VLDB 2026 Research / reviewers in the wild / expert
Yebin Liu
dblp:84/1411
· DBLP profile ↗
176ranked-venue papers
7as first author
98since 2021 · last 2026
0000-0003-3215-0225ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 147 · 6 first-author · 79 since 2021Artificial intelligence and machine learning · 101 · 3 first-author · 68 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DevilSight: Augmenting Monocular Human Avatar Reconstruction Through a Virtual PerspectiveabstractWe present a novel framework to reconstruct human avatars from monocular videos. Recent approaches have struggled either to capture the fine-grained dynamic details from the input or to generate plausible details at novel viewpoints, which mainly stem from the limited representational capacity of the avatar model and insufficient observational data. To overcome these challenges, we propose to leverage the advanced video generative model, Human4DiT, to generate the human motions from alternative perspective as an additional supervision signal. This approach not only enriches the details in previously unseen regions but also effectively regularizes the avatar representation to mitigate artifacts. Furthermore, we introduce two complementary strategies to enhance video generation: To ensure consistent reproduction of human motion, we inject the physical identity into the model through video finetuning. For higher-resolution outputs with finer details, a patch-based denoising algorithm is employed. Experimental results demonstrate that our method outperforms recent state-of-the-art approaches and validate the effectiveness of our proposed strategies. Yushuo Chen 0001, Ruizhi Shao, Youxin Pang, Hongwen Zhang 0001, Rihui Wu, Yebin Liu |
3DV | 7 |
| 2026 | DetailGen3D: Generative 3D Geometry Enhancement via Data-Dependent FlowabstractModern 3D generation methods can rapidly create shapes from sparse or single views, but their outputs often lack geometric detail due to computational constraints. We present DetailGen3D, a generative approach specifically designed to enhance these generated 3D shapes. Our key insight is to model the coarse-to-fine transformation directly through data-dependent flows in latent space, avoiding the computational overhead of large-scale 3D generative models. We introduce a token matching strategy that ensures accurate spatial correspondence during refinement, enabling local detail synthesis while preserving global structure. By carefully designing our training data to match the characteristics of synthesized coarse shapes, our method can effectively enhance shapes produced by various 3D generation and reconstruction approaches, from single-view to sparse multi-view inputs. Extensive experiments demonstrate that DetailGen3D achieves high-fidelity geometric detail synthesis while maintaining efficiency in training. Our project page is https://detailgen3d.github.io/DetailGen3D/ Ken Deng, Jingxiang Sun, Zixin Zou, Yangguang Li 0001, Yan-Pei Cao 0001, Yebin Liu, Ding Liang |
3DV | 8 |
| 2026 | Parametric Gaussian Human Model: Generalizable Prior for Efficient and Realistic Human Avatar ModelingabstractPhotorealistic and animatable human avatars are a key enabler for virtual/augmented reality, telepresence, and digital entertainment. While recent advances in 3D Gaussian Splatting (3DGS) have greatly improved rendering quality and efficiency, existing methods still face fundamental challenges, including time-consuming per-subject optimization and poor generalization under sparse monocular inputs. In this work, we present the Parametric Gaussian Human Model (PGHM), a generalizable and efficient framework that integrates human priors into 3DGS for fast and high-fidelity avatar reconstruction from monocular videos. PGHM introduces two core components: (1) a UV-aligned latent identity map that compactly encodes subject-specific geometry and appearance into a learnable feature tensor; and (2) a disentangled Multi-Head U-Net that predicts Gaussian attributes by decomposing static, pose-dependent, and view-dependent components via conditioned decoders. This design enables robust rendering quality under challenging poses and viewpoints, while allowing efficient subject adaptation without requiring multiview capture or long optimization time. Experiments show that PGHM is significantly more efficient than optimization-from-scratch methods, requiring only approximately 20 minutes per subject to produce avatars with comparable visual quality, thereby demonstrating its practical applicability for real-world monocular avatar creation. Jingxiang Sun, Yushuo Chen 0001, Zhaoqi Su, Zhuo Su 0006, Yebin Liu |
3DV | 6 |
| 2026 | Tessellation GS: Neural Mesh Gaussians for Robust Monocular Reconstruction of Dynamic Objectsabstract3D Gaussian Splatting (GS) enables highly photorealistic scene reconstruction from posed image sequences but struggles with viewpoint extrapolation due to its anisotropic nature, leading to overfitting and poor generalization, particularly in sparse-view and dynamic scene reconstruction. We propose Tessellation GS, a structured 2D GS approach anchored on mesh faces, to reconstruct dynamic scenes from a single continuously moving or static camera. Our method constrains 2D Gaussians to localized regions and infers their attributes via hierarchical neural features on mesh faces. Gaussian subdivision is guided by an adaptive face subdivision strategy driven by a detail-aware loss function. Additionally, we leverage priors from a reconstruction foundation model to initialize Gaussian deformations, enabling robust reconstruction of general dynamic objects from a single static camera, previously extremely challenging for optimization-based methods. Our method outperforms previous SOTA method, reducing LPIPS by 29.1% and Chamfer distance by 49.2% on appearance and mesh reconstruction tasks. Shuohan Tao, Boyao Zhou, Hanzhang Tu, Yuwang Wang, Yebin Liu |
3DV | 5 |
| 2026 | Monocular Mesh Recovery and Body Measurement of Female Saanen GoatsabstractThe lactation performance of Saanen dairy goats, renowned for their high milk yield, is intrinsically linked to their body size, making accurate 3D body measurement essential for assessing milk production potential, yet existing reconstruction methods lack goat-specific authentic 3D data. To address this limitation, we establish the FemaleSaanenGoat dataset containing synchronized eight-view RGBD videos of 55 female Saanen goats (6-18 months). Using multi-view DynamicFusion, we fuse noisy, non-rigid point cloud sequences into high-fidelity 3D scans, overcoming challenges from irregular surfaces and rapid movement. Based on these scans, we develop SaanenGoat, a parametric 3D shape model specifically designed for female Saanen goats. This model features a refined template with 41 skeletal joints and enhanced udder representation, registered with our scan data. A comprehensive shape space constructed from 48 goats enables precise representation of diverse individual variations. With the help of SaanenGoat model, we get high-precision 3D reconstruction from single-view RGBD input, and achieve automated measurement of six critical body dimensions: body length, height, chest width, chest girth, hip width, and hip height. Experimental results demonstrate the superior accuracy of our method in both 3D reconstruction and body measurement, presenting a novel paradigm for large-scale 3D vision applications in precision livestock farming. Shichao Zhao, Jin Lyu, Tao Yu 0007, Liang An 0001, Yebin Liu, Meili Wang 0002 |
AAAI | 7 |
| 2026 | HOSIG: Full-Body Human-Object-Scene Interaction Generation with Hierarchical Scene PerceptionabstractGenerating high-fidelity full-body human interactions with dynamic objects and static scenes remains a critical challenge in computer graphics and animation. Existing methods for human-object interaction often neglect scene context, leading to implausible penetrations, while human-scene interaction approaches struggle to coordinate fine-grained manipulations with long-range navigation. To address these limitations, we propose HOSIG, a novel framework for synthesizing full-body interactions through hierarchical scene perception. Our method decouples the task into three key components: 1) a scene-aware grasp pose generator that ensures collision-free whole-body postures with precise hand-object contact by integrating local geometry constraints, 2) a heuristic navigation algorithm that autonomously plans obstacle-avoiding paths in complex indoor environments via compressed 2D floor maps and dual-component spatial reasoning, and 3) a scene-guided motion diffusion model that generates trajectory-controlled, full-body motions with finger-level accuracy by incorporating spatial anchors and dual-space gradient-based guidance. Extensive experiments on the TRUMANS dataset demonstrate superior performance over state-of-the-art methods. Notably, our framework supports unlimited motion length through autoregressive generation and requires minimal manual intervention. This work bridges the critical gap between scene-aware navigation and dexterous object manipulation, advancing the frontier of embodied interaction synthesis. Yunlian Sun, Hongwen Zhang 0001, Yebin Liu, Jinhui Tang 0001 |
AAAI | 4 |
| 2026 | MoReMouse: Monocular Reconstruction of Laboratory Mouse
Jingxiang Sun, Zhongbin Zhang, Liang An 0001, Yebin Liu |
AAAI | 5 |
