CVSep 30, 2022Code
ExtrudeNet: Unsupervised Inverse Sketch-and-Extrude for Shape ParsingDaxuan Ren, Jianmin Zheng, Jianfei Cai et al.
Sketch-and-extrude is a common and intuitive modeling process in computer aided design. This paper studies the problem of learning the shape given in the form of point clouds by inverse sketch-and-extrude. We present ExtrudeNet, an unsupervised end-to-end network for discovering sketch and extrude from point clouds. Behind ExtrudeNet are two new technical components: 1) an effective representation for sketch and extrude, which can model extrusion with freeform sketches and conventional cylinder and box primitives as well; and 2) a numerical method for computing the signed distance field which is used in the network learning. This is the first attempt that uses machine learning to reverse engineer the sketch-and-extrude modeling process of a shape in an unsupervised fashion. ExtrudeNet not only outputs a compact, editable and interpretable representation of the shape that can be seamlessly integrated into modern CAD software, but also aligns with the standard CAD modeling process facilitating various editing applications, which distinguishes our work from existing shape parsing research. Code is released at https://github.com/kimren227/ExtrudeNet.
CVJul 20, 2022
Object-Compositional Neural Implicit SurfacesQianyi Wu, Xian Liu, Yuedong Chen et al. · bytedance
The neural implicit representation has shown its effectiveness in novel view synthesis and high-quality 3D reconstruction from multi-view images. However, most approaches focus on holistic scene representation yet ignore individual objects inside it, thus limiting potential downstream applications. In order to learn object-compositional representation, a few works incorporate the 2D semantic map as a cue in training to grasp the difference between objects. But they neglect the strong connections between object geometry and instance semantic information, which leads to inaccurate modeling of individual instance. This paper proposes a novel framework, ObjectSDF, to build an object-compositional neural implicit representation with high fidelity in 3D reconstruction and object representation. Observing the ambiguity of conventional volume rendering pipelines, we model the scene by combining the Signed Distance Functions (SDF) of individual object to exert explicit surface constraint. The key in distinguishing different instances is to revisit the strong association between an individual object's SDF and semantic label. Particularly, we convert the semantic information to a function of object SDF and develop a unified and compact representation for scene and objects. Experimental results show the superiority of ObjectSDF framework in representing both the holistic object-compositional scene and the individual instances. Code can be found at https://qianyiwu.github.io/objectsdf/
CVAug 15, 2023
ObjectSDF++: Improved Object-Compositional Neural Implicit SurfacesQianyi Wu, Kaisiyuan Wang, Kejie Li et al.
In recent years, neural implicit surface reconstruction has emerged as a popular paradigm for multi-view 3D reconstruction. Unlike traditional multi-view stereo approaches, the neural implicit surface-based methods leverage neural networks to represent 3D scenes as signed distance functions (SDFs). However, they tend to disregard the reconstruction of individual objects within the scene, which limits their performance and practical applications. To address this issue, previous work ObjectSDF introduced a nice framework of object-composition neural implicit surfaces, which utilizes 2D instance masks to supervise individual object SDFs. In this paper, we propose a new framework called ObjectSDF++ to overcome the limitations of ObjectSDF. First, in contrast to ObjectSDF whose performance is primarily restricted by its converted semantic field, the core component of our model is an occlusion-aware object opacity rendering formulation that directly volume-renders object opacity to be supervised with instance masks. Second, we design a novel regularization term for object distinction, which can effectively mitigate the issue that ObjectSDF may result in unexpected reconstruction in invisible regions due to the lack of constraint to prevent collisions. Our extensive experiments demonstrate that our novel framework not only produces superior object reconstruction results but also significantly improves the quality of scene reconstruction. Code and more resources can be found in \url{https://qianyiwu.github.io/objectsdf++}
GRJul 22, 2024
Differentiable Convex Polyhedra Optimization from Multi-view ImagesDaxuan Ren, Haiyi Mei, Hezi Shi et al.
