Xiaowei Zhou

CV
h-index48
98papers
14,568citations
Novelty57%
AI Score61

98 Papers

31.7CVMay 5, 2022Code
Neural 3D Scene Reconstruction with the Manhattan-world Assumption

Haoyu Guo, Sida Peng, Haotong Lin et al.

This paper addresses the challenge of reconstructing 3D indoor scenes from multi-view images. Many previous works have shown impressive reconstruction results on textured objects, but they still have difficulty in handling low-textured planar regions, which are common in indoor scenes. An approach to solving this issue is to incorporate planer constraints into the depth map estimation in multi-view stereo-based methods, but the per-view plane estimation and depth optimization lack both efficiency and multi-view consistency. In this work, we show that the planar constraints can be conveniently integrated into the recent implicit neural representation-based reconstruction methods. Specifically, we use an MLP network to represent the signed distance function as the scene geometry. Based on the Manhattan-world assumption, planar constraints are employed to regularize the geometry in floor and wall regions predicted by a 2D semantic segmentation network. To resolve the inaccurate segmentation, we encode the semantics of 3D points with another MLP and design a novel loss that jointly optimizes the scene geometry and semantics in 3D space. Experiments on ScanNet and 7-Scenes datasets show that the proposed method outperforms previous methods by a large margin on 3D reconstruction quality. The code is available at https://zju3dv.github.io/manhattan_sdf.

27.8CVMay 25, 2022
Neural 3D Reconstruction in the Wild

Jiaming Sun, Xi Chen, Qianqian Wang et al. · deepmind

We are witnessing an explosion of neural implicit representations in computer vision and graphics. Their applicability has recently expanded beyond tasks such as shape generation and image-based rendering to the fundamental problem of image-based 3D reconstruction. However, existing methods typically assume constrained 3D environments with constant illumination captured by a small set of roughly uniformly distributed cameras. We introduce a new method that enables efficient and accurate surface reconstruction from Internet photo collections in the presence of varying illumination. To achieve this, we propose a hybrid voxel- and surface-guided sampling technique that allows for more efficient ray sampling around surfaces and leads to significant improvements in reconstruction quality. Further, we present a new benchmark and protocol for evaluating reconstruction performance on such in-the-wild scenes. We perform extensive experiments, demonstrating that our approach surpasses both classical and neural reconstruction methods on a wide variety of metrics.

27.0CVFeb 23, 2023Code
Learning Neural Volumetric Representations of Dynamic Humans in Minutes

Chen Geng, Sida Peng, Zhen Xu et al. · stanford

This paper addresses the challenge of quickly reconstructing free-viewpoint videos of dynamic humans from sparse multi-view videos. Some recent works represent the dynamic human as a canonical neural radiance field (NeRF) and a motion field, which are learned from videos through differentiable rendering. But the per-scene optimization generally requires hours. Other generalizable NeRF models leverage learned prior from datasets and reduce the optimization time by only finetuning on new scenes at the cost of visual fidelity. In this paper, we propose a novel method for learning neural volumetric videos of dynamic humans from sparse view videos in minutes with competitive visual quality. Specifically, we define a novel part-based voxelized human representation to better distribute the representational power of the network to different human parts. Furthermore, we propose a novel 2D motion parameterization scheme to increase the convergence rate of deformation field learning. Experiments demonstrate that our model can be learned 100 times faster than prior per-scene optimization methods while being competitive in the rendering quality. Training our model on a $512 \times 512$ video with 100 frames typically takes about 5 minutes on a single RTX 3090 GPU. The code will be released on our project page: https://zju3dv.github.io/instant_nvr

26.3CVJun 27, 2023Code
Detector-Free Structure from Motion

Xingyi He, Jiaming Sun, Yifan Wang et al. · stanford

We propose a new structure-from-motion framework to recover accurate camera poses and point clouds from unordered images. Traditional SfM systems typically rely on the successful detection of repeatable keypoints across multiple views as the first step, which is difficult for texture-poor scenes, and poor keypoint detection may break down the whole SfM system. We propose a new detector-free SfM framework to draw benefits from the recent success of detector-free matchers to avoid the early determination of keypoints, while solving the multi-view inconsistency issue of detector-free matchers. Specifically, our framework first reconstructs a coarse SfM model from quantized detector-free matches. Then, it refines the model by a novel iterative refinement pipeline, which iterates between an attention-based multi-view matching module to refine feature tracks and a geometry refinement module to improve the reconstruction accuracy. Experiments demonstrate that the proposed framework outperforms existing detector-based SfM systems on common benchmark datasets. We also collect a texture-poor SfM dataset to demonstrate the capability of our framework to reconstruct texture-poor scenes. Based on this framework, we take $\textit{first place}$ in Image Matching Challenge 2023.

23.6CVApr 13, 2023Code
Representing Volumetric Videos as Dynamic MLP Maps

Sida Peng, Yunzhi Yan, Qing Shuai et al.

This paper introduces a novel representation of volumetric videos for real-time view synthesis of dynamic scenes. Recent advances in neural scene representations demonstrate their remarkable capability to model and render complex static scenes, but extending them to represent dynamic scenes is not straightforward due to their slow rendering speed or high storage cost. To solve this problem, our key idea is to represent the radiance field of each frame as a set of shallow MLP networks whose parameters are stored in 2D grids, called MLP maps, and dynamically predicted by a 2D CNN decoder shared by all frames. Representing 3D scenes with shallow MLPs significantly improves the rendering speed, while dynamically predicting MLP parameters with a shared 2D CNN instead of explicitly storing them leads to low storage cost. Experiments show that the proposed approach achieves state-of-the-art rendering quality on the NHR and ZJU-MoCap datasets, while being efficient for real-time rendering with a speed of 41.7 fps for $512 \times 512$ images on an RTX 3090 GPU. The code is available at https://zju3dv.github.io/mlp_maps/.

19.3CVMar 15, 2022Code
Animatable Implicit Neural Representations for Creating Realistic Avatars from Videos

Sida Peng, Zhen Xu, Junting Dong et al.

