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We present a novel method for local image feature matching. Instead of performing image feature detection, description, and matching sequentially, we propose to first establish pixel-wise dense matches at a … We present a novel method for local image feature matching. Instead of performing image feature detection, description, and matching sequentially, we propose to first establish pixel-wise dense matches at a coarse level and later refine the good matches at a fine level. In contrast to dense methods that use a cost volume to search correspondences, we use self and cross attention layers in Transformer to obtain feature descriptors that are conditioned on both images. The global receptive field provided by Transformer enables our method to produce dense matches in low-texture areas, where feature detectors usually struggle to produce repeatable interest points. The experiments on indoor and outdoor datasets show that LoFTR outperforms state-of-the-art methods by a large margin. LoFTR also ranks first on two public benchmarks of visual localization among the published methods. Code is available at our project page: https://zju3dv.github.io/loftr/.
This paper addresses the challenge of 6DoF pose estimation from a single RGB image under severe occlusion or truncation. Many recent works have shown that a two-stage approach, which first … This paper addresses the challenge of 6DoF pose estimation from a single RGB image under severe occlusion or truncation. Many recent works have shown that a two-stage approach, which first detects keypoints and then solves a Perspective-n-Point (PnP) problem for pose estimation, achieves remarkable performance. However, most of these methods only localize a set of sparse keypoints by regressing their image coordinates or heatmaps, which are sensitive to occlusion and truncation. Instead, we introduce a Pixel-wise Voting Network (PVNet) to regress pixel-wise vectors pointing to the keypoints and use these vectors to vote for keypoint locations. This creates a flexible representation for localizing occluded or truncated keypoints. Another important feature of this representation is that it provides uncertainties of keypoint locations that can be further leveraged by the PnP solver. Experiments show that the proposed approach outperforms the state of the art on the LINEMOD, Occlusion LINEMOD and YCB-Video datasets by a large margin, while being efficient for real-time pose estimation. We further create a Truncation LINEMOD dataset to validate the robustness of our approach against truncation. The code is available at https://zju3dv.github.io/pvnet/.
This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural … This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. To evaluate our approach, we create a multi-view dataset named ZJU-MoCap that captures performers with complex motions. Experiments on ZJU-MoCap show that our approach outperforms prior works by a large margin in terms of novel view synthesis quality. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset.
Neural implicit representations have recently shown encouraging results in various domains, including promising progress in simultaneous localization and mapping (SLAM). Nevertheless, existing methods produce over- smoothed scene reconstructions and have … Neural implicit representations have recently shown encouraging results in various domains, including promising progress in simultaneous localization and mapping (SLAM). Nevertheless, existing methods produce over- smoothed scene reconstructions and have difficulty scaling up to large scenes. These limitations are mainly due to their simple fully-connected network architecture that does not incorporate local information in the observations. In this paper, we present NICE-SLAM, a dense SLAM system that incorporates multi-level local information by introducing a hierarchical scene representation. Optimizing this representation with pre-trained geometric priors enables detailed reconstruction on large indoor scenes. Compared to recent neural implicit SLAM systems, our approach is more scalable, efficient, and robust. Experiments on five challenging datasets demonstrate competitive results of NICE-SLAM in both mapping and tracking quality. Project page: https://pengsongyou.github.io/nice-slam.
This paper introduces a novel contour-based approach named deep snake for real-time instance segmentation. Unlike some recent methods that directly regress the coordinates of the object boundary points from an … This paper introduces a novel contour-based approach named deep snake for real-time instance segmentation. Unlike some recent methods that directly regress the coordinates of the object boundary points from an image, deep snake uses a neural network to iteratively deform an initial contour to match the object boundary, which implements the classic idea of snake algorithms with a learning-based approach. For structured feature learning on the contour, we propose to use circular convolution in deep snake, which better exploits the cycle-graph structure of a contour compared against generic graph convolution. Based on deep snake, we develop a two-stage pipeline for instance segmentation: initial contour proposal and contour deformation, which can handle errors in object localization. Experiments show that the proposed approach achieves competitive performances on the Cityscapes, KINS, SBD and COCO datasets while being efficient for real-time applications with a speed of 32.3 fps for 512 × 512 images on a 1080Ti GPU. The code is available at https://github.com/zju3dv/snake/.
This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural … This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce neural blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the learned blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. Experiments show that our approach significantly outperforms recent human synthesis methods. The code and supplementary materials are available at https://zju3dv.github.io/animatable_nerf/.
We present a novel framework named NeuralRecon for real-time 3D scene reconstruction from a monocular video. Unlike previous methods that estimate single-view depth maps separately on each key-frame and fuse … We present a novel framework named NeuralRecon for real-time 3D scene reconstruction from a monocular video. Unlike previous methods that estimate single-view depth maps separately on each key-frame and fuse them later, we propose to directly reconstruct local surfaces represented as sparse TSDF volumes for each video fragment sequentially by a neural network. A learning-based TSDF fusion module based on gated recurrent units is used to guide the network to fuse features from previous fragments. This de-sign allows the network to capture local smoothness prior and global shape prior of 3D surfaces when sequentially reconstructing the surfaces, resulting in accurate, coherent, and real-time surface reconstruction. The experiments on ScanNet and 7-Scenes datasets show that our system outperforms state-of-the-art methods in terms of both ac-curacy and speed. To the best of our knowledge, this is the first learning-based system that is able to reconstruct dense coherent 3D geometry in real-time. Code is available at the project page: https://zju3dv.github.io/neuralrecon/.
Depth completion aims to recover dense depth maps from sparse depth measurements. It is of increasing importance for autonomous driving and draws increasing attention from the vision community. Most of … Depth completion aims to recover dense depth maps from sparse depth measurements. It is of increasing importance for autonomous driving and draws increasing attention from the vision community. Most of the current competitive methods directly train a network to learn a mapping from sparse depth inputs to dense depth maps, which has difficulties in utilizing the 3D geometric constraints and handling the practical sensor noises. In this paper, to regularize the depth completion and improve the robustness against noise, we propose a unified CNN framework that 1) models the geometric constraints between depth and surface normal in a diffusion module and 2) predicts the confidence of sparse LiDAR measurements to mitigate the impact of noise. Specifically, our encoder-decoder backbone predicts the surface normal, coarse depth and confidence of LiDAR inputs simultaneously, which are subsequently inputted into our diffusion refinement module to obtain the final completion results. Extensive experiments on KITTI depth completion dataset and NYU-Depth-V2 dataset demonstrate that our method achieves state-of-the-art performance. Further ablation study and analysis give more insights into the proposed components and demonstrate the generalization capability and stability of our model.
Generating high-fidelity talking head video by fitting with the input audio sequence is a challenging problem that receives considerable attentions recently. In this paper, we address this problem with the … Generating high-fidelity talking head video by fitting with the input audio sequence is a challenging problem that receives considerable attentions recently. In this paper, we address this problem with the aid of neural scene representation networks. Our method is completely different from existing methods that rely on intermediate representations like 2D landmarks or 3D face models to bridge the gap between audio input and video output. Specifically, the feature of input audio signal is directly fed into a conditional implicit function to generate a dynamic neural radiance field, from which a high-fidelity talking-head video corresponding to the audio signal is synthesized using volume rendering. Another advantage of our framework is that not only the head (with hair) region is synthesized as previous methods did, but also the upper body is generated via two individual neural radiance fields. Experimental results demonstrate that our novel framework can (1) produce high-fidelity and natural results, and (2) support free adjustment of audio signals, viewing directions, and background images. Code is available at https://github.com/YudongGuo/AD-NeRF.
This paper addresses the problem of 3D pose estimation for multiple people in a few calibrated camera views. The main challenge of this problem is to find the cross-view correspondences … This paper addresses the problem of 3D pose estimation for multiple people in a few calibrated camera views. The main challenge of this problem is to find the cross-view correspondences among noisy and incomplete 2D pose predictions. Most previous methods address this challenge by directly reasoning in 3D using a pictorial structure model, which is inefficient due to the huge state space. We propose a fast and robust approach to solve this problem. Our key idea is to use a multi-way matching algorithm to cluster the detected 2D poses in all views. Each resulting cluster encodes 2D poses of the same person across different views and consistent correspondences across the keypoints, from which the 3D pose of each person can be effectively inferred. The proposed convex optimization based multi-way matching algorithm is efficient and robust against missing and false detections, without knowing the number of people in the scene. Moreover, we propose to combine geometric and appearance cues for cross-view matching. The proposed approach achieves significant performance gains from the state-of-the-art (96.3% vs. 90.6% and 96.9% vs. 88% on the Campus and Shelf datasets, respectively), while being efficient for real-time applications.
Implicit neural rendering techniques have shown promising results for novel view synthesis. However, existing methods usually encode the entire scene as a whole, which is generally not aware of the … Implicit neural rendering techniques have shown promising results for novel view synthesis. However, existing methods usually encode the entire scene as a whole, which is generally not aware of the object identity and limits the ability to the high-level editing tasks such as moving or adding furniture. In this paper, we present a novel neural scene rendering system, which learns an object-compositional neural radiance field and produces realistic rendering with editing capability for a clustered and real-world scene. Specifically, we design a novel two-pathway architecture, in which the scene branch encodes the scene geometry and appearance, and the object branch encodes each standalone object conditioned on learnable object activation codes. To survive the training in heavily cluttered scenes, we propose a scene-guided training strategy to solve the 3D space ambiguity in the occluded regions and learn sharp boundaries for each object. Extensive experiments demonstrate that our system not only achieves competitive performance for static scene novel-view synthesis, but also produces realistic rendering for object-level editing.
In this paper, we propose a novel system named Disp R-CNN for 3D object detection from stereo images. Many recent works solve this problem by first recovering a point cloud … In this paper, we propose a novel system named Disp R-CNN for 3D object detection from stereo images. Many recent works solve this problem by first recovering a point cloud with disparity estimation and then apply a 3D detector. The disparity map is computed for the entire image, which is costly and fails to leverage category-specific prior. In contrast, we design an instance disparity estimation network (iDispNet) that predicts disparity only for pixels on objects of interest and learns a category-specific shape prior for more accurate disparity estimation. To address the challenge from scarcity of disparity annotation in training, we propose to use a statistical shape model to generate dense disparity pseudo-ground-truth without the need of LiDAR point clouds, which makes our system more widely applicable. Experiments on the KITTI dataset show that, even when LiDAR ground-truth is not available at training time, Disp R-CNN achieves competitive performance and outperforms previous state-of-the-art methods by 20% in terms of average precision. The code will be available at https://github.com/zju3dv/disprcnn.
This paper addresses the challenge of reconstructing 3D indoor scenes from multi-view images. Many previous works have shown impressive reconstruction results on textured objects, but they still have difficulty in … This paper addresses the challenge of reconstructing 3D indoor scenes from multi-view images. Many previous works have shown impressive reconstruction results on textured objects, but they still have difficulty in handling low-textured planar regions, which are common in indoor scenes. An approach to solving this issue is to incorporate planer constraints into the depth map estimation in multiview stereo-based methods, but the per-view plane estimation and depth optimization lack both efficiency and multiview consistency. In this work, we show that the planar constraints can be conveniently integrated into the recent implicit neural representation-based reconstruction methods. Specifically, we use an MLP network to represent the signed distance function as the scene geometry. Based on the Manhattan-world assumption, planar constraints are employed to regularize the geometry in floor and wall regions predicted by a 2D semantic segmentation network. To resolve the inaccurate segmentation, we encode the semantics of 3D points with another MLP and design a novel loss that jointly optimizes the scene geometry and semantics in 3D space. Experiments on ScanNet and 7-Scenes datasets show that the proposed method outperforms previous methods by a large margin on 3D reconstruction quality. The code and supplementary materials are available at https://zju3dv.github.io/manhattan_sdf.
We propose SelfRecon, a clothed human body reconstruction method that combines implicit and explicit repre-sentations to recover space-time coherent geometries from a monocular self-rotating human video. Explicit methods require a … We propose SelfRecon, a clothed human body reconstruction method that combines implicit and explicit repre-sentations to recover space-time coherent geometries from a monocular self-rotating human video. Explicit methods require a predefined template mesh for a given sequence, while the template is hard to acquire for a specific subject. Meanwhile, the fixed topology limits the reconstruction accuracy and clothing types. Implicit representation supports arbitrary topology and can represent high-fidelity geometry shapes due to its continuous nature. However, it is difficult to integrate multi-frame information to produce a consistent registration sequence for downstream applications. We propose to combine the advantages of both representations. We utilize differential mask loss of the explicit mesh to obtain the coherent overall shape, while the details on the implicit surface are refined with the differentiable neural rendering. Meanwhile, the explicit mesh is updated periodically to adjust its topology changes, and a consistency loss is designed to match both representations. Compared with existing methods, SelfRecon can produce high-fidelity surfaces for arbitrary clothed humans with self-supervised optimization. Extensive experimental results demonstrate its effectiveness on real captured monocular videos. The source code is available at https://github.com/jby1993/SelfReconCode.
In this paper, we propose StereoPIFu, which integrates the geometric constraints of stereo vision with implicit function representation of PIFu, to recover the 3D shape of the clothed human from … In this paper, we propose StereoPIFu, which integrates the geometric constraints of stereo vision with implicit function representation of PIFu, to recover the 3D shape of the clothed human from a pair of low-cost rectified images. First, we introduce the effective voxel-aligned features from a stereo vision-based network to enable depth-aware reconstruction. Moreover, the novel relative z-offset is employed to associate predicted high-fidelity human depth and occupancy inference, which helps restore fine-level surface de-tails. Second, a network structure that fully utilizes the geometry information from the stereo images is designed to improve the human body reconstruction quality. Consequently, our StereoPIFu can naturally infer the human body’s spatial location in camera space and maintain the correct relative position of different parts of the human body, which enables our method to capture human performance. Compared with previous works, our StereoPIFu significantly improves the robustness, completeness, and accuracy of the clothed human reconstruction, which is demonstrated by extensive experimental results.
Real-world talking faces often accompany with natural head movement. However, most existing talking face video generation methods only consider facial animation with fixed head pose. In this paper, we address … Real-world talking faces often accompany with natural head movement. However, most existing talking face video generation methods only consider facial animation with fixed head pose. In this paper, we address this problem by proposing a deep neural network model that takes an audio signal A of a source person and a very short video V of a target person as input, and outputs a synthesized high-quality talking face video with personalized head pose (making use of the visual information in V), expression and lip synchronization (by considering both A and V). The most challenging issue in our work is that natural poses often cause in-plane and out-of-plane head rotations, which makes synthesized talking face video far from realistic. To address this challenge, we reconstruct 3D face animation and re-render it into synthesized frames. To fine tune these frames into realistic ones with smooth background transition, we propose a novel memory-augmented GAN module. By first training a general mapping based on a publicly available dataset and fine-tuning the mapping using the input short video of target person, we develop an effective strategy that only requires a small number of frames (about 300 frames) to learn personalized talking behavior including head pose. Extensive experiments and two user studies show that our method can generate high-quality (i.e., personalized head movements, expressions and good lip synchronization) talking face videos, which are naturally looking with more distinguishing head movement effects than the state-of-the-art methods.
This paper proposes a novel location-aware deep-learning-based single image reflection removal method. Our network has a reflection detection module to regress a probabilistic reflection confidence map, taking multi-scale Laplacian features … This paper proposes a novel location-aware deep-learning-based single image reflection removal method. Our network has a reflection detection module to regress a probabilistic reflection confidence map, taking multi-scale Laplacian features as inputs. This probabilistic map tells if a region is reflection-dominated or transmission-dominated, and it is used as a cue for the network to control the feature flow when predicting the reflection and transmission layers. We design our network as a recurrent network to progressively refine reflection removal results at each iteration. The novelty is that we leverage Laplacian kernel parameters to emphasize the boundaries of strong reflections. It is beneficial to strong reflection detection and substantially improves the quality of reflection removal results. Extensive experiments verify the superior performance of the proposed method over state-of-the-art approaches. Our code and the pre-trained model can be found at https://github.com/zdlarr/Location-aware-SIRR.
Structure-from-motion (SfM) largely relies on feature tracking. In image sequences, if disjointed tracks caused by objects moving in and out of the field of view, occasional occlusion, or image noise … Structure-from-motion (SfM) largely relies on feature tracking. In image sequences, if disjointed tracks caused by objects moving in and out of the field of view, occasional occlusion, or image noise are not handled well, corresponding SfM could be affected. This problem becomes severer for large-scale scenes, which typically requires to capture multiple sequences to cover the whole scene. In this paper, we propose an efficient non-consecutive feature tracking framework to match interrupted tracks distributed in different subsequences or even in different videos. Our framework consists of steps of solving the feature “dropout” problem when indistinctive structures, noise or large image distortion exists, and of rapidly recognizing and joining common features located in different subsequences. In addition, we contribute an effective segment-based coarse-to-fine SfM algorithm for robustly handling large data sets. Experimental results on challenging video data demonstrate the effectiveness of the proposed system.
Different from traditional video cameras, event cam- eras capture asynchronous events stream in which each event encodes pixel location, trigger time, and the polarity of the brightness changes. In this … Different from traditional video cameras, event cam- eras capture asynchronous events stream in which each event encodes pixel location, trigger time, and the polarity of the brightness changes. In this paper, we introduce a novel graph-based framework for event cameras, namely SlideGCN. Unlike some recent graph-based methods that use groups of events as input, our approach can efficiently process data event-by-event, unlock the low latency nature of events data while still maintaining the graph's structure internally. For fast graph construction, we develop a radius search algorithm, which better exploits the partial regular structure of event cloud against k-d tree based generic methods. Experiments show that our method reduces the computational complexity up to 100 times with respect to current graph-based methods while keeping state-of-the-art performance on object recognition. Moreover, we verify the superiority of event-wise processing with our method. When the state becomes stable, we can give a prediction with high confidence, thus making an early recognition.
