Juyong Zhang

CV
h-index42
60papers
4,223citations
Novelty56%
AI Score46

60 Papers

14.1CVDec 17, 2022Code
Flattening-Net: Deep Regular 2D Representation for 3D Point Cloud Analysis

Qijian Zhang, Junhui Hou, Yue Qian et al.

Point clouds are characterized by irregularity and unstructuredness, which pose challenges in efficient data exploitation and discriminative feature extraction. In this paper, we present an unsupervised deep neural architecture called Flattening-Net to represent irregular 3D point clouds of arbitrary geometry and topology as a completely regular 2D point geometry image (PGI) structure, in which coordinates of spatial points are captured in colors of image pixels. \mr{Intuitively, Flattening-Net implicitly approximates a locally smooth 3D-to-2D surface flattening process while effectively preserving neighborhood consistency.} \mr{As a generic representation modality, PGI inherently encodes the intrinsic property of the underlying manifold structure and facilitates surface-style point feature aggregation.} To demonstrate its potential, we construct a unified learning framework directly operating on PGIs to achieve \mr{diverse types of high-level and low-level} downstream applications driven by specific task networks, including classification, segmentation, reconstruction, and upsampling. Extensive experiments demonstrate that our methods perform favorably against the current state-of-the-art competitors. We will make the code and data publicly available at https://github.com/keeganhk/Flattening-Net.

10.6CVJun 7, 2022Code
Fast and Robust Non-Rigid Registration Using Accelerated Majorization-Minimization

Yuxin Yao, Bailin Deng, Weiwei Xu et al.

Non-rigid 3D registration, which deforms a source 3D shape in a non-rigid way to align with a target 3D shape, is a classical problem in computer vision. Such problems can be challenging because of imperfect data (noise, outliers and partial overlap) and high degrees of freedom. Existing methods typically adopt the $\ell_p$ type robust norm to measure the alignment error and regularize the smoothness of deformation, and use a proximal algorithm to solve the resulting non-smooth optimization problem. However, the slow convergence of such algorithms limits their wide applications. In this paper, we propose a formulation for robust non-rigid registration based on a globally smooth robust norm for alignment and regularization, which can effectively handle outliers and partial overlaps. The problem is solved using the majorization-minimization algorithm, which reduces each iteration to a convex quadratic problem with a closed-form solution. We further apply Anderson acceleration to speed up the convergence of the solver, enabling the solver to run efficiently on devices with limited compute capability. Extensive experiments demonstrate the effectiveness of our method for non-rigid alignment between two shapes with outliers and partial overlaps, with quantitative evaluation showing that it outperforms state-of-the-art methods in terms of registration accuracy and computational speed. The source code is available at https://github.com/yaoyx689/AMM_NRR.

24.1CVMar 11, 2022
A Survey of Non-Rigid 3D Registration

Bailin Deng, Yuxin Yao, Roberto M. Dyke et al.

Non-rigid registration computes an alignment between a source surface with a target surface in a non-rigid manner. In the past decade, with the advances in 3D sensing technologies that can measure time-varying surfaces, non-rigid registration has been applied for the acquisition of deformable shapes and has a wide range of applications. This survey presents a comprehensive review of non-rigid registration methods for 3D shapes, focusing on techniques related to dynamic shape acquisition and reconstruction. In particular, we review different approaches for representing the deformation field, and the methods for computing the desired deformation. Both optimization-based and learning-based methods are covered. We also review benchmarks and datasets for evaluating non-rigid registration methods, and discuss potential future research directions.

23.8CVJun 30, 2022Code
Neural Surface Reconstruction of Dynamic Scenes with Monocular RGB-D Camera

Hongrui Cai, Wanquan Feng, Xuetao Feng et al.

We propose Neural-DynamicReconstruction (NDR), a template-free method to recover high-fidelity geometry and motions of a dynamic scene from a monocular RGB-D camera. In NDR, we adopt the neural implicit function for surface representation and rendering such that the captured color and depth can be fully utilized to jointly optimize the surface and deformations. To represent and constrain the non-rigid deformations, we propose a novel neural invertible deforming network such that the cycle consistency between arbitrary two frames is automatically satisfied. Considering that the surface topology of dynamic scene might change over time, we employ a topology-aware strategy to construct the topology-variant correspondence for the fused frames. NDR also further refines the camera poses in a global optimization manner. Experiments on public datasets and our collected dataset demonstrate that NDR outperforms existing monocular dynamic reconstruction methods.

8.4CVFeb 28, 2023
IntrinsicNGP: Intrinsic Coordinate based Hash Encoding for Human NeRF

Bo Peng, Jun Hu, Jingtao Zhou et al.

Recently, many works have been proposed to utilize the neural radiance field for novel view synthesis of human performers. However, most of these methods require hours of training, making them difficult for practical use. To address this challenging problem, we propose IntrinsicNGP, which can train from scratch and achieve high-fidelity results in few minutes with videos of a human performer. To achieve this target, we introduce a continuous and optimizable intrinsic coordinate rather than the original explicit Euclidean coordinate in the hash encoding module of instant-NGP. With this novel intrinsic coordinate, IntrinsicNGP can aggregate inter-frame information for dynamic objects with the help of proxy geometry shapes. Moreover, the results trained with the given rough geometry shapes can be further refined with an optimizable offset field based on the intrinsic coordinate.Extensive experimental results on several datasets demonstrate the effectiveness and efficiency of IntrinsicNGP. We also illustrate our approach's ability to edit the shape of reconstructed subjects.

10.1CVOct 4, 2022
SelfNeRF: Fast Training NeRF for Human from Monocular Self-rotating Video

Bo Peng, Jun Hu, Jingtao Zhou et al.

In this paper, we propose SelfNeRF, an efficient neural radiance field based novel view synthesis method for human performance. Given monocular self-rotating videos of human performers, SelfNeRF can train from scratch and achieve high-fidelity results in about twenty minutes. Some recent works have utilized the neural radiance field for dynamic human reconstruction. However, most of these methods need multi-view inputs and require hours of training, making it still difficult for practical use. To address this challenging problem, we introduce a surface-relative representation based on multi-resolution hash encoding that can greatly improve the training speed and aggregate inter-frame information. Extensive experimental results on several different datasets demonstrate the effectiveness and efficiency of SelfNeRF to challenging monocular videos.

