VLDB 2026 Research / reviewers in the wild / expert
Kun Zhou 0001
dblp:48/3927-1
· DBLP profile ↗
249ranked-venue papers
25as first author
102since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 223 · 20 first-author · 90 since 2021Artificial intelligence and machine learning · 57 · 9 first-author · 45 since 2021Applied, interdisciplinary, general and emerging computing · 13 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 6 · 5 since 2021Databases, data management, data science and information retrieval · 4 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ElastoGen: 4D Generative ElastodynamicsabstractWe present ElastoGen, a knowledge-driven AI model that generates physically accurate 4D elastodynamics. Unlike deep models that learn from video- or image-based observations, ElastoGen leverages the principles of physics and learns from established mathematical and optimization procedures. The core idea of ElastoGen is converting the differential equation, corresponding to the nonlinear force equilibrium, into a series of iterative local convolution-like operations, which naturally fit deep architectures. We carefully build our network module following this overarching design philosophy. ElastoGen is much more lightweight in terms of both training requirements and network scale than deep generative models. Because of its alignment with actual physical procedures, ElastoGen efficiently generates accurate dynamics for a wide range of hyperelastic materials and can be easily integrated with upstream and downstream deep modules to enable end-to-end 4D generation. Yutao Feng, Yintong Shang, Xiang Feng 0004, Lei Lan, Shandian Zhe, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
AAAI | 8 |
| 2026 | 3DTeethSAM: Taming SAM2 for 3D Teeth Segmentationabstract3D teeth segmentation, involving the localization of tooth instances and their semantic categorization in 3D dental models, is a critical yet challenging task in digital dentistry due to the complexity of real-world dentition. In this paper, we propose 3DTeethSAM, an adaptation of the Segment Anything Model 2 (SAM2) for 3D teeth segmentation. SAM2 is a pretrained foundation model for image and video segmentation, demonstrating a strong backbone in various downstream scenarios. To adapt SAM2 for 3D teeth data, we render images of 3D teeth models from predefined views, apply SAM2 for 2D segmentation, and reconstruct 3D results using 2D-3D projections. Since SAM2's performance depends on input prompts and its initial outputs often have deficiencies, and given its class-agnostic nature, we introduce three light-weight learnable modules: (1) a prompt embedding generator to derive prompt embeddings from image embeddings for accurate mask decoding, (2) a mask refiner to enhance SAM2's initial segmentation results, and (3) a mask classifier to categorize the generated masks. Additionally, we incorporate Deformable Global Attention Plugins (DGAP) into SAM2's image encoder. The DGAP enhances both the segmentation accuracy and the speed of the training process. Our method has been validated on the 3DTeethSeg benchmark, achieving an IoU of 91.90% on high-resolution 3D teeth meshes, establishing a new state-of-the-art in the field. Zhiguo Lu, Jianwen Lou, Hairong Jin, Youyi Zheng, Kun Zhou 0001 |
AAAI | 6 |
| 2026 | Harnessing the Power of Reinforcement Learning for Language-Model-Based Information Retriever via Query-Document Co-Augmentation
Jingming Liu, Yao-Xiang Ding 0001, Hui Su, Kun Zhou 0001 |
PAKDD (3) | 6 |
| 2026 | Bounding Stratified Bernoulli Impulses for Ray Marching Gaussian Process Implicit SurfacesabstractThe theory of light transport on Gaussian process implicit surface (GPIS) provides a unified framework for rendering surfaces, participating media, and the intermediate spectrum. However, previous approaches rely on brute-force ray marching for surface intersections, requiring full noise evaluations at each marching point, whether using multivariate Gaussian sampling or sparse convolution noise approximation. This imposes a severe limitation on the rendering efficiency. In this paper, we derive bounds to significantly reduce the total number of full noise evaluations, leading to efficient ray marching for ray-surface intersections. We introduce stratified Bernoulli impulses, enabling a fast point-level bound for individual realizations to replace unnecessary full noise evaluations. To further reduce the number of point-level bound evaluations, we propose a region-level bound, leveraging a spatial acceleration structure to prune probabilistically empty regions, thereby avoiding unnecessary marching points in advance. By combining these two bounds, our bounded ray marching accelerates ray-surface intersections in GPIS, and consequently significantly improves overall GPIS rendering efficiency. Code for this paper are at https://github.com/Cchen-77/bounded-gpis. Zhimin Fan 0001, Lingqi Yan 0001, Junqiu Zhu, Yanwen Guo 0001, Kun Zhou 0001, Jie Guo 0001 |
ACM Trans. Graph. | 6 |
| 2026 | TwinPose: Person-Specific Subspaces for Multi-View 3D Pose EstimationabstractFollowing the success of deep neural networks in 2D pose estimation, reconstruction-based approaches have significantly advanced multi-person 3D pose estimation from sparse multi-view images. These methods typically detect 2D poses independently in each view and then associate them for 3D reconstruction. However, despite strong progress, recent state-of-the-art methods still face critical limitations: 1) They often depend on global optimization over a large and complex set of multi-view 2D joints to jointly infer 3D poses for all individuals, making the process highly complex and prone to suboptimal solutions; 2) Their tight coupling with the bottom-up detector OpenPose hinders the use of more advanced top-down or single-stage 2D pose estimators and restricts the integration of richer instance-level cues learned by these models. To address these limitations, we propose TwinPose, a novel framework that alleviates the complexity of global pose inference by optimizing within person-specific 3D pose subspaces, while fully supporting diverse 2D pose detectors and effectively leveraging pose-instance cues. The key idea is to introduce a twin pose — a 3D counterpart of each 2D pose — that inherits its instance representation and aggregates geometrically consistent 2D joints from other views. All twin poses are unified in a common 3D space, where those belonging to the same individual naturally share a number of bones. This structural property enables association by counting shared bones, forming person-specific subspaces from which each individual's 3D pose can be inferred independently in an efficient and robust manner. Extensive experiments demonstrate that TwinPose achieves state-of-the-art performance in both accuracy and efficiency across multiple public and proprietary datasets. Importantly, it is fully detector-agnostic, allowing seamless integration with current and future advances in 2D pose estimation while remaining highly robust to noisy or imperfect 2D predictions. Project page with code and additional resources: https://github.com/zgspose/TwinPose Wenwu Yang, Tianyi He, Jiwei Ding, Xun Wang 0007, Kun Zhou 0001 |
ACM Trans. Graph. | 6 |
| 2026 | Expressive Head Avatar Modeling From Monocular Video of Neutral ExpressionabstractWe study the reconstruction of high-quality 3D head avatars. Our goal is to reduce the reliance on dense capture data for most existing approaches, which limits their practicality. Recent advances address this using single or few input images by either training a prior model or fine-tuning multi-view diffusion models to generate pseudo training points. While they fall short in producing multi-view-consistent, high-fidelity results aligned with the input data. This motivates us to explore a more practical and user-friendly input setting. Modern smartphones such as Apple's Face ID already guide users to slowly rotate their heads in front of a single camera, enabling the capture of facial data across varying viewpoints with minimal effort. This simple and intuitive scanning motion has become a widely accepted user habit and provides sufficient geometric information-highlighting a natural opportunity for 3D head avatar creation from monocular videos of neutral expression. Under this settinng, we introduce R$^{2}$2 Avatar, a lightweight and user-friendly framework for generating expressive 3D head avatars, which adopts a Reconstruction-by-Restoration strategy avoiding large-scale model pretraining while achieving high-quality animatable avatars. Specifically, a geometry-guided warping module first synthesizes coarse expression variaHons from the neutral input. Then, a restoration module refines the warped results by recovering highfrequency facial details, including mouth interior, with the help of a data-driven 2D animation prior. These restored images serve as supervision targets to optimize the final avatar. Experiments demonstrate that our method produces realistic avatars with improved expression diversity and view consistency compared to baseline approaches. Yao-Xiang Ding 0001, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2026 | TR-Gaussians: High-Fidelity Real-Time Rendering of Planar Transmission and Reflection With 3D Gaussian SplattingabstractWe propose Transmission-Reflection Gaussians (TR-Gaussians), a novel 3D-Gaussian-based representation for high-fidelity rendering of planar transmission and reflection, which are ubiquitous in indoor scenes. Our method combines 3D Gaussians with learnable reflection planes that explicitly model the glass planes with view-dependent reflectance strengths. Real scenes and transmission components are modeled by 3D Gaussians and the reflection components are modeled by the mirrored Gaussians with respect to the reflection plane. The transmission and reflection components are blended according to a Fresnel-based, view-dependent weighting scheme, allowing for faithful synthesis of complex appearance effects under varying viewpoints. To effectively optimize TR-Gaussians, we develop a multi-stage optimization framework incorporating color and geometry constraints and an opacity perturbation mechanism. Experiments on different datasets demonstrate that TR-Gaussians achieve real-time, high-fidelity novel view synthesis in scenes with planar transmission and reflection, and outperform state-of-the-art approaches both quantitatively and qualitatively. Yong Liu 0007, Keyang Ye, Tianjia Shao, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2026 | Neural Enhancement of Analytical Appearance ModelsabstractTraditional analytical reflectance models, while compact and interpretable, lack the capacity to accurately represent physical measurements. Recent neural models, which closely fit input data, are less generalizable and often more expensive to store and evaluate. To combine the strengths and overcome the limitations of these two classes of models, we present neural enhancement, a novel framework to boost an input analytical appearance model, by identifying and replacing its key computational nodes/operators with small-scale multi-layer perceptrons. This allows us to leverage the computational graph structure of the original model, while improving its expressiveness at a modest cost. To make the enhancement computationally tractable, we propose a hypercube-based search to automatically and efficiently identify the node(s) and/or operator(s) to be replaced towards maximal gain in a differentiable fashion. We enhance a number of common analytical BRDF models. The results are, at once accurate, compact and efficient, and compare favorably with state-of-the-art work on fitting measured reflectance. Finally, our models are fully compatible with standard rasterization or ray-tracing pipeline. Xuanzhe Shen, Xiaohe Ma, Kun Zhou 0001, Hongzhi Wu |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Enhancing Identity-Deformation Disentanglement in StyleGAN for One-Shot Face Video Re-EnactmentabstractThe task of one-shot face video re-enactment aims at generating target video of faces with the same identity of one source frame and facial deformation of the driving video. To achieve high quality generation, it is essential to precisely disentangle identity-related and identity-independent characteristics, meanwhile build expressive features keeping high-frequency facial details, which still remain unaddressed for existing approaches. To deal with these two challenges, we propose a two-stage generation model based on StyleGAN, whose key novel techniques lie in better disentangling identity and deformation codes in the latent space through an identity-based modeling and manipulating intermediate StyleGAN features at the second stage for augmenting facial details of the generating targets. To further improve identity consistency, a data augmentation method is introduced during training for enhancing the key features affecting identity such as hair and wrinkles. Extensive experimental results demonstrate the superiority of our approach compared to state-of-the-art methods. Yao-Xiang Ding 0001, Kun Zhou 0001 |
AAAI | 3 |
| 2025 | GenesisTex2: Stable, Consistent and High-Quality Text-to-Texture GenerationabstractLarge-scale text-guided image diffusion models have demonstrated remarkable results in text-to-image (T2I) generation. However, applying these models to synthesize textures for 3D geometries remains challenging due to the domain gap between 2D images and textures on a 3D surface. Early works that used a projecting-inpainting approach managed to preserve generation diversity, but often resulted in noticeable artifacts and style inconsistencies. While recent methods have attempted to address these inconsistencies, they often introduce other issues, such as blurring, over-saturation, or over-smoothing. To overcome these challenges, we propose a novel text-to-texture synthesis framework that takes advantage of pre-trained diffusion models. We introduce a local attention reweighing mechanism in the self-attention layers to guide the model in focusing on spatial-correlated patches across different views, thereby enhancing local details while preserving cross-view consistency. Additionally, we propose a novel latent space merge pipeline, which further ensures consistency across different viewpoints without sacrificing too much diversity. Our method significantly outperforms existing state-of-the-art techniques in terms of texture consistency and visual quality, while delivering results much faster than distillation-based methods. Importantly, our framework does not require additional training or fine-tuning, making it highly adaptable to a wide range of models available on public platforms. Yingpeng Zhang, Zengjun Zhao, He Wang 0002, Kun Zhou 0001, Tianjia Shao |
AAAI | 5 |
| 2025 | ARM: Appearance Reconstruction Model for Relightable 3D GenerationabstractRecent image-to-ЗD reconstruction models have greatly advanced geometry generation, but they still struggle to faithfully generate realistic appearance. To address this, we introduce ARM, a novel method that reconstructs high-quality 3D meshes and realistic appearance from sparse-view images. The core of ARM lies in decoupling geometry from appearance, processing appearance within the UV texture space. Unlike previous methods, ARM improves texture quality by explicitly back-projecting measurements onto the texture map and processing them in a UV space module with a global receptive field. To resolve ambiguities between material and illumination in input images, ARM introduces a material prior that encodes semantic appearance information, enhancing the robustness of appearance decomposition. Trained on just 8 H100 GPUs, ARM outperforms existing methods both quantitatively and qualitatively. Our project page is available at https://arm-aigc.github.io. Xiang Feng 0004, Chang Yu 0005, Zoubin Bi, Yintong Shang, Feng Gao 0013, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 7 |
| 2025 | Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and RenderingabstractWe demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian Splatting and Position-Based Dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to GaussianShader, we enhance each Gaussian kernel with an added normal, aligning the kernel’s orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. Yutao Feng, Xiang Feng 0004, Yintong Shang, Chang Yu 0005, Zeshun Zong, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 9 |
| 2025 | RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head AvatarsabstractWe present Reduced Gaussian Blendshapes Avatar (RGBAvatar), a method for reconstructing photorealistic, animatable head avatars at speeds sufficient for on-the-fly reconstruction. Unlike prior approaches that utilize linear bases from 3D morphable models (3DMM) to model Gaussian blendshapes, our method maps tracked 3DMM parameters into reduced blendshape weights with an MLP, leading to a compact set of blendshape bases. The learned compact base composition effectively captures essential facial details for specific individuals, and does not rely on the fixed base composition weights of 3DMM, leading to enhanced reconstruction quality and higher efficiency. To further expedite the reconstruction process, we develop a novel color initialization estimation method and a batch-parallel Gaussian rasterization process, achieving state-of-the-art quality with training throughput of about 630 images per second. Moreover, we propose a local-global sampling strategy that enables direct on-the-fly reconstruction, immediately reconstructing the model as video streams in real time while achieving quality comparable to offline settings. Our source code is available at https://github.com/gapszju/RGBAvatar. Linzhou Li, Yanlin Weng, Youyi Zheng, Kun Zhou 0001 |
CVPR | 5 |
| 2025 | FlexUOD: The Answer to Real-world Unsupervised Image Outlier DetectionabstractHow many outliers are within an unlabeled and contaminated dataset? Despite a series of unsupervised outlier detection (UOD) approaches have been proposed, they cannot correctly answer this critical question, resulting in their performance instability across various real-world (varying contamination factor) scenarios. To address this problem, we propose FlexUOD, with a novel contamination factor estimation perspective. FlexUOD not only achieves its remarkable robustness but also is a general and plug-and-play framework, which can significantly improve the performance of existing UOD methods. Extensive experiments demonstrate that FlexUOD achieves state-of-the-art results as well as high efficacy on diverse evaluation benchmarks. Zhonghang Liu, Kun Zhou 0001, Changshuo Wang 0001, Wen-Yan Lin, Jiangbo Lu |
CVPR | 2 |
| 2025 | High-fidelity 3D Object Generation from Single Image with RGBN-Volume Gaussian Reconstruction ModelabstractRecently single-view 3D generation via Gaussian splatting has emerged and developed quickly. They learn 3D Gaussians from 2D RGB images generated from pre-trained multi-view diffusion (MVD) models, and have shown a promising avenue for 3D generation through a single image. Despite the current progress, these methods still suffer from the inconsistency jointly caused by the geometric ambiguity in the 2D images, and the lack of structure of 3D Gaussians, leading to distorted and blurry 3D object generation. In this paper, we propose to fix these issues by GS-RGBN, a new RGBN-volume Gaussian Reconstruction Model designed to generate high-fidelity 3D objects from single-view images. Our key insight is a structured 3D representation can simultaneously mitigate the afore-mentioned two issues. To this end, we propose a novel hybrid Voxel-Gaussian representation, where a 3D voxel representation contains explicit 3D geometric information, eliminating the geometric ambiguity from 2D images. It also structures Gaussians during learning so that the optimization tends to find better local optima. Our 3D voxel representation is obtained by a fusion module that aligns RGB features and surface normal features, both of which can be estimated from 2D images. Extensive experiments demonstrate the superiority of our methods over prior works in terms of high-quality reconstruction results, robust generalization, and good efficiency. Yiyang Shen, Kun Zhou 0001, He Wang 0002, Yin Yang 0002, Tianjia Shao |
CVPR | 2 |
| 2025 | EnliveningGS: Active Locomotion of 3DGSabstractThis paper presents a novel pipeline named EnliveningGS, which enables active locomotion of 3D models represented with 3D Gaussian splatting (3DGS). We are inspired by the fact that real-world lives pose their bodies in a natural and physically meaningful manner by compressing or elongating muscle fibers embedded in the body. EnliveningGS aims to replicate the similar functionality of 3DGS models so that the object within a 3DGS scene acts like a living creature rather than a static shape —they walk, jump, and twist in the scene under provided motion trajectories driven by muscle activations. While the concept is straightforward, many challenging technical difficulties need to be taken care of. Synthesizing realistic locomotion of a 3DGS model embodies an inverse physics problem of very high dimensions. The core challenge is how to efficiently and robustly model frictional contacts between an "enlivened model" and the environment, as it is the composition of contact/collision/friction forces triggered by muscle activation that generates the final movement of the object. We propose a hybrid numerical method mixing LCP and penalty method to tackle this NP-hard problem robustly. Our pipeline also addresses the limitation of existing 3DGS deformation algorithms and inpainting the missing information when models move around. Tianjia Shao, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 3 |
| 2025 | Real-time High-fidelity Gaussian Human Avatars with Position-based Interpolation of Spatially Distributed MLPsabstractMany works have succeeded in reconstructing Gaussian human avatars from multi-view videos. However, they either struggle to capture pose-dependent appearance details with a single MLP, or rely on a computationally intensive neural network to reconstruct high-fidelity appearance but with rendering performance degraded to non-real-time. We propose a novel Gaussian human avatar representation that can reconstruct high-fidelity pose-dependence appearance with details and meanwhile can be rendered in real time. Our Gaussian avatar is empowered by spatially distributed MLPs which are explicitly located on different positions on human body. The parameters stored in each Gaussian are obtained by interpolating from the outputs of its nearby MLPs based on their distances. To avoid undesired smooth Gaussian property changing during interpolation, for each Gaussian we define a set of Gaussian offset basis, and a linear combination of basis represents the Gaussian property offsets relative to the neutral properties. Then we propose to let the MLPs output a set of coefficients corresponding to the basis. In this way, although Gaussian coefficients are derived from interpolation and change smoothly, the Gaus-sian offset basis is learned freely without constraints. The smoothly varying coefficients combined with freely learned basis can still produce distinctly different Gaussian property offsets, allowing the ability to learn high-frequency spatial signals. We further use control points to constrain the Gaussians distributed on a surface layer rather than allowing them to be irregularly distributed inside the body, to help the human avatar generalize better when animated under novel poses. Compared to the state-of-the-art method, our method achieves better appearance quality with finer details while the rendering speed is significantly faster under novel views and novel poses. Youyi Zhan, Tianjia Shao, Yin Yang 0002, Kun Zhou 0001 |
CVPR | 4 |
| 2025 | TSP-Mamba: The Travelling Salesman Problem Meets Mamba for Image Super-resolution and BeyondabstractRecently, Mamba-based frameworks have achieved substantial advancements across diverse computer vision and NLP tasks, particularly in their capacity for reasoning over long-range information with linear complexity. However, the fixed 2D-to-1D scanning pattern overlooks the local structures of an image, limiting its effectiveness in aggregating 2D spatial information. While stacking additional Mamba layers can partially address this issue, it increases parameter intensity and constrains real-time application. In this work, we reconsider the local optimal scanning path in Mamba, enhancing the rigid and uniform 1D scan through the local shortest path theory, thus creating a structure-aware Mamba suited for lightweight single-image super-resolution. Specifically, we draw inspiration from the Traveling Salesman Problem (TSP) to establish a local optimal scanning path for improved structural 2D information utilization. Here, local patch aggregation occurs in a content-adaptive manner with minimal propagation cost. TSP-Mamba demonstrates substantial improvements over existing Mamba-based and Transformer-based architectures. For example, TSP-Mamba surpasses MambaIR by up to 0.7dB in lightweight SISR, with comparable parameters and very slightly extra computational demands (1-2 GFlops for 720P images). Kun Zhou 0001, Jiangbo Lu |
CVPR | 1 |
| 2025 | OpenSubstance: A High-Quality Measured Dataset of Multi-View and -Lighting Images and Shapes
Fan Pei, Jinchen Bai, Xiang Feng 0004, Zoubin Bi, Kun Zhou 0001, Hongzhi Wu |
ICCV | 5 |
| 2025 | ROVI: A VLM-LLM Re-Captioned Dataset for Open-Vocabulary Instance-Grounded Text-to-Image GenerationabstractWe present ROVI, a high-quality synthetic dataset for instance-grounded text-to-image generation, created by labeling 1M curated web images. Our key innovation is a strategy called re-captioning, focusing on the pre-detection stage, where a VLM (Vision-Language Model) generates comprehensive visual descriptions that are then processed by an LLM (Large Language Model) to extract a flat list of potential categories for OVDs (Open-Vocabulary Detectors) to detect. This approach yields a global prompt inherently linked to instance annotations while capturing secondary visual elements humans typically overlook. Evaluations show that ROVI exceeds existing detection datasets in image quality and resolution while containing two orders of magnitude more categories with an open-vocabulary nature. For demonstrative purposes, a text-to-image model GLIGEN trained on ROVI significantly outperforms state-of-the-art alternatives in instance grounding accuracy, prompt fidelity, and aesthetic quality. Our dataset and reproducible pipeline are available at https://github.com/CihangPeng/ROVI. Cihang Peng, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
ICCV | 4 |
| 2025 | Low-Light Video Enhancement via Spatial-Temporal Consistent DecompositionabstractLow-Light Video Enhancement (LLVE) seeks to restore dynamic or static scenes plagued by severe invisibility and noise. In this paper, we present an innovative video decomposition strategy that incorporates view-independent and view-dependent components to enhance the performance of LLVE. We leverage dynamic cross-frame correspondences for the view-independent term (which primarily captures intrinsic appearance) and impose a scene-level continuity constraint on the view-dependent term (which mainly describes the shading condition) to achieve consistent and satisfactory decomposition results. To further ensure consistent decomposition, we introduce a dual-structure enhancement network featuring a cross-frame interaction mechanism. By supervising different frames simultaneously, this network encourages them to exhibit matching decomposition features. This mechanism can seamlessly integrate with encoder-decoder single-frame networks, incurring minimal additional parameter costs. Extensive experiments are conducted on widely recognized LLVE benchmarks, covering diverse scenarios. Our framework consistently outperforms existing methods, establishing a new SOTA performance. Xiaogang Xu 0002, Kun Zhou 0001, Tao Hu 0011, Jiafei Wu, Ruixing Wang, Hao Peng 0002, Bei Yu 0001 |
IJCAI | 2 |
| 2025 | Generating by Understanding: Neural Visual Generation with Logical Symbol GroundingsabstractMaking neural visual generative models controllable by logical reasoning systems is promising for improving faithfulness, transparency, and generalizability. We propose the Abductive visual Generation (AbdGen) approach to build such logic-integrated models. A vector-quantized symbol grounding mechanism and the corresponding disentanglement training method are introduced to enhance the controllability of logical symbols over generation. Furthermore, we propose two logical abduction methods to make our approach require few labeled training data and support the induction of latent logical generative rules from data. We experimentally show that our approach can be utilized to integrate various neural generative models with logical reasoning systems, by both learning from scratch or utilizing pre-trained models directly. The code is released at https://github.com/future-item/AbdGen. Yifei Peng, Zijie Zha, Zhexu Luo, Wang-Zhou Dai, Zhong Ren 0001, Yao-Xiang Ding 0001, Kun Zhou 0001 |
KDD (2) | 8 |
| 2025 | Appearance as reliable evidence: Reconciling appearance and generative priors for monocular motion estimation
Zipei Chen, Zhong Ren 0001, Yao-Xiang Ding 0001, Kun Zhou 0001 |
Comput. Graph. | 5 |
| 2025 | Learning center- and boundary-aware instance representation for 3D tooth segmentation
Hairong Jin, Jianwen Lou, Zhiguo Lu, Kun Zhou 0001, Youyi Zheng |
Comput. Graph. | 5 |
| 2025 | Relightable Gaussian blendshapes for head avatar animation
Shengjie Ma, Youyi Zheng, Yanlin Weng, Kun Zhou 0001 |
Comput. Graph. | 4 |
| 2025 | Gaussian-Plus-SDF SLAM: High-Fidelity 3D Reconstruction at 150+ fps
Zhexi Peng, Kun Zhou 0001, Tianjia Shao |
Comput. Vis. Media | 2 |
| 2025 | Emotion Amplification of Facial Videos Using a Fine-Tuned StyleGANabstractThe ability to exhibit appropriate emotions is crucial for the expressiveness and attractiveness of facial videos. However, it is difficult to control the level of emotion, even for experienced actors and amateur podcasters on social networks. In this study, we aim to solve the novel problem of semantically amplifying the emotions of a facial video. This poses new challenges for effectively editing a sequence of video frames in terms of face semantics, emotion adaptiveness, and temporal coherence. Our approach is based on semantic face editing in the disentangled latent space of a state-of-the-art StyleGAN model. We presented a new face dataset with diverse emotions to fine-tune the pretrained StyleGAN and improve the expressiveness of its original emotion-biased latent space. An emotion-editing subspace was constructed to allow adaptive emotion amplification while preserving other facial attributes. We further propose an effective stitching-tuning technique to ensure temporally coherent video frames. Our work results in plausible emotion amplification for a wide range of facial videos. Qualitative and quantitative evaluations demonstrated the advantages of our method over other baseline methods. The proposed dataset and research code will be made publicly available. Yukun Xu, Justin N. M. Pinkney, Tianjia Shao, Kun Zhou 0001 |
Comput. Vis. Media | 5 |
| 2025 | TransparentGS: Fast Inverse Rendering of Transparent Objects with GaussiansabstractThe emergence of neural and Gaussian-based radiance field methods has led to considerable advancements in novel view synthesis and 3D object reconstruction. Nonetheless, specular reflection and refraction continue to pose significant challenges due to the instability and incorrect overfitting of radiance fields to high-frequency light variations. Currently, even 3D Gaussian Splatting (3D-GS), as a powerful and efficient tool, falls short in recovering transparent objects with nearby contents due to the existence of apparent secondary ray effects. To address this issue, we propose TransparentGS, a fast inverse rendering pipeline for transparent objects based on 3D-GS. The main contributions are three-fold. Firstly, an efficient representation of transparent objects, transparent Gaussian primitives, is designed to enable specular refraction through a deferred refraction strategy. Secondly, we leverage Gaussian light field probes (GaussProbe) to encode both ambient light and nearby contents in a unified framework. Thirdly, a depth-based iterative probes query (IterQuery) algorithm is proposed to reduce the parallax errors in our probe-based framework. Experiments demonstrate the speed and accuracy of our approach in recovering transparent objects from complex environments, as well as several applications in computer graphics and vision. Letian Huang, Dongwei Ye, Jialin Dan, Chengzhi Tao, Kun Zhou 0001, Bo Ren 0003, Yuanqi Li, Yanwen Guo 0001, Jie Guo 0001 |
ACM Trans. Graph. | 6 |
| 2025 | MaterialPicker: Multi-Modal DiT-Based Material GenerationabstractHigh-quality material generation is key for virtual environment authoring and inverse rendering. We propose MaterialPicker, a multi-modal material generator leveraging a Diffusion Transformer (DiT) architecture, improving and simplifying the creation of high-quality materials from text prompts and/or photographs. Our method can generate a material based on an image crop of a material sample, even if the captured surface is distorted, viewed at an angle or partially occluded, as is often the case in photographs of natural scenes. We further allow the user to specify a text prompt to provide additional guidance for the generation. We finetune a pre-trained DiT-based video generator into a material generator, where each material map is treated as a frame in a video sequence. We evaluate our approach both quantitatively and qualitatively and show that it enables more diverse material generation and better distortion correction than previous work. Xiaohe Ma, Valentin Deschaintre, Milos Hasan, Fujun Luan, Kun Zhou 0001, Hongzhi Wu |
ACM Trans. Graph. | 5 |
| 2025 | When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field RenderingabstractWe introduce Gaussian-enhanced Surfels (GESs), a bi-scale representation for radiance field rendering, wherein a set of 2D opaque surfels with view-dependent colors represent the coarse-scale geometry and appearance of scenes, and a few 3D Gaussians surrounding the surfels supplement fine-scale appearance details. The rendering with GESs consists of two passes - surfels are first rasterized through a standard graphics pipeline to produce depth and color maps, and then Gaussians are splatted with depth testing and color accumulation on each pixel order independently. The optimization of GESs from multi-view images is performed through an elaborate coarse-to-fine procedure, faithfully capturing rich scene appearance. The entirely sorting-free rendering of GESs not only achieves very fast rates, but also produces view-consistent images, successfully avoiding popping artifacts under view changes. The basic GES representation can be easily extended to achieve antialiasing in rendering (Mip-GES), boosted rendering speeds (Speedy-GES) and compact storage (Compact-GES), and reconstruct better scene geometries by replacing 3D Gaussians with 2D Gaussians (2D-GES). Experimental results show that GESs advance the state-of-the-arts as a compelling representation for ultra-fast high-fidelity radiance field rendering. Keyang Ye, Tianjia Shao, Kun Zhou 0001 |