This paper presents a novel approach for the differentiable rendering of convex polyhedra, addressing the limitations of recent methods that rely on implicit field supervision. Our technique introduces a strategy that combines non-differentiable computation of hyperplane intersection through duality transform with differentiable optimization for vertex positioning with three-plane intersection, enabling gradient-based optimization without the need for 3D implicit fields. This allows for efficient shape representation across a range of applications, from shape parsing to compact mesh reconstruction. This work not only overcomes the challenges of previous approaches but also sets a new standard for representing shapes with convex polyhedra.
CVAug 25, 2024
McGrids: Monte Carlo-Driven Adaptive Grids for Iso-Surface ExtractionDaxuan Ren, Hezi Shi, Jianmin Zheng et al.
Iso-surface extraction from an implicit field is a fundamental process in various applications of computer vision and graphics. When dealing with geometric shapes with complicated geometric details, many existing algorithms suffer from high computational costs and memory usage. This paper proposes McGrids, a novel approach to improve the efficiency of iso-surface extraction. The key idea is to construct adaptive grids for iso-surface extraction rather than using a simple uniform grid as prior art does. Specifically, we formulate the problem of constructing adaptive grids as a probability sampling problem, which is then solved by Monte Carlo process. We demonstrate McGrids' capability with extensive experiments from both analytical SDFs computed from surface meshes and learned implicit fields from real multiview images. The experiment results show that our McGrids can significantly reduce the number of implicit field queries, resulting in significant memory reduction, while producing high-quality meshes with rich geometric details.
CVDec 10, 2025
Generative Point Cloud RegistrationHaobo Jiang, Jin Xie, Jian Yang et al.
In this paper, we propose a novel 3D registration paradigm, Generative Point Cloud Registration, which bridges advanced 2D generative models with 3D matching tasks to enhance registration performance. Our key idea is to generate cross-view consistent image pairs that are well-aligned with the source and target point clouds, enabling geometry-color feature fusion to facilitate robust matching. To ensure high-quality matching, the generated image pair should feature both 2D-3D geometric consistency and cross-view texture consistency. To achieve this, we introduce Match-ControlNet, a matching-specific, controllable 2D generative model. Specifically, it leverages the depth-conditioned generation capability of ControlNet to produce images that are geometrically aligned with depth maps derived from point clouds, ensuring 2D-3D geometric consistency. Additionally, by incorporating a coupled conditional denoising scheme and coupled prompt guidance, Match-ControlNet further promotes cross-view feature interaction, guiding texture consistency generation. Our generative 3D registration paradigm is general and could be seamlessly integrated into various registration methods to enhance their performance. Extensive experiments on 3DMatch and ScanNet datasets verify the effectiveness of our approach.
CVDec 10, 2025
FUSER: Feed-Forward MUltiview 3D Registration Transformer and SE(3)$^N$ Diffusion RefinementHaobo Jiang, Jin Xie, Jian Yang et al.
Registration of multiview point clouds conventionally relies on extensive pairwise matching to build a pose graph for global synchronization, which is computationally expensive and inherently ill-posed without holistic geometric constraints. This paper proposes FUSER, the first feed-forward multiview registration transformer that jointly processes all scans in a unified, compact latent space to directly predict global poses without any pairwise estimation. To maintain tractability, FUSER encodes each scan into low-resolution superpoint features via a sparse 3D CNN that preserves absolute translation cues, and performs efficient intra- and inter-scan reasoning through a Geometric Alternating Attention module. Particularly, we transfer 2D attention priors from off-the-shelf foundation models to enhance 3D feature interaction and geometric consistency. Building upon FUSER, we further introduce FUSER-DF, an SE(3)$^N$ diffusion refinement framework to correct FUSER's estimates via denoising in the joint SE(3)$^N$ space. FUSER acts as a surrogate multiview registration model to construct the denoiser, and a prior-conditioned SE(3)$^N$ variational lower bound is derived for denoising supervision. Extensive experiments on 3DMatch, ScanNet and ArkitScenes demonstrate that our approach achieves the superior registration accuracy and outstanding computational efficiency.