| 2026 | Splat-SAP: Feed-Forward Gaussian Splatting for Human-Centered Scene with Scale-Aware Point Map ReconstructionabstractWe present Splat-SAP, a feed-forward approach to render novel views of human-centered scenes from binocular cameras with large sparsity. Gaussian Splatting has shown its promising potential in rendering tasks, but it typically necessitates per-scene optimization with dense input views. Although some recent approaches achieve feed-forward Gaussian Splatting rendering through geometry priors obtained by multi-view stereo, such approaches still require largely overlapped input views to establish the geometry prior. To bridge this gap, we leverage pixel-wise point map reconstruction to represent geometry which is robust to large sparsity for its independent view modeling. In general, we propose a two-stage learning strategy. In stage 1, we transform the point map into real space via an iterative affinity learning process, which facilitates camera control in the following. In stage 2, we project point maps of two input views onto the target view plane and refine such geometry via stereo matching. Furthermore, we anchor Gaussian primitives on this refined plane in order to render high-quality images. As a metric representation, the scale-aware point map in stage 1 is trained in a self-supervised manner without 3D supervision and stage 2 is supervised with photo-metric loss. We collect multi-view human-centered data and demonstrate that our method improves both the stability of point map reconstruction and the visual quality of free-viewpoint rendering. Boyao Zhou, Shunyuan Zheng, Zhanfeng Liao, Zihan Ma 0011, Hanzhang Tu, Boning Liu 0001, Yebin Liu |
AAAI | 7 |
| 2026 | Artificial intelligence for virtual reality: a review
Lili Wang 0006, Yebin Liu, Miao Wang 0004, Xubo Yang, Lan Xu 0003, Zhangyao Tan, Runze Fan, Hongwen Zhang 0001, Yijian Wen, Haozhong Yang, Jian Wu 0033, Jiahui Fan, Hui Wang 0045, Qixuan Zhang, Yongtian Wang, Qinping Zhao |
Sci. China Inf. Sci. | 3 |
| 2026 | AniMer+: Unified Pose and Shape Estimation Across Mammalia and Aves via Family-Aware TransformerabstractIn the era of foundation models, achieving a unified understanding of different dynamic objects through a single network has the potential to empower stronger spatial intelligence. Moreover, accurate estimation of animal pose and shape across diverse species is essential for quantitative analysis in biological research. However, this topic remains underexplored due to the limited network capacity of previous methods and the scarcity of comprehensive multi-species datasets. To address these limitations, we introduce AniMer+, an extended version of our scalable AniMer framework. In this paper, we focus on a unified approach for reconstructing mammals (mammalia) and birds (aves). A key innovation of AniMer+ is its high-capacity, family-aware Vision Transformer (ViT) incorporating a Mixture-of-Experts (MoE) design. Its architecture partitions network layers into taxa-specific components (for mammalia and aves) and taxa-shared components, enabling efficient learning of both distinct and common anatomical features within a single model. To overcome the critical shortage of 3D training data, especially for birds, we introduce a diffusion-based conditional image generation pipeline. This pipeline produces two large-scale synthetic datasets: CtrlAni3D for quadrupeds (about 10 k images with pixel-aligned SMAL labels) and CtrlAVES3D (about 7 k images with pixel-aligned AVES labels). To note, CtrlAVES3D is the first large-scale, 3D-annotated dataset for birds, which is crucial for resolving single-view depth ambiguities. Trained on an aggregated collection of 41.3 k mammalian and 12.4 k avian images (combining real and synthetic data), our method demonstrates superior performance over existing approaches across a wide range of benchmarks, including the challenging out-of-domain Animal Kingdom dataset. Ablation studies confirm the effectiveness of both our novel network architecture and the generated synthetic datasets in enhancing real-world application performance. Liang An 0001, Jin Lyu, Li Lin 0006, Pujin Cheng, Yebin Liu, Xiaoying Tang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2026 | DuaDiff: Dual-Conditional Diffusion Model for Guided Thermal Image Super-ResolutionabstractThermal imaging offers valuable properties, but suffers from inherently low spatial resolution, which can be enhanced using a high-resolution (HR) visible image as guidance. However, the substantial modality differences between thermal and visible images, coupled with significant resolution gaps, pose challenges to existing guided super-resolution (SR) approaches. In this article, we present dual-conditional diffusion (DuaDiff), an innovative diffusion model featuring a dual-conditioning mechanism to enhance guided thermal image SR. Unlike typical conditional diffusion models, DuaDiff integrates a learnable Laplacian pyramid to extract high-frequency details from the visible image, serving as one of the conditioning inputs. By capturing multiscale high-frequency components, DuaDiff effectively focuses on intricate textures and edges in the HR visible images, significantly enhancing thermal image fidelity. Furthermore, we project both thermal and visible images into a semantic latent space, constructing another conditioning input. Leveraging these complementary conditions, DuaDiff employs a multimodal latent feature cross-attention module to facilitate effective interaction between noise, thermal, and visible latent representations. Extensive experiments on the FLIR-ADAS and CATS datasets for $4\times $ and $8\times $ guided SR demonstrate that combining learnable Laplacian conditioning with semantic latent conditioning enables DuaDiff to surpass state-of-the-art methods in both visual quality and metric evaluation, particularly in scenarios with a large resolution gap. Besides, the applications to downstream tasks further confirm the capability of DuaDiff to recover high-fidelity semantic information. The code will be released. Linrui Shi, Gaochang Wu, Yingqian Wang 0002, Yebin Liu, Tianyou Chai |
IEEE Trans. Neural Networks Learn. Syst. | 4 |
| 2026 | Consistent 3D Human Reconstruction From Monocular Video: Learning Correctable Appearance and Temporal Motion PriorsabstractRecent advancements in rendering dynamic humans using NeRF and 3D Gaussian splatting have made significant progress, leveraging implicit geometry learning and image appearance rendering to create digital humans. However, in monocular video rendering, there are still challenges in rendering subtle and complex motion from different viewpoints and states, primarily due to the imbalance of viewpoints. Additionally, ensuring continuity between adjacent frames when rendering from novel and free viewpoints remains a difficult task. To address these challenges, we first propose a pixel-level motion correction module that adjusts the errors in the learned representation between different viewpoints. We also introduce a temporal information-based model to improve motion continuity by leveraging adjacent frames. Experimental results on dynamic human rendering, using the NeuMan, ZJU-Mocap, and People-Snapshot datasets, demonstrate that our method outperforms state-of-the-art techniques both quantitatively and qualitatively. Cheng Shang, Liang An 0001, Jiajun Zhang 0012, Yuxiang Zhang 0006, Jidong Tian, Yebin Liu, Xubo Yang |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2026 | DanceAgent: Dance Movement Refinement With LLM AgentabstractRecent research on motion generation and text-to-motion synthesis focus on coarse-grained motion descriptions, neglecting fine-grained motion details and motion quality refinement. Additionally, current text-to-motion models, such as MotionGPT, lack multi-turn interaction capabilities, relying on single-turn and single-modality transformations, which limit their ability to integrate information from different modalities across interaction stages. These gaps leave critical questions, such as "How well is the motion performed" and "How can it be refined?" largely unaddressed. To address these issues, first, we introduce two fine-grained dance datasets-one focusing on jazz dance and the other on folk dance, which we have independently collected. Second, considering that dance motions are inherently complex and consist of long sequential actions, we introduce both global and local optimization during the motion encoding phase and employ Hidden Markov Model (HMM) temporal modeling to capture differential features between correct and incorrect movements, thereby optimizing the training process. Finally, we propose a multi-turn historical dialogue framework that enables three stages generation-motion assess, text instructions, and motion refinement-for input videos. This framework assists dance beginners by providing feedback on their movements, offering textual instructions, and delivering motion-based refinement. Experimental results on the jazz dance and folk dance datasets demonstrate that our method surpasses existing approaches in both quantitative and qualitative metrics, establishing a new benchmark for motion-text generation in the field of dance training. Cheng Shang, Liang An 0001, Jiajun Zhang 0012, Yuxiang Zhang 0006, Yebin Liu, Xubo Yang |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | AniMer: Animal Pose and Shape Estimation Using Family Aware TransformerabstractQuantitative analysis of animal behavior and biomechanics requires accurate animal pose and shape