CVFeb 8, 2023Code
Nerfstudio: A Modular Framework for Neural Radiance Field DevelopmentMatthew Tancik, Ethan Weber, Evonne Ng et al.
Neural Radiance Fields (NeRF) are a rapidly growing area of research with wide-ranging applications in computer vision, graphics, robotics, and more. In order to streamline the development and deployment of NeRF research, we propose a modular PyTorch framework, Nerfstudio. Our framework includes plug-and-play components for implementing NeRF-based methods, which make it easy for researchers and practitioners to incorporate NeRF into their projects. Additionally, the modular design enables support for extensive real-time visualization tools, streamlined pipelines for importing captured in-the-wild data, and tools for exporting to video, point cloud and mesh representations. The modularity of Nerfstudio enables the development of Nerfacto, our method that combines components from recent papers to achieve a balance between speed and quality, while also remaining flexible to future modifications. To promote community-driven development, all associated code and data are made publicly available with open-source licensing at https://nerf.studio.
CVJul 27, 2023Code
NeRF-Det: Learning Geometry-Aware Volumetric Representation for Multi-View 3D Object DetectionChenfeng Xu, Bichen Wu, Ji Hou et al.
We present NeRF-Det, a novel method for indoor 3D detection with posed RGB images as input. Unlike existing indoor 3D detection methods that struggle to model scene geometry, our method makes novel use of NeRF in an end-to-end manner to explicitly estimate 3D geometry, thereby improving 3D detection performance. Specifically, to avoid the significant extra latency associated with per-scene optimization of NeRF, we introduce sufficient geometry priors to enhance the generalizability of NeRF-MLP. Furthermore, we subtly connect the detection and NeRF branches through a shared MLP, enabling an efficient adaptation of NeRF to detection and yielding geometry-aware volumetric representations for 3D detection. Our method outperforms state-of-the-arts by 3.9 mAP and 3.1 mAP on the ScanNet and ARKITScenes benchmarks, respectively. We provide extensive analysis to shed light on how NeRF-Det works. As a result of our joint-training design, NeRF-Det is able to generalize well to unseen scenes for object detection, view synthesis, and depth estimation tasks without requiring per-scene optimization. Code is available at \url{https://github.com/facebookresearch/NeRF-Det}.
CVSep 10, 2024Code
gsplat: An Open-Source Library for Gaussian SplattingVickie Ye, Ruilong Li, Justin Kerr et al.
gsplat is an open-source library designed for training and developing Gaussian Splatting methods. It features a front-end with Python bindings compatible with the PyTorch library and a back-end with highly optimized CUDA kernels. gsplat offers numerous features that enhance the optimization of Gaussian Splatting models, which include optimization improvements for speed, memory, and convergence times. Experimental results demonstrate that gsplat achieves up to 10% less training time and 4x less memory than the original implementation. Utilized in several research projects, gsplat is actively maintained on GitHub. Source code is available at https://github.com/nerfstudio-project/gsplat under Apache License 2.0. We welcome contributions from the open-source community.
CVOct 10, 2022Code
NerfAcc: A General NeRF Acceleration ToolboxRuilong Li, Matthew Tancik, Angjoo Kanazawa
We propose NerfAcc, a toolbox for efficient volumetric rendering of radiance fields. We build on the techniques proposed in Instant-NGP, and extend these techniques to not only support bounded static scenes, but also for dynamic scenes and unbounded scenes. NerfAcc comes with a user-friendly Python API, and is ready for plug-and-play acceleration of most NeRFs. Various examples are provided to show how to use this toolbox. Code can be found here: https://github.com/KAIR-BAIR/nerfacc. Note this write-up matches with NerfAcc v0.3.5. For the latest features in NerfAcc, please check out our more recent write-up at arXiv:2305.04966
CVJun 17, 2022
TAVA: Template-free Animatable Volumetric ActorsRuilong Li, Julian Tanke, Minh Vo et al.
Coordinate-based volumetric representations have the potential to generate photo-realistic virtual avatars from images. However, virtual avatars also need to be controllable even to a novel pose that may not have been observed. Traditional techniques, such as LBS, provide such a function; yet it usually requires a hand-designed body template, 3D scan data, and limited appearance models. On the other hand, neural representation has been shown to be powerful in representing visual details, but are under explored on deforming dynamic articulated actors. In this paper, we propose TAVA, a method to create T emplate-free Animatable Volumetric Actors, based on neural representations. We rely solely on multi-view data and a tracked skeleton to create a volumetric model of an actor, which can be animated at the test time given novel pose. Since TAVA does not require a body template, it is applicable to humans as well as other creatures such as animals. Furthermore, TAVA is designed such that it can recover accurate dense correspondences, making it amenable to content-creation and editing tasks. Through extensive experiments, we demonstrate that the proposed method generalizes well to novel poses as well as unseen views and showcase basic editing capabilities.
