleneck Mixer Network (ReBotNet), employs a dual-branch framework. The first branch learns spatio-temporal features by tokenizing the input frames along the spatial and temporal dimensions using a ConvNext-based encoder and processing these abstract tokens using a bottleneck mixer. To further improve temporal consistency, the second branch employs a mixer directly on tokens extracted from individual frames. A common decoder then merges the features form the two branches to predict the enhanced frame. In addition, we propose a recurrent training approach where the last frame's prediction is leveraged to efficiently enhance the current frame while improving temporal consistency. To evaluate our method, we curate two new datasets that emulate real-world video call and streaming scenarios, and show extensive results on multiple datasets where ReBotNet outperforms existing approaches with lower computations, reduced memory requirements, and faster inference time.

26.3CVMay 5, 2022Code
Dual Octree Graph Networks for Learning Adaptive Volumetric Shape Representations

Peng-Shuai Wang, Yang Liu, Xin Tong

We present an adaptive deep representation of volumetric fields of 3D shapes and an efficient approach to learn this deep representation for high-quality 3D shape reconstruction and auto-encoding. Our method encodes the volumetric field of a 3D shape with an adaptive feature volume organized by an octree and applies a compact multilayer perceptron network for mapping the features to the field value at each 3D position. An encoder-decoder network is designed to learn the adaptive feature volume based on the graph convolutions over the dual graph of octree nodes. The core of our network is a new graph convolution operator defined over a regular grid of features fused from irregular neighboring octree nodes at different levels, which not only reduces the computational and memory cost of the convolutions over irregular neighboring octree nodes, but also improves the performance of feature learning. Our method effectively encodes shape details, enables fast 3D shape reconstruction, and exhibits good generality for modeling 3D shapes out of training categories. We evaluate our method on a set of reconstruction tasks of 3D shapes and scenes and validate its superiority over other existing approaches. Our code, data, and trained models are available at https://wang-ps.github.io/dualocnn.

8.8CVJul 29, 2022Code
Deep Deformable 3D Caricatures with Learned Shape Control

Yucheol Jung, Wonjong Jang, Soongjin Kim et al.

A 3D caricature is an exaggerated 3D depiction of a human face. The goal of this paper is to model the variations of 3D caricatures in a compact parameter space so that we can provide a useful data-driven toolkit for handling 3D caricature deformations. To achieve the goal, we propose an MLP-based framework for building a deformable surface model, which takes a latent code and produces a 3D surface. In the framework, a SIREN MLP models a function that takes a 3D position on a fixed template surface and returns a 3D displacement vector for the input position. We create variations of 3D surfaces by learning a hypernetwork that takes a latent code and produces the parameters of the MLP. Once learned, our deformable model provides a nice editing space for 3D caricatures, supporting label-based semantic editing and point-handle-based deformation, both of which produce highly exaggerated and natural 3D caricature shapes. We also demonstrate other applications of our deformable model, such as automatic 3D caricature creation.

5.1ROMar 27
Robust Route Planning for Sidewalk Delivery Robots

Xing Tong, Michele D. Simoni

Sidewalk delivery robots are a promising solution for last-mile freight distribution. Yet, they operate in dynamic environments characterized by pedestrian flows and potential obstacles, which make travel times highly uncertain and can significantly affect their efficiency. This study addresses the robust route planning problem for sidewalk robots by explicitly accounting for travel time uncertainty generated through simulated interactions between robots, pedestrians, and obstacles. Robust optimization is integrated with simulation to reproduce the effect of obstacles and pedestrian flows and generate realistic travel times. Three different approaches to derive uncertainty sets are investigated, including budgeted, ellipsoidal, and support vector clustering (SVC)-based methods, together with a distributionally robust shortest path (DRSP) method based on ambiguity sets that model uncertainty in travel-time distributions. A realistic case study reproducing pedestrian patterns in Stockholm's city center is used to evaluate the efficiency of robust routing across various robot designs and environmental conditions. Results show that, when compared to a conventional shortest path (SP) method, robust routing significantly enhances operational reliability under variable sidewalk conditions. The ellipsoidal and DRSP approaches outperform the other methods in terms of average and worst-case delay. Sensitivity analyses reveal that robust approaches are higher for sidewalk delivery robots that are wider, slower, and more conservative in their navigation behaviors, especially in adverse weather and high pedestrian congestion scenarios.

3.7CVApr 26, 2022
Expanding the Latent Space of StyleGAN for Real Face Editing

Yin Yu, Ghasedi Kamran, Wu HsiangTao et al.

Recently, a surge of face editing techniques have been proposed to employ the pretrained StyleGAN for semantic manipulation. To successfully edit a real image, one must first convert the input image into StyleGAN's latent variables. However, it is still challenging to find latent variables, which have the capacity for preserving the appearance of the input subject (e.g., identity, lighting, hairstyles) as well as enabling meaningful manipulations. In this paper, we present a method to expand the latent space of StyleGAN with additional content features to break down the trade-off between low-distortion and high-editability. Specifically, we proposed a two-branch model, where the style branch first tackles the entanglement issue by the sparse manipulation of latent codes, and the content branch then mitigates the distortion issue by leveraging the content and appearance details from the input image. We confirm the effectiveness of our method using extensive qualitative and quantitative experiments on real face editing and reconstruction tasks.

