IVMar 20, 2023
Sandwiched Video Compression: Efficiently Extending the Reach of Standard Codecs with Neural WrappersBerivan Isik, Onur G. Guleryuz, Danhang Tang et al. · stanford
We propose sandwiched video compression -- a video compression system that wraps neural networks around a standard video codec. The sandwich framework consists of a neural pre- and post-processor with a standard video codec between them. The networks are trained jointly to optimize a rate-distortion loss function with the goal of significantly improving over the standard codec in various compression scenarios. End-to-end training in this setting requires a differentiable proxy for the standard video codec, which incorporates temporal processing with motion compensation, inter/intra mode decisions, and in-loop filtering. We propose differentiable approximations to key video codec components and demonstrate that, in addition to providing meaningful compression improvements over the standard codec, the neural codes of the sandwich lead to significantly better rate-distortion performance in two important scenarios.When transporting high-resolution video via low-resolution HEVC, the sandwich system obtains 6.5 dB improvements over standard HEVC. More importantly, using the well-known perceptual similarity metric, LPIPS, we observe 30% improvements in rate at the same quality over HEVC. Last but not least, we show that pre- and post-processors formed by very modestly-parameterized, light-weight networks can closely approximate these results.
64.6CVJun 3
DSA: Dynamic Step Allocation for Fast Autoregressive Video GenerationThanh-Tung Le, Yunhan Zhao, Menglei Chai et al.
Video diffusion transformers have achieved state-of-the-art visual quality, but their high inference cost remains a major bottleneck for real-time applications. Recent distillation frameworks produce autoregressive video diffusion models with reduced latency, yet these models still use a fixed number of denoising steps per frame, wasting computation on predictable frames and under-refining challenging ones. We present DSA, a confidence-guided adaptive computation framework for AR video diffusion. DSA introduces a lightweight confidence head, trained jointly with the generator under a distribution-matching distillation objective, to estimate per-frame denoising reliability. At inference, this confidence signal dynamically adjusts the number of diffusion steps: simple frames terminate early for speed, while complex frames receive additional refinement. Our method requires no extra video data, no heuristics, and little architectural modification. Experiments show that DSA achieves real-time autoregressive video generation, reaching 22.63 FPS with sub-second latency on H100 GPUs, while maintaining competitive or superior VBench quality compared to recent autoregressive and bidirectional video diffusion models. Our results demonstrate that confidence-guided adaptive sampling provides an effective and practical path toward interactive video generation.
CVNov 28, 2023
Egocentric Whole-Body Motion Capture with FisheyeViT and Diffusion-Based Motion RefinementJian Wang, Zhe Cao, Diogo Luvizon et al.
In this work, we explore egocentric whole-body motion capture using a single fisheye camera, which simultaneously estimates human body and hand motion. This task presents significant challenges due to three factors: the lack of high-quality datasets, fisheye camera distortion, and human body self-occlusion. To address these challenges, we propose a novel approach that leverages FisheyeViT to extract fisheye image features, which are subsequently converted into pixel-aligned 3D heatmap representations for 3D human body pose prediction. For hand tracking, we incorporate dedicated hand detection and hand pose estimation networks for regressing 3D hand poses. Finally, we develop a diffusion-based whole-body motion prior model to refine the estimated whole-body motion while accounting for joint uncertainties. To train these networks, we collect a large synthetic dataset, EgoWholeBody, comprising 840,000 high-quality egocentric images captured across a diverse range of whole-body motion sequences. Quantitative and qualitative evaluations demonstrate the effectiveness of our method in producing high-quality whole-body motion estimates from a single egocentric camera.
CVApr 27, 2022
Density-preserving Deep Point Cloud CompressionYun He, Xinlin Ren, Danhang Tang et al.