3.9CVNov 13, 2023Code
$L_0$-Sampler: An $L_{0}$ Model Guided Volume Sampling for NeRF

Liangchen Li, Juyong Zhang

Since being proposed, Neural Radiance Fields (NeRF) have achieved great success in related tasks, mainly adopting the hierarchical volume sampling (HVS) strategy for volume rendering. However, the HVS of NeRF approximates distributions using piecewise constant functions, which provides a relatively rough estimation. Based on the observation that a well-trained weight function $w(t)$ and the $L_0$ distance between points and the surface have very high similarity, we propose $L_0$-Sampler by incorporating the $L_0$ model into $w(t)$ to guide the sampling process. Specifically, we propose to use piecewise exponential functions rather than piecewise constant functions for interpolation, which can not only approximate quasi-$L_0$ weight distributions along rays quite well but also can be easily implemented with few lines of code without additional computational burden. Stable performance improvements can be achieved by applying $L_0$-Sampler to NeRF and its related tasks like 3D reconstruction. Code is available at https://ustc3dv.github.io/L0-Sampler/ .

13.5CVSep 20, 2024
Portrait Video Editing Empowered by Multimodal Generative Priors

Xuan Gao, Haiyao Xiao, Chenglai Zhong et al.

We introduce PortraitGen, a powerful portrait video editing method that achieves consistent and expressive stylization with multimodal prompts. Traditional portrait video editing methods often struggle with 3D and temporal consistency, and typically lack in rendering quality and efficiency. To address these issues, we lift the portrait video frames to a unified dynamic 3D Gaussian field, which ensures structural and temporal coherence across frames. Furthermore, we design a novel Neural Gaussian Texture mechanism that not only enables sophisticated style editing but also achieves rendering speed over 100FPS. Our approach incorporates multimodal inputs through knowledge distilled from large-scale 2D generative models. Our system also incorporates expression similarity guidance and a face-aware portrait editing module, effectively mitigating degradation issues associated with iterative dataset updates. Extensive experiments demonstrate the temporal consistency, editing efficiency, and superior rendering quality of our method. The broad applicability of the proposed approach is demonstrated through various applications, including text-driven editing, image-driven editing, and relighting, highlighting its great potential to advance the field of video editing. Demo videos and released code are provided in our project page: https://ustc3dv.github.io/PortraitGen/

9.6CVJul 7, 2024
PICA: Physics-Integrated Clothed Avatar

Bo Peng, Yunfan Tao, Haoyu Zhan et al.

We introduce PICA, a novel representation for high-fidelity animatable clothed human avatars with physics-accurate dynamics, even for loose clothing. Previous neural rendering-based representations of animatable clothed humans typically employ a single model to represent both the clothing and the underlying body. While efficient, these approaches often fail to accurately represent complex garment dynamics, leading to incorrect deformations and noticeable rendering artifacts, especially for sliding or loose garments. Furthermore, previous works represent garment dynamics as pose-dependent deformations and facilitate novel pose animations in a data-driven manner. This often results in outcomes that do not faithfully represent the mechanics of motion and are prone to generating artifacts in out-of-distribution poses. To address these issues, we adopt two individual 3D Gaussian Splatting (3DGS) models with different deformation characteristics, modeling the human body and clothing separately. This distinction allows for better handling of their respective motion characteristics. With this representation, we integrate a graph neural network (GNN)-based clothed body physics simulation module to ensure an accurate representation of clothing dynamics. Our method, through its carefully designed features, achieves high-fidelity rendering of clothed human bodies in complex and novel driving poses, significantly outperforming previous methods under the same settings.

5.9CVApr 3, 2023
MetaHead: An Engine to Create Realistic Digital Head

Dingyun Zhang, Chenglai Zhong, Yudong Guo et al.

Collecting and labeling training data is one important step for learning-based methods because the process is time-consuming and biased. For face analysis tasks, although some generative models can be used to generate face data, they can only achieve a subset of generation diversity, reconstruction accuracy, 3D consistency, high-fidelity visual quality, and easy editability. One recent related work is the graphics-based generative method, but it can only render low realism head with high computation cost. In this paper, we propose MetaHead, a unified and full-featured controllable digital head engine, which consists of a controllable head radiance field(MetaHead-F) to super-realistically generate or reconstruct view-consistent 3D controllable digital heads and a generic top-down image generation framework LabelHead to generate digital heads consistent with the given customizable feature labels. Experiments validate that our controllable digital head engine achieves the state-of-the-art generation visual quality and reconstruction accuracy. Moreover, the generated labeled data can assist real training data and significantly surpass the labeled data generated by graphics-based methods in terms of training effect.

10.5CVMar 18, 2024Code
DynoSurf: Neural Deformation-based Temporally Consistent Dynamic Surface Reconstruction

Yuxin Yao, Siyu Ren, Junhui Hou et al.

This paper explores the problem of reconstructing temporally consistent surfaces from a 3D point cloud sequence without correspondence. To address this challenging task, we propose DynoSurf, an unsupervised learning framework integrating a template surface representation with a learnable deformation field. Specifically, we design a coarse-to-fine strategy for learning the template surface based on the deformable tetrahedron representation. Furthermore, we propose a learnable deformation representation based on the learnable control points and blending weights, which can deform the template surface non-rigidly while maintaining the consistency of the local shape. Experimental results demonstrate the significant superiority of DynoSurf over current state-of-the-art approaches, showcasing its potential as a powerful tool for dynamic mesh reconstruction. The code is publicly available at https://github.com/yaoyx689/DynoSurf.

1.5CVNov 30, 2023
CosAvatar: Consistent and Animatable Portrait Video Tuning with Text Prompt

Haiyao Xiao, Chenglai Zhong, Xuan Gao et al.

Recently, text-guided digital portrait editing has attracted more and more attentions. However, existing methods still struggle to maintain consistency across time, expression, and view or require specific data prerequisites. To solve these challenging problems, we propose CosAvatar, a high-quality and user-friendly framework for portrait tuning. With only monocular video and text instructions as input, we can produce animatable portraits with both temporal and 3D consistency. Different from methods that directly edit in the 2D domain, we employ a dynamic NeRF-based 3D portrait representation to model both the head and torso. We alternate between editing the video frames' dataset and updating the underlying 3D portrait until the edited frames reach 3D consistency. Additionally, we integrate the semantic portrait priors to enhance the edited results, allowing precise modifications in specified semantic areas. Extensive results demonstrate that our proposed method can not only accurately edit portrait styles or local attributes based on text instructions but also support expressive animation driven by a source video.

4.3GRMar 20, 2025Code
Controlling Avatar Diffusion with Learnable Gaussian Embedding

Xuan Gao, Jingtao Zhou, Dongyu Liu et al.

