Ruizhen Hu

dblp:14/11270 · DBLP profile ↗
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75ranked-venue papers
15as first author
52since 2021 · last 2026
0000-0002-6798-0336ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 69 · 15 first-author · 46 since 2021Artificial intelligence and machine learning · 20 · 20 since 2021Human-computer interaction and ubiquitous computing · 6 · 6 since 2021Systems, architecture and hardware · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Towards Depth Foundation Models: Recent Trends in Vision-Based Depth Estimation
abstract
Depth estimation is a fundamental task in 3D computer vision, crucial for applications such as 3D reconstruction, free-viewpoint rendering, robotics, autonomous driving, and AR/VR technologies. Traditional methods relying on hardware sensors like LiDAR are often limited by their high costs, low resolution, and sensitivity to the environment, limiting their applicability to real-world scenarios. Recent advances in vision-based methods offer a promising alternative, yet they face challenges in generalization and stability due to either the low capacity of model architectures or reliance on domain-specific and small-scale datasets. The emergence of scaling laws and foundation models in other domains has inspired the development of “depth foundation models”: deep neural networks trained on large datasets with strong zeroshot generalization capabilities. This paper surveys the evolution of deep learning architectures and paradigms for depth estimation across monocular, stereo, multiview, and monocular video settings. We explore the potential of these models to address existing challenges and we also provide a comprehensive overview of large-scale datasets that can facilitate their development. By identifying key architectures and training strategies, we aim to highlight the path towards robust depth foundation models, offering insights for future research and applications.
Zhen Xu 0008, Sida Peng, Haotong Lin, Jiahao Shao, Peishan Yang, Qinglin Yang, Sheng Miao, Yifan Wang 0026, Ruizhen Hu, Yiyi Liao, Xiaowei Zhou 0001, Hujun Bao
Comput. Vis. Media13
2026 LLM-enhanced Scene Graph Learning for Household Rearrangement
abstract
The household rearrangement task involves spotting misplaced objects in a scene and accommodate them with proper places. It depends both on common-sense knowledge on the objective side and human user preference on the subjective side. In achieving such a task, we propose to mine object functionality with user preference alignment directly from the scene itself, without relying on human intervention. To do so, we work with scene graph representation and propose LLM-enhanced scene graph learning which transforms the input scene graph into an Affordance Enhanced Graph (AEG) with information-enriched nodes and newly discovered edges (relations). In AEG, the nodes corresponding to the receptacle objects are augmented with context-induced affordance which encodes what kind of carriable objects can be placed on it. New edges are discovered with newly discovered non-local relations. With AEG, we perform task planning for scene rearrangement by detecting misplaced carriables and determining a proper placement for each of them. We implement an end-to-end robot system for autonomous household rearrangement in unseen environments and test our method by implementing a tiding robot in both simulated environments and real-world scenarios, and perform evaluation on a new benchmark we build. Extensive evaluations demonstrate that our method achieves state-of-the-art performance in misplacement detection and rearrangement planning.
SHilong Zou, Zhinan Yu, Chenyang Zhu 0002, Ruizhen Hu, Kai Xu 0004
ACM Trans. Graph.7
2025 MTScan: Material Transfer from Partial Scans to CAD Models
Xiangyu Su, Sida Peng, Oliver van Kaick, Hui Huang 0004, Ruizhen Hu
CVM (2)5
2025 G3Flow: Generative 3D Semantic Flow for Pose-aware and Generalizable Object Manipulation
abstract
Recent advances in imitation learning for 3D robotic manipulation have shown promising results with diffusion-based policies. However, achieving human-level dexterity requires seamless integration of geometric precision and semantic understanding. We present G3Flow, a novel framework that constructs real-time semantic flow, a dynamic, object-centric 3D semantic representation by leveraging foundation models. Our approach uniquely combines 3D generative models for digital twin creation, vision foundation models for semantic feature extraction, and robust pose tracking for continuous semantic flow updates. This integration enables complete semantic understanding even under occlusions while eliminating manual annotation requirements. By incorporating semantic flow into diffusion policies, extensive experiments across five simulation tasks show that G3Flow consistently outperforms existing approaches, achieving up to 68.3% and 50.1% success rates on terminal-constrained manipulation and cross-object generalization respectively. Our results demonstrate the effectiveness of G3Flow in enhancing real-time dynamic semantic feature understanding for robotic policies.
Tianxing Chen, Yao Mu 0001, Zhixuan Liang, Zanxin Chen, Shijia Peng, Qiangyu Chen, Mingkun Xu, Ruizhen Hu, Hongyuan Zhang 0001, Xuelong Li 0001, Ping Luo 0002
CVPR8
2025 ArticulatedGS: Self-supervised Digital Twin Modeling of Articulated Objects using 3D Gaussian Splatting
abstract
We tackle the challenge of concurrent reconstruction at the part level with the RGB appearance and estimation of motion parameters for building digital twins of articulated objects using the 3D Gaussian Splatting (3D-GS) method. With two distinct sets of multi-view imagery, each depicting an object in separate static articulation configurations, we reconstruct the articulated object in 3D Gaussian representations with both appearance and geometry information at the same time. Our approach decoupled multiple highly interdependent parameters through a multi-step optimization process, thereby achieving a stable optimization procedure and high-quality outcomes. We introduce ArticulatedGS, a self-supervised, comprehensive framework that autonomously learns to model shapes and appearances at the part level and synchronizes the optimization of motion parameters, all without reliance on 3D supervision, motion cues, or semantic labels. Our experimental results demonstrate that, among comparable methodologies, our approach has achieved optimal outcomes in terms of part segmentation accuracy, motion estimation accuracy, and visual quality. The code will be made publicly available at our website https://guojunfu-tech.github.io/articulatedGS-io/
Junfu Guo, Gaoyi Liu, Kai Xu 0004, Ligang Liu 0001, Ruizhen Hu
CVPR6
2025 Glossy Object Reconstruction with Cost-effective Polarized Acquisition
abstract
The challenge of image-based 3D reconstruction for glossy objects lies in separating diffuse and specular components on glossy surfaces from captured images, a task complicated by the ambiguity in discerning lighting conditions and material properties using RGB data alone. While state-of-the-art methods rely on tailored and/or high-end equipment for data acquisition, which can be cumbersome and time-consuming, this work introduces a scalable polarization-aided approach that employs cost-effective acquisition tools. By attaching a linear polarizer to readily available RGB cameras, multi-view polarization images can be captured without the need for advance calibration or precise measurements of the polarizer angle, substantially reducing system construction costs. The proposed approach represents polarimetric BRDF, Stokes vectors, and polarization states of object surfaces as neural implicit fields. These fields, combined with the polarizer angle, are retrieved by optimizing the rendering loss of input polarized images. By leveraging fundamental physical principles for the implicit representation of polarization rendering, our method demonstrates superiority over existing techniques through experiments in public datasets and real captured images on both reconstruction and novel view synthesis.
Bojian Wu, Yifan Peng 0001, Ruizhen Hu, Xiaowei Zhou 0001
CVPR3
2025 Motion-2-To-3: Leveraging 2D Motion Data for 3D Motion Generations
Ruoxi Guo, Huaijin Pi, Zehong Shen, Qing Shuai, Zechen Hu, Zhumei Wang, Yajiao Dong, Ruizhen Hu, Taku Komura, Sida Peng, Xiaowei Zhou 0001
ICCV8
2025 G-DexGrasp: Generalizable Dexterous Grasping Synthesis via Part-Aware Prior Retrieval and Prior-Assisted Generation
Juntao Jian, Xiuping Liu, Manyi Li, Ruizhen Hu
ICCV6
2025 ReTracker: Exploring Image Matching for Robust Online Any Point Tracking
Dongli Tan, Sida Peng, Yiqing Gong, Jiaming Sun 0002, Ruizhen Hu, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001
ICCV7
2025 Precise Action-to-Video Generation Through Visual Action Prompts
abstract
We present visual action prompts, a unified action representation for action-to-video generation of complex high-DoF interactions while maintaining transferable visual dynamics across domains. Action-driven video generation faces a precision-generality trade-off: existing methods using text, primitive actions, or coarse masks offer generality but lack precision, while agent-centric action signals provide precision at the cost of cross-domain transferability. To balance action precision and dynamic transferability, we propose to "render" actions into precise visual prompts as domain-agnostic representations that preserve both geometric precision and cross-domain adaptability for complex actions; specifically, we choose visual skeletons for their generality and accessibility. We propose robust pipelines to construct skeletons from two interaction-rich data sources - human-object interactions (HOI) and dexterous robotic manipulation - enabling cross-domain training of action-driven generative models. By integrating visual skeletons into pretrained video generation models via lightweight fine-tuning, we enable precise action control of complex interaction while preserving the learning of cross-domain dynamics. Experiments on EgoVid, RT-1 and DROID demonstrate the effectiveness of our proposed approach. Project page: https://zju3dv.github.io/VAP/.