ACM Trans. Graph. | 3 |
| 2025 | A Semantic Talking Style Space for Speech-Driven Facial AnimationabstractWe present a latent talking style space with semantic meanings for speech-driven 3D facial animation. The style space is learned from 3D speech facial animations via a self-supervision paradigm without any style labeling, leading to an automatic separation of high-level attributes, i.e., different channels of the latent style code possess different semantic meanings, such as a wide/slightly open mouth, a grinning/round mouth, and frowning/raising eyebrows. The style space enables intuitive and flexible control of talking styles in speech-driven facial animation through manipulating the channels of style code. To effectively learn such a style space, we propose a two-stage approach, involving two deep neural networks, to disentangle the person identity, speech content, and talking style contained in 3D speech facial animations. The training is performed on a novel dataset of 3D talking faces of various styles, constructed from over ten hours of videos of 200 subjects collected from the Internet. Yujin Chai, Yanlin Weng, Tianjia Shao, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Learning Photometric Feature Transform for Free-Form Object ScanabstractWe propose a novel framework to automatically learn to aggregate and transform photometric measurements from multiple unstructured views into spatially distinctive and view-invariant low-level features, which are subsequently fed to a multi-view stereo pipeline to enhance 3D reconstruction. The illumination conditions during acquisition and the feature transform are jointly trained on a large amount of synthetic data. We further build a system to reconstruct both the geometry and anisotropic reflectance of a variety of challenging objects from hand-held scans. The effectiveness of the system is demonstrated with a lightweight prototype, consisting of a camera and an array of LEDs, as well as an off-the-shelf tablet. Our results are validated against reconstructions from a professional 3D scanner and photographs, and compare favorably with state-of-the-art techniques. Xiang Feng 0004, Kaizhang Kang, Fan Pei, Huakeng Ding, Jinjiang You, Ping Tan 0002, Kun Zhou 0001, Hongzhi Wu |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2025 | TSRNet: A Dual-Stream Network for Refining 3D Tooth SegmentationabstractThe field of 3D tooth segmentation has made considerable advances thanks to deep learning, but challenges remain with coarse segmentation boundaries and prediction errors. In this article, we introduce a novel learnable method to refine coarse results obtained from existing 3D tooth segmentation algorithms. The refinement framework features a dual-stream network called TSRNet (Tooth Segmentation Refinement Network) to rectify defective boundary and distance maps extracted from the coarse segmentation. The boundary map provides explicit boundary information, while the distance map provides gradient information in the form of the shortest geodesic distance between the vertex and the segmentation boundary. Following well-designed rules, the two refined maps are utilized to move the coarse tooth boundaries toward their correct positions through an iterative refinement process. The two-stage refinement method is validated on both 3D tooth and segmentation benchmark datasets. Extensive experiments demonstrate that our method significantly improves upon the coarse results from baseline methods and achieves state-of-the-art performance. Hairong Jin, Yuefan Shen, Jianwen Lou, Kun Zhou 0001, Youyi Zheng |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Relightable Detailed Human Reconstruction From Sparse Flashlight ImagesabstractWe present a lightweight system for reconstructing human geometry and appearance from sparse flashlight images. Our system produces detailed geometry including garment wrinkles and surface reflectance, which are exportable for direct rendering and relighting in traditional graphics pipelines. By capturing multi-view flashlight images using a consumer camera equipped with an co-located LED (e.g., a cell phone), we obtain view-specific shading cues that aid in the determination of surface orientation and help disambiguate between shading and material. To enable the reconstruction of geometry and appearance from sparse-view flashlight images, we integrate a pre-trained model into a differentiable physics-based rendering framework. As the learned image features from synthetic data cannot accurately reflect the shading features on real images, which is crucial for the high-quality reconstruction of geometry details and appearance, we propose to jointly optimize the image feature extractor with two MLPs for SDF and BRDF prediction using the differentiable physics-based rendering. Compared with existing methods for relightable human reconstruction, our system is able to produce high-fidelity 3D human models with more accurate geometry and appearance under the same condition. Our code and data are available at http://github.com/Jarvisss/Relightable_human_recon. Tianjia Shao, He Wang 0002, Yongliang Yang 0002, Yin Yang 0002, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | Neural Orthodontic Staging: Predicting Teeth Movements With a TransformerabstractWe present a novel learning-based method for predicting tooth movements in orthodontic treatment path planning (orthodontic staging). Recognizing the multi-solution nature of orthodontic staging, our approach involves generating the staging sequence progressively with a dedicated Transformer model. This model predicts teeth movements within a predefined number of steps (e.g., 10 or 20), targeting alignment in problematic dentition. The Transformer refines its predictions iteratively, building on previous outcomes until reaching a state that aligns with the target within an acceptable distance. This mirrors real-life scenarios where orthodontists dynamically adjust staging plans based on treatment outcomes. Our Transformer model is tailored to incorporate spatial and temporal attentions, addressing inter-tooth and inter-step interactions, respectively. These attentions are further refined with relative positional encoding. Recognizing the significant influence of tooth shape on the alignment process, we propose integrating a tooth-wise shape encoder to extract morphological features from the 3D teeth point cloud. These features are then fused into the Transformer, facilitating the capture of inter-tooth dynamics during staging, in collaboration with spatial attention. We validate the proposed method on a large-scale dataset that contains 10K real-life orthodontic cases. The results show that our method outperforms the state-of-the-art, and orthodontists favor its predictions. Jiayue Ma, Jianwen Lou, Borong Jiang, Hengyi Ye, Wenke Yu, Xiang Chen 0001, Kun Zhou 0001, Youyi Zheng |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2025 | Single-View 3D Hair Modeling With Clumping OptimizationabstractDeep learning advancements have enabled the generation of visually plausible hair geometry from a single image, but the results still do not meet the realism required for further applications (e.g., high quality hair rendering and simulation). One of the essential element that is missing in previous single-view hair reconstruction methods is the clumping effect of hair, which is influenced by scalp secretions and oils, and is a key ingredient for high-quality hair rendering and simulation. Inspired by common practices in industrial production which simulates realistic hair clumping by allowing artists to adjust clumping parameters, we aim to integrate these clumping effects into single-view hair reconstruction. We introduce a hierarchical hair representation that incorporates a clumping modifier into the guide hair and skinning-based hair expressions. This representation utilizes guide strands and skinning weights to express the basic geometric structure of the hair. The clumping modifier allows for the expression of more detailed and realistic clumping effects. Based on this representation, We design a fully differentiable framework integrating a neural measurement of clumping and a line-based rasterization renderer to iteratively solve guide strands positions and clumping parameters. Our method demonstrates superior performance both qualitatively and quantitatively compared to state-of-the-art techniques. Zhongsi Tang, Jiahao Geng, Yanlin Weng, Youyi Zheng, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | As-Rigid-As-Possible Deformation of Gaussian Radiance Fieldsabstract3D Gaussian Splatting (3DGS) models radiance fields as sparsely distributed 3D Gaussians, providing a compelling solution to novel view synthesis at high resolutions and real-time frame rates. However, deforming objects represented by 3D Gaussians remains a challenging task. Existing methods deform a 3DGS object by editing Gaussians geometrically. These approaches ignore the fact that it is the radiance field that rasterizes and renders the final image. The inconsistency between the deformed 3D Gaussians and the desired radiance field inevitably leads to artifacts in the final results. In this paper, we propose an interactive method for as-rigid-as-possible (ARAP) deformation of the Gaussian radiance fields. Specifically, after performing geometric edits on the Gaussians, we further optimize Gaussians to ensure its rasterization yields a similar result as the deformed radiance field. To facilitate this objective, we design radial features to mathematically describe the radial difference before and after the deformation, which are densely sampled across the radiance field. Additionally, we propose an adaptive anisotropic spatial low-pass filter to prevent aliasing issues during sampling and to preserve the field with the varying non-uniform sampling intervals. Users can interactively employ this tool to achieve large-scale ARAP deformations of the radiance field. Since our method maintains the consistency of the Gaussian radiance field before and after deformation, it avoids artifacts that are common in existing 3DGS deformation frameworks. Meanwhile, our method keeps the high quality and efficiency of 3DGS in rendering. Xinhao Tong, Tianjia Shao, Yanlin Weng, Yin Yang 0002, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | A Real-Time Method for Inserting Virtual Objects Into Neural Radiance FieldsabstractWe present the first real-time method for inserting a rigid virtual object into a neural radiance field (NeRF), which produces realistic lighting and shadowing effects, as well as allows interactive manipulation of the object. By exploiting the rich information about lighting and geometry in a NeRF, our method overcomes several challenges of object insertion in augmented reality. For lighting estimation, we produce accurate and robust incident lighting that combines the 3D spatially-varying lighting from NeRF and an environment lighting to account for sources not covered by the NeRF. For occlusion, we blend the rendered virtual object with the background scene using an opacity map integrated from the NeRF. For shadows, with a precomputed field of spherical signed distance fields, we query the visibility term for any point around the virtual object, and cast soft, detailed shadows onto 3D surfaces. Compared with state-of-the-art techniques, our approach can insert virtual objects into scenes with superior fidelity, and has great potential to be further applied to augmented reality systems. Keyang Ye, Hongzhi Wu, Xin Tong 0001, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Shape Adaptation for 3D Hairstyle RetargetingabstractIt is demanding to author an existing hairstyle for novel characters in games and VR applications. However, it is a non-trivial task for artists due to the complicated hair geometries and spatial interactions to preserve. In this paper, we present an automatic shape adaptation method to retarget 3D hairstyles. We formulate the adaptation process as a constrained optimization problem, where all the shape properties and spatial relationships are converted into individual objectives and constraints. To make such an optimization on high-resolution hairstyles tractable, we adopt a multi-scale strategy to compute the target positions of the hair strands in a coarse-to-fine manner. The global solving for the inter-strands coupling is restricted to the coarse level, and the solving for fine details is made local and parallel. In addition, we present a novel hairline edit tool to allow for user customization during retargeting. We achieve it by solving physics-based deformations of an embedded membrane to redistribute the hair roots with minimal distortion. We demonstrate the efficacy of our method through quantitative and qualitative experiments on various hairstyles and characters. Zhong Ren 0001, Youyi Zheng, Xiang Chen 0001, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | Interactive Rendering of Relightable and Animatable Gaussian AvatarsabstractCreating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets. Youyi Zhan, Tianjia Shao, He Wang 0002, Yin Yang 0002, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | Text-Guided 3D Face Synthesis - From Generation to EditingabstractText-guided 3D face synthesis has achieved remarkable results by leveraging text-to-image (T2I) diffusion models. However, most existing works focus solely on the direct gen-eration, ignoring the editing, restricting them from synthe-sizing customized 3D faces through iterative adjustments. In this paper, we propose a unified text-guided framework from face generation to editing. In the generation stage, we propose a geometry-texture decoupled generation to miti-gate the loss of geometric details caused by coupling. Be-sides, decoupling enables us to utilize the generated geom-etry as a condition for texture generation, yielding highly geometry-texture aligned results. We further employ a fine-tuned texture diffusion model to enhance texture quality in both RGB and YUV space. In the editing stage, we first em-ploy a pre-trained diffusion model to update facial geometry or texture based on the texts. To enable sequential editing, we introduce a UV domain consistency preservation reg-ularization, preventing unintentional changes to irrelevant facial attributes. Besides, we propose a self-guided consis-tency weight strategy to improve editing efficacy while pre-serving consistency. Through comprehensive experiments, we showcase our method's superiority in face synthesis. Project page: https://faceg2e.github.io/. Yunjie Wu, Yapeng Meng, Zhipeng Hu, Lincheng Li, Haoqian Wu, Kun Zhou 0001, Weiwei Xu 0003, Xin Yu 0002 |
CVPR | 6 |
| 2024 | MonoHair: High-Fidelity Hair Modeling from a Monocular VideoabstractUndoubtedly, high-fidelity 3D hair is crucial for achieving realism, artistic expression, and immersion in computer graphics. While existing 3D hair modeling methods have achieved impressive performance, the challenge of achieving high-quality hair reconstruction persists: they either require strict capture conditions, making practical applications difficult, or heavily rely on learned prior data, obscuring fine-grained details in images. To address these challenges, we propose MonoHair,a generic framework to achieve high-fidelity hair reconstruction from a monocular video, without specific requirements for environments. Our approach bifurcates the hair modeling process into two main stages: precise exterior reconstruction and interior structure inference. The exterior is meticulously crafted using our Patch-based Multi-View Optimization (PMVO). This method strategically collects and integrates hair information from multiple views, independent of prior data, to produce a high-fidelity exterior 3D line map. This map not only captures intricate details but also facilitates the inference of the hair's inner structure. For the interior, we employ a data-driven, multi-view 3D hair reconstruction method. This method utilizes 2D structural renderings derived from the reconstructed exterior, mirroring the synthetic 2D inputs used during training. This alignment effectively bridges the domain gap between our training data and real-world data, thereby enhancing the accuracy and reliability of our interior structure inference. Lastly, we generate a strand model and resolve the directional ambiguity by our hair growth algorithm. Our experiments demonstrate that our method exhibits robustness across diverse hairstyles and achieves state-of-the-art performance. For more results, please refer to our project page https://keyuwu-cs.github.io/MonoHair/ Lingchen Yang, Zhiyi Kuang 0001, Yao Feng 0001, Xutao Han, Yuefan Shen, Hongbo Fu 0001, Kun Zhou 0001, Youyi Zheng |
CVPR | 8 |
| 2024 | Real-Time Acquisition and Reconstruction of Dynamic Volumes with Neural Structured IlluminationabstractWe propose a novel framework for real-time acquisition and reconstruction of temporally-varying 3D phenomena with high quality. The core of our framework is a deep neural network, with an encoder that directly maps to the structured illumination during acquisition, a decoder that predicts a 1D density distribution from single-pixel measurements under the optimized lighting, and an aggregation module that combines the predicted densities for each camera into a single volume. It enables the automatic and joint optimization of physical acquisition and computational reconstruction, and is flexible to adapt to different hardware configurations. The effectiveness of our framework is demonstrated on a lightweight setup with an off-the-shelf projector and one or multiple cameras, achieving a performance of 40 volumes per second at a spatial resolution of 1283. We compare favorably with state-of-the-art techniques in real and synthetic experiments, and evaluate the impact of various factors over our pipeline. Yixin Zeng 0001, Zoubin Bi, Mingrui Yin, Xiang Feng 0004, Kun Zhou 0001, Hongzhi Wu |
CVPR | 5 |
| 2024 | KeypointDETR: An End-to-End 3D Keypoint Detector
Hairong Jin, Yuefan Shen, Jianwen Lou, Kun Zhou 0001, Youyi Zheng |
ECCV (74) | 4 |
| 2024 | Unveiling Advanced Frequency Disentanglement Paradigm for Low-Light Image Enhancement
Kun Zhou 0001, Wenbo Li 0002, Xiaogang Xu 0002, Yuanhao Cai, Zhonghang Liu, Xiaoguang Han 0001, Jiangbo Lu |
ECCV (7) | 1 |
| 2024 | Image Inpainting via Iteratively Decoupled Probabilistic ModelingabstractGenerative adversarial networks (GANs) have made great success in image inpainting yet still have difficulties tackling large missing regions. In contrast, iterative probabilistic algorithms, such as autoregressive and denoising diffusion models, have to be deployed with massive computing resources for decent effect. To achieve high-quality results with low computational cost, we present a novel pixel spread model (PSM) that iteratively employs decoupled probabilistic modeling, combining the optimization efficiency of GANs with the prediction tractability of probabilistic models. As a result, our model selectively spreads informative pixels throughout the image in a few iterations, largely enhancing the completion quality and efficiency. On multiple benchmarks, we achieve new state-of-the-art performance. Our code and models will be publicly available. Wenbo Li 0002, Xin Yu 0004, Kun Zhou 0001, Yibing Song, Zhe Lin 0001 |
ICLR | 3 |
| 2024 | Enabling Synergistic Full-Body Control in Prompt-Based Co-Speech Motion Generation
Bohong Chen 0004, Yao-Xiang Ding 0001, Tianjia Shao, Kun Zhou 0001 |
ACM Multimedia | 5 |
| 2024 | Virtual Agent Positioning Driven by Personal Characteristics
Youyi Zheng, Kun Zhou 0001 |
ACM Multimedia | 3 |
| 2024 | UPS: Unified Projection Sharing for Lightweight Single-Image Super-resolution and BeyondabstractTo date, transformer-based frameworks have demonstrated impressive results in single-image super-resolution (SISR). However, under practical lightweight scenarios, the complex interaction of deep image feature extraction and similarity modeling limits the performance of these methods, since they require simultaneous layer-specific optimization of both two tasks. In this work, we introduce a novel Unified Projection Sharing algorithm(UPS) to decouple the feature extraction and similarity modeling, achieving notable performance. To do this, we establish a unified projection space defined by a learnable projection matrix, for similarity calculation across all self-attention layers. As a result, deep image feature extraction remains a per-layer optimization manner, while similarity modeling is carried out by projecting these image features onto the shared projection space. Extensive experiments demonstrate that our proposed UPS achieves state-of-the-art performance relative to leading lightweight SISR methods, as verified by various popular benchmarks. Moreover, our unified optimized projection space exhibits encouraging robustness performance for unseen data (degraded and depth images). Finally, UPS also demonstrates promising results across various image restoration tasks, including real-world and classic SISR, image denoising, and image deblocking. Kun Zhou 0001, Zhonghang Liu, Xiaoguang Han 0001, Jiangbo Lu |
NeurIPS | 1 |
| 2024 | GS3: Efficient Relighting with Triple Gaussian SplattingabstractWe present a spatial and angular Gaussian based representation and a triple splatting process, for real-time, high-quality novel lighting-and-view synthesis from multi-view point-lit input images. To describe complex appearance, we employ a Lambertian plus a mixture of angular Gaussians as an effective reflectance function for each spatial Gaussian. To generate self-shadow, we splat all spatial Gaussians towards the light source to obtain shadow values, which are further refined by a small multi-layer perceptron. To compensate for other effects like global illumination, another network is trained to compute and add a per-spatial-Gaussian RGB tuple. The effectiveness of our representation is demonstrated on 30 samples with a wide variation in geometry (from solid to fluffy) and appearance (from translucent to anisotropic), as well as using different forms of input data, including rendered images of synthetic/reconstructed objects, photographs captured with a handheld camera and a flash, or from a professional lightstage. We achieve a training time of 40-70 minutes and a rendering speed of 90 fps on a single commodity GPU. Our results compare favorably with state-of-the-art techniques in terms of quality/performance. Our code and data are publicly available at https://GSrelight.github.io/. Zoubin Bi, Yixin Zeng 0001, Chong Zeng 0001, Fan Pei, Xiang Feng 0004, Kun Zhou 0001, Hongzhi Wu |
SIGGRAPH Asia | 6 |
| 2024 | Automatic Indoor Lighting Generation Driven by Human Activity Learned from Virtual ExperienceabstractA good indoor lighting solution should fit with people’s habitual activity and have a low energy cost. However, it’s challenging to capture and model human activity in reality due to its high complexity, let alone incorporating it into lighting planning. As a result, indoor lighting designing still relies on professional’s hands, which is laborious and inefficient. To solve this problem, we propose a novel framework for automatic indoor lighting generation driven by human activity learned from virtual experience. We first harnesses Virtual Reality to simulate and model the user’s daily activities within an indoor scene, and then devises a robust objective function which encompasses multiple activity-driven cost terms for lighting layout optimization. With the objective function and the collected user behavioral data, such as trajectory and head pose, an optimization algorithm is applied to search for the optimal solution. Experiments under different indoor scenes demonstrate that the proposed method can generate lighting solutions that meet personalized behavioral needs in an energy-economic way, which are competitive against those designed by professionals. Jianwen Lou, Youyi Zheng, Kun Zhou 0001 |
VR | 4 |
| 2024 | From NeRFLiX to NeRFLiX++: A General NeRF-Agnostic Restorer ParadigmabstractNeural radiance fields (NeRF) have shown great success in novel view synthesis. However, recovering high-quality details from real-world scenes is still challenging for the existing NeRF-based approaches, due to the potential imperfect calibration information and scene representation inaccuracy. Even with high-quality training frames, the synthetic novel views produced by NeRF models still suffer from notable rendering artifacts, such as noise and blur. To address this, we propose NeRFLiX, a general NeRF-agnostic restorer paradigm that learns a degradation-driven inter-viewpoint mixer. Specially, we design a NeRF-style degradation modeling approach and construct large-scale training data, enabling the possibility of effectively removing NeRF-native rendering artifacts for deep neural networks. Moreover, beyond the degradation removal, we propose an inter-viewpoint aggregation framework that fuses highly related high-quality training images, pushing the performance of cutting-edge NeRF models to entirely new levels and producing highly photo-realistic synthetic views. Based on this paradigm, we further present NeRFLiX++ with a stronger two-stage NeRF degradation simulator and a faster inter-viewpoint mixer, achieving superior performance with significantly improved computational efficiency. Notably, NeRFLiX++ is capable of restoring photo-realistic ultra-high-resolution outputs from noisy low-resolution NeRF-rendered views. Extensive experiments demonstrate the excellent restoration ability of NeRFLiX++ on various novel view synthesis benchmarks. Kun Zhou 0001, Wenbo Li 0002, Nianjuan Jiang, Xiaoguang Han 0001, Jiangbo Lu |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2024 | Understanding the vulnerability of skeleton-based Human Activity Recognition via black-box attack
Yunfeng Diao, He Wang 0002, Tianjia Shao, Kun Zhou 0001, David C. Hogg, Meng Wang 0001 |
Pattern Recognit. | 5 |
| 2024 | CPoser: An Optimization-after-Parsing Approach for Text-to-Pose Generation Using Large Language ModelsabstractText-to-pose generation is challenging due to the complexity of natural language and human posture semantics. Utilizing large language models (LLMs) for text-to-pose generation is appealing due to their strong capabilities in text understanding and reasoning. However, as LLMs are designed for general-purpose language processing and not specifically trained for pose generation, it remains nontrivial to generate precise articulation targets for the full body using LLMs directly. To this end, we propose CPoser, a novel approach to harness the power of LLMs for text-to-pose generation, featuring a prompt parsing stage and a pose optimization stage. The parsing stage utilizes LLMs to turn text prompts into pose intermediate representations (Pose-IRs) through a set of predefined structured queries. These Pose-IRs explicitly describe specific pose conditions, such as squatting depth and knee bending angle, naturally forming an objective function that a target pose should satisfy. The optimization stage solves for expressive poses and hand gestures based on the Pose-IR objective function via robust optimization in a quantized pose prior space. The results are further refined to enhance naturalness and incorporate facial expressions. Experiments show that our approach effectively understands diverse text prompts for pose generation, surpassing existing text-to-pose methods. Bohong Chen 0004, Zhong Ren 0001, Yao-Xiang Ding 0001, Libin Liu 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Trans. Graph. | 7 |
| 2024 | X-SLAM: Scalable Dense SLAM for Task-aware Optimization using CSFDabstractWe present X-SLAM, a real-time dense differentiable SLAM system that leverages the complex-step finite difference (CSFD) method for efficient calculation of numerical derivatives, bypassing the need for a large-scale computational graph. The key to our approach is treating the SLAM process as a differentiable function, enabling the calculation of the derivatives of important SLAM parameters through Taylor series expansion within the complex domain. Our system allows for the real-time calculation of not just the gradient, but also higher-order differentiation. This facilitates the use of high-order optimizers to achieve better accuracy and faster convergence. Building on X-SLAM, we implemented end-to-end optimization frameworks for two important tasks: camera relocalization in wide outdoor scenes and active robotic scanning in complex indoor environments. Comprehensive evaluations on public benchmarks and intricate real scenes underscore the improvements in the accuracy of camera relocalization and the efficiency of robotic navigation achieved through our task-aware optimization. The code and data are available at https://gapszju.github.io/X-SLAM. Zhexi Peng, Yin Yang 0002, Tianjia Shao, Chenfanfu Jiang, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2024 | Personalized Audio-Driven 3D Facial Animation via Style-Content DisentanglementabstractWe present a learning-based approach for generating 3D facial animations with the motion style of a specific subject from arbitrary audio inputs. The subject style is learned from a video clip (1-2 minutes) either downloaded from the Internet or captured through an ordinary camera. Traditional methods often require many hours of the subject's video to learn a robust audio-driven model and are thus unsuitable for this task. Recent research efforts aim to train a model from video collections of a few subjects but ignore the discrimination between the subject style and underlying speech content within facial motions, leading to inaccurate style or articulation. To solve the problem, we propose a novel framework that disentangles subject-specific style and speech content from facial motions. The disentanglement is enabled by two novel training mechanisms. One is two-pass style swapping between two random subjects, and the other is joint training of the decomposition network and audio-to-motion network with a shared decoder. After training, the disentangled style is combined with arbitrary audio inputs to generate stylized audio-driven 3D facial animations. Compared with start-of-the-art methods, our approach achieves better results qualitatively and quantitatively, especially in difficult cases like bilabial plosive and bilabial nasal phonemes. Yujin Chai, Tianjia Shao, Yanlin Weng, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | Efficient Reflectance Capture With a Deep Gated Mixture-of-ExpertsabstractWe present a novel framework to efficiently acquire anisotropic reflectance in a pixel-independent fashion, using a deep gated mixture-of-experts. While existing work employs a unified network to handle all possible input, our network automatically learns to condition on the input for enhanced reconstruction. We train a gating module that takes photometric measurements as input and selects one out of a number of specialized decoders for reflectance reconstruction, essentially trading generality for quality. A common pre-trained latent-transform module is also appended to each decoder, to offset the burden of the increased number of decoders. In addition, the illumination conditions during acquisition can be jointly optimized. The effectiveness of our framework is validated on a wide variety of challenging near-planar samples with a lightstage. Compared with the state-of-the-art technique, our quality is improved with the same number of input images, and our input image number can be reduced to about 1/3 for equal-quality results. We further generalize the framework to enhance a state-of-the-art technique on non-planar reflectance scanning. Xiaohe Ma, Yaxin Yu, Hongzhi Wu, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | HairStyle Editing via Parametric Controllable StrokesabstractIn this work, we propose a stroke-based hairstyle editing network, dubbed HairstyleNet, allowing users to conveniently change the hairstyles of an image in an interactive fashion. Different from previous works, we simplify the hairstyle editing process where users can manipulate local or entire hairstyles by adjusting the parameterized hair regions. Our HairstyleNet consists of two stages: a stroke parameterization stage and a stroke-to-hair generation stage. In the stroke parameterization stage, we first introduce parametric strokes to approximate the hair wisps, where the stroke shape is controlled by a quadratic Bézier curve and a thickness parameter. Since rendering strokes with thickness to an image is not differentiable, we opt to leverage a neural renderer to construct the mapping from stroke parameters to a stroke image. Thus, the stroke parameters can be directly estimated from hair regions in a differentiable way, enabling us to flexibly edit the hairstyles of input images. In the stroke-to-hair generation stage, we design a hairstyle refinement network that first encodes coarsely composed images of hair strokes, face, and background into latent representations and then generates high-fidelity face images with desirable new hairstyles from the latent codes. Extensive experiments demonstrate that our HairstyleNet achieves state-of-the-art performance and allows flexible hairstyle manipulation. Xinhui Song, Chen Liu 0028, Youyi Zheng, Zunlei Feng, Lincheng Li, Kun Zhou 0001, Xin Yu 0002 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2024 | Pattern Guided UV Recovery for Realistic Video Garment TexturingabstractThe fast growth of E-Commerce creates a global market worth USD 821 billion for online fashion shopping. What unique about fashion presentation is that, the same design can usually be offered with different cloths textures. However, only real video capturing or manual per-frame editing can be used for virtual showcase on the same design with different textures, both of which are heavily labor intensive. In this paper, we present a pattern-based approach for UV and shading recovery from a captured real video so that the garment's texture can be replaced automatically. The core of our approach is a per-pixel UV regression module via blended-weight multilayer perceptrons (MLPs) driven by the detected discrete correspondences from the cloth pattern. We propose a novel loss on the Jacobian of the UV mapping to create pleasant seams around the folding areas and the boundary of occluded regions while avoiding UV distortion. We also adopts the temporal constraint to ensure consistency and accuracy in UV prediction across adjacent frames. We show that our approach is robust to a variety type of clothes, in the wild illuminations and with challenging motions. We show plausible texture replacement results in our experiment, in which the folding and overlapping of the garment can be greatly preserved. We also show clear qualitative and quantitative improvement compared to the baselines as well. With the one-click setup, we look forward to our approach contributing to the growth of fashion E-commerce. Youyi Zhan, Tuanfeng Y. Wang, Tianjia Shao, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | A Unified Spatial-Angular Structured Light for Single-View Acquisition of Shape and ReflectanceabstractWe propose a unified structured light, consisting of an LED array and an LCD mask, for high-quality acquisition of both shape and reflectance from a single view. For geometry, one LED projects a set of learned mask patterns to accurately encode spatial information; the decoded results from multiple LEDs are then aggregated to produce a final depth map. For appearance, learned light patterns are cast through a transparent mask to efficiently probe angularly-varying reflectance. Per-point BRDF parameters are differentiably optimized with respect to corresponding measurements, and stored in texture maps as the final reflectance. We establish a differentiable pipeline for the joint capture to automatically optimize both the mask and light patterns towards optimal acquisition quality. The effectiveness of our light is demonstrated with a wide variety of physical objects. Our results compare favorably with state-of-the-art techniques. Xianmin Xu, Haoyang Zhou, Chong Zeng 0001, Yaxin Yu, Kun Zhou 0001, Hongzhi Wu |