This paper aims to tackle the challenge of efficiently producing interactive free-viewpoint videos. Some recent works equip neural radiance fields with image encoders, enabling them to generalize across scenes. When … This paper aims to tackle the challenge of efficiently producing interactive free-viewpoint videos. Some recent works equip neural radiance fields with image encoders, enabling them to generalize across scenes. When processing dynamic scenes, they can simply treat each video frame as an individual scene and perform novel view synthesis to generate free-viewpoint videos. However, their rendering process is slow and cannot support interactive applications. A major factor is that they sample lots of points in empty space when inferring radiance fields. We propose a novel scene representation, called ENeRF, for the fast creation of interactive free-viewpoint videos. Specifically, given multi-view images at one frame, we first build the cascade cost volume to predict the coarse geometry of the scene. The coarse geometry allows us to sample few points near the scene surface, thereby significantly improving the rendering speed. This process is fully differentiable, enabling us to jointly learn the depth prediction and radiance field networks from RGB images. Experiments on multiple benchmarks show that our approach exhibits competitive performance while being at least 60 times faster than previous generalizable radiance field methods.
Finding local correspondences between images with different viewpoints requires local descriptors that are robust against geometric transformations. An approach for transformation invariance is to integrate out the transformations by pooling … Finding local correspondences between images with different viewpoints requires local descriptors that are robust against geometric transformations. An approach for transformation invariance is to integrate out the transformations by pooling the features extracted from transformed versions of an image. However, the feature pooling may sacrifice the distinctiveness of the resulting descriptors. In this paper, we introduce a novel visual descriptor named Group Invariant Feature Transform (GIFT), which is both discriminative and robust to geometric transformations. The key idea is that the features extracted from the transformed versions of an image can be viewed as a function defined on the group of the transformations. Instead of feature pooling, we use group convolutions to exploit underlying structures of the extracted features on the group, resulting in descriptors that are both discriminative and provably invariant to the group of transformations. Extensive experiments show that GIFT outperforms state-of-the-art methods on several benchmark datasets and practically improves the performance of relative pose estimation.
Despite the great success in 2D editing using user-friendly tools, such as Photoshop, semantic strokes, or even text prompts, similar capabilities in 3D areas are still limited, either relying on … Despite the great success in 2D editing using user-friendly tools, such as Photoshop, semantic strokes, or even text prompts, similar capabilities in 3D areas are still limited, either relying on 3D modeling skills or allowing editing within only a few categories. In this paper, we present a novel semantic-driven NeRF editing approach, which enables users to edit a neural radiance field with a single image, and faithfully delivers edited novel views with high fidelity and multi-view consistency. To achieve this goal, we propose a prior-guided editing field to encode fine-grained geometric and texture editing in 3D space, and develop a series of techniques to aid the editing process, including cyclic constraints with a proxy mesh to facilitate geometric supervision, a color compositing mechanism to stabilize semantic-driven texture editing, and a feature-cluster-based regularization to preserve the irrelevant content unchanged. Extensive experiments and editing examples on both real-world and synthetic data demonstrate that our method achieves photo-realistic 3D editing using only a single edited image, pushing the bound of semantic-driven editing in 3D real-world scenes.
In this paper, we introduce the new task of reconstructing 3D human pose from a single image in which we can see the person and the person’s image through a … In this paper, we introduce the new task of reconstructing 3D human pose from a single image in which we can see the person and the person’s image through a mirror. Compared to general scenarios of 3D pose estimation from a single view, the mirror reflection provides an additional view for resolving the depth ambiguity. We develop an optimization-based approach that exploits mirror symmetry constraints for accurate 3D pose reconstruction. We also provide a method to estimate the surface normal of the mirror from vanishing points in the single image. To validate the proposed approach, we collect a large-scale dataset named Mirrored-Human, which covers a large variety of human subjects, poses and backgrounds. The experiments demonstrate that, when trained on Mirrored-Human with our reconstructed 3D poses as pseudo ground-truth, the accuracy and generalizability of existing single-view 3D pose estimators can be largely improved. The code and dataset are available at https://zju3dv.github.io/Mirrored-Human/.
This paper proposes a novel active boundary loss for semantic segmentation. It can progressively encourage the alignment between predicted boundaries and ground-truth boundaries during end-to-end training, which is not explicitly … This paper proposes a novel active boundary loss for semantic segmentation. It can progressively encourage the alignment between predicted boundaries and ground-truth boundaries during end-to-end training, which is not explicitly enforced in commonly used cross-entropy loss. Based on the predicted boundaries detected from the segmentation results using current network parameters, we formulate the boundary alignment problem as a differentiable direction vector prediction problem to guide the movement of predicted boundaries in each iteration. Our loss is model-agnostic and can be plugged in to the training of segmentation networks to improve the boundary details. Experimental results show that training with the active boundary loss can effectively improve the boundary F-score and mean Intersection-over-Union on challenging image and video object segmentation datasets.
Content and style disentanglement is an effective way to achieve few-shot font generation. It allows to transfer the style of the font image in a source domain to the style … Content and style disentanglement is an effective way to achieve few-shot font generation. It allows to transfer the style of the font image in a source domain to the style defined with a few reference images in a target domain. However, the content feature extracted using a representative font might not be optimal. In light of this, we propose a content fusion module (CFM) to project the content feature into a linear space defined by the content features of basis fonts, which can take the variation of content features caused by different fonts into consideration. Our method also allows to optimize the style representation vector of reference images through a lightweight iterative style-vector refinement (ISR) strategy. Moreover, we treat the 1D projection of a character image as a probability distribution and leverage the distance between two distributions as the reconstruction loss (namely projected character loss, PCL). Compared to L2 or L1 reconstruction loss, the distribution distance pays more attention to the global shape of characters. We have evaluated our method on a dataset of 300 fonts with 6.5k characters each. Experimental results verify that our method outperforms existing state-of-the-art few-shot font generation methods by a large margin. The source code can be found at https://github.com/wangchi95/CF-Font.
Learning non-rigid registration in an end-to-end manner is challenging due to the inherent high degrees of freedom and the lack of labeled training data. In this paper, we resolve these … Learning non-rigid registration in an end-to-end manner is challenging due to the inherent high degrees of freedom and the lack of labeled training data. In this paper, we resolve these two challenges simultaneously. First, we propose to represent the non-rigid transformation with a point-wise combination of several rigid transformations. This representation not only makes the solution space well-constrained but also enables our method to be solved iteratively with a recurrent framework, which greatly reduces the difficulty of learning. Second, we introduce a differentiable loss function that measures the 3D shape similarity on the projected multi-view 2D depth images so that our full framework can be trained end-to-end without ground truth supervision. Extensive experiments on several different datasets demonstrate that our proposed method outperforms the previous state-of-the-art by a large margin.
Visual localization is of great importance in robotics and computer vision. Recently, scene coordinate regression based methods have shown good performance in visual localization in small static scenes. However, it … Visual localization is of great importance in robotics and computer vision. Recently, scene coordinate regression based methods have shown good performance in visual localization in small static scenes. However, it still estimates camera poses from many inferior scene coordinates. To address this problem, we propose a novel visual localization framework that establishes 2D-to-3D correspondences between the query image and the 3D map with a series of learnable scene-specific landmarks. In the landmark generation stage, the 3D surfaces of the target scene are over-segmented into mosaic patches whose centers are regarded as the scene-specific landmarks. To robustly and accurately recover the scene-specific landmarks, we propose the Voting with Segmentation Network (VS-Net) to segment the pixels into different landmark patches with a segmentation branch and estimate the landmark locations within each patch with a landmark location voting branch. Since the number of landmarks in a scene may reach up to 5000, training a segmentation network with such a large number of classes is both computation and memory costly for the commonly used cross-entropy loss. We propose a novel prototype-based triplet loss with hard negative mining, which is able to train semantic segmentation networks with a large number of labels efficiently. Our proposed VS-Net is extensively tested on multiple public benchmarks and can outperform stateof-the-art visual localization methods. Code and models are available at https://github.com/zju3dv/VS-Net.
Virtual content creation and interaction play an important role in modern 3D applications. Recovering detailed 3D models from real scenes can significantly expand the scope of its applications and has … Virtual content creation and interaction play an important role in modern 3D applications. Recovering detailed 3D models from real scenes can significantly expand the scope of its applications and has been studied for decades in the computer vision and computer graphics community. In this work, we propose Vox-Surf, a voxel-based implicit surface representation. Our Vox-Surf divides the space into finite sparse voxels, where each voxel is a basic geometry unit that stores geometry and appearance information on its corner vertices. Due to the sparsity inherited from the voxel representation, Vox-Surf is suitable for almost any scene and can be easily trained end-to-end from multiple view images. We utilize a progressive training process to gradually cull out empty voxels and keep only valid voxels for further optimization, which greatly reduces the number of sample points and improves inference speed. Experiments show that our Vox-Surf representation can learn fine surface details and accurate colors with less memory and faster rendering than previous methods. The resulting fine voxels can also be considered as the bounding volumes for collision detection, which is useful in 3D interactions. We also show the potential application of Vox-Surf in scene editing and augmented reality. The source code is publicly available at <uri xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">https://github.com/zju3dv/Vox-Surf</uri> .
Panorama images have a much larger field-of-view thus naturally encode enriched scene context information compared to standard perspective images, which however is not well exploited in the previous scene understanding … Panorama images have a much larger field-of-view thus naturally encode enriched scene context information compared to standard perspective images, which however is not well exploited in the previous scene understanding methods. In this paper, we propose a novel method for panoramic 3D scene understanding which recovers the 3D room layout and the shape, pose, position, and semantic category for each object from a single full-view panorama image. In order to fully utilize the rich context information, we design a novel graph neural network based context model to predict the relationship among objects and room layout, and a differentiable relationship-based optimization module to optimize object arrangement with well-designed objective functions on-the-fly. Realizing the existing data are either with incomplete ground truth or overly-simplified scene, we present a new synthetic dataset with good diversity in room layout and furniture placement, and realistic image quality for total panoramic 3D scene understanding. Experiments demonstrate that our method outperforms existing methods on panoramic scene understanding in terms of both geometry accuracy and object arrangement. Code is available at https://chengzhag.github.io/publication/dpc.
This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural … This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. To evaluate our approach, we create a multi-view dataset named ZJU-MoCap that captures performers with complex motions. Experiments on ZJU-MoCap show that our approach outperforms prior works by a large margin in terms of novel view synthesis quality. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset. The code and dataset are available at https://zju3dv.github.io/neuralbody/.
This paper introduces a novel representation of volumetric videos for real-time view synthesis of dynamic scenes. Recent advances in neural scene representations demonstrate their remarkable capability to model and render … This paper introduces a novel representation of volumetric videos for real-time view synthesis of dynamic scenes. Recent advances in neural scene representations demonstrate their remarkable capability to model and render complex static scenes, but extending them to represent dynamic scenes is not straightforward due to their slow rendering speed or high storage cost. To solve this problem, our key idea is to represent the radiance field of each frame as a set of shallow MLP networks whose parameters are stored in 2D grids, called MLP maps, and dynamically predicted by a 2D CNN decoder shared by all frames. Representing 3D scenes with shallow MLPs significantly improves the rendering speed, while dynamically predicting MLP parameters with a shared 2D CNN instead of explicitly storing them leads to low storage cost. Experiments show that the proposed approach achieves state-of-the-art rendering quality on the NHR and ZJU-MoCap datasets, while being efficient for real-time rendering with a speed of 41.7 fps for <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$512\times 512$</tex> images on an RTX 3090 GPU. The code is available at https://zju3dv.github.io/mlp_maps/.
This paper addresses the challenge of efficiently reconstructing volumetric videos of dynamic humans from sparse multi-view videos. Some recent works represent a dynamic human as a canonical neural radiance field … This paper addresses the challenge of efficiently reconstructing volumetric videos of dynamic humans from sparse multi-view videos. Some recent works represent a dynamic human as a canonical neural radiance field (NeRF) and a motion field, which are learned from input videos through differentiable rendering. But the per-scene optimization generally requires hours. Other generalizable NeRF models leverage learned prior from datasets to reduce the optimization time by only finetuning on new scenes at the cost of visual fidelity. In this paper, we propose a novel method for learning neural volumetric representations of dynamic humans in minutes with competitive visual quality. Specifically, we define a novel part-based voxelized human representation to better distribute the representational power of the network to different human parts. Furthermore, we propose a novel 2D motion parameterization scheme to increase the convergence rate of deformation field learning. Experiments demonstrate that our model can be learned 100 times faster than previous per-scene optimization methods while being competitive in the rendering quality. Training our model on a 512 × 512 video with 100 frames typically takes about 5 minutes on a single RTX 3090 GPU. The code is available on our project page: https://zju3dv.github.io/instant_nvr.
Indoor scenes typically exhibit complex, spatially-varying appearance from global illumination, making inverse rendering a challenging ill-posed problem. This work presents an end-to-end, learning-based inverse rendering framework incorporating differentiable Monte Carlo … Indoor scenes typically exhibit complex, spatially-varying appearance from global illumination, making inverse rendering a challenging ill-posed problem. This work presents an end-to-end, learning-based inverse rendering framework incorporating differentiable Monte Carlo raytracing with importance sampling. The framework takes a single image as input to jointly recover the underlying geometry, spatially-varying lighting, and photorealistic materials. Specifically, we introduce a physically-based differentiable rendering layer with screen-space ray tracing, resulting in more realistic specular reflections that match the input photo. In addition, we create a large-scale, photorealistic indoor scene dataset with significantly richer details like complex furniture and dedicated decorations. Further, we design a novel out-of-view lighting network with uncertainty-aware refinement leveraging hypernetwork-based neural radiance fields to predict lighting outside the view of the input photo. Through extensive evaluations on common benchmark datasets, we demonstrate superior inverse rendering quality of our method compared to state-of-the-art baselines, enabling various applications such as complex object insertion and material editing with high fidelity. Code and data will be made available at https://jingsenzhu.github.io/invrend
We present PVO, a novel panoptic visual odometry framework to achieve more comprehensive modeling of the scene motion, geometry, and panoptic segmentation information. Our PVO models visual odometry (VO) and … We present PVO, a novel panoptic visual odometry framework to achieve more comprehensive modeling of the scene motion, geometry, and panoptic segmentation information. Our PVO models visual odometry (VO) and video panoptic segmentation (VPS) in a unified view, which makes the two tasks mutually beneficial. Specifically, we introduce a panoptic update module into the VO Module with the guidance of image panoptic segmentation. This Panoptic-Enhanced VO Module can alleviate the impact of dynamic objects in the camera pose estimation with a panoptic-aware dynamic mask. On the other hand, the VO-Enhanced VPS Module also improves the segmentation accuracy by fusing the panoptic segmentation result of the current frame on the fly to the adjacent frames, using geometric information such as camera pose, depth, and optical flow obtained from the VO Module. These two modules contribute to each other through recurrent iterative optimization. Extensive experiments demonstrate that PVO outperforms state-of-the-art methods in both visual odometry and video panoptic segmentation tasks.
We propose a new method for object pose estimation without CAD models. The previous feature-matching-based method OnePose has shown promising results under a one-shot setting which eliminates the need for … We propose a new method for object pose estimation without CAD models. The previous feature-matching-based method OnePose has shown promising results under a one-shot setting which eliminates the need for CAD models or object-specific training. However, OnePose relies on detecting repeatable image keypoints and is thus prone to failure on low-textured objects. We propose a keypoint-free pose estimation pipeline to remove the need for repeatable keypoint detection. Built upon the detector-free feature matching method LoFTR, we devise a new keypoint-free SfM method to reconstruct a semi-dense point-cloud model for the object. Given a query image for object pose estimation, a 2D-3D matching network directly establishes 2D-3D correspondences between the query image and the reconstructed point-cloud model without first detecting keypoints in the image. Experiments show that the proposed pipeline outperforms existing one-shot CAD-model-free methods by a large margin and is comparable to CAD-model-based methods on LINEMOD even for low-textured objects. We also collect a new dataset composed of 80 sequences of 40 low-textured objects to facilitate future research on one-shot object pose estimation. The supplementary material, code and dataset are available on the project page: https://zju3dv.github.io/onepose_plus_plus/.