This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce a pose-driven deformation field based on the linear blend skinning algorithm, which combines the blend weight field and the 3D human skeleton to produce observation-to-canonical correspondences. Since 3D human skeletons are more observable, they can regularize the learning of the deformation field. Moreover, the pose-driven deformation field can be controlled by input skeletal motions to generate new deformation fields to animate the canonical human model. Experiments show that our approach significantly outperforms recent human modeling methods. The code is available at https://zju3dv.github.io/animatable_nerf/.

18.7CVAug 15, 2023
Relightable and Animatable Neural Avatar from Sparse-View Video

Zhen Xu, Sida Peng, Chen Geng et al. · stanford

This paper tackles the challenge of creating relightable and animatable neural avatars from sparse-view (or even monocular) videos of dynamic humans under unknown illumination. Compared to studio environments, this setting is more practical and accessible but poses an extremely challenging ill-posed problem. Previous neural human reconstruction methods are able to reconstruct animatable avatars from sparse views using deformed Signed Distance Fields (SDF) but cannot recover material parameters for relighting. While differentiable inverse rendering-based methods have succeeded in material recovery of static objects, it is not straightforward to extend them to dynamic humans as it is computationally intensive to compute pixel-surface intersection and light visibility on deformed SDFs for inverse rendering. To solve this challenge, we propose a Hierarchical Distance Query (HDQ) algorithm to approximate the world space distances under arbitrary human poses. Specifically, we estimate coarse distances based on a parametric human model and compute fine distances by exploiting the local deformation invariance of SDF. Based on the HDQ algorithm, we leverage sphere tracing to efficiently estimate the surface intersection and light visibility. This allows us to develop the first system to recover animatable and relightable neural avatars from sparse view (or monocular) inputs. Experiments demonstrate that our approach is able to produce superior results compared to state-of-the-art methods. Our code will be released for reproducibility.

34.5CVSep 10, 2024Code
World-Grounded Human Motion Recovery via Gravity-View Coordinates

Zehong Shen, Huaijin Pi, Yan Xia et al.

We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/.

9.8CVJun 13, 2023Code
Neural Scene Chronology

Haotong Lin, Qianqian Wang, Ruojin Cai et al. · deepmind

In this work, we aim to reconstruct a time-varying 3D model, capable of rendering photo-realistic renderings with independent control of viewpoint, illumination, and time, from Internet photos of large-scale landmarks. The core challenges are twofold. First, different types of temporal changes, such as illumination and changes to the underlying scene itself (such as replacing one graffiti artwork with another) are entangled together in the imagery. Second, scene-level temporal changes are often discrete and sporadic over time, rather than continuous. To tackle these problems, we propose a new scene representation equipped with a novel temporal step function encoding method that can model discrete scene-level content changes as piece-wise constant functions over time. Specifically, we represent the scene as a space-time radiance field with a per-image illumination embedding, where temporally-varying scene changes are encoded using a set of learned step functions. To facilitate our task of chronology reconstruction from Internet imagery, we also collect a new dataset of four scenes that exhibit various changes over time. We demonstrate that our method exhibits state-of-the-art view synthesis results on this dataset, while achieving independent control of viewpoint, time, and illumination.

17.6CVMay 12, 2022
Ray Priors through Reprojection: Improving Neural Radiance Fields for Novel View Extrapolation

Jian Zhang, Yuanqing Zhang, Huan Fu et al. · stanford

Neural Radiance Fields (NeRF) have emerged as a potent paradigm for representing scenes and synthesizing photo-realistic images. A main limitation of conventional NeRFs is that they often fail to produce high-quality renderings under novel viewpoints that are significantly different from the training viewpoints. In this paper, instead of exploiting few-shot image synthesis, we study the novel view extrapolation setting that (1) the training images can well describe an object, and (2) there is a notable discrepancy between the training and test viewpoints' distributions. We present RapNeRF (RAy Priors) as a solution. Our insight is that the inherent appearances of a 3D surface's arbitrary visible projections should be consistent. We thus propose a random ray casting policy that allows training unseen views using seen views. Furthermore, we show that a ray atlas pre-computed from the observed rays' viewing directions could further enhance the rendering quality for extrapolated views. A main limitation is that RapNeRF would remove the strong view-dependent effects because it leverages the multi-view consistency property.

21.8CVOct 3, 2023Code
Hierarchical Generation of Human-Object Interactions with Diffusion Probabilistic Models

Huaijin Pi, Sida Peng, Minghui Yang et al.

This paper presents a novel approach to generating the 3D motion of a human interacting with a target object, with a focus on solving the challenge of synthesizing long-range and diverse motions, which could not be fulfilled by existing auto-regressive models or path planning-based methods. We propose a hierarchical generation framework to solve this challenge. Specifically, our framework first generates a set of milestones and then synthesizes the motion along them. Therefore, the long-range motion generation could be reduced to synthesizing several short motion sequences guided by milestones. The experiments on the NSM, COUCH, and SAMP datasets show that our approach outperforms previous methods by a large margin in both quality and diversity. The source code is available on our project page https://zju3dv.github.io/hghoi.

34.0CVMar 29, 2022
Panoptic NeRF: 3D-to-2D Label Transfer for Panoptic Urban Scene Segmentation

Xiao Fu, Shangzhan Zhang, Tianrun Chen et al.

Large-scale training data with high-quality annotations is critical for training semantic and instance segmentation models. Unfortunately, pixel-wise annotation is labor-intensive and costly, raising the demand for more efficient labeling strategies. In this work, we present a novel 3D-to-2D label transfer method, Panoptic NeRF, which aims for obtaining per-pixel 2D semantic and instance labels from easy-to-obtain coarse 3D bounding primitives. Our method utilizes NeRF as a differentiable tool to unify coarse 3D annotations and 2D semantic cues transferred from existing datasets. We demonstrate that this combination allows for improved geometry guided by semantic information, enabling rendering of accurate semantic maps across multiple views. Furthermore, this fusion process resolves label ambiguity of the coarse 3D annotations and filters noise in the 2D predictions. By inferring in 3D space and rendering to 2D labels, our 2D semantic and instance labels are multi-view consistent by design. Experimental results show that Panoptic NeRF outperforms existing label transfer methods in terms of accuracy and multi-view consistency on challenging urban scenes of the KITTI-360 dataset.

