Minye Wu

CV
h-index76
31papers
1,342citations
Novelty58%
AI Score51

31 Papers

CVSep 20, 2024Code
V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians

Penghao Wang, Zhirui Zhang, Liao Wang et al.

Experiencing high-fidelity volumetric video as seamlessly as 2D videos is a long-held dream. However, current dynamic 3DGS methods, despite their high rendering quality, face challenges in streaming on mobile devices due to computational and bandwidth constraints. In this paper, we introduce V^3 (Viewing Volumetric Videos), a novel approach that enables high-quality mobile rendering through the streaming of dynamic Gaussians. Our key innovation is to view dynamic 3DGS as 2D videos, facilitating the use of hardware video codecs. Additionally, we propose a two-stage training strategy to reduce storage requirements with rapid training speed. The first stage employs hash encoding and shallow MLP to learn motion, then reduces the number of Gaussians through pruning to meet the streaming requirements, while the second stage fine tunes other Gaussian attributes using residual entropy loss and temporal loss to improve temporal continuity. This strategy, which disentangles motion and appearance, maintains high rendering quality with compact storage requirements. Meanwhile, we designed a multi-platform player to decode and render 2D Gaussian videos. Extensive experiments demonstrate the effectiveness of V^3, outperforming other methods by enabling high-quality rendering and streaming on common devices, which is unseen before. As the first to stream dynamic Gaussians on mobile devices, our companion player offers users an unprecedented volumetric video experience, including smooth scrolling and instant sharing. Our project page with source code is available at https://authoritywang.github.io/v3/.

CVAug 16, 2023Code
Ref-DVGO: Reflection-Aware Direct Voxel Grid Optimization for an Improved Quality-Efficiency Trade-Off in Reflective Scene Reconstruction

Georgios Kouros, Minye Wu, Shubham Shrivastava et al.

Neural Radiance Fields (NeRFs) have revolutionized the field of novel view synthesis, demonstrating remarkable performance. However, the modeling and rendering of reflective objects remain challenging problems. Recent methods have shown significant improvements over the baselines in handling reflective scenes, albeit at the expense of efficiency. In this work, we aim to strike a balance between efficiency and quality. To this end, we investigate an implicit-explicit approach based on conventional volume rendering to enhance the reconstruction quality and accelerate the training and rendering processes. We adopt an efficient density-based grid representation and reparameterize the reflected radiance in our pipeline. Our proposed reflection-aware approach achieves a competitive quality efficiency trade-off compared to competing methods. Based on our experimental results, we propose and discuss hypotheses regarding the factors influencing the results of density-based methods for reconstructing reflective objects. The source code is available at https://github.com/gkouros/ref-dvgo.

CVSep 11, 2024Code
Diversity-Driven View Subset Selection for Indoor Novel View Synthesis

Zehao Wang, Han Zhou, Matthew B. Blaschko et al.

Novel view synthesis of indoor scenes can be achieved by capturing a monocular video sequence of the environment. However, redundant information caused by artificial movements in the input video data reduces the efficiency of scene modeling. To address this, we formulate the problem as a combinatorial optimization task for view subset selection. In this work, we propose a novel subset selection framework that integrates a comprehensive diversity-based measurement with well-designed utility functions. We provide a theoretical analysis of these utility functions and validate their effectiveness through extensive experiments. Furthermore, we introduce IndoorTraj, a novel dataset designed for indoor novel view synthesis, featuring complex and extended trajectories that simulate intricate human behaviors. Experiments on IndoorTraj show that our framework consistently outperforms baseline strategies while using only 5-20% of the data, highlighting its remarkable efficiency and effectiveness. The code is available at: https://github.com/zehao-wang/IndoorTraj

CVSep 25, 2024
Navigating the Nuances: A Fine-grained Evaluation of Vision-Language Navigation

Zehao Wang, Minye Wu, Yixin Cao et al. · pku

This study presents a novel evaluation framework for the Vision-Language Navigation (VLN) task. It aims to diagnose current models for various instruction categories at a finer-grained level. The framework is structured around the context-free grammar (CFG) of the task. The CFG serves as the basis for the problem decomposition and the core premise of the instruction categories design. We propose a semi-automatic method for CFG construction with the help of Large-Language Models (LLMs). Then, we induct and generate data spanning five principal instruction categories (i.e. direction change, landmark recognition, region recognition, vertical movement, and numerical comprehension). Our analysis of different models reveals notable performance discrepancies and recurrent issues. The stagnation of numerical comprehension, heavy selective biases over directional concepts, and other interesting findings contribute to the development of future language-guided navigation systems.

