Di Kang

CV
h-index21
17papers
516citations
Novelty50%
AI Score41

17 Papers

19.3CVNov 25, 2022Code
FFHQ-UV: Normalized Facial UV-Texture Dataset for 3D Face Reconstruction

Haoran Bai, Di Kang, Haoxian Zhang et al.

We present a large-scale facial UV-texture dataset that contains over 50,000 high-quality texture UV-maps with even illuminations, neutral expressions, and cleaned facial regions, which are desired characteristics for rendering realistic 3D face models under different lighting conditions. The dataset is derived from a large-scale face image dataset namely FFHQ, with the help of our fully automatic and robust UV-texture production pipeline. Our pipeline utilizes the recent advances in StyleGAN-based facial image editing approaches to generate multi-view normalized face images from single-image inputs. An elaborated UV-texture extraction, correction, and completion procedure is then applied to produce high-quality UV-maps from the normalized face images. Compared with existing UV-texture datasets, our dataset has more diverse and higher-quality texture maps. We further train a GAN-based texture decoder as the nonlinear texture basis for parametric fitting based 3D face reconstruction. Experiments show that our method improves the reconstruction accuracy over state-of-the-art approaches, and more importantly, produces high-quality texture maps that are ready for realistic renderings. The dataset, code, and pre-trained texture decoder are publicly available at https://github.com/csbhr/FFHQ-UV.

20.6CVMar 15, 2023Code
Skinned Motion Retargeting with Residual Perception of Motion Semantics & Geometry

Jiaxu Zhang, Junwu Weng, Di Kang et al.

A good motion retargeting cannot be reached without reasonable consideration of source-target differences on both the skeleton and shape geometry levels. In this work, we propose a novel Residual RETargeting network (R2ET) structure, which relies on two neural modification modules, to adjust the source motions to fit the target skeletons and shapes progressively. In particular, a skeleton-aware module is introduced to preserve the source motion semantics. A shape-aware module is designed to perceive the geometries of target characters to reduce interpenetration and contact-missing. Driven by our explored distance-based losses that explicitly model the motion semantics and geometry, these two modules can learn residual motion modifications on the source motion to generate plausible retargeted motion in a single inference without post-processing. To balance these two modifications, we further present a balancing gate to conduct linear interpolation between them. Extensive experiments on the public dataset Mixamo demonstrate that our R2ET achieves the state-of-the-art performance, and provides a good balance between the preservation of motion semantics as well as the attenuation of interpenetration and contact-missing. Code is available at https://github.com/Kebii/R2ET.

7.3CVJun 14, 2022
Semi-signed prioritized neural fitting for surface reconstruction from unoriented point clouds

Runsong Zhu, Di Kang, Ka-Hei Hui et al.

Reconstructing 3D geometry from \emph{unoriented} point clouds can benefit many downstream tasks. Recent shape modeling methods mostly adopt implicit neural representation to fit a signed distance field (SDF) and optimize the network by \emph{unsigned} supervision. However, these methods occasionally have difficulty in finding the coarse shape for complicated objects, especially suffering from the ``ghost'' surfaces (\ie, fake surfaces that should not exist). To guide the network quickly fit the coarse shape, we propose to utilize the signed supervision in regions that are obviously outside the object and can be easily determined, resulting in our semi-signed supervision. To better recover high-fidelity details, a novel importance sampling based on tracked region losses and a progressive positional encoding (PE) prioritize the optimization towards underfitting and complicated regions. Specifically, we voxelize and partition the object space into \emph{sign-known} and \emph{sign-uncertain} regions, in which different supervisions are applied. Besides, we adaptively adjust the sampling rate of each voxel according to the tracked reconstruction loss, so that the network can focus more on the complicated under-fitting regions. To this end, we propose our semi-signed prioritized (SSP) neural fitting, and conduct extensive experiments to demonstrate that SSP achieves state-of-the-art performance on multiple datasets including the ABC subset and various challenging data. The code will be released upon the publication.

17.3CVJul 3, 2024Code
Free-SurGS: SfM-Free 3D Gaussian Splatting for Surgical Scene Reconstruction

Jiaxin Guo, Jiangliu Wang, Di Kang et al.

