Haodi He

CV
h-index3
4papers
322citations
Novelty56%
AI Score43

4 Papers

CVJul 26, 2022Code
DETRs with Hybrid Matching

Ding Jia, Yuhui Yuan, Haodi He et al.

One-to-one set matching is a key design for DETR to establish its end-to-end capability, so that object detection does not require a hand-crafted NMS (non-maximum suppression) to remove duplicate detections. This end-to-end signature is important for the versatility of DETR, and it has been generalized to broader vision tasks. However, we note that there are few queries assigned as positive samples and the one-to-one set matching significantly reduces the training efficacy of positive samples. We propose a simple yet effective method based on a hybrid matching scheme that combines the original one-to-one matching branch with an auxiliary one-to-many matching branch during training. Our hybrid strategy has been shown to significantly improve accuracy. In inference, only the original one-to-one match branch is used, thus maintaining the end-to-end merit and the same inference efficiency of DETR. The method is named H-DETR, and it shows that a wide range of representative DETR methods can be consistently improved across a wide range of visual tasks, including DeformableDETR, PETRv2, PETR, and TransTrack, among others. The code is available at: https://github.com/HDETR

CVMar 8, 2022
RankSeg: Adaptive Pixel Classification with Image Category Ranking for Segmentation

Haodi He, Yuhui Yuan, Xiangyu Yue et al. · berkeley

The segmentation task has traditionally been formulated as a complete-label pixel classification task to predict a class for each pixel from a fixed number of predefined semantic categories shared by all images or videos. Yet, following this formulation, standard architectures will inevitably encounter various challenges under more realistic settings where the scope of categories scales up (e.g., beyond the level of 1k). On the other hand, in a typical image or video, only a few categories, i.e., a small subset of the complete label are present. Motivated by this intuition, in this paper, we propose to decompose segmentation into two sub-problems: (i) image-level or video-level multi-label classification and (ii) pixel-level rank-adaptive selected-label classification. Given an input image or video, our framework first conducts multi-label classification over the complete label, then sorts the complete label and selects a small subset according to their class confidence scores. We then use a rank-adaptive pixel classifier to perform the pixel-wise classification over only the selected labels, which uses a set of rank-oriented learnable temperature parameters to adjust the pixel classifications scores. Our approach is conceptually general and can be used to improve various existing segmentation frameworks by simply using a lightweight multi-label classification head and rank-adaptive pixel classifier. We demonstrate the effectiveness of our framework with competitive experimental results across four tasks, including image semantic segmentation, image panoptic segmentation, video instance segmentation, and video semantic segmentation. Especially, with our RankSeg, Mask2Former gains +0.8%/+0.7%/+0.7% on ADE20K panoptic segmentation/YouTubeVIS 2019 video instance segmentation/VSPW video semantic segmentation benchmarks respectively.

CVDec 18, 2025
Using Gaussian Splats to Create High-Fidelity Facial Geometry and Texture

Haodi He, Jihun Yu, Ronald Fedkiw

We leverage increasingly popular three-dimensional neural representations in order to construct a unified and consistent explanation of a collection of uncalibrated images of the human face. Our approach utilizes Gaussian Splatting, since it is more explicit and thus more amenable to constraints than NeRFs. We leverage segmentation annotations to align the semantic regions of the face, facilitating the reconstruction of a neutral pose from only 11 images (as opposed to requiring a long video). We soft constrain the Gaussians to an underlying triangulated surface in order to provide a more structured Gaussian Splat reconstruction, which in turn informs subsequent perturbations to increase the accuracy of the underlying triangulated surface. The resulting triangulated surface can then be used in a standard graphics pipeline. In addition, and perhaps most impactful, we show how accurate geometry enables the Gaussian Splats to be transformed into texture space where they can be treated as a view-dependent neural texture. This allows one to use high visual fidelity Gaussian Splatting on any asset in a scene without the need to modify any other asset or any other aspect (geometry, lighting, renderer, etc.) of the graphics pipeline. We utilize a relightable Gaussian model to disentangle texture from lighting in order to obtain a delit high-resolution albedo texture that is also readily usable in a standard graphics pipeline. The flexibility of our system allows for training with disparate images, even with incompatible lighting, facilitating robust regularization. Finally, we demonstrate the efficacy of our approach by illustrating its use in a text-driven asset creation pipeline.

GRJan 29, 2024
Democratizing the Creation of Animatable Facial Avatars

Yilin Zhu, Dalton Omens, Haodi He et al.

In high-end visual effects pipelines, a customized (and expensive) light stage system is (typically) used to scan an actor in order to acquire both geometry and texture for various expressions. Aiming towards democratization, we propose a novel pipeline for obtaining geometry and texture as well as enough expression information to build a customized person-specific animation rig without using a light stage or any other high-end hardware (or manual cleanup). A key novel idea consists of warping real-world images to align with the geometry of a template avatar and subsequently projecting the warped image into the template avatar's texture; importantly, this allows us to leverage baked-in real-world lighting/texture information in order to create surrogate facial features (and bridge the domain gap) for the sake of geometry reconstruction. Not only can our method be used to obtain a neutral expression geometry and de-lit texture, but it can also be used to improve avatars after they have been imported into an animation system (noting that such imports tend to be lossy, while also hallucinating various features). Since a default animation rig will contain template expressions that do not correctly correspond to those of a particular individual, we use a Simon Says approach to capture various expressions and build a person-specific animation rig (that moves like they do). Our aforementioned warping/projection method has high enough efficacy to reconstruct geometry corresponding to each expressions.