Compositional Human-Scene Interaction Synthesis with Semantic ControlKaifeng Zhao, Shaofei Wang, Yan Zhang et al.
Synthesizing natural interactions between virtual humans and their 3D environments is critical for numerous applications, such as computer games and AR/VR experiences. Our goal is to synthesize humans interacting with a given 3D scene controlled by high-level semantic specifications as pairs of action categories and object instances, e.g., "sit on the chair". The key challenge of incorporating interaction semantics into the generation framework is to learn a joint representation that effectively captures heterogeneous information, including human body articulation, 3D object geometry, and the intent of the interaction. To address this challenge, we design a novel transformer-based generative model, in which the articulated 3D human body surface points and 3D objects are jointly encoded in a unified latent space, and the semantics of the interaction between the human and objects are embedded via positional encoding. Furthermore, inspired by the compositional nature of interactions that humans can simultaneously interact with multiple objects, we define interaction semantics as the composition of varying numbers of atomic action-object pairs. Our proposed generative model can naturally incorporate varying numbers of atomic interactions, which enables synthesizing compositional human-scene interactions without requiring composite interaction data. We extend the PROX dataset with interaction semantic labels and scene instance segmentation to evaluate our method and demonstrate that our method can generate realistic human-scene interactions with semantic control. Our perceptual study shows that our synthesized virtual humans can naturally interact with 3D scenes, considerably outperforming existing methods. We name our method COINS, for COmpositional INteraction Synthesis with Semantic Control. Code and data are available at https://github.com/zkf1997/COINS.
33.5CVOct 18, 2022
ARAH: Animatable Volume Rendering of Articulated Human SDFsShaofei Wang, Katja Schwarz, Andreas Geiger et al.
Combining human body models with differentiable rendering has recently enabled animatable avatars of clothed humans from sparse sets of multi-view RGB videos. While state-of-the-art approaches achieve realistic appearance with neural radiance fields (NeRF), the inferred geometry often lacks detail due to missing geometric constraints. Further, animating avatars in out-of-distribution poses is not yet possible because the mapping from observation space to canonical space does not generalize faithfully to unseen poses. In this work, we address these shortcomings and propose a model to create animatable clothed human avatars with detailed geometry that generalize well to out-of-distribution poses. To achieve detailed geometry, we combine an articulated implicit surface representation with volume rendering. For generalization, we propose a novel joint root-finding algorithm for simultaneous ray-surface intersection search and correspondence search. Our algorithm enables efficient point sampling and accurate point canonicalization while generalizing well to unseen poses. We demonstrate that our proposed pipeline can generate clothed avatars with high-quality pose-dependent geometry and appearance from a sparse set of multi-view RGB videos. Our method achieves state-of-the-art performance on geometry and appearance reconstruction while creating animatable avatars that generalize well to out-of-distribution poses beyond the small number of training poses.
36.9GNSep 28, 2023
Large Language Models in Finance: A SurveyYinheng Li, Shaofei Wang, Han Ding et al.
Recent advances in large language models (LLMs) have opened new possibilities for artificial intelligence applications in finance. In this paper, we provide a practical survey focused on two key aspects of utilizing LLMs for financial tasks: existing solutions and guidance for adoption. First, we review current approaches employing LLMs in finance, including leveraging pretrained models via zero-shot or few-shot learning, fine-tuning on domain-specific data, and training custom LLMs from scratch. We summarize key models and evaluate their performance improvements on financial natural language processing tasks. Second, we propose a decision framework to guide financial professionals in selecting the appropriate LLM solution based on their use case constraints around data, compute, and performance needs. The framework provides a pathway from lightweight experimentation to heavy investment in customized LLMs. Lastly, we discuss limitations and challenges around leveraging LLMs in financial applications. Overall, this survey aims to synthesize the state-of-the-art and provide a roadmap for responsibly applying LLMs to advance financial AI.
6.5CVSep 30, 2024
RISE-SDF: a Relightable Information-Shared Signed Distance Field for Glossy Object Inverse RenderingDeheng Zhang, Jingyu Wang, Shaofei Wang et al.
In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a split-sum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.
37.3CVDec 14, 2023
3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian SplattingZhiyin Qian, Shaofei Wang, Marko Mihajlovic et al.
We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the community has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive rendering frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experimental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monocular input, while being 400x and 250x faster in training and inference, respectively.