CVOct 24, 2022
Monocular Dynamic View Synthesis: A Reality CheckHang Gao, Ruilong Li, Shubham Tulsiani et al.
We study the recent progress on dynamic view synthesis (DVS) from monocular video. Though existing approaches have demonstrated impressive results, we show a discrepancy between the practical capture process and the existing experimental protocols, which effectively leaks in multi-view signals during training. We define effective multi-view factors (EMFs) to quantify the amount of multi-view signal present in the input capture sequence based on the relative camera-scene motion. We introduce two new metrics: co-visibility masked image metrics and correspondence accuracy, which overcome the issue in existing protocols. We also propose a new iPhone dataset that includes more diverse real-life deformation sequences. Using our proposed experimental protocol, we show that the state-of-the-art approaches observe a 1-2 dB drop in masked PSNR in the absence of multi-view cues and 4-5 dB drop when modeling complex motion. Code and data can be found at https://hangg7.com/dycheck.
98.1CVJun 2
NVIDIA OmniDreams: Real-Time Generative World Model for Closed-Loop Autonomous Vehicle SimulationAarti Basant, Amlan Kar, Despoina Paschalidou et al. · nvidia
As autonomous vehicle capabilities advance, the safe evaluation of driving policies in long-tail scenarios remains a critical bottleneck. In closed-loop simulation, the driving policy model actively interacts with the environment, where its actions dynamically update the simulator state and directly influence the next set of generated sensor observations. While recent reconstruction-based neural simulators offer photorealism, they are fundamentally constrained by their initial captured data and struggle to generalize to highly dynamic or novel scenes. To overcome these limitations, we introduce OmniDreams, a foundation generative world model mid- and post-trained from the Cosmos diffusion model to autoregressively generate action-conditioned videos in real time. By leveraging the rich visual priors of Cosmos and mid- and post-training on 21k hours of driving scenarios, OmniDreams synthesizes complex, unobserved phenomena that are hard for traditional simulators to capture, such as extreme weather and unpredictable dynamic agent behaviors. Crucially, it autoregressively conditions its photorealistic sensor generation on past frames, the current simulator state, and immediate driving actions. Deployed in a closed-loop system with the Alpamayo 1 policy model and AlpaSim orchestrator, OmniDreams acts as a highly responsive, reactive environment, providing a scalable and comprehensive solution for training and evaluating next-generation autonomous driving policies. We additionally show preliminary results indicating that a world-action model (WAM) post-trained from OmniDreams achieves strong performance on the Physical AI Autonomous Vehicles NuRec dataset, surpassing the VLA-based Alpamayo 1.5 research policy model while using only 1/5 the total parameters. These results highlight the potential for a real-time world model like OmniDreams to also serve as a backbone for policy architectures.
99.5CVApr 14
Lyra 2.0: Explorable Generative 3D WorldsTianchang Shen, Sherwin Bahmani, Kai He et al. · nvidia, utoronto
Recent advances in video generation enable a new paradigm for 3D scene creation: generating camera-controlled videos that simulate scene walkthroughs, then lifting them to 3D via feed-forward reconstruction techniques. This generative reconstruction approach combines the visual fidelity and creative capacity of video models with 3D outputs ready for real-time rendering and simulation. Scaling to large, complex environments requires 3D-consistent video generation over long camera trajectories with large viewpoint changes and location revisits, a setting where current video models degrade quickly. Existing methods for long-horizon generation are fundamentally limited by two forms of degradation: spatial forgetting and temporal drifting. As exploration proceeds, previously observed regions fall outside the model's temporal context, forcing the model to hallucinate structures when revisited. Meanwhile, autoregressive generation accumulates small synthesis errors over time, gradually distorting scene appearance and geometry. We present Lyra 2.0, a framework for generating persistent, explorable 3D worlds at scale. To address spatial forgetting, we maintain per-frame 3D geometry and use it solely for information routing -- retrieving relevant past frames and establishing dense correspondences with the target viewpoints -- while relying on the generative prior for appearance synthesis. To address temporal drifting, we train with self-augmented histories that expose the model to its own degraded outputs, teaching it to correct drift rather than propagate it. Together, these enable substantially longer and 3D-consistent video trajectories, which we leverage to fine-tune feed-forward reconstruction models that reliably recover high-quality 3D scenes.