estimation across species, and is important for animal welfare and biological research. However, the small network capacity of previous methods and limited multi-species dataset leave this problem underexplored. To this end, this paper presents AniMer to estimate animal pose and shape using family aware Transformer, enhancing the reconstruction accuracy of diverse quadrupedal families. A key insight of AniMer is its integration of a high-capacity Transformer-based backbone and an animal family supervised contrastive learning scheme, unifying the discriminative understanding of various quadrupedal shapes within a single framework. For effective training, we aggregate most available open-sourced quadrupedal datasets, either with 3D or 2D labels. To improve the diversity of 3D labeled data, we introduce CtrlAni3D, a novel large-scale synthetic dataset created through a new diffusion-based conditional image generation pipeline. CtrlAni3D consists of about 10k images with pixel-aligned SMAL labels. In total, we obtain 41.3k annotated images for training and validation. Consequently, the combination of a family aware Transformer network and an expansive dataset enables AniMer to outperform existing methods not only on 3D datasets like Animal3D and CtrlAni3D, but also on out-ofdistribution Animal Kingdom dataset. Ablation studies further demonstrate the effectiveness of our network design and CtrlAni3D in enhancing the performance of AniMer for in-the-wild applications. Project page: https://luoxue-star.github.io/AniMer_project_page/. Jin Lyu, Yi Gu 0005, Li Lin 0006, Pujin Cheng, Yebin Liu, Xiaoying Tang 0001, Liang An 0001 |
CVPR | 6 |
| 2025 | ManiVideo: Generating Hand-Object Manipulation Video with Dexterous and Generalizable GraspingabstractIn this paper, we introduce ManiVideo, a novel method for generating consistent and temporally coherent bimanual hand-object manipulation videos from given motion sequences of hands and objects. The core idea of ManiVideo is the construction of a multi-layer occlusion (MLO) representation that learns 3D occlusion relationships from occlusion-free normal maps and occlusion confidence maps. By embedding the MLO structure into the UNet in two forms, the model enhances the 3D consistency of dexterous hand-object manipulation. To further achieve the generalizable grasping of objects, we integrate Objaverse, a large-scale 3D object dataset, to address the scarcity of video data, thereby facilitating the learning of extensive object consistency. Additionally, we propose an innovative training strategy that effectively integrates multiple datasets, supporting downstream tasks such as human-centric hand-object manipulation video generation. Through extensive experiments, we demonstrate that our approach not only achieves video generation with plausible hand-object interaction and generalizable objects, but also outperforms existing SOTA methods. Project: https://carlyx.github.io/manivideo/ Youxin Pang, Ruizhi Shao, Jiajun Zhang 0012, Hanzhang Tu, Yun Liu 0018, Boyao Zhou, Hongwen Zhang 0001, Yebin Liu |
CVPR | 8 |
| 2025 | GBC-Splat: Generalizable Gaussian-Based Clothed Human Digitalization under Sparse RGB CamerasabstractWe present an efficient approach for generalizable clothed human digitalization, termed GBC-Splat. Unlike previous methods that necessitate per-subject optimizations or discount watertight geometry, the proposed method is dedicated to reconstructing complete human shapes and Gaussian Splatting via sparse view RGB inputs in a feed-forward manner. We first extract a fine-grained mesh using a combination of implicit occupancy field regression and explicit disparity estimation between views. The reconstructed high-quality geometry allows us to easily anchor Gaussian primitives to mesh surface according to surface normal and texture, which allows 6-DoF photorealistic novel view synthesis. In addition, we introduce a simple yet effective algorithm to subdivide Gaussian primitives in high-frequency areas to further enhance the visual quality. Without the assistance of human parametric models, our method can tackle loose garments, such as dresses and costumes. Our method outperforms state-of-the-art methods in terms of novel view synthesis while keeping high efficiency, enabling the potential of deployment in real-time applications. Hanzhang Tu, Zhanfeng Liao, Boyao Zhou, Shunyuan Zheng, Liuxin Zhang, Qianying Wang 0002, Yebin Liu |
CVPR | 8 |
| 2025 | HADES: Human Avatar with Dynamic Explicit Hair Strands
Zhanfeng Liao, Hanzhang Tu, Hongwen Zhang 0001, Boyao Zhou, Yebin Liu |
ICCV | 6 |
| 2025 | A Plug-And-Play Physical Motion Restoration Approach for In-The-Wild High-Difficulty MotionsabstractExtracting physically plausible 3D human motion from videos is a critical task. Although existing simulation-based motion imitation methods can enhance the physical quality of daily motions estimated from monocular video capture, extending this capability to high-difficulty motions remains an open challenge. This can be attributed to some flawed motion clips in video-based motion capture results and the inherent complexity in modeling high-difficulty motions. Therefore, sensing the advantage of segmentation in localizing human body, we introduce a mask-based motion correction module (MCM) that leverages motion context and video mask to repair flawed motions, producing imitation-friendly motions; and propose a physics-based motion transfer module (PTM), which employs a pretrain and adapt approach for motion imitation, improving physical plausibility with the ability to handle in-the-wild and challenging motions. Our approach is designed as a plug-and-play module to physically refine the video motion capture results, including high-difficulty in-the-wild motions. Finally, to validate our approach, we collected a challenging in-the-wild test set to establish a benchmark, and our method has demonstrated effectiveness on both the new benchmark and existing public datasets.https://physicalmotionrestoration.github.io Youliang Zhang, Ronghui Li, Yachao Zhang 0001, Liang Pan, Yebin Liu, Xiu Li 0001 |
ICCV | 6 |
| 2025 | X-NeMo: Expressive Neural Motion Reenactment via Disentangled Latent AttentionabstractWe propose X-NeMo, a novel zero-shot diffusion-based portrait animation pipeline that animates a static portrait using facial movements from a driving video of a different individual. Our work first identifies the root causes of the limitations in prior approaches, such as identity leakage and difficulty in capturing subtle and extreme expressions. To address these challenges, we introduce a fully end-to-end training framework that distills a 1D identity-agnostic latent motion descriptor from driving image, effectively controlling motion through cross-attention during image generation. Our implicit motion descriptor captures expressive facial motion in fine detail, learned end-to-end from a diverse video dataset without reliance on any pre-trained motion detectors. We further disentangle motion latents from identity cues with enhanced expressiveness by supervising their learning with a dual GAN decoder, alongside spatial and color augmentations. By embedding the driving motion into a 1D latent vector and controlling motion via cross-attention instead of additive spatial guidance, our design effectively eliminates the transmission of spatial-aligned structural clues from the driving condition to the diffusion backbone, substantially mitigating identity leakage. Extensive experiments demonstrate that X-NeMo surpasses state-of-the-art baselines, producing highly expressive animations with superior identity resemblance. Our code and models will be available for research. Xiaochen Zhao, Guoxian Song, You Xie, Xiu Li 0003, Linjie Luo, Jin-Li Suo, Yebin Liu |
ICLR | 9 |
| 2025 | SViMo: Synchronized Diffusion for Video and Motion Generation in Hand-object Interaction ScenariosabstractHand-Object Interaction (HOI) generation has significant application potential. However, current 3D HOI motion generation approaches heavily rely on predefined 3D object models and lab-captured motion data, limiting generalization capabilities. Meanwhile, HOI video generation methods prioritize pixel-level visual fidelity, often sacrificing physical plausibility. Recognizing that visual appearance and motion patterns share fundamental physical laws in the real world, we propose a novel framework that combines visual priors and dynamic constraints within a synchronized diffusion process to generate the HOI video and motion simultaneously. To integrate the heterogeneous semantics, appearance, and motion features, our method implements tri-modal adaptive modulation for feature aligning, coupled with 3D full-attention for modeling inter- and intra-modal dependencies. Furthermore, we introduce a vision-aware 3D interaction diffusion model that generates explicit 3D interaction sequences directly from the synchronized diffusion outputs, then feeds them back to establish a closed-loop feedback cycle. This architecture eliminates dependencies on predefined object models or explicit pose guidance while significantly enhancing video-motion consistency. Experimental results demonstrate our method's superiority over state-of-the-art approaches in generating high-fidelity, dynamically plausible HOI sequences, with notable generalization capabilities in unseen real-world scenarios. Project page at [https://droliven.github.io/SViMo_project](https://droliven.github.io/SViMo_project). Lingwei Dang, Ruizhi Shao, Hongwen Zhang 0001, Wei Min, Yebin Liu, Qingyao Wu |