15.3CVDec 8, 2023
IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray TracingShaofei Wang, Božidar Antić, Andreas Geiger et al.
We present IntrinsicAvatar, a novel approach to recovering the intrinsic properties of clothed human avatars including geometry, albedo, material, and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However, these methods bake intrinsic properties such as albedo, material, and environment lighting into a single entangled neural representation. On the other hand, only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work, we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process, and combine ray tracing with body articulation. Our approach can recover high-quality geometry, albedo, material, and lighting properties of clothed humans from a single monocular video, without requiring supervised pre-training using ground truth materials. Furthermore, since we explicitly model the volumetric scattering process and ray tracing, our model naturally generalizes to novel poses, enabling animation of the reconstructed avatar in novel lighting conditions.
Morphable Diffusion: 3D-Consistent Diffusion for Single-image Avatar CreationXiyi Chen, Marko Mihajlovic, Shaofei Wang et al.
Recent advances in generative diffusion models have enabled the previously unfeasible capability of generating 3D assets from a single input image or a text prompt. In this work, we aim to enhance the quality and functionality of these models for the task of creating controllable, photorealistic human avatars. We achieve this by integrating a 3D morphable model into the state-of-the-art multi-view-consistent diffusion approach. We demonstrate that accurate conditioning of a generative pipeline on the articulated 3D model enhances the baseline model performance on the task of novel view synthesis from a single image. More importantly, this integration facilitates a seamless and accurate incorporation of facial expression and body pose control into the generation process. To the best of our knowledge, our proposed framework is the first diffusion model to enable the creation of fully 3D-consistent, animatable, and photorealistic human avatars from a single image of an unseen subject; extensive quantitative and qualitative evaluations demonstrate the advantages of our approach over existing state-of-the-art avatar creation models on both novel view and novel expression synthesis tasks. The code for our project is publicly available.
23.8CVJan 24, 2025
Relightable Full-Body Gaussian Codec AvatarsShaofei Wang, Tomas Simon, Igor Santesteban et al.
We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.
DNF-Avatar: Distilling Neural Fields for Real-time Animatable Avatar RelightingZeren Jiang, Shaofei Wang, Siyu Tang
Creating relightable and animatable human avatars from monocular videos is a rising research topic with a range of applications, e.g. virtual reality, sports, and video games. Previous works utilize neural fields together with physically based rendering (PBR), to estimate geometry and disentangle appearance properties of human avatars. However, one drawback of these methods is the slow rendering speed due to the expensive Monte Carlo ray tracing. To tackle this problem, we proposed to distill the knowledge from implicit neural fields (teacher) to explicit 2D Gaussian splatting (student) representation to take advantage of the fast rasterization property of Gaussian splatting. To avoid ray-tracing, we employ the split-sum approximation for PBR appearance. We also propose novel part-wise ambient occlusion probes for shadow computation. Shadow prediction is achieved by querying these probes only once per pixel, which paves the way for real-time relighting of avatars. These techniques combined give high-quality relighting results with realistic shadow effects. Our experiments demonstrate that the proposed student model achieves comparable or even better relighting results with our teacher model while being 370 times faster at inference time, achieving a 67 FPS rendering speed.
30.6CVMay 21, 2023
Synthesizing Diverse Human Motions in 3D Indoor ScenesKaifeng Zhao, Yan Zhang, Shaofei Wang et al.
We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.
MetaAvatar: Learning Animatable Clothed Human Models from Few Depth ImagesShaofei Wang, Marko Mihajlovic, Qianli Ma et al.
In this paper, we aim to create generalizable and controllable neural signed distance fields (SDFs) that represent clothed humans from monocular depth observations. Recent advances in deep learning, especially neural implicit representations, have enabled human shape reconstruction and controllable avatar generation from different sensor inputs. However, to generate realistic cloth deformations from novel input poses, watertight meshes or dense full-body scans are usually needed as inputs. Furthermore, due to the difficulty of effectively modeling pose-dependent cloth deformations for diverse body shapes and cloth types, existing approaches resort to per-subject/cloth-type optimization from scratch, which is computationally expensive. In contrast, we propose an approach that can quickly generate realistic clothed human avatars, represented as controllable neural SDFs, given only monocular depth images. We achieve this by using meta-learning to learn an initialization of a hypernetwork that predicts the parameters of neural SDFs. The hypernetwork is conditioned on human poses and represents a clothed neural avatar that deforms non-rigidly according to the input poses. Meanwhile, it is meta-learned to effectively incorporate priors of diverse body shapes and cloth types and thus can be much faster to fine-tune, compared to models trained from scratch. We qualitatively and quantitatively show that our approach outperforms state-of-the-art approaches that require complete meshes as inputs while our approach requires only depth frames as inputs and runs orders of magnitudes faster. Furthermore, we demonstrate that our meta-learned hypernetwork is very robust, being the first to generate avatars with realistic dynamic cloth deformations given as few as 8 monocular depth frames.