5.9CVOct 9, 2023
A Real-time Method for Inserting Virtual Objects into Neural Radiance Fields

Keyang Ye, Hongzhi Wu, Xin Tong et al.

We present the first real-time method for inserting a rigid virtual object into a neural radiance field, which produces realistic lighting and shadowing effects, as well as allows interactive manipulation of the object. By exploiting the rich information about lighting and geometry in a NeRF, our method overcomes several challenges of object insertion in augmented reality. For lighting estimation, we produce accurate, robust and 3D spatially-varying incident lighting that combines the near-field lighting from NeRF and an environment lighting to account for sources not covered by the NeRF. For occlusion, we blend the rendered virtual object with the background scene using an opacity map integrated from the NeRF. For shadows, with a precomputed field of spherical signed distance field, we query the visibility term for any point around the virtual object, and cast soft, detailed shadows onto 3D surfaces. Compared with state-of-the-art techniques, our approach can insert virtual object into scenes with superior fidelity, and has a great potential to be further applied to augmented reality systems.

2.6CVAug 9, 2022Code
Semantic Segmentation-Assisted Instance Feature Fusion for Multi-Level 3D Part Instance Segmentation

Chunyu Sun, Xin Tong, Yang Liu

Recognizing 3D part instances from a 3D point cloud is crucial for 3D structure and scene understanding. Several learning-based approaches use semantic segmentation and instance center prediction as training tasks and fail to further exploit the inherent relationship between shape semantics and part instances. In this paper, we present a new method for 3D part instance segmentation. Our method exploits semantic segmentation to fuse nonlocal instance features, such as center prediction, and further enhances the fusion scheme in a multi- and cross-level way. We also propose a semantic region center prediction task to train and leverage the prediction results to improve the clustering of instance points. Our method outperforms existing methods with a large-margin improvement in the PartNet benchmark. We also demonstrate that our feature fusion scheme can be applied to other existing methods to improve their performance in indoor scene instance segmentation tasks.

2.8CVNov 29, 2023
StructRe: Rewriting for Structured Shape Modeling

Jiepeng Wang, Hao Pan, Yang Liu et al.

Man-made 3D shapes are naturally organized in parts and hierarchies; such structures provide important constraints for shape reconstruction and generation. Modeling shape structures is difficult, because there can be multiple hierarchies for a given shape, causing ambiguity, and across different categories the shape structures are correlated with semantics, limiting generalization. We present StructRe, a structure rewriting system, as a novel approach to structured shape modeling. Given a 3D object represented by points and components, StructRe can rewrite it upward into more concise structures, or downward into more detailed structures; by iterating the rewriting process, hierarchies are obtained. Such a localized rewriting process enables probabilistic modeling of ambiguous structures and robust generalization across object categories. We train StructRe on PartNet data and show its generalization to cross-category and multiple object hierarchies, and test its extension to ShapeNet. We also demonstrate the benefits of probabilistic and generalizable structure modeling for shape reconstruction, generation and editing tasks.

13.5CVJan 9, 2024Code
A Simple Baseline for Spoken Language to Sign Language Translation with 3D Avatars

Ronglai Zuo, Fangyun Wei, Zenggui Chen et al.

The objective of this paper is to develop a functional system for translating spoken languages into sign languages, referred to as Spoken2Sign translation. The Spoken2Sign task is orthogonal and complementary to traditional sign language to spoken language (Sign2Spoken) translation. To enable Spoken2Sign translation, we present a simple baseline consisting of three steps: 1) creating a gloss-video dictionary using existing Sign2Spoken benchmarks; 2) estimating a 3D sign for each sign video in the dictionary; 3) training a Spoken2Sign model, which is composed of a Text2Gloss translator, a sign connector, and a rendering module, with the aid of the yielded gloss-3D sign dictionary. The translation results are then displayed through a sign avatar. As far as we know, we are the first to present the Spoken2Sign task in an output format of 3D signs. In addition to its capability of Spoken2Sign translation, we also demonstrate that two by-products of our approach-3D keypoint augmentation and multi-view understanding-can assist in keypoint-based sign language understanding. Code and models are available at https://github.com/FangyunWei/SLRT.

52.4CVDec 2, 2024Code
Structured 3D Latents for Scalable and Versatile 3D Generation

Jianfeng Xiang, Zelong Lv, Sicheng Xu et al.

We introduce a novel 3D generation method for versatile and high-quality 3D asset creation. The cornerstone is a unified Structured LATent (SLAT) representation which allows decoding to different output formats, such as Radiance Fields, 3D Gaussians, and meshes. This is achieved by integrating a sparsely-populated 3D grid with dense multiview visual features extracted from a powerful vision foundation model, comprehensively capturing both structural (geometry) and textural (appearance) information while maintaining flexibility during decoding. We employ rectified flow transformers tailored for SLAT as our 3D generation models and train models with up to 2 billion parameters on a large 3D asset dataset of 500K diverse objects. Our model generates high-quality results with text or image conditions, significantly surpassing existing methods, including recent ones at similar scales. We showcase flexible output format selection and local 3D editing capabilities which were not offered by previous models. Code, model, and data will be released.