NeurIPS | 5 |
| 2025 | Human as Points: Explicit Point-Based 3D Human Reconstruction From Single-View RGB ImagesabstractThe latest trends in the research field of single-view human reconstruction are devoted to learning deep implicit functions constrained by explicit body shape priors. Despite the remarkable performance improvements compared with traditional processing pipelines, existing learning approaches still exhibit limitations in terms of flexibility, generalizability, robustness, and/or representation capability. To comprehensively address the above issues, in this paper, we investigate an explicit point-based human reconstruction framework named HaP, which utilizes point clouds as the intermediate representation of the target geometric structure. Technically, our approach features fully explicit point cloud estimation (exploiting depth and SMPL), manipulation (SMPL rectification), generation (built upon diffusion), and refinement (displacement learning and depth replacement) in the 3D geometric space, instead of an implicit learning process that can be ambiguous and less controllable. Extensive experiments demonstrate that our framework achieves quantitative performance improvements of 20$\%$% to 40$\%$% over current state-of-the-art methods, and better qualitative results. Our promising results may indicate a paradigm rollback to the fully-explicit and geometry-centric algorithm design. In addition, we newly contribute a real-scanned 3D human dataset featuring more intricate geometric details. Yingzhi Tang, Qijian Zhang, Yebin Liu, Junhui Hou |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2025 | Geo-NI: Geometry-Aware Neural Interpolation for Light Field RenderingabstractWe present a novel Geometry-aware Neural Interpolation (Geo-NI) framework for light field rendering. Previous learning-based approaches either perform direct interpolation via neural networks, which we dubbed Neural Interpolation (NI), or explore scene geometry for novel view synthesis, also known as Depth Image-Based Rendering (DIBR). Both kinds of approaches have their own strengths and weaknesses in addressing non-Lambert effect and large disparity problems. In this paper, we incorporate the ideas behind these two kinds of approaches by launching the NI within a specific DIBR pipeline. Specifically, a DIBR network in the proposed Geo-NI serves to construct a novel reconstruction cost volume for neural interpolated light fields sheared by different depth hypotheses. The reconstruction cost can be interpreted as an indicator reflecting the reconstruction quality under a certain depth hypothesis, and is further applied to guide the rendering of the final high angular resolution light field. To implement the Geo-NI framework more practically, we further propose an efficient modeling strategy to encode high-dimensional cost volumes using a lower-dimension network. By combining the superiorities of NI and DIBR, the proposed Geo-NI is able to render views with large disparities with the help of scene geometry while also reconstructing the non-Lambertian effect when depth is prone to be ambiguous. Extensive experiments on various datasets demonstrate the superior performance of the proposed geometry-aware light field rendering framework. Gaochang Wu, Yuemei Zhou, Lu Fang 0001, Yebin Liu, Tianyou Chai |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2025 | Ins-HOI: Instance Aware Human-Object Interactions RecoveryabstractAccurately modeling detailed interactions between human/hand and object is an appealing yet challenging task. Current multi-view capture systems are only capable of reconstructing multiple subjects into a single, unified mesh, which fails to model the states of each instance individually during interactions. To address this, previous methods use template-based representations to track human/hand and object. However, the quality of the reconstructions is limited by the descriptive capabilities of the templates so these methods inherently struggle with geometric details, pressing deformations and invisible contact surfaces. In this work, we propose an end-to-end Instance-aware Human-Object Interactions recovery (Ins-HOI) framework by introducing an instance-level occupancy field representation. However, the real-captured data is presented as a holistic mesh, unable to provide instance-level supervision. To address this, we further propose a complementary training strategy that leverages synthetic data to introduce instance-level shape priors, enabling the disentanglement of occupancy fields for different instances. Specifically, synthetic data, created by randomly combining individual scans of humans/hands and objects, guides the network to learn a coarse prior of instances. Meanwhile, real-captured data helps in learning the overall geometry and restricting interpenetration in contact areas. As demonstrated in experiments, our method Ins-HOI supports instance-level reconstruction and provides reasonable and realistic invisible contact surfaces even in cases of extremely close interaction. To facilitate research on this task, we collect a large-scale, high-fidelity 3D scan dataset, including 5.2 k high-quality scans with real-world human-chair and hand-object interactions. The code and data will be public for research purposes. Jiajun Zhang 0012, Yuxiang Zhang 0006, Hongwen Zhang 0001, Xiao Zhou 0019, Boyao Zhou, Ruizhi Shao, Zonghai Hu, Yebin Liu |
IEEE Trans. Pattern Anal. Mach. Intell. | 8 |
| 2025 | TrAME: Trajectory-Anchored Multi-View Editing for Text-Guided 3D Gaussian ManipulationabstractDespite significant strides in the field of 3D scene editing, current methods encounter substantial challenge, particularly in preserving 3D consistency during the multi-view editing process. To tackle this challenge, we propose a progressive 3D editing strategy that ensures multi-view consistency via a Trajectory-Anchored Scheme (TAS) with a dual-branch editing mechanism. Specifically, TAS facilitates a tightly coupled iterative process between 2D view editing and 3D updating, preventing error accumulation yielded from the text-to-image process. Additionally, we explore the connection between optimization-based methods and reconstruction-based methods, offering a unified perspective for selecting superior design choices, supporting the rationale behind the designed TAS. We further present a tuning-free View-Consistent Attention Control (VCAC) module that leverages cross-view semantic and geometric reference from the source branch to yield aligned views from the target branch during the editing of 2D views. To validate the effectiveness of our method, we analyze 2D examples to demonstrate the improved consistency with the VCAC module. Extensive quantitative and qualitative results in text-guided 3D scene editing clearly indicate that our method can achieve superior editing quality compared with state-of-the-art 3D scene editing methods. Our project site is athttps://fkcptlst.github.io/TrAME/ Chaofan Luo, Donglin Di, Xun Yang 0001, Yongjia Ma, Zhou Xue, Wei Chen 0089, Xiaofei Gou, Yebin Liu |
IEEE Trans. Multim. | 8 |
| 2025 | Interspatial Attention for Efficient 4D Human Video GenerationabstractGenerating photorealistic videos of digital humans in a controllable manner is crucial for a plethora of applications. Existing approaches either build on methods that employ template-based 3D representations or emerging video generation models but suffer from poor quality or limited consistency and identity preservation when generating individual or multiple digital humans. In this paper, we introduce a new interspatial attention (ISA) mechanism as a scalable building block for modern diffusion transformer (DiT)-based video generation models. ISA is a new type of cross attention that uses relative positional encodings tailored for the generation of human videos. Leveraging a custom-developed video variation autoencoder, we train a latent ISA-based diffusion model on a large corpus of video data. Our model achieves state-of-the-art performance for 4D human video synthesis, demonstrating remarkable motion consistency and identity preservation while providing precise control of the camera and body poses. Our code and model are publicly released at https://dsaurus.github.io/isa4d/. Ruizhi Shao, Yinghao Xu 0001, Yujun Shen, Ceyuan Yang, Changan Chen, Yebin Liu, Gordon Wetzstein |
ACM Trans. Graph. | 7 |