Yuang Wang, Sida Peng, Minghan Qin, Hujun Bao, Xiaowei Zhou 0001, Ruizhen Hu
ICCV8
2025 BoxDreamer: Dreaming Box Corners for Generalizable Object Pose Estimation
Yuanhong Yu 0003, Chen Zhao 0025, Junhao Yu, Jiaqi Yang 0002, Ruizhen Hu, Yujun Shen, Xiaowei Zhou 0001, Sida Peng
ICCV6
2025 Ready-to-React: Online Reaction Policy for Two-Character Interaction Generation
abstract
This paper addresses the task of generating two-character online interactions. Previously, two main settings existed for two-character interaction generation: (1) generating one's motions based on the counterpart's complete motion sequence, and (2) jointly generating two-character motions based on specific conditions. We argue that these settings fail to model the process of real-life two-character interactions, where humans will react to their counterparts in real time and act as independent individuals. In contrast, we propose an online reaction policy, called Ready-to-React, to generate the next character pose based on past observed motions. Each character has its own reaction policy as its ``brain'', enabling them to interact like real humans in a streaming manner. Our policy is implemented by incorporating a diffusion head into an auto-regressive model, which can dynamically respond to the counterpart's motions while effectively mitigating the error accumulation throughout the generation process. We conduct comprehensive experiments using the challenging boxing task. Experimental results demonstrate that our method outperforms existing baselines and can generate extended motion sequences. Additionally, we show that our approach can be controlled by sparse signals, making it well-suited for VR and other online interactive environments. Code and data will be made publicly available.
Zhi Cen, Huaijin Pi, Sida Peng, Qing Shuai, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001, Ruizhen Hu
ICLR8
2025 S3 Imagery: Specular Shading from Scratch-Anisotropy
abstract
Scratch-represented 3D visual arts can create compelling visual effects by manipulating light reflections across surfaces. Established works, such as those involving scratch holograms, have realized impressive multi-view imagery effects of reflection arts. However, creating a continuous view of 3D virtual objects with shading effects, especially view-dependent shading remains a challenge. Yet, most reported works are demonstrated on planar surfaces, leaving exploring the potential benefits of leveraging curved surfaces for diverse imagery scenarios an interesting research avenue. This work explores the continuous view-dependent imagery with rich shading effects via scratch-based reflection, whose design space has the potential to be extended to arbitrary curved surfaces. This is achieved by solving the ordinary differential equations under constraints calculated from established bidirectional reflectance distribution function models to optimize scratch distribution on substrate surfaces. Importantly, we create real-world examples by manufacturing optimized reflectors using off-the-shelf carving machines, delivering state-of-the-art specular view-dependent imagery that features continuous and realistic shading effects on both planar and developable curved surfaces.
Pengfei Shen, Feifan Qu, Ruizhen Hu, Yifan Peng 0001
SIGGRAPH Asia4
2025 PhaseTrack: Physics-Based Motion Tracking via Phase-Guided Motion Generation
Ruikun Zheng, Chengjie Mou, Ruizhen Hu
Comput. Graph.3
2025 Neural Octahedral Field: Octahedral Prior for Simultaneous Smoothing and Sharp Edge Regularization
abstract
Neural implicit representation, the parameterization of a continuous distance function as a Multi-Layer Perceptron (MLP), has emerged as a promising lead in tackling surface reconstruction from unoriented point clouds. In the presence of noise, however, its lack of explicit neighborhood connectivity makes sharp edges identification particularly challenging, hence preventing the separation of smoothing and sharpening operations, as is achievable with its discrete counterparts. In this work, we propose to tackle this challenge with an auxiliary field, the octahedral field. We observe that both smoothness and sharp features in the distance field can be equivalently described by the smoothness in octahedral space. Therefore, by aligning and smoothing an octahedral field alongside the implicit geometry, our method behaves analogously to bilateral filtering, resulting in a smooth reconstruction while preserving sharp edges. Despite being operated purely pointwise, our method outperforms various traditional and neural implicit fitting approaches across extensive experiments, and is very competitive with methods that require normals and data priors. Code and data of our work are available at: https://github.com/Ankbzpx/frame-field.
Ruichen Zheng, Tao Yu 0007, Ruizhen Hu
ACM Trans. Graph.3
2024 InterFusion: Text-Driven Generation of 3D Human-Object Interaction
Sisi Dai, Haowen Sun 0001, Chongyang Ma, Hui Huang 0004, Kai Xu 0004, Ruizhen Hu
ECCV (48)8
2024 SAM-Guided Graph Cut for 3D Instance Segmentation
Sida Peng, Yuang Wang, Yujun Shen, Ruizhen Hu, Xiaowei Zhou 0001
ECCV (48)6
2024 Learning Cross-Hand Policies of High-DOF Reaching and Grasping
Qijin She, Shishun Zhang, Yunfan Ye, Ruizhen Hu, Kai Xu 0004
ECCV (30)4
2024 FRI-Net: Floorplan Reconstruction via Room-Wise Implicit Representation
Honghao Xu, Juzhan Xu, Pengfei Xu 0002, Hui Huang 0004, Ruizhen Hu
ECCV (32)6
2024 Synchronized Dual-arm Rearrangement via Cooperative mTSP
abstract
Synchronized dual-arm rearrangement is widely studied as a common scenario in industrial applications. It often faces scalability challenges due to the computational complexity of robotic arm rearrangement and the high-dimensional nature of dual-arm planning. To address these challenges, we formulated the problem as cooperative mTSP, a variant of mTSP where agents share cooperative costs, and utilized reinforcement learning for its solution. Our approach involved representing rearrangement tasks using a task state graph that captured spatial relationships and a cooperative cost matrix that provided details about action costs. Taking these representations as observations, we designed an attention-based network to effectively combine them and provide rational task scheduling. Furthermore, a cost predictor is also introduced to directly evaluate actions during both training and planning, significantly expediting the planning process. Our experimental results demonstrate that our approach outperforms existing methods in terms of both performance and planning efficiency.
Shishun Zhang, Sisi Dai, Hui Huang 0004, Ruizhen Hu, Kai Xu 0004
ICRA5
2024 Learning Dual-arm Object Rearrangement for Cartesian Robots
abstract
This work focuses on the dual-arm object rearrangement problem abstracted from a realistic industrial scenario of Cartesian robots. The goal of this problem is to transfer all the objects from sources to targets with the minimum total completion time. To achieve the goal, the core idea is to develop an effective object-to-arm task assignment strategy for minimizing the cumulative task execution time and maximizing the dual-arm cooperation efficiency. One of the difficulties in the task assignment is the scalability problem. As the number of objects increases, the computation time of traditional offline-search-based methods grows strongly for computational complexity. Encouraged by the adaptability of reinforcement learning (RL) in long-sequence task decisions, we propose an online task assignment decision method based on RL, and the computation time of our method only increases linearly with the number of objects. Further, we design an attention-based network to model the dependencies between the input states during the whole task execution process to help find the most reasonable object-to-arm correspondence in each task assignment round. In the experimental part, we adapt some search-based methods to this specific setting and compare our method with them. Experimental result shows that our approach achieves outperformance over search-based methods in total execution time and computational efficiency, and also verifies the generalization of our method to different numbers of objects. In addition, we show the effectiveness of our method deployed on the real robot in the supplementary video.
Shishun Zhang, Qijin She, Chenyang Zhu 0002, Ruizhen Hu, Kai Xu 0004
ICRA6
2024 Controllable Shape Modeling with Neural Generalized Cylinder
Xiangyu Zhu 0003, Ruizhen Hu, Xiaoguang Han 0001
SIGGRAPH Asia3
2024 LLM-enhanced Scene Graph Learning for Household Rearrangement
Qijin She, Zhinan Yu, Yuqing Lan, Chenyang Zhu 0002, Ruizhen Hu, Kai Xu 0004
SIGGRAPH Asia7
2024 World-Grounded Human Motion Recovery via Gravity-View Coordinates
abstract
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/.
Zehong Shen, Huaijin Pi, Yan Xia 0007, Zhi Cen, Sida Peng, Zechen Hu, Hujun Bao, Ruizhen Hu, Xiaowei Zhou 0001
SIGGRAPH Asia8
2024 PC-Planner: Physics-Constrained Self-Supervised Learning for Robust Neural Motion Planning with Shape-Aware Distance Function
abstract
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.
Xujie Shen, Haocheng Peng, Zesong Yang, Juzhan Xu, Hujun Bao, Ruizhen Hu, Zhaopeng Cui
SIGGRAPH Asia6
2024 DINA: Deformable INteraction Analogy
abstract
We introduce deformable interaction analogy (DINA) as a means to generate close interactions between two 3D objects. Given a single demo interaction between an anchor object (e.g. a hand) and a source object (e.g. a mug grasped by the hand), our goal is to generate many analogous 3D interactions between the same anchor object and various new target objects (e.g. a toy airplane), where the anchor object is allowed to be rigid or deformable. To this end, we optimize the pose or shape of the anchor object to adapt it to a new target object to mimic the demo. To facilitate the optimization, we advocate using interaction interface (ITF), defined by a set of points sampled on the anchor object, as a descriptive and robust interaction representation that is amenable to non-rigid deformation. We model similarity between interactions using ITF, while for interaction analogy, we transform the ITF, either rigidly or non-rigidly, to guide the feature matching to the reposing and deformation of the anchor object. Qualitative and quantitative experiments show that our ITF-guided deformable interaction analogy works surprisingly well even with simple distance features compared to variants of state-of-the-art methods that utilize more sophisticated interaction representations and feature learning from large datasets.