This paper proposes a novel deep learning-based video object matting method that can achieve temporally coherent matting results. Its key component is an attention-based temporal aggregation module that maximizes image … This paper proposes a novel deep learning-based video object matting method that can achieve temporally coherent matting results. Its key component is an attention-based temporal aggregation module that maximizes image matting networks' strength for video matting networks. This module computes temporal correlations for pixels adjacent to each other along the time axis in feature space, which is robust against motion noises. We also design a novel loss term to train the attention weights, which drastically boosts the video matting performance. Besides, we show how to effectively solve the trimap generation problem by fine-tuning a state-of-the-art video object segmentation network with a sparse set of user-annotated keyframes. To facilitate video matting and trimap generation networks' training, we construct a large-scale video matting dataset with 80 training and 28 validation foreground video clips with ground-truth alpha mattes. Experimental results show that our method can generate high-quality alpha mattes for various videos featuring appearance change, occlusion, and fast motion. Our code and dataset can be found at: https://github.com/yunkezhang/TCVOM
Local feature matching aims at establishing sparse correspondences between a pair of images. Recently, detector-free methods present generally better performance but are not satisfactory in image pairs with large scale … Local feature matching aims at establishing sparse correspondences between a pair of images. Recently, detector-free methods present generally better performance but are not satisfactory in image pairs with large scale differences. In this paper, we propose Patch Area Transportation with Subdivision (PATS) to tackle this issue. Instead of building an expensive image pyramid, we start by splitting the original image pair into equal-sized patches and gradually resizing and subdividing them into smaller patches with the same scale. However, estimating scale differences between these patches is non-trivial since the scale differences are determined by both relative camera poses and scene structures, and thus spatially varying over image pairs. Moreover, it is hard to obtain the ground truth for real scenes. To this end, we propose patch area transportation, which enables learning scale differences in a self-supervised manner. In contrast to bipartite graph matching, which only handles one-to-one matching, our patch area transportation can deal with many-to-many relationships. PATS improves both matching accuracy and coverage, and shows superior performance in downstream tasks, such as relative pose estimation, visual localization, and optical flow estimation. The source code is available at https://zju3dv.github.io/pats/.
In this paper, we propose a tightly-coupled SLAM system fused with RGB, Depth, IMU and structured plane information. Traditional sparse points based SLAM systems always maintain a mass of map … In this paper, we propose a tightly-coupled SLAM system fused with RGB, Depth, IMU and structured plane information. Traditional sparse points based SLAM systems always maintain a mass of map points to model the environment. Huge number of map points bring us a high computational complexity, making it difficult to be deployed on mobile devices. On the other hand, planes are common structures in man-made environment especially in indoor environments. We usually can use a small number of planes to represent a large scene. So the main purpose of this article is to decrease the high complexity of sparse points based SLAM. We build a lightweight back-end map which consists of a few planes and map points to achieve efficient bundle adjustment (BA) with an equal or better accuracy. We use homography constraints to eliminate the parameters of numerous plane points in the optimization and reduce the complexity of BA. We separate the parameters and measurements in homography and point-to-plane constraints and compress the measurements part to further effectively im-prove the speed of BA. We also integrate the plane information into the whole system to realize robust planar feature extraction, data association, and global consistent planar reconstruction. Finally, we perform an ablation study and compare our method with similar methods in simulation and real environment data. Our system achieves obvious advantages in accuracy and efficiency. Even if the plane parameters are involved in the optimization, we effectively simplify the back-end map by using planar structures. The global bundle adjustment is nearly 2 times faster than the sparse points based SLAM algorithm.
Existing inverse rendering combined with neural rendering methods can only perform editable novel view synthesis on object-specific scenes, while we present intrinsic neural radiance fields, dubbed IntrinsicNeRF, which introduce intrinsic … Existing inverse rendering combined with neural rendering methods can only perform editable novel view synthesis on object-specific scenes, while we present intrinsic neural radiance fields, dubbed IntrinsicNeRF, which introduce intrinsic decomposition into the NeRF-based neural rendering method and can extend its application to room-scale scenes. Since intrinsic decomposition is a fundamentally under-constrained inverse problem, we propose a novel distance-aware point sampling and adaptive reflectance iterative clustering optimization method, which enables IntrinsicNeRF with traditional intrinsic decomposition constraints to be trained in an unsupervised manner, resulting in multi-view consistent intrinsic decomposition results. To cope with the problem that different adjacent instances of similar reflectance in a scene are incorrectly clustered together, we further propose a hierarchical clustering method with coarse-to-fine optimization to obtain a fast hierarchical indexing representation. It supports compelling real-time augmented applications such as recoloring and illumination variation. Extensive experiments and editing samples on both object-specific/room-scale scenes and synthetic/real-word data demonstrate that we can obtain consistent intrinsic decomposition results and high-fidelity novel view synthesis even for challenging sequences.
Abstract Real‐time Monte Carlo denoising aims at removing severe noise under low samples per pixel (spp) in a strict time budget. Recently, kernel‐prediction methods use a neural network to predict … Abstract Real‐time Monte Carlo denoising aims at removing severe noise under low samples per pixel (spp) in a strict time budget. Recently, kernel‐prediction methods use a neural network to predict each pixel's filtering kernel and have shown a great potential to remove Monte Carlo noise. However, the heavy computation overhead blocks these methods from real‐time applications. This paper expands the kernel‐prediction method and proposes a novel approach to denoise very low spp (e.g., 1‐spp) Monte Carlo path traced images at real‐time frame rates. Instead of using the neural network to directly predict the kernel map, i.e., the complete weights of each per‐pixel filtering kernel, we predict an encoding of the kernel map, followed by a high‐efficiency decoder with unfolding operations for a high‐quality reconstruction of the filtering kernels. The kernel map encoding yields a compact single‐channel representation of the kernel map, which can significantly reduce the kernel‐prediction network's throughput. In addition, we adopt a scalable kernel fusion module to improve denoising quality. The proposed approach preserves kernel prediction methods’ denoising quality while roughly halving its denoising time for 1‐spp noisy inputs. In addition, compared with the recent neural bilateral grid‐based real‐time denoiser, our approach benefits from the high parallelism of kernel‐based reconstruction and produces better denoising results at equal time.
Data workers use various scripting languages for data transformation, such as SAS, R, and Python. However, understanding intricate code pieces requires advanced programming skills, which hinders data workers from grasping … Data workers use various scripting languages for data transformation, such as SAS, R, and Python. However, understanding intricate code pieces requires advanced programming skills, which hinders data workers from grasping the idea of data transformation at ease. Program visualization is beneficial for debugging and education and has the potential to illustrate transformations intuitively and interactively. In this article, we explore visualization design for demonstrating the semantics of code pieces in the context of data transformation. First, to depict individual data transformations, we structure a design space by two primary dimensions, i.e., key parameters to encode and possible visual channels to be mapped. Then, we derive a collection of 23 glyphs that visualize the semantics of transformations. Next, we design a pipeline, named Somnus, that provides an overview of the creation and evolution of data tables using a provenance graph. At the same time, it allows detailed investigation of individual transformations. User feedback on Somnus is positive. Our study participants achieved better accuracy with less time using Somnus, and preferred it over carefully-crafted textual description. Further, we provide two example applications to demonstrate the utility and versatility of Somnus.
We present a novel method for local image feature matching. Instead of performing image feature detection, description, and matching sequentially, we propose to first establish pixel-wise dense matches at a … We present a novel method for local image feature matching. Instead of performing image feature detection, description, and matching sequentially, we propose to first establish pixel-wise dense matches at a coarse level and later refine the good matches at a fine level. In contrast to dense methods that use a cost volume to search correspondences, we use self and cross attention layers in Transformer to obtain feature descriptors that are conditioned on both images. The global receptive field provided by Transformer enables our method to produce dense matches in low-texture areas, where feature detectors usually struggle to produce repeatable interest points. The experiments on indoor and outdoor datasets show that LoFTR outperforms state-of-the-art methods by a large margin. LoFTR also ranks first on two public benchmarks of visual localization among the published methods.
Most commercially available optical see-through head-mounted displays (OST-HMDs) utilize optical combiners to simultaneously visualize the physical background and virtual objects. The displayed images perceived by users are a blend of … Most commercially available optical see-through head-mounted displays (OST-HMDs) utilize optical combiners to simultaneously visualize the physical background and virtual objects. The displayed images perceived by users are a blend of rendered pixels and background colors. Enabling high fidelity color perception in mixed reality (MR) scenarios using OST-HMDs is an important but challenging task. We propose a real-time rendering scheme to enhance the color contrast between virtual objects and the surrounding background for OST-HMDs. Inspired by the discovery of color perception in psychophysics, we first formulate the color contrast enhancement as a constrained optimization problem. We then design an end-to-end algorithm to search the optimal complementary shift in both chromaticity and luminance of the displayed color. This aims at enhancing the contrast between virtual objects and the real background as well as keeping the consistency with the original displayed color. We assess the performance of our approach using a simulated OST-HMD environment and an off-the-shelf OST-HMD. Experimental results from objective evaluations and subjective user studies demonstrate that the proposed approach makes rendered virtual objects more distinguishable from the surrounding background, thereby bringing a better visual experience.
Generating high-fidelity talking head video by fitting with the input audio sequence is a challenging problem that receives considerable attentions recently. In this paper, we address this problem with the … Generating high-fidelity talking head video by fitting with the input audio sequence is a challenging problem that receives considerable attentions recently. In this paper, we address this problem with the aid of neural scene representation networks. Our method is completely different from existing methods that rely on intermediate representations like 2D landmarks or 3D face models to bridge the gap between audio input and video output. Specifically, the feature of input audio signal is directly fed into a conditional implicit function to generate a dynamic neural radiance field, from which a high-fidelity talking-head video corresponding to the audio signal is synthesized using volume rendering. Another advantage of our framework is that not only the head (with hair) region is synthesized as previous methods did, but also the upper body is generated via two individual neural radiance fields. Experimental results demonstrate that our novel framework can (1) produce high-fidelity and natural results, and (2) support free adjustment of audio signals, viewing directions, and background images. Code is available at https://github.com/YudongGuo/AD-NeRF.
This paper addresses the problem of 3D pose estimation for multiple people in a few calibrated camera views. The main challenge of this problem is to find the cross-view correspondences … This paper addresses the problem of 3D pose estimation for multiple people in a few calibrated camera views. The main challenge of this problem is to find the cross-view correspondences among noisy and incomplete 2D pose predictions. Most previous methods address this challenge by directly reasoning in 3D using a pictorial structure model, which is inefficient due to the huge state space. We propose a fast and robust approach to solve this problem. Our key idea is to use a multi-way matching algorithm to cluster the detected 2D poses in all views. Each resulting cluster encodes 2D poses of the same person across different views and consistent correspondences across the keypoints, from which the 3D pose of each person can be effectively inferred. The proposed convex optimization based multi-way matching algorithm is efficient and robust against missing and false detections, without knowing the number of people in the scene. Moreover, we propose to combine geometric and appearance cues for cross-view matching. The proposed approach achieves significant performance gains from the state-of-the-art (96.3% vs. 90.6% and 96.9% vs. 88% on the Campus and Shelf datasets, respectively), while being efficient for real-time applications.
This paper addresses the task of learning an agent model behaving like humans, which can jointly perceive, predict, and act in egocentric worlds. Previous methods usually train separate models for … This paper addresses the task of learning an agent model behaving like humans, which can jointly perceive, predict, and act in egocentric worlds. Previous methods usually train separate models for these three abilities, leading to information silos among them, which prevents these abilities from learning from each other and collaborating effectively. In this paper, we propose a joint predictive agent model, named EgoAgent, that simultaneously learns to represent the world, predict future states, and take reasonable actions with a single transformer. EgoAgent unifies the representational spaces of the three abilities by mapping them all into a sequence of continuous tokens. Learnable query tokens are appended to obtain current states, future states, and next actions. With joint supervision, our agent model establishes the internal relationship among these three abilities and effectively mimics the human inference and learning processes. Comprehensive evaluations of EgoAgent covering image classification, egocentric future state prediction, and 3D human motion prediction tasks demonstrate the superiority of our method. The code and trained model will be released for reproducibility.
This paper presents a novel approach to Visual Inertial Odometry (VIO), focusing on the initialization and feature matching modules. Existing methods for initialization often suffer from either poor stability in … This paper presents a novel approach to Visual Inertial Odometry (VIO), focusing on the initialization and feature matching modules. Existing methods for initialization often suffer from either poor stability in visual Structure from Motion (SfM) or fragility in solving a huge number of parameters simultaneously. To address these challenges, we propose a new pipeline for visual inertial initialization that robustly handles various complex scenarios. By tightly coupling gyroscope measurements, we enhance the robustness and accuracy of visual SfM. Our method demonstrates stable performance even with only four image frames, yielding competitive results. In terms of feature matching, we introduce a hybrid method that combines optical flow and descriptor-based matching. By leveraging the robustness of continuous optical flow tracking and the accuracy of descriptor matching, our approach achieves efficient, accurate, and robust tracking results. Through evaluation on multiple benchmarks, our method demonstrates state-of-the-art performance in terms of accuracy and success rate. Additionally, a video demonstration on mobile devices showcases the practical applicability of our approach in the field of Augmented Reality/Virtual Reality (AR/VR).
The generation of talking avatars has achieved significant advancements in precise audio synchronization. However, crafting lifelike talking head videos requires capturing a broad spectrum of emotions and subtle facial expressions. … The generation of talking avatars has achieved significant advancements in precise audio synchronization. However, crafting lifelike talking head videos requires capturing a broad spectrum of emotions and subtle facial expressions. Current methods face fundamental challenges: a)the absence of frameworks for modeling single basic emotional expressions, which restricts the generation of complex emotions such as compound emotions; b)the lack of comprehensive datasets rich in human emotional expressions, which limits the potential of models. To address these challenges, we propose the following innovations: 1)the Mixture of Emotion Experts (MoEE) model, which decouples six fundamental emotions to enable the precise synthesis of both singular and compound emotional states; 2)the DH-FaceEmoVid-150 dataset, specifically curated to include six prevalent human emotional expressions as well as four types of compound emotions, thereby expanding the training potential of emotion-driven models. Furthermore, to enhance the flexibility of emotion control, we propose an emotion-to-latents module that leverages multimodal inputs, aligning diverse control signals-such as audio, text, and labels-to ensure more varied control inputs as well as the ability to control emotions using audio alone. Through extensive quantitative and qualitative evaluations, we demonstrate that the MoEE framework, in conjunction with the DH-FaceEmoVid-150 dataset, excels in generating complex emotional expressions and nuanced facial details, setting a new benchmark in the field. These datasets will be publicly released.
Visual localization plays an important role in the applications of Augmented Reality (AR), which enable AR devices to obtain their 6-DoF pose in the pre-build map in order to render … Visual localization plays an important role in the applications of Augmented Reality (AR), which enable AR devices to obtain their 6-DoF pose in the pre-build map in order to render virtual content in real scenes. However, most existing approaches can not perform novel view rendering and require large storage capacities for maps. To overcome these limitations, we propose an efficient visual localization method capable of high-quality rendering with fewer parameters. Specifically, our approach leverages 3D Gaussian primitives as the scene representation. To ensure precise 2D-3D correspondences for pose estimation, we develop an unbiased 3D scene-specific descriptor decoder for Gaussian primitives, distilled from a constructed feature volume. Additionally, we introduce a salient 3D landmark selection algorithm that selects a suitable primitive subset based on the saliency score for localization. We further regularize key Gaussian primitives to prevent anisotropic effects, which also improves localization performance. Extensive experiments on two widely used datasets demonstrate that our method achieves superior or comparable rendering and localization performance to state-of-the-art implicit-based visual localization approaches. Code and data are available at project page: https://zju3dv.github.io/splatloc.
Neural surface representation has demonstrated remarkable success in the areas of novel view synthesis and 3D reconstruction. However, assessing the geometric quality of 3D reconstructions in the absence of ground … Neural surface representation has demonstrated remarkable success in the areas of novel view synthesis and 3D reconstruction. However, assessing the geometric quality of 3D reconstructions in the absence of ground truth mesh remains a significant challenge, due to its rendering-based optimization process and entangled learning of appearance and geometry with photometric losses. In this paper, we present a novel framework, i.e, GURecon, which establishes a geometric uncertainty field for the neural surface based on geometric consistency. Different from existing methods that rely on rendering-based measurement, GURecon models a continuous 3D uncertainty field for the reconstructed surface, and is learned by an online distillation approach without introducing real geometric information for supervision. Moreover, in order to mitigate the interference of illumination on geometric consistency, a decoupled field is learned and exploited to finetune the uncertainty field. Experiments on various datasets demonstrate the superiority of GURecon in modeling 3D geometric uncertainty, as well as its plug-and-play extension to various neural surface representations and improvement on downstream tasks such as incremental reconstruction. The code and supplementary material are available on the project website: https://zju3dv.github.io/GURecon/.
Reconstructing complex reflections in real-world scenes from 2D images is essential for achieving photorealistic novel view synthesis. Existing methods that utilize environment maps to model reflections from distant lighting often … Reconstructing complex reflections in real-world scenes from 2D images is essential for achieving photorealistic novel view synthesis. Existing methods that utilize environment maps to model reflections from distant lighting often struggle with high-frequency reflection details and fail to account for near-field reflections. In this work, we introduce EnvGS, a novel approach that employs a set of Gaussian primitives as an explicit 3D representation for capturing reflections of environments. These environment Gaussian primitives are incorporated with base Gaussian primitives to model the appearance of the whole scene. To efficiently render these environment Gaussian primitives, we developed a ray-tracing-based renderer that leverages the GPU's RT core for fast rendering. This allows us to jointly optimize our model for high-quality reconstruction while maintaining real-time rendering speeds. Results from multiple real-world and synthetic datasets demonstrate that our method produces significantly more detailed reflections, achieving the best rendering quality in real-time novel view synthesis.