CVApr 10, 2023
Neural Residual Radiance Fields for Streamably Free-Viewpoint Videos

Liao Wang, Qiang Hu, Qihan He et al.

The success of the Neural Radiance Fields (NeRFs) for modeling and free-view rendering static objects has inspired numerous attempts on dynamic scenes. Current techniques that utilize neural rendering for facilitating free-view videos (FVVs) are restricted to either offline rendering or are capable of processing only brief sequences with minimal motion. In this paper, we present a novel technique, Residual Radiance Field or ReRF, as a highly compact neural representation to achieve real-time FVV rendering on long-duration dynamic scenes. ReRF explicitly models the residual information between adjacent timestamps in the spatial-temporal feature space, with a global coordinate-based tiny MLP as the feature decoder. Specifically, ReRF employs a compact motion grid along with a residual feature grid to exploit inter-frame feature similarities. We show such a strategy can handle large motions without sacrificing quality. We further present a sequential training scheme to maintain the smoothness and the sparsity of the motion/residual grids. Based on ReRF, we design a special FVV codec that achieves three orders of magnitudes compression rate and provides a companion ReRF player to support online streaming of long-duration FVVs of dynamic scenes. Extensive experiments demonstrate the effectiveness of ReRF for compactly representing dynamic radiance fields, enabling an unprecedented free-viewpoint viewing experience in speed and quality.

CVAug 19, 2024
Implicit Gaussian Splatting with Efficient Multi-Level Tri-Plane Representation

Minye Wu, Tinne Tuytelaars

Recent advancements in photo-realistic novel view synthesis have been significantly driven by Gaussian Splatting (3DGS). Nevertheless, the explicit nature of 3DGS data entails considerable storage requirements, highlighting a pressing need for more efficient data representations. To address this, we present Implicit Gaussian Splatting (IGS), an innovative hybrid model that integrates explicit point clouds with implicit feature embeddings through a multi-level tri-plane architecture. This architecture features 2D feature grids at various resolutions across different levels, facilitating continuous spatial domain representation and enhancing spatial correlations among Gaussian primitives. Building upon this foundation, we introduce a level-based progressive training scheme, which incorporates explicit spatial regularization. This method capitalizes on spatial correlations to enhance both the rendering quality and the compactness of the IGS representation. Furthermore, we propose a novel compression pipeline tailored for both point clouds and 2D feature grids, considering the entropy variations across different levels. Extensive experimental evaluations demonstrate that our algorithm can deliver high-quality rendering using only a few MBs, effectively balancing storage efficiency and rendering fidelity, and yielding results that are competitive with the state-of-the-art.

GRSep 18, 2022
Human Performance Modeling and Rendering via Neural Animated Mesh

Fuqiang Zhao, Yuheng Jiang, Kaixin Yao et al.

We have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper, we present a comprehensive neural approach for high-quality reconstruction, compression, and rendering of human performances from dense multi-view videos. Our core intuition is to bridge the traditional animated mesh workflow with a new class of highly efficient neural techniques. We first introduce a neural surface reconstructor for high-quality surface generation in minutes. It marries the implicit volumetric rendering of the truncated signed distance field (TSDF) with multi-resolution hash encoding. We further propose a hybrid neural tracker to generate animated meshes, which combines explicit non-rigid tracking with implicit dynamic deformation in a self-supervised framework. The former provides the coarse warping back into the canonical space, while the latter implicit one further predicts the displacements using the 4D hash encoding as in our reconstructor. Then, we discuss the rendering schemes using the obtained animated meshes, ranging from dynamic texturing to lumigraph rendering under various bandwidth settings. To strike an intricate balance between quality and bandwidth, we propose a hierarchical solution by first rendering 6 virtual views covering the performer and then conducting occlusion-aware neural texture blending. We demonstrate the efficacy of our approach in a variety of mesh-based applications and photo-realistic free-view experiences on various platforms, i.e., inserting virtual human performances into real environments through mobile AR or immersively watching talent shows with VR headsets.

AIMar 7, 2022
Find a Way Forward: a Language-Guided Semantic Map Navigator

Zehao Wang, Mingxiao Li, Minye Wu et al.