| 2025 | SpeechAct: Towards Generating Whole-Body Motion From SpeechabstractWhole-body motion generation from speech audio is crucial for computer graphics and immersive VR/AR. Prior methods struggle to produce natural and diverse whole-body motions from speech. In this paper, we introduce a novel method, named SpeechAct, based on a hybrid point representation and contrastive motion learning to boost realism and diversity in motion generation. Our hybrid point representation leverages the advantages of keypoint representation and surface points of 3D body model, which is easy to learn and helps to achieve smooth and natural motion generation from speech audio. We design a VQ-VAE to learn a motion codebook using our hybrid presentation, and then regress the motion from the input audio using a translation model. To boost diversity in motion generation, we propose a contrastive motion learning method according to the intuitive idea that the generated motion should be different from the motions of other audios and other speakers. We collect negative samples from other audio inputs and other speakers using our translation model. With these negative samples, we pull the current motion away from them using a contrastive loss to produce more distinctive representations. In addition, we compose a face generator to generate deterministic face motion due to the strong connection between the face movements and the speech audio. Experimental results validate the superior performance of our model. The code is available at http://cic.tju.edu.cn/faculty/likun/projects/SpeechAct/index.html. Minjie Zhu, Yuxiang Zhang 0006, Zerong Zheng, Yebin Liu, Kun Li 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | Real-Time High-Resolution View Synthesis of Complex Scenes With Explicit 3D Visibility ReasoningabstractRendering photo-realistic novel-view images of complex scenes has been a long-standing challenge in computer graphics. In recent years, great research progress has been made in enhancing rendering quality and accelerating rendering speed in the realm of view synthesis. However, when rendering complex dynamic scenes with sparse views, the rendering quality remains limited due to occlusion problems. Besides, for rendering high-resolution images on dynamic scenes, the rendering speed is still far from real-time. In this work, we propose a generalizable view synthesis method that can render high-resolution novel-view images of complex static and dynamic scenes in real-time from sparse views. To address the occlusion problems arising from the sparsity of input views and the complexity of captured scenes, we introduce an explicit 3D visibility reasoning approach that can efficiently estimate the visibility of sampled 3D points to the input views. The proposed visibility reasoning approach is fully differentiable and can gracefully fit inside the volume rendering pipeline, allowing us to train our networks with only multi-view images as supervision while refining geometry and texture simultaneously. Besides, each module in our pipeline is carefully designed to bypass the time-consuming MLP querying process and enhance the rendering quality of high-resolution images, enabling us to render high-resolution novel-view images in real-time. Experimental results show that our method outperforms previous view synthesis methods in both rendering quality and speed, particularly when dealing with complex dynamic scenes with sparse views. Tiansong Zhou, Yu Li 0003, Xuangeng Chu, Chengkun Cao, Changyin Zhou, F. Richard Yu, Yebin Liu |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2025 | ProbIBR: Fast Image-Based Rendering With Learned Probability-Guided SamplingabstractWe present a general, fast, and practical solution for interpolating novel views of diverse real-world scenes given a sparse set of nearby views. Existing generic novel view synthesis methods rely on time-consuming scene geometry pre-computation or redundant sampling of the entire space for neural volumetric rendering, limiting the overall efficiency. Instead, we incorporate learned MVS priors into the neural volume rendering pipeline while improving the rendering efficiency by reducing sampling points under the guidance of depth probability distributions. Specifically, fewer but important points are sampled under the guidance of depth probability distributions extracted from the learned MVS architecture. Based on the learned probability-guided sampling, we develop a sophisticated neural volume rendering module that effectively integrates source view information with the learned scene structures. We further propose confidence-aware refinement to improve the rendering results in uncertain, occluded, and unreferenced regions. Moreover, we build a four-view camera system for holographic display and provide a real-time version of our framework for free-viewpoint experience, where novel view images of a spatial resolution of 512×512 can be rendered at around 20 fps on a single GTX 3090 GPU. Experiments show that our method achieves 15 to 40 times faster rendering compared to state-of-the-art baselines, with strong generalization capacity and comparable high-quality novel view synthesis performance. Yuemei Zhou, Tao Yu 0007, Zerong Zheng, Gaochang Wu, Guihua Zhao, Ying Fu 0001, Yebin Liu |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2024 | Learning Explicit Contact for Implicit Reconstruction of Hand-Held Objects from Monocular ImagesabstractReconstructing hand-held objects from monocular RGB images is an appealing yet challenging task. In this task, contacts between hands and objects provide important cues for recovering the 3D geometry of the hand-held objects. Though recent works have employed implicit functions to achieve impressive progress, they ignore formulating contacts in their frameworks, which results in producing less realistic object meshes. In this work, we explore how to model contacts in an explicit way to benefit the implicit reconstruction of hand-held objects. Our method consists of two components: explicit contact prediction and implicit shape reconstruction. In the first part, we propose a new subtask of directly estimating 3D hand-object contacts from a single image. The part-level and vertex-level graph-based transformers are cascaded and jointly learned in a coarse-to-fine manner for more accurate contact probabilities. In the second part, we introduce a novel method to diffuse estimated contact states from the hand mesh surface to nearby 3D space and leverage diffused contact probabilities to construct the implicit neural representation for the manipulated object. Benefiting from estimating the interaction patterns between the hand and the object, our method can reconstruct more realistic object meshes, especially for object parts that are in contact with hands. Extensive experiments on challenging benchmarks show that the proposed method outperforms the current state of the arts by a great margin. Our code is publicly available at https://junxinghu.github.io/projects/hoi.html. Junxing Hu, Hongwen Zhang 0001, Zerui Chen, Mengcheng Li, Yunlong Wang 0003, Yebin Liu, Zhenan Sun |
AAAI | 6 |
| 2024 | High-Fidelity 3D Head Avatars Reconstruction through Spatially-Varying Expression Conditioned Neural Radiance FieldabstractOne crucial aspect of 3D head avatar reconstruction lies in the details of facial expressions. Although recent NeRF-based photo-realistic 3D head avatar methods achieve high-quality avatar rendering, they still encounter challenges retaining intricate facial expression details because they overlook the potential of specific expression variations at different spatial positions when conditioning the radiance field. Motivated by this observation, we introduce a novel Spatially-Varying Expression (SVE) conditioning. The SVE can be obtained by a simple MLP-based generation network, encompassing both spatial positional features and global expression information. Benefiting from rich and diverse information of the SVE at different positions, the proposed SVE-conditioned NeRF can deal with intricate facial expressions and achieve realistic rendering and geometry details of high-fidelity 3D head avatars. Additionally, to further elevate the geometric and rendering quality, we introduce a new coarse-to-fine training strategy, including a geometry initialization strategy at the coarse stage and an adaptive importance sampling strategy at the fine stage. Extensive experiments indicate that our method outperforms other state-of-the-art (SOTA) methods in rendering and geometry quality on mobile phone-collected and public datasets. Code and data can be found at https://github.com/minghanqin/AvatarSVE. Minghan Qin, Yuelang Xu, Xiaochen Zhao, Yebin Liu, Haoqian Wang |
AAAI | 5 |
| 2024 | ProxyCap: Real-Time Monocular Full-Body Capture in World Space via Human-Centric Proxy-to-Motion LearningabstractLearning-based approaches to monocular motion capture have recently shown promising results by learning to regress in a data-driven manner. However, due to the challenges in data collection and network designs, it remains challenging to achieve real-time full-body capture while being accurate in world space. In this work, we introduce ProxyCap, a human-centric proxy-to-motion learning scheme to learn world-space motions from a proxy dataset of 2D skeleton sequences and 3D rotational motions. Such proxy data enables us to build a learning-based network with accurate world-space supervision while also mitigating the generalization issues. For more accurate and physically plausible predictions in world space, our network is designed to learn human motions from a human-centric perspective, which enables the understanding of the same motion captured with different camera trajectories. Moreover, a contact-aware neural motion descent module is proposed to improve foot-ground contact and motion misalignment with the proxy observations. With the proposed learning-based solution, we demonstrate the first real-time monocular full-body capture system with plausible foot-ground contact in world space even using hand-held cameras. Yuxiang Zhang 0006, Hongwen Zhang 0001, Liangxiao Hu, Jiajun Zhang 0012, Hongwei Yi, Shengping Zhang, Yebin Liu |
CVPR | 7 |