Real-time 3D reconstruction of surgical scenes plays a vital role in computer-assisted surgery, holding a promise to enhance surgeons' visibility. Recent advancements in 3D Gaussian Splatting (3DGS) have shown great potential for real-time novel view synthesis of general scenes, which relies on accurate poses and point clouds generated by Structure-from-Motion (SfM) for initialization. However, 3DGS with SfM fails to recover accurate camera poses and geometry in surgical scenes due to the challenges of minimal textures and photometric inconsistencies. To tackle this problem, in this paper, we propose the first SfM-free 3DGS-based method for surgical scene reconstruction by jointly optimizing the camera poses and scene representation. Based on the video continuity, the key of our method is to exploit the immediate optical flow priors to guide the projection flow derived from 3D Gaussians. Unlike most previous methods relying on photometric loss only, we formulate the pose estimation problem as minimizing the flow loss between the projection flow and optical flow. A consistency check is further introduced to filter the flow outliers by detecting the rigid and reliable points that satisfy the epipolar geometry. During 3D Gaussian optimization, we randomly sample frames to optimize the scene representations to grow the 3D Gaussian progressively. Experiments on the SCARED dataset demonstrate our superior performance over existing methods in novel view synthesis and pose estimation with high efficiency. Code is available at https://github.com/wrld/Free-SurGS.

17.5CVFeb 2, 2023
Get3DHuman: Lifting StyleGAN-Human into a 3D Generative Model using Pixel-aligned Reconstruction Priors

Zhangyang Xiong, Di Kang, Derong Jin et al.

Fast generation of high-quality 3D digital humans is important to a vast number of applications ranging from entertainment to professional concerns. Recent advances in differentiable rendering have enabled the training of 3D generative models without requiring 3D ground truths. However, the quality of the generated 3D humans still has much room to improve in terms of both fidelity and diversity. In this paper, we present Get3DHuman, a novel 3D human framework that can significantly boost the realism and diversity of the generated outcomes by only using a limited budget of 3D ground-truth data. Our key observation is that the 3D generator can profit from human-related priors learned through 2D human generators and 3D reconstructors. Specifically, we bridge the latent space of Get3DHuman with that of StyleGAN-Human via a specially-designed prior network, where the input latent code is mapped to the shape and texture feature volumes spanned by the pixel-aligned 3D reconstructor. The outcomes of the prior network are then leveraged as the supervisory signals for the main generator network. To ensure effective training, we further propose three tailored losses applied to the generated feature volumes and the intermediate feature maps. Extensive experiments demonstrate that Get3DHuman greatly outperforms the other state-of-the-art approaches and can support a wide range of applications including shape interpolation, shape re-texturing, and single-view reconstruction through latent inversion.

10.5CVSep 4, 2024Code
UC-NeRF: Uncertainty-aware Conditional Neural Radiance Fields from Endoscopic Sparse Views

Jiaxin Guo, Jiangliu Wang, Ruofeng Wei et al.

Visualizing surgical scenes is crucial for revealing internal anatomical structures during minimally invasive procedures. Novel View Synthesis is a vital technique that offers geometry and appearance reconstruction, enhancing understanding, planning, and decision-making in surgical scenes. Despite the impressive achievements of Neural Radiance Field (NeRF), its direct application to surgical scenes produces unsatisfying results due to two challenges: endoscopic sparse views and significant photometric inconsistencies. In this paper, we propose uncertainty-aware conditional NeRF for novel view synthesis to tackle the severe shape-radiance ambiguity from sparse surgical views. The core of UC-NeRF is to incorporate the multi-view uncertainty estimation to condition the neural radiance field for modeling the severe photometric inconsistencies adaptively. Specifically, our UC-NeRF first builds a consistency learner in the form of multi-view stereo network, to establish the geometric correspondence from sparse views and generate uncertainty estimation and feature priors. In neural rendering, we design a base-adaptive NeRF network to exploit the uncertainty estimation for explicitly handling the photometric inconsistencies. Furthermore, an uncertainty-guided geometry distillation is employed to enhance geometry learning. Experiments on the SCARED and Hamlyn datasets demonstrate our superior performance in rendering appearance and geometry, consistently outperforming the current state-of-the-art approaches. Our code will be released at https://github.com/wrld/UC-NeRF.

3.9CVMar 15, 2023
High-level Feature Guided Decoding for Semantic Segmentation

Ye Huang, Di Kang, Shenghua Gao et al.