Recent advances in diffusion models have made significant progress in digital human generation. However, most existing models still struggle to maintain 3D consistency, temporal coherence, and motion accuracy. A key reason for these shortcomings is the limited representation ability of commonly used control signals(e.g., landmarks, depth maps, etc.). In addition, the lack of diversity in identity and pose variations in public datasets further hinders progress in this area. In this paper, we analyze the shortcomings of current control signals and introduce a novel control signal representation that is optimizable, dense, expressive, and 3D consistent. Our method embeds a learnable neural Gaussian onto a parametric head surface, which greatly enhances the consistency and expressiveness of diffusion-based head models. Regarding the dataset, we synthesize a large-scale dataset with multiple poses and identities. In addition, we use real/synthetic labels to effectively distinguish real and synthetic data, minimizing the impact of imperfections in synthetic data on the generated head images. Extensive experiments show that our model outperforms existing methods in terms of realism, expressiveness, and 3D consistency. Our code, synthetic datasets, and pre-trained models will be released in our project page: https://ustc3dv.github.io/Learn2Control/

29.3CVJan 30, 2022Code
SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video

Boyi Jiang, Yang Hong, Hujun Bao et al.

We propose SelfRecon, a clothed human body reconstruction method that combines implicit and explicit representations to recover space-time coherent geometries from a monocular self-rotating human video. Explicit methods require a predefined template mesh for a given sequence, while the template is hard to acquire for a specific subject. Meanwhile, the fixed topology limits the reconstruction accuracy and clothing types. Implicit representation supports arbitrary topology and can represent high-fidelity geometry shapes due to its continuous nature. However, it is difficult to integrate multi-frame information to produce a consistent registration sequence for downstream applications. We propose to combine the advantages of both representations. We utilize differential mask loss of the explicit mesh to obtain the coherent overall shape, while the details on the implicit surface are refined with the differentiable neural rendering. Meanwhile, the explicit mesh is updated periodically to adjust its topology changes, and a consistency loss is designed to match both representations. Compared with existing methods, SelfRecon can produce high-fidelity surfaces for arbitrary clothed humans with self-supervised optimization. Extensive experimental results demonstrate its effectiveness on real captured monocular videos. The source code is available at https://github.com/jby1993/SelfReconCode.

34.2CVDec 10, 2021Code
HeadNeRF: A Real-time NeRF-based Parametric Head Model

Yang Hong, Bo Peng, Haiyao Xiao et al.

In this paper, we propose HeadNeRF, a novel NeRF-based parametric head model that integrates the neural radiance field to the parametric representation of the human head. It can render high fidelity head images in real-time on modern GPUs, and supports directly controlling the generated images' rendering pose and various semantic attributes. Different from existing related parametric models, we use the neural radiance fields as a novel 3D proxy instead of the traditional 3D textured mesh, which makes that HeadNeRF is able to generate high fidelity images. However, the computationally expensive rendering process of the original NeRF hinders the construction of the parametric NeRF model. To address this issue, we adopt the strategy of integrating 2D neural rendering to the rendering process of NeRF and design novel loss terms. As a result, the rendering speed of HeadNeRF can be significantly accelerated, and the rendering time of one frame is reduced from 5s to 25ms. The well designed loss terms also improve the rendering accuracy, and the fine-level details of the human head, such as the gaps between teeth, wrinkles, and beards, can be represented and synthesized by HeadNeRF. Extensive experimental results and several applications demonstrate its effectiveness. The trained parametric model is available at https://github.com/CrisHY1995/headnerf.

19.2CVDec 8, 2021Code
Neural Points: Point Cloud Representation with Neural Fields for Arbitrary Upsampling

Wanquan Feng, Jin Li, Hongrui Cai et al.

In this paper, we propose Neural Points, a novel point cloud representation and apply it to the arbitrary-factored upsampling task. Different from traditional point cloud representation where each point only represents a position or a local plane in the 3D space, each point in Neural Points represents a local continuous geometric shape via neural fields. Therefore, Neural Points contain more shape information and thus have a stronger representation ability. Neural Points is trained with surface containing rich geometric details, such that the trained model has enough expression ability for various shapes. Specifically, we extract deep local features on the points and construct neural fields through the local isomorphism between the 2D parametric domain and the 3D local patch. In the final, local neural fields are integrated together to form the global surface. Experimental results show that Neural Points has powerful representation ability and demonstrate excellent robustness and generalization ability. With Neural Points, we can resample point cloud with arbitrary resolutions, and it outperforms the state-of-the-art point cloud upsampling methods. Code is available at https://github.com/WanquanF/NeuralPoints.

20.9CVApr 28, 2021Code
High-Resolution Optical Flow from 1D Attention and Correlation

Haofei Xu, Jiaolong Yang, Jianfei Cai et al.

Optical flow is inherently a 2D search problem, and thus the computational complexity grows quadratically with respect to the search window, making large displacements matching infeasible for high-resolution images. In this paper, we take inspiration from Transformers and propose a new method for high-resolution optical flow estimation with significantly less computation. Specifically, a 1D attention operation is first applied in the vertical direction of the target image, and then a simple 1D correlation in the horizontal direction of the attended image is able to achieve 2D correspondence modeling effect. The directions of attention and correlation can also be exchanged, resulting in two 3D cost volumes that are concatenated for optical flow estimation. The novel 1D formulation empowers our method to scale to very high-resolution input images while maintaining competitive performance. Extensive experiments on Sintel, KITTI and real-world 4K ($2160 \times 3840$) resolution images demonstrated the effectiveness and superiority of our proposed method. Code and models are available at \url{https://github.com/haofeixu/flow1d}.

38.9CVMar 20, 2021Code
AD-NeRF: Audio Driven Neural Radiance Fields for Talking Head Synthesis

Yudong Guo, Keyu Chen, Sen Liang et al.

Generating high-fidelity talking head video by fitting with the input audio sequence is a challenging problem that receives considerable attentions recently. In this paper, we address this problem with the aid of neural scene representation networks. Our method is completely different from existing methods that rely on intermediate representations like 2D landmarks or 3D face models to bridge the gap between audio input and video output. Specifically, the feature of input audio signal is directly fed into a conditional implicit function to generate a dynamic neural radiance field, from which a high-fidelity talking-head video corresponding to the audio signal is synthesized using volume rendering. Another advantage of our framework is that not only the head (with hair) region is synthesized as previous methods did, but also the upper body is generated via two individual neural radiance fields. Experimental results demonstrate that our novel framework can (1) produce high-fidelity and natural results, and (2) support free adjustment of audio signals, viewing directions, and background images. Code is available at https://github.com/YudongGuo/AD-NeRF.

12.4CVNov 24, 2020Code
Recurrent Multi-view Alignment Network for Unsupervised Surface Registration

Wanquan Feng, Juyong Zhang, Hongrui Cai et al.

Learning non-rigid registration in an end-to-end manner is challenging due to the inherent high degrees of freedom and the lack of labeled training data. In this paper, we resolve these two challenges simultaneously. First, we propose to represent the non-rigid transformation with a point-wise combination of several rigid transformations. This representation not only makes the solution space well-constrained but also enables our method to be solved iteratively with a recurrent framework, which greatly reduces the difficulty of learning. Second, we introduce a differentiable loss function that measures the 3D shape similarity on the projected multi-view 2D depth images so that our full framework can be trained end-to-end without ground truth supervision. Extensive experiments on several different datasets demonstrate that our proposed method outperforms the previous state-of-the-art by a large margin. The source codes are available at https://github.com/WanquanF/RMA-Net.