CVJul 1, 2024
fVDB: A Deep-Learning Framework for Sparse, Large-Scale, and High-Performance Spatial IntelligenceFrancis Williams, Jiahui Huang, Jonathan Swartz et al.
We present fVDB, a novel GPU-optimized framework for deep learning on large-scale 3D data. fVDB provides a complete set of differentiable primitives to build deep learning architectures for common tasks in 3D learning such as convolution, pooling, attention, ray-tracing, meshing, etc. fVDB simultaneously provides a much larger feature set (primitives and operators) than established frameworks with no loss in efficiency: our operators match or exceed the performance of other frameworks with narrower scope. Furthermore, fVDB can process datasets with much larger footprint and spatial resolution than prior works, while providing a competitive memory footprint on small inputs. To achieve this combination of versatility and performance, fVDB relies on a single novel VDB index grid acceleration structure paired with several key innovations including GPU accelerated sparse grid construction, convolution using tensorcores, fast ray tracing kernels using a Hierarchical Digital Differential Analyzer algorithm (HDDA), and jagged tensors. Our framework is fully integrated with PyTorch enabling interoperability with existing pipelines, and we demonstrate its effectiveness on a number of representative tasks such as large-scale point-cloud segmentation, high resolution 3D generative modeling, unbounded scale Neural Radiance Fields, and large-scale point cloud reconstruction.
LGFeb 24
Test-Time Training with KV Binding Is Secretly Linear AttentionJunchen Liu, Sven Elflein, Or Litany et al.
Test-time training (TTT) with KV binding as sequence modeling layer is commonly interpreted as a form of online meta-learning that memorizes a key-value mapping at test time. However, our analysis reveals multiple phenomena that contradict this memorization-based interpretation. Motivated by these findings, we revisit the formulation of TTT and show that a broad class of TTT architectures can be expressed as a form of learned linear attention operator. Beyond explaining previously puzzling model behaviors, this perspective yields multiple practical benefits: it enables principled architectural simplifications, admits fully parallel formulations that preserve performance while improving efficiency, and provides a systematic reduction of diverse TTT variants to a standard linear attention form. Overall, our results reframe TTT not as test-time memorization, but as learned linear attention with enhanced representational capacity.
CVFeb 26
VGG-T$^3$: Offline Feed-Forward 3D Reconstruction at ScaleSven Elflein, Ruilong Li, Sérgio Agostinho et al.
We present a scalable 3D reconstruction model that addresses a critical limitation in offline feed-forward methods: their computational and memory requirements grow quadratically w.r.t. the number of input images. Our approach is built on the key insight that this bottleneck stems from the varying-length Key-Value (KV) space representation of scene geometry, which we distill into a fixed-size Multi-Layer Perceptron (MLP) via test-time training. VGG-T$^3$ (Visual Geometry Grounded Test Time Training) scales linearly w.r.t. the number of input views, similar to online models, and reconstructs a $1k$ image collection in just $54$ seconds, achieving a $11.6\times$ speed-up over baselines that rely on softmax attention. Since our method retains global scene aggregation capability, our point map reconstruction error outperforming other linear-time methods by large margins. Finally, we demonstrate visual localization capabilities of our model by querying the scene representation with unseen images.
CVJan 30
3DGS$^2$-TR: Scalable Second-Order Trust-Region Method for 3D Gaussian SplattingRoger Hsiao, Yuchen Fang, Xiangru Huang et al.
We propose 3DGS$^2$-TR,a second-order optimizer for accelerating the scene training problem in 3D Gaussian Splatting (3DGS). Unlike existing second-order approaches that rely on explicit or dense curvature representations, such as 3DGS-LM (Höllein et al., 2025) or 3DGS2 (Lan et al., 2025), our method approximates curvature using only the diagonal of the Hessian matrix, efficiently via Hutchinson's method. Our approach is fully matrix-free and has the same complexity as ADAM (Kingma, 2024), $O(n)$ in both computation and memory costs. To ensure stable optimization in the presence of strong nonlinearity in the 3DGS rasterization process, we introduce a parameter-wise trust-region technique based on the squared Hellinger distance, regularizing updates to Gaussian parameters. Under identical parameter initialization and without densification, 3DGS$^2$-TR is able to achieve better reconstruction quality on standard datasets, using 50% fewer training iterations compared to ADAM, while incurring less than 1GB of peak GPU memory overhead (17% more than ADAM and 85% less than 3DGS-LM), enabling scalability to very large scenes and potentially to distributed training settings.
