Kai Ma

h-index23
2papers
2,042citations

2 Papers

9.4CVAug 26, 2022
Seg4Reg+: Consistency Learning between Spine Segmentation and Cobb Angle Regression

Yi Lin, Luyan Liu, Kai Ma et al.

Automated methods for Cobb angle estimation are of high demand for scoliosis assessment. Existing methods typically calculate the Cobb angle from landmark estimation, or simply combine the low-level task (e.g., landmark detection and spine segmentation) with the Cobb angle regression task, without fully exploring the benefits from each other. In this study, we propose a novel multi-task framework, named Seg4Reg+, which jointly optimizes the segmentation and regression networks. We thoroughly investigate both local and global consistency and knowledge transfer between each other. Specifically, we propose an attention regularization module leveraging class activation maps (CAMs) from image-segmentation pairs to discover additional supervision in the regression network, and the CAMs can serve as a region-of-interest enhancement gate to facilitate the segmentation task in turn. Meanwhile, we design a novel triangle consistency learning to train the two networks jointly for global optimization. The evaluations performed on the public AASCE Challenge dataset demonstrate the effectiveness of each module and superior performance of our model to the state-of-the-art methods.

13.8GRNov 27, 2024
Make-It-Animatable: An Efficient Framework for Authoring Animation-Ready 3D Characters

Zhiyang Guo, Jinxu Xiang, Kai Ma et al.

3D characters are essential to modern creative industries, but making them animatable often demands extensive manual work in tasks like rigging and skinning. Existing automatic rigging tools face several limitations, including the necessity for manual annotations, rigid skeleton topologies, and limited generalization across diverse shapes and poses. An alternative approach is to generate animatable avatars pre-bound to a rigged template mesh. However, this method often lacks flexibility and is typically limited to realistic human shapes. To address these issues, we present Make-It-Animatable, a novel data-driven method to make any 3D humanoid model ready for character animation in less than one second, regardless of its shapes and poses. Our unified framework generates high-quality blend weights, bones, and pose transformations. By incorporating a particle-based shape autoencoder, our approach supports various 3D representations, including meshes and 3D Gaussian splats. Additionally, we employ a coarse-to-fine representation and a structure-aware modeling strategy to ensure both accuracy and robustness, even for characters with non-standard skeleton structures. We conducted extensive experiments to validate our framework's effectiveness. Compared to existing methods, our approach demonstrates significant improvements in both quality and speed. More demos and code are available at https://jasongzy.github.io/Make-It-Animatable/.