CVDec 16, 2025
ASAP-Textured Gaussians: Enhancing Textured Gaussians with Adaptive Sampling and Anisotropic ParameterizationMeng Wei, Cheng Zhang, Jianmin Zheng et al.
Recent advances have equipped 3D Gaussian Splatting with texture parameterizations to capture spatially varying attributes, improving the performance of both appearance modeling and downstream tasks. However, the added texture parameters introduce significant memory efficiency challenges. Rather than proposing new texture formulations, we take a step back to examine the characteristics of existing textured Gaussian methods and identify two key limitations in common: (1) Textures are typically defined in canonical space, leading to inefficient sampling that wastes textures' capacity on low-contribution regions; and (2) texture parameterization is uniformly assigned across all Gaussians, regardless of their visual complexity, resulting in over-parameterization. In this work, we address these issues through two simple yet effective strategies: adaptive sampling based on the Gaussian density distribution and error-driven anisotropic parameterization that allocates texture resources according to rendering error. Our proposed ASAP Textured Gaussians, short for Adaptive Sampling and Anisotropic Parameterization, significantly improve the quality efficiency tradeoff, achieving high-fidelity rendering with far fewer texture parameters.
CVFeb 26, 2019Code
Region Deformer Networks for Unsupervised Depth Estimation from Unconstrained Monocular VideosHaofei Xu, Jianmin Zheng, Jianfei Cai et al.
While learning based depth estimation from images/videos has achieved substantial progress, there still exist intrinsic limitations. Supervised methods are limited by a small amount of ground truth or labeled data and unsupervised methods for monocular videos are mostly based on the static scene assumption, not performing well on real world scenarios with the presence of dynamic objects. In this paper, we propose a new learning based method consisting of DepthNet, PoseNet and Region Deformer Networks (RDN) to estimate depth from unconstrained monocular videos without ground truth supervision. The core contribution lies in RDN for proper handling of rigid and non-rigid motions of various objects such as rigidly moving cars and deformable humans. In particular, a deformation based motion representation is proposed to model individual object motion on 2D images. This representation enables our method to be applicable to diverse unconstrained monocular videos. Our method can not only achieve the state-of-the-art results on standard benchmarks KITTI and Cityscapes, but also show promising results on a crowded pedestrian tracking dataset, which demonstrates the effectiveness of the deformation based motion representation. Code and trained models are available at https://github.com/haofeixu/rdn4depth.
CVOct 27, 2024
Normal-GS: 3D Gaussian Splatting with Normal-Involved RenderingMeng Wei, Qianyi Wu, Jianmin Zheng et al.
Rendering and reconstruction are long-standing topics in computer vision and graphics. Achieving both high rendering quality and accurate geometry is a challenge. Recent advancements in 3D Gaussian Splatting (3DGS) have enabled high-fidelity novel view synthesis at real-time speeds. However, the noisy and discrete nature of 3D Gaussian primitives hinders accurate surface estimation. Previous attempts to regularize 3D Gaussian normals often degrade rendering quality due to the fundamental disconnect between normal vectors and the rendering pipeline in 3DGS-based methods. Therefore, we introduce Normal-GS, a novel approach that integrates normal vectors into the 3DGS rendering pipeline. The core idea is to model the interaction between normals and incident lighting using the physically-based rendering equation. Our approach re-parameterizes surface colors as the product of normals and a designed Integrated Directional Illumination Vector (IDIV). To optimize memory usage and simplify optimization, we employ an anchor-based 3DGS to implicitly encode locally-shared IDIVs. Additionally, Normal-GS leverages optimized normals and Integrated Directional Encoding (IDE) to accurately model specular effects, enhancing both rendering quality and surface normal precision. Extensive experiments demonstrate that Normal-GS achieves near state-of-the-art visual quality while obtaining accurate surface normals and preserving real-time rendering performance.