In this paper, we introduce the map-language navigation task where an agent executes natural language instructions and moves to the target position based only on a given 3D semantic map. To tackle the task, we design the instruction-aware Path Proposal and Discrimination model (iPPD). Our approach leverages map information to provide instruction-aware path proposals, i.e., it selects all potential instruction-aligned candidate paths to reduce the solution space. Next, to represent the map observations along a path for a better modality alignment, a novel Path Feature Encoding scheme tailored for semantic maps is proposed. An attention-based Language Driven Discriminator is designed to evaluate path candidates and determine the best path as the final result. Our method can naturally avoid error accumulation compared with single-step greedy decision methods. Comparing to a single-step imitation learning approach, iPPD has performance gains above 17% on navigation success and 0.18 on path matching measurement nDTW in challenging unseen environments.

CVMay 11
EchoPrune: Interpreting Redundancy as Temporal Echoes for Efficient VideoLLMs

Jiameng Li, Minye Wu, Jiezhang Cao et al.

Long-form video understanding remains challenging for Video Large Language Models (VideoLLMs), as the dense frame sampling introduces massive visual tokens while sparse sampling risks missing critical temporal evidence and leading to LLM hallucination. Existing training-free token reduction methods either treat videos equally as static images or rely on segment-level merging heuristics, which weaken fine-grained spatiotemporal modeling and introduce additional overhead. In this paper, we propose EchoPrune, a lightweight and training-free token pruning method that improves temporal resolution under a fixed LLM-side visual token budget. Our core idea is to interpret redundant video tokens as temporal echoes: if a token is well reconstructed from the previous frame, it is merely a temporally redundant echo; otherwise, it may capture new events, motion, or query-relevant visual evidence. Based on this insight, EchoPrune scores visual tokens by (i) query-guided crossmodal relevance and (ii) temporal reconstruction error, measured by correspondence matching and echo matching across consecutive frames. The selected tokens preserve task-relevant cues and temporal novelty while suppressing predictable redundancy, allowing VideoLLMs to observe more frames without increasing the decoding budget. Extensive experiments on LLaVA-OV, Qwen2.5VL, and Qwen3VL across six video understanding benchmarks show that EchoPrune enables VideoLLMs to process up to 20x frames under the same token budget, yielding improved performance (+8.6%) and inference speedup (5.6x for prefilling) on Qwen2.5VL-7B.

CVApr 19, 2024
Unveiling the Ambiguity in Neural Inverse Rendering: A Parameter Compensation Analysis

Georgios Kouros, Minye Wu, Sushruth Nagesh et al.

Inverse rendering aims to reconstruct the scene properties of objects solely from multiview images. However, it is an ill-posed problem prone to producing ambiguous estimations deviating from physically accurate representations. In this paper, we utilize Neural Microfacet Fields (NMF), a state-of-the-art neural inverse rendering method to illustrate the inherent ambiguity. We propose an evaluation framework to assess the degree of compensation or interaction between the estimated scene properties, aiming to explore the mechanisms behind this ill-posed problem and potential mitigation strategies. Specifically, we introduce artificial perturbations to one scene property and examine how adjusting another property can compensate for these perturbations. To facilitate such experiments, we introduce a disentangled NMF where material properties are independent. The experimental findings underscore the intrinsic ambiguity present in neural inverse rendering and highlight the importance of providing additional guidance through geometry, material, and illumination priors.

GRMar 18, 2025
BG-Triangle: Bézier Gaussian Triangle for 3D Vectorization and Rendering

Minye Wu, Haizhao Dai, Kaixin Yao et al.

Differentiable rendering enables efficient optimization by allowing gradients to be computed through the rendering process, facilitating 3D reconstruction, inverse rendering and neural scene representation learning. To ensure differentiability, existing solutions approximate or re-formulate traditional rendering operations using smooth, probabilistic proxies such as volumes or Gaussian primitives. Consequently, they struggle to preserve sharp edges due to the lack of explicit boundary definitions. We present a novel hybrid representation, Bézier Gaussian Triangle (BG-Triangle), that combines Bézier triangle-based vector graphics primitives with Gaussian-based probabilistic models, to maintain accurate shape modeling while conducting resolution-independent differentiable rendering. We present a robust and effective discontinuity-aware rendering technique to reduce uncertainties at object boundaries. We also employ an adaptive densification and pruning scheme for efficient training while reliably handling level-of-detail (LoD) variations. Experiments show that BG-Triangle achieves comparable rendering quality as 3DGS but with superior boundary preservation. More importantly, BG-Triangle uses a much smaller number of primitives than its alternatives, showcasing the benefits of vectorized graphics primitives and the potential to bridge the gap between classic and emerging representations.