33.3CVApr 20, 2020Code
AANet: Adaptive Aggregation Network for Efficient Stereo Matching

Haofei Xu, Juyong Zhang

Despite the remarkable progress made by learning based stereo matching algorithms, one key challenge remains unsolved. Current state-of-the-art stereo models are mostly based on costly 3D convolutions, the cubic computational complexity and high memory consumption make it quite expensive to deploy in real-world applications. In this paper, we aim at completely replacing the commonly used 3D convolutions to achieve fast inference speed while maintaining comparable accuracy. To this end, we first propose a sparse points based intra-scale cost aggregation method to alleviate the well-known edge-fattening issue at disparity discontinuities. Further, we approximate traditional cross-scale cost aggregation algorithm with neural network layers to handle large textureless regions. Both modules are simple, lightweight, and complementary, leading to an effective and efficient architecture for cost aggregation. With these two modules, we can not only significantly speed up existing top-performing models (e.g., $41\times$ than GC-Net, $4\times$ than PSMNet and $38\times$ than GA-Net), but also improve the performance of fast stereo models (e.g., StereoNet). We also achieve competitive results on Scene Flow and KITTI datasets while running at 62ms, demonstrating the versatility and high efficiency of the proposed method. Our full framework is available at https://github.com/haofeixu/aanet .

9.6CVApr 20, 2020Code
Landmark Detection and 3D Face Reconstruction for Caricature using a Nonlinear Parametric Model

Hongrui Cai, Yudong Guo, Zhuang Peng et al.

Caricature is an artistic abstraction of the human face by distorting or exaggerating certain facial features, while still retains a likeness with the given face. Due to the large diversity of geometric and texture variations, automatic landmark detection and 3D face reconstruction for caricature is a challenging problem and has rarely been studied before. In this paper, we propose the first automatic method for this task by a novel 3D approach. To this end, we first build a dataset with various styles of 2D caricatures and their corresponding 3D shapes, and then build a parametric model on vertex based deformation space for 3D caricature face. Based on the constructed dataset and the nonlinear parametric model, we propose a neural network based method to regress the 3D face shape and orientation from the input 2D caricature image. Ablation studies and comparison with state-of-the-art methods demonstrate the effectiveness of our algorithm design. Extensive experimental results demonstrate that our method works well for various caricatures. Our constructed dataset, source code and trained model are available at https://github.com/Juyong/CaricatureFace.

13.6CVApr 9, 2020Code
Quasi-Newton Solver for Robust Non-Rigid Registration

Yuxin Yao, Bailin Deng, Weiwei Xu et al.

Imperfect data (noise, outliers and partial overlap) and high degrees of freedom make non-rigid registration a classical challenging problem in computer vision. Existing methods typically adopt the $\ell_{p}$ type robust estimator to regularize the fitting and smoothness, and the proximal operator is used to solve the resulting non-smooth problem. However, the slow convergence of these algorithms limits its wide applications. In this paper, we propose a formulation for robust non-rigid registration based on a globally smooth robust estimator for data fitting and regularization, which can handle outliers and partial overlaps. We apply the majorization-minimization algorithm to the problem, which reduces each iteration to solving a simple least-squares problem with L-BFGS. Extensive experiments demonstrate the effectiveness of our method for non-rigid alignment between two shapes with outliers and partial overlap, with quantitative evaluation showing that it outperforms state-of-the-art methods in terms of registration accuracy and computational speed. The source code is available at https://github.com/Juyong/Fast_RNRR.

27.0CVApr 1, 2020Code
BCNet: Learning Body and Cloth Shape from A Single Image

Boyi Jiang, Juyong Zhang, Yang Hong et al.

In this paper, we consider the problem to automatically reconstruct garment and body shapes from a single near-front view RGB image. To this end, we propose a layered garment representation on top of SMPL and novelly make the skinning weight of garment independent of the body mesh, which significantly improves the expression ability of our garment model. Compared with existing methods, our method can support more garment categories and recover more accurate geometry. To train our model, we construct two large scale datasets with ground truth body and garment geometries as well as paired color images. Compared with single mesh or non-parametric representation, our method can achieve more flexible control with separate meshes, makes applications like re-pose, garment transfer, and garment texture mapping possible. Code and some data is available at https://github.com/jby1993/BCNet.

10.6CVMar 27, 2020Code
Lightweight Photometric Stereo for Facial Details Recovery

Xueying Wang, Yudong Guo, Bailin Deng et al.

Recently, 3D face reconstruction from a single image has achieved great success with the help of deep learning and shape prior knowledge, but they often fail to produce accurate geometry details. On the other hand, photometric stereo methods can recover reliable geometry details, but require dense inputs and need to solve a complex optimization problem. In this paper, we present a lightweight strategy that only requires sparse inputs or even a single image to recover high-fidelity face shapes with images captured under near-field lights. To this end, we construct a dataset containing 84 different subjects with 29 expressions under 3 different lights. Data augmentation is applied to enrich the data in terms of diversity in identity, lighting, expression, etc. With this constructed dataset, we propose a novel neural network specially designed for photometric stereo based 3D face reconstruction. Extensive experiments and comparisons demonstrate that our method can generate high-quality reconstruction results with one to three facial images captured under near-field lights. Our full framework is available at https://github.com/Juyong/FacePSNet.

7.1CVFeb 26, 2019Code
Region Deformer Networks for Unsupervised Depth Estimation from Unconstrained Monocular Videos

Haofei Xu, Jianmin Zheng, Jianfei Cai et al.

While learning based depth estimation from images/videos has achieved substantial progress, there still exist intrinsic limitations. Supervised methods are limited by a small amount of ground truth or labeled data and unsupervised methods for monocular videos are mostly based on the static scene assumption, not performing well on real world scenarios with the presence of dynamic objects. In this paper, we propose a new learning based method consisting of DepthNet, PoseNet and Region Deformer Networks (RDN) to estimate depth from unconstrained monocular videos without ground truth supervision. The core contribution lies in RDN for proper handling of rigid and non-rigid motions of various objects such as rigidly moving cars and deformable humans. In particular, a deformation based motion representation is proposed to model individual object motion on 2D images. This representation enables our method to be applicable to diverse unconstrained monocular videos. Our method can not only achieve the state-of-the-art results on standard benchmarks KITTI and Cityscapes, but also show promising results on a crowded pedestrian tracking dataset, which demonstrates the effectiveness of the deformation based motion representation. Code and trained models are available at https://github.com/haofeixu/rdn4depth.