CVApr 24, 2024Code
NeRF-XL: Scaling NeRFs with Multiple GPUsRuilong Li, Sanja Fidler, Angjoo Kanazawa et al.
We present NeRF-XL, a principled method for distributing Neural Radiance Fields (NeRFs) across multiple GPUs, thus enabling the training and rendering of NeRFs with an arbitrarily large capacity. We begin by revisiting existing multi-GPU approaches, which decompose large scenes into multiple independently trained NeRFs, and identify several fundamental issues with these methods that hinder improvements in reconstruction quality as additional computational resources (GPUs) are used in training. NeRF-XL remedies these issues and enables the training and rendering of NeRFs with an arbitrary number of parameters by simply using more hardware. At the core of our method lies a novel distributed training and rendering formulation, which is mathematically equivalent to the classic single-GPU case and minimizes communication between GPUs. By unlocking NeRFs with arbitrarily large parameter counts, our approach is the first to reveal multi-GPU scaling laws for NeRFs, showing improvements in reconstruction quality with larger parameter counts and speed improvements with more GPUs. We demonstrate the effectiveness of NeRF-XL on a wide variety of datasets, including the largest open-source dataset to date, MatrixCity, containing 258K images covering a 25km^2 city area.
CVDec 2, 2025
G-SHARP: Gaussian Surgical Hardware Accelerated Real-time PipelineVishwesh Nath, Javier G. Tejero, Ruilong Li et al.
We propose G-SHARP, a commercially compatible, real-time surgical scene reconstruction framework designed for minimally invasive procedures that require fast and accurate 3D modeling of deformable tissue. While recent Gaussian splatting approaches have advanced real-time endoscopic reconstruction, existing implementations often depend on non-commercial derivatives, limiting deployability. G-SHARP overcomes these constraints by being the first surgical pipeline built natively on the GSplat (Apache-2.0) differentiable Gaussian rasterizer, enabling principled deformation modeling, robust occlusion handling, and high-fidelity reconstructions on the EndoNeRF pulling benchmark. Our results demonstrate state-of-the-art reconstruction quality with strong speed-accuracy trade-offs suitable for intra-operative use. Finally, we provide a Holoscan SDK application that deploys G-SHARP on NVIDIA IGX Orin and Thor edge hardware, enabling real-time surgical visualization in practical operating-room settings.
CVJul 14, 2025
Cameras as Relative Positional EncodingRuilong Li, Brent Yi, Junchen Liu et al.
Transformers are increasingly prevalent for multi-view computer vision tasks, where geometric relationships between viewpoints are critical for 3D perception. To leverage these relationships, multi-view transformers must use camera geometry to ground visual tokens in 3D space. In this work, we compare techniques for conditioning transformers on cameras: token-level raymap encodings, attention-level relative pose encodings, and a new relative encoding we propose -- Projective Positional Encoding (PRoPE) -- that captures complete camera frustums, both intrinsics and extrinsics, as a relative positional encoding. Our experiments begin by showing how relative camera conditioning improves performance in feedforward novel view synthesis, with further gains from PRoPE. This holds across settings: scenes with both shared and varying intrinsics, when combining token- and attention-level conditioning, and for generalization to inputs with out-of-distribution sequence lengths and camera intrinsics. We then verify that these benefits persist for different tasks, stereo depth estimation and discriminative spatial cognition, as well as larger model sizes.
CVOct 14, 2025
SimULi: Real-Time LiDAR and Camera Simulation with Unscented TransformsHaithem Turki, Qi Wu, Xin Kang et al.