CVApr 25, 2025
RGS-DR: Deferred Reflections and Residual Shading in 2D Gaussian Splatting

Georgios Kouros, Minye Wu, Tinne Tuytelaars

In this work, we address specular appearance in inverse rendering using 2D Gaussian splatting with deferred shading and argue for a refinement stage to improve specular detail, thereby bridging the gap with reconstruction-only methods. Our pipeline estimates editable material properties and environment illumination while employing a directional residual pass that captures leftover view-dependent effects for further refining novel view synthesis. In contrast to per-Gaussian shading with shortest-axis normals and normal residuals, which tends to result in more noisy geometry and specular appearance, a pixel-deferred surfel formulation with specular residuals yields sharper highlights, cleaner materials, and improved editability. We evaluate our approach on rendering and reconstruction quality on three popular datasets featuring glossy objects, and also demonstrate high-quality relighting and material editing.

GROct 2, 2025
Spec-Gloss Surfels and Normal-Diffuse Priors for Relightable Glossy Objects

Georgios Kouros, Minye Wu, Tinne Tuytelaars

Accurate reconstruction and relighting of glossy objects remain a longstanding challenge, as object shape, material properties, and illumination are inherently difficult to disentangle. Existing neural rendering approaches often rely on simplified BRDF models or parameterizations that couple diffuse and specular components, which restricts faithful material recovery and limits relighting fidelity. We propose a relightable framework that integrates a microfacet BRDF with the specular-glossiness parameterization into 2D Gaussian Splatting with deferred shading. This formulation enables more physically consistent material decomposition, while diffusion-based priors for surface normals and diffuse color guide early-stage optimization and mitigate ambiguity. A coarse-to-fine optimization of the environment map accelerates convergence and preserves high-dynamic-range specular reflections. Extensive experiments on complex, glossy scenes demonstrate that our method achieves high-quality geometry and material reconstruction, delivering substantially more realistic and consistent relighting under novel illumination compared to existing Gaussian splatting methods.

CVDec 10, 2023
TeTriRF: Temporal Tri-Plane Radiance Fields for Efficient Free-Viewpoint Video

Minye Wu, Zehao Wang, Georgios Kouros et al.

Neural Radiance Fields (NeRF) revolutionize the realm of visual media by providing photorealistic Free-Viewpoint Video (FVV) experiences, offering viewers unparalleled immersion and interactivity. However, the technology's significant storage requirements and the computational complexity involved in generation and rendering currently limit its broader application. To close this gap, this paper presents Temporal Tri-Plane Radiance Fields (TeTriRF), a novel technology that significantly reduces the storage size for Free-Viewpoint Video (FVV) while maintaining low-cost generation and rendering. TeTriRF introduces a hybrid representation with tri-planes and voxel grids to support scaling up to long-duration sequences and scenes with complex motions or rapid changes. We propose a group training scheme tailored to achieving high training efficiency and yielding temporally consistent, low-entropy scene representations. Leveraging these properties of the representations, we introduce a compression pipeline with off-the-shelf video codecs, achieving an order of magnitude less storage size compared to the state-of-the-art. Our experiments demonstrate that TeTriRF can achieve competitive quality with a higher compression rate.

CVDec 10, 2023
NeVRF: Neural Video-based Radiance Fields for Long-duration Sequences

Minye Wu, Tinne Tuytelaars

Adopting Neural Radiance Fields (NeRF) to long-duration dynamic sequences has been challenging. Existing methods struggle to balance between quality and storage size and encounter difficulties with complex scene changes such as topological changes and large motions. To tackle these issues, we propose a novel neural video-based radiance fields (NeVRF) representation. NeVRF marries neural radiance field with image-based rendering to support photo-realistic novel view synthesis on long-duration dynamic inward-looking scenes. We introduce a novel multi-view radiance blending approach to predict radiance directly from multi-view videos. By incorporating continual learning techniques, NeVRF can efficiently reconstruct frames from sequential data without revisiting previous frames, enabling long-duration free-viewpoint video. Furthermore, with a tailored compression approach, NeVRF can compactly represent dynamic scenes, making dynamic radiance fields more practical in real-world scenarios. Our extensive experiments demonstrate the effectiveness of NeVRF in enabling long-duration sequence rendering, sequential data reconstruction, and compact data storage.

CVFeb 25, 2022
NeuralHOFusion: Neural Volumetric Rendering under Human-object Interactions

Yuheng Jiang, Suyi Jiang, Guoxing Sun et al.