Local density of point clouds is crucial for representing local details, but has been overlooked by existing point cloud compression methods. To address this, we propose a novel deep point cloud compression method that preserves local density information. Our method works in an auto-encoder fashion: the encoder downsamples the points and learns point-wise features, while the decoder upsamples the points using these features. Specifically, we propose to encode local geometry and density with three embeddings: density embedding, local position embedding and ancestor embedding. During the decoding, we explicitly predict the upsampling factor for each point, and the directions and scales of the upsampled points. To mitigate the clustered points issue in existing methods, we design a novel sub-point convolution layer, and an upsampling block with adaptive scale. Furthermore, our method can also compress point-wise attributes, such as normal. Extensive qualitative and quantitative results on SemanticKITTI and ShapeNet demonstrate that our method achieves the state-of-the-art rate-distortion trade-off.
CVApr 24, 2023
Grad-PU: Arbitrary-Scale Point Cloud Upsampling via Gradient Descent with Learned Distance FunctionsYun He, Danhang Tang, Yinda Zhang et al.
Most existing point cloud upsampling methods have roughly three steps: feature extraction, feature expansion and 3D coordinate prediction. However,they usually suffer from two critical issues: (1)fixed upsampling rate after one-time training, since the feature expansion unit is customized for each upsampling rate; (2)outliers or shrinkage artifact caused by the difficulty of precisely predicting 3D coordinates or residuals of upsampled points. To adress them, we propose a new framework for accurate point cloud upsampling that supports arbitrary upsampling rates. Our method first interpolates the low-res point cloud according to a given upsampling rate. And then refine the positions of the interpolated points with an iterative optimization process, guided by a trained model estimating the difference between the current point cloud and the high-res target. Extensive quantitative and qualitative results on benchmarks and downstream tasks demonstrate that our method achieves the state-of-the-art accuracy and efficiency.
CVApr 4, 2023
Learning Personalized High Quality Volumetric Head Avatars from Monocular RGB VideosZiqian Bai, Feitong Tan, Zeng Huang et al.
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches.
CVAug 12, 2022
PRIF: Primary Ray-based Implicit FunctionBrandon Yushan Feng, Yinda Zhang, Danhang Tang et al.
We introduce a new implicit shape representation called Primary Ray-based Implicit Function (PRIF). In contrast to most existing approaches based on the signed distance function (SDF) which handles spatial locations, our representation operates on oriented rays. Specifically, PRIF is formulated to directly produce the surface hit point of a given input ray, without the expensive sphere-tracing operations, hence enabling efficient shape extraction and differentiable rendering. We demonstrate that neural networks trained to encode PRIF achieve successes in various tasks including single shape representation, category-wise shape generation, shape completion from sparse or noisy observations, inverse rendering for camera pose estimation, and neural rendering with color.
CVAug 21, 2023
Spectral Graphormer: Spectral Graph-based Transformer for Egocentric Two-Hand Reconstruction using Multi-View Color ImagesTze Ho Elden Tse, Franziska Mueller, Zhengyang Shen et al.
We propose a novel transformer-based framework that reconstructs two high fidelity hands from multi-view RGB images. Unlike existing hand pose estimation methods, where one typically trains a deep network to regress hand model parameters from single RGB image, we consider a more challenging problem setting where we directly regress the absolute root poses of two-hands with extended forearm at high resolution from egocentric view. As existing datasets are either infeasible for egocentric viewpoints or lack background variations, we create a large-scale synthetic dataset with diverse scenarios and collect a real dataset from multi-calibrated camera setup to verify our proposed multi-view image feature fusion strategy. To make the reconstruction physically plausible, we propose two strategies: (i) a coarse-to-fine spectral graph convolution decoder to smoothen the meshes during upsampling and (ii) an optimisation-based refinement stage at inference to prevent self-penetrations. Through extensive quantitative and qualitative evaluations, we show that our framework is able to produce realistic two-hand reconstructions and demonstrate the generalisation of synthetic-trained models to real data, as well as real-time AR/VR applications.