Sisi Dai, Kai Xu 0004, Hao (Richard) Zhang, Hui Huang 0004, Ruizhen Hu
Graph. Model.6
2024 Active self-training for weakly supervised 3D scene semantic segmentation
abstract
Since the preparation of labeled data for training semantic segmentation networks of point clouds is a time-consuming process, weakly supervised approaches have been introduced to learn from only a small fraction of data. These methods are typically based on learning with contrastive losses while automatically deriving per-point pseudo-labels from a sparse set of user-annotated labels. In this paper, our key observation is that the selection of which samples to annotate is as important as how these samples are used for training. Thus, we introduce a method for weakly supervised segmentation of 3D scenes that combines self-training with active learning. Active learning selects points for annotation that are likely to result in improvements to the trained model, while self-training makes efficient use of the user-provided labels for learning the model. We demonstrate that our approach leads to an effective method that provides improvements in scene segmentation over previous work and baselines, while requiring only a few user annotations.
Gengxin Liu, Oliver van Kaick, Hui Huang 0004, Ruizhen Hu
Comput. Vis. Media4
2024 Spatial and Surface Correspondence Field for Interaction Transfer
abstract
In this paper, we introduce a new method for the task of interaction transfer. Given an example interaction between a source object and an agent, our method can automatically infer both surface and spatial relationships for the agent and target objects within the same category, yielding more accurate and valid transfers. Specifically, our method characterizes the example interaction using a combined spatial and surface representation. We correspond the agent points and object points related to the representation to the target object space using a learned spatial and surface correspondence field, which represents objects as deformed and rotated signed distance fields. With the corresponded points, an optimization is performed under the constraints of our spatial and surface interaction representation and additional regularization. Experiments conducted on human-chair and hand-mug interaction transfer tasks show that our approach can handle larger geometry and topology variations between source and target shapes, significantly outperforming state-of-the-art methods.
Honghao Xu, Chongyang Ma, Hui Huang 0004, Ruizhen Hu
ACM Trans. Graph.6
2023 Semi-Weakly Supervised Object Kinematic Motion Prediction
abstract
Given a 3D object, kinematic motion prediction aims to identify the mobile parts as well as the corresponding motion parameters. Due to the large variations in both topological structure and geometric details of 3D objects, this remains a challenging task and the lack of large scale labeled data also constrain the performance of deep learning based approaches. In this paper, we tackle the task of object kinematic motion prediction problem in a semi-weakly supervised manner. Our key observations are two-fold. First, although 3D dataset with fully annotated motion labels is limited, there are existing datasets and methods for object part semantic segmentation at large scale. Second, semantic part segmentation and mobile part segmentation is not always consistent but it is possible to detect the mobile parts from the underlying 3D structure. Towards this end, we propose a graph neural network to learn the map between hierarchical part-level segmentation and mobile parts parameters, which are further refined based on geometric alignment. This network can be first trained on PartNet-Mobility dataset with fully labeled mobility information and then applied on PartNet dataset with fine-grained and hierarchical part-level segmentation. The network predictions yield a large scale of 3D objects with pseudo labeled mobility information and can further be used for weakly-supervised learning with pre-existing segmentation. Our experiments show there are significant performance boosts with the augmented data for previous method designed for kinematic motion prediction on 3D partial scans.
Gengxin Liu, Chongyang Ma, Yulan Guo, Li Yi 0001, Hui Huang 0004, Ruizhen Hu
CVPR8
2023 ARO-Net: Learning Implicit Fields from Anchored Radial Observations
abstract
We introduce anchored radial observations (ARO), a novel shape encoding for learning implicit field representation of 3D shapes that is category-agnostic and generalizable amid significant shape variations. The main idea behind our work is to reason about shapes through partial observations from a set of viewpoints, called anchors. We develop a general and unified shape representation by employing a fixed set of anchors, via Fibonacci sampling, and designing a coordinate-based deep neural network to predict the occupancy value of a query point in space. Differently from prior neural implicit models that use global shape feature, our shape encoder operates on contextual, query-specific features. To predict point occupancy, locally observed shape information from the perspective of the anchors surrounding the input query point are encoded and aggregated through an attention module, before implicit decoding is performed. We demonstrate the quality and generality of our network, coined ARO-Net, on surface reconstruction from sparse point clouds, with tests on novel and unseen object categories, “one-shape” training, and comparisons to state-of-the-art neural and classical methods for reconstruction and tessellation.
Yizhi Wang 0006, Ariel Shamir, Hui Huang 0004, Hao (Richard) Zhang, Ruizhen Hu
CVPR6
2023 AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose
abstract
How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose
Juntao Jian, Xiuping Liu, Manyi Li, Ruizhen Hu
ICCV4
2023 Self-Supervised Category-Level Articulated Object Pose Estimation with Part-Level SE(3) Equivariance
Xueyi Liu 0003, Ruizhen Hu, He Wang 0010, Li Yi 0001
ICLR3
2023 NIFT: Neural Interaction Field and Template for Object Manipulation
abstract
We introduce NIFT, Neural Interaction Field and Template, a descriptive and robust interaction representation of object manipulations to facilitate imitation learning. Given a few object manipulation demos, NIFT guides the generation of the interaction imitation for a new object instance by matching the Neural Interaction Template (NIT) extracted from the demos in the target Neural Interaction Field (NIF) defined for the new object. Specifically, the NIF is a neural field that encodes the relationship between each spatial point and a given object, where the relative position is defined by a spherical distance function rather than occupancies or signed distances, which are commonly adopted by conventional neural fields but less informative. For a given demo interaction, the corresponding NIT is defined by a set of spatial points sampled in the demo NIF with associated neural features. To better capture the interaction, the points are sampled on the Interaction Bisector Surface (IBS), which consists of points that are equidistant to the two interacting objects and has been used extensively for interaction representation. With both point selection and pointwise features defined for better interaction encoding, NIT effectively guides the feature matching in the NIFs of the new object instances such that the relative poses are optimized to realize the manipulation while imitating the demo interactions. Experiments show that our NIFT solution outperforms state-of-the-art imitation learning methods for object manipulation and generalizes better to objects from new categories.
Juzhan Xu, Sisi Dai, Kai Xu 0004, Hao (Richard) Zhang, Hui Huang 0004, Ruizhen Hu
ICRA7
2023 Point cloud completion via structured feature maps using a feedback network
abstract
In this paper, we tackle the challenging problem of point cloud completion from the perspective of feature learning. Our key observation is that to recover the underlying structures as well as surface details, given partial input, a fundamental component is a good feature representation that can capture both global structure and local geometric details. We accordingly first propose FSNet, a feature structuring module that can adaptively aggregate point-wise features into a 2D structured feature map by learning multiple latent patterns from local regions. We then integrate FSNet into a coarse-to-fine pipeline for point cloud completion. Specifically, a 2D convolutional neural network is adopted to decode feature maps from FSNet into a coarse and complete point cloud. Next, a point cloud upsampling network is used to generate a dense point cloud from the partial input and the coarse intermediate output. To efficiently exploit local structures and enhance point distribution uniformity, we propose IFNet, a point upsampling module with a self-correction mechanism that can progressively refine details of the generated dense point cloud. We have conducted qualitative and quantitative experiments on ShapeNet, MVP, and KITTI datasets, which demonstrate that our method outperforms state-of-the-art point cloud completion approaches.
Zejia Su, Chongyang Ma, Hui Huang 0004, Ruizhen Hu
Comput. Vis. Media5
2023 Preface
Shi-Min Hu 0001, Amit Bermano, Ruizhen Hu
J. Comput. Sci. Technol.3
2023 ScanBot: Autonomous Reconstruction via Deep Reinforcement Learning
abstract
Autoscanning of an unknown environment is the key to many AR/VR and robotic applications. However, autonomous reconstruction with both high efficiency and quality remains a challenging problem. In this work, we propose a reconstruction-oriented autoscanning approach, called ScanBot, which utilizes hierarchical deep reinforcement learning techniques for global region-of-interest (ROI) planning to improve the scanning efficiency and local next-best-view (NBV) planning to enhance the reconstruction quality. Given the partially reconstructed scene, the global policy designates an ROI with insufficient exploration or reconstruction. The local policy is then applied to refine the reconstruction quality of objects in this region by planning and scanning a series of NBVs. A novel mixed 2D-3D representation is designed for these policies, where a 2D quality map with tailored quality channels encoding the scanning progress is consumed by the global policy, and a coarse-to-fine 3D volumetric representation that embodies both local environment and object completeness is fed to the local policy. These two policies iterate until the whole scene has been completely explored and scanned. To speed up the learning of complex environmental dynamics and enhance the agent's memory for spatial-temporal inference, we further introduce two novel auxiliary learning tasks to guide the training of our global policy. Thorough evaluations and comparisons are carried out to show the feasibility of our proposed approach and its advantages over previous methods. Code and data are available at https://github.com/HezhiCao/Scanbot.