4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we propose NeuralHOFusion, a neural approach for volumetric human-object capture and rendering using sparse consumer RGBD sensors. It marries traditional non-rigid fusion with recent neural implicit modeling and blending advances, where the captured humans and objects are layerwise disentangled. For geometry modeling, we propose a neural implicit inference scheme with non-rigid key-volume fusion, as well as a template-aid robust object tracking pipeline. Our scheme enables detailed and complete geometry generation under complex interactions and occlusions. Moreover, we introduce a layer-wise human-object texture rendering scheme, which combines volumetric and image-based rendering in both spatial and temporal domains to obtain photo-realistic results. Extensive experiments demonstrate the effectiveness and efficiency of our approach in synthesizing photo-realistic free-view results under complex human-object interactions.

CVFeb 17, 2022
Fourier PlenOctrees for Dynamic Radiance Field Rendering in Real-time

Liao Wang, Jiakai Zhang, Xinhang Liu et al.

Implicit neural representations such as Neural Radiance Field (NeRF) have focused mainly on modeling static objects captured under multi-view settings where real-time rendering can be achieved with smart data structures, e.g., PlenOctree. In this paper, we present a novel Fourier PlenOctree (FPO) technique to tackle efficient neural modeling and real-time rendering of dynamic scenes captured under the free-view video (FVV) setting. The key idea in our FPO is a novel combination of generalized NeRF, PlenOctree representation, volumetric fusion and Fourier transform. To accelerate FPO construction, we present a novel coarse-to-fine fusion scheme that leverages the generalizable NeRF technique to generate the tree via spatial blending. To tackle dynamic scenes, we tailor the implicit network to model the Fourier coefficients of timevarying density and color attributes. Finally, we construct the FPO and train the Fourier coefficients directly on the leaves of a union PlenOctree structure of the dynamic sequence. We show that the resulting FPO enables compact memory overload to handle dynamic objects and supports efficient fine-tuning. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF and achieves over an order of magnitude acceleration over SOTA while preserving high visual quality for the free-viewpoint rendering of unseen dynamic scenes.

CVAug 12, 2021
iButter: Neural Interactive Bullet Time Generator for Human Free-viewpoint Rendering

Liao Wang, Ziyu Wang, Pei Lin et al.

Generating ``bullet-time'' effects of human free-viewpoint videos is critical for immersive visual effects and VR/AR experience. Recent neural advances still lack the controllable and interactive bullet-time design ability for human free-viewpoint rendering, especially under the real-time, dynamic and general setting for our trajectory-aware task. To fill this gap, in this paper we propose a neural interactive bullet-time generator (iButter) for photo-realistic human free-viewpoint rendering from dense RGB streams, which enables flexible and interactive design for human bullet-time visual effects. Our iButter approach consists of a real-time preview and design stage as well as a trajectory-aware refinement stage. During preview, we propose an interactive bullet-time design approach by extending the NeRF rendering to a real-time and dynamic setting and getting rid of the tedious per-scene training. To this end, our bullet-time design stage utilizes a hybrid training set, light-weight network design and an efficient silhouette-based sampling strategy. During refinement, we introduce an efficient trajectory-aware scheme within 20 minutes, which jointly encodes the spatial, temporal consistency and semantic cues along the designed trajectory, achieving photo-realistic bullet-time viewing experience of human activities. Extensive experiments demonstrate the effectiveness of our approach for convenient interactive bullet-time design and photo-realistic human free-viewpoint video generation.

CVJul 30, 2021
Neural Relighting and Expression Transfer On Video Portraits

Youjia Wang, Taotao Zhou, Minzhang Li et al.

Photo-realistic video portrait reenactment benefits virtual production and numerous VR/AR experiences. The task remains challenging as the reenacted expression should match the source while the lighting should be adjustable to new environments. We present a neural relighting and expression transfer technique to transfer the facial expressions from a source performer to a portrait video of a target performer while enabling dynamic relighting. Our approach employs 4D reflectance field learning, model-based facial performance capture and target-aware neural rendering. Specifically, given a short sequence of the target performer's OLAT, we apply a rendering-to-video translation network to first synthesize the OLAT result of new sequences with unseen expressions. We then design a semantic-aware facial normalization scheme along with a multi-frame multi-task learning strategy to encode the content, segmentation, and motion flows for reliably inferring the reflectance field. This allows us to simultaneously control facial expression and apply virtual relighting. Extensive experiments demonstrate that our technique can robustly handle challenging expressions and lighting environments and produce results at a cinematographic quality.