Existing pyramid-based upsamplers (e.g. SemanticFPN), although efficient, usually produce less accurate results compared to dilation-based models when using the same backbone. This is partially caused by the contaminated high-level features since they are fused and fine-tuned with noisy low-level features on limited data. To address this issue, we propose to use powerful pre-trained high-level features as guidance (HFG) so that the upsampler can produce robust results. Specifically, \emph{only} the high-level features from the backbone are used to train the class tokens, which are then reused by the upsampler for classification, guiding the upsampler features to more discriminative backbone features. One crucial design of the HFG is to protect the high-level features from being contaminated by using proper stop-gradient operations so that the backbone does not update according to the noisy gradient from the upsampler. To push the upper limit of HFG, we introduce a context augmentation encoder (CAE) that can efficiently and effectively operate on the low-resolution high-level feature, resulting in improved representation and thus better guidance. We named our complete solution as the High-Level Features Guided Decoder (HFGD). We evaluate the proposed HFGD on three benchmarks: Pascal Context, COCOStuff164k, and Cityscapes. HFGD achieves state-of-the-art results among methods that do not use extra training data, demonstrating its effectiveness and generalization ability.

5.0CVJan 11, 2023Code
CARD: Semantic Segmentation with Efficient Class-Aware Regularized Decoder

Ye Huang, Di Kang, Liang Chen et al.

Semantic segmentation has recently achieved notable advances by exploiting "class-level" contextual information during learning. However, these approaches simply concatenate class-level information to pixel features to boost the pixel representation learning, which cannot fully utilize intra-class and inter-class contextual information. Moreover, these approaches learn soft class centers based on coarse mask prediction, which is prone to error accumulation. To better exploit class level information, we propose a universal Class-Aware Regularization (CAR) approach to optimize the intra-class variance and inter-class distance during feature learning, motivated by the fact that humans can recognize an object by itself no matter which other objects it appears with. Moreover, we design a dedicated decoder for CAR (CARD), which consists of a novel spatial token mixer and an upsampling module, to maximize its gain for existing baselines while being highly efficient in terms of computational cost. Specifically, CAR consists of three novel loss functions. The first loss function encourages more compact class representations within each class, the second directly maximizes the distance between different class centers, and the third further pushes the distance between inter-class centers and pixels. Furthermore, the class center in our approach is directly generated from ground truth instead of from the error-prone coarse prediction. CAR can be directly applied to most existing segmentation models during training, and can largely improve their accuracy at no additional inference overhead. Extensive experiments and ablation studies conducted on multiple benchmark datasets demonstrate that the proposed CAR can boost the accuracy of all baseline models by up to 2.23% mIOU with superior generalization ability. CARD outperforms SOTA approaches on multiple benchmarks with a highly efficient architecture.

9.8CVJan 17, 2023
Audio2Gestures: Generating Diverse Gestures from Audio

Jing Li, Di Kang, Wenjie Pei et al.

People may perform diverse gestures affected by various mental and physical factors when speaking the same sentences. This inherent one-to-many relationship makes co-speech gesture generation from audio particularly challenging. Conventional CNNs/RNNs assume one-to-one mapping, and thus tend to predict the average of all possible target motions, easily resulting in plain/boring motions during inference. So we propose to explicitly model the one-to-many audio-to-motion mapping by splitting the cross-modal latent code into shared code and motion-specific code. The shared code is expected to be responsible for the motion component that is more correlated to the audio while the motion-specific code is expected to capture diverse motion information that is more independent of the audio. However, splitting the latent code into two parts poses extra training difficulties. Several crucial training losses/strategies, including relaxed motion loss, bicycle constraint, and diversity loss, are designed to better train the VAE. Experiments on both 3D and 2D motion datasets verify that our method generates more realistic and diverse motions than previous state-of-the-art methods, quantitatively and qualitatively. Besides, our formulation is compatible with discrete cosine transformation (DCT) modeling and other popular backbones (\textit{i.e.} RNN, Transformer). As for motion losses and quantitative motion evaluation, we find structured losses/metrics (\textit{e.g.} STFT) that consider temporal and/or spatial context complement the most commonly used point-wise losses (\textit{e.g.} PCK), resulting in better motion dynamics and more nuanced motion details. Finally, we demonstrate that our method can be readily used to generate motion sequences with user-specified motion clips on the timeline.

5.9CVSep 26, 2023
PHRIT: Parametric Hand Representation with Implicit Template

Zhisheng Huang, Yujin Chen, Di Kang et al.