Hezhi Cao, Xi Xia, Guan Wu, Ruizhen Hu, Ligang Liu 0001
ACM Trans. Graph.4
2023 Online Scene CAD Recomposition via Autonomous Scanning
abstract
Autonomous surface reconstruction of 3D scenes has been intensely studied in recent years, however, it is still difficult to accurately reconstruct all the surface details of complex scenes with complicated object relations and severe occlusions, which makes the reconstruction results not suitable for direct use in applications such as gaming and virtual reality. Therefore, instead of reconstructing the detailed surfaces, we aim to recompose the scene with CAD models retrieved from a given dataset to faithfully reflect the object geometry and arrangement in the given scene. Moreover, unlike most of the previous works on scene CAD recomposition requiring an offline reconstructed scene or captured video as input, which leads to significant data redundancy, we propose a novel online scene CAD recomposition method with autonomous scanning, which efficiently recomposes the scene with the guidance of automatically optimized Next-Best-View (NBV) in a single online scanning pass. Based on the key observation that spatial relation in the scene can not only constrain the object pose and layout optimization but also guide the NBV generation, our system consists of two key modules: relation-guided CAD recomposition module that uses relation-constrained global optimization to get accurate object pose and layout estimation, and relation-aware NBV generation module that makes the exploration during the autonomous scanning tailored for our composition task. Extensive experiments have been conducted to show the superiority of our method over previous methods in scanning efficiency and retrieval accuracy as well as the importance of each key component of our method.
Junfu Guo, Ruizhen Hu, Ligang Liu 0001
ACM Trans. Graph.3
2023 Scene-Aware Activity Program Generation with Language Guidance
abstract
We address the problem of scene-aware activity program generation, which requires decomposing a given activity task into instructions that can be sequentially performed within a target scene to complete the activity. While existing methods have shown the ability to generate rational or executable programs, generating programs with both high rationality and executability still remains a challenge. Hence, we propose a novel method where the key idea is to explicitly combine the language rationality of a powerful language model with dynamic perception of the target scene where instructions are executed, to generate programs with high rationality and executability. Our method iteratively generates instructions for the activity program. Specifically, a two-branch feature encoder operates on a language-based and graph-based representation of the current generation progress to extract language features and scene graph features, respectively. These features are then used by a predictor to generate the next instruction in the program. Subsequently, another module performs the predicted action and updates the scene for perception in the next iteration. Extensive evaluations are conducted on the VirtualHome-Env dataset, showing the advantages of our method over previous work. Key algorithmic designs are validated through ablation studies, and results on other types of inputs are also presented to show the generalizability of our method.
Zejia Su, Qingnan Fan, Xuelin Chen, Oliver van Kaick, Hui Huang 0004, Ruizhen Hu
ACM Trans. Graph.6
2023 Neural Packing: from Visual Sensing to Reinforcement Learning
abstract
We present a novel learning framework to solve the transport-and-packing (TAP) problem in 3D. It constitutes a full solution pipeline from partial observations of input objects via RGBD sensing and recognition to final box placement, via robotic motion planning, to arrive at a compact packing in a target container. The technical core of our method is a neural network for TAP, trained via reinforcement learning (RL), to solve the NP-hard combinatorial optimization problem. Our network simultaneously selects an object to pack and determines the final packing location, based on a judicious encoding of the continuously evolving states of partially observed source objects and available spaces in the target container, using separate encoders both enabled with attention mechanisms. The encoded feature vectors are employed to compute the matching scores and feasibility masks of different pairings of box selection and available space configuration for packing strategy optimization. Extensive experiments, including ablation studies and physical packing execution by a real robot (Universal Robot UR5e), are conducted to evaluate our method in terms of its design choices, scalability, generalizability, and comparisons to baselines, including the most recent RL-based TAP solution. We also contribute the first benchmark for TAP which covers a variety of input settings and difficulty levels.
Juzhan Xu, Minglun Gong, Hao (Richard) Zhang, Hui Huang 0004, Ruizhen Hu
ACM Trans. Graph.5
2023 Interaction-Driven Active 3D Reconstruction with Object Interiors
abstract
We introduce an active 3D reconstruction method which integrates visual perception, robot-object interaction , and 3D scanning to recover both the exterior and interior , i.e., unexposed, geometries of a target 3D object. Unlike other works in active vision which focus on optimizing camera viewpoints to better investigate the environment, the primary feature of our reconstruction is an analysis of the interactability of various parts of the target object and the ensuing part manipulation by a robot to enable scanning of occluded regions. As a result, an understanding of part articulations of the target object is obtained on top of complete geometry acquisition. Our method operates fully automatically by a Fetch robot with built-in RGBD sensors. It iterates between interaction analysis and interaction-driven reconstruction, scanning and reconstructing detected moveable parts one at a time, where both the articulated part detection and mesh reconstruction are carried out by neural networks. In the final step, all the remaining, non-articulated parts, including all the interior structures that had been exposed by prior part manipulations and subsequently scanned, are reconstructed to complete the acquisition. We demonstrate the performance of our method via qualitative and quantitative evaluation, ablation studies, comparisons to alternatives, as well as experiments in a real environment.
Zihao Yan, Fubao Su, Ruizhen Hu, Hao (Richard) Zhang, Hui Huang 0004
ACM Trans. Graph.4
2023 Self-Supervised Color-Concept Association via Image Colorization
abstract
The interpretation of colors in visualizations is facilitated when the assignments between colors and concepts in the visualizations match human's expectations, implying that the colors can be interpreted in a semantic manner. However, manually creating a dataset of suitable associations between colors and concepts for use in visualizations is costly, as such associations would have to be collected from humans for a large variety of concepts. To address the challenge of collecting this data, we introduce a method to extract color-concept associations automatically from a set of concept images. While the state-of-the-art method extracts associations from data with supervised learning, we developed a self-supervised method based on colorization that does not require the preparation of ground truth color-concept associations. Our key insight is that a set of images of a concept should be sufficient for learning color-concept associations, since humans also learn to associate colors to concepts mainly from past visual input. Thus, we propose to use an automatic colorization method to extract statistical models of the color-concept associations that appear in concept images. Specifically, we take a colorization model pre-trained on ImageNet and fine-tune it on the set of images associated with a given concept, to predict pixel-wise probability distributions in Lab color space for the images. Then, we convert the predicted probability distributions into color ratings for a given color library and aggregate them for all the images of a concept to obtain the final color-concept associations. We evaluate our method using four different evaluation metrics and via a user study. Experiments show that, although the state-of-the-art method based on supervised learning with user-provided ratings is more effective at capturing relative associations, our self-supervised method obtains overall better results according to metrics like Earth Mover's Distance (EMD) and Entropy Difference (ED), which are closer to human perception of color distributions.
Ruizhen Hu, Ziqi Ye, Oliver van Kaick, Hui Huang 0004
IEEE Trans. Vis. Comput. Graph.1
2022 Shape Completion with Points in the Shadow
abstract
Single-view point cloud completion aims to recover the full geometry of an object based on only limited observation, which is extremely hard due to the data sparsity and occlusion. The core challenge is to generate plausible geometries to fill the unobserved part of the object based on a partial scan, which is under-constrained and suffers from a huge solution space. Inspired by the classic shadow volume technique in computer graphics, we propose a new method to reduce the solution space effectively. Our method considers the camera a light source that casts rays toward the object. Such light rays build a reasonably constrained but sufficiently expressive basis for completion. The completion process is then formulated as a point displacement optimization problem. Points are initialized at the partial scan and then moved to their goal locations with two types of movements for each point: directional movements along the light rays and constrained local movement for shape refinement. We design neural networks to predict the ideal point movements to get the completion results. We demonstrate that our method is accurate, robust, and generalizable through exhaustive evaluation and comparison. Moreover, it outperforms state-of-the-art methods qualitatively and quantitatively on MVP datasets.
Xi Zhao 0002, He Wang 0002, Ruizhen Hu
SIGGRAPH Asia4
2022 Image-guided color mapping for categorical data visualization
abstract
Appropriate color mapping for categorical data visualization can significantly facilitate the discovery of underlying data patterns and effectively bring out visual aesthetics. Some systems suggest predefined palettes for this task. However, a predefined color mapping is not always optimal, failing to consider users' needs for customization. Given an input categorical data visualization and a reference image, we present an effective method to automatically generate a coloring that resembles the reference while allowing classes to be easily distinguished. We extract a color palette with high perceptual distance between the colors by sampling dominant and discriminable colors from the image's color space. These colors are assigned to given classes by solving an integer quadratic program to optimize point distinctness of the given chart while preserving the color spatial relations in the source image. We show results on various coloring tasks, with a diverse set of new coloring appearances for the input data. We also compare our approach to state-of-the-art palettes in a controlled user study, which shows that our method achieves comparable performance in class discrimination, while being more similar to the source image. User feedback after using our system verifies its efficiency in automatically generating desirable colorings that meet the user's expectations when choosing a reference.