39.3CVApr 16, 2024
VASA-1: Lifelike Audio-Driven Talking Faces Generated in Real Time

Sicheng Xu, Guojun Chen, Yu-Xiao Guo et al.

We introduce VASA, a framework for generating lifelike talking faces with appealing visual affective skills (VAS) given a single static image and a speech audio clip. Our premiere model, VASA-1, is capable of not only generating lip movements that are exquisitely synchronized with the audio, but also producing a large spectrum of facial nuances and natural head motions that contribute to the perception of authenticity and liveliness. The core innovations include a holistic facial dynamics and head movement generation model that works in a face latent space, and the development of such an expressive and disentangled face latent space using videos. Through extensive experiments including evaluation on a set of new metrics, we show that our method significantly outperforms previous methods along various dimensions comprehensively. Our method not only delivers high video quality with realistic facial and head dynamics but also supports the online generation of 512x512 videos at up to 40 FPS with negligible starting latency. It paves the way for real-time engagements with lifelike avatars that emulate human conversational behaviors.

42.3CVOct 24, 2024
MoGe: Unlocking Accurate Monocular Geometry Estimation for Open-Domain Images with Optimal Training Supervision

Ruicheng Wang, Sicheng Xu, Cassie Dai et al.

We present MoGe, a powerful model for recovering 3D geometry from monocular open-domain images. Given a single image, our model directly predicts a 3D point map of the captured scene with an affine-invariant representation, which is agnostic to true global scale and shift. This new representation precludes ambiguous supervision in training and facilitate effective geometry learning. Furthermore, we propose a set of novel global and local geometry supervisions that empower the model to learn high-quality geometry. These include a robust, optimal, and efficient point cloud alignment solver for accurate global shape learning, and a multi-scale local geometry loss promoting precise local geometry supervision. We train our model on a large, mixed dataset and demonstrate its strong generalizability and high accuracy. In our comprehensive evaluation on diverse unseen datasets, our model significantly outperforms state-of-the-art methods across all tasks, including monocular estimation of 3D point map, depth map, and camera field of view. Code and models can be found on our project page.

20.9CVApr 28, 2021Code
High-Resolution Optical Flow from 1D Attention and Correlation

Haofei Xu, Jiaolong Yang, Jianfei Cai et al.

Optical flow is inherently a 2D search problem, and thus the computational complexity grows quadratically with respect to the search window, making large displacements matching infeasible for high-resolution images. In this paper, we take inspiration from Transformers and propose a new method for high-resolution optical flow estimation with significantly less computation. Specifically, a 1D attention operation is first applied in the vertical direction of the target image, and then a simple 1D correlation in the horizontal direction of the attended image is able to achieve 2D correspondence modeling effect. The directions of attention and correlation can also be exchanged, resulting in two 3D cost volumes that are concatenated for optical flow estimation. The novel 1D formulation empowers our method to scale to very high-resolution input images while maintaining competitive performance. Extensive experiments on Sintel, KITTI and real-world 4K ($2160 \times 3840$) resolution images demonstrated the effectiveness and superiority of our proposed method. Code and models are available at \url{https://github.com/haofeixu/flow1d}.

35.3CVApr 1, 2021Code
Group-Free 3D Object Detection via Transformers

Ze Liu, Zheng Zhang, Yue Cao et al.

Recently, directly detecting 3D objects from 3D point clouds has received increasing attention. To extract object representation from an irregular point cloud, existing methods usually take a point grouping step to assign the points to an object candidate so that a PointNet-like network could be used to derive object features from the grouped points. However, the inaccurate point assignments caused by the hand-crafted grouping scheme decrease the performance of 3D object detection. In this paper, we present a simple yet effective method for directly detecting 3D objects from the 3D point cloud. Instead of grouping local points to each object candidate, our method computes the feature of an object from all the points in the point cloud with the help of an attention mechanism in the Transformers \cite{vaswani2017attention}, where the contribution of each point is automatically learned in the network training. With an improved attention stacking scheme, our method fuses object features in different stages and generates more accurate object detection results. With few bells and whistles, the proposed method achieves state-of-the-art 3D object detection performance on two widely used benchmarks, ScanNet V2 and SUN RGB-D. The code and models are publicly available at \url{https://github.com/zeliu98/Group-Free-3D}

14.7CVAug 13, 2020Code
SkeletonNet: A Topology-Preserving Solution for Learning Mesh Reconstruction of Object Surfaces from RGB Images

Jiapeng Tang, Xiaoguang Han, Mingkui Tan et al.