12.8CVApr 6, 2024
Neural-ABC: Neural Parametric Models for Articulated Body with Clothes

Honghu Chen, Yuxin Yao, Juyong Zhang

In this paper, we introduce Neural-ABC, a novel parametric model based on neural implicit functions that can represent clothed human bodies with disentangled latent spaces for identity, clothing, shape, and pose. Traditional mesh-based representations struggle to represent articulated bodies with clothes due to the diversity of human body shapes and clothing styles, as well as the complexity of poses. Our proposed model provides a unified framework for parametric modeling, which can represent the identity, clothing, shape and pose of the clothed human body. Our proposed approach utilizes the power of neural implicit functions as the underlying representation and integrates well-designed structures to meet the necessary requirements. Specifically, we represent the underlying body as a signed distance function and clothing as an unsigned distance function, and they can be uniformly represented as unsigned distance fields. Different types of clothing do not require predefined topological structures or classifications, and can follow changes in the underlying body to fit the body. Additionally, we construct poses using a controllable articulated structure. The model is trained on both open and newly constructed datasets, and our decoupling strategy is carefully designed to ensure optimal performance. Our model excels at disentangling clothing and identity in different shape and poses while preserving the style of the clothing. We demonstrate that Neural-ABC fits new observations of different types of clothing. Compared to other state-of-the-art parametric models, Neural-ABC demonstrates powerful advantages in the reconstruction of clothed human bodies, as evidenced by fitting raw scans, depth maps and images. We show that the attributes of the fitted results can be further edited by adjusting their identities, clothing, shape and pose codes.

7.6CVDec 3, 2024
SparseLGS: Sparse View Language Embedded Gaussian Splatting

Jun Hu, Zhang Chen, Zhong Li et al.

Recently, several studies have combined Gaussian Splatting to obtain scene representations with language embeddings for open-vocabulary 3D scene understanding. While these methods perform well, they essentially require very dense multi-view inputs, limiting their applicability in real-world scenarios. In this work, we propose SparseLGS to address the challenge of 3D scene understanding with pose-free and sparse view input images. Our method leverages a learning-based dense stereo model to handle pose-free and sparse inputs, and a three-step region matching approach to address the multi-view semantic inconsistency problem, which is especially important for sparse inputs. Different from directly learning high-dimensional CLIP features, we extract low-dimensional information and build bijections to avoid excessive learning and storage costs. We introduce a reconstruction loss during semantic training to improve Gaussian positions and shapes. To the best of our knowledge, we are the first to address the 3D semantic field problem with sparse pose-free inputs. Experimental results show that SparseLGS achieves comparable quality when reconstructing semantic fields with fewer inputs (3-4 views) compared to previous SOTA methods with dense input. Besides, when using the same sparse input, SparseLGS leads significantly in quality and heavily improves the computation speed (5$\times$speedup). Project page: https://ustc3dv.github.io/SparseLGS

10.2CVJan 15, 2025
Scalable and High-Quality Neural Implicit Representation for 3D Reconstruction

Leyuan Yang, Bailin Deng, Juyong Zhang

Various SDF-based neural implicit surface reconstruction methods have been proposed recently, and have demonstrated remarkable modeling capabilities. However, due to the global nature and limited representation ability of a single network, existing methods still suffer from many drawbacks, such as limited accuracy and scale of the reconstruction. In this paper, we propose a versatile, scalable and high-quality neural implicit representation to address these issues. We integrate a divide-and-conquer approach into the neural SDF-based reconstruction. Specifically, we model the object or scene as a fusion of multiple independent local neural SDFs with overlapping regions. The construction of our representation involves three key steps: (1) constructing the distribution and overlap relationship of the local radiance fields based on object structure or data distribution, (2) relative pose registration for adjacent local SDFs, and (3) SDF blending. Thanks to the independent representation of each local region, our approach can not only achieve high-fidelity surface reconstruction, but also enable scalable scene reconstruction. Extensive experimental results demonstrate the effectiveness and practicality of our proposed method.

5.2CVDec 2, 2024
One Shot, One Talk: Whole-body Talking Avatar from a Single Image

Jun Xiang, Yudong Guo, Leipeng Hu et al.

Building realistic and animatable avatars still requires minutes of multi-view or monocular self-rotating videos, and most methods lack precise control over gestures and expressions. To push this boundary, we address the challenge of constructing a whole-body talking avatar from a single image. We propose a novel pipeline that tackles two critical issues: 1) complex dynamic modeling and 2) generalization to novel gestures and expressions. To achieve seamless generalization, we leverage recent pose-guided image-to-video diffusion models to generate imperfect video frames as pseudo-labels. To overcome the dynamic modeling challenge posed by inconsistent and noisy pseudo-videos, we introduce a tightly coupled 3DGS-mesh hybrid avatar representation and apply several key regularizations to mitigate inconsistencies caused by imperfect labels. Extensive experiments on diverse subjects demonstrate that our method enables the creation of a photorealistic, precisely animatable, and expressive whole-body talking avatar from just a single image.

5.2CVApr 15, 2024
Oblique-MERF: Revisiting and Improving MERF for Oblique Photography

Xiaoyi Zeng, Kaiwen Song, Leyuan Yang et al.

Neural implicit fields have established a new paradigm for scene representation, with subsequent work achieving high-quality real-time rendering. However, reconstructing 3D scenes from oblique aerial photography presents unique challenges, such as varying spatial scale distributions and a constrained range of tilt angles, often resulting in high memory consumption and reduced rendering quality at extrapolated viewpoints. In this paper, we enhance MERF to accommodate these data characteristics by introducing an innovative adaptive occupancy plane optimized during the volume rendering process and a smoothness regularization term for view-dependent color to address these issues. Our approach, termed Oblique-MERF, surpasses state-of-the-art real-time methods by approximately 0.7 dB, reduces VRAM usage by about 40%, and achieves higher rendering frame rates with more realistic rendering outcomes across most viewpoints.

3.6CVOct 2, 2025
Joint Deblurring and 3D Reconstruction for Macrophotography

Yifan Zhao, Liangchen Li, Yuqi Zhou et al.

Macro lens has the advantages of high resolution and large magnification, and 3D modeling of small and detailed objects can provide richer information. However, defocus blur in macrophotography is a long-standing problem that heavily hinders the clear imaging of the captured objects and high-quality 3D reconstruction of them. Traditional image deblurring methods require a large number of images and annotations, and there is currently no multi-view 3D reconstruction method for macrophotography. In this work, we propose a joint deblurring and 3D reconstruction method for macrophotography. Starting from multi-view blurry images captured, we jointly optimize the clear 3D model of the object and the defocus blur kernel of each pixel. The entire framework adopts a differentiable rendering method to self-supervise the optimization of the 3D model and the defocus blur kernel. Extensive experiments show that from a small number of multi-view images, our proposed method can not only achieve high-quality image deblurring but also recover high-fidelity 3D appearance.