Min Lu 0002, Sicong Wu, Ruizhen Hu, Joel Lanir, Hui Huang 0004
Comput. Vis. Media4
2022 Asynchronous Collaborative Autoscanning with Mode Switching for Multi-Robot Scene Reconstruction
abstract
When conducting autonomous scanning for the online reconstruction of unknown indoor environments, robots have to be competent at exploring scene structure and reconstructing objects with high quality. Our key observation is that different tasks demand specialized scanning properties of robots: rapid moving speed and far vision for global exploration and slow moving speed and narrow vision for local object reconstruction, which are referred as two different scanning modes: explorer and reconstructor , respectively. When requiring multiple robots to collaborate for efficient exploration and fine-grained reconstruction, the questions on when to generate and how to assign those tasks should be carefully answered. Therefore, we propose a novel asynchronous collaborative autoscanning method with mode switching, which generates two kinds of scanning tasks with associated scanning modes, i.e., exploration task with explorer mode and reconstruction task with reconstructor mode, and assign them to the robots to execute in an asynchronous collaborative manner to highly boost the scanning efficiency and reconstruction quality. The task assignment is optimized by solving a modified Multi-Depot Multiple Traveling Salesman Problem (MDMTSP). Moreover, to further enhance the collaboration and increase the efficiency, we propose a task-flow model that actives the task generation and assignment process immediately when any of the robots finish all its tasks with no need to wait for all other robots to complete the tasks assigned in the previous iteration. Extensive experiments have been conducted to show the importance of each key component of our method and the superiority over previous methods in scanning efficiency and reconstruction quality.
Junfu Guo, Xi Xia, Ruizhen Hu, Ligang Liu 0001
ACM Trans. Graph.4
2022 Photo-to-shape material transfer for diverse structures
abstract
We introduce a method for assigning photorealistic relightable materials to 3D shapes in an automatic manner. Our method takes as input a photo exemplar of a real object and a 3D object with segmentation, and uses the exemplar to guide the assignment of materials to the parts of the shape, so that the appearance of the resulting shape is as similar as possible to the exemplar. To accomplish this goal, our method combines an image translation neural network with a material assignment neural network. The image translation network translates the color from the exemplar to a projection of the 3D shape and the part segmentation from the projection to the exemplar. Then, the material prediction network assigns materials from a collection of realistic materials to the projected parts, based on the translated images and perceptual similarity of the materials. One key idea of our method is to use the translation network to establish a correspondence between the exemplar and shape projection, which allows us to transfer materials between objects with diverse structures. Another key idea of our method is to use the two pairs of (color, segmentation) images provided by the image translation to guide the material assignment, which enables us to ensure the consistency in the assignment. We demonstrate that our method allows us to assign materials to shapes so that their appearances better resemble the input exemplars, improving the quality of the results over the state-of-the-art method, and allowing us to automatically create thousands of shapes with high-quality photorealistic materials. Code and data for this paper are available at https://github.com/XiangyuSu611/TMT.
Ruizhen Hu, Xiangyu Su, Xiangkai Chen, Oliver van Kaick, Hui Huang 0004
ACM Trans. Graph.1
2022 Learning high-DOF reaching-and-grasping via dynamic representation of gripper-object interaction
abstract
We approach the problem of high-DOF reaching-and-grasping via learning joint planning of grasp and motion with deep reinforcement learning. To resolve the sample efficiency issue in learning the high-dimensional and complex control of dexterous grasping, we propose an effective representation of grasping state characterizing the spatial interaction between the gripper and the target object. To represent gripper-object interaction, we adopt Interaction Bisector Surface (IBS) which is the Voronoi diagram between two close by 3D geometric objects and has been successfully applied in characterizing spatial relations between 3D objects. We found that IBS is surprisingly effective as a state representation since it well informs the finegrained control of each finger with spatial relation against the target object. This novel grasp representation, together with several technical contributions including a fast IBS approximation, a novel vector-based reward and an effective training strategy, facilitate learning a strong control model of high-DOF grasping with good sample efficiency, dynamic adaptability, and cross-category generality. Experiments show that it generates high-quality dexterous grasp for complex shapes with smooth grasping motions. Code and data for this paper are at https://github.com/qijinshe/IBS-Grasping.
Qijin She, Ruizhen Hu, Juzhan Xu, Min Liu 0019, Kai Xu 0004, Hui Huang 0004
ACM Trans. Graph.2
2022 FAME: 3D Shape Generation via Functionality-Aware Model Evolution
abstract
We introduce a modeling tool which can evolve a set of 3D objects in a functionality-aware manner. Our goal is for the evolution to generate large and diverse sets of plausible 3D objects for data augmentation, constrained modeling, as well as open-ended exploration to possibly inspire new designs. Starting with an initial population of 3D objects belonging to one or more functional categories, we evolve the shapes through part recombination to produce generations of hybrids or crossbreeds between parents from the heterogeneous shape collection. Evolutionary selection of offsprings is guided both by a functional plausibility score derived from functionality analysis of shapes in the initial population and user preference, as in a design gallery. Since cross-category hybridization may result in offsprings not belonging to any of the known functional categories, we develop a means for functionality partial matching to evaluate functional plausibility on partial shapes. We show a variety of plausible hybrid shapes generated by our functionality-aware model evolution, which can complement existing datasets as training data and boost the performance of contemporary data-driven segmentation schemes, especially in challenging cases. Our tool supports constrained modeling, allowing users to restrict or steer the model evolution with functionality labels. At the same time, unexpected yet functional object prototypes can emerge during open-ended exploration owing to structure breaking when evolving a heterogeneous collection.
Yanran Guan, Han Liu 0003, Kun Liu 0021, Kangxue Yin, Ruizhen Hu, Oliver van Kaick, Yan Zhang 0057, Ersin Yumer, Nathan Carr 0001, Radomír Mech, Hao (Richard) Zhang
IEEE Trans. Vis. Comput. Graph.5
2022 Consistent Two-Flow Network for Tele-Registration of Point Clouds
abstract
Rigid registration of partial observations is a fundamental problem in various applied fields. In computer graphics, special attention has been given to the registration between two partial point clouds generated by scanning devices. State-of-the-art registration techniques still struggle when the overlap region between the two point clouds is small, and completely fail if there is no overlap between the scan pairs. In this article, we present a learning-based technique that alleviates this problem, and allows registration between point clouds, presented in arbitrary poses, and having little or even no overlap, a setting that has been referred to as tele-registration. Our technique is based on a novel neural network design that learns a prior of a class of shapes and can complete a partial shape. The key idea is combining the registration and completion tasks in a way that reinforces each other. In particular, we simultaneously train the registration network and completion network using two coupled flows, one that register-and-complete, and one that complete-and-register, and encourage the two flows to produce a consistent result. We show that, compared with each separate flow, this two-flow training leads to robust and reliable tele-registration, and hence to a better point cloud prediction that completes the registered scans. It is also worth mentioning that each of the components in our neural network outperforms state-of-the-art methods in both completion and registration. We further analyze our network with several ablation studies and demonstrate its performance on a large number of partial point clouds, both synthetic and real-world, that have only small or no overlap.
Zihao Yan, Zimu Yi, Ruizhen Hu, Niloy J. Mitra, Daniel Cohen-Or, Hui Huang 0004
IEEE Trans. Vis. Comput. Graph.3
2022 Relationship-Based Point Cloud Completion
abstract
We propose a partial point cloud completion approach for scenes that are composed of multiple objects. We focus on pairwise scenes where two objects are in close proximity and are contextually related to each other, such as a chair tucked in a desk, a fruit in a basket, a hat on a hook and a flower in a vase. Different from existing point cloud completion methods, which mainly focus on single objects, we design a network that encodes not only the geometry of the individual shapes, but also the spatial relations between different objects. More specifically, we complete missing parts of the objects in a conditional manner, where the partial or completed point cloud of the other object is used as an additional input to help predict missing parts. Based on the idea of conditional completion, we further propose a two-path network, which is guided by a consistency loss between different sequences of completion. Our method can handle difficult cases where the objects heavily occlude each other. Also, it only requires a small set of training data to reconstruct the interaction area compared to existing completion approaches. We evaluate our method qualitatively and quantitatively via ablation studies and in comparison to the state-of-the-art point cloud completion methods.