| 2024 | RAM-Avatar: Real-time Photo-Realistic Avatar from Monocular Videos with Full-body ControlabstractThis paper focuses on advancing the applicability of hu-man avatar learning methods by proposing RAM-Avatar, which learns a Real-time, photo-realistic Avatar that sup-ports full-body control from Monocular videos. To achieve this goal, RAM-Avatar leverages two statistical templates responsible for modeling the facial expression and hand gesture variations, while a sparsely computed dual attention module is introduced upon another body template to facilitate high-fidelity texture rendering for the torsos and limbs. Building on this foundation, we deploy a lightweight yet powerful StyleUnet along with a temporal-aware dis-criminator to achieve real-time realistic rendering. To en-able robust animation for out-of-distribution poses, we pro-pose a Motion Distribution Align module to compensate for the discrepancies between the training and testing motion distribution. Results and extensive experiments conducted in various experimental settings demonstrate the superior-ity of our proposed method, and a real-time live system is proposed to further push research into applications. The training and testing code will be released for research pur-poses. Zerong Zheng, Yuxiang Zhang 0006, Jingxiang Sun, Lizhen Wang 0002, Yebin Liu |
CVPR | 8 |
| 2024 | HumanNorm: Learning Normal Diffusion Model for High-quality and Realistic 3D Human GenerationabstractRecent text-to-3D methods employing diffusion models have made significant advancements in 3D human generation. However, these approaches face challenges due to the limitations of text-to-image diffusion models, which lack an understanding of 3D structures. Consequently, these methods struggle to achieve high-quality human generation, resulting in smooth geometry and cartoon-like appearances. In this paper, we propose HumanNorm, a novel approach for high-quality and realistic 3D human generation. The main idea is to enhance the model's 2D perception of 3D geometry by learning a normal-adapted diffusion model and a normal-aligned diffusion model. The normal-adapted diffusion model can generate high-fidelity normal maps corresponding to user prompts with view-dependent and body-aware text. The normal-aligned diffusion model learns to generate color images aligned with the normal maps, thereby transforming physical geometry details into realistic appearance. Leveraging the proposed normal diffusion model, we devise a progressive geometry generation strategy and a multi-step Score Distillation Sampling (SDS) loss to enhance the performance of 3D human generation. Comprehensive experiments substantiate HumanNorm's ability to generate 3D humans with intricate geometry and realistic appearances. HumanNorm outperforms existing text-to-3D methods in both geometry and texture quality. The project page of HumanNorm is https://humannorm.github.io/. Xin Huang 0021, Ruizhi Shao, Qi Zhang 0029, Hongwen Zhang 0001, Yebin Liu, Qing Wang 0006 |
CVPR | 6 |
| 2024 | HHMR: Holistic Hand Mesh Recovery by Enhancing the Multimodal Controllability of Graph Diffusion ModelsabstractRecent years have witnessed a trend of the deep integration of the generation and reconstruction paradigms. In this paper, we extend the ability of controllable generative models for a more comprehensive hand mesh recovery task: di-rect hand mesh generation, inpainting, reconstruction, and fitting in a single framework, which we name as Holistic Hand Mesh Recovery (HHMR). Our key observation is that different kinds of hand mesh recovery tasks can be achieved by a single generative model with strong multimodal con-trollability, and in such a framework, realizing different tasks only requires giving different signals as conditions. To achieve this goal, we propose an all-in-one diffusion frame-work based on graph convolution and attention mechanisms for holistic hand mesh recovery. In order to achieve strong control generation capability while ensuring the decoupling of multimodal control signals, we map different modalities to a shared feature space and apply cross-scale random masking in both modality and feature levels. In this way, the correlation between different modalities can be fully exploited during the learning of hand priors. Furthermore, we propose Condition-aligned Gradient Guidance to enhance the alignment of the generated model with the control sig-nals, which significantly improves the accuracy of the hand mesh reconstruction and fitting. Experiments show that our novel framework can realize multiple hand mesh recovery tasks simultaneously and outperform the existing methods in different tasks, which provides more possibilities for sub-sequent downstream applications including gesture recognition, pose generation, mesh editing, and so on. Mengcheng Li, Hongwen Zhang 0001, Yuxiang Zhang 0006, Ruizhi Shao, Tao Yu 0007, Yebin Liu |
CVPR | 6 |
| 2024 | Lodge: A Coarse to Fine Diffusion Network for Long Dance Generation Guided by the Characteristic Dance PrimitivesabstractWe propose Lodge, a network capable of generating extremely long dance sequences conditioned on given music. We design Lodge as a two-stage coarse to fine diffusion architecture, and propose the characteristic dance primitives that possess significant expressiveness as intermediate representations between two diffusion models. The first stage is global diffusion, which focuses on comprehending the coarse-level music-dance correlation and production characteristic dance primitives. In contrast, the second-stage is the local diffusion, which parallelly generates detailed motion sequences under the guidance of the dance primitives and choreographic rules. In addition, we propose a Foot Refine Block to optimize the contact between the feet and the ground, enhancing the physical realism of the motion. Our approach can parallelly generate dance sequences of extremely long length, striking a balance between global choreographic patterns and local motion quality and expressiveness. Extensive experiments validate the efficacy of our method. Code, models, and demonstrative video results are available at: https://li-ronghui.github.io/lodge Ronghui Li, Yuxiang Zhang 0006, Yachao Zhang 0001, Hongwen Zhang 0001, Yan Zhang 0002, Yebin Liu, Xiu Li 0001 |
CVPR | 7 |
| 2024 | Animatable Gaussians: Learning Pose-Dependent Gaussian Maps for High-Fidelity Human Avatar ModelingabstractModeling animatable human avatars from RGB videos is a longstanding and challenging problem. Recent works usually adopt MLP-based neural radiance fields (NeRF) to represent 3D humans, but it remains difficult for pure MLPs to regress pose-dependent garment details. To this end, we introduce Animatable Gaussians, a new avatar representation that leverages powerful 2D CNNs and 3D Gaussian splatting to create high-fidelity avatars. To associate 3D Gaussians with the animatable avatar, we learn a parametric template from the input videos, and then parameterize the template on two front & back canonical Gaussian maps where each pixel represents a 3D Gaussian. The learned template is adaptive to the wearing garments for modeling looser clothes like dresses. Such template-guided 2D parameterization enables us to employ a powerful StyleGAN-based CNN to learn the pose-dependent Gaussian maps for modeling detailed dynamic appearances. Furthermore, we introduce a pose projection strategy for better generalization given novel poses. Overall, our method can create lifelike avatars with dynamic, realistic and generalized appearances. Experiments show that our method outperforms other state-of-the-art approaches. Zhe Li 0027, Zerong Zheng, Lizhen Wang 0002, Yebin Liu |
CVPR | 4 |
| 2024 | TexVocab: Texture Vocabulary-Conditioned Human AvatarsabstractTo adequately utilize the available image evidence in multi-view video-based avatar modeling, we propose TexVocab, a novel avatar representation that constructs a texture vocabulary and associates body poses with texture maps for animation. Given multi-view RGB videos, our method initially back-projects all the available images in the training videos to the posed SMPL surface, producing texture maps in the SMPL UV domain. Then we construct pairs of human poses and texture maps to establish a texture vocabulary for encoding dynamic human appearances under various poses. Unlike the commonly used joint-wise manner, we further design a body-part-wise encoding strategy to learn the structural effects of the kinematic chain. Given a driving pose, we query the pose feature hierarchically by decomposing the pose vector into several body parts and interpolating the texture features for synthesizing fine-grained human dynamics. Overall, our method is able to create animatable avatars with detailed and dynamic appearances from RGB videos, and the experiments show that our method outperforms state-of-the-art approaches. The project page can be found at https://texvocab.github.io/. Zhe Li 0027, Yebin Liu, Haoqian Wang |
CVPR | 3 |