We propose PHRIT, a novel approach for parametric hand mesh modeling with an implicit template that combines the advantages of both parametric meshes and implicit representations. Our method represents deformable hand shapes using signed distance fields (SDFs) with part-based shape priors, utilizing a deformation field to execute the deformation. The model offers efficient high-fidelity hand reconstruction by deforming the canonical template at infinite resolution. Additionally, it is fully differentiable and can be easily used in hand modeling since it can be driven by the skeleton and shape latent codes. We evaluate PHRIT on multiple downstream tasks, including skeleton-driven hand reconstruction, shapes from point clouds, and single-view 3D reconstruction, demonstrating that our approach achieves realistic and immersive hand modeling with state-of-the-art performance.

3.7CVAug 23, 2022
PIFu for the Real World: A Self-supervised Framework to Reconstruct Dressed Human from Single-view Images

Zhangyang Xiong, Dong Du, Yushuang Wu et al.

It is very challenging to accurately reconstruct sophisticated human geometry caused by various poses and garments from a single image. Recently, works based on pixel-aligned implicit function (PIFu) have made a big step and achieved state-of-the-art fidelity on image-based 3D human digitization. However, the training of PIFu relies heavily on expensive and limited 3D ground truth data (i.e. synthetic data), thus hindering its generalization to more diverse real world images. In this work, we propose an end-to-end self-supervised network named SelfPIFu to utilize abundant and diverse in-the-wild images, resulting in largely improved reconstructions when tested on unconstrained in-the-wild images. At the core of SelfPIFu is the depth-guided volume-/surface-aware signed distance fields (SDF) learning, which enables self-supervised learning of a PIFu without access to GT mesh. The whole framework consists of a normal estimator, a depth estimator, and a SDF-based PIFu and better utilizes extra depth GT during training. Extensive experiments demonstrate the effectiveness of our self-supervised framework and the superiority of using depth as input. On synthetic data, our Intersection-Over-Union (IoU) achieves to 93.5%, 18% higher compared with PIFuHD. For in-the-wild images, we conduct user studies on the reconstructed results, the selection rate of our results is over 68% compared with other state-of-the-art methods.

7.6CVJul 14, 2024
GRAPE: Generalizable and Robust Multi-view Facial Capture

Jing Li, Di Kang, Zhenyu He

Deep learning-based multi-view facial capture methods have shown impressive accuracy while being several orders of magnitude faster than a traditional mesh registration pipeline. However, the existing systems (e.g. TEMPEH) are strictly restricted to inference on the data captured by the same camera array used to capture their training data. In this study, we aim to improve the generalization ability so that a trained model can be readily used for inference (i.e. capture new data) on a different camera array. To this end, we propose a more generalizable initialization module to extract the camera array-agnostic 3D feature, including a visual hull-based head localization and a visibility-aware 3D feature aggregation module enabled by the visual hull. In addition, we propose an ``update-by-disagreement'' learning strategy to better handle data noise (e.g. inaccurate registration, scan noise) by discarding potentially inaccurate supervision signals during training. The resultant generalizable and robust topologically consistent multi-view facial capture system (GRAPE) can be readily used to capture data on a different camera array, reducing great effort on data collection and processing. Experiments on the FaMoS and FaceScape datasets demonstrate the effectiveness of the proposed method.

29.0CVJan 31, 2024
Advances in 3D Generation: A Survey

Xiaoyu Li, Qi Zhang, Di Kang et al.

Generating 3D models lies at the core of computer graphics and has been the focus of decades of research. With the emergence of advanced neural representations and generative models, the field of 3D content generation is developing rapidly, enabling the creation of increasingly high-quality and diverse 3D models. The rapid growth of this field makes it difficult to stay abreast of all recent developments. In this survey, we aim to introduce the fundamental methodologies of 3D generation methods and establish a structured roadmap, encompassing 3D representation, generation methods, datasets, and corresponding applications. Specifically, we introduce the 3D representations that serve as the backbone for 3D generation. Furthermore, we provide a comprehensive overview of the rapidly growing literature on generation methods, categorized by the type of algorithmic paradigms, including feedforward generation, optimization-based generation, procedural generation, and generative novel view synthesis. Lastly, we discuss available datasets, applications, and open challenges. We hope this survey will help readers explore this exciting topic and foster further advancements in the field of 3D content generation.

8.7CVNov 20, 2024
DAGSM: Disentangled Avatar Generation with GS-enhanced Mesh

Jingyu Zhuang, Di Kang, Linchao Bao et al.