29.3CVMar 24, 2022Code
Learning Hierarchical Cross-Modal Association for Co-Speech Gesture Generation

Xian Liu, Qianyi Wu, Hang Zhou et al.

Generating speech-consistent body and gesture movements is a long-standing problem in virtual avatar creation. Previous studies often synthesize pose movement in a holistic manner, where poses of all joints are generated simultaneously. Such a straightforward pipeline fails to generate fine-grained co-speech gestures. One observation is that the hierarchical semantics in speech and the hierarchical structures of human gestures can be naturally described into multiple granularities and associated together. To fully utilize the rich connections between speech audio and human gestures, we propose a novel framework named Hierarchical Audio-to-Gesture (HA2G) for co-speech gesture generation. In HA2G, a Hierarchical Audio Learner extracts audio representations across semantic granularities. A Hierarchical Pose Inferer subsequently renders the entire human pose gradually in a hierarchical manner. To enhance the quality of synthesized gestures, we develop a contrastive learning strategy based on audio-text alignment for better audio representations. Extensive experiments and human evaluation demonstrate that the proposed method renders realistic co-speech gestures and outperforms previous methods in a clear margin. Project page: https://alvinliu0.github.io/projects/HA2G

33.2CVMay 24, 2022Code
OnePose: One-Shot Object Pose Estimation without CAD Models

Jiaming Sun, Zihao Wang, Siyu Zhang et al.

We propose a new method named OnePose for object pose estimation. Unlike existing instance-level or category-level methods, OnePose does not rely on CAD models and can handle objects in arbitrary categories without instance- or category-specific network training. OnePose draws the idea from visual localization and only requires a simple RGB video scan of the object to build a sparse SfM model of the object. Then, this model is registered to new query images with a generic feature matching network. To mitigate the slow runtime of existing visual localization methods, we propose a new graph attention network that directly matches 2D interest points in the query image with the 3D points in the SfM model, resulting in efficient and robust pose estimation. Combined with a feature-based pose tracker, OnePose is able to stably detect and track 6D poses of everyday household objects in real-time. We also collected a large-scale dataset that consists of 450 sequences of 150 objects.

35.1CVApr 14, 2022
Modeling Indirect Illumination for Inverse Rendering

Yuanqing Zhang, Jiaming Sun, Xingyi He et al.

Recent advances in implicit neural representations and differentiable rendering make it possible to simultaneously recover the geometry and materials of an object from multi-view RGB images captured under unknown static illumination. Despite the promising results achieved, indirect illumination is rarely modeled in previous methods, as it requires expensive recursive path tracing which makes the inverse rendering computationally intractable. In this paper, we propose a novel approach to efficiently recovering spatially-varying indirect illumination. The key insight is that indirect illumination can be conveniently derived from the neural radiance field learned from input images instead of being estimated jointly with direct illumination and materials. By properly modeling the indirect illumination and visibility of direct illumination, interreflection- and shadow-free albedo can be recovered. The experiments on both synthetic and real data demonstrate the superior performance of our approach compared to previous work and its capability to synthesize realistic renderings under novel viewpoints and illumination. Our code and data are available at https://zju3dv.github.io/invrender/.

18.5CVNov 30, 2022
Reconstructing Hand-Held Objects from Monocular Video

Di Huang, Xiaopeng Ji, Xingyi He et al.

This paper presents an approach that reconstructs a hand-held object from a monocular video. In contrast to many recent methods that directly predict object geometry by a trained network, the proposed approach does not require any learned prior about the object and is able to recover more accurate and detailed object geometry. The key idea is that the hand motion naturally provides multiple views of the object and the motion can be reliably estimated by a hand pose tracker. Then, the object geometry can be recovered by solving a multi-view reconstruction problem. We devise an implicit neural representation-based method to solve the reconstruction problem and address the issues of imprecise hand pose estimation, relative hand-object motion, and insufficient geometry optimization for small objects. We also provide a newly collected dataset with 3D ground truth to validate the proposed approach.

35.2CVApr 24, 2023Code
TensoIR: Tensorial Inverse Rendering

Haian Jin, Isabella Liu, Peijia Xu et al.

We propose TensoIR, a novel inverse rendering approach based on tensor factorization and neural fields. Unlike previous works that use purely MLP-based neural fields, thus suffering from low capacity and high computation costs, we extend TensoRF, a state-of-the-art approach for radiance field modeling, to estimate scene geometry, surface reflectance, and environment illumination from multi-view images captured under unknown lighting conditions. Our approach jointly achieves radiance field reconstruction and physically-based model estimation, leading to photo-realistic novel view synthesis and relighting results. Benefiting from the efficiency and extensibility of the TensoRF-based representation, our method can accurately model secondary shading effects (like shadows and indirect lighting) and generally support input images captured under single or multiple unknown lighting conditions. The low-rank tensor representation allows us to not only achieve fast and compact reconstruction but also better exploit shared information under an arbitrary number of capturing lighting conditions. We demonstrate the superiority of our method to baseline methods qualitatively and quantitatively on various challenging synthetic and real-world scenes.

30.4CVAug 15, 2023Code
CoDeF: Content Deformation Fields for Temporally Consistent Video Processing

Hao Ouyang, Qiuyu Wang, Yuxi Xiao et al.

We present the content deformation field CoDeF as a new type of video representation, which consists of a canonical content field aggregating the static contents in the entire video and a temporal deformation field recording the transformations from the canonical image (i.e., rendered from the canonical content field) to each individual frame along the time axis. Given a target video, these two fields are jointly optimized to reconstruct it through a carefully tailored rendering pipeline. We advisedly introduce some regularizations into the optimization process, urging the canonical content field to inherit semantics (e.g., the object shape) from the video. With such a design, CoDeF naturally supports lifting image algorithms for video processing, in the sense that one can apply an image algorithm to the canonical image and effortlessly propagate the outcomes to the entire video with the aid of the temporal deformation field. We experimentally show that CoDeF is able to lift image-to-image translation to video-to-video translation and lift keypoint detection to keypoint tracking without any training. More importantly, thanks to our lifting strategy that deploys the algorithms on only one image, we achieve superior cross-frame consistency in processed videos compared to existing video-to-video translation approaches, and even manage to track non-rigid objects like water and smog. Project page can be found at https://qiuyu96.github.io/CoDeF/.