18.1CVApr 16, 2021
Locally Aware Piecewise Transformation Fields for 3D Human Mesh RegistrationShaofei Wang, Andreas Geiger, Siyu Tang
Registering point clouds of dressed humans to parametric human models is a challenging task in computer vision. Traditional approaches often rely on heavily engineered pipelines that require accurate manual initialization of human poses and tedious post-processing. More recently, learning-based methods are proposed in hope to automate this process. We observe that pose initialization is key to accurate registration but existing methods often fail to provide accurate pose initialization. One major obstacle is that, regressing joint rotations from point clouds or images of humans is still very challenging. To this end, we propose novel piecewise transformation fields (PTF), a set of functions that learn 3D translation vectors to map any query point in posed space to its correspond position in rest-pose space. We combine PTF with multi-class occupancy networks, obtaining a novel learning-based framework that learns to simultaneously predict shape and per-point correspondences between the posed space and the canonical space for clothed human. Our key insight is that the translation vector for each query point can be effectively estimated using the point-aligned local features; consequently, rigid per bone transformations and joint rotations can be obtained efficiently via a least-square fitting given the estimated point correspondences, circumventing the challenging task of directly regressing joint rotations from neural networks. Furthermore, the proposed PTF facilitate canonicalized occupancy estimation, which greatly improves generalization capability and results in more accurate surface reconstruction with only half of the parameters compared with the state-of-the-art. Both qualitative and quantitative studies show that fitting parametric models with poses initialized by our network results in much better registration quality, especially for extreme poses.
3.4CVDec 6, 2019
End-to-end Training of CNN-CRF via Differentiable Dual-DecompositionShaofei Wang, Vishnu Lokhande, Maneesh Singh et al.
Modern computer vision (CV) is often based on convolutional neural networks (CNNs) that excel at hierarchical feature extraction. The previous generation of CV approaches was often based on conditional random fields (CRFs) that excel at modeling flexible higher order interactions. As their benefits are complementary they are often combined. However, these approaches generally use mean-field approximations and thus, arguably, did not directly optimize the real problem. Here we revisit dual-decomposition-based approaches to CRF optimization, an alternative to the mean-field approximation. These algorithms can efficiently and exactly solve sub-problems and directly optimize a convex upper bound of the real problem, providing optimality certificates on the way. Our approach uses a novel fixed-point iteration algorithm which enjoys dual-monotonicity, dual-differentiability and high parallelism. The whole system, CRF and CNN can thus be efficiently trained using back-propagation. We demonstrate the effectiveness of our system on semantic image segmentation, showing consistent improvement over baseline models.
6.1CVNov 21, 2017
Efficient Multi-Person Pose Estimation with Provable GuaranteesShaofei Wang, Konrad Paul Kording, Julian Yarkony
Multi-person pose estimation (MPPE) in natural images is key to the meaningful use of visual data in many fields including movement science, security, and rehabilitation. In this paper we tackle MPPE with a bottom-up approach, starting with candidate detections of body parts from a convolutional neural network (CNN) and grouping them into people. We formulate the grouping of body part detections into people as a minimum-weight set packing (MWSP) problem where the set of potential people is the power set of body part detections. We model the quality of a hypothesis of a person which is a set in the MWSP by an augmented tree-structured Markov random field where variables correspond to body-parts and their state-spaces correspond to the power set of the detections for that part. We describe a novel algorithm that combines efficiency with provable bounds on this MWSP problem. We employ an implicit column generation strategy where the pricing problem is formulated as a dynamic program. To efficiently solve this dynamic program we exploit the problem structure utilizing a nested Bender's decomposition (NBD) exact inference strategy which we speed up by recycling Bender's rows between calls to the pricing problem. We test our approach on the MPII-Multiperson dataset, showing that our approach obtains comparable results with the state-of-the-art algorithm for joint node labeling and grouping problems, and that NBD achieves considerable speed-ups relative to a naive dynamic programming approach. Typical algorithms that solve joint node labeling and grouping problems use heuristics and thus can not obtain proofs of optimality. Our approach, in contrast, proves that for over 99 percent of problem instances we find the globally optimal solution and otherwise provide upper/lower bounds.