CVOct 17, 2022
Pixel-Aligned Non-parametric Hand Mesh ReconstructionShijian Jiang, Guwen Han, Danhang Tang et al.
Non-parametric mesh reconstruction has recently shown significant progress in 3D hand and body applications. In these methods, mesh vertices and edges are visible to neural networks, enabling the possibility to establish a direct mapping between 2D image pixels and 3D mesh vertices. In this paper, we seek to establish and exploit this mapping with a simple and compact architecture. The network is designed with these considerations: 1) aggregating both local 2D image features from the encoder and 3D geometric features captured in the mesh decoder; 2) decoding coarse-to-fine meshes along the decoding layers to make the best use of the hierarchical multi-scale information. Specifically, we propose an end-to-end pipeline for hand mesh recovery tasks which consists of three phases: a 2D feature extractor constructing multi-scale feature maps, a feature mapping module transforming local 2D image features to 3D vertex features via 3D-to-2D projection, and a mesh decoder combining the graph convolution and self-attention to reconstruct mesh. The decoder aggregate both local image features in pixels and geometric features in vertices. It also regresses the mesh vertices in a coarse-to-fine manner, which can leverage multi-scale information. By exploiting the local connection and designing the mesh decoder, Our approach achieves state-of-the-art for hand mesh reconstruction on the public FreiHAND dataset.
CVDec 22, 2023
MACS: Mass Conditioned 3D Hand and Object Motion SynthesisSoshi Shimada, Franziska Mueller, Jan Bednarik et al.
The physical properties of an object, such as mass, significantly affect how we manipulate it with our hands. Surprisingly, this aspect has so far been neglected in prior work on 3D motion synthesis. To improve the naturalness of the synthesized 3D hand object motions, this work proposes MACS the first MAss Conditioned 3D hand and object motion Synthesis approach. Our approach is based on cascaded diffusion models and generates interactions that plausibly adjust based on the object mass and interaction type. MACS also accepts a manually drawn 3D object trajectory as input and synthesizes the natural 3D hand motions conditioned by the object mass. This flexibility enables MACS to be used for various downstream applications, such as generating synthetic training data for ML tasks, fast animation of hands for graphics workflows, and generating character interactions for computer games. We show experimentally that a small-scale dataset is sufficient for MACS to reasonably generalize across interpolated and extrapolated object masses unseen during the training. Furthermore, MACS shows moderate generalization to unseen objects, thanks to the mass-conditioned contact labels generated by our surface contact synthesis model ConNet. Our comprehensive user study confirms that the synthesized 3D hand-object interactions are highly plausible and realistic.
CVApr 15, 2024
One-Click Upgrade from 2D to 3D: Sandwiched RGB-D Video Compression for Stereoscopic TeleconferencingYueyu Hu, Onur G. Guleryuz, Philip A. Chou et al.
Stereoscopic video conferencing is still challenging due to the need to compress stereo RGB-D video in real-time. Though hardware implementations of standard video codecs such as H.264 / AVC and HEVC are widely available, they are not designed for stereoscopic videos and suffer from reduced quality and performance. Specific multiview or 3D extensions of these codecs are complex and lack efficient implementations. In this paper, we propose a new approach to upgrade a 2D video codec to support stereo RGB-D video compression, by wrapping it with a neural pre- and post-processor pair. The neural networks are end-to-end trained with an image codec proxy, and shown to work with a more sophisticated video codec. We also propose a geometry-aware loss function to improve rendering quality. We train the neural pre- and post-processors on a synthetic 4D people dataset, and evaluate it on both synthetic and real-captured stereo RGB-D videos. Experimental results show that the neural networks generalize well to unseen data and work out-of-box with various video codecs. Our approach saves about 30% bit-rate compared to a conventional video coding scheme and MV-HEVC at the same level of rendering quality from a novel view, without the need of a task-specific hardware upgrade.