Rigorous testing of autonomous robots, such as self-driving vehicles, is essential to ensure their safety in real-world deployments. This requires building high-fidelity simulators to test scenarios beyond those that can be safely or exhaustively collected in the real-world. Existing neural rendering methods based on NeRF and 3DGS hold promise but suffer from low rendering speeds or can only render pinhole camera models, hindering their suitability to applications that commonly require high-distortion lenses and LiDAR data. Multi-sensor simulation poses additional challenges as existing methods handle cross-sensor inconsistencies by favoring the quality of one modality at the expense of others. To overcome these limitations, we propose SimULi, the first method capable of rendering arbitrary camera models and LiDAR data in real-time. Our method extends 3DGUT, which natively supports complex camera models, with LiDAR support, via an automated tiling strategy for arbitrary spinning LiDAR models and ray-based culling. To address cross-sensor inconsistencies, we design a factorized 3D Gaussian representation and anchoring strategy that reduces mean camera and depth error by up to 40% compared to existing methods. SimULi renders 10-20x faster than ray tracing approaches and 1.5-10x faster than prior rasterization-based work (and handles a wider range of camera models). When evaluated on two widely benchmarked autonomous driving datasets, SimULi matches or exceeds the fidelity of existing state-of-the-art methods across numerous camera and LiDAR metrics.
CVMay 8, 2023
NerfAcc: Efficient Sampling Accelerates NeRFsRuilong Li, Hang Gao, Matthew Tancik et al.
Optimizing and rendering Neural Radiance Fields is computationally expensive due to the vast number of samples required by volume rendering. Recent works have included alternative sampling approaches to help accelerate their methods, however, they are often not the focus of the work. In this paper, we investigate and compare multiple sampling approaches and demonstrate that improved sampling is generally applicable across NeRF variants under an unified concept of transmittance estimator. To facilitate future experiments, we develop NerfAcc, a Python toolbox that provides flexible APIs for incorporating advanced sampling methods into NeRF related methods. We demonstrate its flexibility by showing that it can reduce the training time of several recent NeRF methods by 1.5x to 20x with minimal modifications to the existing codebase. Additionally, highly customized NeRFs, such as Instant-NGP, can be implemented in native PyTorch using NerfAcc.
CVMar 25, 2021
PlenOctrees for Real-time Rendering of Neural Radiance FieldsAlex Yu, Ruilong Li, Matthew Tancik et al.
We introduce a method to render Neural Radiance Fields (NeRFs) in real time using PlenOctrees, an octree-based 3D representation which supports view-dependent effects. Our method can render 800x800 images at more than 150 FPS, which is over 3000 times faster than conventional NeRFs. We do so without sacrificing quality while preserving the ability of NeRFs to perform free-viewpoint rendering of scenes with arbitrary geometry and view-dependent effects. Real-time performance is achieved by pre-tabulating the NeRF into a PlenOctree. In order to preserve view-dependent effects such as specularities, we factorize the appearance via closed-form spherical basis functions. Specifically, we show that it is possible to train NeRFs to predict a spherical harmonic representation of radiance, removing the viewing direction as an input to the neural network. Furthermore, we show that PlenOctrees can be directly optimized to further minimize the reconstruction loss, which leads to equal or better quality compared to competing methods. Moreover, this octree optimization step can be used to reduce the training time, as we no longer need to wait for the NeRF training to converge fully. Our real-time neural rendering approach may potentially enable new applications such as 6-DOF industrial and product visualizations, as well as next generation AR/VR systems. PlenOctrees are amenable to in-browser rendering as well; please visit the project page for the interactive online demo, as well as video and code: https://alexyu.net/plenoctrees
CVJan 21, 2021
AI Choreographer: Music Conditioned 3D Dance Generation with AIST++Ruilong Li, Shan Yang, David A. Ross et al.
We present AIST++, a new multi-modal dataset of 3D dance motion and music, along with FACT, a Full-Attention Cross-modal Transformer network for generating 3D dance motion conditioned on music. The proposed AIST++ dataset contains 5.2 hours of 3D dance motion in 1408 sequences, covering 10 dance genres with multi-view videos with known camera poses -- the largest dataset of this kind to our knowledge. We show that naively applying sequence models such as transformers to this dataset for the task of music conditioned 3D motion generation does not produce satisfactory 3D motion that is well correlated with the input music. We overcome these shortcomings by introducing key changes in its architecture design and supervision: FACT model involves a deep cross-modal transformer block with full-attention that is trained to predict $N$ future motions. We empirically show that these changes are key factors in generating long sequences of realistic dance motion that are well-attuned to the input music. We conduct extensive experiments on AIST++ with user studies, where our method outperforms recent state-of-the-art methods both qualitatively and quantitatively.
CVJul 28, 2020
Monocular Real-Time Volumetric Performance CaptureRuilong Li, Yuliang Xiu, Shunsuke Saito et al.