28.5CVOct 17, 2023
4K4D: Real-Time 4D View Synthesis at 4K Resolution

Zhen Xu, Sida Peng, Haotong Lin et al.

This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. Our project page is available at https://zju3dv.github.io/4k4d/.

12.1CVJun 6, 2023
Learning Human Mesh Recovery in 3D Scenes

Zehong Shen, Zhi Cen, Sida Peng et al.

We present a novel method for recovering the absolute pose and shape of a human in a pre-scanned scene given a single image. Unlike previous methods that perform sceneaware mesh optimization, we propose to first estimate absolute position and dense scene contacts with a sparse 3D CNN, and later enhance a pretrained human mesh recovery network by cross-attention with the derived 3D scene cues. Joint learning on images and scene geometry enables our method to reduce the ambiguity caused by depth and occlusion, resulting in more reasonable global postures and contacts. Encoding scene-aware cues in the network also allows the proposed method to be optimization-free, and opens up the opportunity for real-time applications. The experiments show that the proposed network is capable of recovering accurate and physically-plausible meshes by a single forward pass and outperforms state-of-the-art methods in terms of both accuracy and speed.

16.3CVJun 15, 2022Code
PlanarRecon: Real-time 3D Plane Detection and Reconstruction from Posed Monocular Videos

Yiming Xie, Matheus Gadelha, Fengting Yang et al.

We present PlanarRecon -- a novel framework for globally coherent detection and reconstruction of 3D planes from a posed monocular video. Unlike previous works that detect planes in 2D from a single image, PlanarRecon incrementally detects planes in 3D for each video fragment, which consists of a set of key frames, from a volumetric representation of the scene using neural networks. A learning-based tracking and fusion module is designed to merge planes from previous fragments to form a coherent global plane reconstruction. Such design allows PlanarRecon to integrate observations from multiple views within each fragment and temporal information across different ones, resulting in an accurate and coherent reconstruction of the scene abstraction with low-polygonal geometry. Experiments show that the proposed approach achieves state-of-the-art performances on the ScanNet dataset while being real-time.

22.8CVOct 12, 2023Code
Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes

Haotong Lin, Sida Peng, Zhen Xu et al.

This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.

3.3LGJun 8, 2022Code
LADDER: Latent Boundary-guided Adversarial Training

Xiaowei Zhou, Ivor W. Tsang, Jie Yin

Deep Neural Networks (DNNs) have recently achieved great success in many classification tasks. Unfortunately, they are vulnerable to adversarial attacks that generate adversarial examples with a small perturbation to fool DNN models, especially in model sharing scenarios. Adversarial training is proved to be the most effective strategy that injects adversarial examples into model training to improve the robustness of DNN models against adversarial attacks. However, adversarial training based on the existing adversarial examples fails to generalize well to standard, unperturbed test data. To achieve a better trade-off between standard accuracy and adversarial robustness, we propose a novel adversarial training framework called LAtent bounDary-guided aDvErsarial tRaining (LADDER) that adversarially trains DNN models on latent boundary-guided adversarial examples. As opposed to most of the existing methods that generate adversarial examples in the input space, LADDER generates a myriad of high-quality adversarial examples through adding perturbations to latent features. The perturbations are made along the normal of the decision boundary constructed by an SVM with an attention mechanism. We analyze the merits of our generated boundary-guided adversarial examples from a boundary field perspective and visualization view. Extensive experiments and detailed analysis on MNIST, SVHN, CelebA, and CIFAR-10 validate the effectiveness of LADDER in achieving a better trade-off between standard accuracy and adversarial robustness as compared with vanilla DNNs and competitive baselines.

8.5ROFeb 26, 2023
Perceiving Unseen 3D Objects by Poking the Objects

Linghao Chen, Yunzhou Song, Hujun Bao et al.

We present a novel approach to interactive 3D object perception for robots. Unlike previous perception algorithms that rely on known object models or a large amount of annotated training data, we propose a poking-based approach that automatically discovers and reconstructs 3D objects. The poking process not only enables the robot to discover unseen 3D objects but also produces multi-view observations for 3D reconstruction of the objects. The reconstructed objects are then memorized by neural networks with regular supervised learning and can be recognized in new test images. The experiments on real-world data show that our approach could unsupervisedly discover and reconstruct unseen 3D objects with high quality, and facilitate real-world applications such as robotic grasping. The code and supplementary materials are available at the project page: https://zju3dv.github.io/poking_perception.

6.8CVJul 24, 2023
Dyn-E: Local Appearance Editing of Dynamic Neural Radiance Fields

Shangzan Zhang, Sida Peng, Yinji ShenTu et al.

Recently, the editing of neural radiance fields (NeRFs) has gained considerable attention, but most prior works focus on static scenes while research on the appearance editing of dynamic scenes is relatively lacking. In this paper, we propose a novel framework to edit the local appearance of dynamic NeRFs by manipulating pixels in a single frame of training video. Specifically, to locally edit the appearance of dynamic NeRFs while preserving unedited regions, we introduce a local surface representation of the edited region, which can be inserted into and rendered along with the original NeRF and warped to arbitrary other frames through a learned invertible motion representation network. By employing our method, users without professional expertise can easily add desired content to the appearance of a dynamic scene. We extensively evaluate our approach on various scenes and show that our approach achieves spatially and temporally consistent editing results. Notably, our approach is versatile and applicable to different variants of dynamic NeRF representations.

11.0CVApr 16, 2023
Long-term Visual Localization with Mobile Sensors

Shen Yan, Yu Liu, Long Wang et al.

Despite the remarkable advances in image matching and pose estimation, image-based localization of a camera in a temporally-varying outdoor environment is still a challenging problem due to huge appearance disparity between query and reference images caused by illumination, seasonal and structural changes. In this work, we propose to leverage additional sensors on a mobile phone, mainly GPS, compass, and gravity sensor, to solve this challenging problem. We show that these mobile sensors provide decent initial poses and effective constraints to reduce the searching space in image matching and final pose estimation. With the initial pose, we are also able to devise a direct 2D-3D matching network to efficiently establish 2D-3D correspondences instead of tedious 2D-2D matching in existing systems. As no public dataset exists for the studied problem, we collect a new dataset that provides a variety of mobile sensor data and significant scene appearance variations, and develop a system to acquire ground-truth poses for query images. We benchmark our method as well as several state-of-the-art baselines and demonstrate the effectiveness of the proposed approach. The code and dataset will be released publicly.