| 2024 | TACO: Benchmarking Generalizable Bimanual Tool-ACtion-Object UnderstandingabstractHumans commonly work with multiple objects in daily life and can intuitively transfer manipulation skills to novel objects by understanding object functional regularities. However, existing technical approaches for analyzing and synthesizing hand-object manipulation are mostly limited to handling a single hand and object due to the lack of data support. To address this, we construct TACO, an extensive bimanual hand-object-interaction dataset spanning a large variety of tool-action-object compositions for daily human activities. TACO contains 2.5K motion sequences paired with third-person and egocentric views, precise hand-object 3D meshes, and action labels. To rapidly expand the data scale, we present a fully automatic data acquisition pipeline combining multi-view sensing with an optical motion capture system. With the vast research fields provided by TACO, we benchmark three generalizable hand-object-interaction tasks: compositional action recognition, generalizable hand-object motion forecasting, and cooperative grasp synthesis. Extensive experiments re-veal new insights, challenges, and opportunities for advancing the studies of generalizable hand-object motion anal-ysis and synthesis. Our data and code are available at https://taco2024.github.io. Yun Liu 0018, Xu Si, Yuxiang Zhang 0006, Yebin Liu, Li Yi 0001 |
CVPR | 7 |
| 2024 | Control4D: Efficient 4D Portrait Editing With TextabstractWe introduce Control4D, an innovative framework for editing dynamic 4D portraits using text instructions. Our method addresses the prevalent challenges in 4D editing, notably the inefficiencies of existing 4D representations and the inconsistent editing effect caused by diffusion-based editors. We first propose GaussianPlanes, a novel 4D representation that makes Gaussian Splatting more structured by applying plane-based decomposition in 3D space and time. This enhances both efficiency and robustness in 4D editing. Furthermore, we propose to leverage a 4D generator to learn a more continuous generation space from inconsistent edited images produced by the diffusion-based editor, which effectively improves the consistency and quality of 4D editing. Comprehensive evaluation demonstrates the superiority of Control4D, including significantly reduced training time, high-quality rendering, and spatial-temporal consistency in 4D portrait editing. The link to our project website is: https://control4darxiv.github.io/ Ruizhi Shao, Jingxiang Sun, Zerong Zheng, Boyao Zhou, Hongwen Zhang 0001, Yebin Liu |
CVPR | 7 |
| 2024 | Gaussian Head Avatar: Ultra High-Fidelity Head Avatar via Dynamic GaussiansabstractCreating high-fidelity 3D head avatars has always been a research hotspot, but there remains a great challenge under lightweight sparse view setups. In this paper, we propose Gaussian Head Avatar represented by controllable 3D Gaussians for high-fidelity head avatar modeling. We optimize the neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. Experiments show our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions. Project page: https://yuelangx.github.io/gaussianheadavatar. Yuelang Xu, Bengwang Chen, Zhe Li 0027, Hongwen Zhang 0001, Lizhen Wang 0002, Zerong Zheng, Yebin Liu |
CVPR | 7 |
| 2024 | GPS-Gaussian: Generalizable Pixel-Wise 3D Gaussian Splatting for Real-Time Human Novel View SynthesisabstractWe present a new approach, termed GPS-Gaussian, for synthesizing novel views of a character in a real-time manner. The proposed method enables 2K-resolution rendering under a sparse-view camera setting. Unlike the original Gaussian Splatting or neural implicit rendering methods that necessitate per-subject optimizations, we introduce Gaussian parameter maps defined on the source views and regress directly Gaussian Splatting properties for instant novel view synthesis without any fine-tuning or optimization. To this end, we train our Gaussian parameter regression module on a large amount of human scan data, jointly with a depth estimation module to lift 2D parameter maps to 3D space. The proposed framework is fully differentiable and experiments on several datasets demonstrate that our method outperforms state-of-the-art methods while achieving an exceeding rendering speed. The code is available at https://github.com/aipixel/GPS-Gaussian. Shunyuan Zheng, Boyao Zhou, Ruizhi Shao, Boning Liu 0001, Shengping Zhang, Liqiang Nie, Yebin Liu |
CVPR | 7 |
| 2024 | MeshAvatar: Learning High-Quality Triangular Human Avatars from Multi-view Videos
Yushuo Chen 0001, Zerong Zheng, Zhe Li 0027, Yebin Liu |
ECCV (68) | 5 |
| 2024 | 3D Gaussian Parametric Head Model
Yuelang Xu, Lizhen Wang 0002, Zerong Zheng, Zhaoqi Su, Yebin Liu |
ECCV (35) | 5 |
| 2024 | DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion PriorabstractWe present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose bootstrapped score distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Jingxiang Sun, Ruizhi Shao, Lizhen Wang 0002, Zhenda Xie, Yebin Liu |
ICLR | 7 |
| 2024 | ITportrait: Image-Text Coupled 3D Portrait Domain AdaptationabstractDomain adaptation of 3D portraits has gained more and more attention. However, the transfer mechanism of existing methods is mainly based on vision or language, which ignores the potential of vision-language combined guidance. In this paper, we propose an Image-Text multi-modal framework, namely Image and Text portrait (ITportrait), for 3D portrait domain adaptation. ITportrait relies on a two-stage alternating training strategy. In the first stage, we employ a 3D Artistic Paired Transfer (APT) method for image-guided style transfer. APT constructs paired photo-realistic portraits to obtain accurate artistic poses, which helps ITportrait to achieve high-quality 3D style transfer. In the second stage, we propose a 3D Image-Text Embedding (ITE) approach in the CLIP space. ITE uses a threshold function to self-adaptively control the optimization direction of images or texts in the CLIP space. Comprehensive experiments prove that our ITportrait achieves state-of-the-art (SOTA) results. All source codes and pre-trained models will be released to the public. Xiangwen Deng, Yuanhao Cai, Jingxiang Sun, Yebin Liu, Haoqian Wang |
ICME | 5 |
| 2024 | HumanSplat: Generalizable Single-Image Human Gaussian Splatting with Structure PriorsabstractDespite recent advancements in high-fidelity human reconstruction techniques, the requirements for densely captured images or time-consuming per-instance optimization significantly hinder their applications in broader scenarios. To tackle these issues, we present **HumanSplat**, which predicts the 3D Gaussian Splatting properties of any human from a single input image in a generalizable manner.
Specifically, HumanSplat comprises a 2D multi-view diffusion model and a latent reconstruction Transformer with human structure priors that adeptly integrate geometric priors and semantic features within a unified framework. A hierarchical loss that incorporates human semantic information is devised to achieve high-fidelity texture modeling and impose stronger constraints on the estimated multiple views. Comprehensive experiments on standard benchmarks and in-the-wild images demonstrate that HumanSplat surpasses existing state-of-the-art methods in achieving photorealistic novel-view synthesis. Project page: https://humansplat.github.io. Panwang Pan, Zhuo Su 0006, Chenguo Lin, Zhen Fan 0015, Tingting Shen, Yadong Mu, Yebin Liu |
NeurIPS | 9 |
| 2024 | Embodied computational imaging: a new paradigm for observing and analyzing spatiotemporally ultrasensitive phenomena at multiple scales
Baoquan Chen, Zhouchen Lin, Peng Xi, Yebin Liu, Xiaodian Chen |
Sci. China Inf. Sci. | 4 |
| 2024 | Implicit Surface Representation Using Epanechnikov Mixture RegressionabstractWe propose a regression-based implicit surface representation using mixture-of-experts based on the Epanechnikov kernel (EK), a mathematical framework that does not depend on neural networks. The modeling method is implemented using signed distance fields (SDF), modeled using the expectation-maximization algorithm to iterate an optimal set of parameters of Epanechnikov mixture regression. The proposed pipeline achieves better reconstruction than the SDF itself and can be upsampled through mixture-of-experts-based interpolation without extra parameters and processing. Furthermore, the proposed method can efficiently realize data compression compared to meshes and SDF. As for the kernel theory, EK demonstrates a more accurate surface recovery than the Gaussian ones, which expands the applications for Epanechnikov-related theories and also shows potential for theoretical substitution for Gaussian-based modeling and representation. Boning Liu 0001, Zerong Zheng, Yebin Liu |
IEEE Signal Process. Lett. | 3 |
| 2024 | 5-D Epanechnikov Mixture-of-Experts in Light Field Image CompressionabstractIn this study, we propose a modeling-based compression approach for dense/lenslet light field images captured by Plenoptic 2.0 with square microlenses. This method employs the 5-D Epanechnikov Kernel (5-D EK) and its associated theories. Owing to the limitations of modeling larger image block using the Epanechnikov Mixture Regression (EMR), a 5-D Epanechnikov Mixture-of-Experts using Gaussian Initialization (5-D EMoE-GI) is proposed. This approach outperforms 5-D Gaussian Mixture Regression (5-D GMR). The modeling aspect of our coding framework utilizes the entire EI and the 5D Adaptive Model Selection (5-D AMLS) algorithm. The experimental results demonstrate that the decoded rendered images produced by our method are perceptually superior, outperforming High Efficiency Video Coding (HEVC) and JPEG 2000 at a bit depth below 0.06bpp. Boning Liu 0001, Yan Zhao 0012, Xiaomeng Jiang, Xingguang Ji, Shigang Wang 0003, Yebin Liu |
IEEE Trans. Image Process. | 6 |
