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Adam Sun

dblp:354/7211 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
3D vision · 67% Generative modeling · 33%
Computer graphics and multimedia
1 paper
Rendering · 87% Geometric modeling and processing · 13%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
human rendering
1.422024
OccFusion: Rendering Occluded Humans with Generative Diffusion Priors · NeurIPS 2024
Rendering Humans from Object-Occluded Monocular Videos · ICCV 2023
Machine learning › Generative modeling
diffusion model
0.812024
OccFusion: Rendering Occluded Humans with Generative Diffusion Priors · NeurIPS 2024
Computer vision › 3D vision
neural rendering
0.812024
OccFusion: Rendering Occluded Humans with Generative Diffusion Priors · NeurIPS 2024
Machine learning › Generative modeling › diffusion model
score distillation sampling
0.812024
OccFusion: Rendering Occluded Humans with Generative Diffusion Priors · NeurIPS 2024
Computer vision › 3D vision
3d human reconstruction
0.712023
Rendering Humans from Object-Occluded Monocular Videos · ICCV 2023
Rendering
neural radiance fields
0.712023
Rendering Humans from Object-Occluded Monocular Videos · ICCV 2023
Rendering
neural rendering
0.712023
Rendering Humans from Object-Occluded Monocular Videos · ICCV 2023
Computer vision › 3D vision › neural rendering
3d gaussian splatting
0.212024
OccFusion: Rendering Occluded Humans with Generative Diffusion Priors · NeurIPS 2024
Geometric modeling and processing
surface reconstruction
0.212023
Rendering Humans from Object-Occluded Monocular Videos · ICCV 2023

Methods — techniques the papers use, named apart from their topics

volume rendering · 1.3neural radiance field · 1.3score distillation sampling · 0.8in-context inpainting · 0.83d gaussian splatting · 0.8
YearPublicationVenuePosition
2024 OccFusion: Rendering Occluded Humans with Generative Diffusion Priors
abstract
Existing human rendering methods require every part of the human to be fully visible throughout the input video. However, this assumption does not hold in real-life settings where obstructions are common, resulting in only partial visibility of the human. Considering this, we present OccFusion, an approach that utilizes efficient 3D Gaussian splatting supervised by pretrained 2D diffusion models for efficient and high-fidelity human rendering. We propose a pipeline consisting of three stages. In the Initialization stage, complete human masks are generated from partial visibility masks. In the Optimization stage, 3D human Gaussians are optimized with additional supervisions by Score-Distillation Sampling (SDS) to create a complete geometry of the human. Finally, in the Refinement stage, in-context inpainting is designed to further improve rendering quality on the less observed human body parts. We evaluate OccFusion on ZJU-MoCap and challenging OcMotion sequences and found that it achieves state-of-the-art performance in the rendering of occluded humans.
Adam Sun, Tiange Xiang, Scott L. Delp, Li Fei-Fei 0001, Ehsan Adeli-Mosabbeb
NeurIPS1
2023 Rendering Humans from Object-Occluded Monocular Videos
abstract
3D understanding and rendering of moving humans from monocular videos is a challenging task. Despite recent progress, the task remains difficult in real-world scenarios, where obstacles may block the camera view and cause partial occlusions in the captured videos. Existing methods cannot handle such defects due to two reasons. First, the standard rendering strategy relies on point-point mapping, which could lead to dramatic disparities between the visible and occluded areas of the body. Second, the naive direct regression approach does not consider any feasibility criteria (i.e., prior information) for rendering under occlusions. To tackle the above drawbacks, we present OccNeRF, a neural rendering method that achieves better rendering of humans in severely occluded scenes. As direct solutions to the two drawbacks, we propose surface-based rendering by integrating geometry and visibility priors. We validate our method on both simulated and real-world occlusions and demonstrate our method’s superiority. Project page: https://cs.stanford.edu/~xtiange/projects/occnerf/
Tiange Xiang, Adam Sun, Jiajun Wu 0001, Ehsan Adeli-Mosabbeb, Li Fei-Fei 0001
ICCV2