5.0CVFeb 14, 2023
Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask

Shangzan Zhang, Sida Peng, Tianrun Chen et al.

We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.

7.3CVApr 12, 2022
Semantic keypoint-based pose estimation from single RGB frames

Karl Schmeckpeper, Philip R. Osteen, Yufu Wang et al.

This paper presents an approach to estimating the continuous 6-DoF pose of an object from a single RGB image. The approach combines semantic keypoints predicted by a convolutional network (convnet) with a deformable shape model. Unlike prior investigators, we are agnostic to whether the object is textured or textureless, as the convnet learns the optimal representation from the available training-image data. Furthermore, the approach can be applied to instance- and class-based pose recovery. Additionally, we accompany our main pipeline with a technique for semi-automatic data generation from unlabeled videos. This procedure allows us to train the learnable components of our method with minimal manual intervention in the labeling process. Empirically, we show that our approach can accurately recover the 6-DoF object pose for both instance- and class-based scenarios even against a cluttered background. We apply our approach both to several, existing, large-scale datasets - including PASCAL3D+, LineMOD-Occluded, YCB-Video, and TUD-Light - and, using our labeling pipeline, to a new dataset with novel object classes that we introduce here. Extensive empirical evaluations show that our approach is able to provide pose estimation results comparable to the state of the art.

2.8CVApr 24, 2023
UTSGAN: Unseen Transition Suss GAN for Transition-Aware Image-to-image Translation

Yaxin Shi, Xiaowei Zhou, Ping Liu et al.

In the field of Image-to-Image (I2I) translation, ensuring consistency between input images and their translated results is a key requirement for producing high-quality and desirable outputs. Previous I2I methods have relied on result consistency, which enforces consistency between the translated results and the ground truth output, to achieve this goal. However, result consistency is limited in its ability to handle complex and unseen attribute changes in translation tasks. To address this issue, we introduce a transition-aware approach to I2I translation, where the data translation mapping is explicitly parameterized with a transition variable, allowing for the modelling of unobserved translations triggered by unseen transitions. Furthermore, we propose the use of transition consistency, defined on the transition variable, to enable regularization of consistency on unobserved translations, which is omitted in previous works. Based on these insights, we present Unseen Transition Suss GAN (UTSGAN), a generative framework that constructs a manifold for the transition with a stochastic transition encoder and coherently regularizes and generalizes result consistency and transition consistency on both training and unobserved translations with tailor-designed constraints. Extensive experiments on four different I2I tasks performed on five different datasets demonstrate the efficacy of our proposed UTSGAN in performing consistent translations.

17.5IVMar 15, 2024Code
Hybrid Convolutional and Attention Network for Hyperspectral Image Denoising

Shuai Hu, Feng Gao, Xiaowei Zhou et al.

Hyperspectral image (HSI) denoising is critical for the effective analysis and interpretation of hyperspectral data. However, simultaneously modeling global and local features is rarely explored to enhance HSI denoising. In this letter, we propose a hybrid convolution and attention network (HCANet), which leverages both the strengths of convolution neural networks (CNNs) and Transformers. To enhance the modeling of both global and local features, we have devised a convolution and attention fusion module aimed at capturing long-range dependencies and neighborhood spectral correlations. Furthermore, to improve multi-scale information aggregation, we design a multi-scale feed-forward network to enhance denoising performance by extracting features at different scales. Experimental results on mainstream HSI datasets demonstrate the rationality and effectiveness of the proposed HCANet. The proposed model is effective in removing various types of complex noise. Our codes are available at \url{https://github.com/summitgao/HCANet}.

14.5CVOct 19, 2023Code
SIRe-IR: Inverse Rendering for BRDF Reconstruction with Shadow and Illumination Removal in High-Illuminance Scenes

Ziyi Yang, Yanzhen Chen, Xinyu Gao et al.

Implicit neural representation has opened up new possibilities for inverse rendering. However, existing implicit neural inverse rendering methods struggle to handle strongly illuminated scenes with significant shadows and indirect illumination. The existence of shadows and reflections can lead to an inaccurate understanding of scene geometry, making precise factorization difficult. To this end, we present SIRe-IR, an implicit neural inverse rendering approach that uses non-linear mapping and regularized visibility estimation to decompose the scene into environment map, albedo, and roughness. By accurately modeling the indirect radiance field, normal, visibility, and direct light simultaneously, we are able to remove both shadows and indirect illumination in materials without imposing strict constraints on the scene. Even in the presence of intense illumination, our method recovers high-quality albedo and roughness with no shadow interference. SIRe-IR outperforms existing methods in both quantitative and qualitative evaluations.

21.2CVDec 19, 2024Code
EnvGS: Modeling View-Dependent Appearance with Environment Gaussian

Tao Xie, Xi Chen, Zhen Xu et al.

Reconstructing complex reflections in real-world scenes from 2D images is essential for achieving photorealistic novel view synthesis. Existing methods that utilize environment maps to model reflections from distant lighting often struggle with high-frequency reflection details and fail to account for near-field reflections. In this work, we introduce EnvGS, a novel approach that employs a set of Gaussian primitives as an explicit 3D representation for capturing reflections of environments. These environment Gaussian primitives are incorporated with base Gaussian primitives to model the appearance of the whole scene. To efficiently render these environment Gaussian primitives, we developed a ray-tracing-based renderer that leverages the GPU's RT core for fast rendering. This allows us to jointly optimize our model for high-quality reconstruction while maintaining real-time rendering speeds. Results from multiple real-world and synthetic datasets demonstrate that our method produces significantly more detailed reflections, achieving the best rendering quality in real-time novel view synthesis. The code is available at https://zju3dv.github.io/envgs.

8.7CVJan 29, 2024Code
Reconstructing Close Human Interactions from Multiple Views

Qing Shuai, Zhiyuan Yu, Zhize Zhou et al.