This paper aims to tackle the problem of photorealistic view synthesis from vehicle sensor data. Recent advancements in neural scene representation have achieved notable success in rendering high-quality autonomous driving … This paper aims to tackle the problem of photorealistic view synthesis from vehicle sensor data. Recent advancements in neural scene representation have achieved notable success in rendering high-quality autonomous driving scenes, but the performance significantly degrades as the viewpoint deviates from the training trajectory. To mitigate this problem, we introduce StreetCrafter, a novel controllable video diffusion model that utilizes LiDAR point cloud renderings as pixel-level conditions, which fully exploits the generative prior for novel view synthesis, while preserving precise camera control. Moreover, the utilization of pixel-level LiDAR conditions allows us to make accurate pixel-level edits to target scenes. In addition, the generative prior of StreetCrafter can be effectively incorporated into dynamic scene representations to achieve real-time rendering. Experiments on Waymo Open Dataset and PandaSet demonstrate that our model enables flexible control over viewpoint changes, enlarging the view synthesis regions for satisfying rendering, which outperforms existing methods.
Motion Planning (MP) is a critical challenge in robotics, especially pertinent with the burgeoning interest in embodied artificial intelligence. Traditional MP methods often struggle with high-dimensional complexities. Recently neural motion … Motion Planning (MP) is a critical challenge in robotics, especially pertinent with the burgeoning interest in embodied artificial intelligence. Traditional MP methods often struggle with high-dimensional complexities. Recently neural motion planners, particularly physics-informed neural planners based on the Eikonal equation, have been proposed to overcome the curse of dimensionality. However, these methods perform poorly in complex scenarios with shaped robots due to multiple solutions inherent in the Eikonal equation. To address these issues, this paper presents PC-Planner, a novel physics-constrained self-supervised learning framework for robot motion planning with various shapes in complex environments. To this end, we propose several physical constraints, including monotonic and optimal constraints, to stabilize the training process of the neural network with the Eikonal equation. Additionally, we introduce a novel shape-aware distance field that considers the robot's shape for efficient collision checking and Ground Truth (GT) speed computation. This field reduces the computational intensity, and facilitates adaptive motion planning at test time. Experiments in diverse scenarios with different robots demonstrate the superiority of the proposed method in efficiency and robustness for robot motion planning, particularly in complex environments.
We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. … We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/.
This paper proposes a concise, elegant, and robust pipeline to estimate smooth camera trajectories and obtain dense point clouds for casual videos in the wild. Traditional frameworks, such as ParticleSfM~\cite{zhao2022particlesfm}, … This paper proposes a concise, elegant, and robust pipeline to estimate smooth camera trajectories and obtain dense point clouds for casual videos in the wild. Traditional frameworks, such as ParticleSfM~\cite{zhao2022particlesfm}, address this problem by sequentially computing the optical flow between adjacent frames to obtain point trajectories. They then remove dynamic trajectories through motion segmentation and perform global bundle adjustment. However, the process of estimating optical flow between two adjacent frames and chaining the matches can introduce cumulative errors. Additionally, motion segmentation combined with single-view depth estimation often faces challenges related to scale ambiguity. To tackle these challenges, we propose a dynamic-aware tracking any point (DATAP) method that leverages consistent video depth and point tracking. Specifically, our DATAP addresses these issues by estimating dense point tracking across the video sequence and predicting the visibility and dynamics of each point. By incorporating the consistent video depth prior, the performance of motion segmentation is enhanced. With the integration of DATAP, it becomes possible to estimate and optimize all camera poses simultaneously by performing global bundle adjustments for point tracking classified as static and visible, rather than relying on incremental camera registration. Extensive experiments on dynamic sequences, e.g., Sintel and TUM RGBD dynamic sequences, and on the wild video, e.g., DAVIS, demonstrate that the proposed method achieves state-of-the-art performance in terms of camera pose estimation even in complex dynamic challenge scenes.
This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point … This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.
In this paper, we propose a novel multi-view stereo (MVS) framework that gets rid of the depth range prior. Unlike recent prior-free MVS methods that work in a pair-wise manner, … In this paper, we propose a novel multi-view stereo (MVS) framework that gets rid of the depth range prior. Unlike recent prior-free MVS methods that work in a pair-wise manner, our method simultaneously considers all the source images. Specifically, we introduce a Multi-view Disparity Attention (MDA) module to aggregate long-range context information within and across multi-view images. Considering the asymmetry of the epipolar disparity flow, the key to our method lies in accurately modeling multi-view geometric constraints. We integrate pose embedding to encapsulate information such as multi-view camera poses, providing implicit geometric constraints for multi-view disparity feature fusion dominated by attention. Additionally, we construct corresponding hidden states for each source image due to significant differences in the observation quality of the same pixel in the reference frame across multiple source frames. We explicitly estimate the quality of the current pixel corresponding to sampled points on the epipolar line of the source image and dynamically update hidden states through the uncertainty estimation module. Extensive results on the DTU dataset and Tanks&Temple benchmark demonstrate the effectiveness of our method. The code is available at our project page: https://zju3dv.github.io/GD-PoseMVS/.
We tackle the efficiency problem of learning local feature matching. Recent advancements have given rise to purely CNN-based and transformer-based approaches, each augmented with deep learning techniques. While CNN-based methods … We tackle the efficiency problem of learning local feature matching. Recent advancements have given rise to purely CNN-based and transformer-based approaches, each augmented with deep learning techniques. While CNN-based methods often excel in matching speed, transformer-based methods tend to provide more accurate matches. We propose an efficient transformer-based network architecture for local feature matching. This technique is built on constructing multiple homography hypotheses to approximate the continuous correspondence in the real world and uni-directional cross-attention to accelerate the refinement. On the YFCC100M dataset, our matching accuracy is competitive with LoFTR, a state-of-the-art transformer-based architecture, while the inference speed is boosted to 4 times, even outperforming the CNN-based methods. Comprehensive evaluations on other open datasets such as Megadepth, ScanNet, and HPatches demonstrate our method's efficacy, highlighting its potential to significantly enhance a wide array of downstream applications.
Recent advances in event-based vision suggest that these systems complement traditional cameras by providing continuous observation without frame rate limitations and a high dynamic range, making them well-suited for correspondence … Recent advances in event-based vision suggest that these systems complement traditional cameras by providing continuous observation without frame rate limitations and a high dynamic range, making them well-suited for correspondence tasks such as optical flow and point tracking. However, there is still a lack of comprehensive benchmarks for correspondence tasks that include both event data and images. To address this gap, we propose BlinkVision, a large-scale and diverse benchmark with multiple modalities and dense correspondence annotations. BlinkVision offers several valuable features: 1) Rich modalities: It includes both event data and RGB images. 2) Extensive annotations: It provides dense per-pixel annotations covering optical flow, scene flow, and point tracking. 3) Large vocabulary: It contains 410 everyday categories, sharing common classes with popular 2D and 3D datasets like LVIS and ShapeNet. 4) Naturalistic: It delivers photorealistic data and covers various naturalistic factors, such as camera shake and deformation. BlinkVision enables extensive benchmarks on three types of correspondence tasks (optical flow, point tracking, and scene flow estimation) for both image-based and event-based methods, offering new observations, practices, and insights for future research. The benchmark website is https://www.blinkvision.net/.
Feature tracking is crucial for, structure from motion (SFM), simultaneous localization and mapping (SLAM), object tracking and various computer vision tasks. Event cameras, known for their high temporal resolution and … Feature tracking is crucial for, structure from motion (SFM), simultaneous localization and mapping (SLAM), object tracking and various computer vision tasks. Event cameras, known for their high temporal resolution and ability to capture asynchronous changes, have gained significant attention for their potential in feature tracking, especially in challenging conditions. However, event cameras lack the fine-grained texture information that conventional cameras provide, leading to error accumulation in tracking. To address this, we propose a novel framework, BlinkTrack, which integrates event data with RGB images for high-frequency feature tracking. Our method extends the traditional Kalman filter into a learning-based framework, utilizing differentiable Kalman filters in both event and image branches. This approach improves single-modality tracking, resolves ambiguities, and supports asynchronous data fusion. We also introduce new synthetic and augmented datasets to better evaluate our model. Experimental results indicate that BlinkTrack significantly outperforms existing event-based methods, exceeding 100 FPS with preprocessed event data and 80 FPS with multi-modality data.
Visual localization plays an important role in the applications of Augmented Reality (AR), which enable AR devices to obtain their 6-DoF pose in the pre-build map in order to render … Visual localization plays an important role in the applications of Augmented Reality (AR), which enable AR devices to obtain their 6-DoF pose in the pre-build map in order to render virtual content in real scenes. However, most existing approaches can not perform novel view rendering and require large storage capacities for maps. To overcome these limitations, we propose an efficient visual localization method capable of high-quality rendering with fewer parameters. Specifically, our approach leverages 3D Gaussian primitives as the scene representation. To ensure precise 2D-3D correspondences for pose estimation, we develop an unbiased 3D scene-specific descriptor decoder for Gaussian primitives, distilled from a constructed feature volume. Additionally, we introduce a salient 3D landmark selection algorithm that selects a suitable primitive subset based on the saliency score for localization. We further regularize key Gaussian primitives to prevent anisotropic effects, which also improves localization performance. Extensive experiments on two widely used datasets demonstrate that our method achieves superior or comparable rendering and localization performance to state-of-the-art implicit-based visual localization approaches. Project page: \href{https://zju3dv.github.io/splatloc}{https://zju3dv.github.io/splatloc}.
Neural implicit reconstruction via volume rendering has demonstrated its effectiveness in recovering dense 3D surfaces. However, it is non-trivial to simultaneously recover meticulous geometry and preserve smoothness across regions with … Neural implicit reconstruction via volume rendering has demonstrated its effectiveness in recovering dense 3D surfaces. However, it is non-trivial to simultaneously recover meticulous geometry and preserve smoothness across regions with differing characteristics. To address this issue, previous methods typically employ geometric priors, which are often constrained by the performance of the prior models. In this paper, we propose ND-SDF, which learns a Normal Deflection field to represent the angular deviation between the scene normal and the prior normal. Unlike previous methods that uniformly apply geometric priors on all samples, introducing significant bias in accuracy, our proposed normal deflection field dynamically learns and adapts the utilization of samples based on their specific characteristics, thereby improving both the accuracy and effectiveness of the model. Our method not only obtains smooth weakly textured regions such as walls and floors but also preserves the geometric details of complex structures. In addition, we introduce a novel ray sampling strategy based on the deflection angle to facilitate the unbiased rendering process, which significantly improves the quality and accuracy of intricate surfaces, especially on thin structures. Consistent improvements on various challenging datasets demonstrate the superiority of our method.
Forecasting future scenarios in dynamic environments is essential for intelligent decision-making and navigation, a challenge yet to be fully realized in computer vision and robotics. Traditional approaches like video prediction … Forecasting future scenarios in dynamic environments is essential for intelligent decision-making and navigation, a challenge yet to be fully realized in computer vision and robotics. Traditional approaches like video prediction and novel-view synthesis either lack the ability to forecast from arbitrary viewpoints or to predict temporal dynamics. In this paper, we introduce GaussianPrediction, a novel framework that empowers 3D Gaussian representations with dynamic scene modeling and future scenario synthesis in dynamic environments. GaussianPrediction can forecast future states from any viewpoint, using video observations of dynamic scenes. To this end, we first propose a 3D Gaussian canonical space with deformation modeling to capture the appearance and geometry of dynamic scenes, and integrate the lifecycle property into Gaussians for irreversible deformations. To make the prediction feasible and efficient, a concentric motion distillation approach is developed by distilling the scene motion with key points. Finally, a Graph Convolutional Network is employed to predict the motions of key points, enabling the rendering of photorealistic images of future scenarios. Our framework shows outstanding performance on both synthetic and real-world datasets, demonstrating its efficacy in predicting and rendering future environments.
As humans, we aspire to create media content that is both freely willed and readily controlled. Thanks to the prominent development of generative techniques, we now can easily utilize 2D … As humans, we aspire to create media content that is both freely willed and readily controlled. Thanks to the prominent development of generative techniques, we now can easily utilize 2D diffusion methods to synthesize images controlled by raw sketch or designated human poses, and even progressively edit/regenerate local regions with masked inpainting. However, similar workflows in 3D modeling tasks are still unavailable due to the lack of controllability and efficiency in 3D generation. In this paper, we present a novel controllable and interactive 3D assets modeling framework, named Coin3D. Coin3D allows users to control the 3D generation using a coarse geometry proxy assembled from basic shapes, and introduces an interactive generation workflow to support seamless local part editing while delivering responsive 3D object previewing within a few seconds. To this end, we develop several techniques, including the 3D adapter that applies volumetric coarse shape control to the diffusion model, proxy-bounded editing strategy for precise part editing, progressive volume cache to support responsive preview, and volume-SDS to ensure consistent mesh reconstruction. Extensive experiments of interactive generation and editing on diverse shape proxies demonstrate that our method achieves superior controllability and flexibility in the 3D assets generation task. Code and data are available on the project webpage: https://zju3dv.github.io/coin3d/.
Recently, 3D Gaussian Splatting (3DGS) has attracted widespread attention due to its high-quality rendering, and ultra-fast training and rendering speed. However, due to the unstructured and irregular nature of Gaussian … Recently, 3D Gaussian Splatting (3DGS) has attracted widespread attention due to its high-quality rendering, and ultra-fast training and rendering speed. However, due to the unstructured and irregular nature of Gaussian point clouds, it is difficult to guarantee geometric reconstruction accuracy and multi-view consistency simply by relying on image reconstruction loss. Although many studies on surface reconstruction based on 3DGS have emerged recently, the quality of their meshes is generally unsatisfactory. To address this problem, we propose a fast planar-based Gaussian splatting reconstruction representation (PGSR) to achieve high-fidelity surface reconstruction while ensuring high-quality rendering. Specifically, we first introduce an unbiased depth rendering method, which directly renders the distance from the camera origin to the Gaussian plane and the corresponding normal map based on the Gaussian distribution of the point cloud, and divides the two to obtain the unbiased depth. We then introduce single-view geometric, multi-view photometric, and geometric regularization to preserve global geometric accuracy. We also propose a camera exposure compensation model to cope with scenes with large illumination variations. Experiments on indoor and outdoor scenes show that our method achieves fast training and rendering while maintaining high-fidelity rendering and geometric reconstruction, outperforming 3DGS-based and NeRF-based methods.
Low-Light Video Enhancement (LLVE) seeks to restore dynamic and static scenes plagued by severe invisibility and noise. One critical aspect is formulating a consistency constraint specifically for temporal-spatial illumination and … Low-Light Video Enhancement (LLVE) seeks to restore dynamic and static scenes plagued by severe invisibility and noise. One critical aspect is formulating a consistency constraint specifically for temporal-spatial illumination and appearance enhanced versions, a dimension overlooked in existing methods. In this paper, we present an innovative video Retinex-based decomposition strategy that operates without the need for explicit supervision to delineate illumination and reflectance components. We leverage dynamic cross-frame correspondences for intrinsic appearance and enforce a scene-level continuity constraint on the illumination field to yield satisfactory consistent decomposition results. To further ensure consistent decomposition, we introduce a dual-structure enhancement network featuring a novel cross-frame interaction mechanism. This mechanism can seamlessly integrate with encoder-decoder single-frame networks, incurring minimal additional parameter costs. By supervising different frames simultaneously, this network encourages them to exhibit matching decomposition features, thus achieving the desired temporal propagation. Extensive experiments are conducted on widely recognized LLVE benchmarks, covering diverse scenarios. Our framework consistently outperforms existing methods, establishing a new state-of-the-art (SOTA) performance.
Generating human motions from textual descriptions has gained growing research interest due to its wide range of applications. However, only a few works consider human-scene interactions together with text conditions, … Generating human motions from textual descriptions has gained growing research interest due to its wide range of applications. However, only a few works consider human-scene interactions together with text conditions, which is crucial for visual and physical realism. This paper focuses on the task of generating human motions in 3D indoor scenes given text descriptions of the human-scene interactions. This task presents challenges due to the multi-modality nature of text, scene, and motion, as well as the need for spatial reasoning. To address these challenges, we propose a new approach that decomposes the complex problem into two more manageable sub-problems: (1) language grounding of the target object and (2) object-centric motion generation. For language grounding of the target object, we leverage the power of large language models. For motion generation, we design an object-centric scene representation for the generative model to focus on the target object, thereby reducing the scene complexity and facilitating the modeling of the relationship between human motions and the object. Experiments demonstrate the better motion quality of our approach compared to baselines and validate our design choices.
This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance … This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods. Project page: https://zhanghe3z.github.io/MaPa/
Learning 3D human motion from 2D inputs is a fundamental task in the realms of computer vision and computer graphics. Many previous methods grapple with this inherently ambiguous task by … Learning 3D human motion from 2D inputs is a fundamental task in the realms of computer vision and computer graphics. Many previous methods grapple with this inherently ambiguous task by introducing motion priors into the learning process. However, these approaches face difficulties in defining the complete configurations of such priors or training a robust model. In this paper, we present the Video-to-Motion Generator (VTM), which leverages motion priors through cross-modal latent feature space alignment between 3D human motion and 2D inputs, namely videos and 2D keypoints. To reduce the complexity of modeling motion priors, we model the motion data separately for the upper and lower body parts. Additionally, we align the motion data with a scale-invariant virtual skeleton to mitigate the interference of human skeleton variations to the motion priors. Evaluated on AIST++, the VTM showcases state-of-the-art performance in reconstructing 3D human motion from monocular videos. Notably, our VTM exhibits the capabilities for generalization to unseen view angles and in-the-wild videos.