CVAug 25, 2021
CSG-Stump: A Learning Friendly CSG-Like Representation for Interpretable Shape ParsingDaxuan Ren, Jianmin Zheng, Jianfei Cai et al.
Generating an interpretable and compact representation of 3D shapes from point clouds is an important and challenging problem. This paper presents CSG-Stump Net, an unsupervised end-to-end network for learning shapes from point clouds and discovering the underlying constituent modeling primitives and operations as well. At the core is a three-level structure called {\em CSG-Stump}, consisting of a complement layer at the bottom, an intersection layer in the middle, and a union layer at the top. CSG-Stump is proven to be equivalent to CSG in terms of representation, therefore inheriting the interpretable, compact and editable nature of CSG while freeing from CSG's complex tree structures. Particularly, the CSG-Stump has a simple and regular structure, allowing neural networks to give outputs of a constant dimensionality, which makes itself deep-learning friendly. Due to these characteristics of CSG-Stump, CSG-Stump Net achieves superior results compared to previous CSG-based methods and generates much more appealing shapes, as confirmed by extensive experiments. Project page: https://kimren227.github.io/projects/CSGStump/
RODec 20, 2020
Towards Complex and Continuous Manipulation: A Gesture Based Anthropomorphic Robotic Hand DesignLi Tian, Hanhui Li, Qifa Wang et al.
Most current anthropomorphic robotic hands can realize part of the human hand functions, particularly for object grasping. However, due to the complexity of the human hand, few current designs target at daily object manipulations, even for simple actions like rotating a pen. To tackle this problem, we introduce a gesture based framework, which adopts the widely-used 33 grasping gestures of Feix as the bases for hand design and implementation of manipulation. In the proposed framework, we first measure the motion ranges of human fingers for each gesture, and based on the results, we propose a simple yet dexterous robotic hand design with 13 degrees of actuation. Furthermore, we adopt a frame interpolation based method, in which we consider the base gestures as the key frames to represent a manipulation task, and use the simple linear interpolation strategy to accomplish the manipulation. To demonstrate the effectiveness of our framework, we define a three-level benchmark, which includes not only 62 test gestures from previous research, but also multiple complex and continuous actions. Experimental results on this benchmark validate the dexterity of the proposed design and our video is available in \url{https://drive.google.com/file/d/1wPtkd2P0zolYSBW7_3tVMUHrZEeXLXgD/view?usp=sharing}.
RONov 7, 2020
Fast 3D Modeling of Anthropomorphic Robotic Hands Based on A Multi-layer Deformable DesignLi Tian, Hanhui Li, Muhammad Faaiz Khan Bin Abdul Halil et al.
Current anthropomorphic robotic hands mainly focus on improving their dexterity by devising new mechanical structures and actuation systems. However, most of them rely on a single structure/system (e.g., bone-only) and ignore the fact that the human hand is composed of multiple functional structures (e.g., skin, bones, muscles, and tendons). This not only increases the difficulty of the design process but also lowers the robustness and flexibility of the fabricated hand. Besides, other factors like customization, the time and cost for production, and the degree of resemblance between human hands and robotic hands, remain omitted. To tackle these problems, this study proposes a 3D printable multi-layer design that models the hand with the layers of skin, tissues, and bones. The proposed design first obtains the 3D surface model of a target hand via 3D scanning, and then generates the 3D bone models from the surface model based on a fast template matching method. To overcome the disadvantage of the rigid bone layer in deformation, the tissue layer is introduced and represented by a concentric tube based structure, of which the deformability can be explicitly controlled by a parameter. Besides, a low-cost yet effective underactuated system is adopted to drive the fabricated hand. The proposed design is tested with 33 widely used object grasping types, as well as special objects like fragile silken tofu, and outperforms previous designs remarkably. With the proposed design, anthropomorphic robotic hands can be produced fast with low cost, and be customizable and deformable.