CVPR | 6 |
| 2023 | Exploring Motion Ambiguity and Alignment for High-Quality Video Frame InterpolationabstractFor video frame interpolation (VFI), existing deep-learning-based approaches strongly rely on the ground-truth (GT) intermediate frames, which sometimes ignore the non-unique nature of motion judging from the given adjacent frames. As a result, these methods tend to produce averaged solutions that are not clear enough. To alleviate this issue, we propose to relax the requirement of reconstructing an intermediate frame as close to the GT as possible. Towards this end, we develop a texture consistency loss (TCL) upon the assumption that the interpolated content should maintain similar structures with their counterparts in the given frames. Predictions satisfying this constraint are encouraged, though they may differ from the predefined GT. Without the bells and whistles, our plug-and-play TCL is capable of improving the performance of existing VFI frameworks consistently. On the other hand, previous methods usually adopt the cost volume or correlation map to achieve more accurate image or feature warping. However, the O (N2) (N refers to the pixel count) computational complexity makes it infeasible for high-resolution cases. In this work, we design a simple, efficient O (N) yet powerful guided cross-scale pyramid alignment (GCSPA) module, where multi-scale information is highly exploited. Extensive experiments justify the efficiency and effectiveness of the proposed strategy. Kun Zhou 0001, Wenbo Li 0002, Xiaoguang Han 0001, Jiangbo Lu |
CVPR | 1 |
| 2023 | NeRFLiX: High-Quality Neural View Synthesis by Learning a Degradation-Driven Inter-viewpoint MiXerabstractNeural radiance fields (NeRF) show great success in novel view synthesis. However, in real-world scenes, recovering high-quality details from the source images is still challenging for the existing NeRF-based approaches, due to the potential imperfect calibration information and scene representation inaccuracy. Even with high-quality training frames, the synthetic novel views produced by NeRF models still suffer from notable rendering artifacts, such as noise, blur, etc. Towards to improve the synthesis quality of NeRF-based approaches, we propose NeRFLiX, a general NeRF-agnostic restorer paradigm by learning a degradation-driven inter-viewpoint mixer. Specially, we design a NeRF-style degradation modeling approach and construct large-scale training data, enabling the possibility of effectively removing NeRF-native rendering artifacts for existing deep neural networks. Moreover, beyond the degradation removal, we propose an inter-viewpoint aggregation framework that is able to fuse highly related high-quality training images, pushing the performance of cutting-edge NeRF models to entirely new levels and producing highly photo-realistic synthetic views. Kun Zhou 0001, Wenbo Li 0001, Yi Wang 0074, Tao Hu 0011, Nianjuan Jiang, Xiaoguang Han 0001, Jiangbo Lu |
CVPR | 1 |
| 2023 | Differentiable Dynamic Visible-Light TomographyabstractWe propose the first visible-light tomography system for real-time acquisition and reconstruction of general temporally-varying 3D phenomena. Using a single high-speed camera, a high-performance LED array and optical fibers with a total length of 5 km, we build a novel acquisition setup with no mechanical movements to simultaneously sample using 1,920 interleaved sources and detectors with a complete 360 ° coverage. Next, we introduce a novel differentiable framework to map both tomography acquisition and reconstruction to a carefully designed autoencoder. This allows the joint and automatic optimization of both processes in an end-to-end fashion, essentially learning to physically compress and computationally decompress the target information. Our framework can adapt to various factors, and trade between capture speed and reconstruction quality. We achieve an acquisition speed of up to 36.8 volumes per second at a spatial resolution of 32 × 128 × 128; each volume is captured with as few as 8 images. The effectiveness of the system is demonstrated on acquiring various dynamic scenes. Our results are also validated with the reconstructions computed from the measurements with one source on at a time, and compare favorably with state-of-the-art techniques. Kaizhang Kang, Zoubin Bi, Xiang Feng 0004, Yican Dong, Kun Zhou 0001, Hongzhi Wu |
SIGGRAPH Asia | 5 |
| 2023 | A Locality-based Neural Solver for Optical Motion CaptureabstractWe present a novel locality-based learning method for cleaning and solving optical motion capture data. Given noisy marker data, we propose a new heterogeneous graph neural network which treats markers and joints as different types of nodes, and uses graph convolution operations to extract the local features of markers and joints and transform them to clean motions. To deal with anomaly markers (e.g. occluded or with big tracking errors), the key insight is that a marker’s motion shows strong correlations with the motions of its immediate neighboring markers but less so with other markers, a.k.a. locality, which enables us to efficiently fill missing markers (e.g. due to occlusion). Additionally, we also identify marker outliers due to tracking errors by investigating their acceleration profiles. Finally, we propose a training regime based on representation learning and data augmentation, by training the model on data with masking. The masking schemes aim to mimic the occluded and noisy markers often observed in the real data. Finally, we show that our method achieves high accuracy on multiple metrics across various datasets. Extensive comparison shows our method outperforms state-of-the-art methods in terms of prediction accuracy of occluded marker position error by approximately 20%, which leads to a further error reduction on the reconstructed joint rotations and positions by 30%. The code and data for this paper are available at https://github.com/non-void/LocalMoCap. Xinwei Jiang, Guanglong Xu, Xianli Gu, Qilong Kou, He Wang 0002, Tianjia Shao, Kun Zhou 0001, Xiaogang Jin 0001 |
SIGGRAPH Asia | 10 |
| 2023 | NeuralReshaper: single-image human-body retouching with deep neural networks
Beijia Chen, Yuefan Shen, Hongbo Fu 0001, Xiang Chen 0001, Kun Zhou 0001, Youyi Zheng |
Sci. China Inf. Sci. | 5 |
| 2023 | OpenSVBRDF: A Database of Measured Spatially-Varying ReflectanceabstractWe present the first large-scale database of measured spatially-varying anisotropic reflectance, consisting of 1,000 high-quality near-planar SVBRDFs, spanning 9 material categories such as wood, fabric and metal. Each sample is captured in 15 minutes, and represented as a set of high-resolution texture maps that correspond to spatially-varying BRDF parameters and local frames. To build this database, we develop a novel integrated system for robust, high-quality and -efficiency reflectance acquisition and reconstruction. Our setup consists of 2 cameras and 16,384 LEDs. We train 64 lighting patterns for efficient acquisition, in conjunction with a network that predicts per-point reflectance in a neural representation from carefully aligned two-view measurements captured under the patterns. The intermediate results are further fine-tuned with respect to the photographs acquired under 63 effective linear lights, and finally fitted to a BRDF model. We report various statistics of the database, and demonstrate its value in the applications of material generation, classification as well as sampling. All related data, including future additions to the database, can be downloaded from https://opensvbrdf.github.io/. Xiaohe Ma, Xianmin Xu, Leyao Zhang, Kun Zhou 0001, Hongzhi Wu |
ACM Trans. Graph. | 4 |
| 2023 | Fast GPU-based Two-way Continuous Collision HandlingabstractStep-and-project is a popular method to simulate non-penetrating deformable bodies in physically based animation. The strategy is to first integrate the system in time without considering contacts and then resolve potential intersections, striking a good balance between plausibility and efficiency. However, existing methods can be defective and unsafe when using large time steps, taking risks of failure or demanding repetitive collision testing and resolving that severely degrade performance. In this article, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches an optimization from both ends of the intermediate time-integrated state and the previous intersection-free state. It progressively generates a piecewise linear path and eventually obtains a feasible solution for the next time step. The algorithm efficiently alternates between a forward step and a backward step until the result is conditionally converged. Thanks to a set of unified volume-based contact constraints, our method offers flexible and reliable handling of various codimensional deformable bodies, including volumetric bodies, cloth, hair, and sand. Experimental results demonstrate the safety, robustness, physical fidelity, and numerical efficiency of our method, making it particularly suitable for scenarios involving large deformations or large time steps. Tianyu Wang 0019, Jiong Chen 0001, Dongping Li, Huamin Wang 0001, Kun Zhou 0001 |
ACM Trans. Graph. | 6 |
| 2023 | A Psychoacoustic Quality Criterion for Path-Traced Sound PropagationabstractIn developing virtual acoustic environments, it is important to understand the relationship between the computation cost and the perceptual significance of the resultant numerical error. In this article, we propose a quality criterion that evaluates the error significance of path-tracing-based sound propagation simulators. We present an analytical formula that estimates the error signal power spectrum. With this spectrum estimation, we can use a modified Zwicker's loudness model to calculate the relative loudness of the error signal masked by the ideal output. Our experimental results show that the proposed criterion can explain the human perception of simulation error in a variety of cases. Chunxiao Cao, Zili An, Zhong Ren 0001, Dinesh Manocha, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | OrthoAligner: Image-Based Teeth Alignment Prediction via Latent Style ManipulationabstractIn this article, we present OrthoAligner, a novel method to predict the visual outcome of orthodontic treatment in a portrait image. Unlike the state-of-the-art method, which relies on a 3D teeth model obtained from dental scanning, our method generates realistic alignment effects in images without requiring additional 3D information as input and thus making our system readily available to average users. The key of our approach is to employ the 3D geometric information encoded in an unsupervised generative model, i.e., StyleGAN in this article. Instead of directly conducting translation in the image space, we embed the teeth region extracted from a given portrait to the latent space of the StyleGAN generator and propose a novel latent editing method to discover a geometrically meaningful editing path that yields the alignment process in the image space. To blend the edited mouth region with the original portrait image, we further introduce a BlendingNet to remove boundary artifacts and correct color inconsistency. We also extend our method to short video clips by propagating the alignment effects across neighboring frames. We evaluate our method in various orthodontic cases, compare it to the state-of-the-art and competitive baselines, and validate the effectiveness of each component. Beijia Chen, Hongbo Fu 0001, Kun Zhou 0001, Youyi Zheng |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Neural Reflectance Capture in the View-Illumination DomainabstractWe propose a novel framework to efficiently capture the unknown reflectance on a non-planar 3D object, by learning to probe the 4D view-lighting domain with a high-performance illumination multiplexing setup. The core of our framework is a deep neural network, specifically tailored to exploit the multi-view coherence for efficiency. It takes as input the photometric measurements of a surface point under learned lighting patterns at different views, automatically aggregates the information and reconstructs the anisotropic reflectance. We also evaluate the impact of different sampling parameters over our network. The effectiveness of our framework is demonstrated on high-quality reconstructions of a variety of physical objects, with an acquisition efficiency outperforming state-of-the-art techniques. Kaizhang Kang, Minyi Gu, Cihui Xie, Xuanda Yang, Hongzhi Wu, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2022 | Best-Buddy GANs for Highly Detailed Image Super-resolutionabstractWe consider the single image super-resolution (SISR) problem, where a high-resolution (HR) image is generated based on a low-resolution (LR) input. Recently, generative adversarial networks (GANs) become popular to hallucinate details. Most methods along this line rely on a predefined single-LR-single-HR mapping, which is not flexible enough for the ill-posed SISR task. Also, GAN-generated fake details may often undermine the realism of the whole image. We address these issues by proposing best-buddy GANs (Beby-GAN) for rich-detail SISR. Relaxing the rigid one-to-one constraint, we allow the estimated patches to dynamically seek trustworthy surrogates of supervision during training, which is beneficial to producing more reasonable details. Besides, we propose a region-aware adversarial learning strategy that directs our model to focus on generating details for textured areas adaptively. Extensive experiments justify the effectiveness of our method. An ultra-high-resolution 4K dataset is also constructed to facilitate future super-resolution research. Wenbo Li 0002, Kun Zhou 0001, Lu Qi 0001, Liying Lu, Jiangbo Lu |
AAAI | 2 |
| 2022 | Pose Guided Image Generation from Misaligned Sources via Residual Flow Based CorrectionabstractGenerating new images with desired properties (e.g. new view/poses) from source images has been enthusiastically pursued recently, due to its wide range of potential applications. One way to ensure high-quality generation is to use multiple sources with complementary information such as different views of the same object. However, as source images are often misaligned due to the large disparities among the camera settings, strong assumptions have been made in the past with respect to the camera(s) or/and the object in interest, limiting the application of such techniques. Therefore, we propose a new general approach which models multiple types of variations among sources, such as view angles, poses, facial expressions, in a unified framework, so that it can be employed on datasets of vastly different nature. We verify our approach on a variety of data including humans bodies, faces, city scenes and 3D objects. Both the qualitative and quantitative results demonstrate the better performance of our method than the state of the art. He Wang 0002, Tianjia Shao, Yin Yang 0002, Kun Zhou 0001 |
AAAI | 5 |
| 2022 | HoD-Net: High-Order Differentiable Deep Neural Networks and ApplicationsabstractWe introduce a deep architecture named HoD-Net to enable high-order differentiability for deep learning. HoD-Net is based on and generalizes the complex-step finite difference (CSFD) method. While similar to classic finite difference, CSFD approaches the derivative of a function from a higher-dimension complex domain, leading to highly accurate and robust differentiation computation without numerical stability issues. This method can be coupled with backpropagation and adjoint perturbation methods for an efficient calculation of high-order derivatives. We show how this numerical scheme can be leveraged in challenging deep learning problems, such as high-order network training, deep learning-based physics simulation, and neural differential equations. Tianjia Shao, Kun Zhou 0001, Chenfanfu Jiang, Feng Luo 0001, Yin Yang 0002 |
AAAI | 3 |
| 2022 | MAT: Mask-Aware Transformer for Large Hole Image InpaintingabstractRecent studies have shown the importance of modeling long-range interactions in the inpainting problem. To achieve this goal, existing approaches exploit either standalone attention techniques or transformers, but usually under a low resolution in consideration of computational cost. In this paper, we present a novel transformer-based model for large hole inpainting, which unifies the merits of transformers and convolutions to efficiently process high-resolution images. We carefully design each component of our framework to guarantee the high fidelity and diversity of recovered images. Specifically, we customize an inpainting-oriented transformer block, where the attention module aggregates non-local information only from partial valid tokens, indicated by a dynamic mask. Extensive experiments demonstrate the state-of-the-art performance of the new model on multiple benchmark datasets. Code is released at https://github.com/fenglinglwb/MAT. Wenbo Li 0002, Zhe Lin 0001, Kun Zhou 0001, Lu Qi 0001, Yi Wang 0074, Jiaya Jia |
CVPR | 3 |
| 2022 | NeuralHDHair: Automatic High-fidelity Hair Modeling from a Single Image Using Implicit Neural RepresentationsabstractUndoubtedly, high-fidelity 3D hair plays an indispensable role in digital humans. However, existing monocular hair modeling methods are either tricky to deploy in digital systems (e.g., due to their dependence on complex user interactions or large databases) or can produce only a coarse geometry. In this paper, we introduce NeuralHDHair, a flexible, fully automatic system for modeling high-fidelity hair from a single image. The key enablers of our system are two carefully designed neural networks: an IRHairNet (Im-plicit representation for hair using neural network) for inferring high-fidelity 3D hair geometric features (3D orientation field and 3D occupancy field) hierarchically and a GrowingNet (Growing hair strands using neural network) to efficiently generate 3D hair strands in parallel. Specifically, we perform a coarse-to-fine manner and propose a novel voxel-aligned implicit function (VIFu) to represent the global hair feature, which is further enhanced by the local details extracted from a hair luminance map. To improve the efficiency of a traditional hair growth algorithm, we adopt a local neural implicit function to grow strands based on the estimated 3D hair geometric features. Extensive ex-periments show that our method is capable of constructing a high-fidelity 3D hair model from a single image, both efficiently and effectively, and achieves the-state-of-the-art performance. Yifan Ye, Lingchen Yang, Hongbo Fu 0001, Kun Zhou 0001, Youyi Zheng |
CVPR | 5 |
| 2022 | Revisiting Temporal Alignment for Video RestorationabstractLong-range temporal alignment is critical yet challenging for video restoration tasks. Recently, some works attempt to divide the long-range alignment into several sub-alignments and handle them progressively. Although this operation is helpful in modeling distant correspondences, error accumulation is inevitable due to the propagation mechanism. In this work, we present a novel, generic iterative alignment module which employs a gradual refinement scheme for sub-alignments, yielding more accurate motion compensation. To further enhance the alignment accuracy and temporal consistency, we develop a non-parametric re-weighting method, where the importance of each neighboring frame is adaptively evaluated in a spatial-wise way for aggregation. By virtue of the proposed strategies, our model achieves state-of-the-art performance on multiple benchmarks across a range of video restoration tasks including video super-resolution, denoising and deblurring. Kun Zhou 0001, Wenbo Li 0002, Liying Lu, Xiaoguang Han 0001, Jiangbo Lu |
CVPR | 1 |
| 2022 | Learning Implicit Body Representations from Double Diffusion Based Neural Radiance FieldsabstractIn this paper, we present a novel double diffusion based neural radiance field, dubbed DD-NeRF, to reconstruct human body geometry and render the human body appearance in novel views from a sparse set of images. We first propose a double diffusion mechanism to achieve expressive representations of input images by fully exploiting human body priors and image appearance details at two levels. At the coarse level, we first model the coarse human body poses and shapes via an unclothed 3D deformable vertex model as guidance. At the fine level, we present a multi-view sampling network to capture subtle geometric deformations and image detailed appearances, such as clothing and hair, from multiple input views. Considering the sparsity of the two level features, we diffuse them into feature volumes in the canonical space to construct neural radiance fields. Then, we present a signed distance function (SDF) regression network to construct body surfaces from the diffused features. Thanks to our double diffused representations, our method can even synthesize novel views of unseen subjects. Experiments on various datasets demonstrate that our approach outperforms the state-of-the-art in both geometric reconstruction and novel view synthesis. Guangming Yao, Hongzhi Wu, Yi Yuan 0002, Lincheng Li, Kun Zhou 0001, Xin Yu 0002 |
IJCAI | 5 |
| 2022 | Pre-Trained Model Reusability Evaluation for Small-Data Transfer LearningabstractWe study {\it model reusability evaluation} (MRE) for source pre-trained models: evaluating their transfer learning performance to new target tasks. In special, we focus on the setting under which the target training datasets are small, making it difficult to produce reliable MRE scores using them. Under this situation, we propose {\it synergistic learning} for building the task-model metric, which can be realized by collecting a set of pre-trained models and asking a group of data providers to participate. We provide theoretical guarantees to show that the learned task-model metric distances can serve as trustworthy MRE scores, and propose synergistic learning algorithms and models for general learning tasks. Experiments show that the MRE models learned by synergistic learning can generate significantly more reliable MRE scores than existing approaches for small-data transfer learning. Yao-Xiang Ding 0001, Xi-Zhu Wu, Kun Zhou 0001, Zhi-Hua Zhou |
NeurIPS | 3 |
| 2022 | DeepMVSHair: Deep Hair Modeling from Sparse ViewsabstractWe present DeepMVSHair, the first deep learning-based method for multi-view hair strand reconstruction. The key component of our pipeline is HairMVSNet, a differentiable neural architecture which represents a spatial hair structure as a continuous 3D hair growing direction field implicitly. Specifically, given a 3D query point, we decide its occupancy value and direction from observed 2D structure features. With the query point’s pixel-aligned features from each input view, we utilize a view-aware transformer encoder to aggregate anisotropic structure features to an integrated representation, which is decoded to yield 3D occupancy and direction at the query point. HairMVSNet effectively gathers multi-view hair structure features and preserves high-frequency details based on this implicit representation. Guided by HairMVSNet, our hair-growing algorithm produces results faithful to input multi-view images. We propose a novel image-guided multi-view strand deformation algorithm to enrich modeling details further. Extensive experiments show that the results by our sparse-view method are comparable to those by state-of-the-art dense multi-view methods and significantly better than those by single-view and sparse-view methods. In addition, our method is an order of magnitude faster than previous multi-view hair modeling methods. Zhiyi Kuang 0001, Hongbo Fu 0001, Kun Zhou 0001, Youyi Zheng |
SIGGRAPH Asia | 4 |
| 2022 | Speech-driven facial animation with spectral gathering and temporal attention
Yujin Chai, Yanlin Weng, Lvdi Wang, Kun Zhou 0001 |
Frontiers Comput. Sci. | 4 |
| 2022 | A multiresolution network architecture for deferred neural lightingabstractAbstract We present a novel multiresolution network architecture for deferred neural lighting. The key idea is to explicitly separate the processing of appearance at different spatial resolutions, leading to considerably improved high‐frequency details as well as temporal stability in animation sequences with varying view conditions. Moreover, our network is only half the size of the original one, and requires less training data to converge to satisfactory results. The network is tested over five captured datasets from deferred neural lighting and may be extended to other neural appearance techniques, such as NeRF or neural textures. Shengjie Ma, Hongzhi Wu, Zhong Ren 0004, Kun Zhou 0001 |
Comput. Animat. Virtual Worlds | 4 |
| 2022 | HEMlets PoSh: Learning Part-Centric Heatmap Triplets for 3D Human Pose and Shape EstimationabstractEstimating 3D human pose from a single image is a challenging task. This work attempts to address the uncertainty of lifting the detected 2D joints to the 3D space by introducing an intermediate state - Part-Centric Heatmap Triplets (HEMlets), which shortens the gap between the 2D observation and the 3D interpretation. The HEMlets utilize three joint-heatmaps to represent the relative depth information of the end-joints for each skeletal body part. In our approach, a Convolutional Network (ConvNet) is first trained to predict HEMlets from the input image, followed by a volumetric joint-heatmap regression. We leverage on the integral operation to extract the joint locations from the volumetric heatmaps, guaranteeing end-to-end learning. Despite the simplicity of the network design, the quantitative comparisons show a significant performance improvement over the best-of-grade methods (e.g., 20 percent on Human3.6M). The proposed method naturally supports training with "in-the-wild" images, where only weakly-annotated relative depth information of skeletal joints is available. This further improves the generalization ability of our model, as validated by qualitative comparisons on outdoor images. Leveraging the strength of the HEMlets pose estimation, we further design and append a shallow yet effective network module to regress the SMPL parameters of the body pose and shape. We term the entire HEMlets-based human pose and shape recovery pipeline HEMlets PoSh. Extensive quantitative and qualitative experiments on the existing human body recovery benchmarks justify the state-of-the-art results obtained with our HEMlets PoSh approach. Kun Zhou 0001, Xiaoguang Han 0001, Nianjuan Jiang, Kui Jia, Jiangbo Lu |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2022 | Motion In-Betweening via Two-Stage TransformersabstractWe present a deep learning-based framework to synthesize motion in-betweening in a two-stage manner. Given some context frames and a target frame, the system can generate plausible transitions with variable lengths in a non-autoregressive fashion. The framework consists of two Transformer Encoder-based networks operating in two stages: in the first stage a Context Transformer is designed to generate rough transitions based on the context and in the second stage a Detail Transformer is employed to refine motion details. Compared to existing Transformer-based methods which either use a complete Transformer Encoder-Decoder architecture or additional 1D convolutions to generate motion transitions, our framework achieves superior performance with less trainable parameters by only leveraging the Transformer Encoder and masked self-attention mechanism. To enhance the generalization of our transformer-based framework, we further introduce Keyframe Positional Encoding and Learned Relative Positional Encoding to make our method robust in synthesizing longer transitions exceeding the maximum transition length during training. Our framework is also artist-friendly by supporting full and partial pose constraints within the transition, giving artists fine control over the synthesized results. We benchmark our framework on the LAFAN1 dataset, and experiments show that our method outperforms the current state-of-the-art methods at a large margin (an average of 16% for normal-length sequences and 55% for excessive-length sequences). Our method trains faster than the RNN-based method and achieves a four-time speedup during inference. We implement our framework into a production-ready tool inside an animation authoring software and conduct a pilot study to validate the practical value of our method. Youyi Zheng, Kun Zhou 0001 |
ACM Trans. Graph. | 3 |
| 2022 | GCN-Denoiser: Mesh Denoising with Graph Convolutional NetworksabstractIn this article, we present GCN-Denoiser, a novel feature-preserving mesh denoising method based on graph convolutional networks ( GCNs ). Unlike previous learning-based mesh denoising methods that exploit handcrafted or voxel-based representations for feature learning, our method explores the structure of a triangular mesh itself and introduces a graph representation followed by graph convolution operations in the dual space of triangles. We show such a graph representation naturally captures the geometry features while being lightweight for both training and inference. To facilitate effective feature learning, our network exploits both static and dynamic edge convolutions, which allow us to learn information from both the explicit mesh structure and potential implicit relations among unconnected neighbors. To better approximate an unknown noise function, we introduce a cascaded optimization paradigm to progressively regress the noise-free facet normals with multiple GCNs. GCN-Denoiser achieves the new state-of-the-art results in multiple noise datasets, including CAD models often containing sharp features and raw scan models with real noise captured from different devices. We also create a new dataset called PrintData containing 20 real scans with their corresponding ground-truth meshes for the research community. Our code and data are available at https://github.com/Jhonve/GCN-Denoiser. Yuefan Shen, Hongbo Fu 0001, Zhongshuo Du, Xiang Chen 0001, Evgeny Burnaev, Denis Zorin, Kun Zhou 0001, Youyi Zheng |
ACM Trans. Graph. | 7 |
| 2022 | Real-Time Hair Simulation With Neural InterpolationabstractTraditionally, reduced hair simulation methods are either restricted to heuristic approximations or bound to specific hairstyles. We introduce the first CNN-integrated framework for simulating various hairstyles. The approach produces visually realistic hairs with an interactive speed. To address the technical challenges, our hair simulation pipeline is designed as a two-stage process. First, we present a fully-convolutional neural interpolator as the backbone generator to compute dynamic weights for guide hair interpolation. Then, we adopt a second generator to produce fine-scale displacements to enhance the hair details. We train the neural interpolator with a dedicated loss function and the displacement generator with an adversarial discriminator. Experimental results demonstrate that our method is effective, efficient, and superior to the state-of-the-art on a wide variety of hairstyles. We further propose a performance-driven digital avatar system and an interactive hairstyle editing tool to illustrate the practical applications. Qing Lyu 0002, Menglei Chai, Xiang Chen 0001, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | Human Bas-Relief Generation From a Single PhotographabstractWe present a semi-automatic method for producing human bas-relief from a single photograph. Given an input photo of one or multiple persons, our method first estimates a 3D skeleton for each person in the image. SMPL models are then fitted to the 3D skeletons to generate a 3D guide model. To align the 3D guide model with the image, we compute a 2D warping field to non-rigidly register the projected contours of the guide model with the body contours in the image. Then the normal map of the 3D guide model is warped by the 2D deformation field to reconstruct an overall base shape. Finally, the base shape is integrated with a fine-scale normal map to produce the final bas-relief. To tackle the complex intra- and inter-body interactions, we design an occlusion relationship resolution method that operates at the level of 3D skeletons with minimal user inputs. To tightly register the model contours to the image contours, we propose a non-rigid point matching algorithm harnessing user-specified sparse correspondences. Experiments demonstrate that our human bas-relief generation method is capable of producing perceptually realistic results on various single-person and multi-person images, on which the state-of-the-art depth and pose estimation methods often fail. Beijia Chen, Youyi Zheng, Xiang Chen 0001, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2021 | In-game Residential Home Planning via Visual Context-aware Global Relation LearningabstractIn this paper, we propose an effective global relation learning algorithm to recommend an appropriate location of a building unit for in-game customization of residential home complex. Given a construction layout, we propose a visual context-aware graph generation network that learns the implicit global relations among the scene components and infers the location of a new building unit. The proposed network takes as input the scene graph and the corresponding top-view depth image. It provides the location recommendations for a newly added building units by learning an auto-regressive edge distribution conditioned on existing scenes. We also introduce a global graph-image matching loss to enhance the awareness of essential geometry semantics of the site. Qualitative and quantitative experiments demonstrate that the recommended location well reflects the implicit spatial rules of components in the residential estates, and it is instructive and practical to locate the building units in the 3D scene of the complex construction. Yin Yang 0002, Yi Yuan 0002, Tianjia Shao, He Wang 0002, Kun Zhou 0001 |