1.5CVDec 14, 2023
HeadRecon: High-Fidelity 3D Head Reconstruction from Monocular Video

Xueying Wang, Juyong Zhang

Recently, the reconstruction of high-fidelity 3D head models from static portrait image has made great progress. However, most methods require multi-view or multi-illumination information, which therefore put forward high requirements for data acquisition. In this paper, we study the reconstruction of high-fidelity 3D head models from arbitrary monocular videos. Non-rigid structure from motion (NRSFM) methods have been widely used to solve such problems according to the two-dimensional correspondence between different frames. However, the inaccurate correspondence caused by high-complex hair structures and various facial expression changes would heavily influence the reconstruction accuracy. To tackle these problems, we propose a prior-guided dynamic implicit neural network. Specifically, we design a two-part dynamic deformation field to transform the current frame space to the canonical one. We further model the head geometry in the canonical space with a learnable signed distance field (SDF) and optimize it using the volumetric rendering with the guidance of two-main head priors to improve the reconstruction accuracy and robustness. Extensive ablation studies and comparisons with state-of-the-art methods demonstrate the effectiveness and robustness of our proposed method.

29.2CVDec 3, 2023
FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding

Jun Xiang, Xuan Gao, Yudong Guo et al.

We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this, we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions, proper initialization can help reduce the number of Gaussians, thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed. Project page: https://ustc3dv.github.io/FlashAvatar/

5.9GRJan 23, 2022
Sketch2PQ: Freeform Planar Quadrilateral Mesh Design via a Single Sketch

Zhi Deng, Yang Liu, Hao Pan et al.

The freeform architectural modeling process often involves two important stages: concept design and digital modeling. In the first stage, architects usually sketch the overall 3D shape and the panel layout on a physical or digital paper briefly. In the second stage, a digital 3D model is created using the sketch as a reference. The digital model needs to incorporate geometric requirements for its components, such as the planarity of panels due to consideration of construction costs, which can make the modeling process more challenging. In this work, we present a novel sketch-based system to bridge the concept design and digital modeling of freeform roof-like shapes represented as planar quadrilateral (PQ) meshes. Our system allows the user to sketch the surface boundary and contour lines under axonometric projection and supports the sketching of occluded regions. In addition, the user can sketch feature lines to provide directional guidance to the PQ mesh layout. Given the 2D sketch input, we propose a deep neural network to infer in real-time the underlying surface shape along with a dense conjugate direction field, both of which are used to extract the final PQ mesh. To train and validate our network, we generate a large synthetic dataset that mimics architect sketching of freeform quadrilateral patches. The effectiveness and usability of our system are demonstrated with quantitative and qualitative evaluation as well as user studies.

13.6CVJan 16, 2022
Audio-Driven Talking Face Video Generation with Dynamic Convolution Kernels

Zipeng Ye, Mengfei Xia, Ran Yi et al.

In this paper, we present a dynamic convolution kernel (DCK) strategy for convolutional neural networks. Using a fully convolutional network with the proposed DCKs, high-quality talking-face video can be generated from multi-modal sources (i.e., unmatched audio and video) in real time, and our trained model is robust to different identities, head postures, and input audios. Our proposed DCKs are specially designed for audio-driven talking face video generation, leading to a simple yet effective end-to-end system. We also provide a theoretical analysis to interpret why DCKs work. Experimental results show that our method can generate high-quality talking-face video with background at 60 fps. Comparison and evaluation between our method and the state-of-the-art methods demonstrate the superiority of our method.

9.4CVAug 26, 2021
A Robust Loss for Point Cloud Registration

Zhi Deng, Yuxin Yao, Bailin Deng et al.

The performance of surface registration relies heavily on the metric used for the alignment error between the source and target shapes. Traditionally, such a metric is based on the point-to-point or point-to-plane distance from the points on the source surface to their closest points on the target surface, which is susceptible to failure due to instability of the closest-point correspondence. In this paper, we propose a novel metric based on the intersection points between the two shapes and a random straight line, which does not assume a specific correspondence. We verify the effectiveness of this metric by extensive experiments, including its direct optimization for a single registration problem as well as unsupervised learning for a set of registration problems. The results demonstrate that the algorithms utilizing our proposed metric outperforms the state-of-the-art optimization-based and unsupervised learning-based methods.

9.4CVJul 9, 2021
Prior-Guided Multi-View 3D Head Reconstruction

Xueying Wang, Yudong Guo, Zhongqi Yang et al.

Recovery of a 3D head model including the complete face and hair regions is still a challenging problem in computer vision and graphics. In this paper, we consider this problem using only a few multi-view portrait images as input. Previous multi-view stereo methods that have been based, either on optimization strategies or deep learning techniques, suffer from low-frequency geometric structures such as unclear head structures and inaccurate reconstruction in hair regions. To tackle this problem, we propose a prior-guided implicit neural rendering network. Specifically, we model the head geometry with a learnable signed distance field (SDF) and optimize it via an implicit differentiable renderer with the guidance of some human head priors, including the facial prior knowledge, head semantic segmentation information and 2D hair orientation maps. The utilization of these priors can improve the reconstruction accuracy and robustness, leading to a high-quality integrated 3D head model. Extensive ablation studies and comparisons with state-of-the-art methods demonstrate that our method can generate high-fidelity 3D head geometries with the guidance of these priors.

18.9CVApr 12, 2021Code
StereoPIFu: Depth Aware Clothed Human Digitization via Stereo Vision

Yang Hong, Juyong Zhang, Boyi Jiang et al.

In this paper, we propose StereoPIFu, which integrates the geometric constraints of stereo vision with implicit function representation of PIFu, to recover the 3D shape of the clothed human from a pair of low-cost rectified images. First, we introduce the effective voxel-aligned features from a stereo vision-based network to enable depth-aware reconstruction. Moreover, the novel relative z-offset is employed to associate predicted high-fidelity human depth and occupancy inference, which helps restore fine-level surface details. Second, a network structure that fully utilizes the geometry information from the stereo images is designed to improve the human body reconstruction quality. Consequently, our StereoPIFu can naturally infer the human body's spatial location in camera space and maintain the correct relative position of different parts of the human body, which enables our method to capture human performance. Compared with previous works, our StereoPIFu significantly improves the robustness, completeness, and accuracy of the clothed human reconstruction, which is demonstrated by extensive experimental results.

2.3CVDec 5, 2020
ParaNet: Deep Regular Representation for 3D Point Clouds

Qijian Zhang, Junhui Hou, Yue Qian et al.