CVJul 14, 2021
Few-shot Neural Human Performance Rendering from Sparse RGBD Videos

Anqi Pang, Xin Chen, Haimin Luo et al.

Recent neural rendering approaches for human activities achieve remarkable view synthesis results, but still rely on dense input views or dense training with all the capture frames, leading to deployment difficulty and inefficient training overload. However, existing advances will be ill-posed if the input is both spatially and temporally sparse. To fill this gap, in this paper we propose a few-shot neural human rendering approach (FNHR) from only sparse RGBD inputs, which exploits the temporal and spatial redundancy to generate photo-realistic free-view output of human activities. Our FNHR is trained only on the key-frames which expand the motion manifold in the input sequences. We introduce a two-branch neural blending to combine the neural point render and classical graphics texturing pipeline, which integrates reliable observations over sparse key-frames. Furthermore, we adopt a patch-based adversarial training process to make use of the local redundancy and avoids over-fitting to the key-frames, which generates fine-detailed rendering results. Extensive experiments demonstrate the effectiveness of our approach to generate high-quality free view-point results for challenging human performances under the sparse setting.

CVJun 21, 2021
PIANO: A Parametric Hand Bone Model from Magnetic Resonance Imaging

Yuwei Li, Minye Wu, Yuyao Zhang et al.

Hand modeling is critical for immersive VR/AR, action understanding, or human healthcare. Existing parametric models account only for hand shape, pose, or texture, without modeling the anatomical attributes like bone, which is essential for realistic hand biomechanics analysis. In this paper, we present PIANO, the first parametric bone model of human hands from MRI data. Our PIANO model is biologically correct, simple to animate, and differentiable, achieving more anatomically precise modeling of the inner hand kinematic structure in a data-driven manner than the traditional hand models based on the outer surface only. Furthermore, our PIANO model can be applied in neural network layers to enable training with a fine-grained semantic loss, which opens up the new task of data-driven fine-grained hand bone anatomic and semantic understanding from MRI or even RGB images. We make our model publicly available.

CVApr 30, 2021
Editable Free-viewpoint Video Using a Layered Neural Representation

Jiakai Zhang, Xinhang Liu, Xinyi Ye et al.

Generating free-viewpoint videos is critical for immersive VR/AR experience but recent neural advances still lack the editing ability to manipulate the visual perception for large dynamic scenes. To fill this gap, in this paper we propose the first approach for editable photo-realistic free-viewpoint video generation for large-scale dynamic scenes using only sparse 16 cameras. The core of our approach is a new layered neural representation, where each dynamic entity including the environment itself is formulated into a space-time coherent neural layered radiance representation called ST-NeRF. Such layered representation supports fully perception and realistic manipulation of the dynamic scene whilst still supporting a free viewing experience in a wide range. In our ST-NeRF, the dynamic entity/layer is represented as continuous functions, which achieves the disentanglement of location, deformation as well as the appearance of the dynamic entity in a continuous and self-supervised manner. We propose a scene parsing 4D label map tracking to disentangle the spatial information explicitly, and a continuous deform module to disentangle the temporal motion implicitly. An object-aware volume rendering scheme is further introduced for the re-assembling of all the neural layers. We adopt a novel layered loss and motion-aware ray sampling strategy to enable efficient training for a large dynamic scene with multiple performers, Our framework further enables a variety of editing functions, i.e., manipulating the scale and location, duplicating or retiming individual neural layers to create numerous visual effects while preserving high realism. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality, photo-realistic, and editable free-viewpoint video generation for dynamic scenes.

CVApr 6, 2021
MirrorNeRF: One-shot Neural Portrait Radiance Field from Multi-mirror Catadioptric Imaging

Ziyu Wang, Liao Wang, Fuqiang Zhao et al.

Photo-realistic neural reconstruction and rendering of the human portrait are critical for numerous VR/AR applications. Still, existing solutions inherently rely on multi-view capture settings, and the one-shot solution to get rid of the tedious multi-view synchronization and calibration remains extremely challenging. In this paper, we propose MirrorNeRF - a one-shot neural portrait free-viewpoint rendering approach using a catadioptric imaging system with multiple sphere mirrors and a single high-resolution digital camera, which is the first to combine neural radiance field with catadioptric imaging so as to enable one-shot photo-realistic human portrait reconstruction and rendering, in a low-cost and casual capture setting. More specifically, we propose a light-weight catadioptric system design with a sphere mirror array to enable diverse ray sampling in the continuous 3D space as well as an effective online calibration for the camera and the mirror array. Our catadioptric imaging system can be easily deployed with a low budget and the casual capture ability for convenient daily usages. We introduce a novel neural warping radiance field representation to learn a continuous displacement field that implicitly compensates for the misalignment due to our flexible system setting. We further propose a density regularization scheme to leverage the inherent geometry information from the catadioptric data in a self-supervision manner, which not only improves the training efficiency but also provides more effective density supervision for higher rendering quality. Extensive experiments demonstrate the effectiveness and robustness of our scheme to achieve one-shot photo-realistic and high-quality appearance free-viewpoint rendering for human portrait scenes.