CVAug 13, 2020
Modeling Caricature Expressions by 3D Blendshape and Dynamic TextureKeyu Chen, Jianmin Zheng, Jianfei Cai et al.
The problem of deforming an artist-drawn caricature according to a given normal face expression is of interest in applications such as social media, animation and entertainment. This paper presents a solution to the problem, with an emphasis on enhancing the ability to create desired expressions and meanwhile preserve the identity exaggeration style of the caricature, which imposes challenges due to the complicated nature of caricatures. The key of our solution is a novel method to model caricature expression, which extends traditional 3DMM representation to caricature domain. The method consists of shape modelling and texture generation for caricatures. Geometric optimization is developed to create identity-preserving blendshapes for reconstructing accurate and stable geometric shape, and a conditional generative adversarial network (cGAN) is designed for generating dynamic textures under target expressions. The combination of both shape and texture components makes the non-trivial expressions of a caricature be effectively defined by the extension of the popular 3DMM representation and a caricature can thus be flexibly deformed into arbitrary expressions with good results visually in both shape and color spaces. The experiments demonstrate the effectiveness of the proposed method.
CVAug 12, 2020
Facial Expression Retargeting from Human to Avatar Made EasyJuyong Zhang, Keyu Chen, Jianmin Zheng
Facial expression retargeting from humans to virtual characters is a useful technique in computer graphics and animation. Traditional methods use markers or blendshapes to construct a mapping between the human and avatar faces. However, these approaches require a tedious 3D modeling process, and the performance relies on the modelers' experience. In this paper, we propose a brand-new solution to this cross-domain expression transfer problem via nonlinear expression embedding and expression domain translation. We first build low-dimensional latent spaces for the human and avatar facial expressions with variational autoencoder. Then we construct correspondences between the two latent spaces guided by geometric and perceptual constraints. Specifically, we design geometric correspondences to reflect geometric matching and utilize a triplet data structure to express users' perceptual preference of avatar expressions. A user-friendly method is proposed to automatically generate triplets for a system allowing users to easily and efficiently annotate the correspondences. Using both geometric and perceptual correspondences, we trained a network for expression domain translation from human to avatar. Extensive experimental results and user studies demonstrate that even nonprofessional users can apply our method to generate high-quality facial expression retargeting results with less time and effort.
CVNov 27, 2019
Recovering Facial Reflectance and Geometry from Multi-view ImagesGuoxian Song, Jianmin Zheng, Jianfei Cai et al.
While the problem of estimating shapes and diffuse reflectances of human faces from images has been extensively studied, there is relatively less work done on recovering the specular albedo. This paper presents a lightweight solution for inferring photorealistic facial reflectance and geometry. Our system processes video streams from two views of a subject, and outputs two reflectance maps for diffuse and specular albedos, as well as a vector map of surface normals. A model-based optimization approach is used, consisting of the three stages of multi-view face model fitting, facial reflectance inference and facial geometry refinement. Our approach is based on a novel formulation built upon the 3D morphable model (3DMM) for representing 3D textured faces in conjunction with the Blinn-Phong reflection model. It has the advantage of requiring only a simple setup with two video streams, and is able to exploit the interaction between the diffuse and specular reflections across multiple views as well as time frames. As a result, the method is able to reliably recover high-fidelity facial reflectance and geometry, which facilitates various applications such as generating photorealistic facial images under new viewpoints or illumination conditions.
CVMay 14, 2019
Disentangled Human Body Embedding Based on Deep Hierarchical Neural NetworkBoyi Jiang, Juyong Zhang, Jianfei Cai et al.