AAAI | 6 |
| 2021 | Structure-aware Person Image Generation with Pose Decomposition and Semantic CorrelationabstractIn this paper we tackle the problem of pose guided person image generation, which aims to transfer a person image from the source pose to a novel target pose while maintaining the source appearance. Given the inefficiency of standard CNNs in handling large spatial transformation, we propose a structure-aware flow based method for high-quality person image generation. Specifically, instead of learning the complex overall pose changes of human body, we decompose the human body into different semantic parts (e.g., head, torso, and legs) and apply different networks to predict the flow fields for these parts separately. Moreover, we carefully design the network modules to effectively capture the local and global semantic correlations of features within and among the human parts respectively. Extensive experimental results show that our method can generate high-quality results under large pose discrepancy and outperforms state-of-the-art methods in both qualitative and quantitative comparisons. Jilin Tang, Yi Yuan 0002, Tianjia Shao, Yong Liu 0007, Mengmeng Wang 0005, Kun Zhou 0001 |
AAAI | 6 |
| 2021 | One-shot Face Reenactment Using Appearance Adaptive NormalizationabstractThe paper proposes a novel generative adversarial network for one-shot face reenactment, which can animate a single face image to a different pose-and-expression (provided by a driving image) while keeping its original appearance. The core of our network is a novel mechanism called appearance adaptive normalization, which can effectively integrate the appearance information from the input image into our face generator by modulating the feature maps of the generator using the learned adaptive parameters. Furthermore, we specially design a local net to reenact the local facial components (i.e., eyes, nose and mouth) first, which is a much easier task for the network to learn and can in turn provide explicit anchors to guide our face generator to learn the global appearance and pose-and-expression. Extensive quantitative and qualitative experiments demonstrate the significant efficacy of our model compared with prior one-shot methods. Guangming Yao, Yi Yuan 0002, Tianjia Shao, Shuang Li 0008, Shanqi Liu, Yong Liu 0007, Mengmeng Wang 0005, Kun Zhou 0001 |
AAAI | 8 |
| 2021 | Understanding the Robustness of Skeleton-Based Action Recognition Under Adversarial AttackabstractAction recognition has been heavily employed in many applications such as autonomous vehicles, surveillance, etc, where its robustness is a primary concern. In this paper, we examine the robustness of state-of-the-art action recognizers against adversarial attack, which has been rarely investigated so far. To this end, we propose a new method to attack action recognizers which rely on the 3D skeletal motion. Our method involves an innovative perceptual loss which ensures the imperceptibility of the attack. Empirical studies demonstrate that our method is effective in both white-box and black-box scenarios. Its generalizability is evidenced on a variety of action recognizers and datasets. Its versatility is shown in different attacking strategies. Its deceitfulness is proven in extensive perceptual studies. Our method shows that adversarial attack on 3D skeletal motions, one type of time-series data, is significantly different from traditional adversarial attack problems. Its success raises serious concern on the robustness of action recognizers and provides insights on potential improvements. He Wang 0002, Feixiang He, Zhexi Peng, Tianjia Shao, Kun Zhou 0001, David C. Hogg |
CVPR | 6 |
| 2021 | BASAR: Black-Box Attack on Skeletal Action RecognitionabstractSkeletal motion plays a vital role in human activity recognition as either an independent data source or a complement [33]. The robustness of skeleton-based activity recognizers has been questioned recently [29], [50], which shows that they are vulnerable to adversarial attacks when the full-knowledge of the recognizer is accessible to the attacker. However, this white-box requirement is overly restrictive in most scenarios and the attack is not truly threatening. In this paper, we show that such threats do exist under black-box settings too. To this end, we propose the first black-box adversarial attack method BASAR. Through BASAR, we show that adversarial attack is not only truly a threat but also can be extremely deceitful, because on-manifold adversarial samples are rather common in skeletal motions, in contrast to the common belief that adversarial samples only exist off-manifold [18]. Through exhaustive evaluation and comparison, we show that BASAR can deliver successful attacks across models, data, and attack modes. Through harsh perceptual studies, we show that it achieves effective yet imperceptible attacks. By analyzing the attack on different activity recognizers, BASAR helps identify the potential causes of their vulnerability and provides insights on what classifiers are likely to be more robust against attack. Yunfeng Diao, Tianjia Shao, Kun Zhou 0001, He Wang 0002 |
CVPR | 4 |
| 2021 | Learning Efficient Photometric Feature Transform for Multi-view StereoabstractWe present a novel framework to learn to convert the per-pixel photometric information at each view into spatially distinctive and view-invariant low-level features, which can be plugged into existing multi-view stereo pipeline for enhanced 3D reconstruction. Both the illumination conditions during acquisition and the subsequent per-pixel feature transform can be jointly optimized in a differentiable fashion. Our framework automatically adapts to and makes efficient use of the geometric information available in different forms of input data. High-quality 3D reconstructions of a variety of challenging objects are demonstrated on the data captured with an illumination multiplexing device, as well as a point light. Our results compare favorably with state-of-the-art techniques. Kaizhang Kang, Cihui Xie, Ruisheng Zhu, Xiaohe Ma, Ping Tan 0002, Hongzhi Wu, Kun Zhou 0001 |
ICCV | 7 |
| 2021 | Unsupervised Image Generation with Infinite Generative Adversarial NetworksabstractImage generation has been heavily investigated in computer vision, where one core research challenge is to generate images from arbitrarily complex distributions with little supervision. Generative Adversarial Networks (GANs) as an implicit approach have achieved great successes in this direction and therefore been employed widely. However, GANs are known to suffer from issues such as mode collapse, non-structured latent space, being unable to compute likelihoods, etc. In this paper, we propose a new unsupervised non-parametric method named mixture of infinite conditional GANs or MIC-GANs, to tackle several GAN issues together, aiming for image generation with parsimonious prior knowledge. Through comprehensive evaluations across different datasets, we show that MIC-GANs are effective in structuring the latent space and avoiding mode collapse, and outperform state-of-the-art methods. MICGANs are adaptive, versatile, and robust. They offer a promising solution to several well-known GAN issues. Code available:github.com/yinghdb/MICGANs. Hui Ying, He Wang 0002, Tianjia Shao, Yin Yang 0002, Kun Zhou 0001 |
ICCV | 5 |
| 2021 | EmbedMask: Embedding Coupling for Instance SegmentationabstractCurrent instance segmentation methods can be categorized into segmentation-based methods and proposal-based methods. The former performs segmentation first and then does clustering, while the latter detects objects first and then predicts the mask for each object proposal. In this work, we propose a single-stage method, named EmbedMask, that unifies both methods by taking their advantages, so it can achieve good performance in instance segmentation and produce high-resolution masks in a high speed. EmbedMask introduces two newly defined embeddings for mask prediction, which are pixel embedding and proposal embedding. During training, we enforce the pixel embedding to be close to its coupled proposal embedding if they belong to the same instance. During inference, pixels are assigned to the mask of the proposal if their embeddings are similar. This mechanism brings several benefits. First, the pixel-level clustering enables EmbedMask to generate high-resolution masks and avoids the complicated two-stage mask prediction. Second, the existence of proposal embedding simplifies and strengthens the clustering procedure, so our method can achieve high speed and better performance than segmentation-based methods. Without any bell or whistle, EmbedMask outperforms the state-of-the-art instance segmentation method Mask R-CNN on the challenging COCO dataset, obtaining more detailed masks at a higher speed. Hui Ying, Zhaojin Huang, Tianjia Shao, Kun Zhou 0001 |
IJCAI | 5 |
| 2021 | Single-view facial reflectance inference with a differentiable renderer
Jiahao Geng, Yanlin Weng, Lvdi Wang, Kun Zhou 0001 |
Sci. China Inf. Sci. | 4 |
| 2021 | Neural compositing for real-time augmented reality rendering in low-frequency lighting environments
Shengjie Ma, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
Sci. China Inf. Sci. | 5 |
| 2021 | Free-form scanning of non-planar appearance with neural trace photographyabstractWe propose neural trace photography, a novel framework to automatically learn high-quality scanning of non-planar, complex anisotropic appearance. Our key insight is that free-form appearance scanning can be cast as a geometry learning problem on unstructured point clouds, each of which represents an image measurement and the corresponding acquisition condition. Based on this connection, we carefully design a neural network, to jointly optimize the lighting conditions to be used in acquisition, as well as the spatially independent reconstruction of reflectance from corresponding measurements. Our framework is not tied to a specific setup, and can adapt to various factors in a data-driven manner. We demonstrate the effectiveness of our framework on a number of physical objects with a wide variation in appearance. The objects are captured with a light-weight mobile device, consisting of a single camera and an RGB LED array. We also generalize the framework to other common types of light sources, including a point, a linear and an area light. Xiaohe Ma, Kaizhang Kang, Ruisheng Zhu, Hongzhi Wu, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2021 | High-order differentiable autoencoder for nonlinear model reductionabstractThis paper provides a new avenue for exploiting deep neural networks to improve physics-based simulation. Specifically, we integrate the classic Lagrangian mechanics with a deep autoencoder to accelerate elastic simulation of deformable solids. Due to the inertia effect, the dynamic equilibrium cannot be established without evaluating the second-order derivatives of the deep autoencoder network. This is beyond the capability of off-the-shelf automatic differentiation packages and algorithms, which mainly focus on the gradient evaluation. Solving the nonlinear force equilibrium is even more challenging if the standard Newton's method is to be used. This is because we need to compute a third-order derivative of the network to obtain the variational Hessian. We attack those difficulties by exploiting complex-step finite difference, coupled with reverse automatic differentiation. This strategy allows us to enjoy the convenience and accuracy of complex-step finite difference and in the meantime, to deploy complex-value perturbations as collectively as possible to save excessive network passes. With a GPU-based implementation, we are able to wield deep autoencoders (e.g., 10+ layers) with a relatively high-dimension latent space in real-time. Along this pipeline, we also design a sampling network and a weighting network to enable weight-varying Cubature integration in order to incorporate nonlinearity in the model reduction. We believe this work will inspire and benefit future research efforts in nonlinearly reduced physical simulation problems. Yin Yang 0002, Tianjia Shao, He Wang 0002, Chenfanfu Jiang, Lei Lan, Kun Zhou 0001 |
ACM Trans. Graph. | 7 |
| 2021 | EyelashNet: a dataset and a baseline method for eyelash mattingabstractEyelashes play a crucial part in the human facial structure and largely affect the facial attractiveness in modern cosmetic design. However, the appearance and structure of eyelashes can easily induce severe artifacts in high-fidelity multi-view 3D face reconstruction. Unfortunately it is highly challenging to remove eyelashes from portrait images using both traditional and learning-based matting methods due to the delicate nature of eyelashes and the lack of eyelash matting dataset. To this end, we present EyelashNet, the first eyelash matting dataset which contains 5,400 high-quality eyelash matting data captured from real world and 5,272 virtual eyelash matting data created by rendering avatars. Our work consists of a capture stage and an inference stage to automatically capture and annotate eyelashes instead of tedious manual efforts. The capture is based on a specifically-designed fluorescent labeling system. By coloring the eyelashes with a safe and invisible fluorescent substance, our system takes paired photos with colored and normal eyelashes by turning the equipped ultraviolet (UVA) flash on and off. We further correct the alignment between each pair of photos and use a novel alpha matte inference network to extract the eyelash alpha matte. As there is no prior eyelash dataset, we propose a progressive training strategy that progressively fuses captured eyelash data with virtual eyelash data to learn the latent semantics of real eyelashes. As a result, our method can accurately extract eyelash alpha mattes from fuzzy and self-shadow regions such as pupils, which is almost impossible by manual annotations. To validate the advantage of EyelashNet, we present a baseline method based on deep learning that achieves state-of-the-art eyelash matting performance with RGB portrait images as input. We also demonstrate that our work can largely benefit important real applications including high-fidelity personalized avatar and cosmetic design. Qinjie Xiao, Luyuan Wang, Xiaogang Jin 0001, Xin Jiang 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Trans. Graph. | 10 |
| 2021 | SketchGNN: Semantic Sketch Segmentation with Graph Neural NetworksabstractWe introduce SketchGNN , a convolutional graph neural network for semantic segmentation and labeling of freehand vector sketches. We treat an input stroke-based sketch as a graph with nodes representing the sampled points along input strokes and edges encoding the stroke structure information. To predict the per-node labels, our SketchGNN uses graph convolution and a static-dynamic branching network architecture to extract the features at three levels, i.e., point-level, stroke-level, and sketch-level. SketchGNN significantly improves the accuracy of the state-of-the-art methods for semantic sketch segmentation (by 11.2% in the pixel-based metric and 18.2% in the component-based metric over a large-scale challenging SPG dataset) and has magnitudes fewer parameters than both image-based and sequence-based methods. Lumin Yang, Jiajie Zhuang, Hongbo Fu 0001, Xiangzhi Wei, Kun Zhou 0001, Youyi Zheng |
ACM Trans. Graph. | 5 |
| 2021 | DeepSketchHair: Deep Sketch-Based 3D Hair ModelingabstractWe present DeepSketchHair, a deep learning based tool for modeling of 3D hair from 2D sketches. Given a 3D bust model as reference, our sketching system takes as input a user-drawn sketch (consisting of hair contour and a few strokes indicating the hair growing direction within a hair region), and automatically generates a 3D hair model, matching the input sketch. The key enablers of our system are three carefully designed neural networks, namely, S2ONet, which converts an input sketch to a dense 2D hair orientation field; O2VNet, which maps the 2D orientation field to a 3D vector field; and V2VNet, which updates the 3D vector field with respect to the new sketches, enabling hair editing with additional sketches in new views. All the three networks are trained with synthetic data generated from a 3D hairstyle database. We demonstrate the effectiveness and expressiveness of our tool using a variety of hairstyles and also compare our method with prior art. Yuefan Shen, Changgeng Zhang, Hongbo Fu 0001, Kun Zhou 0001, Youyi Zheng |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2021 | ShuttleSpace: Exploring and Analyzing Movement Trajectory in Immersive VisualizationabstractWe present ShuttleSpace, an immersive analytics system to assist experts in analyzing trajectory data in badminton. Trajectories in sports, such as the movement of players and balls, contain rich information on player behavior and thus have been widely analyzed by coaches and analysts to improve the players' performance. However, existing visual analytics systems often present the trajectories in court diagrams that are abstractions of reality, thereby causing difficulty for the experts to imagine the situation on the court and understand why the player acted in a certain way. With recent developments in immersive technologies, such as virtual reality (VR), experts gradually have the opportunity to see, feel, explore, and understand these 3D trajectories from the player's perspective. Yet, few research has studied how to support immersive analysis of sports data from such a perspective. Specific challenges are rooted in data presentation (e.g., how to seamlessly combine 2D and 3D visualizations) and interaction (e.g., how to naturally interact with data without keyboard and mouse) in VR. To address these challenges, we have worked closely with domain experts who have worked for a top national badminton team to design ShuttleSpace. Our system leverages 1) the peripheral vision to combine the 2D and 3D visualizations and 2) the VR controller to support natural interactions via a stroke metaphor. We demonstrate the effectiveness of ShuttleSpace through three case studies conducted by the experts with useful insights. We further conduct interviews with the experts whose feedback confirms that our first-person immersive analytics system is suitable and useful for analyzing badminton data. Shuainan Ye, Chen Zhu-Tian, Xiangtong Chu, Siwei Fu, Lejun Shen, Kun Zhou 0001, Yingcai Wu |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2020 | Towards High-Fidelity 3D Face Reconstruction From In-the-Wild Images Using Graph Convolutional Networksabstract3D Morphable Model (3DMM) based methods have achieved great success in recovering 3D face shapes from single-view images. However, the facial textures recovered by such methods lack the fidelity as exhibited in the input images. Recent works demonstrate high-quality facial texture recovering with generative networks trained from a large-scale database of high-resolution UV maps of face textures, which is hard to prepare and not publicly available. In this paper, we introduce a method to reconstruct 3D facial shapes with high-fidelity textures from single-view images in the wild, without the need to capture a large-scale face texture database. The main idea is to refine the initial texture generated by a 3DMM based method with facial details from the input image. To this end, we propose to use graph convolutional networks to reconstruct the detailed colors for the mesh vertices instead of reconstructing the UV map. Experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons. Jiangke Lin, Yi Yuan 0002, Tianjia Shao, Kun Zhou 0001 |
CVPR | 4 |
| 2020 | Dynamic Future Net: Diversified Human Motion GenerationabstractHuman motion modelling is crucial in many areas such as computergraphics, vision and virtual reality. Acquiring high-quality skele-tal motions is difficult due to the need for specialized equipmentand laborious manual post-posting, which necessitates maximiz-ing the use of existing data to synthesize new data. However, it is a challenge due to the intrinsic motion stochasticity of humanmotion dynamics, manifested in the short and long terms. In theshort term, there is strong randomness within a couple frames, e.g.one frame followed by multiple possible frames leading to differentmotion styles; while in the long term, there are non-deterministicaction transitions. In this paper, we present Dynamic Future Net,a new deep learning model where we explicitly focuses on the aforementioned motion stochasticity by constructing a generative model with non-trivial modelling capacity in temporal stochas-ticity. Given limited amounts of data, our model can generate a large number of high-quality motions with arbitrary duration, andvisually-convincing variations in both space and time. We evaluateour model on a wide range of motions and compare it with the state-of-the-art methods. Both qualitative and quantitative results show the superiority of our method, for its robustness, versatility and high-quality. Wenheng Chen, He Wang 0002, Yi Yuan 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Multimedia | 5 |
| 2020 | Mesh Guided One-shot Face Reenactment Using Graph Convolutional NetworksabstractFace reenactment aims to animate a source face image to a different pose and expression provided by a driving image. Existing approaches are either designed for a specific identity, or suffer from the identity preservation problem in the one-shot or few-shot scenarios. In this paper, we introduce a method for one-shot face reenactment, which uses the reconstructed 3D meshes (i.e., the source mesh and driving mesh) as guidance to learn the optical flow needed for the reenacted face synthesis. Technically, we explicitly exclude the driving face's identity information in the reconstructed driving mesh. In this way, our network can focus on the motion estimation for the source face without the interference of driving face shape. We propose a motion net to learn the face motion, which is an asymmetric autoencoder. The encoder is a graph convolutional network (GCN) that learns a latent motion vector from the meshes, and the decoder serves to produce an optical flow image from the latent vector with CNNs. Compared to previous methods using sparse keypoints to guide the optical flow learning, our motion net learns the optical flow directly from 3D dense meshes, which provide the detailed shape and pose information for the optical flow, so it can achieve more accurate expression and pose on the reenacted face. Extensive experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons. Guangming Yao, Yi Yuan 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Multimedia | 4 |
| 2020 | LAPAR: Linearly-Assembled Pixel-Adaptive Regression Network for Single Image Super-resolution and BeyondabstractSingle image super-resolution (SISR) deals with a fundamental problem of upsampling a low-resolution (LR) image to its high-resolution (HR) version. Last few years have witnessed impressive progress propelled by deep learning methods. However, one critical challenge faced by existing methods is to strike a sweet spot of deep model complexity and resulting SISR quality. This paper addresses this pain point by proposing a linearly-assembled pixel-adaptive regression network (LAPAR), which casts the direct LR to HR mapping learning into a linear coefficient regression task over a dictionary of multiple predefined filter bases. Such a parametric representation renders our model highly lightweight and easy to optimize while achieving state-of-the-art results on SISR benchmarks. Moreover, based on the same idea, LAPAR is extended to tackle other restoration tasks, e.g., image denoising and JPEG image deblocking, and again, yields strong performance. Wenbo Li 0002, Kun Zhou 0001, Lu Qi 0001, Nianjuan Jiang, Jiangbo Lu, Jiaya Jia |
NeurIPS | 2 |
| 2020 | iOrthoPredictor: model-guided deep prediction of teeth alignmentabstractIn this paper, we present iOrthoPredictor, a novel system to visually predict teeth alignment in photographs. Our system takes a frontal face image of a patient with visible malpositioned teeth along with a corresponding 3D teeth model as input, and generates a facial image with aligned teeth, simulating a real orthodontic treatment effect. The key enabler of our method is an effective disentanglement of an explicit representation of the teeth geometry from the in-mouth appearance, where the accuracy of teeth geometry transformation is ensured by the 3D teeth model while the in-mouth appearance is modeled as a latent variable. The disentanglement enables us to achieve fine-scale geometry control over the alignment while retaining the original teeth appearance attributes and lighting conditions. The whole pipeline consists of three deep neural networks: a U-Net architecture to explicitly extract the 2D teeth silhouette maps representing the teeth geometry in the input photo, a novel multilayer perceptron (MLP) based network to predict the aligned 3D teeth model, and an encoder-decoder based generative model to synthesize the in-mouth appearance conditional on the original teeth appearance and the aligned teeth geometry. Extensive experimental results and a user study demonstrate that iOrthoPredictor is effective in qualitatively predicting teeth alignment, and applicable to the orthodontic industry. Lingchen Yang, Zefeng Shi, Kun Zhou 0001, Hongbo Fu 0001, Youyi Zheng |
ACM Trans. Graph. | 5 |
| 2020 | AutoSweep: Recovering 3D Editable Objects from a Single PhotographabstractThis paper presents a fully automatic framework for extracting editable 3D objects directly from a single photograph. Unlike previous methods which recover either depth maps, point clouds, or mesh surfaces, we aim to recover 3D objects with semantic parts and can be directly edited. We base our work on the assumption that most human-made objects are constituted by parts and these parts can be well represented by generalized primitives. Our work makes an attempt towards recovering two types of primitive-shaped objects, namely, generalized cuboids and generalized cylinders. To this end, we build a novel instance-aware segmentation network for accurate part separation. Our GeoNet outputs a set of smooth part-level masks labeled as profiles and bodies. Then in a key stage, we simultaneously identify profile-body relations and recover 3D parts by sweeping the recognized profile along their body contour and jointly optimize the geometry to align with the recovered masks. Qualitative and quantitative experiments show that our algorithm can recover high quality 3D models and outperforms existing methods in both instance segmentation and 3D reconstruction. Xin Chen 0040, Tianjia Shao, Jingyi Yu 0001, Kun Zhou 0001, Youyi Zheng |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2020 | CaricatureShop: Personalized and Photorealistic Caricature SketchingabstractIn this paper, we propose the first sketching system for interactively personalized and photorealistic face caricaturing. Input an image of a human face, the users can create caricature photos by manipulating its facial feature curves. Our system first performs exaggeration on the recovered 3D face model, which is conducted by assigning the laplacian of each vertex a scaling factor according to the edited sketches. The mapping between 2D sketches and the vertex-wise scaling field is constructed by a novel deep learning architecture. Our approach allows outputting different exaggerations when applying the same sketching on different input figures in term of their different geometric characteristics, which makes the generated results "personalized". With the obtained 3D caricature model, two images are generated, one obtained by applying 2D warping guided by the underlying 3D mesh deformation and the other obtained by re-rendering the deformed 3D textured model. These two images are then seamlessly integrated to produce our final output. Due to the severe stretching of meshes, the rendered texture is of blurry appearances. A deep learning approach is exploited to infer the missing details for enhancing these blurry regions. Moreover, a relighting operation is invented to further improve the photorealism of the result. These further make our results "photorealistic". The qualitative experiment results validated the efficiency of our sketching system. Xiaoguang Han 0001, Kangcheng Hou, Dong Du 0002, Yuda Qiu, Shuguang Cui, Kun Zhou 0001, Yizhou Yu |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2020 | NNWarp: Neural Network-Based Nonlinear DeformationabstractNNWarp is a highly re-usable and efficient neural network (NN) based nonlinear deformable simulation framework. Unlike other machine learning applications such as image recognition, where different inputs have a uniform and consistent format (e.g., an array of all the pixels in an image), the input for deformable simulation is quite variable, high-dimensional, and parametrization-unfriendly. Consequently, even though the neural network is known for its rich expressivity of nonlinear functions, directly using an NN to reconstruct the force-displacement relation for general deformable simulation is nearly impossible. NNWarp obviates this difficulty by partially restoring the force-displacement relation via warping the nodal displacement simulated using a simplistic constitutive model-the linear elasticity. In other words, NNWarp yields an incremental displacement fix per mesh node based on a simplified (therefore incorrect) simulation result other than synthesizing the unknown displacement directly. We introduce a compact yet effective feature vector including geodesic, potential and digression to sort training pairs of per-node linear and nonlinear displacement. NNWarp is robust under different model shapes and tessellations. With the assistance of deformation substructuring, one NN training is able to handle a wide range of 3D models of various geometries. Thanks to the linear elasticity and its constant system matrix, the underlying simulator only needs to perform one pre-factorized matrix solve at each time step, which allows NNWarp to simulate large models in real time. Ran Luo 0001, Tianjia Shao, Huamin Wang 0001, Weiwei Xu 0003, Xiang Chen 0001, Kun Zhou 0001, Yin Yang 0002 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2020 | H-CNN: Spatial Hashing Based CNN for 3D Shape AnalysisabstractWe present a novel spatial hashing based data structure to facilitate 3D shape analysis using convolutional neural networks (CNNs). Our method builds hierarchical hash tables for an input model under different resolutions that leverage the sparse occupancy of 3D shape boundary. Based on this data structure, we design two efficient GPU algorithms namely hash2col and col2hash so that the CNN operations like convolution and pooling can be efficiently parallelized. The perfect spatial hashing is employed as our spatial hashing scheme, which is not only free of hash collision but also nearly minimal so that our data structure is almost of the same size as the raw input. Compared with existing 3D CNN methods, our data structure significantly reduces the memory footprint during the CNN training. As the input geometry features are more compactly packed, CNN operations also run faster with our data structure. The experiment shows that, under the same network structure, our method yields comparable or better benchmark results compared with the state-of-the-art while it has only one-third memory consumption when under high resolutions (i.e., 2563). Tianjia Shao, Yin Yang 0002, Yanlin Weng, Qiming Hou, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2019 | HEMlets Pose: Learning Part-Centric Heatmap Triplets for Accurate 3D Human Pose EstimationabstractEstimating 3D human pose from a single image is a challenging task. This work attempts to address the uncertainty of lifting the detected 2D joints to the 3D space by introducing an intermediate state - Part-Centric Heatmap Triplets (HEMlets), which shortens the gap between the 2D observation and the 3D interpretation. The HEMlets utilize three joint-heatmaps to represent the relative depth information of the end-joints for each skeletal body part. In our approach, a Convolutional Network(ConvNet) is first trained to predict HEMlests from the input image, followed by a volumetric joint-heatmap regression. We leverage on the integral operation to extract the joint locations from the volumetric heatmaps, guaranteeing end-to-end learning. Despite the simplicity of the network design, the quantitative comparisons show a significant performance improvement over the best-of-grade method (by 20% on Human3.6M). The proposed method naturally supports training with "in-the-wild'' images, where only weakly-annotated relative depth information of skeletal joints is available. This further improves the generalization ability of our model, as validated by qualitative comparisons on outdoor images. Kun Zhou 0001, Xiaoguang Han 0001, Nianjuan Jiang, Kui Jia, Jiangbo Lu |
ICCV | 1 |
| 2019 | Physically-Based Simulation of Cosmetics via Intrinsic Image Decomposition with Facial PriorsabstractWe present a physically-based approach for simulating makeup in face images. The key idea is to decompose the face image into intrinsic image layers - namely albedo, diffuse shading, and specular highlights - which are each differently affected by cosmetics, and then manipulate each layer according to corresponding models of reflectance. Accurate intrinsic image decompositions for faces are obtained with the help of human face priors, including statistics on skin reflectance and facial geometry. The intrinsic image layers are then transformed in appearance according to measured optical properties of cosmetics and proposed adaptations of physically-based reflectance models. With this approach, realistic results are generated in a manner that preserves the personal appearance features and lighting conditions of the target face while not requiring detailed geometric and reflectance measurements. We demonstrate this technique on various forms of cosmetics including foundation, blush, lipstick, and eye shadow. Results on both images and videos exhibit a close approximation to ground truth and compare favorably to existing techniques. Chen Li 0031, Kun Zhou 0001, Hsiang-Tao Wu, Stephen Lin 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2019 | Learning efficient illumination multiplexing for joint capture of reflectance and shapeabstractWe propose a novel framework that automatically learns the lighting patterns for efficient, joint acquisition of unknown reflectance and shape. The core of our framework is a deep neural network, with a shared linear encoder that directly corresponds to the lighting patterns used in physical acquisition, as well as non-linear decoders that output per-pixel normal and diffuse / specular information from photographs. We exploit the diffuse and normal information from multiple views to reconstruct a detailed 3D shape, and then fit BRDF parameters to the diffuse / specular information, producing texture maps as reflectance results. We demonstrate the effectiveness of the framework with physical objects that vary considerably in reflectance and shape, acquired with as few as 16 ~ 32 lighting patterns that correspond to 7 ~ 15 seconds of per-view acquisition time. Our framework is useful for optimizing the efficiency in both novel and existing setups, as it can automatically adapt to various factors, including the geometry / the lighting layout of the device and the properties of appearance. Kaizhang Kang, Cihui Xie, Chengan He, Mingqi Yi, Minyi Gu, Zimin Chen, Kun Zhou 0001, Hongzhi Wu |