This paper focuses on the challenging task of learning 3D object surface reconstructions from RGB images. Existingmethods achieve varying degrees of success by using different surface representations. However, they all have their own drawbacks,and cannot properly reconstruct the surface shapes of complex topologies, arguably due to a lack of constraints on the topologicalstructures in their learning frameworks. To this end, we propose to learn and use the topology-preserved, skeletal shape representationto assist the downstream task of object surface reconstruction from RGB images. Technically, we propose the novelSkeletonNetdesign that learns a volumetric representation of a skeleton via a bridged learning of a skeletal point set, where we use paralleldecoders each responsible for the learning of points on 1D skeletal curves and 2D skeletal sheets, as well as an efficient module ofglobally guided subvolume synthesis for a refined, high-resolution skeletal volume; we present a differentiablePoint2Voxellayer tomake SkeletonNet end-to-end and trainable. With the learned skeletal volumes, we propose two models, the Skeleton-Based GraphConvolutional Neural Network (SkeGCNN) and the Skeleton-Regularized Deep Implicit Surface Network (SkeDISN), which respectivelybuild upon and improve over the existing frameworks of explicit mesh deformation and implicit field learning for the downstream surfacereconstruction task. We conduct thorough experiments that verify the efficacy of our proposed SkeletonNet. SkeGCNN and SkeDISNoutperform existing methods as well, and they have their own merits when measured by different metrics. Additional results ingeneralized task settings further demonstrate the usefulness of our proposed methods. We have made both our implementation codeand the ShapeNet-Skeleton dataset publicly available at ble at https://github.com/tangjiapeng/SkeletonNet.

28.0CVJul 2, 2020Code
A Closer Look at Local Aggregation Operators in Point Cloud Analysis

Ze Liu, Han Hu, Yue Cao et al.

Recent advances of network architecture for point cloud processing are mainly driven by new designs of local aggregation operators. However, the impact of these operators to network performance is not carefully investigated due to different overall network architecture and implementation details in each solution. Meanwhile, most of operators are only applied in shallow architectures. In this paper, we revisit the representative local aggregation operators and study their performance using the same deep residual architecture. Our investigation reveals that despite the different designs of these operators, all of these operators make surprisingly similar contributions to the network performance under the same network input and feature numbers and result in the state-of-the-art accuracy on standard benchmarks. This finding stimulate us to rethink the necessity of sophisticated design of local aggregation operator for point cloud processing. To this end, we propose a simple local aggregation operator without learnable weights, named Position Pooling (PosPool), which performs similarly or slightly better than existing sophisticated operators. In particular, a simple deep residual network with PosPool layers achieves outstanding performance on all benchmarks, which outperforms the previous state-of-the methods on the challenging PartNet datasets by a large margin (7.4 mIoU). The code is publicly available at https://github.com/zeliu98/CloserLook3D

10.3CVNov 7, 2018Code
Image Smoothing via Unsupervised Learning

Qingnan Fan, Jiaolong Yang, David Wipf et al.

Image smoothing represents a fundamental component of many disparate computer vision and graphics applications. In this paper, we present a unified unsupervised (label-free) learning framework that facilitates generating flexible and high-quality smoothing effects by directly learning from data using deep convolutional neural networks (CNNs). The heart of the design is the training signal as a novel energy function that includes an edge-preserving regularizer which helps maintain important yet potentially vulnerable image structures, and a spatially-adaptive Lp flattening criterion which imposes different forms of regularization onto different image regions for better smoothing quality. We implement a diverse set of image smoothing solutions employing the unified framework targeting various applications such as, image abstraction, pencil sketching, detail enhancement, texture removal and content-aware image manipulation, and obtain results comparable with or better than previous methods. Moreover, our method is extremely fast with a modern GPU (e.g, 200 fps for 1280x720 images). Our codes and model are released in https://github.com/fqnchina/ImageSmoothing.

4.9HCSep 20, 2024
V-Hands: Touchscreen-based Hand Tracking for Remote Whiteboard Interaction

Xinshuang Liu, Yizhong Zhang, Xin Tong

In whiteboard-based remote communication, the seamless integration of drawn content and hand-screen interactions is essential for an immersive user experience. Previous methods either require bulky device setups for capturing hand gestures or fail to accurately track the hand poses from capacitive images. In this paper, we present a real-time method for precise tracking 3D poses of both hands from capacitive video frames. To this end, we develop a deep neural network to identify hands and infer hand joint positions from capacitive frames, and then recover 3D hand poses from the hand-joint positions via a constrained inverse kinematic solver. Additionally, we design a device setup for capturing high-quality hand-screen interaction data and obtained a more accurate synchronized capacitive video and hand pose dataset. Our method improves the accuracy and stability of 3D hand tracking for capacitive frames while maintaining a compact device setup for remote communication. We validate our scheme design and its superior performance on 3D hand pose tracking and demonstrate the effectiveness of our method in whiteboard-based remote communication. Our code, model, and dataset are available at https://V-Hands.github.io.

31.1CVFeb 19, 2024Code
DiLightNet: Fine-grained Lighting Control for Diffusion-based Image Generation

Chong Zeng, Yue Dong, Pieter Peers et al. · stanford

This paper presents a novel method for exerting fine-grained lighting control during text-driven diffusion-based image generation. While existing diffusion models already have the ability to generate images under any lighting condition, without additional guidance these models tend to correlate image content and lighting. Moreover, text prompts lack the necessary expressional power to describe detailed lighting setups. To provide the content creator with fine-grained control over the lighting during image generation, we augment the text-prompt with detailed lighting information in the form of radiance hints, i.e., visualizations of the scene geometry with a homogeneous canonical material under the target lighting. However, the scene geometry needed to produce the radiance hints is unknown. Our key observation is that we only need to guide the diffusion process, hence exact radiance hints are not necessary; we only need to point the diffusion model in the right direction. Based on this observation, we introduce a three stage method for controlling the lighting during image generation. In the first stage, we leverage a standard pretrained diffusion model to generate a provisional image under uncontrolled lighting. Next, in the second stage, we resynthesize and refine the foreground object in the generated image by passing the target lighting to a refined diffusion model, named DiLightNet, using radiance hints computed on a coarse shape of the foreground object inferred from the provisional image. To retain the texture details, we multiply the radiance hints with a neural encoding of the provisional synthesized image before passing it to DiLightNet. Finally, in the third stage, we resynthesize the background to be consistent with the lighting on the foreground object. We demonstrate and validate our lighting controlled diffusion model on a variety of text prompts and lighting conditions.