CVMar 19, 2024
GaussianFlow: Splatting Gaussian Dynamics for 4D Content CreationQuankai Gao, Qiangeng Xu, Zhe Cao et al.
Creating 4D fields of Gaussian Splatting from images or videos is a challenging task due to its under-constrained nature. While the optimization can draw photometric reference from the input videos or be regulated by generative models, directly supervising Gaussian motions remains underexplored. In this paper, we introduce a novel concept, Gaussian flow, which connects the dynamics of 3D Gaussians and pixel velocities between consecutive frames. The Gaussian flow can be efficiently obtained by splatting Gaussian dynamics into the image space. This differentiable process enables direct dynamic supervision from optical flow. Our method significantly benefits 4D dynamic content generation and 4D novel view synthesis with Gaussian Splatting, especially for contents with rich motions that are hard to be handled by existing methods. The common color drifting issue that happens in 4D generation is also resolved with improved Guassian dynamics. Superior visual quality on extensive experiments demonstrates our method's effectiveness. Quantitative and qualitative evaluations show that our method achieves state-of-the-art results on both tasks of 4D generation and 4D novel view synthesis. Project page: https://zerg-overmind.github.io/GaussianFlow.github.io/
CVFeb 17, 2022
OmniSyn: Synthesizing 360 Videos with Wide-baseline PanoramasDavid Li, Yinda Zhang, Christian Häne et al.
Immersive maps such as Google Street View and Bing Streetside provide true-to-life views with a massive collection of panoramas. However, these panoramas are only available at sparse intervals along the path they are taken, resulting in visual discontinuities during navigation. Prior art in view synthesis is usually built upon a set of perspective images, a pair of stereoscopic images, or a monocular image, but barely examines wide-baseline panoramas, which are widely adopted in commercial platforms to optimize bandwidth and storage usage. In this paper, we leverage the unique characteristics of wide-baseline panoramas and present OmniSyn, a novel pipeline for 360° view synthesis between wide-baseline panoramas. OmniSyn predicts omnidirectional depth maps using a spherical cost volume and a monocular skip connection, renders meshes in 360° images, and synthesizes intermediate views with a fusion network. We demonstrate the effectiveness of OmniSyn via comprehensive experimental results including comparison with the state-of-the-art methods on CARLA and Matterport datasets, ablation studies, and generalization studies on street views. We envision our work may inspire future research for this unheeded real-world task and eventually produce a smoother experience for navigating immersive maps.
CVJan 13, 2022
VoLux-GAN: A Generative Model for 3D Face Synthesis with HDRI RelightingFeitong Tan, Sean Fanello, Abhimitra Meka et al.
We propose VoLux-GAN, a generative framework to synthesize 3D-aware faces with convincing relighting. Our main contribution is a volumetric HDRI relighting method that can efficiently accumulate albedo, diffuse and specular lighting contributions along each 3D ray for any desired HDR environmental map. Additionally, we show the importance of supervising the image decomposition process using multiple discriminators. In particular, we propose a data augmentation technique that leverages recent advances in single image portrait relighting to enforce consistent geometry, albedo, diffuse and specular components. Multiple experiments and comparisons with other generative frameworks show how our model is a step forward towards photorealistic relightable 3D generative models.
CVSep 12, 2021
Multiresolution Deep Implicit Functions for 3D Shape RepresentationZhang Chen, Yinda Zhang, Kyle Genova et al.
We introduce Multiresolution Deep Implicit Functions (MDIF), a hierarchical representation that can recover fine geometry detail, while being able to perform global operations such as shape completion. Our model represents a complex 3D shape with a hierarchy of latent grids, which can be decoded into different levels of detail and also achieve better accuracy. For shape completion, we propose latent grid dropout to simulate partial data in the latent space and therefore defer the completing functionality to the decoder side. This along with our multires design significantly improves the shape completion quality under decoder-only latent optimization. To the best of our knowledge, MDIF is the first deep implicit function model that can at the same time (1) represent different levels of detail and allow progressive decoding; (2) support both encoder-decoder inference and decoder-only latent optimization, and fulfill multiple applications; (3) perform detailed decoder-only shape completion. Experiments demonstrate its superior performance against prior art in various 3D reconstruction tasks.