ACM Trans. Graph. | 7 |
| 2019 | NeuroSkinning: automatic skin binding for production characters with deep graph networksabstractWe present a deep-learning-based method to automatically compute skin weights for skeleton-based deformation of production characters. Given a character mesh and its associated skeleton hierarchy in rest pose, our method constructs a graph for the mesh, each node of which encodes the mesh-skeleton attributes of a vertex. An end-to-end deep graph convolution network is then introduced to learn the mesh-skeleton binding patterns from a set of character models with skin weights painted by artists. The network can be used to predict the skin weight map for a new character model, which describes how the skeleton hierarchy influences the mesh vertices during deformation. Our method is designed to work for non-manifold meshes with multiple disjoint or intersected components, which are common in game production and require complex skeleton hierarchies for animation control. We tested our method on the datasets of two commercial games. Experiments show that the predicted skin weight maps can be readily applied to characters in the production pipeline to generate high-quality deformations. Youyi Zheng, Yi Yuan 0002, Changjie Fan, Kun Zhou 0001 |
ACM Trans. Graph. | 6 |
| 2019 | Dynamic hair modeling from monocular videos using deep neural networksabstractWe introduce a deep learning based framework for modeling dynamic hairs from monocular videos, which could be captured by a commodity video camera or downloaded from Internet. The framework mainly consists of two neural networks, i.e., HairSpatNet for inferring 3D spatial features of hair geometry from 2D image features, and HairTempNet for extracting temporal features of hair motions from video frames. The spatial features are represented as 3D occupancy fields depicting the hair volume shapes and 3D orientation fields indicating the hair growing directions. The temporal features are represented as bidirectional 3D warping fields, describing the forward and backward motions of hair strands cross adjacent frames. Both HairSpatNet and HairTempNet are trained with synthetic hair data. The spatial and temporal features predicted by the networks are subsequently used for growing hair strands with both spatial and temporal consistency. Experiments demonstrate that our method is capable of constructing plausible dynamic hair models that closely resemble the input video, and compares favorably to previous single-view techniques. Lingchen Yang, Zefeng Shi, Youyi Zheng, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |
| 2018 | Stress-aware large-scale mesh editing using a domain-decomposed multigrid solver
Weiwei Xu 0003, Yin Yang 0002, Yiduo Wang 0004, Kun Zhou 0001 |
Comput. Aided Geom. Des. | 5 |
| 2018 | Warp-guided GANs for single-photo facial animationabstractThis paper introduces a novel method for realtime portrait animation in a single photo. Our method requires only a single portrait photo and a set of facial landmarks derived from a driving source (e.g., a photo or a video sequence), and generates an animated image with rich facial details. The core of our method is a warp-guided generative model that instantly fuses various fine facial details (e.g., creases and wrinkles), which are necessary to generate a high-fidelity facial expression, onto a pre-warped image. Our method factorizes out the nonlinear geometric transformations exhibited in facial expressions by lightweight 2D warps and leaves the appearance detail synthesis to conditional generative neural networks for high-fidelity facial animation generation. We show such a factorization of geometric transformation and appearance synthesis largely helps the network better learn the high nonlinearity of the facial expression functions and also facilitates the design of the network architecture. Through extensive experiments on various portrait photos from the Internet, we show the significant efficacy of our method compared with prior arts. Jiahao Geng, Tianjia Shao, Youyi Zheng, Yanlin Weng, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2018 | Efficient reflectance capture using an autoencoderabstractWe propose a novel framework that automatically learns the lighting patterns for efficient reflectance acquisition, as well as how to faithfully reconstruct spatially varying anisotropic BRDFs and local frames from measurements under such patterns. The core of our framework is an asymmetric deep autoencoder, consisting of a nonnegative, linear encoder which directly corresponds to the lighting patterns used in physical acquisition, and a stacked, nonlinear decoder which computationally recovers the BRDF information from captured photographs. The autoencoder is trained with a large amount of synthetic reflectance data, and can adapt to various factors, including the geometry of the setup and the properties of appearance. We demonstrate the effectiveness of our framework on a wide range of physical materials, using as few as 16 ~ 32 lighting patterns, which correspond to 12 ~ 25 seconds of acquisition time. We also validate our results with the ground truth data and captured photographs. Our framework is useful for increasing the efficiency in both novel and existing acquisition setups. Kaizhang Kang, Zimin Chen, Jiaping Wang, Kun Zhou 0001, Hongzhi Wu |
ACM Trans. Graph. | 4 |
| 2018 | Modeling hair from an RGB-D cameraabstractCreating realistic 3D hairs that closely match the real-world inputs remains challenging. With the increasing popularity of lightweight depth cameras featured in devices such as iPhone X, Intel RealSense and DJI drones, depth cues can be very helpful in consumer applications, for example, the Animated Emoji. In this paper, we introduce a fully automatic, data-driven approach to model the hair geometry and compute a complete strand-level 3D hair model that closely resembles the input from a single RGB-D camera. Our method heavily exploits the geometric cues contained in the depth channel and leverages exemplars in a 3D hair database for high-fidelity hair synthesis. The core of our method is a local-similarity based search and synthesis algorithm that simultaneously reasons about the hair geometry, strands connectivity, strand orientation, and hair structural plausibility. We demonstrate the efficacy of our method using a variety of complex hairstyles and compare our method with prior arts. Hongzhi Wu, Yanlin Weng, Youyi Zheng, Kun Zhou 0001 |
ACM Trans. Graph. | 6 |
| 2018 | Recovering Functional Mechanical Assemblies from Raw ScansabstractThis paper presents a method to reconstruct a functional mechanical assembly from raw scans. Given multiple input scans of a mechanical assembly, our method first extracts the functional mechanical parts using a motion-guided, patch-based hierarchical registration and labeling algorithm. The extracted functional parts are then parameterized from the segments and their internal mechanical relations are encoded by a graph. We use a joint optimization to solve for the best geometry, placement, and orientation of each part, to obtain a final workable mechanical assembly. We demonstrated our algorithm on various types of mechanical assemblies with diverse settings and validated our output using physical fabrication. Minmin Lin, Tianjia Shao, Youyi Zheng, Niloy J. Mitra, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2018 | Physics-Based Quadratic Deformation Using Elastic WeightingabstractThis paper presents a spatial reduction framework for simulating nonlinear deformable objects interactively. This reduced model is built using a small number of overlapping quadratic domains as we notice that incorporating high-order degrees of freedom (DOFs) is important for the simulation quality. Departing from existing multi-domain methods in graphics, our method interprets deformed shapes as blended quadratic transformations from nearby domains. Doing so avoids expensive safeguards against the domain coupling and improves the numerical robustness under large deformations. We present an algorithm that efficiently computes weight functions for reduced DOFs in a physics-aware manner. Inspired by the well-known multi-weight enveloping technique, our framework also allows subspace tweaking based on a few representative deformation poses. Such elastic weighting mechanism significantly extends the expressivity of the reduced model with light-weight computational efforts. Our simulator is versatile and can be well interfaced with many existing techniques. It also supports local DOF adaption to incorporate novel deformations (i.e., induced by the collision). The proposed algorithm complements state-of-the-art model reduction and domain decomposition methods by seeking for good trade-offs among animation quality, numerical robustness, pre-computation complexity, and simulation efficiency from an alternative perspective. Ran Luo 0001, Weiwei Xu 0003, Huamin Wang 0001, Kun Zhou 0001, Yin Yang 0002 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2017 | Radiometric Calibration from Faces in ImagesabstractWe present a method for radiometric calibration of cameras from a single image that contains a human face. This technique takes advantage of a low-rank property that exists among certain skin albedo gradients because of the pigments within the skin. This property becomes distorted in images that are captured with a non-linear camera response function, and we perform radiometric calibration by solving for the inverse response function that best restores this low-rank property in an image. Although this work makes use of the color properties of skin pigments, we show that this calibration is unaffected by the color of scene illumination or the sensitivities of the cameras color filters. Our experiments validate this approach on a variety of images containing human faces, and show that faces can provide an important source of calibration data in images where existing radiometric calibration techniques perform poorly. Chen Li 0031, Stephen Lin 0001, Kun Zhou 0001, Katsushi Ikeuchi |
CVPR | 3 |
| 2017 | Specular Highlight Removal in Facial ImagesabstractWe present a method for removing specular highlight reflections in facial images that may contain varying illumination colors. This is accurately achieved through the use of physical and statistical properties of human skin and faces. We employ a melanin and hemoglobin based model to represent the diffuse color variations in facial skin, and utilize this model to constrain the highlight removal solution in a manner that is effective even for partially saturated pixels. The removal of highlights is further facilitated through estimation of directionally variant illumination colors over the face, which is done while taking advantage of a statistically-based approximation of facial geometry. An important practical feature of the proposed method is that the skin color model is utilized in a way that does not require color calibration of the camera. Moreover, this approach does not require assumptions commonly needed in previous highlight removal techniques, such as uniform illumination color or piecewise-constant surface colors. We validate this technique through comparisons to existing methods for removing specular highlights. Chen Li 0031, Stephen Lin 0001, Kun Zhou 0001, Katsushi Ikeuchi |
CVPR | 3 |
| 2017 | Intrinsic Light Field ImagesabstractAbstract We present a method to automatically decompose a light field into its intrinsic shading and albedo components. Contrary to previous work targeted to two‐dimensional (2D) single images and videos, a light field is a 4D structure that captures non‐integrated incoming radiance over a discrete angular domain. This higher dimensionality of the problem renders previous state‐of‐the‐art algorithms impractical either due to their cost of processing a single 2D slice, or their inability to enforce proper coherence in additional dimensions. We propose a new decomposition algorithm that jointly optimizes the whole light field data for proper angular coherence. For efficiency, we extend Retinex theory, working on the gradient domain, where new albedo and occlusion terms are introduced. Results show that our method provides 4D intrinsic decompositions difficult to achieve with previous state‐of‐the‐art algorithms. We further provide a comprehensive analysis and comparisons with existing intrinsic image/video decomposition methods on light field images. Elena Garces 0001, Jose I. Echevarria, Hongzhi Wu, Kun Zhou 0001, Diego Gutierrez |
Comput. Graph. Forum | 5 |
| 2017 | Stress-Constrained Thickness Optimization for Shell Object FabricationabstractAbstract We present an approach to fabricate shell objects with thickness parameters, which are computed to maintain the user‐specified structural stability. Given a boundary surface and user‐specified external forces, we optimize the thickness parameters according to stress constraints to extrude the surface. Our approach mainly consists of two technical components: First, we develop a patch‐based shell simulation technique to efficiently support the static simulation of extruded shell objects using finite element methods. Second, we analytically compute the derivative of stress required in the sensitivity analysis technique to turn the optimization into a sequential linear programming problem. Experimental results demonstrate that our approach can optimize the thickness parameters for arbitrary surfaces in a few minutes and well predict the physical properties, such as the deformation and stress of the fabricated object. Haiming Zhao, Weiwei Xu 0003, Kun Zhou 0001, Yin Yang 0002, Xiaogang Jin 0001, Hongzhi Wu |
Comput. Graph. Forum | 3 |
| 2017 | Face inpainting based on high-level facial attributes
Mahdi Jampour, Chen Li 0031, Lap-Fai Yu, Kun Zhou 0001, Stephen Lin 0001, Horst Bischof |
Comput. Vis. Image Underst. | 4 |
| 2017 | Continuous optimization of interior carving in 3D fabrication
Xiang Chen 0001, Changxi Zheng, Kun Zhou 0001 |
Frontiers Comput. Sci. | 5 |
| 2017 | Computer Graphics 2.0: towards end-user-generated contents
Kun Zhou 0001 |
Frontiers Comput. Sci. | 1 |
| 2017 | Computational design and fabrication of soft pneumatic objects with desired deformationsabstractWe present an end-to-end solution for design and fabrication of soft pneumatic objects with desired deformations. Given a 3D object with its rest and deformed target shapes, our method automatically optimizes the chamber structure and material distribution inside the object volume so that the fabricated object can deform to all the target deformed poses with controlled air injection. To this end, our method models the object volume with a set of chambers separated by material shells. Each chamber has individual channels connected to the object surface and thus can be separately controlled with a pneumatic system, while the shell is comprised of base material with an embedded frame structure. A two-step algorithm is developed to compute the geometric layout of the chambers and frame structure as well as the material properties of the frame structure from the input. The design results can be fabricated with 3D printing and deformed by a controlled pneumatic system. We validate and demonstrate the efficacy of our method with soft pneumatic objects that have different shapes and deformation behaviors. Li-Ke Ma, Yizhonc Zhang, Yang Liu 0014, Kun Zhou 0001, Xin Tong 0001 |
ACM Trans. Graph. | 4 |
| 2017 | A data-driven approach to four-view image-based hair modelingabstractWe introduce a novel four-view image-based hair modeling method. Given four hair images taken from the front, back, left and right views as input, we first estimate the rough 3D shape of the hair observed in the input using a predefined database of 3D hair models, then synthesize a hair texture on the surface of the shape, from which the hair growing direction information is calculated and used to construct a 3D direction field in the hair volume. Finally, we grow hair strands from the scalp, following the direction field, to produce the 3D hair model, which closely resembles the hair in all input images. Our method does not require that all input images are from the same hair, enabling an effective way to create compelling hair models from images of considerably different hairstyles at different views. We demonstrate the efficacy of our method using a wide range of examples. Menglei Chai, Hongzhi Wu, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2017 | Adaptive Skinning for Interactive Hair-Solid SimulationabstractReduced hair models have proven successful for interactively simulating a full head of hair strands, building upon a fundamental assumption that only a small set of guide hairs are needed for explicit simulation, and the rest of the hair move coherently and thus can be interpolated using guide hairs. Unfortunately, hair-solid interactions is a pathological case for traditional reduced hair models, as the motion coherence between hair strands can be arbitrarily broken by interacting with solids. In this paper, we propose an adaptive hair skinning method for interactive hair simulation with hair-solid collisions. We precompute many eligible sets of guide hairs and the corresponding interpolation relationships that are represented using a compact strand-based hair skinning model. At runtime, we simulate only guide hairs; for interpolating every other hair, we adaptively choose its guide hairs, taking into account motion coherence and potential hair-solid collisions. Further, we introduce a two-way collision correction algorithm to allow sparsely sampled guide hairs to resolve collisions with solids that can have small geometric features. Our method enables interactive simulation of more than 150 K hair strands interacting with complex solid objects, using 400 guide hairs. We demonstrate the efficiency and robustness of the method with various hairstyles and user-controlled arbitrary hair-solid interactions. Menglei Chai, Changxi Zheng, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | Example-Based Subspace Stress Analysis for Interactive Shape DesignabstractStress analysis is a crucial tool for designing structurally sound shapes. However, the expensive computational cost has hampered its use in interactive shape editing tasks. We augment the existing example-based shape editing tools, and propose a fast subspace stress analysis method to enable stress-aware shape editing. In particular, we construct a reduced stress basis from a small set of shape exemplars and possible external forces. This stress basis is automatically adapted to the current user edited shape on the fly, and thereby offers reliable stress estimation. We then introduce a new finite element discretization scheme to use the reduced basis for fast stress analysis. Our method runs up to two orders of magnitude faster than the full-space finite element analysis, with average L2estimation errors less than 2 percent and maximum L2errors less than 6 percent. Furthermore, we build an interactive stress-aware shape editing tool to demonstrate its performance in practice. Xiang Chen 0001, Changxi Zheng, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | Shape Completion from a Single RGBD ImageabstractWe present a novel approach for constructing a complete 3D model for an object from a single RGBD image. Given an image of an object segmented from the background, a collection of 3D models of the same category are non-rigidly aligned with the input depth, to compute a rough initial result. A volumetric-patch-based optimization algorithm is then performed to refine the initial result to generate a 3D model that not only is globally consistent with the overall shape expected from the input image but also possesses geometric details similar to those in the input image. The optimization with a set of high-level constraints, such as visibility, surface confidence and symmetry, can achieve more robust and accurate completion over state-of-the art techniques. We demonstrate the efficiency and robustness of our approach with multiple categories of objects with various geometries and details, including busts, chairs, bikes, toys, vases and tables. Dongping Li, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2017 | Coloring 3D Printed Surfaces by ThermoformingabstractDecorating the surfaces of 3D printed objects with color textures is still not readily available in most consumer-level or even high-end 3D printers. Existing techniques such as hydrographics color transfer suffer from the issues of air pockets in concave regions and discoloration in overly stretched regions. We propose a novel thermoforming-based coloring technique to alleviate these problems as well as to simplify the overall procedure. Thermoforming is a widely used technique in industry for plastic thin shell product manufacturing by pressing heated plastic sheets onto molds using atmospheric pressure. We attach on the transparent plastic sheet a precomputed color pattern decal prior to heating, and adhere it to 3D printed models treated as the molds in thermoforming. The 3D models are thus decorated with the desired color texture, as well as a thin, polished protective cover. The precomputation involves a physical simulation of the thermoforming process to compute the correct color pattern on the plastic sheet, and the vent hole layout on the 3D model for air pocket elimination. We demonstrate the effectiveness and accuracy of our computational model and our prototype thermoforming surface coloring system through physical experiments. Yiying Tong, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2016 | An interactive approach for functional prototype recovery from a single RGBD imageabstractInferring the functionality of an object from a single RGBD image is difficult for two reasons: lack of semantic information about the object, and missing data due to occlusion. In this paper, we present an interactive framework to recover a 3D functional prototype from a single RGBD image. Instead of precisely reconstructing the object geometry for the prototype, we mainly focus on recovering the object’s functionality along with its geometry. Our system allows users to scribble on the image to create initial rough proxies for the parts. After user annotation of high-level relations between parts, our system automatically jointly optimizes detailed joint parameters (axis and position) and part geometry parameters (size, orientation, and position). Such prototype recovery enables a better understanding of the underlying image geometry and allows for further physically plausible manipulation. We demonstrate our framework on various indoor objects with simple or hybrid functions. Yuliang Rong, Youyi Zheng, Tianjia Shao, Yin Yang 0002, Kun Zhou 0001 |
Comput. Vis. Media | 5 |
| 2016 | View-Aware Image Object Compositing and Synthesis from Multiple Sources
Xiang Chen 0001, Weiwei Xu 0003, Sai-Kit Yeung, Kun Zhou 0001 |
J. Comput. Sci. Technol. | 4 |
| 2016 | Variance Analysis and Adaptive Sampling for Indirect Light Path Reuse
Xin Sun 0014, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
J. Comput. Sci. Technol. | 6 |
| 2016 | Bayesian Depth-From-Defocus With Shading ConstraintsabstractWe present a method that enhances the performance of depth-from-defocus (DFD) through the use of shading information. DFD suffers from important limitations--namely coarse shape reconstruction and poor accuracy on textureless surfaces--that can be overcome with the help of shading. We integrate both forms of data within a Bayesian framework that capitalizes on their relative strengths. Shading data, however, is challenging to accurately recover from surfaces that contain texture. To address this issue, we propose an iterative technique that utilizes depth information to improve shading estimation, which in turn is used to elevate depth estimation in the presence of textures. The shading estimation can be performed in general scenes with unknown illumination using an approximate estimate of scene lighting. With this approach, we demonstrate improvements over existing DFD techniques, as well as effective shape reconstruction of textureless surfaces. Chen Li 0031, Shuochen Su, Yasuyuki Matsushita, Kun Zhou 0001, Stephen Lin 0001 |
IEEE Trans. Image Process. | 4 |
| 2016 | Real-time facial animation with image-based dynamic avatarsabstractWe present a novel image-based representation for dynamic 3D avatars, which allows effective handling of various hairstyles and headwear, and can generate expressive facial animations with fine-scale details in real-time. We develop algorithms for creating an image-based avatar from a set of sparsely captured images of a user, using an off-the-shelf web camera at home. An optimization method is proposed to construct a topologically consistent morphable model that approximates the dynamic hair geometry in the captured images. We also design a real-time algorithm for synthesizing novel views of an image-based avatar, so that the avatar follows the facial motions of an arbitrary actor. Compelling results from our pipeline are demonstrated on a variety of cases. Hongzhi Wu, Yanlin Weng, Tianjia Shao, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2016 | AutoHair: fully automatic hair modeling from a single imageabstractWe introduceAutoHair, the first fully automatic method for 3D hair modeling from a single portrait image, with no user interaction or parameter tuning. Our method efficiently generates complete and high-quality hair geometries, which are comparable to those generated by the state-of-the-art methods, where user interaction is required. The core components of our method are: a novel hierarchical deep neural network for automatic hair segmentation and hair growth direction estimation, trained over an annotated hair image database; and an efficient and automatic data-driven hair matching and modeling algorithm, based on a large set of 3D hair exemplars. We demonstrate the efficacy and robustness of our method on Internet photos, resulting in a database of around 50K 3D hair models and a corresponding hairstyle space that covers a wide variety of real-world hairstyles. We also show novel applications enabled by our method, including 3D hairstyle space navigation and hair-aware image retrieval. Menglei Chai, Tianjia Shao, Hongzhi Wu, Yanlin Weng, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2016 | Interactive mechanism modeling from multi-view imagesabstractIn this paper, we present an interactive system for mechanism modeling from multi-view images. Its key feature is that the generated 3D mechanism models contain not only geometric shapes but also internal motion structures: they can be directly animated through kinematic simulation. Our system consists of two steps: interactive 3D modeling and stochastic motion parameter estimation. At the 3D modeling step, our system is designed to integrate the sparse 3D points reconstructed from multi-view images and a sketching interface to achieve accurate 3D modeling of a mechanism. To recover the motion parameters, we record a video clip of the mechanism motion and adopt stochastic optimization to recover its motion parameters by edge matching. Experimental results show that our system can achieve the 3D modeling of a range of mechanisms from simple mechanical toys to complex mechanism objects. Weiwei Xu 0003, Zhigang Deng 0001, Yin Yang 0002, Kun Zhou 0001 |
ACM Trans. Graph. | 6 |
| 2016 | Crowd-driven mid-scale layout designabstractWe propose a novel approach for designing mid-scale layouts by optimizing with respect to human crowd properties. Given an input layout domain such as the boundary of a shopping mall, our approach synthesizes the paths and sites by optimizing three metrics that measure crowd flow properties: mobility, accessibility, and coziness. While these metrics are straightforward to evaluate by a full agent-based crowd simulation, optimizing a layout usually requires hundreds of evaluations, which would require a long time to compute even using the latest crowd simulation techniques. To overcome this challenge, we propose a novel data-driven approach where nonlinear regressors are trained to capture the relationship between the agent-based metrics, and the geometrical and topological features of a layout. We demonstrate that by using the trained regressors, our approach can synthesize crowd-aware layouts and improve existing layouts with better crowd flow properties. Tian Feng 0001, Lap-Fai Yu, Sai-Kit Yeung, KangKang Yin, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2016 | Efficient GPU path rendering using scanline rasterizationabstractWe introduce a novel GPU path rendering method based on scan-line rasterization, which is highly work-efficient but traditionally considered as GPU hostile. Our method is parallelized over boundary fragments , i.e., pixels directly intersecting the path boundary. Non-boundary pixels are processed in bulk as horizontal spans like in CPU scanline rasterizers, which saves a significant amount of winding number computation workload. The distinction also allows the majority of our algorithmic steps to focus on boundary fragments only, which leads to highly balanced workload among the GPU threads. In addition, we develop a ray shooting pattern that minimizes the global data dependency when computing winding numbers at anti-aliasing samples. This allows us to shift the majority of winding-number-related workload to the same kernel that consumes its result, which saves a significant amount of GPU memory bandwidth. Experiments show that our method gives a consistent 2.5X speedup over state-of-the-art alternatives for high-quality rendering at Ultra HD resolution, which can increase to more than 30X in extreme cases. We can also get a consistent 10X speedup on animated input. Qiming Hou, Kun Zhou 0001 |
ACM Trans. Graph. | 3 |
| 2016 | Interactive sound propagation with bidirectional path tracingabstractWe introduce Bidirectional Sound Transport (BST) , a new algorithm that simulates sound propagation by bidirectional path tracing using multiple importance sampling. Our approach can handle multiple sources in large virtual environments with complex occlusion, and can produce plausible acoustic effects at an interactive rate on a desktop PC. We introduce a new metric based on the signal-to-noise ratio (SNR) of the energy response and use this metric to evaluate the performance of ray-tracing-based acoustic simulation methods. Our formulation exploits temporal coherence in terms of using the resulting sample distribution of the previous frame to guide the sample distribution of the current one. We show that our sample redistribution algorithm converges and better balances between early and late reflections. We evaluate our approach on different benchmarks and demonstrate significant speedup over prior geometric acoustic algorithms. Chunxiao Cao, Zhong Ren 0001, Carl Schissler, Dinesh Manocha, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2016 | Dynamic furniture modeling through assembly instructionsabstractWe present a technique for parsing widely used furniture assembly instructions, and reconstructing the 3D models of furniture components and their dynamic assembly process. Our technique takes as input a multi-step assembly instruction in a vector graphic format and starts to group the vector graphic primitives into semantic elements representing individual furniture parts, mechanical connectors (e.g., screws, bolts and hinges), arrows, visual highlights, and numbers. To reconstruct the dynamic assembly process depicted over multiple steps, our system identifies previously built 3D furniture components when parsing a new step, and uses them to address the challenge of occlusions while generating new 3D components incrementally. With a wide range of examples covering a variety of furniture types, we demonstrate the use of our system to animate the 3D furniture assembly process and, beyond that, the semantic-aware furniture editing as well as the fabrication of personalized furnitures. Tianjia Shao, Dongping Li, Yuliang Rong, Changxi Zheng, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2016 | Simultaneous Localization and Appearance Estimation with a Consumer RGB-D CameraabstractAcquiring general material appearance with hand-held consumer RGB-D cameras is difficult for casual users, due to the inaccuracy in reconstructed camera poses and geometry, as well as the unknown lighting that is coupled with materials in measured color images. To tackle these challenges, we present a novel technique for estimating the spatially varying isotropic surface reflectance, solely from color and depth images captured with an RGB-D camera under unknown environment illumination. The core of our approach is a joint optimization, which alternates among solving for plausible camera poses, materials, the environment lighting and normals. To refine camera poses, we exploit the rich spatial and view-dependent variations of materials, treating the object as a localization-self-calibrating model. To recover the unknown lighting, measured color images along with the current estimate of materials are used in a global optimization, efficiently solved by exploiting the sparsity in the wavelet domain. We demonstrate the substantially improved quality of estimated appearance on a variety of daily objects. Hongzhi Wu, Zhaotian Wang, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2015 | Continuous Symmetric Stereo with Adaptive Outlier HandlingabstractWe present a method for symmetric stereo matching in which outliers from occlusions, texture-less regions, and repeated patterns are handled in a soft and adaptive manner. Rather than making binary outlier decisions, our model incorporates continuous-valued confidence weights that account for outlier likelihood, to promote robustness in disparity estimation. In contrast to previous outlier labeling techniques that fix the labels at the start of optimization, our method iteratively updates our outlier confidence weights as the matching results are gradually refined. By doing this, errors in an initial labeling can be rectified in the matching process. Our model is optimized in an Expectation-Maximization framework that efficiently produces continuous disparity estimates. This approach provides a good combination of accuracy and speed. Experiments show that our method compares favorably to prior outlier labeling techniques on the Middlebury benchmark, and that it can generate high-quality reconstruction for outdoor images with much more complex occlusions. Chen Li 0031, Lap-Fai Yu, Zhichao Lu, Yasuyuki Matsushita, Kun Zhou 0001, Stephen Lin 0001 |