Recently, we have witnessed the explosive growth of various volumetric representations in modeling animatable head avatars. However, due to the diversity of frameworks, there is no practical method to support … Recently, we have witnessed the explosive growth of various volumetric representations in modeling animatable head avatars. However, due to the diversity of frameworks, there is no practical method to support high-level applications like 3D head avatar editing across different representations. In this paper, we propose a generic avatar editing approach that can be universally applied to various 3DMM driving volumetric head avatars. To achieve this goal, we design a novel expression-aware modification generative model, which enables lift 2D editing from a single image to a consistent 3D modification field. To ensure the effectiveness of the generative modification process, we develop several techniques, including an expression-dependent modification distillation scheme to draw knowledge from the large-scale head avatar model and 2D facial texture editing tools, implicit latent space guidance to enhance model convergence, and a segmentation-based loss reweight strategy for fine-grained texture inversion. Extensive experiments demonstrate that our method delivers high-quality and consistent results across multiple expression and viewpoints. Project page: https://zju3dv.github.io/geneavatar/
Recently neural radiance fields (NeRF) have been widely exploited as 3D representations for dense simultaneous localization and mapping (SLAM). Despite their notable successes in surface modeling and novel view synthesis, … Recently neural radiance fields (NeRF) have been widely exploited as 3D representations for dense simultaneous localization and mapping (SLAM). Despite their notable successes in surface modeling and novel view synthesis, existing NeRF-based methods are hindered by their computationally intensive and time-consuming volume rendering pipeline. This paper presents an efficient dense RGB-D SLAM system, i.e., CG-SLAM, based on a novel uncertainty-aware 3D Gaussian field with high consistency and geometric stability. Through an in-depth analysis of Gaussian Splatting, we propose several techniques to construct a consistent and stable 3D Gaussian field suitable for tracking and mapping. Additionally, a novel depth uncertainty model is proposed to ensure the selection of valuable Gaussian primitives during optimization, thereby improving tracking efficiency and accuracy. Experiments on various datasets demonstrate that CG-SLAM achieves superior tracking and mapping performance with a notable tracking speed of up to 15 Hz. We will make our source code publicly available. Project page: https://zju3dv.github.io/cg-slam.
In this paper, we introduce Vox-Fusion++, a multi-maps-based robust dense tracking and mapping system that seamlessly fuses neural implicit representations with traditional volumetric fusion techniques. Building upon the concept of … In this paper, we introduce Vox-Fusion++, a multi-maps-based robust dense tracking and mapping system that seamlessly fuses neural implicit representations with traditional volumetric fusion techniques. Building upon the concept of implicit mapping and positioning systems, our approach extends its applicability to real-world scenarios. Our system employs a voxel-based neural implicit surface representation, enabling efficient encoding and optimization of the scene within each voxel. To handle diverse environments without prior knowledge, we incorporate an octree-based structure for scene division and dynamic expansion. To achieve real-time performance, we propose a high-performance multi-process framework. This ensures the system's suitability for applications with stringent time constraints. Additionally, we adopt the idea of multi-maps to handle large-scale scenes, and leverage loop detection and hierarchical pose optimization strategies to reduce long-term pose drift and remove duplicate geometry. Through comprehensive evaluations, we demonstrate that our method outperforms previous methods in terms of reconstruction quality and accuracy across various scenarios. We also show that our Vox-Fusion++ can be used in augmented reality and collaborative mapping applications. Our source code will be publicly available at \url{https://github.com/zju3dv/Vox-Fusion_Plus_Plus}
Text-driven 3D scene generation techniques have made rapid progress in recent years. Their success is mainly attributed to using existing generative models to iteratively perform image warping and inpainting to … Text-driven 3D scene generation techniques have made rapid progress in recent years. Their success is mainly attributed to using existing generative models to iteratively perform image warping and inpainting to generate 3D scenes. However, these methods heavily rely on the outputs of existing models, leading to error accumulation in geometry and appearance that prevent the models from being used in various scenarios (e.g., outdoor and unreal scenarios). To address this limitation, we generatively refine the newly generated local views by querying and aggregating global 3D information, and then progressively generate the 3D scene. Specifically, we employ a tri-plane features-based NeRF as a unified representation of the 3D scene to constrain global 3D consistency, and propose a generative refinement network to synthesize new contents with higher quality by exploiting the natural image prior from 2D diffusion model as well as the global 3D information of the current scene. Our extensive experiments demonstrate that, in comparison to previous methods, our approach supports wide variety of scene generation and arbitrary camera trajectories with improved visual quality and 3D consistency.
Pre-trained models with large-scale training data, such as CLIP and Stable Diffusion, have demonstrated remarkable performance in various high-level computer vision tasks such as image understanding and generation from language … Pre-trained models with large-scale training data, such as CLIP and Stable Diffusion, have demonstrated remarkable performance in various high-level computer vision tasks such as image understanding and generation from language descriptions. Yet, their potential for low-level tasks such as image restoration remains relatively unexplored. In this paper, we explore such models to enhance image restoration. As off-the-shelf features (OSF) from pre-trained models do not directly serve image restoration, we propose to learn an additional lightweight module called Pre-Train-Guided Refinement Module (PTG-RM) to refine restoration results of a target restoration network with OSF. PTG-RM consists of two components, Pre-Train-Guided Spatial-Varying Enhancement (PTG-SVE), and Pre-Train-Guided Channel-Spatial Attention (PTG-CSA). PTG-SVE enables optimal short- and long-range neural operations, while PTG-CSA enhances spatial-channel attention for restoration-related learning. Extensive experiments demonstrate that PTG-RM, with its compact size ($<$1M parameters), effectively enhances restoration performance of various models across different tasks, including low-light enhancement, deraining, deblurring, and denoising.
This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural … This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. To improve the quality of human modeling, we further represent the human geometry as a signed distance field in the canonical space. Additionally, a neural point displacement field is introduced to enhance the capability of the blend weight field on modeling detailed human motions. Experiments show that our approach significantly outperforms recent human modeling methods. The code is available at <uri xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">https://zju3dv.github.io/animatable nerf/</uri> .
It is typically challenging for visual or visual-inertial odometry systems to handle the problems of dynamic scenes and pure rotation. In this work, we design a novel visual-inertial odometry (VIO) … It is typically challenging for visual or visual-inertial odometry systems to handle the problems of dynamic scenes and pure rotation. In this work, we design a novel visual-inertial odometry (VIO) system called RD-VIO to handle both of these two problems. First, we propose an IMU-PARSAC algorithm which can robustly detect and match keypoints in a two-stage process. In the first state, landmarks are matched with new keypoints using visual and IMU measurements. We collect statistical information from the matching and then guide the intra-keypoint matching in the second stage. Second, to handle the problem of pure rotation, we detect the motion type and adapt the deferred-triangulation technique during the data-association process. We make the pure-rotational frames into the special subframes. When solving the visual-inertial bundle adjustment, they provide additional constraints to the pure-rotational motion. We evaluate the proposed VIO system on public datasets and online comparison. Experiments show the proposed RD-VIO has obvious advantages over other methods in dynamic environments.
Neural rendering is a new image and video generation method based on deep learning. It combines the deep learning model with the physical knowledge of computer graphics, to obtain a … Neural rendering is a new image and video generation method based on deep learning. It combines the deep learning model with the physical knowledge of computer graphics, to obtain a controllable and realistic scene model, and realize the control of scene attributes such as lighting, camera parameters, posture and so on. On the one hand, neural rendering can not only make full use of the advantages of deep learning to accelerate the traditional forward rendering process, but also provide new solutions for specific tasks such as inverse rendering and 3D reconstruction. On the other hand, the design of innovative hardware structures that adapt to the neural rendering pipeline breaks through the parallel computing and power consumption bottleneck of existing graphics processors, which is expected to provide important support for future key areas such as virtual and augmented reality, film and television creation and digital entertainment, artificial intelligence and the metaverse. In this paper, we review the technical connotation, main challenges, and research progress of neural rendering. On this basis, we analyze the common requirements of neural rendering pipeline for hardware acceleration and the characteristics of the current hardware acceleration architecture, and then discuss the design challenges of neural rendering processor architecture. Finally, the future development trend of neural rendering processor architecture is prospected.
Atomic Force Microscopy (AFM) is a widely employed tool for micro-/nanoscale topographic imaging. However, conventional AFM scanning struggles to reconstruct complex 3D micro-/nanostructures precisely due to limitations such as incomplete … Atomic Force Microscopy (AFM) is a widely employed tool for micro-/nanoscale topographic imaging. However, conventional AFM scanning struggles to reconstruct complex 3D micro-/nanostructures precisely due to limitations such as incomplete sample topography capturing and tip-sample convolution artifacts. Here, we propose a multi-view neural-network-based framework with AFM (MVN-AFM), which accurately reconstructs surface models of intricate micro-/nanostructures. Unlike previous works, MVN-AFM does not depend on any specially shaped probes or costly modifications to the AFM system. To achieve this, MVN-AFM uniquely employs an iterative method to align multi-view data and eliminate AFM artifacts simultaneously. Furthermore, we pioneer the application of neural implicit surface reconstruction in nanotechnology and achieve markedly improved results. Extensive experiments show that MVN-AFM effectively eliminates artifacts present in raw AFM images and reconstructs various micro-/nanostructures including complex geometrical microstructures printed via Two-photon Lithography and nanoparticles such as PMMA nanospheres and ZIF-67 nanocrystals. This work presents a cost-effective tool for micro-/nanoscale 3D analysis.
Dense SLAM based on monocular cameras does indeed have immense application value in the field of AR/VR, especially when it is performed on a mobile device. In this paper, we … Dense SLAM based on monocular cameras does indeed have immense application value in the field of AR/VR, especially when it is performed on a mobile device. In this paper, we propose a novel method that integrates a light-weight depth completion network into a sparse SLAM system using a multi-basis depth representation, so that dense mapping can be performed online even on a mobile phone. Specifically, we present a specifically optimized multi-basis depth completion network, called BBC-Net, tailored to the characteristics of traditional sparse SLAM systems. BBC-Net can predict multiple balanced bases and a confidence map from a monocular image with sparse points generated by off-the-shelf keypoint-based SLAM systems. The final depth is a linear combination of predicted depth bases that can be easily optimized by tuning the corresponding weights. To seamlessly incorporate the weights into traditional SLAM optimization and ensure efficiency and robustness, we design a set of depth weight factors, which makes our network a versatile plug-in module, facilitating easy integration into various existing sparse SLAM systems and significantly enhancing global depth consistency through bundle adjustment. To verify the portability of our method, we integrate BBC-Net into two representative SLAM systems. The experimental results on various datasets show that the proposed method achieves better performance in monocular dense mapping than the state-of-the-art methods. We provide an online demo running on a mobile phone, which verifies the efficiency and mapping quality of the proposed method in real-world scenarios.
The workload of real-time rendering is steeply increasing as the demand for high resolution, high refresh rates, and high realism rises, overwhelming most graphics cards. To mitigate this problem, one … The workload of real-time rendering is steeply increasing as the demand for high resolution, high refresh rates, and high realism rises, overwhelming most graphics cards. To mitigate this problem, one of the most popular solutions is to render images at a low resolution to reduce rendering overhead, and then manage to accurately upsample the low-resolution rendered image to the target resolution, a.k.a. super-resolution techniques. Most existing methods focus on exploiting information from low-resolution inputs, such as historical frames. The absence of high frequency details in those LR inputs makes them hard to recover fine details in their high-resolution predictions. In this paper, we propose an efficient and effective super-resolution method that predicts high-quality upsampled reconstructions utilizing low-cost high-resolution auxiliary G-Buffers as additional input. With LR images and HR G-buffers as input, the network requires to align and fuse features at multi resolution levels. We introduce an efficient and effective H-Net architecture to solve this problem and significantly reduce rendering overhead without noticeable quality deterioration. Experiments show that our method is able to produce temporally consistent reconstructions in 4 × 4 and even challenging 8 × 8 upsampling cases at 4K resolution with real-time performance, with substantially improved quality and significant performance boost compared to existing works.Project page: https://isaac-paradox.github.io/FuseSR/
research-article Share on EasyVolcap: Accelerating Neural Volumetric Video Research Authors: Zhen Xu State Key Lab of CAD&CG, Zhejiang University, China State Key Lab of CAD&CG, Zhejiang University, China 0009-0002-6098-4198View Profile … research-article Share on EasyVolcap: Accelerating Neural Volumetric Video Research Authors: Zhen Xu State Key Lab of CAD&CG, Zhejiang University, China State Key Lab of CAD&CG, Zhejiang University, China 0009-0002-6098-4198View Profile , Tao Xie State Key Lab of CAD&CG, Zhejiang University, China State Key Lab of CAD&CG, Zhejiang University, China 0009-0007-8644-5324View Profile , Sida Peng Zhejiang University, China Zhejiang University, China 0000-0001-6546-4525View Profile , Haotong Lin State Key Lab of CAD&CG, Zhejiang University, China State Key Lab of CAD&CG, Zhejiang University, China 0000-0001-5862-3268View Profile , Qing Shuai Zhejiang University, China Zhejiang University, China 0000-0002-2096-7599View Profile , Zhiyuan Yu Department of Mathematics, Hong Kong University of Science and Technology, China Department of Mathematics, Hong Kong University of Science and Technology, China 0000-0001-7220-7789View Profile , Guangzhao He State Key Lab of CAD&CG, Zhejiang University, China State Key Lab of CAD&CG, Zhejiang University, China 0009-0002-2211-7392View Profile , Jiaming Sun Image Derivative Inc., China Image Derivative Inc., China 0000-0003-4053-8510View Profile , Hujun Bao State Key Lab of CAD&CG, Zhejiang University, China State Key Lab of CAD&CG, Zhejiang University, China 0000-0002-2662-0334View Profile , Xiaowei Zhou Zhejiang University, China Zhejiang University, China 0000-0003-1926-5597View Profile Authors Info & Claims SA '23: SIGGRAPH Asia 2023 Technical CommunicationsNovember 2023Article No.: 22Pages 1–4https://doi.org/10.1145/3610543.3626173Published:28 November 2023Publication History 0citation168DownloadsMetricsTotal Citations0Total Downloads168Last 12 Months168Last 6 weeks131 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Recently, Neural Radiance Fields (NeRF) has exhibited significant success in novel view synthesis, surface reconstruction, etc. However, since no physical reflection is considered in its rendering pipeline, NeRF mistakes the … Recently, Neural Radiance Fields (NeRF) has exhibited significant success in novel view synthesis, surface reconstruction, etc. However, since no physical reflection is considered in its rendering pipeline, NeRF mistakes the reflection in the mirror as a separate virtual scene, leading to the inaccurate reconstruction of the mirror and multi-view inconsistent reflections in the mirror. In this paper, we present a novel neural rendering framework, named Mirror-NeRF, which is able to learn accurate geometry and reflection of the mirror and support various scene manipulation applications with mirrors, such as adding new objects or mirrors into the scene and synthesizing the reflections of these new objects in mirrors, controlling mirror roughness, etc. To achieve this goal, we propose a unified radiance field by introducing the reflection probability and tracing rays following the light transport model of Whitted Ray Tracing, and also develop several techniques to facilitate the learning process. Experiments and comparisons on both synthetic and real datasets demonstrate the superiority of our method. The code and supplementary material are available on the project webpage: https://zju3dv.github.io/Mirror-NeRF/.
Event cameras provide high temporal precision, low data rates, and high dynamic range visual perception, which are well-suited for optical flow estimation. While data-driven optical flow estimation has obtained great … Event cameras provide high temporal precision, low data rates, and high dynamic range visual perception, which are well-suited for optical flow estimation. While data-driven optical flow estimation has obtained great success in RGB cameras, its generalization performance is seriously hindered in event cameras mainly due to the limited and biased training data. In this paper, we present a novel simulator, BlinkSim, for the fast generation of large-scale data for event-based optical flow. BlinkSim incorporates a configurable rendering engine alongside an event simulation suite. By leveraging the wealth of current 3D assets, the rendering engine enables us to automatically build up thousands of scenes with different objects, textures, and motion patterns and render very high-frequency images for realistic event data simulation. Based on BlinkSim, we construct a large training dataset and evaluation benchmark BlinkFlow that contains sufficient, diversiform, and challenging event data with optical flow ground truth. Experiments show that BlinkFlow improves the generalization performance of state-of-the-art methods by more than 40% on average and up to 90%. Moreover, we further propose an Event-based optical Flow transFormer (E-FlowFormer) architecture. Powered by our BlinkFlow, E-FlowFormer outperforms the SOTA methods by up to 91% on the MVSEC dataset and 14% on the DSEC dataset and presents the best generalization performance. The source code and data are available at https://zju3dv.github.io/blinkflow/.
This paper presents a novel approach to generating the 3D motion of a human interacting with a target object, with a focus on solving the challenge of synthesizing long-range and … This paper presents a novel approach to generating the 3D motion of a human interacting with a target object, with a focus on solving the challenge of synthesizing long-range and diverse motions, which could not be fulfilled by existing auto-regressive models or path planning-based methods. We propose a hierarchical generation framework to solve this challenge. Specifically, our framework first generates a set of milestones and then synthesizes the motion along them. Therefore, the long-range motion generation could be reduced to synthesizing several short motion sequences guided by milestones. The experiments on the NSM, COUCH, and SAMP datasets show that our approach outperforms previous methods by a large margin in both quality and diversity. The source code is available on our project page https://zju3dv.github.io/hghoi.