CVApr 5, 2021
Convolutional Neural Opacity Radiance Fields

Haimin Luo, Anpei Chen, Qixuan Zhang et al.

Photo-realistic modeling and rendering of fuzzy objects with complex opacity are critical for numerous immersive VR/AR applications, but it suffers from strong view-dependent brightness, color. In this paper, we propose a novel scheme to generate opacity radiance fields with a convolutional neural renderer for fuzzy objects, which is the first to combine both explicit opacity supervision and convolutional mechanism into the neural radiance field framework so as to enable high-quality appearance and global consistent alpha mattes generation in arbitrary novel views. More specifically, we propose an efficient sampling strategy along with both the camera rays and image plane, which enables efficient radiance field sampling and learning in a patch-wise manner, as well as a novel volumetric feature integration scheme that generates per-patch hybrid feature embeddings to reconstruct the view-consistent fine-detailed appearance and opacity output. We further adopt a patch-wise adversarial training scheme to preserve both high-frequency appearance and opacity details in a self-supervised framework. We also introduce an effective multi-view image capture system to capture high-quality color and alpha maps for challenging fuzzy objects. Extensive experiments on existing and our new challenging fuzzy object dataset demonstrate that our method achieves photo-realistic, globally consistent, and fined detailed appearance and opacity free-viewpoint rendering for various fuzzy objects.

CVApr 1, 2021
Neural Video Portrait Relighting in Real-time via Consistency Modeling

Longwen Zhang, Qixuan Zhang, Minye Wu et al.

Video portraits relighting is critical in user-facing human photography, especially for immersive VR/AR experience. Recent advances still fail to recover consistent relit result under dynamic illuminations from monocular RGB stream, suffering from the lack of video consistency supervision. In this paper, we propose a neural approach for real-time, high-quality and coherent video portrait relighting, which jointly models the semantic, temporal and lighting consistency using a new dynamic OLAT dataset. We propose a hybrid structure and lighting disentanglement in an encoder-decoder architecture, which combines a multi-task and adversarial training strategy for semantic-aware consistency modeling. We adopt a temporal modeling scheme via flow-based supervision to encode the conjugated temporal consistency in a cross manner. We also propose a lighting sampling strategy to model the illumination consistency and mutation for natural portrait light manipulation in real-world. Extensive experiments demonstrate the effectiveness of our approach for consistent video portrait light-editing and relighting, even using mobile computing.

CVMar 29, 2021
GNeRF: GAN-based Neural Radiance Field without Posed Camera

Quan Meng, Anpei Chen, Haimin Luo et al.

We introduce GNeRF, a framework to marry Generative Adversarial Networks (GAN) with Neural Radiance Field (NeRF) reconstruction for the complex scenarios with unknown and even randomly initialized camera poses. Recent NeRF-based advances have gained popularity for remarkable realistic novel view synthesis. However, most of them heavily rely on accurate camera poses estimation, while few recent methods can only optimize the unknown camera poses in roughly forward-facing scenes with relatively short camera trajectories and require rough camera poses initialization. Differently, our GNeRF only utilizes randomly initialized poses for complex outside-in scenarios. We propose a novel two-phases end-to-end framework. The first phase takes the use of GANs into the new realm for optimizing coarse camera poses and radiance fields jointly, while the second phase refines them with additional photometric loss. We overcome local minima using a hybrid and iterative optimization scheme. Extensive experiments on a variety of synthetic and natural scenes demonstrate the effectiveness of GNeRF. More impressively, our approach outperforms the baselines favorably in those scenes with repeated patterns or even low textures that are regarded as extremely challenging before.

CVMar 13, 2021
NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering using RGB Cameras

Xin Suo, Yuheng Jiang, Pei Lin et al.