3DV | 5 |
| 2015 | Simulating makeup through physics-based manipulation of intrinsic image layersabstractWe present a method for simulating makeup in a face image. To generate realistic results without detailed geometric and reflectance measurements of the user, we propose to separate the image into intrinsic image layers and alter them according to proposed adaptations of physically-based reflectance models. Through this layer manipulation, the measured properties of cosmetic products are applied while preserving the appearance characteristics and lighting conditions of the target face. This approach is demonstrated on various forms of cosmetics including foundation, blush, lipstick, and eye shadow. Experimental results exhibit a close approximation to ground truth images, without artifacts such as transferred personal features and lighting effects that degrade the results of image-based makeup transfer methods. Chen Li 0031, Kun Zhou 0001, Stephen Lin 0001 |
CVPR | 2 |
| 2015 | Agile structural analysis for fabrication-aware shape editing
Weiwei Xu 0003, Yin Yang 0002, Xiaohu Guo, Kun Zhou 0001 |
Comput. Aided Geom. Des. | 5 |
| 2015 | AppFusion: Interactive Appearance Acquisition Using a Kinect SensorabstractAbstract We present an interactive material acquisition system for average users to capture the spatially varying appearance of daily objects. While an object is being scanned, our system estimates its appearance on‐the‐fly and provides quick visual feedback. We build the system entirely on low‐end, off‐the‐shelf components: a Kinect sensor, a mirror ball and printed markers. We exploit the Kinect infra‐red emitter/receiver, originally designed for depth computation, as an active hand‐held reflectometer, to segment the object into clusters of similar specular materials and estimate the roughness parameters of BRDFs simultaneously. Next, the diffuse albedo and specular intensity of the spatially varying materials are rapidly computed in an inverse rendering framework, using data from the Kinect RGB camera. We demonstrate captured results of a range of materials, and physically validate our system. Hongzhi Wu, Kun Zhou 0001 |
Comput. Graph. Forum | 2 |
| 2015 | Irradiance regression for efficient final gathering in global illumination
Xuezhen Huang, Xin Sun 0014, Zhong Ren 0001, Xin Tong 0001, Baining Guo, Kun Zhou 0001 |
Frontiers Comput. Sci. | 6 |
| 2015 | Exploring Topical Lead-Lag across CorporaabstractIdentifying which text corpus leads in the context of a topic presents a great challenge of considerable interest to researchers. Recent research into lead-lag analysis has mainly focused on estimating the overall leads and lags between two corpora. However, real-world applications have a dire need to understand lead-lag patterns both globally and locally. In this paper, we introduce TextPioneer, an interactive visual analytics tool for investigating lead-lag across corpora from the global level to the local level. In particular, we extend an existing lead-lag analysis approach to derive two-level results. To convey multiple perspectives of the results, we have designed two visualizations, a novel hybrid tree visualization that couples a radial space-filling tree with a node-link diagram and a twisted-ladder-like visualization. We have applied our method to several corpora and the evaluation shows promise, especially in support of text comparison at different levels of detail. Shixia Liu, Yang Chen 0048, Jing Yang 0001, Kun Zhou 0001, Steven Mark Drucker |
IEEE Trans. Knowl. Data Eng. | 5 |
| 2015 | High-quality hair modeling from a single portrait photoabstractWe propose a novel system to reconstruct a high-quality hair depth map from a single portrait photo with minimal user input. We achieve this by combining depth cues such as occlusions, silhouettes, and shading, with a novel 3D helical structural prior for hair reconstruction. We fit a parametric morphable face model to the input photo and construct a base shape in the face, hair and body regions using occlusion and silhouette constraints. We then estimate the normals in the hair region via a Shape-from-Shading-based optimization that uses the lighting inferred from the face model and enforces an adaptive albedo prior that models the typical color and occlusion variations of hair. We introduce a 3D helical hair prior that captures the geometric structure of hair, and show that it can be robustly recovered from the input photo in an automatic manner. Our system combines the base shape, the normals estimated by Shape from Shading, and the 3D helical hair prior to reconstruct high-quality 3D hair models. Our single-image reconstruction closely matches the results of a state-of-the-art multi-view stereo applied on a multi-view stereo dataset. Our technique can reconstruct a wide variety of hairstyles ranging from short to long and from straight to messy, and we demonstrate the use of our 3D hair models for high-quality portrait relighting, novel view synthesis and 3D-printed portrait reliefs. Menglei Chai, Linjie Luo, Kalyan Sunkavalli, Nathan Carr 0001, Sunil Hadap, Kun Zhou 0001 |
ACM Trans. Graph. | 6 |
| 2015 | Unbiased photon gathering for light transport simulationabstractPhoton mapping (PM) has been widely regarded as an efficient solution for light transport simulation, including challenging caustics paths and many-bounce indirect lighting. The efficiency of PM comes from reusing traced photons. However, the handling of photon gathering in existing PM algorithms is universally biased -- the expected value of their results does not necessarily agree with the true solution of the rendering equation. We present a novel photon gathering method to efficiently achieve unbiased rendering with photon mapping. Instead of aggregating the gathered photons into an estimated density as in classical photon mapping, we process each photon individually and connect the corresponding light sub-path with the eye sub-path that generates the gather point, creating an unbiased path sample. The Monte Carlo estimate for such a path sample is calculated by evaluating all relevant terms in a strict and unbiased way, leading to a self-contained unbiased sampling technique. We further develop a set of multiple importance sampling (MIS) weights that allow our method to be optimally combined with bidirectional path tracing (BDPT), resulting in an unbiased rendering algorithm that can efficiently handle a wide variety of light paths and that compares favorably with previous algorithms. Experiments demonstrate the efficacy and robustness of our method. Xin Sun 0014, Qiming Hou, Baining Guo, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2015 | Online Structure Analysis for Real-Time Indoor Scene ReconstructionabstractWe propose a real-time approach for indoor scene reconstruction. It is capable of producing a ready-to-use 3D geometric model even while the user is still scanning the environment with a consumer depth camera. Our approach features explicit representations of planar regions and nonplanar objects extracted from the noisy feed of the depth camera, via an online structure analysis on the dynamic, incomplete data. The structural information is incorporated into the volumetric representation of the scene, resulting in a seamless integration with KinectFusion's global data structure and an efficient implementation of the whole reconstruction process. Moreover, heuristics based on rectilinear shapes in typical indoor scenes effectively eliminate camera tracking drift and further improve reconstruction accuracy. The instantaneous feedback enabled by our on-the-fly structure analysis, including repeated object recognition, allows the user to selectively scan the scene and produce high-fidelity large-scale models efficiently. We demonstrate the capability of our system with real-life examples. Weiwei Xu 0003, Yiying Tong, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |
| 2015 | Computational hydrographic printingabstractHydrographic printing is a well-known technique in industry for transferring color inks on a thin film to the surface of a manufactured 3D object. It enables high-quality coloring of object surfaces and works with a wide range of materials, but suffers from the inability to accurately register color texture to complex surface geometries. Thus, it is hardly usable by ordinary users with customized shapes and textures. We present computational hydrographic printing , a new method that inherits the versatility of traditional hydrographic printing, while also enabling precise alignment of surface textures to possibly complex 3D surfaces. In particular, we propose the first computational model for simulating hydrographic printing process. This simulation enables us to compute a color image to feed into our hydrographic system for precise texture registration. We then build a physical hydrographic system upon off-the-shelf hardware, integrating virtual simulation, object calibration and controlled immersion. To overcome the difficulty of handling complex surfaces, we further extend our method to enable multiple immersions, each with a different object orientation, so the combined colors of individual immersions form a desired texture on the object surface. We validate the accuracy of our computational model through physical experiments, and demonstrate the efficacy and robustness of our system using a variety of objects with complex surface textures. Chunji Yin, Changxi Zheng, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |
| 2015 | Parallel Style-Aware Image Cloning for ArtworksabstractWe present style-aware image cloning, a novel image editing approach for artworks, which allows users to seamlessly insert any photorealistic or artificial objects into an artwork to create a new image that shares the same artistic style with the original artwork. To this end, a real-time image transfer algorithm is developed to stylize the cloned object according to a distance metric based on the artistic styles and semantic information. Several interactive functions, such as layering, shadowing, semantic labeling, and direction field editing, are provided to enhance the harmonization of the composite image. Extensive experimental results demonstrate the effectiveness of our method. Yandan Zhao, Xiaogang Jin 0001, Ying-Qing Xu, Hanli Zhao, Meng Ai, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2014 | Intrinsic Face Image Decomposition with Human Face Priors
Chen Li 0031, Kun Zhou 0001, Stephen Lin 0001 |
ECCV (5) | 2 |
| 2014 | Automatic 3D Indoor Scene Updating with RGBD CamerasabstractAbstract Since indoor scenes are frequently changed in daily life, such as re‐layout of furniture, the 3D reconstructions for them should be flexible and easy to update. We present an automatic 3D scene update algorithm to indoor scenes by capturing scene variation with RGBD cameras. We assume an initial scene has been reconstructed in advance in manual or other semi‐automatic way before the change, and automatically update the reconstruction according to the newly captured RGBD images of the real scene update. It starts with an automatic segmentation process without manual interaction, which benefits from accurate labeling training from the initial 3D scene. After the segmentation, objects captured by RGBD camera are extracted to form a local updated scene. We formulate an optimization problem to compare to the initial scene to locate moved objects. The moved objects are then integrated with static objects in the initial scene to generate a new 3D scene. We demonstrate the efficiency and robustness of our approach by updating the 3D scene of several real‐world scenes. Zhenbao Liu, Sicong Tang, Weiwei Xu 0003, Shuhui Bu, Junwei Han 0001, Kun Zhou 0001 |
Comput. Graph. Forum | 6 |
| 2014 | Transductive 3D Shape Segmentation using Sparse ReconstructionabstractAbstract We propose a transductive shape segmentation algorithm, which can transfer prior segmentation results in database to new shapes without explicitly specification of prior category information. Our method first partitions an input shape into a set of segmentations as a data preparation, and then a linear integer programming algorithm is used to select segments from them to form the final optimal segmentation. The key idea is to maximize the segment similarity between the segments in the input shape and the segments in database, where the segment similarity is computed through sparse reconstruction error. The segment‐level similarity enables to handle a large amount of shapes with significant topology or shape variations with a small set of segmented example shapes. Experimental results show that our algorithm can generate high quality segmentation and semantic labeling results in the Princeton segmentation benchmark. Weiwei Xu 0003, Zhouxu Shi, Kun Zhou 0001, Jingdong Wang 0001, JinRong Wang 0002, Zhenming Yuan |
Comput. Graph. Forum | 4 |
| 2014 | Real-time facial animation on mobile devices
Yanlin Weng, Qiming Hou, Kun Zhou 0001 |
Graph. Model. | 4 |
| 2014 | Displaced dynamic expression regression for real-time facial tracking and animationabstractWe present a fully automatic approach to real-time facial tracking and animation with a single video camera. Our approach does not need any calibration for each individual user. It learns a generic regressor from public image datasets, which can be applied to any user and arbitrary video cameras to infer accurate 2D facial landmarks as well as the 3D facial shape from 2D video frames. The inferred 2D landmarks are then used to adapt the camera matrix and the user identity to better match the facial expressions of the current user. The regression and adaptation are performed in an alternating manner. With more and more facial expressions observed in the video, the whole process converges quickly with accurate facial tracking and animation. In experiments, our approach demonstrates a level of robustness and accuracy on par with state-of-the-art techniques that require a time-consuming calibration step for each individual user, while running at 28 fps on average. We consider our approach to be an attractive solution for wide deployment in consumer-level applications. Qiming Hou, Kun Zhou 0001 |
ACM Trans. Graph. | 3 |
| 2014 | A reduced model for interactive hairsabstractRealistic hair animation is a crucial component in depicting virtual characters in interactive applications. While much progress has been made in high-quality hair simulation, the overwhelming computation cost hinders similar fidelity in realtime simulations. To bridge this gap, we propose a data-driven solution. Building upon precomputed simulation data, our approach constructs a reduced model to optimally represent hair motion characteristics with a small number of guide hairs and the corresponding interpolation relationships. At runtime, utilizing such a reduced model, we only simulate guide hairs that capture the general hair motion and interpolate all rest strands. We further propose a hair correction method that corrects the resulting hair motion with a position-based model to resolve hair collisions and thus captures motion details. Our hair simulation method enables a simulation of a full head of hairs with over 150K strands in realtime. We demonstrate the efficacy and robustness of our method with various hairstyles and driven motions (e.g., head movement and wind force), and compared against full simulation results that does not appear in the training data. Menglei Chai, Changxi Zheng, Kun Zhou 0001 |
ACM Trans. Graph. | 3 |
| 2014 | An asymptotic numerical method for inverse elastic shape designabstractInverse shape design for elastic objects greatly eases the design efforts by letting users focus on desired target shapes without thinking about elastic deformations. Solving this problem using classic iterative methods (e.g., Newton-Raphson methods), however, often suffers from slow convergence toward a desired solution. In this paper, we propose an asymptotic numerical method that exploits the underlying mathematical structure of specific nonlinear material models, and thus runs orders of magnitude faster than traditional Newton-type methods. We apply this method to compute rest shapes for elastic fabrication, where the rest shape of an elastic object is computed such that after physical fabrication the real object deforms into a desired shape. We illustrate the performance and robustness of our method through a series of elastic fabrication experiments. Xiang Chen 0001, Changxi Zheng, Weiwei Xu 0003, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |
| 2014 | Robust Simulation of Sparsely Sampled Thin Features in SPH-Based Free Surface FlowsabstractSmoothed particle hydrodynamics (SPH) is efficient, mass preserving, and flexible in handling topological changes. However, sparsely sampled thin features are difficult to simulate in SPH-based free surface flows, due to a number of robustness and stability issues. In this article, we address this problem from two perspectives: the robustness of surface forces and the numerical instability of thin features. We present a new surface tension force scheme based on a free surface energy functional, under the diffuse interface model. We develop an efficient way to calculate the air pressure force for free surface flows, without using air particles. Compared with previous surface force formulae, our formulae are more robust against particle sparsity in thin feature cases. To avoid numerical instability on thin features, we propose to adjust the internal pressure force by estimating the internal pressure at two scales and filtering the force using a geometry-aware anisotropic kernel. Our result demonstrates the effectiveness of our algorithms in handling a variety of sparsely sampled thin liquid features, including thin sheets, thin jets, and water splashes. Xiaowei He 0004, Huamin Wang 0001, Fengjun Zhang, Hongan Wang, Kun Zhou 0001 |
ACM Trans. Graph. | 6 |
| 2014 | Imagining the unseen: stability-based cuboid arrangements for scene understandingabstractMissing data due to occlusion is a key challenge in 3D acquisition, particularly in cluttered man-made scenes. Such partial information about the scenes limits our ability to analyze and understand them. In this work we abstract such environments as collections of cuboids and hallucinate geometry in the occluded regions by globally analyzing the physical stability of the resultant arrangements of the cuboids. Our algorithm extrapolates the cuboids into the un-seen regions to infer both their corresponding geometric attributes (e.g., size, orientation) and how the cuboids topologically interact with each other (e.g., touch or fixed). The resultant arrangement provides an abstraction for the underlying structure of the scene that can then be used for a range of common geometry processing tasks. We evaluate our algorithm on a large number of test scenes with varying complexity, validate the results on existing benchmark datasets, and demonstrate the use of the recovered cuboid-based structures towards object retrieval, scene completion, etc. Tianjia Shao, Áron Monszpart, Youyi Zheng, Bongjin Koo, Weiwei Xu 0003, Kun Zhou 0001, Niloy J. Mitra |
ACM Trans. Graph. | 6 |
| 2014 | FaceWarehouse: A 3D Facial Expression Database for Visual ComputingabstractWe present FaceWarehouse, a database of 3D facial expressions for visual computing applications. We use Kinect, an off-the-shelf RGBD camera, to capture 150 individuals aged 7-80 from various ethnic backgrounds. For each person, we captured the RGBD data of her different expressions, including the neutral expression and 19 other expressions such as mouth-opening, smile, kiss, etc. For every RGBD raw data record, a set of facial feature points on the color image such as eye corners, mouth contour, and the nose tip are automatically localized, and manually adjusted if better accuracy is required. We then deform a template facial mesh to fit the depth data as closely as possible while matching the feature points on the color image to their corresponding points on the mesh. Starting from these fitted face meshes, we construct a set of individual-specific expression blendshapes for each person. These meshes with consistent topology are assembled as a rank-3 tensor to build a bilinear face model with two attributes: identity and expression. Compared with previous 3D facial databases, for every person in our database, there is a much richer matching collection of expressions, enabling depiction of most human facial actions. We demonstrate the potential of FaceWarehouse for visual computing with four applications: facial image manipulation, face component transfer, real-time performance-based facial image animation, and facial animation retargeting from video to image. Yanlin Weng, Yiying Tong, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2014 | Visual Abstraction and Exploration of Multi-class ScatterplotsabstractScatterplots are widely used to visualize scatter dataset for exploring outliers, clusters, local trends, and correlations. Depicting multi-class scattered points within a single scatterplot view, however, may suffer from heavy overdraw, making it inefficient for data analysis. This paper presents a new visual abstraction scheme that employs a hierarchical multi-class sampling technique to show a feature-preserving simplification. To enhance the density contrast, the colors of multiple classes are optimized by taking the multi-class point distributions into account. We design a visual exploration system that supports visual inspection and quantitative analysis from different perspectives. We have applied our system to several challenging datasets, and the results demonstrate the efficiency of our approach. Haidong Chen, Wei Chen 0001, Honghui Mei, Zhiqi Liu, Kun Zhou 0001, Weifeng Chen 0002, Wentao Gu, Kwan-Liu Ma |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2014 | Cone Tracing for Furry Object RenderingabstractWe present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By aggregating many sampling rays in a pixel as a single cone, we significantly reduce the high supersampling rate required by the thin geometry of fur fibers. To reduce the cost of intersecting fur fibers with cones, we construct a bounding volume hierarchy for the fiber geometry to find the fibers potentially intersecting with cones, and use a set of connected ribbons to approximate the projections of these fibers on the image plane. The computational cost of compositing and filtering transparent samples within each cone is effectively reduced by approximating away in-cone variations of shading, opacity and occlusion. The result is a highly efficient ray tracing algorithm for furry objects which is able to render images of quality comparable to those generated by alternative methods, while significantly reducing the rendering time. We demonstrate the rendering quality and performance of our algorithm using several examples and a user study. Menglei Chai, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2014 | Editorial
Jinman Kim, Daniel Thalmann, Kun Zhou 0001, David Dagan Feng, Holly E. Rushmeier |
Vis. Comput. | 3 |
| 2013 | Bayesian Depth-from-Defocus with Shading ConstraintsabstractWe present a method that enhances the performance of depth-from-defocus (DFD) through the use of shading information. DFD suffers from important limitations - namely coarse shape reconstruction and poor accuracy on texture less surfaces - that can be overcome with the help of shading. We integrate both forms of data within a Bayesian framework that capitalizes on their relative strengths. Shading data, however, is challenging to recover accurately from surfaces that contain texture. To address this issue, we propose an iterative technique that utilizes depth information to improve shading estimation, which in turn is used to elevate depth estimation in the presence of textures. With this approach, we demonstrate improvements over existing DFD techniques, as well as effective shape reconstruction of texture less surfaces. Chen Li 0031, Shuochen Su, Yasuyuki Matsushita, Kun Zhou 0001, Stephen Lin 0001 |
CVPR | 4 |
| 2013 | As-Rigid-AsPossible Distance Field MetamorphosisabstractAbstract Widely used for morphing between objects with arbitrary topology, distance field interpolation (DFI) handles topological transition naturally without the need for correspondence or remeshing, unlike surface‐based interpolation approaches. However, lack of correspondence in DFI also leads to ineffective control over the morphing process. In particular, unless the user specifies a dense set of landmarks, it is not even possible to measure the distortion of intermediate shapes during interpolation, let alone control it. To remedy such issues, we introduce an approach for establishing correspondence between the interior of two arbitrary objects, formulated as an optimal mass transport problem with a sparse set of landmarks. This correspondence enables us to compute non‐rigid warping functions that better align the source and target objects as well as to incorporate local rigidity constraints to perform as‐rigid‐aspossible DFI. We demonstrate how our approach helps achieve flexible morphing results with a small number of landmarks. Yanlin Weng, Menglei Chai, Weiwei Xu 0003, Yiying Tong, Kun Zhou 0001 |
Comput. Graph. Forum | 5 |
| 2013 | Hair Interpolation for Portrait MorphingabstractAbstract In this paper we study the problem of hair interpolation: given two 3D hair models, we want to generate a sequence of intermediate hair models that transform from one input to another both smoothly and aesthetically pleasing. We propose an automatic method that efficiently calculates a many‐to‐many strand correspondence between two or more given hair models, taking into account the multi‐scale clustering structure of hair. Experiments demonstrate that hair interpolation can be used for producing more vivid portrait morphing effects and enabling a novel example‐based hair styling methodology, where a user can interactively create new hairstyles by continuously exploring a “style space” spanning multiple input hair models. Yanlin Weng, Lvdi Wang, Menglei Chai, Kun Zhou 0001 |
Comput. Graph. Forum | 5 |
| 2013 | A Survey on Partial Retrieval of 3D Shapes
Zhenbao Liu, Shuhui Bu, Kun Zhou 0001, Shuming Gao, Junwei Han 0001 |
J. Comput. Sci. Technol. | 3 |
| 2013 | 3D shape regression for real-time facial animationabstractWe present a real-time performance-driven facial animation system based on 3D shape regression. In this system, the 3D positions of facial landmark points are inferred by a regressor from 2D video frames of an ordinary web camera. From these 3D points, the pose and expressions of the face are recovered by fitting a user-specific blendshape model to them. The main technical contribution of this work is the 3D regression algorithm that learns an accurate, user-specific face alignment model from an easily acquired set of training data, generated from images of the user performing a sequence of predefined facial poses and expressions. Experiments show that our system can accurately recover 3D face shapes even for fast motions, non-frontal faces, and exaggerated expressions. In addition, some capacity to handle partial occlusions and changing lighting conditions is demonstrated. Yanlin Weng, Stephen Lin 0001, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |
| 2013 | Dynamic hair manipulation in images and videosabstractThis paper presents a single-view hair modeling technique for generating visually and physically plausible 3D hair models with modest user interaction. By solving an unambiguous 3D vector field explicitly from the image and adopting an iterative hair generation algorithm, we can create hair models that not only visually match the original input very well but also possess physical plausibility (e.g., having strand roots fixed on the scalp and preserving the length and continuity of real strands in the image as much as possible). The latter property enables us to manipulate hair in many new ways that were previously very difficult with a single image, such as dynamic simulation or interactive hair shape editing. We further extend the modeling approach to handle simple video input, and generate dynamic 3D hair models. This allows users to manipulate hair in a video or transfer styles from images to videos. Menglei Chai, Lvdi Wang, Yanlin Weng, Xiaogang Jin 0001, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2013 | Interpreting concept sketchesabstractConcept sketches are popularly used by designers to convey pose and function of products. Understanding such sketches, however, requires special skills to form a mental 3D representation of the product geometry by linking parts across the different sketches and imagining the intermediate object configurations. Hence, the sketches can remain inaccessible to many, especially non-designers. We present a system to facilitate easy interpretation and exploration of concept sketches. Starting from crudely specified incomplete geometry, often inconsistent across the different views, we propose a globally-coupled analysis to extract part correspondence and inter-part junction information that best explain the different sketch views. The user can then interactively explore the abstracted object to gain better understanding of the product functions. Our key technical contribution is performing shape analysis without access to any coherent 3D geometric model by reasoning in the space of inter-part relations. We evaluate our system on various concept sketches obtained from popular product design books and websites. Tianjia Shao, Wilmot Li, Kun Zhou 0001, Weiwei Xu 0003, Baining Guo, Niloy J. Mitra |
ACM Trans. Graph. | 3 |
| 2013 | Line segment sampling with blue-noise propertiesabstractLine segment sampling has recently been adopted in many rendering algorithms for better handling of a wide range of effects such as motion blur, defocus blur and scattering media. A question naturally raised is how to generate line segment samples with good properties that can effectively reduce variance and aliasing artifacts observed in the rendering results. This paper studies this problem and presents a frequency analysis of line segment sampling. The analysis shows that the frequency content of a line segment sample is equivalent to the weighted frequency content of a point sample. The weight introduces anisotropy that smoothly changes among point samples, line segment samples and line samples according to the lengths of the samples. Line segment sampling thus makes it possible to achieve a balance between noise (point sampling) and aliasing (line sampling) under the same sampling rate. Based on the analysis, we propose a line segment sampling scheme to preserve blue-noise properties of samples which can significantly reduce noise and aliasing artifacts in reconstruction results. We demonstrate that our sampling scheme improves the quality of depth-of-field rendering, motion blur rendering, and temporal light field reconstruction. Xin Sun 0014, Kun Zhou 0001, Jie Guo 0001, Guofu Xie, Jingui Pan, Baining Guo |
ACM Trans. Graph. | 2 |
| 2013 | GPU-based out-of-core many-lights renderingabstractIn this paper, we present a GPU-based out-of-core rendering approach under the many-lights rendering framework. Many-lights rendering is an efficient and scalable rendering framework for a large number of lights. But when the data sizes of lights and geometry are both beyond the in-core memory storage size, the data management of these two out-of-core data becomes critical and challenging. In our approach, we formulate such a data management as a graph traversal optimization problem that first builds out-of-core lights and geometry data into a graph, and then guides shading computations by finding a shortest path to visit all vertices in the graph. Based on the proposed data management, we develop a GPU-based out-of-GPU-core rendering algorithm that manages data between the CPU host memory and the GPU device memory. Two main steps are taken in the algorithm: the out-of-core data preparation to pack data into optimal data layouts for the many-lights rendering, and the out-of-core shading using graph-based data management. We demonstrate our algorithm on scenes with out-of-core detailed geometry and out-of-core lights. Results show that our approach generates complex global illumination effects with increased data access coherence and has one order of magnitude performance gain over the CPU-based approach. Rui Wang 0004, Yuchi Huo, Yazhen Yuan, Kun Zhou 0001, Wei Hua 0002, Hujun Bao |
ACM Trans. Graph. | 4 |
| 2013 | TransCut: Interactive Rendering of Translucent CutoutsabstractWe present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interior, as well as edit material properties through painting on cross sections and recombining the broken pieces—all with immediate and realistic visual feedback. This new mode of interaction with translucent volumes is made possible with two technical contributions. The first is a novel solver for the diffusion equation (DE) over a tetrahedral mesh that produces high-quality results comparable to the state-of-art finite element method (FEM) of Arbree et al. but at substantially higher speeds. This accuracy and efficiency is obtained by computing the discrete divergences of the diffusion equation and constructing the DE matrix using analytic formulas derived for linear finite elements. The second contribution is a multiresolution algorithm to significantly accelerate our DE solver while adapting to the frequent changes in topological structure of dynamic objects. The entire multiresolution DE solver is highly parallel and easily implemented on the GPU. We believe TransCut provides a novel visual effect for heterogeneous translucent objects undergoing fracturing and cutting operations. Dongping Li, Xin Sun 0014, Zhong Ren 0001, Stephen Lin 0001, Yiying Tong, Baining Guo, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2013 | Analytic Double Product Integrals for All-Frequency RelightingabstractThis paper presents a new technique for real-time relighting of static scenes with all-frequency shadows from complex lighting and highly specular reflections from spatially varying BRDFs. The key idea is to depict the boundaries of visible regions using piecewise linear functions, and convert the shading computation into double product integrals—the integral of the product of lighting and BRDF on visible regions. By representing lighting and BRDF with spherical Gaussians and approximating their product using Legendre polynomials locally in visible regions, we show that such double product integrals can be evaluated in an analytic form. Given the precomputed visibility, our technique computes the visibility boundaries on the fly at each shading point, and performs the analytic integral to evaluate the shading color. The result is a real-time all-frequency relighting technique for static scenes with dynamic, spatially varying BRDFs, which can generate more accurate shadows than the state-of-the-art real-time PRT methods. Rui Wang 0004, Minghao Pan, Weifeng Chen 0002, Zhong Ren 0001, Kun Zhou 0001, Wei Hua 0002, Hujun Bao |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2013 | Boundary-Aware Multidomain Subspace DeformationabstractIn this paper, we propose a novel framework for multidomain subspace deformation using node-wise corotational elasticity. With the proper construction of subspaces based on the knowledge of the boundary deformation, we can use the Lagrange multiplier technique to impose coupling constraints at the boundary without overconstraining. In our deformation algorithm, the number of constraint equations to couple two neighboring domains is not related to the number of the nodes on the boundary but is the same as the number of the selected boundary deformation modes. The crack artifact is not present in our simulation result, and the domain decomposition with loops can be easily handled. Experimental results show that the single-core implementation of our algorithm can achieve real-time performance in simulating deformable objects with around quarter million tetrahedral elements. Yin Yang 0002, Weiwei Xu 0003, Xiaohu Guo, Kun Zhou 0001, Baining Guo |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2012 | Removal of dust artifacts in focal stack image sequences