This paper addresses the challenging task of reconstructing the poses of multiple individuals engaged in close interactions, captured by multiple calibrated cameras. The difficulty arises from the noisy or false 2D keypoint detections due to inter-person occlusion, the heavy ambiguity in associating keypoints to individuals due to the close interactions, and the scarcity of training data as collecting and annotating motion data in crowded scenes is resource-intensive. We introduce a novel system to address these challenges. Our system integrates a learning-based pose estimation component and its corresponding training and inference strategies. The pose estimation component takes multi-view 2D keypoint heatmaps as input and reconstructs the pose of each individual using a 3D conditional volumetric network. As the network doesn't need images as input, we can leverage known camera parameters from test scenes and a large quantity of existing motion capture data to synthesize massive training data that mimics the real data distribution in test scenes. Extensive experiments demonstrate that our approach significantly surpasses previous approaches in terms of pose accuracy and is generalizable across various camera setups and population sizes. The code is available on our project page: https://github.com/zju3dv/CloseMoCap.

15.5CVFeb 9, 2025Code
EgoAgent: A Joint Predictive Agent Model in Egocentric Worlds

Lu Chen, Yizhou Wang, Shixiang Tang et al.

Learning an agent model that behaves like humans-capable of jointly perceiving the environment, predicting the future, and taking actions from a first-person perspective-is a fundamental challenge in computer vision. Existing methods typically train separate models for these abilities, which fail to capture their intrinsic relationships and prevent them from learning from each other. Inspired by how humans learn through the perception-action loop, we propose EgoAgent, a unified agent model that simultaneously learns to represent, predict, and act within a single transformer. EgoAgent explicitly models the causal and temporal dependencies among these abilities by formulating the task as an interleaved sequence of states and actions. It further introduces a joint embedding-action-prediction architecture with temporally asymmetric predictor and observer branches, enabling synergistic optimization across all three capabilities. Comprehensive evaluations of EgoAgent on representative tasks such as image classification, egocentric future state prediction, and 3D human motion prediction demonstrate the superiority of our method. The code and trained models will be publicly available at https://github.com/zju3dv/EgoAgent.

9.1CVDec 11, 2023Code
EasyVolcap: Accelerating Neural Volumetric Video Research

Zhen Xu, Tao Xie, Sida Peng et al.

Volumetric video is a technology that digitally records dynamic events such as artistic performances, sporting events, and remote conversations. When acquired, such volumography can be viewed from any viewpoint and timestamp on flat screens, 3D displays, or VR headsets, enabling immersive viewing experiences and more flexible content creation in a variety of applications such as sports broadcasting, video conferencing, gaming, and movie productions. With the recent advances and fast-growing interest in neural scene representations for volumetric video, there is an urgent need for a unified open-source library to streamline the process of volumetric video capturing, reconstruction, and rendering for both researchers and non-professional users to develop various algorithms and applications of this emerging technology. In this paper, we present EasyVolcap, a Python & Pytorch library for accelerating neural volumetric video research with the goal of unifying the process of multi-view data processing, 4D scene reconstruction, and efficient dynamic volumetric video rendering. Our source code is available at https://github.com/zju3dv/EasyVolcap.

40.5CVJan 2, 2024Code
Street Gaussians: Modeling Dynamic Urban Scenes with Gaussian Splatting

Yunzhi Yan, Haotong Lin, Chenxu Zhou et al.

This paper aims to tackle the problem of modeling dynamic urban streets for autonomous driving scenes. Recent methods extend NeRF by incorporating tracked vehicle poses to animate vehicles, enabling photo-realistic view synthesis of dynamic urban street scenes. However, significant limitations are their slow training and rendering speed. We introduce Street Gaussians, a new explicit scene representation that tackles these limitations. Specifically, the dynamic urban scene is represented as a set of point clouds equipped with semantic logits and 3D Gaussians, each associated with either a foreground vehicle or the background. To model the dynamics of foreground object vehicles, each object point cloud is optimized with optimizable tracked poses, along with a 4D spherical harmonics model for the dynamic appearance. The explicit representation allows easy composition of object vehicles and background, which in turn allows for scene editing operations and rendering at 135 FPS (1066 $\times$ 1600 resolution) within half an hour of training. The proposed method is evaluated on multiple challenging benchmarks, including KITTI and Waymo Open datasets. Experiments show that the proposed method consistently outperforms state-of-the-art methods across all datasets. The code will be released to ensure reproducibility.

39.3CVApr 5, 2024Code
SpatialTracker: Tracking Any 2D Pixels in 3D Space

Yuxi Xiao, Qianqian Wang, Shangzhan Zhang et al.

Recovering dense and long-range pixel motion in videos is a challenging problem. Part of the difficulty arises from the 3D-to-2D projection process, leading to occlusions and discontinuities in the 2D motion domain. While 2D motion can be intricate, we posit that the underlying 3D motion can often be simple and low-dimensional. In this work, we propose to estimate point trajectories in 3D space to mitigate the issues caused by image projection. Our method, named SpatialTracker, lifts 2D pixels to 3D using monocular depth estimators, represents the 3D content of each frame efficiently using a triplane representation, and performs iterative updates using a transformer to estimate 3D trajectories. Tracking in 3D allows us to leverage as-rigid-as-possible (ARAP) constraints while simultaneously learning a rigidity embedding that clusters pixels into different rigid parts. Extensive evaluation shows that our approach achieves state-of-the-art tracking performance both qualitatively and quantitatively, particularly in challenging scenarios such as out-of-plane rotation.

33.2CVMar 7, 2024
Efficient LoFTR: Semi-Dense Local Feature Matching with Sparse-Like Speed

Yifan Wang, Xingyi He, Sida Peng et al.