4D reconstruction and rendering of human activities is critical for immersive VR/AR experience.Recent advances still fail to recover fine geometry and texture results with the level of detail present in the input images from sparse multi-view RGB cameras. In this paper, we propose NeuralHumanFVV, a real-time neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of human activities in arbitrary novel views. We propose a neural geometry generation scheme with a hierarchical sampling strategy for real-time implicit geometry inference, as well as a novel neural blending scheme to generate high resolution (e.g., 1k) and photo-realistic texture results in the novel views. Furthermore, we adopt neural normal blending to enhance geometry details and formulate our neural geometry and texture rendering into a multi-task learning framework. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and photo-realistic free view-point reconstruction for challenging human performances.

CVMar 11, 2021
ChallenCap: Monocular 3D Capture of Challenging Human Performances using Multi-Modal References

Yannan He, Anqi Pang, Xin Chen et al.

Capturing challenging human motions is critical for numerous applications, but it suffers from complex motion patterns and severe self-occlusion under the monocular setting. In this paper, we propose ChallenCap -- a template-based approach to capture challenging 3D human motions using a single RGB camera in a novel learning-and-optimization framework, with the aid of multi-modal references. We propose a hybrid motion inference stage with a generation network, which utilizes a temporal encoder-decoder to extract the motion details from the pair-wise sparse-view reference, as well as a motion discriminator to utilize the unpaired marker-based references to extract specific challenging motion characteristics in a data-driven manner. We further adopt a robust motion optimization stage to increase the tracking accuracy, by jointly utilizing the learned motion details from the supervised multi-modal references as well as the reliable motion hints from the input image reference. Extensive experiments on our new challenging motion dataset demonstrate the effectiveness and robustness of our approach to capture challenging human motions.

CVApr 4, 2019
Generic Multiview Visual Tracking

Minye Wu, Haibin Ling, Ning Bi et al.

Recent progresses in visual tracking have greatly improved the tracking performance. However, challenges such as occlusion and view change remain obstacles in real world deployment. A natural solution to these challenges is to use multiple cameras with multiview inputs, though existing systems are mostly limited to specific targets (e.g. human), static cameras, and/or camera calibration. To break through these limitations, we propose a generic multiview tracking (GMT) framework that allows camera movement, while requiring neither specific object model nor camera calibration. A key innovation in our framework is a cross-camera trajectory prediction network (TPN), which implicitly and dynamically encodes camera geometric relations, and hence addresses missing target issues such as occlusion. Moreover, during tracking, we assemble information across different cameras to dynamically update a novel collaborative correlation filter (CCF), which is shared among cameras to achieve robustness against view change. The two components are integrated into a correlation filter tracking framework, where the features are trained offline using existing single view tracking datasets. For evaluation, we first contribute a new generic multiview tracking dataset (GMTD) with careful annotations, and then run experiments on GMTD and the PETS2009 datasets. On both datasets, the proposed GMT algorithm shows clear advantages over state-of-the-art ones.

CGOct 15, 2018
Deep Surface Light Fields

Anpei Chen, Minye Wu, Yingliang Zhang et al.

A surface light field represents the radiance of rays originating from any points on the surface in any directions. Traditional approaches require ultra-dense sampling to ensure the rendering quality. In this paper, we present a novel neural network based technique called deep surface light field or DSLF to use only moderate sampling for high fidelity rendering. DSLF automatically fills in the missing data by leveraging different sampling patterns across the vertices and at the same time eliminates redundancies due to the network's prediction capability. For real data, we address the image registration problem as well as conduct texture-aware remeshing for aligning texture edges with vertices to avoid blurring. Comprehensive experiments show that DSLF can further achieve high data compression ratio while facilitating real-time rendering on the GPU.

CVOct 12, 2018
4D Human Body Correspondences from Panoramic Depth Maps

Zhong Li, Minye Wu, Wangyiteng Zhou et al.

The availability of affordable 3D full body reconstruction systems has given rise to free-viewpoint video (FVV) of human shapes. Most existing solutions produce temporally uncorrelated point clouds or meshes with unknown point/vertex correspondences. Individually compressing each frame is ineffective and still yields to ultra-large data sizes. We present an end-to-end deep learning scheme to establish dense shape correspondences and subsequently compress the data. Our approach uses sparse set of "panoramic" depth maps or PDMs, each emulating an inward-viewing concentric mosaics. We then develop a learning-based technique to learn pixel-wise feature descriptors on PDMs. The results are fed into an autoencoder-based network for compression. Comprehensive experiments demonstrate our solution is robust and effective on both public and our newly captured datasets.