Chen Li 0031, Kun Zhou 0001, Stephen Lin 0001 |
ICPR | 2 |
| 2012 | Scalable Programmable Motion Effects on GPUsabstractAbstract We present an efficient and scalable system that enables programmable motion effects on GPUs. Our system is based on the framework proposed by Schmid et al. [ SSBG10 ] that extends the concept of a surface shader to that of a programmable motion effect. While capable of expressing a variety of motion depiction styles, the execution of motion effect programs requires global knowledge about all portions of an object's surface that passes in front of a pixel during an arbitrarily long period of time, resulting in extremely high memory usage and significantly restricting the degree of parallelism of typical GPU rendering algorithms that parallelize computations over pixels in each frame of animations. To address this problem, we design our system to process multiple frames of a pixel in parallel. This new parallelization approach enables better utilization of GPU memory and also makes it possible to design an efficient out‐of‐core algorithm required in rendering real‐world animations. We also develop an analytical visibility algorithm to resolve depth conflicts of objects, reducing the required temporal resampling rate and further exposing parallelism. Experiments show that we are able to handle very large scenes and improve runtime performance up to an order of magnitude. Xuezhen Huang, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
Comput. Graph. Forum | 4 |
| 2012 | Single-view hair modeling for portrait manipulationabstractHuman hair is known to be very difficult to model or reconstruct. In this paper, we focus on applications related to portrait manipulation and take an application-driven approach to hair modeling. To enable an average user to achieve interesting portrait manipulation results, we develop a single-view hair modeling technique with modest user interaction to meet the unique requirements set by portrait manipulation. Our method relies on heuristics to generate a plausible high-resolution strand-based 3D hair model. This is made possible by an effective high-precision 2D strand tracing algorithm, which explicitly models uncertainty and local layering during tracing. The depth of the traced strands is solved through an optimization, which simultaneously considers depth constraints, layering constraints as well as regularization terms. Our single-view hair modeling enables a number of interesting applications that were previously challenging, including transferring the hairstyle of one subject to another in a potentially different pose, rendering the original portrait in a novel view and image-space hair editing. Menglei Chai, Lvdi Wang, Yanlin Weng, Yizhou Yu, Baining Guo, Kun Zhou 0001 |
ACM Trans. Graph. | 6 |
| 2012 | An interactive approach to semantic modeling of indoor scenes with an RGBD cameraabstractWe present an interactive approach to semantic modeling of indoor scenes with a consumer-level RGBD camera. Using our approach, the user first takes an RGBD image of an indoor scene, which is automatically segmented into a set of regions with semantic labels. If the segmentation is not satisfactory, the user can draw some strokes to guide the algorithm to achieve better results. After the segmentation is finished, the depth data of each semantic region is used to retrieve a matching 3D model from a database. Each model is then transformed according to the image depth to yield the scene. For large scenes where a single image can only cover one part of the scene, the user can take multiple images to construct other parts of the scene. The 3D models built for all images are then transformed and unified into a complete scene. We demonstrate the efficiency and robustness of our approach by modeling several real-world scenes. Tianjia Shao, Weiwei Xu 0003, Kun Zhou 0001, Jingdong Wang 0001, Dongping Li, Baining Guo |
ACM Trans. Graph. | 3 |
| 2012 | Interactive images: cuboid proxies for smart image manipulationabstractImages are static and lack important depth information about the underlying 3D scenes. We introduceinteractive imagesin the context of man-made environments wherein objects are simple and regular, share various non-local relations (e.g., coplanarity, parallelism, etc.), and are often repeated. Our interactive framework creates partial scene reconstructions based on cuboid-proxies with minimal user interaction. It subsequently allows a range of intuitive image edits mimicking real-world behavior, which are otherwise difficult to achieve. Effectively, the user simply provides high-level semantic hints, while our system ensures plausible operations by conforming to the extracted non-local relations. We demonstrate our system on a range of real-world images and validate the plausibility of the results using a user study. Youyi Zheng, Xiang Chen 0001, Ming-Ming Cheng, Kun Zhou 0001, Shi-Min Hu 0001, Niloy J. Mitra |
ACM Trans. Graph. | 4 |
| 2012 | A Deformable Surface Model for Real-Time Water Drop AnimationabstractA water drop behaves differently from a large water body because of its strong viscosity and surface tension under the small scale. Surface tension causes the motion of a water drop to be largely determined by its boundary surface. Meanwhile, viscosity makes the interior of a water drop less relevant to its motion, as the smooth velocity field can be well approximated by an interpolation of the velocity on the boundary. Consequently, we propose a fast deformable surface model to realistically animate water drops and their flowing behaviors on solid surfaces. Our system efficiently simulates water drop motions in a Lagrangian fashion, by reducing 3D fluid dynamics over the whole liquid volume to a deformable surface model. In each time step, the model uses an implicit mean curvature flow operator to produce surface tension effects, a contact angle operator to change droplet shapes on solid surfaces, and a set of mesh connectivity updates to handle topological changes and improve mesh quality over time. Our numerical experiments demonstrate a variety of physically plausible water drop phenomena at a real-time rate, including capillary waves when water drops collide, pinch-off of water jets, and droplets flowing over solid materials. The whole system performs orders-of-magnitude faster than existing simulation approaches that generate comparable water drop effects. Huamin Wang 0001, Shuai Wang 0016, Yiying Tong, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2012 | Editorial
Daniel Thalmann, Kun Zhou 0001, Jian J. Zhang 0001, Brian Wyvill |
Vis. Comput. | 2 |
| 2011 | Discriminative Sketch-based 3D Model Retrieval via Robust Shape MatchingabstractAbstract We propose a sketch‐based 3D shape retrieval system that is substantially more discriminative and robust than existing systems, especially for complex models. The power of our system comes from a combination of a contour‐based 2D shape representation and a robust sampling‐based shape matching scheme. They are defined over discriminative local features and applicable for partial sketches; robust to noise and distortions in hand drawings; and consistent when strokes are added progressively. Our robust shape matching, however, requires dense sampling and registration and incurs a high computational cost. We thus devise critical acceleration methods to achieve interactive performance: precomputing kNN graphs that record transformations between neighboring contour images and enable fast online shape alignment; pruning sampling and shape registration strategically and hierarchically; and parallelizing shape matching on multi‐core platforms or GPUs. We demonstrate the effectiveness of our system through various experiments, comparisons, and user studies. Tianjia Shao, Weiwei Xu 0003, KangKang Yin, Jingdong Wang 0001, Kun Zhou 0001, Baining Guo |
Comput. Graph. Forum | 5 |
| 2011 | A shading reuse method for efficient micropolygon ray tracingabstractWe present a shading reuse method for micropolygon ray tracing. Unlike previous shading reuse methods that require an explicit object-to-image space mapping for shading density estimation or shading accuracy, our method performs shading density control and actual shading reuse in different spaces with uncorrelated criterions. Specifically, we generate the shading points by shooting a user-controlled number of shading rays from the image space, while the evaluated shading values are assigned to antialiasing samples through object-space nearest neighbor searches. Shading samples are generated in separate layers corresponding to first bounce ray paths to reduce spurious reuse from very different ray paths. This method eliminates the necessity of an explicit object-to-image space mapping, enabling the elegant handling of ray tracing effects such as reflection and refraction. The overhead of our shading reuse operations is minimized by a highly parallel implementation on the GPU. Compared to the state-of-the-art micropolygon ray tracing algorithm, our method is able to reduce the required shading evaluations by an order of magnitude and achieve significant performance gains. Qiming Hou, Kun Zhou 0001 |
ACM Trans. Graph. | 2 |
| 2011 | Multiscale vector volumesabstractWe introduce multiscale vector volumes , a compact vector representation for volumetric objects with complex internal structures spanning a wide range of scales. With our representation, an object is decomposed into components and each component is modeled as an SDF tree , a novel data structure that uses multiple signed distance functions (SDFs) to further decompose the volumetric component into regions. Multiple signed distance functions collectively can represent non-manifold surfaces and deliver a powerful vector representation for complex volumetric features. We use multiscale embedding to combine object components at different scales into one complex volumetric object. As a result, regions with dramatically different scales and complexities can co-exist in an object. To facilitate volumetric object authoring and editing, we have also developed a scripting language and a GUI prototype. With the help of a recursively defined spatial indexing structure, our vector representation supports fast random access, and arbitrary cross sections of complex volumetric objects can be visualized in real time. Lvdi Wang, Yizhou Yu, Kun Zhou 0001, Baining Guo |
ACM Trans. Graph. | 3 |
| 2011 | Memory-Scalable GPU Spatial Hierarchy ConstructionabstractRecent GPU algorithms for constructing spatial hierarchies have achieved promising performance for moderately complex models by using the breadth-first search (BFS) construction order. While being able to exploit the massive parallelism on the GPU, the BFS order also consumes excessive GPU memory, which becomes a serious issue for interactive applications involving very complex models with more than a few million triangles. In this paper, we propose to use the partial breadth-first search (PBFS) construction order to control memory consumption while maximizing performance. We apply the PBFS order to two hierarchy construction algorithms. The first algorithm is for kd-trees that automatically balances between the level of parallelism and intermediate memory usage. With PBFS, peak memory consumption during construction can be efficiently controlled without costly CPU-GPU data transfer. We also develop memory allocation strategies to effectively limit memory fragmentation. The resulting algorithm scales well with GPU memory and constructs kd-trees of models with millions of triangles at interactive rates on GPUs with 1 GB memory. Compared with existing algorithms, our algorithm is an order of magnitude more scalable for a given GPU memory bound. The second algorithm is for out-of-core bounding volume hierarchy (BVH) construction for very large scenes based on the PBFS construction order. At each iteration, all constructed nodes are dumped to the CPU memory, and the GPU memory is freed for the next iteration's use. In this way, the algorithm is able to build trees that are too large to be stored in the GPU memory. Experiments show that our algorithm can construct BVHs for scenes with up to 20 M triangles, several times larger than previous GPU algorithms. Qiming Hou, Xin Sun 0014, Kun Zhou 0001, Christian Lauterbach, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2011 | Interactive Shape Interpolation through Controllable Dynamic DeformationabstractIn this paper, we introduce an interactive approach to generate physically based shape interpolation between poses. We extend linear modal analysis to offer an efficient and robust numerical technique to generate physically-plausible dynamics even for very large deformation. Our method also provides a rich set of intuitive editing tools with real-time feedback, including control over vibration frequencies, amplitudes, and damping of the resulting interpolation sequence. We demonstrate the versatility of our approach through a series of complex dynamic shape interpolations. Jin Huang 0001, Yiying Tong, Kun Zhou 0001, Hujun Bao, Mathieu Desbrun |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2011 | Radiance Transfer Biclustering for Real-Time All-Frequency Biscale RenderingabstractWe present a real-time algorithm to render all-frequency radiance transfer at both macroscale and mesoscale. At a mesoscale, the shading is computed on a per-pixel basis by integrating the product of the local incident radiance and a bidirectional texture function. While at a macroscale, the precomputed transfer matrix, which transfers the global incident radiance to the local incident radiance at each vertex, is losslessly compressed by a novel biclustering technique. The biclustering is directly applied on the radiance transfer represented in a pixel basis, on which the BTF is naturally defined. It exploits the coherence in the transfer matrix and a property of matrix element values to reduce both storage and runtime computation cost. Our new algorithm renders at real-time frame rates realistic materials and shadows under all-frequency direct environment lighting. Comparisons show that our algorithm is able to generate images that compare favorably with reference ray tracing results, and has obvious advantages over alternative methods in storage and preprocessing time. Xin Sun 0014, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001, Baining Guo |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2011 | Motion Imitation with a Handheld CameraabstractIn this paper, we present a novel method to extract motion of a dynamic object from a video that is captured by a handheld camera, and apply it to a 3D character. Unlike the motion capture techniques, neither special sensors/trackers nor a controllable environment is required. Our system significantly automates motion imitation which is traditionally conducted by professional animators via manual keyframing. Given the input video sequence, we track the dynamic reference object to obtain trajectories of both 2D and 3D tracking points. With them as constraints, we then transfer the motion to the target 3D character by solving an optimization problem to maintain the motion gradients. We also provide a user-friendly editing environment for users to fine tune the motion details. As casual videos can be used, our system, therefore, greatly increases the supply source of motion data. Examples of imitating various types of animal motion are shown. Guofeng Zhang 0001, Hanqing Jiang, Jin Huang 0001, Jiaya Jia, Tien-Tsin Wong, Kun Zhou 0001, Hujun Bao |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2011 | Data-Parallel Octrees for Surface ReconstructionabstractWe present the first parallel surface reconstruction algorithm that runs entirely on the GPU. Like existing implicit surface reconstruction methods, our algorithm first builds an octree for the given set of oriented points, then computes an implicit function over the space of the octree, and finally extracts an isosurface as a watertight triangle mesh. A key component of our algorithm is a novel technique for octree construction on the GPU. This technique builds octrees in real time and uses level-order traversals to exploit the fine-grained parallelism of the GPU. Moreover, the technique produces octrees that provide fast access to the neighborhood information of each octree node, which is critical for fast GPU surface reconstruction. With an octree so constructed, our GPU algorithm performs Poisson surface reconstruction, which produces high-quality surfaces through a global optimization. Given a set of 500 K points, our algorithm runs at the rate of about five frames per second, which is over two orders of magnitude faster than previous CPU algorithms. To demonstrate the potential of our algorithm, we propose a user-guided surface reconstruction technique which reduces the topological ambiguity and improves reconstruction results for imperfect scan data. We also show how to use our algorithm to perform on-the-fly conversion from dynamic point clouds to surfaces as well as to reconstruct fluid surfaces for real-time fluid simulation. Kun Zhou 0001, Minmin Gong, Baining Guo |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2010 | Interactive Rendering of Non-Constant, Refractive Media Using the Ray Equations of Gradient-Index OpticsabstractAbstract Existing algorithms can efficiently render refractive objects of constant refractive index. For a medium with a continuously varying index of refraction, most algorithms use the ray equation of geometric optics to compute piecewise‐linear approximations of the non‐linear rays. By assuming a constant refractive index within each tracing step, these methods often need a large number of small steps to generate satisfactory images. In this paper, we present a new approach for tracing non‐constant, refractive media based on the ray equations of gradient‐index optics. We show that in a medium of constant index gradient, the ray equation has a closed‐form solution, and the intersection point between a ray and the medium boundaries can be efficiently computed using the bisection method. For general non‐constant media, we model the refractive index as a piecewise‐linear function and render the refraction by tracing the tetrahedron‐based representation of the media. Our algorithm can be easily combined with existing rendering algorithms such as photon mapping to generate complex refractive caustics at interactive frame rates. We also derive analytic ray formulations for tracing mirages – a special gradient‐index optical phenomenon. Zhong Ren 0001, Baining Guo, Kun Zhou 0001 |
Comput. Graph. Forum | 4 |
| 2010 | Deformation Transfer to Multi-Component ObjectsabstractAbstract We present a simple and effective algorithm to transfer deformation between surface meshes with multiple components. The algorithm automatically computes spatial relationships between components of the target object, builds correspondences between source and target, and finally transfers deformation of the source onto the target while preserving cohesion between the target's components. We demonstrate the versatility of our approach on various complex models. Kun Zhou 0001, Weiwei Xu 0003, Yiying Tong, Mathieu Desbrun |
Comput. Graph. Forum | 1 |
| 2010 | Micropolygon ray tracing with defocus and motion blurabstractWe present a micropolygon ray tracing algorithm that is capable of efficiently rendering high quality defocus and motion blur effects. A key component of our algorithm is a BVH (bounding volume hierarchy) based on 4D hyper-trapezoids that project into 3D OBBs (oriented bounding boxes) in spatial dimensions. This acceleration structure is able to provide tight bounding volumes for scene geometries, and is thus efficient in pruning intersection tests during ray traversal. More importantly, it can exploit the natural coherence on the time dimension in motion blurred scenes. The structure can be quickly constructed by utilizing the micropolygon grids generated during micropolygon tessellation. Ray tracing of defocused and motion blurred scenes is efficiently performed by traversing the structure. Both the BVH construction and ray traversal are easily implemented on GPUs and integrated into a GPU-based micropolygon renderer. In our experiments, our ray tracer performs up to an order of magnitude faster than the state-of-art rasterizers while consistently delivering an image quality equivalent to a maximum-quality rasterizer. We also demonstrate that the ray tracing algorithm can be extended to handle a variety of effects, such as secondary ray effects and transparency. Qiming Hou, Baining Guo, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2010 | Interactive hair rendering under environment lightingabstractWe present an algorithm for interactive hair rendering with both single and multiple scattering effects under complex environment lighting. The outgoing radiance due to single scattering is determined by the integral of the product of the environment lighting, the scattering function, and the transmittance that accounts for self-shadowing among hair fibers. We approximate the environment light by a set of spherical radial basis functions (SRBFs) and thus convert the outgoing radiance integral into the sum of radiance contributions of all SRBF lights. For each SRBF light, we factor out the effective transmittance to represent the radiance integral as the product of two terms: the transmittance and the convolution of the SRBF light and the scattering function. Observing that the convolution term is independent of the hair geometry, we precompute it for commonly-used scattering models, and reduce the run-time computation to table lookups. We further propose a technique, called the convolution optical depth map , to efficiently approximate the effective transmittance by filtering the optical depth maps generated at the center of the SRBF using a depth-dependent kernel. As for the multiple scattering computation, we handle SRBF lights by using similar factorization and precomputation schemes, and adopt sparse sampling and interpolation to speed up the computation. Compared to off-line algorithms, our algorithm can generate images of comparable quality, but at interactive frame rates. Zhong Ren 0001, Kun Zhou 0001, Wei Hua 0002, Baining Guo |
ACM Trans. Graph. | 2 |
| 2010 | Line space gathering for single scattering in large scenesabstractWe present an efficient technique to render single scattering in large scenes with reflective and refractive objects and homogeneous participating media. Efficiency is obtained by evaluating the final radiance along a viewing ray directly from the lighting rays passing near to it, and by rapidly identifying such lighting rays in the scene. To facilitate the search for nearby lighting rays, we convert lighting rays and viewing rays into 6D points and planes according to their Plücker coordinates and coefficients, respectively. In this 6D line space, the problem of closest lines search becomes one of closest points to a plane query, which we significantly accelerate using a spatial hierarchy of the 6D points. This approach to lighting ray gathering supports complex light paths with multiple reflections and refractions, and avoids the use of a volume representation, which is expensive for large-scale scenes. This method also utilizes far fewer lighting rays than the number of photons needed in traditional volumetric photon mapping, and does not discretize viewing rays into numerous steps for ray marching. With this approach, results similar to volumetric photon mapping are obtained efficiently in terms of both storage and computation. Xin Sun 0014, Kun Zhou 0001, Stephen Lin 0001, Baining Guo |
ACM Trans. Graph. | 2 |
| 2010 | Vector solid texturesabstractIn this paper, we introduce a compact random-access vector representation for solid textures made of intermixed regions with relatively smooth internal color variations. It is feature-preserving and resolution-independent. In this representation, a texture volume is divided into multiple regions. Region boundaries are implicitly defined using a signed distance function. Color variations within the regions are represented using compactly supported radial basis functions (RBFs). With a spatial indexing structure, such RBFs enable efficient color evaluation during real-time solid texture mapping. Effective techniques have been developed for generating such a vector representation from bitmap solid textures. Data structures and techniques have also been developed to compactly store region labels and distance values for efficient random access during boundary and color evaluation. Lvdi Wang, Kun Zhou 0001, Yizhou Yu, Baining Guo |
ACM Trans. Graph. | 2 |
| 2009 | Fast, Sub-pixel Antialiased Shadow MapsabstractAbstract Solving aliasing artifacts is an essential problem in shadow mapping approaches. Many works have been proposed, however, most of them focused on removing the texel‐level aliasing that results from the limited resolution of shadow maps. Little work has been done to solve the pixel‐level shadow aliasing that is produced by the rasterization on the screen plane. In this paper, we propose a fast, sub‐pixel antialiased shadowing algorithm to solve the pixel aliasing problem. Our work is based on the alias‐free shadow maps, which is capable of computing accurate per‐pixel shadow, and only incurs little cost to extend to sub‐pixel accuracy. Instead of direct supersampling the screen space, we take facets to approximate pixels in shadow testing. The shadowed area of one facet is rapidly evaluated by projecting blocker geometry onto a supersampled 2D occlusion mask with bitmasks fusion. It provides a sub‐pixel occlusion sampling so as to capture fine shadow details and features. Furthermore, we introduce the silhouette mask map that limits visibility evaluation to pixels only on the silhouette, which greatly reduces the computation cost. Our algorithm runs entirely on the GPU, achieving real‐time performance and is an order of magnitude faster than the brute‐force supersampling method to produce comparable 32× antialiased shadows. Minghao Pan, Rui Wang 0004, Weifeng Chen 0002, Kun Zhou 0001, Hujun Bao |
Comput. Graph. Forum | 4 |
| 2009 | Gradient Domain Mesh Deformation - A Survey
Weiwei Xu 0003, Kun Zhou 0001 |
J. Comput. Sci. Technol. | 2 |
| 2009 | Real-time dynamics for geometric textures in shellabstractAbstract Embedding geometric textures in a shell space around an arbitrary surface has been a popular way to add highly detailed geometric details and enhance visual richness in graphics community, but the dynamic effects of geometric textures have not been modeled and simulated. In this paper, we introduce an efficient algorithm for deforming geometric textures with dynamic effects. The algorithm consists of two steps. First, it computes a deformed shell space by optimizing a material related energy function, which is then used to evaluate the equilibrium position of the geometric texture. Second, an explicit time integration scheme is applied for vibrating the geometric texture around its equilibrium position. Users can deform the geometric textures by dragging its vertices directly, and the dynamic behavior of the geometric textures can be changed by adjusting several material parameters. The dynamic simulation of geometric textures can be easily implemented on GPU and runs at real‐time rates. Copyright © 2009 John Wiley & Sons, Ltd. Jin Huang 0001, Hanqiu Sun, Kun Zhou 0001, Hujun Bao |
Comput. Animat. Virtual Worlds | 3 |
| 2009 | Debugging GPU stream programs through automatic dataflow recording and visualizationabstractWe present a novel framework for debugging GPU stream programs through automatic dataflow recording and visualization. Our debugging system can help programmers locate errors that are common in general purpose stream programs but very difficult to debug with existing tools. A stream program is first compiled into an instrumented program using a compiler. This instrumenting compiler automatically adds to the original program dataflow recording code that saves the information of all GPU memory operations into log files. The resulting stream program is then executed on the GPU. With dataflow recording, our debugger automatically detects common memory errors such as out-of-bound access, uninitialized data access, and race conditions -- these errors are extremely difficult to debug with existing tools. When the instrumented program terminates, either normally or due to an error, a dataflow visualizer is launched and it allows the user to examine the memory operation history of all threads and values in all streams. Thus the user can analyze error sources by tracing through relevant threads and streams using the recorded dataflow. A key ingredient of our debugging framework is the GPU interrupt , a novel mechanism that we introduce to support CPU function calls from inside GPU code. We enable interrupts on the GPU by designing a specialized compilation algorithm that translates these interrupts into GPU kernels and CPU management code. Dataflow recording involving disk I/O operations can thus be implemented as interrupt handlers. The GPU interrupt mechanism also allows the programmer to discover errors in more active ways by developing customized debugging functions that can be directly used in GPU code. As examples we show two such functions: assert for data verification and watch for visualizing intermediate results. Qiming Hou, Kun Zhou 0001, Baining Guo |
ACM Trans. Graph. | 2 |
| 2009 | Motion field texture synthesisabstractA variety of animation effects such as herds and fluids contain detailed motion fields characterized by repetitive structures. Such detailed motion fields are often visually important, but tedious to specify manually or expensive to simulate computationally. Due to the repetitive nature, some of these motion fields (e.g. turbulence in fluids) could be synthesized by procedural texturing, but procedural texturing is known for its limited generality. We apply example-based texture synthesis for motion fields. Our technique is general and can take on a variety of user inputs, including captured data, manual art, and physical/procedural simulation. This data-driven approach enables artistic effects that are difficult to achieve via previous methods, such as heart shaped swirls in fluid animation. Due to the use of texture synthesis, our method is able to populate a large output field from a small input exemplar, imposing minimum user workload. Our algorithm also allows the synthesis of output motion fields not only with the same dimension as the input (e.g. 2D to 2D) but also of higher dimension, such as 3D volumetric outputs from 2D planar inputs. This cross-dimension capability supports a convenient usage scenario, i.e. the user could simply supply 2D images and our method produces a 3D motion field with similar characteristics. The motion fields produced by our method are generic, and could be combined with a variety of large-scale low-resolution motions that are easy to specify either manually or computationally but lack the repetitive structures to be characterized as textures. We apply our technique to a variety of animation phenomena, including smoke, liquid, and group motion. Chongyang Ma, Li-Yi Wei, Baining Guo, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |
| 2009 | Out-of-core multigrid solver for streaming meshesabstractWe present an out-of-core multigrid for solving the Poisson equation defined over gigantic meshes. This enables gradient-domain operations on out-of-core meshes with irregular connectivity. Taking a streaming mesh and boundary constraints as input, our solver builds a multigrid hierarchy and refines the multigrid solution progressively by performing all operations as streaming computations. A set of rules are carefully designed to make neighboring multigrid nodes perform tasks cooperatively and efficiently. With a sublinear memory growth with respect to the number of mesh vertices, our approach handles meshes with 14M vertices using merely 84MB of memory, while an equivalent in-core multigrid implementation fails to fit into 2GB memory space. Hujun Bao, Kun Zhou 0001 |
ACM Trans. Graph. | 3 |
| 2009 | An efficient GPU-based approach for interactive global illuminationabstractThis paper presents a GPU-based method for interactive global illumination that integrates complex effects such as multi-bounce indirect lighting, glossy reflections, caustics, and arbitrary specular paths. Our method builds upon scattered data sampling and interpolation on the GPU. We start with raytraced shading points and partition them into coherent shading clusters using adaptive seeding followed by k-means. At each cluster center we apply final gather to evaluate its incident irradiance using GPU-based photon mapping. We approximate the entire photon tree as a compact illumination cut, thus reducing the final gather cost for each ray. The sampled irradiance values are then interpolated at all shading points to produce rendering. Our method exploits the spatial coherence of illumination to reduce sampling cost. We sample sparsely and the distribution of sample points conforms with the underlying illumination changes. Therefore our method is both fast and preserves high rendering quality. Although the same property has been exploited by previous caching and adaptive sampling methods, these methods typically require sequential computation of sample points, making them ill-suited for the GPU. In contrast, we select sample points adaptively in a single pass, enabling parallel computation. As a result, our algorithm runs entirely on the GPU, achieving interactive rates for scenes with complex illumination effects. Rui Wang 0004, Rui Wang 0003, Kun Zhou 0001, Minghao Pan, Hujun Bao |