We present a novel method for efficiently producing semi-dense matches across images. Previous detector-free matcher LoFTR has shown remarkable matching capability in handling large-viewpoint change and texture-poor scenarios but suffers from low efficiency. We revisit its design choices and derive multiple improvements for both efficiency and accuracy. One key observation is that performing the transformer over the entire feature map is redundant due to shared local information, therefore we propose an aggregated attention mechanism with adaptive token selection for efficiency. Furthermore, we find spatial variance exists in LoFTR's fine correlation module, which is adverse to matching accuracy. A novel two-stage correlation layer is proposed to achieve accurate subpixel correspondences for accuracy improvement. Our efficiency optimized model is $\sim 2.5\times$ faster than LoFTR which can even surpass state-of-the-art efficient sparse matching pipeline SuperPoint + LightGlue. Moreover, extensive experiments show that our method can achieve higher accuracy compared with competitive semi-dense matchers, with considerable efficiency benefits. This opens up exciting prospects for large-scale or latency-sensitive applications such as image retrieval and 3D reconstruction. Project page: https://zju3dv.github.io/efficientloftr.

11.2CVFeb 13, 2022Code
Visual Sound Localization in the Wild by Cross-Modal Interference Erasing

Xian Liu, Rui Qian, Hang Zhou et al.

The task of audio-visual sound source localization has been well studied under constrained scenes, where the audio recordings are clean. However, in real-world scenarios, audios are usually contaminated by off-screen sound and background noise. They will interfere with the procedure of identifying desired sources and building visual-sound connections, making previous studies non-applicable. In this work, we propose the Interference Eraser (IEr) framework, which tackles the problem of audio-visual sound source localization in the wild. The key idea is to eliminate the interference by redefining and carving discriminative audio representations. Specifically, we observe that the previous practice of learning only a single audio representation is insufficient due to the additive nature of audio signals. We thus extend the audio representation with our Audio-Instance-Identifier module, which clearly distinguishes sounding instances when audio signals of different volumes are unevenly mixed. Then we erase the influence of the audible but off-screen sounds and the silent but visible objects by a Cross-modal Referrer module with cross-modality distillation. Quantitative and qualitative evaluations demonstrate that our proposed framework achieves superior results on sound localization tasks, especially under real-world scenarios. Code is available at https://github.com/alvinliu0/Visual-Sound-Localization-in-the-Wild.

14.8CVMay 23, 2021Code
VS-Net: Voting with Segmentation for Visual Localization

Zhaoyang Huang, Han Zhou, Yijin Li et al.

Visual localization is of great importance in robotics and computer vision. Recently, scene coordinate regression based methods have shown good performance in visual localization in small static scenes. However, it still estimates camera poses from many inferior scene coordinates. To address this problem, we propose a novel visual localization framework that establishes 2D-to-3D correspondences between the query image and the 3D map with a series of learnable scene-specific landmarks. In the landmark generation stage, the 3D surfaces of the target scene are over-segmented into mosaic patches whose centers are regarded as the scene-specific landmarks. To robustly and accurately recover the scene-specific landmarks, we propose the Voting with Segmentation Network (VS-Net) to segment the pixels into different landmark patches with a segmentation branch and estimate the landmark locations within each patch with a landmark location voting branch. Since the number of landmarks in a scene may reach up to 5000, training a segmentation network with such a large number of classes is both computation and memory costly for the commonly used cross-entropy loss. We propose a novel prototype-based triplet loss with hard negative mining, which is able to train semantic segmentation networks with a large number of labels efficiently. Our proposed VS-Net is extensively tested on multiple public benchmarks and can outperform state-of-the-art visual localization methods. Code and models are available at \href{https://github.com/zju3dv/VS-Net}{https://github.com/zju3dv/VS-Net}.

29.7CVJan 6, 2020Code
Deep Snake for Real-Time Instance Segmentation

Sida Peng, Wen Jiang, Huaijin Pi et al.

This paper introduces a novel contour-based approach named deep snake for real-time instance segmentation. Unlike some recent methods that directly regress the coordinates of the object boundary points from an image, deep snake uses a neural network to iteratively deform an initial contour to match the object boundary, which implements the classic idea of snake algorithms with a learning-based approach. For structured feature learning on the contour, we propose to use circular convolution in deep snake, which better exploits the cycle-graph structure of a contour compared against generic graph convolution. Based on deep snake, we develop a two-stage pipeline for instance segmentation: initial contour proposal and contour deformation, which can handle errors in object localization. Experiments show that the proposed approach achieves competitive performances on the Cityscapes, KINS, SBD and COCO datasets while being efficient for real-time applications with a speed of 32.3 fps for 512$\times$512 images on a 1080Ti GPU. The code is available at https://github.com/zju3dv/snake/.

45.7CVFeb 17, 2025
FLARE: Feed-forward Geometry, Appearance and Camera Estimation from Uncalibrated Sparse Views

Shangzhan Zhang, Jianyuan Wang, Yinghao Xu et al.

We present FLARE, a feed-forward model designed to infer high-quality camera poses and 3D geometry from uncalibrated sparse-view images (i.e., as few as 2-8 inputs), which is a challenging yet practical setting in real-world applications. Our solution features a cascaded learning paradigm with camera pose serving as the critical bridge, recognizing its essential role in mapping 3D structures onto 2D image planes. Concretely, FLARE starts with camera pose estimation, whose results condition the subsequent learning of geometric structure and appearance, optimized through the objectives of geometry reconstruction and novel-view synthesis. Utilizing large-scale public datasets for training, our method delivers state-of-the-art performance in the tasks of pose estimation, geometry reconstruction, and novel view synthesis, while maintaining the inference efficiency (i.e., less than 0.5 seconds). The project page and code can be found at: https://zhanghe3z.github.io/FLARE/

25.9CVMay 13, 2024
Generating Human Motion in 3D Scenes from Text Descriptions

Zhi Cen, Huaijin Pi, Sida Peng et al.

Generating human motions from textual descriptions has gained growing research interest due to its wide range of applications. However, only a few works consider human-scene interactions together with text conditions, which is crucial for visual and physical realism. This paper focuses on the task of generating human motions in 3D indoor scenes given text descriptions of the human-scene interactions. This task presents challenges due to the multi-modality nature of text, scene, and motion, as well as the need for spatial reasoning. To address these challenges, we propose a new approach that decomposes the complex problem into two more manageable sub-problems: (1) language grounding of the target object and (2) object-centric motion generation. For language grounding of the target object, we leverage the power of large language models. For motion generation, we design an object-centric scene representation for the generative model to focus on the target object, thereby reducing the scene complexity and facilitating the modeling of the relationship between human motions and the object. Experiments demonstrate the better motion quality of our approach compared to baselines and validate our design choices.