Although convolutional neural networks have achieved remarkable success in analyzing 2D images/videos, it is still non-trivial to apply the well-developed 2D techniques in regular domains to the irregular 3D point cloud data. To bridge this gap, we propose ParaNet, a novel end-to-end deep learning framework, for representing 3D point clouds in a completely regular and nearly lossless manner. To be specific, ParaNet converts an irregular 3D point cloud into a regular 2D color image, named point geometry image (PGI), where each pixel encodes the spatial coordinates of a point. In contrast to conventional regular representation modalities based on multi-view projection and voxelization, the proposed representation is differentiable and reversible. Technically, ParaNet is composed of a surface embedding module, which parameterizes 3D surface points onto a unit square, and a grid resampling module, which resamples the embedded 2D manifold over regular dense grids. Note that ParaNet is unsupervised, i.e., the training simply relies on reference-free geometry constraints. The PGIs can be seamlessly coupled with a task network established upon standard and mature techniques for 2D images/videos to realize a specific task for 3D point clouds. We evaluate ParaNet over shape classification and point cloud upsampling, in which our solutions perform favorably against the existing state-of-the-art methods. We believe such a paradigm will open up many possibilities to advance the progress of deep learning-based point cloud processing and understanding.

15.3IROct 23, 2020
Pre-training Graph Transformer with Multimodal Side Information for Recommendation

Yong Liu, Susen Yang, Chenyi Lei et al.

Side information of items, e.g., images and text description, has shown to be effective in contributing to accurate recommendations. Inspired by the recent success of pre-training models on natural language and images, we propose a pre-training strategy to learn item representations by considering both item side information and their relationships. We relate items by common user activities, e.g., co-purchase, and construct a homogeneous item graph. This graph provides a unified view of item relations and their associated side information in multimodality. We develop a novel sampling algorithm named MCNSampling to select contextual neighbors for each item. The proposed Pre-trained Multimodal Graph Transformer (PMGT) learns item representations with two objectives: 1) graph structure reconstruction, and 2) masked node feature reconstruction. Experimental results on real datasets demonstrate that the proposed PMGT model effectively exploits the multimodality side information to achieve better accuracies in downstream tasks including item recommendation, item classification, and click-through ratio prediction. We also report a case study of testing the proposed PMGT model in an online setting with 600 thousand users.

3.3CVAug 13, 2020
Modeling Caricature Expressions by 3D Blendshape and Dynamic Texture

Keyu Chen, Jianmin Zheng, Jianfei Cai et al.

The problem of deforming an artist-drawn caricature according to a given normal face expression is of interest in applications such as social media, animation and entertainment. This paper presents a solution to the problem, with an emphasis on enhancing the ability to create desired expressions and meanwhile preserve the identity exaggeration style of the caricature, which imposes challenges due to the complicated nature of caricatures. The key of our solution is a novel method to model caricature expression, which extends traditional 3DMM representation to caricature domain. The method consists of shape modelling and texture generation for caricatures. Geometric optimization is developed to create identity-preserving blendshapes for reconstructing accurate and stable geometric shape, and a conditional generative adversarial network (cGAN) is designed for generating dynamic textures under target expressions. The combination of both shape and texture components makes the non-trivial expressions of a caricature be effectively defined by the extension of the popular 3DMM representation and a caricature can thus be flexibly deformed into arbitrary expressions with good results visually in both shape and color spaces. The experiments demonstrate the effectiveness of the proposed method.

9.1CVAug 12, 2020
Facial Expression Retargeting from Human to Avatar Made Easy

Juyong Zhang, Keyu Chen, Jianmin Zheng

Facial expression retargeting from humans to virtual characters is a useful technique in computer graphics and animation. Traditional methods use markers or blendshapes to construct a mapping between the human and avatar faces. However, these approaches require a tedious 3D modeling process, and the performance relies on the modelers' experience. In this paper, we propose a brand-new solution to this cross-domain expression transfer problem via nonlinear expression embedding and expression domain translation. We first build low-dimensional latent spaces for the human and avatar facial expressions with variational autoencoder. Then we construct correspondences between the two latent spaces guided by geometric and perceptual constraints. Specifically, we design geometric correspondences to reflect geometric matching and utilize a triplet data structure to express users' perceptual preference of avatar expressions. A user-friendly method is proposed to automatically generate triplets for a system allowing users to easily and efficiently annotate the correspondences. Using both geometric and perceptual correspondences, we trained a network for expression domain translation from human to avatar. Extensive experimental results and user studies demonstrate that even nonprofessional users can apply our method to generate high-quality facial expression retargeting results with less time and effort.

21.7CVJul 15, 2020Code
Fast and Robust Iterative Closest Point

Juyong Zhang, Yuxin Yao, Bailin Deng

The Iterative Closest Point (ICP) algorithm and its variants are a fundamental technique for rigid registration between two point sets, with wide applications in different areas from robotics to 3D reconstruction. The main drawbacks for ICP are its slow convergence as well as its sensitivity to outliers, missing data, and partial overlaps. Recent work such as Sparse ICP achieves robustness via sparsity optimization at the cost of computational speed. In this paper, we propose a new method for robust registration with fast convergence. First, we show that the classical point-to-point ICP can be treated as a majorization-minimization (MM) algorithm, and propose an Anderson acceleration approach to speed up its convergence. In addition, we introduce a robust error metric based on the Welsch's function, which is minimized efficiently using the MM algorithm with Anderson acceleration. On challenging datasets with noises and partial overlaps, we achieve similar or better accuracy than Sparse ICP while being at least an order of magnitude faster. Finally, we extend the robust formulation to point-to-plane ICP, and solve the resulting problem using a similar Anderson-accelerated MM strategy. Our robust ICP methods improve the registration accuracy on benchmark datasets while being competitive in computational time.

9.0IRApr 24, 2020
Learning Hierarchical Review Graph Representations for Recommendation

Yong Liu, Susen Yang, Yinan Zhang et al.

The user review data have been demonstrated to be effective in solving different recommendation problems. Previous review-based recommendation methods usually employ sophisticated compositional models, such as Recurrent Neural Networks (RNN) and Convolutional Neural Networks (CNN), to learn semantic representations from the review data for recommendation. However, these methods mainly capture the local dependency between neighbouring words in a word window, and they treat each review equally. Therefore, they may not be effective in capturing the global dependency between words, and tend to be easily biased by noise review information. In this paper, we propose a novel review-based recommendation model, named Review Graph Neural Network (RGNN). Specifically, RGNN builds a specific review graph for each individual user/item, which provides a global view about the user/item properties to help weaken the biases caused by noise review information. A type-aware graph attention mechanism is developed to learn semantic embeddings of words. Moreover, a personalized graph pooling operator is proposed to learn hierarchical representations of the review graph to form the semantic representation for each user/item. We compared RGNN with state-of-the-art review-based recommendation approaches on two real-world datasets. The experimental results indicate that RGNN consistently outperforms baseline methods, in terms of Mean Square Error (MSE).