ACM Trans. Graph. | 3 |
| 2009 | Example-based hair geometry synthesisabstractWe present an example-based approach to hair modeling because creating hairstyles either manually or through image-based acquisition is a costly and time-consuming process. We introduce a hierarchical hair synthesis framework that views a hairstyle both as a 3D vector field and a 2D arrangement of hair strands on the scalp. Since hair forms wisps, a hierarchical hair clustering algorithm has been developed for detecting wisps in example hairstyles. The coarsest level of the output hairstyle is synthesized using traditional 2D texture synthesis techniques. Synthesizing finer levels of the hierarchy is based on cluster oriented detail transfer. Finally, we compute a discrete tangent vector field from the synthesized hair at every level of the hierarchy to remove undesired inconsistencies among hair trajectories. Improved hair trajectories can be extracted from the vector field. Based on our automatic hair synthesis method, we have also developed simple user-controlled synthesis and editing techniques including feature-preserving combing as well as detail transfer between different hairstyles. Lvdi Wang, Yizhou Yu, Kun Zhou 0001, Baining Guo |
ACM Trans. Graph. | 3 |
| 2009 | Joint-aware manipulation of deformable modelsabstractComplex mesh models of man-made objects often consist of multiple components connected by various types of joints. We propose a joint-aware deformation framework that supports the direct manipulation of an arbitrary mix of rigid and deformable components. First we apply slippable motion analysis to automatically detect multiple types of joint constraints that are implicit in model geometry. For single-component geometry or models with disconnected components, we support user-defined virtual joints. Then we integrate manipulation handle constraints, multiple components, joint constraints, joint limits, and deformation energies into a single volumetric-cell-based space deformation problem. An iterative, parallelized Gauss-Newton solver is used to solve the resulting nonlinear optimization. Interactive deformable manipulation is demonstrated on a variety of geometric models while automatically respecting their multi-component nature and the natural behavior of their joints. Weiwei Xu 0003, KangKang Yin, Kun Zhou 0001, Michiel van de Panne, Falai Chen, Baining Guo |
ACM Trans. Graph. | 4 |
| 2009 | RenderAnts: interactive Reyes rendering on GPUsabstractWe present RenderAnts, the first system that enables interactive Reyes rendering on GPUs. Taking RenderMan scenes and shaders as input, our system first compiles RenderMan shaders to GPU shaders. Then all stages of the basic Reyes pipeline, including bounding/splitting, dicing, shading, sampling, compositing and filtering, are executed on GPUs using carefully designed data-parallel algorithms. Advanced effects such as shadows, motion blur and depth-of-field can also be rendered. In order to avoid exhausting GPU memory, we introduce a novel dynamic scheduling algorithm to bound the memory consumption during rendering. The algorithm automatically adjusts the amount of data being processed in parallel at each stage so that all data can be maintained in the available GPU memory. This allows our system to maximize the parallelism in all individual stages of the pipeline and achieve superior performance. We also propose a multi-GPU scheduling technique based on work stealing so that the system can support scalable rendering on multiple GPUs. The scheduler is designed to minimize inter-GPU communication and balance workloads among GPUs. We demonstrate the potential of RenderAnts using several complex RenderMan scenes and an open source movie entitled Elephants Dream. Compared to Pixar's PRMan, our system can generate images of comparably high quality, but is over one order of magnitude faster. For moderately complex scenes, the system allows the user to change the viewpoint, lights and materials while producing photorealistic results at interactive speed. Kun Zhou 0001, Qiming Hou, Zhong Ren 0001, Minmin Gong, Xin Sun 0014, Baining Guo |
ACM Trans. Graph. | 1 |
| 2008 | Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering MediaabstractAbstract We present a real‐time rendering algorithm for inhomogeneous, single scattering media, where all‐frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient‐based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real‐time performance for dynamic lighting and scenes. Rendering results of our method are shown to be comparable to those from ray tracing. Zhong Ren 0001, Kun Zhou 0001, Stephen Lin 0001, Baining Guo |
Comput. Graph. Forum | 2 |
| 2008 | BSGP: bulk-synchronous GPU programmingabstractWe present BSGP, a new programming language for general purpose computation on the GPU. A BSGP program looks much the same as a sequential C program. Programmers only need to supply a bare minimum of extra information to describe parallel processing on GPUs. As a result, BSGP programs are easy to read, write, and maintain. Moreover, the ease of programming does not come at the cost of performance. A well-designed BSGP compiler converts BSGP programs to kernels and combines them using optimally allocated temporary streams. In our benchmark, BSGP programs achieve similar or better performance than well-optimized CUDA programs, while the source code complexity and programming time are significantly reduced. To test BSGP's code efficiency and ease of programming, we implemented a variety of GPU applications, including a highly sophisticated X3D parser that would be extremely difficult to develop with existing GPU programming languages. Qiming Hou, Kun Zhou 0001, Baining Guo |
ACM Trans. Graph. | 2 |
| 2008 | Example-based dynamic skinning in real timeabstractIn this paper we present an approach to enrich skeleton-driven animations with physically-based secondary deformation in real time. To achieve this goal, we propose a novel, surface-based deformable model that can interactively emulate the dynamics of both low-and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, our dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, our approach can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time. Kun Zhou 0001, Yiying Tong, Mathieu Desbrun, Hujun Bao, Baining Guo |
ACM Trans. Graph. | 2 |
| 2008 | Interactive relighting of dynamic refractive objectsabstractWe present a new technique for interactive relighting of dynamic refractive objects with complex material properties. We describe our technique in terms of a rendering pipeline in which each stage runs entirely on the GPU. The rendering pipeline converts surfaces to volumetric data, traces the curved paths of photons as they refract through the volume, and renders arbitrary views of the resulting radiance distribution. Our rendering pipeline is fast enough to permit interactive updates to lighting, materials, geometry, and viewing parameters without any precomputation. Applications of our technique include the visualization of caustics, absorption, and scattering while running physical simulations or while manipulating surfaces in real time. Xin Sun 0014, Kun Zhou 0001, Eric J. Stollnitz, Jiaoying Shi, Baining Guo |
ACM Trans. Graph. | 2 |
| 2008 | Inverse texture synthesisabstractThe quality and speed of most texture synthesis algorithms depend on a 2D input sample that is small and contains enough texture variations. However, little research exists on how to acquire such sample. For homogeneous patterns this can be achieved via manual cropping, but no adequate solution exists for inhomogeneous or globally varying textures, i.e. patterns that are local but not stationary, such as rusting over an iron statue with appearance conditioned on varying moisture levels. We present inverse texture synthesis to address this issue. Our inverse synthesis runs in the opposite direction with respect to traditional forward synthesis: given a large globally varying texture, our algorithm automatically produces a small texture compaction that best summarizes the original. This small compaction can be used to reconstruct the original texture or to re-synthesize new textures under user-supplied controls. More important, our technique allows real-time synthesis of globally varying textures on a GPU, where the texture memory is usually too small for large textures. We propose an optimization framework for inverse texture synthesis, ensuring that each input region is properly encoded in the output compaction. Our optimization process also automatically computes orientation fields for anisotropic textures containing both low- and high-frequency regions, a situation difficult to handle via existing techniques. Li-Yi Wei, Jianwei Han, Kun Zhou 0001, Hujun Bao, Baining Guo, Harry Shum |
ACM Trans. Graph. | 3 |
| 2008 | Real-time KD-tree construction on graphics hardwareabstractWe present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method builds tree nodes completely in BFS (breadth-first search) order. We also develop a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs. For these nodes, we parallelize the computation over all geometric primitives instead of nodes at each level. Finally, in order to maintain kd-tree quality, we introduce novel schemes for fast evaluation of node split costs. As far as we know, ours is the first real-time kd-tree algorithm on the GPU. The kd-trees built by our algorithm are of comparable quality as those constructed by off-line CPU algorithms. In terms of speed, our algorithm is significantly faster than well-optimized single-core CPU algorithms and competitive with multi-core CPU algorithms. Our algorithm provides a general way for handling dynamic scenes on the GPU. We demonstrate the potential of our algorithm in applications involving dynamic scenes, including GPU ray tracing, interactive photon mapping, and point cloud modeling. Kun Zhou 0001, Qiming Hou, Rui Wang 0004, Baining Guo |
ACM Trans. Graph. | 1 |
| 2008 | Real-time smoke rendering using compensated ray marchingabstractWe present a real-time algorithm calledcompensated ray marchingfor rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition of the input smoke animation, represented as a sequence of volumetric density fields, into a set of radial basis functions (RBFs) and a sequence of residual fields. To expedite rendering, the source radiance distribution within the smoke is computed from only the low-frequency RBF approximation of the density fields, since the high-frequency residuals have little impact on global illumination under low-frequency environment lighting. Furthermore, in computing source radiances the contributions from single and multiple scattering are evaluated at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. A slice-based integration of these source radiances along each view ray is then performed to render the final image. The high-frequency residual fields, which are a critical component in the local appearance of smoke, are compensated back into the radiance integral during this ray march to generate images of high detail. The runtime algorithm, which includes both light transfer simulation and ray marching, can be easily implemented on the GPU, and thus allows for real-time manipulation of viewpoint and lighting, as well as interactive editing of smoke attributes such as extinction cross section, scattering albedo, and phase function. Only moderate preprocessing time and storage is needed. This approach provides the first method for real-time smoke rendering that includes single and multiple scattering while generating results comparable in quality to offline algorithms like ray tracing. Kun Zhou 0001, Zhong Ren 0001, Stephen Lin 0001, Hujun Bao, Baining Guo, Harry Shum |
ACM Trans. Graph. | 1 |
| 2007 | Locality Sensitive Discriminant Analysis
Deng Cai 0001, Xiaofei He 0001, Kun Zhou 0001, Jiawei Han 0001, Hujun Bao |
IJCAI | 3 |
| 2007 | Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering MediaabstractWe describe a new, analytic approximation to the airlight integral from scattering media whose density is modeled as a sum of Gaussians. The approximation supports real-time rendering of inhomogeneous media including their shadowing and scattering effects. For each Gaussian, this approximation samples the scattering integrand at the projection of its center along the view ray but models attenuation and shadowing with respect to the other Gaussians by integrating density along the fixed path from light source to 3D center to view point. Our method handles isotropic, single-scattering media illuminated by point light sources or low-frequency lighting environments. We also generalize models for reflectance of surfaces from constant-density to inhomogeneous media, using simple optical depth averaging in the direction of the light source or all around the receiver point. Our real-time renderer is incorporated into a system for real-time design and preview of realistic animated fog, steam, or smoke. Kun Zhou 0001, Qiming Hou, Minmin Gong, John Snyder, Baining Guo, Harry Shum |
PG | 1 |
| 2007 | High Dynamic Range Image Hallucination
Lvdi Wang, Li-Yi Wei, Kun Zhou 0001, Baining Guo, Harry Shum |
Rendering Techniques | 3 |
| 2007 | Laplacian optimal design for image retrievalabstractRelevance feedback is a powerful technique to enhance Content-Based Image Retrieval (CBIR) performance. It solicits the user’s relevance judgments on the retrieved images returned by the CBIR systems. The user’s labeling is then used to learn a classifier to distinguish between relevant and irrelevant images. However, the top returned images may not be the most informative ones. The challenge is thus to determine which unlabeled images would be the most informative (i.e., improve the classifier the most) if they were labeled and used as training samples. In this paper, we propose a novel active learning algorithm, called Laplacian Optimal Design (LOD), for relevance feedback image retrieval. Our algorithm is based on a regression model which minimizes the least square error on the measured (or, labeled) images and simultaneously preserves the local geometrical structure of the image space. Specifically, we assume that if two images are sufficiently close to each other, then their measurements (or, labels) are close as well. By constructing a nearest neighbor graph, the geometrical structure of the image space can be described by the graph Laplacian. We discuss how results from the field of optimal experimental design may be used to guide our selection of a subset of images, which gives us the most amount of information. Experimental results on Corel database suggest that the proposed approach achieves higher precision in relevance feedback image retrieval. Xiaofei He 0001, Wanli Min, Deng Cai 0001, Kun Zhou 0001 |
SIGIR | 4 |
| 2007 | Low Distortion Shell Map GenerationabstractA shell map (Porumbescu et al., 2005) is a bijective mapping between shell space (the space between a base surface and its offset) and texture space. It can be used to generate small-scale features on surfaces using a variety of modeling techniques. In this paper, we present an efficient algorithm, which reduces distortion by construction, for the offset surface generation of triangular meshes. The basic idea is to independently offset each triangle of the base mesh, and then stitch them up by solving a Poisson equation. We then introduce the details for computation of a stretch metric, which measures the distortion of shell maps. Our results show a substantial improvement compared to previous results Kun Zhou 0001, Yiying Tong, Baining Guo |
VR | 2 |
| 2007 | Mesh puppetry: cascading optimization of mesh deformation with inverse kinematicsabstractWe present mesh puppetry , a variational framework for detail-preserving mesh manipulation through a set of high-level, intuitive, and interactive design tools. Our approach builds upon traditional rigging by optimizing skeleton position and vertex weights in an integrated manner. New poses and animations are created by specifying a few desired constraints on vertex positions, balance of the character, length and rigidity preservation, joint limits, and/or self-collision avoidance. Our algorithm then adjusts the skeleton and solves for the deformed mesh simultaneously through a novel cascading optimization procedure, allowing realtime manipulation of meshes with 50 K + vertices for fast design of pleasing and realistic poses. We demonstrate the potential of our framework through an interactive deformation platform and various applications such as deformation transfer and motion retargeting. Kun Zhou 0001, Yiying Tong, Mathieu Desbrun, Hujun Bao, Baining Guo |
ACM Trans. Graph. | 2 |
| 2007 | Interactive relighting with dynamic BRDFsabstractWe present a technique for interactive relighting in which source radiance, viewing direction, and BRDFs can all be changed on the fly. In handling dynamic BRDFs, our method efficiently accounts for the effects of BRDF modification on the reflectance and incident radiance at a surface point. For reflectance, we develop a BRDF tensor representation that can be factorized into adjustable terms for lighting, viewing, and BRDF parameters. For incident radiance, there exists a non-linear relationship between indirect lighting and BRDFs in a scene, which makes linear light transport frameworks such as PRT unsuitable. To overcome this problem, we introduceprecomputed transfer tensors(PTTs) which decompose indirect lighting into precomputable components that are each a function of BRDFs in the scene, and can be rapidly combined at run time to correctly determine incident radiance. We additionally describe a method for efficient handling of high-frequency specular reflections by separating them from the BRDF tensor representation and processing them using precomputed visibility information. With relighting based on PTTs, interactive performance with indirect lighting is demonstrated in applications to BRDF animation and material tuning. Xin Sun 0014, Kun Zhou 0001, Yanyun Chen, Stephen Lin 0001, Jiaoying Shi, Baining Guo |
ACM Trans. Graph. | 2 |
| 2007 | Gradient domain editing of deforming mesh sequencesabstractMany graphics applications, including computer games and 3D animated films, make heavy use of deforming mesh sequences. In this paper, we generalize gradient domain editing to deforming mesh sequences. Our framework is keyframe based. Given sparse and irregularly distributed constraints at unevenly spaced keyframes, our solution first adjusts the meshes at the keyframes to satisfy these constraints, and then smoothly propagate the constraints and deformations at keyframes to the whole sequence to generate new deforming mesh sequence. To achieve convenient keyframe editing, we have developed an efficient alternating least-squares method. It harnesses the power of subspace deformation and two-pass linear methods to achieve high-quality deformations. We have also developed an effective algorithm to define boundary conditions for all frames using handle trajectory editing. Our deforming mesh editing framework has been successfully applied to a number of editing scenarios with increasing complexity, including footprint editing, path editing, temporal filtering, handle-based deformation mixing, and spacetime morphing. Weiwei Xu 0003, Kun Zhou 0001, Yizhou Yu, Qifeng Tan, Qunsheng Peng 0001, Baining Guo |
ACM Trans. Graph. | 2 |
| 2007 | Direct manipulation of subdivision surfaces on GPUsabstractWe present an algorithm for interactive deformation of subdivision surfaces, including displaced subdivision surfaces and subdivision surfaces with geometric textures. Our system lets the user directly manipulate the surface using freely-selected surface points as handles. During deformation the control mesh vertices are automatically adjusted such that the deforming surface satisfies the handle position constraints while preserving the original surface shape and details. To best preserve surface details, we develop a gradient domain technique that incorporates the handle position constraints and detail preserving objectives into the deformation energy. For displaced subdivision surfaces and surfaces with geometric textures, the deformation energy is highly nonlinear and cannot be handled with existing iterative solvers. To address this issue, we introduce a shell deformation solver, which replaces each numerically unstable iteration step with two stable mesh deformation operations. Our deformation algorithm only uses local operations and is thus suitable for GPU implementation. The result is a real-time deformation system running orders of magnitude faster than the state-of-the-art multigrid mesh deformation solver. We demonstrate our technique with a variety of examples, including examples of creating visually pleasing character animations in real-time by driving a subdivision surface with motion capture data. Kun Zhou 0001, Weiwei Xu 0003, Baining Guo, Harry Shum |
ACM Trans. Graph. | 1 |
| 2006 | Subspace gradient domain mesh deformationabstractIn this paper we present a general framework for performing constrained mesh deformation tasks with gradient domain techniques. We present a gradient domain technique that works well with a wide variety of linear and nonlinear constraints. The constraints we introduce include the nonlinear volume constraint for volume preservation, the nonlinear skeleton constraint for maintaining the rigidity of limb segments of articulated figures, and the projection constraint for easy manipulation of the mesh without having to frequently switch between multiple viewpoints. To handle nonlinear constraints, we cast mesh deformation as a nonlinear energy minimization problem and solve the problem using an iterative algorithm. The main challenges in solving this nonlinear problem are the slow convergence and numerical instability of the iterative solver. To address these issues, we develop a subspace technique that builds a coarse control mesh around the original mesh and projects the deformation energy and constraints onto the control mesh vertices using the mean value interpolation. The energy minimization is then carried out in the subspace formed by the control mesh vertices. Running in this subspace, our energy minimization solver is both fast and stable and it provides interactive responses. We demonstrate our deformation constraints and subspace deformation technique with a variety of constrained deformation examples. Jin Huang 0001, Xinguo Liu, Kun Zhou 0001, Li-Yi Wei, Shang-Hua Teng, Hujun Bao, Baining Guo, Harry Shum |
ACM Trans. Graph. | 4 |
| 2006 | Real-time soft shadows in dynamic scenes using spherical harmonic exponentiationabstractPrevious methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-frequency light sources where such integration is impractical. Our method operates on vectors representing low-frequency visibility of blockers in the spherical harmonic basis. Blocking geometry is modeled as a set of spheres; relatively few spheres capture the low-frequency blocking effect of complicated geometry. At each receiver point, we compute the product of visibility vectors for these blocker spheres as seen from the point. Instead of computing an expensive SH product per blocker as in previous work, we perform inexpensive vector sums to accumulate the log of blocker visibility. SH exponentiation then yields the product visibility vector over all blockers. We show how the SH exponentiation required can be approximated accurately and efficiently for low-order SH, accelerating previous CPU-based methods by a factor of 10 or more, depending on blocker complexity, and allowing real-time GPU implementation. Zhong Ren 0001, Rui Wang 0004, John M. Snyder, Kun Zhou 0001, Xinguo Liu, Peter-Pike J. Sloan, Hujun Bao, Qunsheng Peng 0001, Baining Guo |
ACM Trans. Graph. | 4 |
| 2006 | Mesh quilting for geometric texture synthesisabstractWe introduce mesh quilting , a geometric texture synthesis algorithm in which a 3D texture sample given in the form of a triangle mesh is seamlessly applied inside a thin shell around an arbitrary surface through local stitching and deformation. We show that such geometric textures allow interactive and versatile editing and animation, producing compelling visual effects that are difficult to achieve with traditional texturing methods. Unlike pixel-based image quilting, mesh quilting is based on stitching together 3D geometry elements. Our quilting algorithm finds corresponding geometry elements in adjacent texture patches, aligns elements through local deformation, and merges elements to seamlessly connect texture patches. For mesh quilting on curved surfaces, a critical issue is to reduce distortion of geometry elements inside the 3D space of the thin shell. To address this problem we introduce a low-distortion parameterization of the shell space so that geometry elements can be synthesized even on very curved objects without the visual distortion present in previous approaches. We demonstrate how mesh quilting can be used to generate convincing decorations for a wide range of geometric textures. Kun Zhou 0001, Yiying Tong, Mathieu Desbrun, Baining Guo, Harry Shum |
ACM Trans. Graph. | 1 |
| 2006 | Fast example-based surface texture synthesis via discrete optimization
Jianwei Han, Kun Zhou 0001, Li-Yi Wei, Minmin Gong, Hujun Bao, Xinming Zhang 0001, Baining Guo |
Vis. Comput. | 2 |
| 2006 | Geometrically based potential energy for simulating deformable objects
Jin Huang 0001, Xinguo Liu, Kun Zhou 0001, Baining Guo, Hujun Bao |
Vis. Comput. | 4 |
| 2006 | Spherical harmonics scaling
Jiaping Wang, Kun Xu 0003, Kun Zhou 0001, Stephen Lin 0001, Shi-Min Hu 0001, Baining Guo |
Vis. Comput. | 3 |
| 2006 | Variational sphere set approximation for solid objects
Rui Wang 0004, Kun Zhou 0001, John Snyder, Xinguo Liu, Hujun Bao, Qunsheng Peng 0001, Baining Guo |
Vis. Comput. | 2 |
| 2006 | 2D shape deformation using nonlinear least squares optimization
Yanlin Weng, Weiwei Xu 0003, Yanchen Wu, Kun Zhou 0001, Baining Guo |
Vis. Comput. | 4 |
| 2005 | Precomputed shadow fields for dynamic scenesabstractWe present a soft shadow technique for dynamic scenes with moving objects under the combined illumination of moving local light sources and dynamic environment maps. The main idea of our technique is to precompute for each scene entity a shadow field that describes the shadowing effects of the entity at points around it. The shadow field for a light source, called a source radiance field (SRF), records radiance from an illuminant as cube maps at sampled points in its surrounding space. For an occluder, an object occlusion field (OOF) conversely represents in a similar manner the occlusion of radiance by an object. A fundamental difference between shadow fields and previous shadow computation concepts is that shadow fields can be precomputed independent of scene configuration. This is critical for dynamic scenes because, at any given instant, the shadow information at any receiver point can be rapidly computed as a simple combination of SRFs and OOFs according to the current scene configuration. Applications that particularly benefit from this technique include large dynamic scenes in which many instances of an entity can share a single shadow field. Our technique enables low-frequency shadowing effects in dynamic scenes in real-time and all-frequency shadows at interactive rates. Kun Zhou 0001, Stephen Lin 0001, Baining Guo, Harry Shum |
ACM Trans. Graph. | 1 |
| 2005 | Large mesh deformation using the volumetric graph LaplacianabstractWe present a novel technique for large deformations on 3D meshes using the volumetric graph Laplacian. We first construct a graph representing the volume inside the input mesh. The graph need not form a solid meshing of the input mesh's interior; its edges simply connect nearby points in the volume. This graph's Laplacian encodes volumetric details as the difference between each point in the graph and the average of its neighbors. Preserving these volumetric details during deformation imposes a volumetric constraint that prevents unnatural changes in volume. We also include in the graph points a short distance outside the mesh to avoid local self-intersections. Volumetric detail preservation is represented by a quadric energy function. Minimizing it preserves details in a least-squares sense, distributing error uniformly over the whole deformed mesh. It can also be combined with conventional constraints involving surface positions, details or smoothness, and efficiently minimized by solving a sparse linear system.We apply this technique in a 2D curve-based deformation system allowing novice users to create pleasing deformations with little effort. A novel application of this system is to apply nonrigid and exaggerated deformations of 2D cartoon characters to 3D meshes. We demonstrate our system's potential with several examples. Kun Zhou 0001, Jin Huang 0001, John M. Snyder, Xinguo Liu, Hujun Bao, Baining Guo, Harry Shum |
ACM Trans. Graph. | 1 |
| 2005 | TextureMontageabstractWe propose a technique, called TextureMontage , to seamlessly map a patchwork of texture images onto an arbitrary 3D model. A texture atlas can be created through the specification of a set of correspondences between the model and any number of texture images. First, our technique automatically partitions the mesh and the images, driven solely by the choice of feature correspondences. Most charts will then be parameterized over their corresponding image planes through the minimization of a distortion metric based on both geometric distortion and texture mismatch across patch boundaries and images. Lastly, a surface texture inpainting technique is used to fill in the remaining charts of the surface with no corresponding texture patches. The resulting texture mapping satisfies the (sparse or dense) user-specified constraints while minimizing the distortion of the texture images and ensuring a smooth transition across the boundaries of different mesh patches. Seamless Texturing of Arbitrary Surfaces From Multiple Images Kun Zhou 0001, Yiying Tong, Mathieu Desbrun, Baining Guo, Harry Shum |
ACM Trans. Graph. | 1 |
| 2005 | Decorating Surfaces with Bidirectional Texture FunctionsabstractWe present a system for decorating arbitrary surfaces with bidirectional texture functions (BTF). Our system generates BTFs in two steps. First, we automatically synthesize a BTF over the target surface from a given BTF sample. Then, we let the user interactively paint BTF patches onto the surface such that the painted patches seamlessly integrate with the background patterns. Our system is based on a patch-based texture synthesis approach known as quilting. We present a graphcut algorithm for BTF synthesis on surfaces and the algorithm works well for a wide variety of BTF samples, including those which present problems for existing algorithms. We also describe a graphcut texture painting algorithm for creating new surface imperfections (e.g., dirt, cracks, scratches) from existing imperfections found in input BTF samples. Using these algorithms, we can decorate surfaces with real-world textures that have spatially-variant reflectance, fine-scale geometry details, and surfaces imperfections. A particularly attractive feature of BTF painting is that it allows us to capture imperfections of real materials and paint them onto geometry models. We demonstrate the effectiveness of our system with examples. Kun Zhou 0001, Lifeng Wang 0001, Yasuyuki Matsushita, Jiaoying Shi, Baining Guo, Harry Shum |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2004 | Iso-charts: Stretch-driven Mesh Parameterization using Spectral Analysis
Kun Zhou 0001, John M. Snyder, Baining Guo, Harry Shum |
Symposium on Geometry Processing | 1 |
| 2004 | 3D surface filtering using spherical harmonics
Kun Zhou 0001, Hujun Bao, Jiaoying Shi |
Comput. Aided Des. | 1 |
| 2004 | Watermarking 3D mesh by spherical parameterization
Li Li 0014, David Zhang 0001, Jiaoying Shi, Kun Zhou 0001 |
Comput. Graph. | 5 |
| 2004 | Geometric Signal Compression
Kun Zhou 0001, Hujun Bao, Jiaoying Shi, Qunsheng Peng 0001 |
J. Comput. Sci. Technol. | 1 |
| 2004 | Mesh editing with poisson-based gradient field manipulationabstractIn this paper, we introduce a novel approach to mesh editing with the Poisson equation as the theoretical foundation. The most distinctive feature of this approach is that it modifies the original mesh geometry implicitly through gradient field manipulation. Our approach can produce desirable and pleasing results for both global and local editing operations, such as deformation, object merging, and smoothing. With the help from a few novel interactive tools, these operations can be performed conveniently with a small amount of user interaction. Our technique has three key components, a basic mesh solver based on the Poisson equation, a gradient field manipulation scheme using local transforms, and a generalized boundary condition representation based on local frames. Experimental results indicate that our framework can outperform previous related mesh editing techniques. Yizhou Yu, Kun Zhou 0001, Dong Xu 0001, Hujun Bao, Baining Guo, Harry Shum |
ACM Trans. Graph. | 2 |
| 2003 | Synthesis of progressively-variant textures on arbitrary surfacesabstractWe present an approach for decorating surfaces with progressively-variant textures . Unlike a homogeneous texture, a progressively-variant texture can model local texture variations, including the scale, orientation, color, and shape variations of texture elements. We describe techniques for modeling progressively-variant textures in 2D as well as for synthesizing them over surfaces. For 2D texture modeling, our feature-based warping technique allows the user to control the shape variations of texture elements, making it possible to capture complex texture variations such as those seen in animal coat patterns. In addition, our feature-based blending technique can create a smooth transition between two given homogeneous textures, with progressive changes of both shapes and colors of texture elements. For synthesizing textures over surfaces, the biggest challenge is that the synthesized texture elements tend to break apart as they progressively vary. To address this issue, we propose an algorithm based on texton masks, which mark most prominent texture elements in the 2D texture sample. By leveraging the power of texton masks, our algorithm can maintain the integrity of the synthesized texture elements on the target surface. Jingdan Zhang, Kun Zhou 0001, Luiz Velho 0001, Baining Guo, Harry Shum |
ACM Trans. Graph. | 2 |
| 2001 | A New Mesh Simplification Algorithm Based on Triangle Collapses
Kun Zhou 0001, Jiaoying Shi |
J. Comput. Sci. Technol. | 2 |