Zeng Huang

CV
h-index32
13papers
2,556citations
Novelty67%
AI Score36

13 Papers

CVJul 24, 2022
Cross-Modal 3D Shape Generation and Manipulation

Zezhou Cheng, Menglei Chai, Jian Ren et al.

Creating and editing the shape and color of 3D objects require tremendous human effort and expertise. Compared to direct manipulation in 3D interfaces, 2D interactions such as sketches and scribbles are usually much more natural and intuitive for the users. In this paper, we propose a generic multi-modal generative model that couples the 2D modalities and implicit 3D representations through shared latent spaces. With the proposed model, versatile 3D generation and manipulation are enabled by simply propagating the editing from a specific 2D controlling modality through the latent spaces. For example, editing the 3D shape by drawing a sketch, re-colorizing the 3D surface via painting color scribbles on the 2D rendering, or generating 3D shapes of a certain category given one or a few reference images. Unlike prior works, our model does not require re-training or fine-tuning per editing task and is also conceptually simple, easy to implement, robust to input domain shifts, and flexible to diverse reconstruction on partial 2D inputs. We evaluate our framework on two representative 2D modalities of grayscale line sketches and rendered color images, and demonstrate that our method enables various shape manipulation and generation tasks with these 2D modalities.

CVApr 4, 2023
Learning Personalized High Quality Volumetric Head Avatars from Monocular RGB Videos

Ziqian 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.

CVSep 26, 2024
LightAvatar: Efficient Head Avatar as Dynamic Neural Light Field

Huan Wang, Feitong Tan, Ziqian Bai et al.

Recent works have shown that neural radiance fields (NeRFs) on top of parametric models have reached SOTA quality to build photorealistic head avatars from a monocular video. However, one major limitation of the NeRF-based avatars is the slow rendering speed due to the dense point sampling of NeRF, preventing them from broader utility on resource-constrained devices. We introduce LightAvatar, the first head avatar model based on neural light fields (NeLFs). LightAvatar renders an image from 3DMM parameters and a camera pose via a single network forward pass, without using mesh or volume rendering. The proposed approach, while being conceptually appealing, poses a significant challenge towards real-time efficiency and training stability. To resolve them, we introduce dedicated network designs to obtain proper representations for the NeLF model and maintain a low FLOPs budget. Meanwhile, we tap into a distillation-based training strategy that uses a pretrained avatar model as teacher to synthesize abundant pseudo data for training. A warping field network is introduced to correct the fitting error in the real data so that the model can learn better. Extensive experiments suggest that our method can achieve new SOTA image quality quantitatively or qualitatively, while being significantly faster than the counterparts, reporting 174.1 FPS (512x512 resolution) on a consumer-grade GPU (RTX3090) with no customized optimization.

CVDec 5, 2023
Gaussian3Diff: 3D Gaussian Diffusion for 3D Full Head Synthesis and Editing

Yushi Lan, Feitong Tan, Di Qiu et al.

We present a novel framework for generating photorealistic 3D human head and subsequently manipulating and reposing them with remarkable flexibility. The proposed approach leverages an implicit function representation of 3D human heads, employing 3D Gaussians anchored on a parametric face model. To enhance representational capabilities and encode spatial information, we embed a lightweight tri-plane payload within each Gaussian rather than directly storing color and opacity. Additionally, we parameterize the Gaussians in a 2D UV space via a 3DMM, enabling effective utilization of the diffusion model for 3D head avatar generation. Our method facilitates the creation of diverse and realistic 3D human heads with fine-grained editing over facial features and expressions. Extensive experiments demonstrate the effectiveness of our method.

CVMar 31, 2022
R2L: Distilling Neural Radiance Field to Neural Light Field for Efficient Novel View Synthesis

Huan Wang, Jian Ren, Zeng Huang et al.