Text-driven avatar generation has gained significant attention owing to its convenience. However, existing methods typically model the human body with all garments as a single 3D model, limiting its usability, such as clothing replacement, and reducing user control over the generation process. To overcome the limitations above, we propose DAGSM, a novel pipeline that generates disentangled human bodies and garments from the given text prompts. Specifically, we model each part (e.g., body, upper/lower clothes) of the clothed human as one GS-enhanced mesh (GSM), which is a traditional mesh attached with 2D Gaussians to better handle complicated textures (e.g., woolen, translucent clothes) and produce realistic cloth animations. During the generation, we first create the unclothed body, followed by a sequence of individual cloth generation based on the body, where we introduce a semantic-based algorithm to achieve better human-cloth and garment-garment separation. To improve texture quality, we propose a view-consistent texture refinement module, including a cross-view attention mechanism for texture style consistency and an incident-angle-weighted denoising (IAW-DE) strategy to update the appearance. Extensive experiments have demonstrated that DAGSM generates high-quality disentangled avatars, supports clothing replacement and realistic animation, and outperforms the baselines in visual quality.

6.2CVAug 18, 2025
WIPES: Wavelet-based Visual Primitives

Wenhao Zhang, Hao Zhu, Delong Wu et al.

Pursuing a continuous visual representation that offers flexible frequency modulation and fast rendering speed has recently garnered increasing attention in the fields of 3D vision and graphics. However, existing representations often rely on frequency guidance or complex neural network decoding, leading to spectrum loss or slow rendering. To address these limitations, we propose WIPES, a universal Wavelet-based vIsual PrimitivES for representing multi-dimensional visual signals. Building on the spatial-frequency localization advantages of wavelets, WIPES effectively captures both the low-frequency "forest" and the high-frequency "trees." Additionally, we develop a wavelet-based differentiable rasterizer to achieve fast visual rendering. Experimental results on various visual tasks, including 2D image representation, 5D static and 6D dynamic novel view synthesis, demonstrate that WIPES, as a visual primitive, offers higher rendering quality and faster inference than INR-based methods, and outperforms Gaussian-based representations in rendering quality.

30.5CVJan 26, 2024
TIP-Editor: An Accurate 3D Editor Following Both Text-Prompts And Image-Prompts

Jingyu Zhuang, Di Kang, Yan-Pei Cao et al.

Text-driven 3D scene editing has gained significant attention owing to its convenience and user-friendliness. However, existing methods still lack accurate control of the specified appearance and location of the editing result due to the inherent limitations of the text description. To this end, we propose a 3D scene editing framework, TIPEditor, that accepts both text and image prompts and a 3D bounding box to specify the editing region. With the image prompt, users can conveniently specify the detailed appearance/style of the target content in complement to the text description, enabling accurate control of the appearance. Specifically, TIP-Editor employs a stepwise 2D personalization strategy to better learn the representation of the existing scene and the reference image, in which a localization loss is proposed to encourage correct object placement as specified by the bounding box. Additionally, TIPEditor utilizes explicit and flexible 3D Gaussian splatting as the 3D representation to facilitate local editing while keeping the background unchanged. Extensive experiments have demonstrated that TIP-Editor conducts accurate editing following the text and image prompts in the specified bounding box region, consistently outperforming the baselines in editing quality, and the alignment to the prompts, qualitatively and quantitatively.

19.1CVOct 12, 2020Code
High-Fidelity 3D Digital Human Head Creation from RGB-D Selfies

Linchao Bao, Xiangkai Lin, Yajing Chen et al.

We present a fully automatic system that can produce high-fidelity, photo-realistic 3D digital human heads with a consumer RGB-D selfie camera. The system only needs the user to take a short selfie RGB-D video while rotating his/her head, and can produce a high quality head reconstruction in less than 30 seconds. Our main contribution is a new facial geometry modeling and reflectance synthesis procedure that significantly improves the state-of-the-art. Specifically, given the input video a two-stage frame selection procedure is first employed to select a few high-quality frames for reconstruction. Then a differentiable renderer based 3D Morphable Model (3DMM) fitting algorithm is applied to recover facial geometries from multiview RGB-D data, which takes advantages of a powerful 3DMM basis constructed with extensive data generation and perturbation. Our 3DMM has much larger expressive capacities than conventional 3DMM, allowing us to recover more accurate facial geometry using merely linear basis. For reflectance synthesis, we present a hybrid approach that combines parametric fitting and CNNs to synthesize high-resolution albedo/normal maps with realistic hair/pore/wrinkle details. Results show that our system can produce faithful 3D digital human faces with extremely realistic details. The main code and the newly constructed 3DMM basis is publicly available.