27.5CVJul 25, 2022
Deforming Radiance Fields with CagesTianhan Xu, Tatsuya Harada
Recent advances in radiance fields enable photorealistic rendering of static or dynamic 3D scenes, but still do not support explicit deformation that is used for scene manipulation or animation. In this paper, we propose a method that enables a new type of deformation of the radiance field: free-form radiance field deformation. We use a triangular mesh that encloses the foreground object called cage as an interface, and by manipulating the cage vertices, our approach enables the free-form deformation of the radiance field. The core of our approach is cage-based deformation which is commonly used in mesh deformation. We propose a novel formulation to extend it to the radiance field, which maps the position and the view direction of the sampling points from the deformed space to the canonical space, thus enabling the rendering of the deformed scene. The deformation results of the synthetic datasets and the real-world datasets demonstrate the effectiveness of our approach.
22.8CVApr 8, 2025
HiMoR: Monocular Deformable Gaussian Reconstruction with Hierarchical Motion RepresentationYiming Liang, Tianhan Xu, Yuta Kikuchi
We present Hierarchical Motion Representation (HiMoR), a novel deformation representation for 3D Gaussian primitives capable of achieving high-quality monocular dynamic 3D reconstruction. The insight behind HiMoR is that motions in everyday scenes can be decomposed into coarser motions that serve as the foundation for finer details. Using a tree structure, HiMoR's nodes represent different levels of motion detail, with shallower nodes modeling coarse motion for temporal smoothness and deeper nodes capturing finer motion. Additionally, our model uses a few shared motion bases to represent motions of different sets of nodes, aligning with the assumption that motion tends to be smooth and simple. This motion representation design provides Gaussians with a more structured deformation, maximizing the use of temporal relationships to tackle the challenging task of monocular dynamic 3D reconstruction. We also propose using a more reliable perceptual metric as an alternative, given that pixel-level metrics for evaluating monocular dynamic 3D reconstruction can sometimes fail to accurately reflect the true quality of reconstruction. Extensive experiments demonstrate our method's efficacy in achieving superior novel view synthesis from challenging monocular videos with complex motions.
2.7CLFeb 1, 2024
SA-MDKIF: A Scalable and Adaptable Medical Domain Knowledge Injection Framework for Large Language ModelsTianhan Xu, Zhe Hu, Ling Chen et al.
Recent advances in large language models (LLMs) have demonstrated exceptional performance in various natural language processing (NLP) tasks. However, their effective application in the medical domain is hampered by a lack of medical domain knowledge. In this study, we present SA-MDKIF, a scalable and adaptable framework that aims to inject medical knowledge into general-purpose LLMs through instruction tuning, thereby enabling adaptability for various downstream tasks. SA-MDKIF consists of two stages: skill training and skill adaptation. In the first stage, we define 12 basic medical skills and use AdaLoRA to train these skills based on uniformly formatted instructional datasets that we have constructed. In the next stage, we train the skill router using task-specific downstream data and use this router to integrate the acquired skills with LLMs during inference. Experimental results on 9 different medical tasks show that SA-MDKIF improves performance by 10-20% compared to the original LLMs. Notably, this improvement is particularly pronounced for unseen medical tasks, showing an improvement of up to 30%.
18.8CVJan 5, 2022
Surface-Aligned Neural Radiance Fields for Controllable 3D Human SynthesisTianhan Xu, Yasuhiro Fujita, Eiichi Matsumoto
We propose a new method for reconstructing controllable implicit 3D human models from sparse multi-view RGB videos. Our method defines the neural scene representation on the mesh surface points and signed distances from the surface of a human body mesh. We identify an indistinguishability issue that arises when a point in 3D space is mapped to its nearest surface point on a mesh for learning surface-aligned neural scene representation. To address this issue, we propose projecting a point onto a mesh surface using a barycentric interpolation with modified vertex normals. Experiments with the ZJU-MoCap and Human3.6M datasets show that our approach achieves a higher quality in a novel-view and novel-pose synthesis than existing methods. We also demonstrate that our method easily supports the control of body shape and clothes. Project page: https://pfnet-research.github.io/surface-aligned-nerf/.