Xi Zhao 0002, Jinji Wu, Ruizhen Hu, Taku Komura
IEEE Trans. Vis. Comput. Graph.4
2021 Learning Cuboid Abstraction of 3D Shapes via Iterative Error Feedback
Xi Zhao 0002, Yi-Jun Yang, Ruizhen Hu
Comput. Aided Des.5
2021 UprightRL: Upright Orientation Estimation of 3D Shapes via Reinforcement Learning
abstract
Abstract In this paper, we study the problem of 3D shape upright orientation estimation from the perspective of reinforcement learning, i.e. we teach a machine (agent) to orientate 3D shapes step by step to upright given its current observation. Unlike previous methods, we take this problem as a sequential decision‐making process instead of a strong supervised learning problem. To achieve this, we propose UprightRL, a deep network architecture designed for upright orientation estimation. UprightRL mainly consists of two submodules: an Actor module and a Critic module which can be learned with a reinforcement learning manner. Specifically, the Actor module selects an action from the action space to perform a point cloud transformation and obtain the new point cloud for the next environment state, while the Critic module evaluates the strategy and guides the Actor to choose the next stage action. Moreover, we design a reward function that encourages the agent to select action which is conducive to orient model towards upright orientation with a positive reward and negative otherwise. We conducted extensive experiments to demonstrate the effectiveness of the proposed model, and experimental results show that our network outperforms the state‐of‐the‐art. We also apply our method to the robot grasping‐and‐placing experiment, to reveal the practicability of our method.
Luanmin Chen, Juzhan Xu, Hui Huang 0004, Ruizhen Hu
Comput. Graph. Forum6
2021 Shape-Driven Coordinate Ordering for Star Glyph Sets via Reinforcement Learning
abstract
We present a neural optimization model trained with reinforcement learning to solve the coordinate ordering problem for sets of star glyphs. Given a set of star glyphs associated to multiple class labels, we propose to use shape context descriptors to measure the perceptual distance between pairs of glyphs, and use the derived silhouette coefficient to measure the perception of class separability within the entire set. To find the optimal coordinate order for the given set, we train a neural network using reinforcement learning to reward orderings with high silhouette coefficients. The network consists of an encoder and a decoder with an attention mechanism. The encoder employs a recurrent neural network (RNN) to encode input shape and class information, while the decoder together with the attention mechanism employs another RNN to output a sequence with the new coordinate order. In addition, we introduce a neural network to efficiently estimate the similarity between shape context descriptors, which allows to speed up the computation of silhouette coefficients and thus the training of the axis ordering network. Two user studies demonstrate that the orders provided by our method are preferred by users for perceiving class separation. We tested our model on different settings to show its robustness and generalization abilities and demonstrate that it allows to order input sets with unseen data size, data dimension, or number of classes. We also demonstrate that our model can be adapted to coordinate ordering of other types of plots such as RadViz by replacing the proposed shape-aware silhouette coefficient with the corresponding quality metric to guide network training.
Ruizhen Hu, Juzhan Xu, Oliver van Kaick, Oliver Deussen, Hui Huang 0004
IEEE Trans. Vis. Comput. Graph.1
2020 Foreword to the Special Section on Shape Modeling International 2020
David Bommes, Nico Pietroni, Ruizhen Hu
Comput. Graph.3
2020 Graph2Plan: learning floorplan generation from layout graphs
abstract
We introduce a learning framework for automated floorplan generation which combines generative modeling using deep neural networks and user-in-the-loop designs to enable human users to provide sparse design constraints. Such constraints are represented by a layout graph. The core component of our learning framework is a deep neural network, Graph2Plan, which converts a layout graph, along with a building boundary, into a floorplan that fulfills both the layout and boundary constraints. Given an input building boundary, we allow a user to specify room counts and other layout constraints, which are used to retrieve a set of floorplans, with their associated layout graphs, from a database. For each retrieved layout graph, along with the input boundary, Graph2Plan first generates a corresponding raster floorplan image, and then a refined set of boxes representing the rooms. Graph2Plan is trained on RPLAN, a large-scale dataset consisting of 80K annotated floorplans. The network is mainly based on convolutional processing over both the layout graph, via a graph neural network (GNN), and the input building boundary, as well as the raster floorplan images, via conventional image convolution. We demonstrate the quality and versatility of our floorplan generation framework in terms of its ability to cater to different user inputs. We conduct both qualitative and quantitative evaluations, ablation studies, and comparisons with state-of-the-art approaches.
Ruizhen Hu, Yuhan Tang, Oliver van Kaick, Hao (Richard) Zhang, Hui Huang 0004
ACM Trans. Graph.1
2020 TAP-Net: transport-and-pack using reinforcement learning
abstract
We introduce the transport-and-pack (TAP) problem, a frequently encountered instance of real-world packing, and develop a neural optimization solution based on reinforcement learning. Given an initial spatial configuration of boxes, we seek an efficient method to iteratively transport and pack the boxes compactly into a target container. Due to obstruction and accessibility constraints, our problem has to add a new search dimension, i.e., finding an optimal transport sequence , to the already immense search space for packing alone. Using a learning-based approach, a trained network can learn and encode solution patterns to guide the solution of new problem instances instead of executing an expensive online search. In our work, we represent the transport constraints using a precedence graph and train a neural network, coined TAP-Net, using reinforcement learning to reward efficient and stable packing. The network is built on an encoder-decoder architecture, where the encoder employs convolution layers to encode the box geometry and precedence graph and the decoder is a recurrent neural network (RNN) which inputs the current encoder output, as well as the current box packing state of the target container, and outputs the next box to pack, as well as its orientation. We train our network on randomly generated initial box configurations, without supervision , via policy gradients to learn optimal TAP policies to maximize packing efficiency and stability. We demonstrate the performance of TAP-Net on a variety of examples, evaluating the network through ablation studies and comparisons to baselines and alternative network designs. We also show that our network generalizes well to larger problem instances, when trained on small-sized inputs.
Ruizhen Hu, Juzhan Xu, Minglun Gong, Hao (Richard) Zhang, Hui Huang 0004
ACM Trans. Graph.1
2020 Data Sampling in Multi-view and Multi-class Scatterplots via Set Cover Optimization
abstract
We present a method for data sampling in scatterplots by jointly optimizing point selection for different views or classes. Our method uses space-filling curves (Z-order curves) that partition a point set into subsets that, when covered each by one sample, provide a sampling or coreset with good approximation guarantees in relation to the original point set. For scatterplot matrices with multiple views, different views provide different space-filling curves, leading to different partitions of the given point set. For multi-class scatterplots, the focus on either per-class distribution or global distribution provides two different partitions of the given point set that need to be considered in the selection of the coreset. For both cases, we convert the coreset selection problem into an Exact Cover Problem (ECP), and demonstrate with quantitative and qualitative evaluations that an approximate solution that solves the ECP efficiently is able to provide high-quality samplings.
Ruizhen Hu, Tingkai Sha, Oliver van Kaick, Oliver Deussen, Hui Huang 0004
IEEE Trans. Vis. Comput. Graph.1
2020 Localization and Completion for 3D Object Interactions
abstract
Finding where and what objects to put into an existing scene is a common task for scene synthesis and robot/character motion planning. Existing frameworks require development of hand-crafted features suitable for the task, or full volumetric analysis that could be memory intensive and imprecise. In this paper, we propose a data-driven framework to discover a suitable location and then place the appropriate objects in a scene. Our approach is inspired by computer vision techniques for localizing objects in images: using an all directional depth image (ADD-image) that encodes the 360-degree field of view from samples in the scene, our system regresses the images to the positions where the new object can be located. Given several candidate areas around the host object in the scene, our system predicts the partner object whose geometry fits well to the host object. Our approach is highly parallel and memory efficient, and is especially suitable for handling interactions between large and small objects. We show examples where the system can hang bags on hooks, fit chairs in front of desks, put objects into shelves, insert flowers into vases, and put hangers onto laundry rack.
Xi Zhao 0002, Ruizhen Hu, Haisong Liu, Taku Komura, Xinyu Yang 0001
IEEE Trans. Vis. Comput. Graph.2
2019 RPM-Net: recurrent prediction of motion and parts from point cloud
abstract
We introduce RPM-Net, a deep learning-based approach which simultaneously infers movable parts and hallucinates their motions from a single, un-segmented, and possibly partial, 3D point cloud shape. RPM-Net is a novel Recurrent Neural Network (RNN), composed of an encoder-decoder pair with interleaved Long Short-Term Memory (LSTM) components, which together predict a temporal sequence of pointwise displacements for the input point cloud. At the same time, the displacements allow the network to learn movable parts, resulting in a motion-based shape segmentation. Recursive applications of RPM-Net on the obtained parts can predict finer-level part motions, resulting in a hierarchical object segmentation. Furthermore, we develop a separate network to estimate part mobilities, e.g., per-part motion parameters, from the segmented motion sequence. Both networks learn deep predictive models from a training set that exemplifies a variety of mobilities for diverse objects. We show results of simultaneous motion and part predictions from synthetic and real scans of 3D objects exhibiting a variety of part mobilities, possibly involving multiple movable parts.