11.1IRApr 24, 2020
Contextualized Graph Attention Network for Recommendation with Item Knowledge Graph

Susen Yang, Yong Liu, Yonghui Xu et al.

Graph neural networks (GNN) have recently been applied to exploit knowledge graph (KG) for recommendation. Existing GNN-based methods explicitly model the dependency between an entity and its local graph context in KG (i.e., the set of its first-order neighbors), but may not be effective in capturing its non-local graph context (i.e., the set of most related high-order neighbors). In this paper, we propose a novel recommendation framework, named Contextualized Graph Attention Network (CGAT), which can explicitly exploit both local and non-local graph context information of an entity in KG. Specifically, CGAT captures the local context information by a user-specific graph attention mechanism, considering a user's personalized preferences on entities. Moreover, CGAT employs a biased random walk sampling process to extract the non-local context of an entity, and utilizes a Recurrent Neural Network (RNN) to model the dependency between the entity and its non-local contextual entities. To capture the user's personalized preferences on items, an item-specific attention mechanism is also developed to model the dependency between a target item and the contextual items extracted from the user's historical behaviors. Experimental results on real datasets demonstrate the effectiveness of CGAT, compared with state-of-the-art KG-based recommendation methods.

5.8CVApr 21, 2020Code
Learning Local Neighboring Structure for Robust 3D Shape Representation

Zhongpai Gao, Junchi Yan, Guangtao Zhai et al.

Mesh is a powerful data structure for 3D shapes. Representation learning for 3D meshes is important in many computer vision and graphics applications. The recent success of convolutional neural networks (CNNs) for structured data (e.g., images) suggests the value of adapting insight from CNN for 3D shapes. However, 3D shape data are irregular since each node's neighbors are unordered. Various graph neural networks for 3D shapes have been developed with isotropic filters or predefined local coordinate systems to overcome the node inconsistency on graphs. However, isotropic filters or predefined local coordinate systems limit the representation power. In this paper, we propose a local structure-aware anisotropic convolutional operation (LSA-Conv) that learns adaptive weighting matrices for each node according to the local neighboring structure and performs shared anisotropic filters. In fact, the learnable weighting matrix is similar to the attention matrix in the random synthesizer -- a new Transformer model for natural language processing (NLP). Comprehensive experiments demonstrate that our model produces significant improvement in 3D shape reconstruction compared to state-of-the-art methods.

5.8CVMar 15, 2020Code
3D-CariGAN: An End-to-End Solution to 3D Caricature Generation from Face Photos

Zipeng Ye, Mengfei Xia, Yanan Sun et al.

Caricature is a type of artistic style of human faces that attracts considerable attention in the entertainment industry. So far a few 3D caricature generation methods exist and all of them require some caricature information (e.g., a caricature sketch or 2D caricature) as input. This kind of input, however, is difficult to provide by non-professional users. In this paper, we propose an end-to-end deep neural network model that generates high-quality 3D caricatures directly from a normal 2D face photo. The most challenging issue for our system is that the source domain of face photos (characterized by normal 2D faces) is significantly different from the target domain of 3D caricatures (characterized by 3D exaggerated face shapes and textures). To address this challenge, we: (1) build a large dataset of 5,343 3D caricature meshes and use it to establish a PCA model in the 3D caricature shape space; (2) reconstruct a normal full 3D head from the input face photo and use its PCA representation in the 3D caricature shape space to establish correspondences between the input photo and 3D caricature shape; and (3) propose a novel character loss and a novel caricature loss based on previous psychological studies on caricatures. Experiments including a novel two-level user study show that our system can generate high-quality 3D caricatures directly from normal face photos.

25.7CVFeb 24, 2020Code
Audio-driven Talking Face Video Generation with Learning-based Personalized Head Pose

Ran Yi, Zipeng Ye, Juyong Zhang et al.

Real-world talking faces often accompany with natural head movement. However, most existing talking face video generation methods only consider facial animation with fixed head pose. In this paper, we address this problem by proposing a deep neural network model that takes an audio signal A of a source person and a very short video V of a target person as input, and outputs a synthesized high-quality talking face video with personalized head pose (making use of the visual information in V), expression and lip synchronization (by considering both A and V). The most challenging issue in our work is that natural poses often cause in-plane and out-of-plane head rotations, which makes synthesized talking face video far from realistic. To address this challenge, we reconstruct 3D face animation and re-render it into synthesized frames. To fine tune these frames into realistic ones with smooth background transition, we propose a novel memory-augmented GAN module. By first training a general mapping based on a publicly available dataset and fine-tuning the mapping using the input short video of target person, we develop an effective strategy that only requires a small number of frames (about 300 frames) to learn personalized talking behavior including head pose. Extensive experiments and two user studies show that our method can generate high-quality (i.e., personalized head movements, expressions and good lip synchronization) talking face videos, which are naturally looking with more distinguishing head movement effects than the state-of-the-art methods.

7.5IRJul 1, 2019
Bandit Learning for Diversified Interactive Recommendation

Yong Liu, Yingtai Xiao, Qiong Wu et al.

Interactive recommender systems that enable the interactions between users and the recommender system have attracted increasing research attentions. Previous methods mainly focus on optimizing recommendation accuracy. However, they usually ignore the diversity of the recommendation results, thus usually results in unsatisfying user experiences. In this paper, we propose a novel diversified recommendation model, named Diversified Contextual Combinatorial Bandit (DC$^2$B), for interactive recommendation with users' implicit feedback. Specifically, DC$^2$B employs determinantal point process in the recommendation procedure to promote diversity of the recommendation results. To learn the model parameters, a Thompson sampling-type algorithm based on variational Bayesian inference is proposed. In addition, theoretical regret analysis is also provided to guarantee the performance of DC$^2$B. Extensive experiments on real datasets are performed to demonstrate the effectiveness of the proposed method.

2.3GRJun 3, 2019
3D Magic Mirror: Automatic Video to 3D Caricature Translation

Yudong Guo, Luo Jiang, Lin Cai et al.

Caricature is an abstraction of a real person which distorts or exaggerates certain features, but still retains a likeness. While most existing works focus on 3D caricature reconstruction from 2D caricatures or translating 2D photos to 2D caricatures, this paper presents a real-time and automatic algorithm for creating expressive 3D caricatures with caricature style texture map from 2D photos or videos. To solve this challenging ill-posed reconstruction problem and cross-domain translation problem, we first reconstruct the 3D face shape for each frame, and then translate 3D face shape from normal style to caricature style by a novel identity and expression preserving VAE-CycleGAN. Based on a labeling formulation, the caricature texture map is constructed from a set of multi-view caricature images generated by CariGANs. The effectiveness and efficiency of our method are demonstrated by comparison with baseline implementations. The perceptual study shows that the 3D caricatures generated by our method meet people's expectations of 3D caricature style.