Existing inverse rendering combined with neural rendering methods can only perform editable novel view synthesis on object-specific scenes, while we present intrinsic neural radiance fields, dubbed IntrinsicNeRF, which introduce intrinsic … Existing inverse rendering combined with neural rendering methods can only perform editable novel view synthesis on object-specific scenes, while we present intrinsic neural radiance fields, dubbed IntrinsicNeRF, which introduce intrinsic decomposition into the NeRF-based neural rendering method and can extend its application to room-scale scenes. Since intrinsic decomposition is a fundamentally under-constrained inverse problem, we propose a novel distance-aware point sampling and adaptive reflectance iterative clustering optimization method, which enables IntrinsicNeRF with traditional intrinsic decomposition constraints to be trained in an unsupervised manner, resulting in multi-view consistent intrinsic decomposition results. To cope with the problem that different adjacent instances of similar reflectance in a scene are incorrectly clustered together, we further propose a hierarchical clustering method with coarse-to-fine optimization to obtain a fast hierarchical indexing representation. It supports compelling real-time augmented applications such as recoloring and illumination variation. Extensive experiments and editing samples on both object-specific/room-scale scenes and synthetic/real-word data demonstrate that we can obtain consistent intrinsic decomposition results and high-fidelity novel view synthesis even for challenging sequences.
Light-weight time-of-flight (ToF) depth sensors are compact and cost-efficient, and thus widely used on mobile devices for tasks such as autofocus and obstacle detection. However, due to the sparse and … Light-weight time-of-flight (ToF) depth sensors are compact and cost-efficient, and thus widely used on mobile devices for tasks such as autofocus and obstacle detection. However, due to the sparse and noisy depth measurements, these sensors have rarely been considered for dense geometry reconstruction. In this work, we present the first dense SLAM system with a monocular camera and a light-weight ToF sensor. Specifically, we propose a multi-modal implicit scene representation that supports rendering both the signals from the RGB camera and light-weight ToF sensor which drives the optimization by comparing with the raw sensor inputs. Moreover, in order to guarantee successful pose tracking and reconstruction, we exploit a predicted depth as an intermediate supervision and develop a coarse-to-fine optimization strategy for efficient learning of the implicit representation. At last, the temporal information is explicitly exploited to deal with the noisy signals from light-weight ToF sensors to improve the accuracy and robustness of the system. Experiments demonstrate that our system well exploits the signals of light-weight ToF sensors and achieves competitive results both on camera tracking and dense scene reconstruction. Project page: https://zju3dv.github.io/tof_slam/.
Structure-from-Motion is a technology used to obtain scene structure through image collection, which is a fundamental problem in computer vision. For unordered Internet images, SfM is very slow due to … Structure-from-Motion is a technology used to obtain scene structure through image collection, which is a fundamental problem in computer vision. For unordered Internet images, SfM is very slow due to the lack of prior knowledge about image overlap. For sequential images, knowing the large overlap between adjacent frames, SfM can adopt a variety of acceleration strategies, which are only applicable to sequential data. To further improve the reconstruction efficiency and break the gap of strategies between these two kinds of data, this paper presents an efficient covisibility-based incremental SfM. Different from previous methods, we exploit covisibility and registration dependency to describe the image connection which is suitable to any kind of data. Based on this general image connection, we propose a unified framework to efficiently reconstruct sequential images, unordered images, and the mixture of these two. Experiments on the unordered images and mixed data verify the effectiveness of the proposed method, which is three times faster than the state of the art on feature matching, and an order of magnitude faster on reconstruction without sacrificing the accuracy. The source code is publicly available at https://github.com/openxrlab/xrsfm
Although part-based motion synthesis networks have been investigated to reduce the complexity of modeling heterogeneous human motions, their computational cost remains prohibitive in interactive applications. To this end, we propose … Although part-based motion synthesis networks have been investigated to reduce the complexity of modeling heterogeneous human motions, their computational cost remains prohibitive in interactive applications. To this end, we propose a novel two-part transformer network that aims to achieve high-quality, controllable motion synthesis results in real-time. Our network separates the skeleton into the upper and lower body parts, reducing the expensive cross-part fusion operations, and models the motions of each part separately through two streams of auto-regressive modules formed by multi-head attention layers. However, such a design might not sufficiently capture the correlations between the parts. We thus intentionally let the two parts share the features of the root joint and design a consistency loss to penalize the difference in the estimated root features and motions by these two auto-regressive modules, significantly improving the quality of synthesized motions. After training on our motion dataset, our network can synthesize a wide range of heterogeneous motions, like cartwheels and twists. Experimental and user study results demonstrate that our network is superior to state-of-the-art human motion synthesis networks in the quality of generated motions.
This paper addresses the challenge of efficiently reconstructing volumetric videos of dynamic humans from sparse multi-view videos. Some recent works represent a dynamic human as a canonical neural radiance field … This paper addresses the challenge of efficiently reconstructing volumetric videos of dynamic humans from sparse multi-view videos. Some recent works represent a dynamic human as a canonical neural radiance field (NeRF) and a motion field, which are learned from input videos through differentiable rendering. But the per-scene optimization generally requires hours. Other generalizable NeRF models leverage learned prior from datasets to reduce the optimization time by only finetuning on new scenes at the cost of visual fidelity. In this paper, we propose a novel method for learning neural volumetric representations of dynamic humans in minutes with competitive visual quality. Specifically, we define a novel part-based voxelized human representation to better distribute the representational power of the network to different human parts. Furthermore, we propose a novel 2D motion parameterization scheme to increase the convergence rate of deformation field learning. Experiments demonstrate that our model can be learned 100 times faster than previous per-scene optimization methods while being competitive in the rendering quality. Training our model on a 512 × 512 video with 100 frames typically takes about 5 minutes on a single RTX 3090 GPU. The code is available on our project page: https://zju3dv.github.io/instant_nvr.
Content and style disentanglement is an effective way to achieve few-shot font generation. It allows to transfer the style of the font image in a source domain to the style … Content and style disentanglement is an effective way to achieve few-shot font generation. It allows to transfer the style of the font image in a source domain to the style defined with a few reference images in a target domain. However, the content feature extracted using a representative font might not be optimal. In light of this, we propose a content fusion module (CFM) to project the content feature into a linear space defined by the content features of basis fonts, which can take the variation of content features caused by different fonts into consideration. Our method also allows to optimize the style representation vector of reference images through a lightweight iterative style-vector refinement (ISR) strategy. Moreover, we treat the 1D projection of a character image as a probability distribution and leverage the distance between two distributions as the reconstruction loss (namely projected character loss, PCL). Compared to L2 or L1 reconstruction loss, the distribution distance pays more attention to the global shape of characters. We have evaluated our method on a dataset of 300 fonts with 6.5k characters each. Experimental results verify that our method outperforms existing state-of-the-art few-shot font generation methods by a large margin. The source code can be found at https://github.com/wangchi95/CF-Font.
This paper introduces a novel representation of volumetric videos for real-time view synthesis of dynamic scenes. Recent advances in neural scene representations demonstrate their remarkable capability to model and render … This paper introduces a novel representation of volumetric videos for real-time view synthesis of dynamic scenes. Recent advances in neural scene representations demonstrate their remarkable capability to model and render complex static scenes, but extending them to represent dynamic scenes is not straightforward due to their slow rendering speed or high storage cost. To solve this problem, our key idea is to represent the radiance field of each frame as a set of shallow MLP networks whose parameters are stored in 2D grids, called MLP maps, and dynamically predicted by a 2D CNN decoder shared by all frames. Representing 3D scenes with shallow MLPs significantly improves the rendering speed, while dynamically predicting MLP parameters with a shared 2D CNN instead of explicitly storing them leads to low storage cost. Experiments show that the proposed approach achieves state-of-the-art rendering quality on the NHR and ZJU-MoCap datasets, while being efficient for real-time rendering with a speed of 41.7 fps for <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$512\times 512$</tex> images on an RTX 3090 GPU. The code is available at https://zju3dv.github.io/mlp_maps/.
We present PVO, a novel panoptic visual odometry framework to achieve more comprehensive modeling of the scene motion, geometry, and panoptic segmentation information. Our PVO models visual odometry (VO) and … We present PVO, a novel panoptic visual odometry framework to achieve more comprehensive modeling of the scene motion, geometry, and panoptic segmentation information. Our PVO models visual odometry (VO) and video panoptic segmentation (VPS) in a unified view, which makes the two tasks mutually beneficial. Specifically, we introduce a panoptic update module into the VO Module with the guidance of image panoptic segmentation. This Panoptic-Enhanced VO Module can alleviate the impact of dynamic objects in the camera pose estimation with a panoptic-aware dynamic mask. On the other hand, the VO-Enhanced VPS Module also improves the segmentation accuracy by fusing the panoptic segmentation result of the current frame on the fly to the adjacent frames, using geometric information such as camera pose, depth, and optical flow obtained from the VO Module. These two modules contribute to each other through recurrent iterative optimization. Extensive experiments demonstrate that PVO outperforms state-of-the-art methods in both visual odometry and video panoptic segmentation tasks.
Local feature matching aims at establishing sparse correspondences between a pair of images. Recently, detector-free methods present generally better performance but are not satisfactory in image pairs with large scale … Local feature matching aims at establishing sparse correspondences between a pair of images. Recently, detector-free methods present generally better performance but are not satisfactory in image pairs with large scale differences. In this paper, we propose Patch Area Transportation with Subdivision (PATS) to tackle this issue. Instead of building an expensive image pyramid, we start by splitting the original image pair into equal-sized patches and gradually resizing and subdividing them into smaller patches with the same scale. However, estimating scale differences between these patches is non-trivial since the scale differences are determined by both relative camera poses and scene structures, and thus spatially varying over image pairs. Moreover, it is hard to obtain the ground truth for real scenes. To this end, we propose patch area transportation, which enables learning scale differences in a self-supervised manner. In contrast to bipartite graph matching, which only handles one-to-one matching, our patch area transportation can deal with many-to-many relationships. PATS improves both matching accuracy and coverage, and shows superior performance in downstream tasks, such as relative pose estimation, visual localization, and optical flow estimation. The source code is available at https://zju3dv.github.io/pats/.
Despite the great success in 2D editing using user-friendly tools, such as Photoshop, semantic strokes, or even text prompts, similar capabilities in 3D areas are still limited, either relying on … Despite the great success in 2D editing using user-friendly tools, such as Photoshop, semantic strokes, or even text prompts, similar capabilities in 3D areas are still limited, either relying on 3D modeling skills or allowing editing within only a few categories. In this paper, we present a novel semantic-driven NeRF editing approach, which enables users to edit a neural radiance field with a single image, and faithfully delivers edited novel views with high fidelity and multi-view consistency. To achieve this goal, we propose a prior-guided editing field to encode fine-grained geometric and texture editing in 3D space, and develop a series of techniques to aid the editing process, including cyclic constraints with a proxy mesh to facilitate geometric supervision, a color compositing mechanism to stabilize semantic-driven texture editing, and a feature-cluster-based regularization to preserve the irrelevant content unchanged. Extensive experiments and editing examples on both real-world and synthetic data demonstrate that our method achieves photo-realistic 3D editing using only a single edited image, pushing the bound of semantic-driven editing in 3D real-world scenes.
Computer graphics, 3D computer vision and robotics communities have produced multiple approaches to representing 3D geometry for rendering and reconstruction. These provide trade-offs across fidelity, efficiency and compression capabilities. In … Computer graphics, 3D computer vision and robotics communities have produced multiple approaches to representing 3D geometry for rendering and reconstruction. These provide trade-offs across fidelity, efficiency and compression capabilities. In this work, we introduce DeepSDF, a learned continuous Signed Distance Function (SDF) representation of a class of shapes that enables high quality shape representation, interpolation and completion from partial and noisy 3D input data. DeepSDF, like its classical counterpart, represents a shape's surface by a continuous volumetric field: the magnitude of a point in the field represents the distance to the surface boundary and the sign indicates whether the region is inside (-) or outside (+) of the shape, hence our representation implicitly encodes a shape's boundary as the zero-level-set of the learned function while explicitly representing the classification of space as being part of the shapes interior or not. While classical SDF's both in analytical or discretized voxel form typically represent the surface of a single shape, DeepSDF can represent an entire class of shapes. Furthermore, we show state-of-the-art performance for learned 3D shape representation and completion while reducing the model size by an order of magnitude compared with previous work.
With the advent of deep neural networks, learning-based approaches for 3D reconstruction have gained popularity. However, unlike for images, in 3D there is no canonical representation which is both computationally … With the advent of deep neural networks, learning-based approaches for 3D reconstruction have gained popularity. However, unlike for images, in 3D there is no canonical representation which is both computationally and memory efficient yet allows for representing high-resolution geometry of arbitrary topology. Many of the state-of-the-art learning-based 3D reconstruction approaches can hence only represent very coarse 3D geometry or are limited to a restricted domain. In this paper, we propose Occupancy Networks, a new representation for learning-based 3D reconstruction methods. Occupancy networks implicitly represent the 3D surface as the continuous decision boundary of a deep neural network classifier. In contrast to existing approaches, our representation encodes a description of the 3D output at infinite resolution without excessive memory footprint. We validate that our representation can efficiently encode 3D structure and can be inferred from various kinds of input. Our experiments demonstrate competitive results, both qualitatively and quantitatively, for the challenging tasks of 3D reconstruction from single images, noisy point clouds and coarse discrete voxel grids. We believe that occupancy networks will become a useful tool in a wide variety of learning-based 3D tasks.
We describe Human Mesh Recovery (HMR), an end-to-end framework for reconstructing a full 3D mesh of a human body from a single RGB image. In contrast to most current methods … We describe Human Mesh Recovery (HMR), an end-to-end framework for reconstructing a full 3D mesh of a human body from a single RGB image. In contrast to most current methods that compute 2D or 3D joint locations, we produce a richer and more useful mesh representation that is parameterized by shape and 3D joint angles. The main objective is to minimize the reprojection loss of keypoints, which allows our model to be trained using in-the-wild images that only have ground truth 2D annotations. However, the reprojection loss alone is highly underconstrained. In this work we address this problem by introducing an adversary trained to tell whether human body shape and pose parameters are real or not using a large database of 3D human meshes. We show that HMR can be trained with and without using any paired 2D-to-3D supervision. We do not rely on intermediate 2D keypoint detections and infer 3D pose and shape parameters directly from image pixels. Our model runs in real-time given a bounding box containing the person. We demonstrate our approach on various images in-the-wild and out-perform previous optimization-based methods that output 3D meshes and show competitive results on tasks such as 3D joint location estimation and part segmentation.
We introduce Pixel-aligned Implicit Function (PIFu), an implicit representation that locally aligns pixels of 2D images with the global context of their corresponding 3D object. Using PIFu, we propose an … We introduce Pixel-aligned Implicit Function (PIFu), an 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 produces 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.
This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural … This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. To evaluate our approach, we create a multi-view dataset named ZJU-MoCap that captures performers with complex motions. Experiments on ZJU-MoCap show that our approach outperforms prior works by a large margin in terms of novel view synthesis quality. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset.
To facilitate the analysis of human actions, interactions and emotions, we compute a 3D model of human body pose, hand pose, and facial expression from a single monocular image. To … To facilitate the analysis of human actions, interactions and emotions, we compute a 3D model of human body pose, hand pose, and facial expression from a single monocular image. To achieve this, we use thousands of 3D scans to train a new, unified, 3D model of the human body, SMPL-X, that extends SMPL with fully articulated hands and an expressive face. Learning to regress the parameters of SMPL-X directly from images is challenging without paired images and 3D ground truth. Consequently, we follow the approach of SMPLify, which estimates 2D features and then optimizes model parameters to fit the features. We improve on SMPLify in several significant ways: (1) we detect 2D features corresponding to the face, hands, and feet and fit the full SMPL-X model to these; (2) we train a new neural network pose prior using a large MoCap dataset; (3) we define a new interpenetration penalty that is both fast and accurate; (4) we automatically detect gender and the appropriate body models (male, female, or neutral); (5) our PyTorch implementation achieves a speedup of more than 8x over Chumpy. We use the new method, SMPLify-X, to fit SMPL-X to both controlled images and images in the wild. We evaluate 3D accuracy on a new curated dataset comprising 100 images with pseudo ground-truth. This is a step towards automatic expressive human capture from monocular RGB data. The models, code, and data are available for research purposes at https://smpl-x.is.tue.mpg.de.
A key requirement for leveraging supervised deep learning methods is the availability of large, labeled datasets. Unfortunately, in the context of RGB-D scene understanding, very little data is available - … A key requirement for leveraging supervised deep learning methods is the availability of large, labeled datasets. Unfortunately, in the context of RGB-D scene understanding, very little data is available - current datasets cover a small range of scene views and have limited semantic annotations. To address this issue, we introduce ScanNet, an RGB-D video dataset containing 2.5M views in 1513 scenes annotated with 3D camera poses, surface reconstructions, and semantic segmentations. To collect this data, we designed an easy-to-use and scalable RGB-D capture system that includes automated surface reconstruction and crowd-sourced semantic annotation.We show that using this data helps achieve state-of-the-art performance on several 3D scene understanding tasks, including 3D object classification, semantic voxel labeling, and CAD model retrieval.