Zihao Yan, Ruizhen Hu, Xingguang Yan, Luanmin Chen, Oliver van Kaick, Hao (Richard) Zhang, Hui Huang 0004
ACM Trans. Graph.2
2018 Functionality Representations and Applications for Shape Analysis
abstract
Abstract A central goal of computer graphics is to provide tools for designing and simulating real or imagined artifacts. An understanding of functionality is important in enabling such modeling tools. Given that the majority of man‐made artifacts are designed to serve a certain function, the functionality of objects is often reflected by their geometry, the way that they are organized in an environment, and their interaction with other objects or agents. Thus, in recent years, a variety of methods in shape analysis have been developed to extract functional information about objects and scenes from these different types of cues. In this report, we discuss recent developments that incorporate functionality aspects into the analysis of 3D shapes and scenes. We provide a summary of the state‐of‐the‐art in this area, including a discussion of key ideas and an organized review of the relevant literature. More specifically, the report is structured around a general definition of functionality from which we derive criteria for classifying the body of prior work. This definition also facilitates a comparative view of methods for functionality analysis. We focus on studying the inference of functionality from a geometric perspective, and pose functionality analysis as a process involving both the geometry and interactions of a functional entity. In addition, we discuss a variety of applications that benefit from an analysis of functionality, and conclude the report with a discussion of current challenges and potential future works.
Ruizhen Hu, Manolis Savva, Oliver van Kaick
Comput. Graph. Forum1
2018 Sketching in Gestalt Space: Interactive Shape Abstraction through Perceptual Reasoning
abstract
Abstract We present an interactive method that allows users to easily abstract complex 3D models with only a few strokes. The key idea is to employ well‐known Gestalt principles to help generalizing user inputs into a full model abstraction while accounting for form, perceptual patterns and semantics of the model. Using these principles, we alleviate the user's need to explicitly define shape abstractions. We utilize structural characteristics such as repetitions, regularity and similarity to transform user strokes into full 3D abstractions. As the user sketches over shape elements, we identify Gestalt groups and later abstract them to maintain their structural meaning. Unlike previous approaches, we operate directly on the geometric elements, in a sense applying Gestalt principles in 3D. We demonstrate the effectiveness of our approach with a series of experiments, including a variety of complex models and two extensive user studies to evaluate our framework.
Julian Kratt, Till Niese, Ruizhen Hu, Hui Huang 0004, Sören Pirk, Andrei Sharf, Daniel Cohen-Or, Oliver Deussen
Comput. Graph. Forum3
2018 Semantic object reconstruction via casual handheld scanning
abstract
We introduce a learning-based method to reconstruct objects acquired in a casual handheld scanning setting with a depth camera. Our method is based on two core components. First, a deep network that provides a semantic segmentation and labeling of the frames of an input RGBD sequence. Second, an alignment and reconstruction method that employs the semantic labeling to reconstruct the acquired object from the frames. We demonstrate that the use of a semantic labeling improves the reconstructions of the objects, when compared to methods that use only the depth information of the frames. Moreover, since training a deep network requires a large amount of labeled data, a key contribution of our work is an active self-learning framework to simplify the creation of the training data. Specifically, we iteratively predict the labeling of frames with the neural network, reconstruct the object from the labeled frames, and evaluate the confidence of the labeling, to incrementally train the neural network while requiring only a small amount of user-provided annotations. We show that this method enables the creation of data for training a neural network with high accuracy, while requiring only little manual effort.
Ruizhen Hu, Oliver van Kaick, Luanmin Chen, Di Lin 0002, Daniel Cohen-Or, Hui Huang 0004
ACM Trans. Graph.1
2018 Predictive and generative neural networks for object functionality
abstract
Humans can predict the functionality of an object even without any surroundings, since their knowledge and experience would allow them to "hallucinate" the interaction or usage scenarios involving the object. We develop predictive and generative deep convolutional neural networks to replicate this feat. Specifically, our work focuses on functionalities of man-made 3D objects characterized by human-object or object-object interactions. Our networks are trained on a database of scene contexts, called interaction contexts , each consisting of a central object and one or more surrounding objects, that represent object functionalities. Given a 3D object in isolation , our functional similarity network (fSIM-NET), a variation of the triplet network, is trained to predict the functionality of the object by inferring functionality-revealing interaction contexts. fSIM-NET is complemented by a generative network (iGEN-NET) and a segmentation network (iSEG-NET). iGEN-NET takes a single voxelized 3D object with a functionality label and synthesizes a voxelized surround, i.e., the interaction context which visually demonstrates the corresponding functionality. iSEG-NET further separates the interacting objects into different groups according to their interaction types.
Ruizhen Hu, Zihao Yan, Oliver van Kaick, Ariel Shamir, Hao (Richard) Zhang, Hui Huang 0004
ACM Trans. Graph.1
2018 Construction and fabrication of reversible shape transforms
abstract
We study a new and elegant instance of geometric dissection of 2D shapes: reversible hinged dissection, which corresponds to a dual transform between two shapes where one of them can be dissected in its interior and then inverted inside-out , with hinges on the shape boundary, to reproduce the other shape, and vice versa. We call such a transform reversible inside-out transform or RIOT. Since it is rare for two shapes to possess even a rough RIOT, let alone an exact one, we develop both a RIOT construction algorithm and a quick filtering mechanism to pick, from a shape collection, potential shape pairs that are likely to possess the transform. Our construction algorithm is fully automatic. It computes an approximate RIOT between two given input 2D shapes, whose boundaries can undergo slight deformations, while the filtering scheme picks good inputs for the construction. Furthermore, we add properly designed hinges and connectors to the shape pieces and fabricate them using a 3D printer so that they can be played as an assembly puzzle. With many interesting and fun RIOT pairs constructed from shapes found online, we demonstrate that our method significantly expands the range of shapes to be considered for RIOT, a seemingly impossible shape transform, and offers a practical way to construct and physically realize these transforms.
Ali Mahdavi-Amiri, Ruizhen Hu, Han Liu 0003, Changqing Zou, Oliver van Kaick, Xiuping Liu, Hui Huang 0004, Hao (Richard) Zhang
ACM Trans. Graph.3
2018 Global-to-local generative model for 3D shapes
abstract
We introduce a generative model for 3D man-made shapes. The presented method takes a global-to-local (G2L) approach. An adversarial network (GAN) is built first to construct the overall structure of the shape, segmented and labeled into parts. A novel conditional auto-encoder (AE) is then augmented to act as a part-level refiner. The GAN, associated with additional local discriminators and quality losses, synthesizes a voxel-based model, and assigns the voxels with part labels that are represented in separate channels. The AE is trained to amend the initial synthesis of the parts, yielding more plausible part geometries. We also introduce new means to measure and evaluate the performance of an adversarial generative model. We demonstrate that our global-to-local generative model produces significantly better results than a plain three-dimensional GAN, in terms of both their shape variety and the distribution with respect to the training data.
Hao Wang 0057, Nadav Schor, Ruizhen Hu, Daniel Cohen-Or, Hui Huang 0004
ACM Trans. Graph.3
2017 Co-Locating Style-Defining Elements on 3D Shapes
abstract
We introduce a method for co-locating style-defining elements over a set of 3D shapes. Our goal is to translate high-level style descriptions, such as “Ming” or “European” for furniture models, into explicit and localized regions over the geometric models that characterize each style. For each style, the set of style-defining elements is defined as the union of all the elements that are able to discriminate the style. Another property of the style-defining elements is that they are frequently occurring, reflecting shape characteristics that appear across multiple shapes of the same style. Given an input set of 3D shapes spanning multiple categories and styles, where the shapes are grouped according to their style labels, we perform a cross-category co-analysis of the shape set to learn and spatially locate a set of defining elements for each style. This is accomplished by first sampling a large number of candidate geometric elements and then iteratively applying feature selection to the candidates, to extract style-discriminating elements until no additional elements can be found. Thus, for each style label, we obtain sets of discriminative elements that together form the superset of defining elements for the style. We demonstrate that the co-location of style-defining elements allows us to solve problems such as style classification, and enables a variety of applications such as style-revealing view selection, style-aware sampling, and style-driven modeling for 3D shapes.
Ruizhen Hu, Wenchao Li 0005, Oliver van Kaick, Hui Huang 0004, Melinos Averkiou, Daniel Cohen-Or, Hao (Richard) Zhang
ACM Trans. Graph.1
2017 Learning to predict part mobility from a single static snapshot
abstract
We introduce a method for learning a model for the mobility of parts in 3D objects. Our method allows not only to understand the dynamic functionalities of one or more parts in a 3D object, but also to apply the mobility functions to static 3D models. Specifically, the learned part mobility model can predict mobilities for parts of a 3D object given in the form of a single static snapshot reflecting the spatial configuration of the object parts in 3D space, and transfer the mobility from relevant units in the training data. The training data consists of a set of mobility units of different motion types. Each unit is composed of a pair of 3D object parts (one moving and one reference part), along with usage examples consisting of a few snapshots capturing different motion states of the unit. Taking advantage of a linearity characteristic exhibited by most part motions in everyday objects, and utilizing a set of part-relation descriptors, we define a mapping from static snapshots to dynamic units. This mapping employs a motion-dependent snapshot-to-unit distance obtained via metric learning. We show that our learning scheme leads to accurate motion prediction from single static snapshots and allows proper motion transfer. We also demonstrate other applications such as motion-driven object detection and motion hierarchy construction.