18.2CVFeb 22, 2024
MVD$^2$: Efficient Multiview 3D Reconstruction for Multiview Diffusion

Xin-Yang Zheng, Hao Pan, Yu-Xiao Guo et al.

As a promising 3D generation technique, multiview diffusion (MVD) has received a lot of attention due to its advantages in terms of generalizability, quality, and efficiency. By finetuning pretrained large image diffusion models with 3D data, the MVD methods first generate multiple views of a 3D object based on an image or text prompt and then reconstruct 3D shapes with multiview 3D reconstruction. However, the sparse views and inconsistent details in the generated images make 3D reconstruction challenging. We present MVD$^2$, an efficient 3D reconstruction method for multiview diffusion (MVD) images. MVD$^2$ aggregates image features into a 3D feature volume by projection and convolution and then decodes volumetric features into a 3D mesh. We train MVD$^2$ with 3D shape collections and MVD images prompted by rendered views of 3D shapes. To address the discrepancy between the generated multiview images and ground-truth views of the 3D shapes, we design a simple-yet-efficient view-dependent training scheme. MVD$^2$ improves the 3D generation quality of MVD and is fast and robust to various MVD methods. After training, it can efficiently decode 3D meshes from multiview images within one second. We train MVD$^2$ with Zero-123++ and ObjectVerse-LVIS 3D dataset and demonstrate its superior performance in generating 3D models from multiview images generated by different MVD methods, using both synthetic and real images as prompts.

16.1CVDec 22, 2023
Plan, Posture and Go: Towards Open-World Text-to-Motion Generation

Jinpeng Liu, Wenxun Dai, Chunyu Wang et al.

Conventional text-to-motion generation methods are usually trained on limited text-motion pairs, making them hard to generalize to open-world scenarios. Some works use the CLIP model to align the motion space and the text space, aiming to enable motion generation from natural language motion descriptions. However, they are still constrained to generate limited and unrealistic in-place motions. To address these issues, we present a divide-and-conquer framework named PRO-Motion, which consists of three modules as motion planner, posture-diffuser and go-diffuser. The motion planner instructs Large Language Models (LLMs) to generate a sequence of scripts describing the key postures in the target motion. Differing from natural languages, the scripts can describe all possible postures following very simple text templates. This significantly reduces the complexity of posture-diffuser, which transforms a script to a posture, paving the way for open-world generation. Finally, go-diffuser, implemented as another diffusion model, estimates whole-body translations and rotations for all postures, resulting in realistic motions. Experimental results have shown the superiority of our method with other counterparts, and demonstrated its capability of generating diverse and realistic motions from complex open-world prompts such as "Experiencing a profound sense of joy". The project page is available at https://moonsliu.github.io/Pro-Motion.

14.1CVMar 18, 2024
Diffusion Models are Geometry Critics: Single Image 3D Editing Using Pre-Trained Diffusion Priors

Ruicheng Wang, Jianfeng Xiang, Jiaolong Yang et al.

We propose a novel image editing technique that enables 3D manipulations on single images, such as object rotation and translation. Existing 3D-aware image editing approaches typically rely on synthetic multi-view datasets for training specialized models, thus constraining their effectiveness on open-domain images featuring significantly more varied layouts and styles. In contrast, our method directly leverages powerful image diffusion models trained on a broad spectrum of text-image pairs and thus retain their exceptional generalization abilities. This objective is realized through the development of an iterative novel view synthesis and geometry alignment algorithm. The algorithm harnesses diffusion models for dual purposes: they provide appearance prior by predicting novel views of the selected object using estimated depth maps, and they act as a geometry critic by correcting misalignments in 3D shapes across the sampled views. Our method can generate high-quality 3D-aware image edits with large viewpoint transformations and high appearance and shape consistency with the input image, pushing the boundaries of what is possible with single-image 3D-aware editing.

12.6GRMay 28, 2025Code
RenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination

Chong Zeng, Yue Dong, Pieter Peers et al. · stanford

We present RenderFormer, a neural rendering pipeline that directly renders an image from a triangle-based representation of a scene with full global illumination effects and that does not require per-scene training or fine-tuning. Instead of taking a physics-centric approach to rendering, we formulate rendering as a sequence-to-sequence transformation where a sequence of tokens representing triangles with reflectance properties is converted to a sequence of output tokens representing small patches of pixels. RenderFormer follows a two stage pipeline: a view-independent stage that models triangle-to-triangle light transport, and a view-dependent stage that transforms a token representing a bundle of rays to the corresponding pixel values guided by the triangle-sequence from the view-independent stage. Both stages are based on the transformer architecture and are learned with minimal prior constraints. We demonstrate and evaluate RenderFormer on scenes with varying complexity in shape and light transport.