Recent research explosion on Neural Radiance Field (NeRF) shows the encouraging potential to represent complex scenes with neural networks. One major drawback of NeRF is its prohibitive inference time: Rendering a single pixel requires querying the NeRF network hundreds of times. To resolve it, existing efforts mainly attempt to reduce the number of required sampled points. However, the problem of iterative sampling still exists. On the other hand, Neural Light Field (NeLF) presents a more straightforward representation over NeRF in novel view synthesis -- the rendering of a pixel amounts to one single forward pass without ray-marching. In this work, we present a deep residual MLP network (88 layers) to effectively learn the light field. We show the key to successfully learning such a deep NeLF network is to have sufficient data, for which we transfer the knowledge from a pre-trained NeRF model via data distillation. Extensive experiments on both synthetic and real-world scenes show the merits of our method over other counterpart algorithms. On the synthetic scenes, we achieve 26-35x FLOPs reduction (per camera ray) and 28-31x runtime speedup, meanwhile delivering significantly better (1.4-2.8 dB average PSNR improvement) rendering quality than NeRF without any customized parallelism requirement.

CVJan 7, 2022
NeROIC: Neural Rendering of Objects from Online Image Collections

Zhengfei Kuang, Kyle Olszewski, Menglei Chai et al.

We present a novel method to acquire object representations from online image collections, capturing high-quality geometry and material properties of arbitrary objects from photographs with varying cameras, illumination, and backgrounds. This enables various object-centric rendering applications such as novel-view synthesis, relighting, and harmonized background composition from challenging in-the-wild input. Using a multi-stage approach extending neural radiance fields, we first infer the surface geometry and refine the coarsely estimated initial camera parameters, while leveraging coarse foreground object masks to improve the training efficiency and geometry quality. We also introduce a robust normal estimation technique which eliminates the effect of geometric noise while retaining crucial details. Lastly, we extract surface material properties and ambient illumination, represented in spherical harmonics with extensions that handle transient elements, e.g. sharp shadows. The union of these components results in a highly modular and efficient object acquisition framework. Extensive evaluations and comparisons demonstrate the advantages of our approach in capturing high-quality geometry and appearance properties useful for rendering applications.

CVJan 17, 2021
S3: Neural Shape, Skeleton, and Skinning Fields for 3D Human Modeling

Ze Yang, Shenlong Wang, Sivabalan Manivasagam et al.

Constructing and animating humans is an important component for building virtual worlds in a wide variety of applications such as virtual reality or robotics testing in simulation. As there are exponentially many variations of humans with different shape, pose and clothing, it is critical to develop methods that can automatically reconstruct and animate humans at scale from real world data. Towards this goal, we represent the pedestrian's shape, pose and skinning weights as neural implicit functions that are directly learned from data. This representation enables us to handle a wide variety of different pedestrian shapes and poses without explicitly fitting a human parametric body model, allowing us to handle a wider range of human geometries and topologies. We demonstrate the effectiveness of our approach on various datasets and show that our reconstructions outperform existing state-of-the-art methods. Furthermore, our re-animation experiments show that we can generate 3D human animations at scale from a single RGB image (and/or an optional LiDAR sweep) as input.

CVJul 28, 2020
Monocular Real-Time Volumetric Performance Capture

Ruilong 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.

GRApr 8, 2020
ARCH: Animatable Reconstruction of Clothed Humans

Zeng Huang, Yuanlu Xu, Christoph Lassner et al.

In this paper, we propose ARCH (Animatable Reconstruction of Clothed Humans), a novel end-to-end framework for accurate reconstruction of animation-ready 3D clothed humans from a monocular image. Existing approaches to digitize 3D humans struggle to handle pose variations and recover details. Also, they do not produce models that are animation ready. In contrast, ARCH is a learned pose-aware model that produces detailed 3D rigged full-body human avatars from a single unconstrained RGB image. A Semantic Space and a Semantic Deformation Field are created using a parametric 3D body estimator. They allow the transformation of 2D/3D clothed humans into a canonical space, reducing ambiguities in geometry caused by pose variations and occlusions in training data. Detailed surface geometry and appearance are learned using an implicit function representation with spatial local features. Furthermore, we propose additional per-pixel supervision on the 3D reconstruction using opacity-aware differentiable rendering. Our experiments indicate that ARCH increases the fidelity of the reconstructed humans. We obtain more than 50% lower reconstruction errors for standard metrics compared to state-of-the-art methods on public datasets. We also show numerous qualitative examples of animated, high-quality reconstructed avatars unseen in the literature so far.

CVMay 18, 2019
Learning Perspective Undistortion of Portraits

Yajie Zhao, Zeng Huang, Tianye Li et al.