Ruizhen Hu, Wenchao Li 0005, Oliver van Kaick, Ariel Shamir, Hao (Richard) Zhang, Hui Huang 0004
ACM Trans. Graph.1
2016 Learning how objects function via co-analysis of interactions
abstract
We introduce a co-analysis method which learns a functionality model for an object category, e.g., strollers or backpacks. Like previous works on functionality, we analyze object-to-object interactions and intra-object properties and relations. Differently from previous works, our model goes beyond providing a functionality-oriented descriptor for a single object; it prototypes the functionality of a category of 3D objects by co-analyzing typical interactions involving objects from the category. Furthermore, our co-analysis localizes the studied properties to the specific locations, or surface patches, that support specific functionalities, and then integrates the patch-level properties into a category functionality model. Thus our model focuses on the how , via common interactions, and where , via patch localization, of functionality analysis. Given a collection of 3D objects belonging to the same category, with each object provided within a scene context, our co-analysis yields a set of proto-patches , each of which is a patch prototype supporting a specific type of interaction, e.g., stroller handle held by hand. The learned category functionality model is composed of proto-patches, along with their pairwise relations, which together summarize the functional properties of all the patches that appear in the input object category. With the learned functionality models for various object categories serving as a knowledge base, we are able to form a functional understanding of an individual 3D object, without a scene context. With patch localization in the model, functionality-aware modeling , e.g, functional object enhancement and the creation of functional object hybrids, is made possible.
Ruizhen Hu, Oliver van Kaick, Bojian Wu, Hui Huang 0004, Ariel Shamir, Hao (Richard) Zhang
ACM Trans. Graph.1
2016 Relationship templates for creating scene variations
abstract
We propose a novel example-based approach to synthesize scenes with complex relations, e.g., when one object is 'hooked', 'surrounded', 'contained' or 'tucked into' another object. Existing relationship descriptors used in automatic scene synthesis methods are based on contacts or relative vectors connecting the object centers. Such descriptors do not fully capture the geometry of spatial interactions, and therefore cannot describe complex relationships. Our idea is to enrich the description of spatial relations between object surfaces by encoding the geometry of the open space around objects, and use this as a template for fitting novel objects. To this end, we introduce relationship templates as descriptors of complex relationships; they are computed from an example scene and combine the interaction bisector surface (IBS) with a novel feature called the space coverage feature (SCF), which encodes the open space in the frequency domain. New variations of a scene can be synthesized efficiently by fitting novel objects to the template. Our method greatly enhances existing automatic scene synthesis approaches by allowing them to handle complex relationships, as validated by our user studies. The proposed method generalizes well, as it can form complex relationships with objects that have a topology and geometry very different from the example scene.
Xi Zhao 0002, Ruizhen Hu, Paul Guerrero 0001, Niloy J. Mitra, Taku Komura
ACM Trans. Graph.2
2015 Dapper: decompose-and-pack for 3D printing
abstract
We pose the decompose-and-pack or DAP problem, which tightly combines shape decomposition and packing. While in general, DAP seeks to decompose an input shape into a small number of parts which can be efficiently packed, our focus is geared towards 3D printing. The goal is to optimally decompose-and-pack a 3D object into a printing volume to minimize support material, build time, and assembly cost. We present Dapper , a global optimization algorithm for the DAP problem which can be applied to both powder- and FDM-based 3D printing. The solution search is top-down and iterative. Starting with a coarse decomposition of the input shape into few initial parts, we progressively pack a pile in the printing volume, by iteratively docking parts, possibly while introducing cuts, onto the pile. Exploration of the search space is via a prioritized and bounded beam search , with breadth and depth pruning guided by local and global DAP objectives. A key feature of Dapper is that it works with pyramidal primitives, which are packing- and printing-friendly. Pyramidal shapes are also more general than boxes to reduce part counts, while still maintaining a suitable level of simplicity to facilitate DAP optimization. We demonstrate printing efficiency gains achieved by Dapper, compare to state-of-the-art alternatives, and show how fabrication criteria such as cut area and part size can be easily incorporated into our solution framework to produce more physically plausible fabrications.
Xuelin Chen, Hao (Richard) Zhang, Jinjie Lin, Ruizhen Hu, Lin Lu 0001, Qixing Huang, Bedrich Benes, Daniel Cohen-Or, Baoquan Chen
ACM Trans. Graph.4
2015 Interaction context (ICON): towards a geometric functionality descriptor
abstract
We introduce a contextual descriptor which aims to provide a geometric description of the functionality of a 3D object in the context of a given scene. Differently from previous works, we do not regard functionality as an abstract label or represent it implicitly through an agent. Our descriptor, called interaction context or ICON for short, explicitly represents the geometry of object-to-object interactions. Our approach to object functionality analysis is based on the key premise that functionality should mainly be derived from interactions between objects and not objects in isolation. Specifically, ICON collects geometric and structural features to encode interactions between a central object in a 3D scene and its surrounding objects. These interactions are then grouped based on feature similarity, leading to a hierarchical structure. By focusing on interactions and their organization, ICON is insensitive to the numbers of objects that appear in a scene, the specific disposition of objects around the central object, or the objects' fine-grained geometry. With a series of experiments, we demonstrate the potential of ICON in functionality-oriented shape processing, including shape retrieval (either directly or by complementing existing shape descriptors), segmentation, and synthesis.
Ruizhen Hu, Chenyang Zhu 0002, Oliver van Kaick, Ligang Liu 0001, Ariel Shamir, Hao (Richard) Zhang
ACM Trans. Graph.1
2015 Foldabilizing furniture
abstract
We introduce the foldabilization problem for space-saving furniture design. Namely, given a 3D object representing a piece of furniture, our goal is to apply a minimum amount of modification to the object so that it can be folded to save space --- the object is thus foldabilized. We focus on one instance of the problem where folding is with respect to a prescribed folding direction and allowed object modifications include hinge insertion and part shrinking. We develop an automatic algorithm for foldabilization by formulating and solving a nested optimization problem operating at two granularity levels of the input shape. Specifically, the input shape is first partitioned into a set of integral folding units. For each unit, we construct a graph which encodes conflict relations, e.g., collisions, between foldings implied by various patch foldabilizations within the unit. Finding a minimum-cost foldabilization with a conflict-free folding is an instance of the maximum-weight independent set problem. In the outer loop of the optimization, we process the folding units in an optimized ordering where the units are sorted based on estimated foldabilization costs. We show numerous foldabilization results computed at interactive speed and 3D-print physical prototypes of these results to demonstrate manufacturability.
Honghua Li, Ruizhen Hu, Ibraheem Alhashim, Hao (Richard) Zhang
ACM Trans. Graph.2
2014 Approximate pyramidal shape decomposition
abstract
A shape is pyramidal if it has a flat base with the remaining boundary forming a height function over the base. Pyramidal shapes are optimal for molding, casting, and layered 3D printing. However, many common objects are not pyramidal. We introduce an algorithm for approximate pyramidal shape decomposition . The general exact pyramidal decomposition problem is NP-hard. We turn this problem into an NP-complete problem which admits a practical solution. Specifically, we link pyramidal decomposition to the Exact Cover Problem (ECP). Given an input shape S , we develop clustering schemes to derive a set of building blocks for approximate pyramidal parts of S . The building blocks are then combined to yield a set of candidate pyramidal parts. Finally, we employ Knuth's Algorithm X over the candidate parts to obtain solutions to ECP as pyramidal shape decompositions. Our solution is equally applicable to 2D or 3D shapes, and to shapes with polygonal or smooth boundaries, with or without holes. We demonstrate our algorithm on numerous shapes and evaluate its performance.
Ruizhen Hu, Honghua Li, Hao (Richard) Zhang, Daniel Cohen-Or
ACM Trans. Graph.1
2014 Grey conversion via perceived-contrast
Wei Zhu 0006, Ruizhen Hu, Ligang Liu 0001
Vis. Comput.2
2012 Blue noise sampling of surfaces
Ruizhen Hu, Craig Gotsman, Ligang Liu 0001
Comput. Graph.2
2012 Co-Segmentation of 3D Shapes via Subspace Clustering
abstract
Abstract We present a novel algorithm for automatically co‐segmenting a set of shapes from a common family into consistent parts. Starting from over‐segmentations of shapes, our approach generates the segmentations by grouping the primitive patches of the shapes directly and obtains their correspondences simultaneously. The core of the algorithm is to compute an affinity matrix where each entry encodes the similarity between two patches, which is measured based on the geometric features of patches. Instead of concatenating the different features into one feature descriptor, we formulate co‐segmentation into a subspace clustering problem in multiple feature spaces. Specifically, to fuse multiple features, we propose a new formulation of optimization with a consistent penalty, which facilitates both the identification of most similar patches and selection of master features for two similar patches. Therefore the affinity matrices for various features are sparsity‐consistent and the similarity between a pair of patches may be determined by part of (instead of all) features. Experimental results have shown how our algorithm jointly extracts consistent parts across the collection in a good manner.
Ruizhen Hu, Lubin Fan, Ligang Liu 0001
Comput. Graph. Forum1