29.5CVApr 17, 2024
IntrinsicAnything: Learning Diffusion Priors for Inverse Rendering Under Unknown Illumination

Xi Chen, Sida Peng, Dongchen Yang et al.

This paper aims to recover object materials from posed images captured under an unknown static lighting condition. Recent methods solve this task by optimizing material parameters through differentiable physically based rendering. However, due to the coupling between object geometry, materials, and environment lighting, there is inherent ambiguity during the inverse rendering process, preventing previous methods from obtaining accurate results. To overcome this ill-posed problem, our key idea is to learn the material prior with a generative model for regularizing the optimization process. We observe that the general rendering equation can be split into diffuse and specular shading terms, and thus formulate the material prior as diffusion models of albedo and specular. Thanks to this design, our model can be trained using the existing abundant 3D object data, and naturally acts as a versatile tool to resolve the ambiguity when recovering material representations from RGB images. In addition, we develop a coarse-to-fine training strategy that leverages estimated materials to guide diffusion models to satisfy multi-view consistent constraints, leading to more stable and accurate results. Extensive experiments on real-world and synthetic datasets demonstrate that our approach achieves state-of-the-art performance on material recovery. The code will be available at https://zju3dv.github.io/IntrinsicAnything.

19.8CVDec 13, 2023
SAM-guided Graph Cut for 3D Instance Segmentation

Haoyu Guo, He Zhu, Sida Peng et al.

This paper addresses the challenge of 3D instance segmentation by simultaneously leveraging 3D geometric and multi-view image information. Many previous works have applied deep learning techniques to 3D point clouds for instance segmentation. However, these methods often failed to generalize to various types of scenes due to the scarcity and low-diversity of labeled 3D point cloud data. Some recent works have attempted to lift 2D instance segmentations to 3D within a bottom-up framework. The inconsistency in 2D instance segmentations among views can substantially degrade the performance of 3D segmentation. In this work, we introduce a novel 3D-to-2D query framework to effectively exploit 2D segmentation models for 3D instance segmentation. Specifically, we pre-segment the scene into several superpoints in 3D, formulating the task into a graph cut problem. The superpoint graph is constructed based on 2D segmentation models, where node features are obtained from multi-view image features and edge weights are computed based on multi-view segmentation results, enabling the better generalization ability. To process the graph, we train a graph neural network using pseudo 3D labels from 2D segmentation models. Experimental results on the ScanNet, ScanNet++ and KITTI-360 datasets demonstrate that our method achieves robust segmentation performance and can generalize across different types of scenes. Our project page is available at https://zju3dv.github.io/sam_graph.

26.7CVDec 12, 2024Code
Representing Long Volumetric Video with Temporal Gaussian Hierarchy

Zhen Xu, Yinghao Xu, Zhiyuan Yu et al.

This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.

25.5CVDec 17, 2024
StreetCrafter: Street View Synthesis with Controllable Video Diffusion Models

Yunzhi Yan, Zhen Xu, Haotong Lin et al.

This paper aims to tackle the problem of photorealistic view synthesis from vehicle sensor data. Recent advancements in neural scene representation have achieved notable success in rendering high-quality autonomous driving scenes, but the performance significantly degrades as the viewpoint deviates from the training trajectory. To mitigate this problem, we introduce StreetCrafter, a novel controllable video diffusion model that utilizes LiDAR point cloud renderings as pixel-level conditions, which fully exploits the generative prior for novel view synthesis, while preserving precise camera control. Moreover, the utilization of pixel-level LiDAR conditions allows us to make accurate pixel-level edits to target scenes. In addition, the generative prior of StreetCrafter can be effectively incorporated into dynamic scene representations to achieve real-time rendering. Experiments on Waymo Open Dataset and PandaSet demonstrate that our model enables flexible control over viewpoint changes, enlarging the view synthesis regions for satisfying rendering, which outperforms existing methods.

23.0CVApr 26, 2024
MaPa: Text-driven Photorealistic Material Painting for 3D Shapes

Shangzan Zhang, Sida Peng, Tao Xu et al.

This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods. Project page: https://zju3dv.github.io/MaPa

36.5CVJul 16, 2025Code
SpatialTrackerV2: 3D Point Tracking Made Easy

Yuxi Xiao, Jianyuan Wang, Nan Xue et al.

We present SpatialTrackerV2, a feed-forward 3D point tracking method for monocular videos. Going beyond modular pipelines built on off-the-shelf components for 3D tracking, our approach unifies the intrinsic connections between point tracking, monocular depth, and camera pose estimation into a high-performing and feedforward 3D point tracker. It decomposes world-space 3D motion into scene geometry, camera ego-motion, and pixel-wise object motion, with a fully differentiable and end-to-end architecture, allowing scalable training across a wide range of datasets, including synthetic sequences, posed RGB-D videos, and unlabeled in-the-wild footage. By learning geometry and motion jointly from such heterogeneous data, SpatialTrackerV2 outperforms existing 3D tracking methods by 30%, and matches the accuracy of leading dynamic 3D reconstruction approaches while running 50$\times$ faster.

24.8CVFeb 27, 2025
Ready-to-React: Online Reaction Policy for Two-Character Interaction Generation

Zhi Cen, Huaijin Pi, Sida Peng et al.

This paper addresses the task of generating two-character online interactions. Previously, two main settings existed for two-character interaction generation: (1) generating one's motions based on the counterpart's complete motion sequence, and (2) jointly generating two-character motions based on specific conditions. We argue that these settings fail to model the process of real-life two-character interactions, where humans will react to their counterparts in real time and act as independent individuals. In contrast, we propose an online reaction policy, called Ready-to-React, to generate the next character pose based on past observed motions. Each character has its own reaction policy as its "brain", enabling them to interact like real humans in a streaming manner. Our policy is implemented by incorporating a diffusion head into an auto-regressive model, which can dynamically respond to the counterpart's motions while effectively mitigating the error accumulation throughout the generation process. We conduct comprehensive experiments using the challenging boxing task. Experimental results demonstrate that our method outperforms existing baselines and can generate extended motion sequences. Additionally, we show that our approach can be controlled by sparse signals, making it well-suited for VR and other online interactive environments.