4.4CVSep 21, 2017
Efficient Column Generation for Cell Detection and SegmentationChong Zhang, Shaofei Wang, Miguel A. Gonzalez-Ballester et al.
We study the problem of instance segmentation in biological images with crowded and compact cells. We formulate this task as an integer program where variables correspond to cells and constraints enforce that cells do not overlap. To solve this integer program, we propose a column generation formulation where the pricing program is solved via exact optimization of very small scale integer programs. Column generation is tightened using odd set inequalities which fit elegantly into pricing problem optimization. Our column generation approach achieves fast stable anytime inference for our instance segmentation problems. We demonstrate on three distinct light microscopy datasets, with several hundred cells each, that our proposed algorithm rapidly achieves or exceeds state of the art accuracy.
7.1CVSep 18, 2017
Multi-Person Pose Estimation via Column GenerationShaofei Wang, Chong Zhang, Miguel A. Gonzalez-Ballester et al.
We study the problem of multi-person pose estimation in natural images. A pose estimate describes the spatial position and identity (head, foot, knee, etc.) of every non-occluded body part of a person. Pose estimation is difficult due to issues such as deformation and variation in body configurations and occlusion of parts, while multi-person settings add complications such as an unknown number of people, with unknown appearance and possible interactions in their poses and part locations. We give a novel integer program formulation of the multi-person pose estimation problem, in which variables correspond to assignments of parts in the image to poses in a two-tier, hierarchical way. This enables us to develop an efficient custom optimization procedure based on column generation, where columns are produced by exact optimization of very small scale integer programs. We demonstrate improved accuracy and speed for our method on the MPII multi-person pose estimation benchmark.
4.6CVDec 1, 2016
Efficient Pose and Cell Segmentation using Column GenerationShaofei Wang, Chong Zhang, Miguel A. Gonzalez-Ballester et al.
We study the problems of multi-person pose segmentation in natural images and instance segmentation in biological images with crowded cells. We formulate these distinct tasks as integer programs where variables correspond to poses/cells. To optimize, we propose a generic relaxation scheme for solving these combinatorial problems using a column generation formulation where the program for generating a column is solved via exact optimization of very small scale integer programs. This results in efficient exploration of the spaces of poses and cells.
6.3CVDec 8, 2015
Tracking Objects with Higher Order Interactions using Delayed Column GenerationShaofei Wang, Steffen Wolf, Charless Fowlkes et al.
We study the problem of multi-target tracking and data association in video. We formulate this in terms of selecting a subset of high-quality tracks subject to the constraint that no pair of selected tracks is associated with a common detection (of an object). This objective is equivalent to the classic NP-hard problem of finding a maximum-weight set packing (MWSP) where tracks correspond to sets and is made further difficult since the number of candidate tracks grows exponentially in the number of detections. We present a relaxation of this combinatorial problem that uses a column generation formulation where the pricing problem is solved via dynamic programming to efficiently explore the space of tracks. We employ row generation to tighten the bound in such a way as to preserve efficient inference in the pricing problem. We show the practical utility of this algorithm for tracking problems in natural and biological video datasets.
3.5CVDec 5, 2014
Learning Multi-target Tracking with Quadratic Object InteractionsShaofei Wang, Charless C. Fowlkes
We describe a model for multi-target tracking based on associating collections of candidate detections across frames of a video. In order to model pairwise interactions between different tracks, such as suppression of overlapping tracks and contextual cues about co-occurence of different objects, we augment a standard min-cost flow objective with quadratic terms between detection variables. We learn the parameters of this model using structured prediction and a loss function which approximates the multi-target tracking accuracy. We evaluate two different approaches to finding an optimal set of tracks under model objective based on an LP relaxation and a novel greedy extension to dynamic programming that handles pairwise interactions. We find the greedy algorithm achieves equivalent performance to the LP relaxation while being 2-7x faster than a commercial solver. The resulting model with learned parameters outperforms existing methods across several categories on the KITTI tracking benchmark.