CVMar 29, 2021
HumanGPS: Geodesic PreServing Feature for Dense Human CorrespondencesFeitong Tan, Danhang Tang, Mingsong Dou et al.
In this paper, we address the problem of building dense correspondences between human images under arbitrary camera viewpoints and body poses. Prior art either assumes small motion between frames or relies on local descriptors, which cannot handle large motion or visually ambiguous body parts, e.g., left vs. right hand. In contrast, we propose a deep learning framework that maps each pixel to a feature space, where the feature distances reflect the geodesic distances among pixels as if they were projected onto the surface of a 3D human scan. To this end, we introduce novel loss functions to push features apart according to their geodesic distances on the surface. Without any semantic annotation, the proposed embeddings automatically learn to differentiate visually similar parts and align different subjects into an unified feature space. Extensive experiments show that the learned embeddings can produce accurate correspondences between images with remarkable generalization capabilities on both intra and inter subjects.
IVMay 18, 2020
Deep Implicit Volume CompressionDanhang Tang, Saurabh Singh, Philip A. Chou et al.
We describe a novel approach for compressing truncated signed distance fields (TSDF) stored in 3D voxel grids, and their corresponding textures. To compress the TSDF, our method relies on a block-based neural network architecture trained end-to-end, achieving state-of-the-art rate-distortion trade-off. To prevent topological errors, we losslessly compress the signs of the TSDF, which also upper bounds the reconstruction error by the voxel size. To compress the corresponding texture, we designed a fast block-based UV parameterization, generating coherent texture maps that can be effectively compressed using existing video compression algorithms. We demonstrate the performance of our algorithms on two 4D performance capture datasets, reducing bitrate by 66% for the same distortion, or alternatively reducing the distortion by 50% for the same bitrate, compared to the state-of-the-art.
CVJul 22, 2019
Real-time Background-aware 3D Textureless Object Pose EstimationMang Shao, Danhang Tang, Tae-Kyun Kim
In this work, we present a modified fuzzy decision forest for real-time 3D object pose estimation based on typical template representation. We employ an extra preemptive background rejector node in the decision forest framework to terminate the examination of background locations as early as possible, result in a significantly improvement on efficiency. Our approach is also scalable to large dataset since the tree structure naturally provides a logarithm time complexity to the number of objects. Finally we further reduce the validation stage with a fast breadth-first scheme. The results show that our approach outperform the state-of-the-arts on the efficiency while maintaining a comparable accuracy.
CVFeb 3, 2016
Latent-Class Hough Forests for 6 DoF Object Pose EstimationRigas Kouskouridas, Alykhan Tejani, Andreas Doumanoglou et al.
In this paper we present Latent-Class Hough Forests, a method for object detection and 6 DoF pose estimation in heavily cluttered and occluded scenarios. We adapt a state of the art template matching feature into a scale-invariant patch descriptor and integrate it into a regression forest using a novel template-based split function. We train with positive samples only and we treat class distributions at the leaf nodes as latent variables. During testing we infer by iteratively updating these distributions, providing accurate estimation of background clutter and foreground occlusions and, thus, better detection rate. Furthermore, as a by-product, our Latent-Class Hough Forests can provide accurate occlusion aware segmentation masks, even in the multi-instance scenario. In addition to an existing public dataset, which contains only single-instance sequences with large amounts of clutter, we have collected two, more challenging, datasets for multiple-instance detection containing heavy 2D and 3D clutter as well as foreground occlusions. We provide extensive experiments on the various parameters of the framework such as patch size, number of trees and number of iterations to infer class distributions at test time. We also evaluate the Latent-Class Hough Forests on all datasets where we outperform state of the art methods.