1.2GRDec 29, 2024
Spin-Weighted Spherical Harmonics for Polarized Light Transport

Shinyoung Yi, Donggun Kim, Jiwoong Na et al.

The objective of polarization rendering is to simulate the interaction of light with materials exhibiting polarization-dependent behavior. However, integrating polarization into rendering is challenging and increases computational costs significantly. The primary difficulty lies in efficiently modeling and computing the complex reflection phenomena associated with polarized light. Specifically, frequency-domain analysis, essential for efficient environment lighting and storage of complex light interactions, is lacking. To efficiently simulate and reproduce polarized light interactions using frequency-domain techniques, we address the challenge of maintaining continuity in polarized light transport represented by Stokes vectors within angular domains. The conventional spherical harmonics method cannot effectively handle continuity and rotation invariance for Stokes vectors. To overcome this, we develop a new method called polarized spherical harmonics (PSH) based on the spin-weighted spherical harmonics theory. Our method provides a rotation-invariant representation of Stokes vector fields. Furthermore, we introduce frequency domain formulations of polarized rendering equations and spherical convolution based on PSH. We first define spherical convolution on Stokes vector fields in the angular domain, and it also provides efficient computation of polarized light transport, nearly on an entry-wise product in the frequency domain. Our frequency domain formulation, including spherical convolution, led to the development of the first real-time polarization rendering technique under polarized environmental illumination, named precomputed polarized radiance transfer, using our polarized spherical harmonics. Results demonstrate that our method can effectively and accurately simulate and reproduce polarized light interactions in complex reflection phenomena.

10.2CVJun 9, 2025
ReverB-SNN: Reversing Bit of the Weight and Activation for Spiking Neural Networks

Yufei Guo, Yuhan Zhang, Zhou Jie et al.

The Spiking Neural Network (SNN), a biologically inspired neural network infrastructure, has garnered significant attention recently. SNNs utilize binary spike activations for efficient information transmission, replacing multiplications with additions, thereby enhancing energy efficiency. However, binary spike activation maps often fail to capture sufficient data information, resulting in reduced accuracy. To address this challenge, we advocate reversing the bit of the weight and activation for SNNs, called \textbf{ReverB-SNN}, inspired by recent findings that highlight greater accuracy degradation from quantizing activations compared to weights. Specifically, our method employs real-valued spike activations alongside binary weights in SNNs. This preserves the event-driven and multiplication-free advantages of standard SNNs while enhancing the information capacity of activations. Additionally, we introduce a trainable factor within binary weights to adaptively learn suitable weight amplitudes during training, thereby increasing network capacity. To maintain efficiency akin to vanilla \textbf{ReverB-SNN}, our trainable binary weight SNNs are converted back to standard form using a re-parameterization technique during inference. Extensive experiments across various network architectures and datasets, both static and dynamic, demonstrate that our approach consistently outperforms state-of-the-art methods.

4.1LGSep 17, 2025
PiERN: Token-Level Routing for Integrating High-Precision Computation and Reasoning

Hengbo Xiao, Jingyuan Fan, Xin Tong et al.

Tasks on complex systems require high-precision numerical computation to support decisions, but current large language models (LLMs) cannot integrate such computations as an intrinsic and interpretable capability with existing architectures. Multi-agent approaches can leverage external experts, but inevitably introduce communication overhead and suffer from inefficiency caused by limited scalability. To this end, we propose Physically-isolated Experts Routing Network (PiERN), an architecture for integrating computation and reasoning. Instead of the tool-use workflows or function-calling, PiERN endogenously integrates computational capabilities into neural networks after separately training experts, a text-to-computation module, and a router. At inference, the router directs computation and reasoning at the token level, thereby enabling iterative alternation within a single chain of thought. We evaluate PiERN on representative linear and nonlinear computation-reasoning tasks against LLM finetuning and the multi-agent system approaches. Results show that the PiERN architecture achieves not only higher accuracy than directly finetuning LLMs but also significant improvements in response latency, token usage, and GPU energy consumption compared with mainstream multi-agent approaches. PiERN offers an efficient, interpretable, and scalable paradigm for interfacing language models with scientific systems.

3.6CVApr 3, 2025
LPA3D: 3D Room-Level Scene Generation from In-the-Wild Images

Ming-Jia Yang, Yu-Xiao Guo, Yang Liu et al.

Generating realistic, room-level indoor scenes with semantically plausible and detailed appearances from in-the-wild images is crucial for various applications in VR, AR, and robotics. The success of NeRF-based generative methods indicates a promising direction to address this challenge. However, unlike their success at the object level, existing scene-level generative methods require additional information, such as multiple views, depth images, or semantic guidance, rather than relying solely on RGB images. This is because NeRF-based methods necessitate prior knowledge of camera poses, which is challenging to approximate for indoor scenes due to the complexity of defining alignment and the difficulty of globally estimating poses from a single image, given the unseen parts behind the camera. To address this challenge, we redefine global poses within the framework of Local-Pose-Alignment (LPA) -- an anchor-based multi-local-coordinate system that uses a selected number of anchors as the roots of these coordinates. Building on this foundation, we introduce LPA-GAN, a novel NeRF-based generative approach that incorporates specific modifications to estimate the priors of camera poses under LPA. It also co-optimizes the pose predictor and scene generation processes. Our ablation study and comparisons with straightforward extensions of NeRF-based object generative methods demonstrate the effectiveness of our approach. Furthermore, visual comparisons with other techniques reveal that our method achieves superior view-to-view consistency and semantic normality.

