Weiyu Li

CV
h-index6
9papers
321citations
Novelty59%
AI Score33

9 Papers

11.7GRApr 25, 2023
Patch-based 3D Natural Scene Generation from a Single Example

Weiyu Li, Xuelin Chen, Jue Wang et al.

We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.

33.8CVOct 4, 2023Code
SweetDreamer: Aligning Geometric Priors in 2D Diffusion for Consistent Text-to-3D

Weiyu Li, Rui Chen, Xuelin Chen et al.

It is inherently ambiguous to lift 2D results from pre-trained diffusion models to a 3D world for text-to-3D generation. 2D diffusion models solely learn view-agnostic priors and thus lack 3D knowledge during the lifting, leading to the multi-view inconsistency problem. We find that this problem primarily stems from geometric inconsistency, and avoiding misplaced geometric structures substantially mitigates the problem in the final outputs. Therefore, we improve the consistency by aligning the 2D geometric priors in diffusion models with well-defined 3D shapes during the lifting, addressing the vast majority of the problem. This is achieved by fine-tuning the 2D diffusion model to be viewpoint-aware and to produce view-specific coordinate maps of canonically oriented 3D objects. In our process, only coarse 3D information is used for aligning. This "coarse" alignment not only resolves the multi-view inconsistency in geometries but also retains the ability in 2D diffusion models to generate detailed and diversified high-quality objects unseen in the 3D datasets. Furthermore, our aligned geometric priors (AGP) are generic and can be seamlessly integrated into various state-of-the-art pipelines, obtaining high generalizability in terms of unseen shapes and visual appearance while greatly alleviating the multi-view inconsistency problem. Our method represents a new state-of-the-art performance with an 85+% consistency rate by human evaluation, while many previous methods are around 30%. Our project page is https://sweetdreamer3d.github.io/

30.8GRMay 23, 2024Code
CraftsMan3D: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner

Weiyu Li, Jiarui Liu, Hongyu Yan et al.

We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan

16.4CVMar 18, 2024
BAGS: Building Animatable Gaussian Splatting from a Monocular Video with Diffusion Priors

Tingyang Zhang, Qingzhe Gao, Weiyu Li et al.

Animatable 3D reconstruction has significant applications across various fields, primarily relying on artists' handcraft creation. Recently, some studies have successfully constructed animatable 3D models from monocular videos. However, these approaches require sufficient view coverage of the object within the input video and typically necessitate significant time and computational costs for training and rendering. This limitation restricts the practical applications. In this work, we propose a method to build animatable 3D Gaussian Splatting from monocular video with diffusion priors. The 3D Gaussian representations significantly accelerate the training and rendering process, and the diffusion priors allow the method to learn 3D models with limited viewpoints. We also present the rigid regularization to enhance the utilization of the priors. We perform an extensive evaluation across various real-world videos, demonstrating its superior performance compared to the current state-of-the-art methods.

8.7CVJun 11, 2024
Multi-View Large Reconstruction Model via Geometry-Aware Positional Encoding and Attention

Mengfei Li, Xiaoxiao Long, Yixun Liang et al.

Despite recent advancements in the Large Reconstruction Model (LRM) demonstrating impressive results, when extending its input from single image to multiple images, it exhibits inefficiencies, subpar geometric and texture quality, as well as slower convergence speed than expected. It is attributed to that, LRM formulates 3D reconstruction as a naive images-to-3D translation problem, ignoring the strong 3D coherence among the input images. In this paper, we propose a Multi-view Large Reconstruction Model (M-LRM) designed to reconstruct high-quality 3D shapes from multi-views in a 3D-aware manner. Specifically, we introduce a multi-view consistent cross-attention scheme to enable M-LRM to accurately query information from the input images. Moreover, we employ the 3D priors of the input multi-view images to initialize the triplane tokens. Compared to previous methods, the proposed M-LRM can generate 3D shapes of high fidelity. Experimental studies demonstrate that our model achieves a significant performance gain and faster training convergence. Project page: \url{https://murphylmf.github.io/M-LRM/}.

1.4CVMar 31, 2022
Ternary and Binary Quantization for Improved Classification

Weizhi Lu, Mingrui Chen, Kai Guo et al.

Dimension reduction and data quantization are two important methods for reducing data complexity. In the paper, we study the methodology of first reducing data dimension by random projection and then quantizing the projections to ternary or binary codes, which has been widely applied in classification. Usually, the quantization will seriously degrade the accuracy of classification due to high quantization errors. Interestingly, however, we observe that the quantization could provide comparable and often superior accuracy, as the data to be quantized are sparse features generated with common filters. Furthermore, this quantization property could be maintained in the random projections of sparse features, if both the features and random projection matrices are sufficiently sparse. By conducting extensive experiments, we validate and analyze this intriguing property.

1.4CVJul 16, 2021
Deep Learning to Ternary Hash Codes by Continuation

Mingrui Chen, Weiyu Li, Weizhi Lu

Recently, it has been observed that {0,1,-1}-ternary codes which are simply generated from deep features by hard thresholding, tend to outperform {-1,1}-binary codes in image retrieval. To obtain better ternary codes, we for the first time propose to jointly learn the features with the codes by appending a smoothed function to the networks. During training, the function could evolve into a non-smoothed ternary function by a continuation method. The method circumvents the difficulty of directly training discrete functions and reduces the quantization errors of ternary codes. Experiments show that the generated codes indeed could achieve higher retrieval accuracy.

4.7CVJun 8, 2021
MoCo-Flow: Neural Motion Consensus Flow for Dynamic Humans in Stationary Monocular Cameras

Xuelin Chen, Weiyu Li, Daniel Cohen-Or et al.

Synthesizing novel views of dynamic humans from stationary monocular cameras is a specialized but desirable setup. This is particularly attractive as it does not require static scenes, controlled environments, or specialized capture hardware. In contrast to techniques that exploit multi-view observations, the problem of modeling a dynamic scene from a single view is significantly more under-constrained and ill-posed. In this paper, we introduce Neural Motion Consensus Flow (MoCo-Flow), a representation that models dynamic humans in stationary monocular cameras using a 4D continuous time-variant function. We learn the proposed representation by optimizing for a dynamic scene that minimizes the total rendering error, over all the observed images. At the heart of our work lies a carefully designed optimization scheme, which includes a dedicated initialization step and is constrained by a motion consensus regularization on the estimated motion flow. We extensively evaluate MoCo-Flow on several datasets that contain human motions of varying complexity, and compare, both qualitatively and quantitatively, to several baselines and ablated variations of our methods, showing the efficacy and merits of the proposed approach. Pretrained model, code, and data will be released for research purposes upon paper acceptance.

1.6LGDec 12, 2013
Sparse Matrix-based Random Projection for Classification

Weizhi Lu, Weiyu Li, Kidiyo Kpalma et al.

As a typical dimensionality reduction technique, random projection can be simply implemented with linear projection, while maintaining the pairwise distances of high-dimensional data with high probability. Considering this technique is mainly exploited for the task of classification, this paper is developed to study the construction of random matrix from the viewpoint of feature selection, rather than of traditional distance preservation. This yields a somewhat surprising theoretical result, that is, the sparse random matrix with exactly one nonzero element per column, can present better feature selection performance than other more dense matrices, if the projection dimension is sufficiently large (namely, not much smaller than the number of feature elements); otherwise, it will perform comparably to others. For random projection, this theoretical result implies considerable improvement on both complexity and performance, which is widely confirmed with the classification experiments on both synthetic data and real data.