Neural rendering techniques combining machine learning with geometric reasoning have arisen as one of the most promising approaches for synthesizing novel views of a scene from a sparse set of … Neural rendering techniques combining machine learning with geometric reasoning have arisen as one of the most promising approaches for synthesizing novel views of a scene from a sparse set of images. Among these, stands out the Neural radiance fields (NeRF) [31], which trains a deep network to map 5D input coordinates (representing spatial location and viewing direction) into a volume density and view-dependent emitted radiance. However, despite achieving an unprecedented level of photorealism on the generated images, NeRF is only applicable to static scenes, where the same spatial location can be queried from different images. In this paper we introduce D-NeRF, a method that extends neural radiance fields to a dynamic domain, allowing to reconstruct and render novel images of objects under rigid and non-rigid motions from a single camera moving around the scene. For this purpose we consider time as an additional input to the system, and split the learning process in two main stages: one that encodes the scene into a canonical space and another that maps this canonical representation into the deformed scene at a particular time. Both mappings are simultaneously learned using fully-connected networks. Once the networks are trained, D-NeRF can render novel images, controlling both the camera view and the time variable, and thus, the object movement. We demonstrate the effectiveness of our approach on scenes with objects under rigid, articulated and non-rigid motions. Code, model weights and the dynamic scenes dataset will be available at [1].
Photo-realistic free-viewpoint rendering of real-world scenes using classical computer graphics techniques is challenging, because it requires the difficult step of capturing detailed appearance and geometry models. Recent studies have demonstrated … Photo-realistic free-viewpoint rendering of real-world scenes using classical computer graphics techniques is challenging, because it requires the difficult step of capturing detailed appearance and geometry models. Recent studies have demonstrated promising results by learning scene representations that implicitly encode both geometry and appearance without 3D supervision. However, existing approaches in practice often show blurry renderings caused by the limited network capacity or the difficulty in finding accurate intersections of camera rays with the scene geometry. Synthesizing high-resolution imagery from these representations often requires time-consuming optical ray marching. In this work, we introduce Neural Sparse Voxel Fields (NSVF), a new neural scene representation for fast and high-quality free-viewpoint rendering. NSVF defines a set of voxel-bounded implicit fields organized in a sparse voxel octree to model local properties in each cell. We progressively learn the underlying voxel structures with a differentiable ray-marching operation from only a set of posed RGB images. With the sparse voxel octree structure, rendering novel views can be accelerated by skipping the voxels containing no relevant scene content. Our method is typically over 10 times faster than the state-of-the-art (namely, NeRF(Mildenhall et al., 2020)) at inference time while achieving higher quality results. Furthermore, by utilizing an explicit sparse voxel representation, our method can easily be applied to scene editing and scene composition. We also demonstrate several challenging tasks, including multi-scene learning, free-viewpoint rendering of a moving human, and large-scale scene rendering. Code and data are available at our website: https://github.com/facebookresearch/NSVF.
We present a method that synthesizes novel views of complex scenes by interpolating a sparse set of nearby views. The core of our method is a network architecture that includes … We present a method that synthesizes novel views of complex scenes by interpolating a sparse set of nearby views. The core of our method is a network architecture that includes a multilayer perceptron and a ray transformer that estimates radiance and volume density at continuous 5D locations (3D spatial locations and 2D viewing directions), drawing appearance information on the fly from multiple source views. By drawing on source views at render time, our method hearkens back to classic work on image-based rendering (IBR), and allows us to render high-resolution imagery. Unlike neural scene representation work that optimizes per-scene functions for rendering, we learn a generic view interpolation function that generalizes to novel scenes. We render images using classic volume rendering, which is fully differentiable and allows us to train using only multi-view posed images as supervision. Experiments show that our method outperforms recent novel view synthesis methods that also seek to generalize to novel scenes. Further, if fine-tuned on each scene, our method is competitive with state-of-the-art single-scene neural rendering methods. <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">1</sup>
Learning-based 3D reconstruction methods have shown impressive results. However, most methods require 3D supervision which is often hard to obtain for real-world datasets. Recently, several works have proposed differentiable rendering … Learning-based 3D reconstruction methods have shown impressive results. However, most methods require 3D supervision which is often hard to obtain for real-world datasets. Recently, several works have proposed differentiable rendering techniques to train reconstruction models from RGB images. Unfortunately, these approaches are currently restricted to voxel- and mesh-based representations, suffering from discretization or low resolution. In this work, we propose a differentiable rendering formulation for implicit shape and texture representations. Implicit representations have recently gained popularity as they represent shape and texture continuously. Our key insight is that depth gradients can be derived analytically using the concept of implicit differentiation. This allows us to learn implicit shape and texture representations directly from RGB images. We experimentally show that our single-view reconstructions rival those learned with full 3D supervision. Moreover, we find that our method can be used for multi-view 3D reconstruction, directly resulting in watertight meshes.
Unsupervised learning with generative models has the potential of discovering rich representations of 3D scenes. While geometric deep learning has explored 3D-structure-aware representations of scene geometry, these models typically require … Unsupervised learning with generative models has the potential of discovering rich representations of 3D scenes. While geometric deep learning has explored 3D-structure-aware representations of scene geometry, these models typically require explicit 3D supervision. Emerging neural scene representations can be trained only with posed 2D images, but existing methods ignore the three-dimensional structure of scenes. We propose Scene Representation Networks (SRNs), a continuous, 3D-structure-aware scene representation that encodes both geometry and appearance. SRNs represent scenes as continuous functions that map world coordinates to a feature representation of local scene properties. By formulating the image formation as a differentiable ray-marching algorithm, SRNs can be trained end-to-end from only 2D images and their camera poses, without access to depth or shape. This formulation naturally generalizes across scenes, learning powerful geometry and appearance priors in the process. We demonstrate the potential of SRNs by evaluating them for novel view synthesis, few-shot reconstruction, joint shape and appearance interpolation, and unsupervised discovery of a non-rigid face model.
Neural graphics primitives, parameterized by fully connected neural networks, can be costly to train and evaluate. We reduce this cost with a versatile new input encoding that permits the use … Neural graphics primitives, parameterized by fully connected neural networks, can be costly to train and evaluate. We reduce this cost with a versatile new input encoding that permits the use of a smaller network without sacrificing quality, thus significantly reducing the number of floating point and memory access operations: a small neural network is augmented by a multiresolution hash table of trainable feature vectors whose values are optimized through stochastic gradient descent. The multiresolution structure allows the network to disambiguate hash collisions, making for a simple architecture that is trivial to parallelize on modern GPUs. We leverage this parallelism by implementing the whole system using fully-fused CUDA kernels with a focus on minimizing wasted bandwidth and compute operations. We achieve a combined speedup of several orders of magnitude, enabling training of high-quality neural graphics primitives in a matter of seconds, and rendering in tens of milliseconds at a resolution of ${1920\!\times\!1080}$.
We present a novel neural surface reconstruction method, called NeuS, for reconstructing objects and scenes with high fidelity from 2D image inputs. Existing neural surface reconstruction approaches, such as DVR … We present a novel neural surface reconstruction method, called NeuS, for reconstructing objects and scenes with high fidelity from 2D image inputs. Existing neural surface reconstruction approaches, such as DVR and IDR, require foreground mask as supervision, easily get trapped in local minima, and therefore struggle with the reconstruction of objects with severe self-occlusion or thin structures. Meanwhile, recent neural methods for novel view synthesis, such as NeRF and its variants, use volume rendering to produce a neural scene representation with robustness of optimization, even for highly complex objects. However, extracting high-quality surfaces from this learned implicit representation is difficult because there are not sufficient surface constraints in the representation. In NeuS, we propose to represent a surface as the zero-level set of a signed distance function (SDF) and develop a new volume rendering method to train a neural SDF representation. We observe that the conventional volume rendering method causes inherent geometric errors (i.e. bias) for surface reconstruction, and therefore propose a new formulation that is free of bias in the first order of approximation, thus leading to more accurate surface reconstruction even without the mask supervision. Experiments on the DTU dataset and the BlendedMVS dataset show that NeuS outperforms the state-of-the-arts in high-quality surface reconstruction, especially for objects and scenes with complex structures and self-occlusion.
This paper describes a method to obtain accurate 3D body models and texture of arbitrary people from a single, monocular video in which a person is moving. Based on a … This paper describes a method to obtain accurate 3D body models and texture of arbitrary people from a single, monocular video in which a person is moving. Based on a parametric body model, we present a robust processing pipeline to infer 3D model shapes including clothed people with 4.5mm reconstruction accuracy. At the core of our approach is the transformation of dynamic body pose into a canonical frame of reference. Our main contribution is a method to transform the silhouette cones corresponding to dynamic human silhouettes to obtain a visual hull in a common reference frame. This enables efficient estimation of a consensus 3D shape, texture and implanted animation skeleton based on a large number of frames. Results on 4 different datasets demonstrate the effectiveness of our approach to produce accurate 3D models. Requiring only an RGB camera, our method enables everyone to create their own fully animatable digital double, e.g., for social VR applications or virtual try-on for online fashion shopping.
We present the first method capable of photorealistically reconstructing deformable scenes using photos/videos captured casually from mobile phones. Our approach augments neural radiance fields (NeRF) by optimizing an additional continuous … We present the first method capable of photorealistically reconstructing deformable scenes using photos/videos captured casually from mobile phones. Our approach augments neural radiance fields (NeRF) by optimizing an additional continuous volumetric deformation field that warps each observed point into a canonical 5D NeRF. We observe that these NeRF-like deformation fields are prone to local minima, and propose a coarse-to-fine optimization method for coordinate-based models that allows for more robust optimization. By adapting principles from geometry processing and physical simulation to NeRF-like models, we propose an elastic regularization of the deformation field that further improves robustness. We show that our method can turn casually captured selfie photos/videos into deformable NeRF models that allow for photorealistic renderings of the subject from arbitrary viewpoints, which we dub "nerfies." We evaluate our method by collecting time-synchronized data using a rig with two mobile phones, yielding train/validation images of the same pose at different viewpoints. We show that our method faithfully reconstructs non-rigidly deforming scenes and reproduces unseen views with high fidelity.
Deeper neural networks are more difficult to train. We present a residual learning framework to ease the training of networks that are substantially deeper than those used previously. We explicitly … Deeper neural networks are more difficult to train. We present a residual learning framework to ease the training of networks that are substantially deeper than those used previously. We explicitly reformulate the layers as learning residual functions with reference to the layer inputs, instead of learning unreferenced functions. We provide comprehensive empirical evidence showing that these residual networks are easier to optimize, and can gain accuracy from considerably increased depth. On the ImageNet dataset we evaluate residual nets with a depth of up to 152 layers - 8× deeper than VGG nets [40] but still having lower complexity. An ensemble of these residual nets achieves 3.57% error on the ImageNet test set. This result won the 1st place on the ILSVRC 2015 classification task. We also present analysis on CIFAR-10 with 100 and 1000 layers. The depth of representations is of central importance for many visual recognition tasks. Solely due to our extremely deep representations, we obtain a 28% relative improvement on the COCO object detection dataset. Deep residual nets are foundations of our submissions to ILSVRC & COCO 2015 competitions1, where we also won the 1st places on the tasks of ImageNet detection, ImageNet localization, COCO detection, and COCO segmentation.
The following topics are dealt with: learning (artificial intelligence); feature extraction; image classification; neural nets; image representation; object detection; image segmentation; convolution; feedforward neural nets; video signal processing. The following topics are dealt with: learning (artificial intelligence); feature extraction; image classification; neural nets; image representation; object detection; image segmentation; convolution; feedforward neural nets; video signal processing.
This work addresses the problem of estimating the full body 3D human pose and shape from a single color image. This is a task where iterative optimization-based solutions have typically … This work addresses the problem of estimating the full body 3D human pose and shape from a single color image. This is a task where iterative optimization-based solutions have typically prevailed, while Convolutional Networks (ConvNets) have suffered because of the lack of training data and their low resolution 3D predictions. Our work aims to bridge this gap and proposes an efficient and effective direct prediction method based on ConvNets. Central part to our approach is the incorporation of a parametric statistical body shape model (SMPL) within our end-to-end framework. This allows us to get very detailed 3D mesh results, while requiring estimation only of a small number of parameters, making it friendly for direct network prediction. Interestingly, we demonstrate that these parameters can be predicted reliably only from 2D keypoints and masks. These are typical outputs of generic 2D human analysis ConvNets, allowing us to relax the massive requirement that images with 3D shape ground truth are available for training. Simultaneously, by maintaining differentiability, at training time we generate the 3D mesh from the estimated parameters and optimize explicitly for the surface using a 3D per-vertex loss. Finally, a differentiable renderer is employed to project the 3D mesh to the image, which enables further refinement of the network, by optimizing for the consistency of the projection with 2D annotations (i.e., 2D keypoints or masks). The proposed approach outperforms previous baselines on this task and offers an attractive solution for direct prediction of3D shape from a single color image.
Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat … Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).
We introduce Adam, an algorithm for first-order gradient-based optimization of stochastic objective functions, based on adaptive estimates of lower-order moments. The method is straightforward to implement, is computationally efficient, has … We introduce Adam, an algorithm for first-order gradient-based optimization of stochastic objective functions, based on adaptive estimates of lower-order moments. The method is straightforward to implement, is computationally efficient, has little memory requirements, is invariant to diagonal rescaling of the gradients, and is well suited for problems that are large in terms of data and/or parameters. The method is also appropriate for non-stationary objectives and problems with very noisy and/or sparse gradients. The hyper-parameters have intuitive interpretations and typically require little tuning. Some connections to related algorithms, on which Adam was inspired, are discussed. We also analyze the theoretical convergence properties of the algorithm and provide a regret bound on the convergence rate that is comparable to the best known results under the online convex optimization framework. Empirical results demonstrate that Adam works well in practice and compares favorably to other stochastic optimization methods. Finally, we discuss AdaMax, a variant of Adam based on the infinity norm.
Recent advances in image-based 3D human shape estimation have been driven by the significant improvement in representation power afforded by deep neural networks. Although current approaches have demonstrated the potential … Recent advances in image-based 3D human shape estimation have been driven by the significant improvement in representation power afforded by deep neural networks. Although current approaches have demonstrated the potential in real world settings, they still fail to produce reconstructions with the level of detail often present in the input images. We argue that this limitation stems primarily form two conflicting requirements; accurate predictions require large context, but precise predictions require high resolution. Due to memory limitations in current hardware, previous approaches tend to take low resolution images as input to cover large spatial context, and produce less precise (or low resolution) 3D estimates as a result. We address this limitation by formulating a multi-level architecture that is end-to-end trainable. A coarse level observes the whole image at lower resolution and focuses on holistic reasoning. This provides context to an fine level which estimates highly detailed geometry by observing higher-resolution images. We demonstrate that our approach significantly outperforms existing state-of-the-art techniques on single image human shape reconstruction by fully leveraging 1k-resolution input images.
In this work we address the challenging problem of multiview 3D surface reconstruction. We introduce a neural network architecture that simultaneously learns the unknown geometry, camera parameters, and a neural … In this work we address the challenging problem of multiview 3D surface reconstruction. We introduce a neural network architecture that simultaneously learns the unknown geometry, camera parameters, and a neural renderer that approximates the light reflected from the surface towards the camera. The geometry is represented as a zero level-set of a neural network, while the neural renderer, derived from the rendering equation, is capable of (implicitly) modeling a wide set of lighting conditions and materials. We trained our network on real world 2D images of objects with different material properties, lighting conditions, and noisy camera initializations from the DTU MVS dataset. We found our model to produce state of the art 3D surface reconstructions with high fidelity, resolution and detail.
We propose DeepHuman, an image-guided volume-to-volume translation CNN for 3D human reconstruction from a single RGB image. To reduce the ambiguities associated with the reconstruction of invisible areas, our method … We propose DeepHuman, an image-guided volume-to-volume translation CNN for 3D human reconstruction from a single RGB image. To reduce the ambiguities associated with the reconstruction of invisible areas, our method leverages a dense semantic representation generated from SMPL model as an additional input. One key feature of our network is that it fuses different scales of image features into the 3D space through volumetric feature transformation, which helps to recover accurate surface geometry. The surface details are further refined through a normal refinement network, which can be concatenated with the volume generation network using our proposed volumetric normal projection layer. We also contribute THuman, a 3D real-world human model dataset containing approximately 7000 models. The network is trained using training data generated from the dataset. Overall, due to the specific design of our network and the diversity in our dataset, our method enables 3D human model estimation given only a single image and outperforms state-of-the-art approaches.
We present a method to perform novel view and time synthesis of dynamic scenes, requiring only a monocular video with known camera poses as input. To do this, we introduce … We present a method to perform novel view and time synthesis of dynamic scenes, requiring only a monocular video with known camera poses as input. To do this, we introduce Neural Scene Flow Fields, a new representation that models the dynamic scene as a time-variant continuous function of appearance, geometry, and 3D scene motion. Our representation is optimized through a neural network to fit the observed input views. We show that our representation can be used for varieties of in-the-wild scenes, including thin structures, view-dependent effects, and complex degrees of motion. We conduct a number of experiments that demonstrate our approach significantly outperforms recent monocular view synthesis methods, and show qualitative results of space-time view synthesis on a variety of real-world videos.