32.5CVMay 8, 2023
Locally Attentional SDF Diffusion for Controllable 3D Shape Generation

Xin-Yang Zheng, Hao Pan, Peng-Shuai Wang et al.

Although the recent rapid evolution of 3D generative neural networks greatly improves 3D shape generation, it is still not convenient for ordinary users to create 3D shapes and control the local geometry of generated shapes. To address these challenges, we propose a diffusion-based 3D generation framework -- locally attentional SDF diffusion, to model plausible 3D shapes, via 2D sketch image input. Our method is built on a two-stage diffusion model. The first stage, named occupancy-diffusion, aims to generate a low-resolution occupancy field to approximate the shape shell. The second stage, named SDF-diffusion, synthesizes a high-resolution signed distance field within the occupied voxels determined by the first stage to extract fine geometry. Our model is empowered by a novel view-aware local attention mechanism for image-conditioned shape generation, which takes advantage of 2D image patch features to guide 3D voxel feature learning, greatly improving local controllability and model generalizability. Through extensive experiments in sketch-conditioned and category-conditioned 3D shape generation tasks, we validate and demonstrate the ability of our method to provide plausible and diverse 3D shapes, as well as its superior controllability and generalizability over existing work. Our code and trained models are available at https://zhengxinyang.github.io/projects/LAS-Diffusion.html

23.2CVMar 31, 2022
MPS-NeRF: Generalizable 3D Human Rendering from Multiview Images

Xiangjun Gao, Jiaolong Yang, Jongyoo Kim et al.

There has been rapid progress recently on 3D human rendering, including novel view synthesis and pose animation, based on the advances of neural radiance fields (NeRF). However, most existing methods focus on person-specific training and their training typically requires multi-view videos. This paper deals with a new challenging task -- rendering novel views and novel poses for a person unseen in training, using only multiview images as input. For this task, we propose a simple yet effective method to train a generalizable NeRF with multiview images as conditional input. The key ingredient is a dedicated representation combining a canonical NeRF and a volume deformation scheme. Using a canonical space enables our method to learn shared properties of human and easily generalize to different people. Volume deformation is used to connect the canonical space with input and target images and query image features for radiance and density prediction. We leverage the parametric 3D human model fitted on the input images to derive the deformation, which works quite well in practice when combined with our canonical NeRF. The experiments on both real and synthetic data with the novel view synthesis and pose animation tasks collectively demonstrate the efficacy of our method.

33.2CVDec 16, 2021
GRAM: Generative Radiance Manifolds for 3D-Aware Image Generation

Yu Deng, Jiaolong Yang, Jianfeng Xiang et al.

3D-aware image generative modeling aims to generate 3D-consistent images with explicitly controllable camera poses. Recent works have shown promising results by training neural radiance field (NeRF) generators on unstructured 2D images, but still can not generate highly-realistic images with fine details. A critical reason is that the high memory and computation cost of volumetric representation learning greatly restricts the number of point samples for radiance integration during training. Deficient sampling not only limits the expressive power of the generator to handle fine details but also impedes effective GAN training due to the noise caused by unstable Monte Carlo sampling. We propose a novel approach that regulates point sampling and radiance field learning on 2D manifolds, embodied as a set of learned implicit surfaces in the 3D volume. For each viewing ray, we calculate ray-surface intersections and accumulate their radiance generated by the network. By training and rendering such radiance manifolds, our generator can produce high quality images with realistic fine details and strong visual 3D consistency.

10.0CVDec 13, 2021
VirtualCube: An Immersive 3D Video Communication System

Yizhong Zhang, Jiaolong Yang, Zhen Liu et al.

The VirtualCube system is a 3D video conference system that attempts to overcome some limitations of conventional technologies. The key ingredient is VirtualCube, an abstract representation of a real-world cubicle instrumented with RGBD cameras for capturing the 3D geometry and texture of a user. We design VirtualCube so that the task of data capturing is standardized and significantly simplified, and everything can be built using off-the-shelf hardware. We use VirtualCubes as the basic building blocks of a virtual conferencing environment, and we provide each VirtualCube user with a surrounding display showing life-size videos of remote participants. To achieve real-time rendering of remote participants, we develop the V-Cube View algorithm, which uses multi-view stereo for more accurate depth estimation and Lumi-Net rendering for better rendering quality. The VirtualCube system correctly preserves the mutual eye gaze between participants, allowing them to establish eye contact and be aware of who is visually paying attention to them. The system also allows a participant to have side discussions with remote participants as if they were in the same room. Finally, the system sheds lights on how to support the shared space of work items (e.g., documents and applications) and track the visual attention of participants to work items.

5.0MLDec 1, 2021
Asymmetric error control under imperfect supervision: a label-noise-adjusted Neyman-Pearson umbrella algorithm

Shunan Yao, Bradley Rava, Xin Tong et al.