We present the first approach to volumetric performance capture and novel-view rendering at real-time speed from monocular video, eliminating the need for expensive multi-view systems or cumbersome pre-acquisition of a personalized template model. Our system reconstructs a fully textured 3D human from each frame by leveraging Pixel-Aligned Implicit Function (PIFu). While PIFu achieves high-resolution reconstruction in a memory-efficient manner, its computationally expensive inference prevents us from deploying such a system for real-time applications. To this end, we propose a novel hierarchical surface localization algorithm and a direct rendering method without explicitly extracting surface meshes. By culling unnecessary regions for evaluation in a coarse-to-fine manner, we successfully accelerate the reconstruction by two orders of magnitude from the baseline without compromising the quality. Furthermore, we introduce an Online Hard Example Mining (OHEM) technique that effectively suppresses failure modes due to the rare occurrence of challenging examples. We adaptively update the sampling probability of the training data based on the current reconstruction accuracy, which effectively alleviates reconstruction artifacts. Our experiments and evaluations demonstrate the robustness of our system to various challenging angles, illuminations, poses, and clothing styles. We also show that our approach compares favorably with the state-of-the-art monocular performance capture. Our proposed approach removes the need for multi-view studio settings and enables a consumer-accessible solution for volumetric capture.
CVApr 2, 2020
Learning Formation of Physically-Based Face AttributesRuilong Li, Karl Bladin, Yajie Zhao et al.
Based on a combined data set of 4000 high resolution facial scans, we introduce a non-linear morphable face model, capable of producing multifarious face geometry of pore-level resolution, coupled with material attributes for use in physically-based rendering. We aim to maximize the variety of face identities, while increasing the robustness of correspondence between unique components, including middle-frequency geometry, albedo maps, specular intensity maps and high-frequency displacement details. Our deep learning based generative model learns to correlate albedo and geometry, which ensures the anatomical correctness of the generated assets. We demonstrate potential use of our generative model for novel identity generation, model fitting, interpolation, animation, high fidelity data visualization, and low-to-high resolution data domain transferring. We hope the release of this generative model will encourage further cooperation between all graphics, vision, and data focused professionals while demonstrating the cumulative value of every individual's complete biometric profile.
CVJun 4, 2019
Example-Guided Style Consistent Image Synthesis from Semantic LabelingMiao Wang, Guo-Ye Yang, Ruilong Li et al.
Example-guided image synthesis aims to synthesize an image from a semantic label map and an exemplary image indicating style. We use the term "style" in this problem to refer to implicit characteristics of images, for example: in portraits "style" includes gender, racial identity, age, hairstyle; in full body pictures it includes clothing; in street scenes, it refers to weather and time of day and such like. A semantic label map in these cases indicates facial expression, full body pose, or scene segmentation. We propose a solution to the example-guided image synthesis problem using conditional generative adversarial networks with style consistency. Our key contributions are (i) a novel style consistency discriminator to determine whether a pair of images are consistent in style; (ii) an adaptive semantic consistency loss; and (iii) a training data sampling strategy, for synthesizing style-consistent results to the exemplar.
CVMar 28, 2018
Pose2Seg: Detection Free Human Instance SegmentationSong-Hai Zhang, Ruilong Li, Xin Dong et al.
The standard approach to image instance segmentation is to perform the object detection first, and then segment the object from the detection bounding-box. More recently, deep learning methods like Mask R-CNN perform them jointly. However, little research takes into account the uniqueness of the "human" category, which can be well defined by the pose skeleton. Moreover, the human pose skeleton can be used to better distinguish instances with heavy occlusion than using bounding-boxes. In this paper, we present a brand new pose-based instance segmentation framework for humans which separates instances based on human pose, rather than proposal region detection. We demonstrate that our pose-based framework can achieve better accuracy than the state-of-art detection-based approach on the human instance segmentation problem, and can moreover better handle occlusion. Furthermore, there are few public datasets containing many heavily occluded humans along with comprehensive annotations, which makes this a challenging problem seldom noticed by researchers. Therefore, in this paper we introduce a new benchmark "Occluded Human (OCHuman)", which focuses on occluded humans with comprehensive annotations including bounding-box, human pose and instance masks. This dataset contains 8110 detailed annotated human instances within 4731 images. With an average 0.67 MaxIoU for each person, OCHuman is the most complex and challenging dataset related to human instance segmentation. Through this dataset, we want to emphasize occlusion as a challenging problem for researchers to study.