Near-range portrait photographs often contain perspective distortion artifacts that bias human perception and challenge both facial recognition and reconstruction techniques. We present the first deep learning based approach to remove such artifacts from unconstrained portraits. In contrast to the previous state-of-the-art approach, our method handles even portraits with extreme perspective distortion, as we avoid the inaccurate and error-prone step of first fitting a 3D face model. Instead, we predict a distortion correction flow map that encodes a per-pixel displacement that removes distortion artifacts when applied to the input image. Our method also automatically infers missing facial features, i.e. occluded ears caused by strong perspective distortion, with coherent details. We demonstrate that our approach significantly outperforms the previous state-of-the-art both qualitatively and quantitatively, particularly for portraits with extreme perspective distortion or facial expressions. We further show that our technique benefits a number of fundamental tasks, significantly improving the accuracy of both face recognition and 3D reconstruction and enables a novel camera calibration technique from a single portrait. Moreover, we also build the first perspective portrait database with a large diversity in identities, expression and poses, which will benefit the related research in this area.

CVMay 13, 2019
PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization

Shunsuke Saito, Zeng Huang, Ryota Natsume et al.

We introduce Pixel-aligned Implicit Function (PIFu), a highly effective implicit representation that locally aligns pixels of 2D images with the global context of their corresponding 3D object. Using PIFu, we propose an end-to-end deep learning method for digitizing highly detailed clothed humans that can infer both 3D surface and texture from a single image, and optionally, multiple input images. Highly intricate shapes, such as hairstyles, clothing, as well as their variations and deformations can be digitized in a unified way. Compared to existing representations used for 3D deep learning, PIFu can produce high-resolution surfaces including largely unseen regions such as the back of a person. In particular, it is memory efficient unlike the voxel representation, can handle arbitrary topology, and the resulting surface is spatially aligned with the input image. Furthermore, while previous techniques are designed to process either a single image or multiple views, PIFu extends naturally to arbitrary number of views. We demonstrate high-resolution and robust reconstructions on real world images from the DeepFashion dataset, which contains a variety of challenging clothing types. Our method achieves state-of-the-art performance on a public benchmark and outperforms the prior work for clothed human digitization from a single image.

CVDec 31, 2018
SiCloPe: Silhouette-Based Clothed People

Ryota Natsume, Shunsuke Saito, Zeng Huang et al.

We introduce a new silhouette-based representation for modeling clothed human bodies using deep generative models. Our method can reconstruct a complete and textured 3D model of a person wearing clothes from a single input picture. Inspired by the visual hull algorithm, our implicit representation uses 2D silhouettes and 3D joints of a body pose to describe the immense shape complexity and variations of clothed people. Given a segmented 2D silhouette of a person and its inferred 3D joints from the input picture, we first synthesize consistent silhouettes from novel view points around the subject. The synthesized silhouettes which are the most consistent with the input segmentation are fed into a deep visual hull algorithm for robust 3D shape prediction. We then infer the texture of the subject's back view using the frontal image and segmentation mask as input to a conditional generative adversarial network. Our experiments demonstrate that our silhouette-based model is an effective representation and the appearance of the back view can be predicted reliably using an image-to-image translation network. While classic methods based on parametric models often fail for single-view images of subjects with challenging clothing, our approach can still produce successful results, which are comparable to those obtained from multi-view input.

LGJul 17, 2017
Auto-Conditioned Recurrent Networks for Extended Complex Human Motion Synthesis

Zimo Li, Yi Zhou, Shuangjiu Xiao et al.

We present a real-time method for synthesizing highly complex human motions using a novel training regime we call the auto-conditioned Recurrent Neural Network (acRNN). Recently, researchers have attempted to synthesize new motion by using autoregressive techniques, but existing methods tend to freeze or diverge after a couple of seconds due to an accumulation of errors that are fed back into the network. Furthermore, such methods have only been shown to be reliable for relatively simple human motions, such as walking or running. In contrast, our approach can synthesize arbitrary motions with highly complex styles, including dances or martial arts in addition to locomotion. The acRNN is able to accomplish this by explicitly accommodating for autoregressive noise accumulation during training. Our work is the first to our knowledge that demonstrates the ability to generate over 18,000 continuous frames (300 seconds) of new complex human motion w.r.t. different styles.