Label noise in data has long been an important problem in supervised learning applications as it affects the effectiveness of many widely used classification methods. Recently, important real-world applications, such as medical diagnosis and cybersecurity, have generated renewed interest in the Neyman-Pearson (NP) classification paradigm, which constrains the more severe type of error (e.g., the type I error) under a preferred level while minimizing the other (e.g., the type II error). However, there has been little research on the NP paradigm under label noise. It is somewhat surprising that even when common NP classifiers ignore the label noise in the training stage, they are still able to control the type I error with high probability. However, the price they pay is excessive conservativeness of the type I error and hence a significant drop in power (i.e., $1 - $ type II error). Assuming that domain experts provide lower bounds on the corruption severity, we propose the first theory-backed algorithm that adapts most state-of-the-art classification methods to the training label noise under the NP paradigm. The resulting classifiers not only control the type I error with high probability under the desired level but also improve power.

11.6CVAug 20, 2021Code
Indoor Scene Generation from a Collection of Semantic-Segmented Depth Images

Ming-Jia Yang, Yu-Xiao Guo, Bin Zhou et al.

We present a method for creating 3D indoor scenes with a generative model learned from a collection of semantic-segmented depth images captured from different unknown scenes. Given a room with a specified size, our method automatically generates 3D objects in a room from a randomly sampled latent code. Different from existing methods that represent an indoor scene with the type, location, and other properties of objects in the room and learn the scene layout from a collection of complete 3D indoor scenes, our method models each indoor scene as a 3D semantic scene volume and learns a volumetric generative adversarial network (GAN) from a collection of 2.5D partial observations of 3D scenes. To this end, we apply a differentiable projection layer to project the generated 3D semantic scene volumes into semantic-segmented depth images and design a new multiple-view discriminator for learning the complete 3D scene volume from 2.5D semantic-segmented depth images. Compared to existing methods, our method not only efficiently reduces the workload of modeling and acquiring 3D scenes for training, but also produces better object shapes and their detailed layouts in the scene. We evaluate our method with different indoor scene datasets and demonstrate the advantages of our method. We also extend our method for generating 3D indoor scenes from semantic-segmented depth images inferred from RGB images of real scenes.

15.1CVJul 9, 2021Code
StyleCariGAN: Caricature Generation via StyleGAN Feature Map Modulation

Wonjong Jang, Gwangjin Ju, Yucheol Jung et al.

We present a caricature generation framework based on shape and style manipulation using StyleGAN. Our framework, dubbed StyleCariGAN, automatically creates a realistic and detailed caricature from an input photo with optional controls on shape exaggeration degree and color stylization type. The key component of our method is shape exaggeration blocks that are used for modulating coarse layer feature maps of StyleGAN to produce desirable caricature shape exaggerations. We first build a layer-mixed StyleGAN for photo-to-caricature style conversion by swapping fine layers of the StyleGAN for photos to the corresponding layers of the StyleGAN trained to generate caricatures. Given an input photo, the layer-mixed model produces detailed color stylization for a caricature but without shape exaggerations. We then append shape exaggeration blocks to the coarse layers of the layer-mixed model and train the blocks to create shape exaggerations while preserving the characteristic appearances of the input. Experimental results show that our StyleCariGAN generates realistic and detailed caricatures compared to the current state-of-the-art methods. We demonstrate StyleCariGAN also supports other StyleGAN-based image manipulations, such as facial expression control.

14.8CVJun 3, 2021Code
Spline Positional Encoding for Learning 3D Implicit Signed Distance Fields

Peng-Shuai Wang, Yang Liu, Yu-Qi Yang et al.

Multilayer perceptrons (MLPs) have been successfully used to represent 3D shapes implicitly and compactly, by mapping 3D coordinates to the corresponding signed distance values or occupancy values. In this paper, we propose a novel positional encoding scheme, called Spline Positional Encoding, to map the input coordinates to a high dimensional space before passing them to MLPs, for helping to recover 3D signed distance fields with fine-scale geometric details from unorganized 3D point clouds. We verified the superiority of our approach over other positional encoding schemes on tasks of 3D shape reconstruction from input point clouds and shape space learning. The efficacy of our approach extended to image reconstruction is also demonstrated and evaluated.

25.0CVMar 23, 2021Code
Deep Implicit Moving Least-Squares Functions for 3D Reconstruction

Shi-Lin Liu, Hao-Xiang Guo, Hao Pan et al.

Point set is a flexible and lightweight representation widely used for 3D deep learning. However, their discrete nature prevents them from representing continuous and fine geometry, posing a major issue for learning-based shape generation. In this work, we turn the discrete point sets into smooth surfaces by introducing the well-known implicit moving least-squares (IMLS) surface formulation, which naturally defines locally implicit functions on point sets. We incorporate IMLS surface generation into deep neural networks for inheriting both the flexibility of point sets and the high quality of implicit surfaces. Our IMLSNet predicts an octree structure as a scaffold for generating MLS points where needed and characterizes shape geometry with learned local priors. Furthermore, our implicit function evaluation is independent of the neural network once the MLS points are predicted, thus enabling fast runtime evaluation. Our experiments on 3D object reconstruction demonstrate that IMLSNets outperform state-of-the-art learning-based methods in terms of reconstruction quality and computational efficiency. Extensive ablation tests also validate our network design and loss functions.