Human bodies exhibit various shapes for different identities or poses, but the body shape has certain similarities in structure and thus can be embedded in a low-dimensional space. This paper presents an autoencoder-like network architecture to learn disentangled shape and pose embedding specifically for the 3D human body. This is inspired by recent progress of deformation-based latent representation learning. To improve the reconstruction accuracy, we propose a hierarchical reconstruction pipeline for the disentangling process and construct a large dataset of human body models with consistent connectivity for the learning of the neural network. Our learned embedding can not only achieve superior reconstruction accuracy but also provide great flexibility in 3D human body generation via interpolation, bilinear interpolation, and latent space sampling. The results from extensive experiments demonstrate the powerfulness of our learned 3D human body embedding in various applications.
CVJan 21, 2019
Real-time 3D Face-Eye Performance Capture of a Person Wearing VR HeadsetGuoxian Song, Jianfei Cai, Tat-Jen Cham et al.
Teleconference or telepresence based on virtual reality (VR) headmount display (HMD) device is a very interesting and promising application since HMD can provide immersive feelings for users. However, in order to facilitate face-to-face communications for HMD users, real-time 3D facial performance capture of a person wearing HMD is needed, which is a very challenging task due to the large occlusion caused by HMD. The existing limited solutions are very complex either in setting or in approach as well as lacking the performance capture of 3D eye gaze movement. In this paper, we propose a convolutional neural network (CNN) based solution for real-time 3D face-eye performance capture of HMD users without complex modification to devices. To address the issue of lacking training data, we generate massive pairs of HMD face-label dataset by data synthesis as well as collecting VR-IR eye dataset from multiple subjects. Then, we train a dense-fitting network for facial region and an eye gaze network to regress 3D eye model parameters. Extensive experimental results demonstrate that our system can efficiently and effectively produce in real time a vivid personalized 3D avatar with the correct identity, pose, expression and eye motion corresponding to the HMD user.
CVMar 19, 2018
Alive Caricature from 2D to 3DQianyi Wu, Juyong Zhang, Yu-Kun Lai et al.
Caricature is an art form that expresses subjects in abstract, simple and exaggerated view. While many caricatures are 2D images, this paper presents an algorithm for creating expressive 3D caricatures from 2D caricature images with a minimum of user interaction. The key idea of our approach is to introduce an intrinsic deformation representation that has a capacity of extrapolation enabling us to create a deformation space from standard face dataset, which maintains face constraints and meanwhile is sufficiently large for producing exaggerated face models. Built upon the proposed deformation representation, an optimization model is formulated to find the 3D caricature that captures the style of the 2D caricature image automatically. The experiments show that our approach has better capability in expressing caricatures than those fitting approaches directly using classical parametric face models such as 3DMM and FaceWareHouse. Moreover, our approach is based on standard face datasets and avoids constructing complicated 3D caricature training set, which provides great flexibility in real applications.
CVAug 3, 2017
CNN-based Real-time Dense Face Reconstruction with Inverse-rendered Photo-realistic Face ImagesYudong Guo, Juyong Zhang, Jianfei Cai et al.
With the powerfulness of convolution neural networks (CNN), CNN based face reconstruction has recently shown promising performance in reconstructing detailed face shape from 2D face images. The success of CNN-based methods relies on a large number of labeled data. The state-of-the-art synthesizes such data using a coarse morphable face model, which however has difficulty to generate detailed photo-realistic images of faces (with wrinkles). This paper presents a novel face data generation method. Specifically, we render a large number of photo-realistic face images with different attributes based on inverse rendering. Furthermore, we construct a fine-detailed face image dataset by transferring different scales of details from one image to another. We also construct a large number of video-type adjacent frame pairs by simulating the distribution of real video data. With these nicely constructed datasets, we propose a coarse-to-fine learning framework consisting of three convolutional networks. The networks are trained for real-time detailed 3D face reconstruction from monocular video as well as from a single image. Extensive experimental results demonstrate that our framework can produce high-quality reconstruction but with much less computation time compared to the state-of-the-art. Moreover, our method is robust to pose, expression and lighting due to the diversity of data.