Our ability to train end-to-end systems for 3D human pose estimation from single images is currently constrained by the limited availability of 3D annotations for natural images. Most datasets are … Our ability to train end-to-end systems for 3D human pose estimation from single images is currently constrained by the limited availability of 3D annotations for natural images. Most datasets are captured using Motion Capture (MoCap) systems in a studio setting and it is difficult to reach the variability of 2D human pose datasets, like MPII or LSP. To alleviate the need for accurate 3D ground truth, we propose to use a weaker supervision signal provided by the ordinal depths of human joints. This information can be acquired by human annotators for a wide range of images and poses. We showcase the effectiveness and flexibility of training Convolutional Networks (ConvNets) with these ordinal relations in different settings, always achieving competitive performance with ConvNets trained with accurate 3D joint coordinates. Additionally, to demonstrate the potential of the approach, we augment the popular LSP and MPII datasets with ordinal depth annotations. This extension allows us to present quantitative and qualitative evaluation in non-studio conditions. Simultaneously, these ordinal annotations can be easily incorporated in the training procedure of typical ConvNets for 3D human pose. Through this inclusion we achieve new state-of-the-art performance for the relevant benchmarks and validate the effectiveness of ordinal depth supervision for 3D human pose.
We present a simple yet effective method to infer detailed full human body shape from only a single photograph. Our model can infer full-body shape including face, hair, and clothing … We present a simple yet effective method to infer detailed full human body shape from only a single photograph. Our model can infer full-body shape including face, hair, and clothing including wrinkles at interactive frame-rates. Results feature details even on parts that are occluded in the input image. Our main idea is to turn shape regression into an aligned image-to-image translation problem. The input to our method is a partial texture map of the visible region obtained from off-the-shelf methods. From a partial texture, we estimate detailed normal and vector displacement maps, which can be applied to a low-resolution smooth body model to add detail and clothing. Despite being trained purely with synthetic data, our model generalizes well to real-world photographs. Numerous results demonstrate the versatility and robustness of our method.
Shape priors learned from data are commonly used to reconstruct 3D objects from partial or noisy data. Yet no such shape priors are available for indoor scenes, since typical 3D … Shape priors learned from data are commonly used to reconstruct 3D objects from partial or noisy data. Yet no such shape priors are available for indoor scenes, since typical 3D autoencoders cannot handle their scale, complexity, or diversity. In this paper, we introduce Local Implicit Grid Representations, a new 3D shape representation designed for scalability and generality. The motivating idea is that most 3D surfaces share geometric details at some scale - i.e., at a scale smaller than an entire object and larger than a small patch. We train an autoencoder to learn an embedding of local crops of 3D shapes at that size. Then, we use the decoder as a component in a shape optimization that solves for a set of latent codes on a regular grid of overlapping crops such that an interpolation of the decoded local shapes matches a partial or noisy observation. We demonstrate the value of this proposed approach for 3D surface reconstruction from sparse point observations, showing significantly better results than alternative approaches.
We present Octopus, a learning-based model to infer the personalized 3D shape of people from a few frames (1-8) of a monocular video in which the person is moving with … We present Octopus, a learning-based model to infer the personalized 3D shape of people from a few frames (1-8) of a monocular video in which the person is moving with a reconstruction accuracy of 4 to 5mm, while being orders of magnitude faster than previous methods. From semantic segmentation images, our Octopus model reconstructs a 3D shape, including the parameters of SMPL plus clothing and hair in 10 seconds or less. The model achieves fast and accurate predictions based on two key design choices. First, by predicting shape in a canonical T-pose space, the network learns to encode the images of the person into pose-invariant latent codes, where the information is fused. Second, based on the observation that feed-forward predictions are fast but do not always align with the input images, we predict using both, bottom-up and top-down streams (one per view) allowing information to flow in both directions. Learning relies only on synthetic 3D data. Once learned, Octopus can take a variable number of frames as input, and is able to reconstruct shapes even from a single image with an accuracy of 5mm. Results on 3 different datasets demonstrate the efficacy and accuracy of our approach.
We propose a differentiable sphere tracing algorithm to bridge the gap between inverse graphics methods and the recently proposed deep learning based implicit signed distance function. Due to the nature … We propose a differentiable sphere tracing algorithm to bridge the gap between inverse graphics methods and the recently proposed deep learning based implicit signed distance function. Due to the nature of the implicit function, the rendering process requires tremendous function queries, which is particularly problematic when the function is represented as a neural network. We optimize both the forward and backward pass of our rendering layer to make it run efficiently with affordable memory consumption on a commodity graphics card. Our rendering method is fully differentiable such that losses can be directly computed on the rendered 2D observations, and the gradients can be propagated backward to optimize the 3D geometry. We show that our rendering method can effectively reconstruct accurate 3D shapes from various inputs, such as sparse depth and multi-view images, through inverse optimization. With the geometry based reasoning, our 3D shape prediction methods show excellent generalization capability and robustness against various noises.
We explore 3D human pose estimation from a single RGB image. While many approaches try to directly predict 3D pose from image measurements, we explore a simple architecture that reasons … We explore 3D human pose estimation from a single RGB image. While many approaches try to directly predict 3D pose from image measurements, we explore a simple architecture that reasons through intermediate 2D pose predictions. Our approach is based on two key observations (1) Deep neural nets have revolutionized 2D pose estimation, producing accurate 2D predictions even for poses with self-occlusions (2) Big-datasets of 3D mocap data are now readily available, making it tempting to lift predicted 2D poses to 3D through simple memorization (e.g., nearest neighbors). The resulting architecture is straightforward to implement with off-the-shelf 2D pose estimation systems and 3D mocap libraries. Importantly, we demonstratethatsuchmethodsoutperformalmostallstate-of-theart 3D pose estimation systems, most of which directly try to regress 3D pose from 2D measurements.
Modeling and rendering of dynamic scenes is challenging, as natural scenes often contain complex phenomena such as thin structures, evolving topology, translucency, scattering, occlusion, and biological motion. Mesh-based reconstruction and … Modeling and rendering of dynamic scenes is challenging, as natural scenes often contain complex phenomena such as thin structures, evolving topology, translucency, scattering, occlusion, and biological motion. Mesh-based reconstruction and tracking often fail in these cases, and other approaches (e.g., light field video) typically rely on constrained viewing conditions, which limit interactivity. We circumvent these difficulties by presenting a learning-based approach to representing dynamic objects inspired by the integral projection model used in tomographic imaging. The approach is supervised directly from 2D images in a multi-view capture setting and does not require explicit reconstruction or tracking of the object. Our method has two primary components: an encoder-decoder network that transforms input images into a 3D volume representation, and a differentiable ray-marching operation that enables end-to-end training. By virtue of its 3D representation, our construction extrapolates better to novel viewpoints compared to screen-space rendering techniques. The encoder-decoder architecture learns a latent representation of a dynamic scene that enables us to produce novel content sequences not seen during training. To overcome memory limitations of voxel-based representations, we learn a dynamic irregular grid structure implemented with a warp field during ray-marching. This structure greatly improves the apparent resolution and reduces grid-like artifacts and jagged motion. Finally, we demonstrate how to incorporate surface-based representations into our volumetric-learning framework for applications where the highest resolution is required, using facial performance capture as a case in point.
Semantic labelling is highly correlated with geometry and radiance reconstruction, as scene entities with similar shape and appearance are more likely to come from similar classes. Recent implicit neural reconstruction … Semantic labelling is highly correlated with geometry and radiance reconstruction, as scene entities with similar shape and appearance are more likely to come from similar classes. Recent implicit neural reconstruction techniques are appealing as they do not require prior training data, but the same fully self-supervised approach is not possible for semantics because labels are human-defined properties.We extend neural radiance fields (NeRF) to jointly encode semantics with appearance and geometry, so that complete and accurate 2D semantic labels can be achieved using a small amount of in-place annotations specific to the scene. The intrinsic multi-view consistency and smoothness of NeRF benefit semantics by enabling sparse labels to efficiently propagate. We show the benefit of this approach when labels are either sparse or very noisy in room-scale scenes. We demonstrate its advantageous properties in various interesting applications such as an efficient scene labelling tool, novel semantic view synthesis, label denoising, super-resolution, label interpolation and multi-view semantic label fusion in visual semantic mapping systems.
In this work, we address the lack of 3D understanding of generative neural networks by introducing a persistent 3D feature embedding for view synthesis. To this end, we propose DeepVoxels, … In this work, we address the lack of 3D understanding of generative neural networks by introducing a persistent 3D feature embedding for view synthesis. To this end, we propose DeepVoxels, a learned representation that encodes the view-dependent appearance of a 3D scene without having to explicitly model its geometry. At its core, our approach is based on a Cartesian 3D grid of persistent embedded features that learn to make use of the underlying 3D scene structure. Our approach combines insights from 3D geometric computer vision with recent advances in learning image-to-image mappings based on adversarial loss functions. DeepVoxels is supervised, without requiring a 3D reconstruction of the scene, using a 2D re-rendering loss and enforces perspective and multi-view geometry in a principled manner. We apply our persistent 3D scene representation to the problem of novel view synthesis demonstrating high-quality results for a variety of challenging scenes.
From an image of a person in action, we can easily guess the 3D motion of the person in the immediate past and future. This is because we have a … From an image of a person in action, we can easily guess the 3D motion of the person in the immediate past and future. This is because we have a mental model of 3D human dynamics that we have acquired from observing visual sequences of humans in motion. We present a framework that can similarly learn a representation of 3D dynamics of humans from video via a simple but effective temporal encoding of image features. At test time, from video, the learned temporal representation give rise to smooth 3D mesh predictions. From a single image, our model can recover the current 3D mesh as well as its 3D past and future motion. Our approach is designed so it can learn from videos with 2D pose annotations in a semi-supervised manner. Though annotated data is always limited, there are millions of videos uploaded daily on the Internet. In this work, we harvest this Internet-scale source of unlabeled data by training our model on unlabeled video with pseudo-ground truth 2D pose obtained from an off-the-shelf 2D pose detector. Our experiments show that adding more videos with pseudo-ground truth 2D pose monotonically improves 3D prediction performance. We evaluate our model on the recent challenging dataset of 3D Poses in the Wild and obtain state-of-the-art performance on the 3D prediction task without any fine-tuning. The project website with video can be found at https://akanazawa.github.io/human_dynamics/.
Following the success of deep convolutional networks, state-of-the-art methods for 3d human pose estimation have focused on deep end-to-end systems that predict 3d joint locations given raw image pixels. Despite … Following the success of deep convolutional networks, state-of-the-art methods for 3d human pose estimation have focused on deep end-to-end systems that predict 3d joint locations given raw image pixels. Despite their excellent performance, it is often not easy to understand whether their remaining error stems from a limited 2dpose (visual) understanding, or from a failure to map 2d poses into 3dimensional positions. With the goal of understanding these sources of error, we set out to build a system that given 2d joint locations predicts 3d positions. Much to our surprise, we have found that, with current technology, "lifting" ground truth 2djoint locations to 3d space is a task that can be solved with a remarkably low error rate: a relatively simple deep feedforward network outperforms the best reported result by about 30% on Human3.6M, the largest publicly available 3d pose estimation benchmark. Furthermore, training our system on the output of an off-the-shelf state-of-the-art 2d detector (i.e., using images as input) yields state of the art results - this includes an array of systems that have been trained end-to-end specifically for this task. Our results indicate that a large portion of the error of modern deep 3d pose estimation systems stems from their visual analysis, and suggests directions to further advance the state of the art in 3d human pose estimation.
This paper presents a self-supervised framework for training interest point detectors and descriptors suitable for a large number of multiple-view geometry problems in computer vision. As opposed to patch-based neural … This paper presents a self-supervised framework for training interest point detectors and descriptors suitable for a large number of multiple-view geometry problems in computer vision. As opposed to patch-based neural networks, our fully-convolutional model operates on full-sized images and jointly computes pixel-level interest point locations and associated descriptors in one forward pass. We introduce Homographic Adaptation, a multi-scale, multi-homography approach for boosting interest point detection repeatability and performing cross-domain adaptation (e.g., synthetic-to-real). Our model, when trained on the MS-COCO generic image dataset using Homographic Adaptation, is able to repeatedly detect a much richer set of interest points than the initial pre-adapted deep model and any other traditional corner detector. The final system gives rise to state-of-the-art homography estimation results on HPatches when compared to LIFT, SIFT and ORB.
While many works focus on 3D reconstruction from images, in this paper, we focus on 3D shape reconstruction and completion from a variety of 3D inputs, which are deficient in … While many works focus on 3D reconstruction from images, in this paper, we focus on 3D shape reconstruction and completion from a variety of 3D inputs, which are deficient in some respect: low and high resolution voxels, sparse and dense point clouds, complete or incomplete. Processing of such 3D inputs is an increasingly important problem as they are the output of 3D scanners, which are becoming more accessible, and are the intermediate output of 3D computer vision algorithms. Recently, learned implicit functions have shown great promise as they produce continuous reconstructions. However, we identified two limitations in reconstruction from 3D inputs: 1) details present in the input data are not retained, and 2) poor reconstruction of articulated humans. To solve this, we propose Implicit Feature Networks (IF-Nets), which deliver continuous outputs, can handle multiple topologies, and complete shapes for missing or sparse input data retaining the nice properties of recent learned implicit functions, but critically they can also retain detail when it is present in the input data, and can reconstruct articulated humans. Our work differs from prior work in two crucial aspects. First, instead of using a single vector to encode a 3D shape, we extract a learnable 3-dimensional multi-scale tensor of deep features, which is aligned with the original Euclidean space embedding the shape. Second, instead of classifying x-y-z point coordinates directly, we classify deep features extracted from the tensor at a continuous query point. We show that this forces our model to make decisions based on global and local shape structure, as opposed to point coordinates, which are arbitrary under Euclidean transformations. Experiments demonstrate that IF-Nets outperform prior work in 3D object reconstruction in ShapeNet, and obtain significantly more accurate 3D human reconstructions. Code and project website is available at https://virtualhumans.mpi-inf.mpg.de/ifnets/.
Regression based methods are not performing as well as detection based methods for human pose estimation. A central problem is that the structural information in the pose is not well … Regression based methods are not performing as well as detection based methods for human pose estimation. A central problem is that the structural information in the pose is not well exploited in the previous regression methods. In this work, we propose a structure-aware regression approach. It adopts a reparameterized pose representation using bones instead of joints. It exploits the joint connection structure to define a compositional loss function that encodes the long range interactions in the pose. It is simple, effective, and general for both 2D and 3D pose estimation in a unified setting. Comprehensive evaluation validates the effectiveness of our approach. It significantly advances the state-of-the-art on Human3.6M [20] and is competitive with state-of-the-art results on MPII [3].
Implicit neural rendering techniques have shown promising results for novel view synthesis. However, existing methods usually encode the entire scene as a whole, which is generally not aware of the … Implicit neural rendering techniques have shown promising results for novel view synthesis. However, existing methods usually encode the entire scene as a whole, which is generally not aware of the object identity and limits the ability to the high-level editing tasks such as moving or adding furniture. In this paper, we present a novel neural scene rendering system, which learns an object-compositional neural radiance field and produces realistic rendering with editing capability for a clustered and real-world scene. Specifically, we design a novel two-pathway architecture, in which the scene branch encodes the scene geometry and appearance, and the object branch encodes each standalone object conditioned on learnable object activation codes. To survive the training in heavily cluttered scenes, we propose a scene-guided training strategy to solve the 3D space ambiguity in the occluded regions and learn sharp boundaries for each object. Extensive experiments demonstrate that our system not only achieves competitive performance for static scene novel-view synthesis, but also produces realistic rendering for object-level editing.
We introduce a method to render Neural Radiance Fields (NeRFs) in real time using PlenOctrees, an octree-based 3D representation which supports view-dependent effects. Our method can render 800×800 images at … We introduce a method to render Neural Radiance Fields (NeRFs) in real time using PlenOctrees, an octree-based 3D representation which supports view-dependent effects. Our method can render 800×800 images at more than 150 FPS, which is over 3000 times faster than conventional NeRFs. We do so without sacrificing quality while preserving the ability of NeRFs to perform free-viewpoint rendering of scenes with arbitrary geometry and view-dependent effects. Real-time performance is achieved by pre-tabulating the NeRF into a PlenOctree. In order to preserve view-dependent effects such as specularities, we factorize the appearance via closed-form spherical basis functions. Specifically, we show that it is possible to train NeRFs to predict a spherical harmonic representation of radiance, removing the viewing direction as an input to the neural network. Furthermore, we show that PlenOctrees can be directly optimized to further minimize the reconstruction loss, which leads to equal or better quality compared to competing methods. Moreover, this octree optimization step can be used to reduce the training time, as we no longer need to wait for the NeRF training to converge fully. Our real-time neural rendering approach may potentially enable new applications such as 6-DOF industrial and product visualizations, as well as next generation AR/VR systems. PlenOctrees are amenable to in-browser rendering as well; please visit the project page for the interactive online demo, as well as video and code: https://alexyu.net/plenoctrees.
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 … 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.
Direct prediction of 3D body pose and shape remains a challenge even for highly parameterized deep learning models. Mapping from the 2D image space to the prediction space is difficult: … Direct prediction of 3D body pose and shape remains a challenge even for highly parameterized deep learning models. Mapping from the 2D image space to the prediction space is difficult: perspective ambiguities make the loss function noisy and training data is scarce. In this paper, we propose a novel approach (Neural Body Fitting (NBF)). It integrates a statistical body model within a CNN, leveraging reliable bottom-up semantic body part segmentation and robust top-down body model constraints. NBF is fully differentiable and can be trained using 2D and 3D annotations. In detailed experiments, we analyze how the components of our model affect performance, especially the use ofpart segmentations as an explicit intermediate representation, and present a robust, efficiently trainable framework for 3D human pose estimation from 2D images with competitive results on standard benchmarks. Code will be made available at http://github.com/mohomran/ neural_body_fitting.