| 2024 | Fast and Globally Consistent Normal Orientation based on the Winding Number Normal ConsistencyabstractEstimating consistently oriented normals for point clouds enables a number of important applications in computer graphics such as surface reconstruction. While local normal estimation is possible with simple techniques like principal component analysis (PCA), orienting these normals to be globally consistent has been a notoriously difficult problem. Some recent methods exploit various properties of the winding number formula to achieve global consistency with state-of-the-art performance. Despite their exciting progress, these algorithms either have high space/time complexity, or do not produce accurate and consistently oriented normals for imperfect data. In this paper, we propose a novel property from the winding number formula, termed Winding Number Normal Consistency (WNNC ), to tackle this problem. The derived property is based on the simple observation that the normals (negative gradients) sampled from the winding number field should be codirectional to the normals used to compute the winding number field. Since the WNNC property itself does not resolve the inside/outside orientation ambiguity, we further propose to incorporate an objective function from Parametric Gauss Reconstruction (PGR). We propose to iteratively update normals by alternating between WNNC-based normal updates and PGR-based gradient descents, which leads to an embarrassingly simple yet effective iterative algorithm that allows fast and high-quality convergence to a globally consistent normal vector field. Furthermore, our proposed algorithm only involves repeatedly evaluating the winding number formula and its derivatives, which can be accelerated and parallelized using a treecode-based approximation algorithm due to their special structures. Exploiting this fact, we implement a GPU-accelerated treecode-based solver. Our GPU (and even CPU) implementation can be significantly faster than the recent state-of-the-art methods for normal orientation from raw points. Our code is integrated with the popular PyTorch framework to facilitate further research into winding numbers, and is publicly available at https://jsnln.github.io/wnnc/index.html. Siyou Lin, Zuoqiang Shi, Yebin Liu |
ACM Trans. Graph. | 3 |
| 2024 | 360-degree Human Video Generation with 4D Diffusion TransformerabstractWe present a novel approach for generating 360-degree high-quality, spatiotemporally coherent human videos from a single image. Our framework combines the strengths of diffusion transformers for capturing global correlations across viewpoints and time, and CNNs for accurate condition injection. The core is a hierarchical 4D transformer architecture that factorizes self-attention across views, time steps, and spatial dimensions, enabling efficient modeling of the 4D space. Precise conditioning is achieved by injecting human identity, camera parameters, and temporal signals into the respective transformers. To train this model, we collect a multi-dimensional dataset spanning images, videos, multi-view data, and limited 4D footage, along with a tailored multi-dimensional training strategy. Our approach overcomes the limitations of previous methods based on generative adversarial networks or vanilla diffusion models, which struggle with complex motions, viewpoint changes, and generalization. Through extensive experiments, we demonstrate our method's ability to synthesize 360-degree realistic, coherent human motion videos, paving the way for advanced multimedia applications in areas such as virtual reality and animation. Ruizhi Shao, Youxin Pang, Zerong Zheng, Jingxiang Sun, Yebin Liu |
ACM Trans. Graph. | 5 |
| 2024 | HAvatar: High-fidelity Head Avatar via Facial Model Conditioned Neural Radiance FieldabstractThe problem of modeling an animatable 3D human head avatar under lightweight setups is of significant importance but has not been well solved. Existing 3D representations either perform well in the realism of portrait images synthesis or the accuracy of expression control, but not both. To address the problem, we introduce a novel hybrid explicit-implicit 3D representation, Facial Model Conditioned Neural Radiance Field, which integrates the expressiveness of NeRF and the prior information from the parametric template. At the core of our representation, a synthetic-renderings-based condition method is proposed to fuse the prior information from the parametric model into the implicit field without constraining its topological flexibility. Besides, based on the hybrid representation, we properly overcome the inconsistent shape issue presented in existing methods and improve the animation stability. Moreover, by adopting an overall GAN-based architecture using an image-to-image translation network, we achieve high-resolution, realistic and view-consistent synthesis of dynamic head appearance. Experiments demonstrate that our method can achieve state-of-the-art performance for 3D head avatar animation compared with previous methods. Xiaochen Zhao, Lizhen Wang 0002, Jingxiang Sun, Hongwen Zhang 0001, Jin-Li Suo, Yebin Liu |
ACM Trans. Graph. | 6 |
| 2024 | HVTR++: Image and Pose Driven Human Avatars Using Hybrid Volumetric-Textural RenderingabstractRecent neural rendering methods have made great progress in generating photorealistic human avatars. However, these methods are generally conditioned only on low-dimensional driving signals (e.g., body poses), which are insufficient to encode the complete appearance of a clothed human. Hence they fail to generate faithful details. To address this problem, we exploit driving view images (e.g., in telepresence systems) as additional inputs. We propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR++), which synthesizes 3D human avatars from arbitrary driving poses and views while staying faithful to appearance details efficiently and at high quality. First, we learn to encode the driving signals of pose and view image on a dense UV manifold of the human body surface and extract UV-aligned features, preserving the structure of a skeleton-based parametric model. To handle complicated motions (e.g., self-occlusions), we then leverage the UV-aligned features to construct a 3D volumetric representation based on a dynamic neural radiance field. While this allows us to represent 3D geometry with changing topology, volumetric rendering is computationally heavy. Hence we employ only a rough volumetric representation using a pose- and image-conditioned downsampled neural radiance field (PID-NeRF), which we can render efficiently at low resolutions. In addition, we learn 2D textural features that are fused with rendered volumetric features in image space. The key advantage of our approach is that we can then convert the fused features into a high-resolution, high-quality avatar by a fast GAN-based textural renderer. We demonstrate that hybrid rendering enables HVTR++ to handle complicated motions, render high-quality avatars under user-controlled poses/shapes, and most importantly, be efficient at inference time. Our experimental results also demonstrate state-of-the-art quantitative results. Tao Hu 0006, Linjie Luo, Tao Yu 0007, Zerong Zheng, He Zhang 0015, Yebin Liu, Matthias Zwicker |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2023 | Delving Deep into Pixel Alignment Feature for Accurate Multi-View Human Mesh RecoveryabstractRegression-based methods have shown high efficiency and effectiveness for multi-view human mesh recovery. The key components of a typical regressor lie in the feature extraction of input views and the fusion of multi-view features. In this paper, we present Pixel-aligned Feedback Fusion (PaFF) for accurate yet efficient human mesh recovery from multi-view images. PaFF is an iterative regression framework that performs feature extraction and fusion alternately. At each iteration, PaFF extracts pixel-aligned feedback features from each input view according to the reprojection of the current estimation and fuses them together with respect to each vertex of the downsampled mesh. In this way, our regressor can not only perceive the misalignment status of each view from the feedback features but also correct the mesh parameters more effectively based on the feature fusion on mesh vertices. Additionally, our regressor disentangles the global orientation and translation of the body mesh from the estimation of mesh parameters such that the camera parameters of input views can be better utilized in the regression process. The efficacy of our method is validated in the Human3.6M dataset via comprehensive ablation experiments, where PaFF achieves 33.02 MPJPE and brings significant improvements over the previous best solutions by more than 29%. The project page with code and video results can be found at https://kairobo.github.io/PaFF/. Hongwen Zhang 0001, Liang An 0001, Yebin Liu |
AAAI | 4 |
| 2023 | CloSET: Modeling Clothed Humans on Continuous Surface with Explicit Template DecompositionabstractCreating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned implicit template, which have limitations in capturing details or hinder end-to-end learning. In this paper, we revisit point-based solutions and propose to decompose explicit garment-related templates and then add pose-dependent wrinkles to them. In this way, the clothing deformations are disentangled such that the pose-dependent wrinkles can be better learned and applied to unseen poses. Additionally, to tackle the seam artifact issues in recent state-of-the-art point-based methods, we propose to learn point features on a body surface, which establishes a continuous and compact feature space to capture the fine-grained and pose-dependent clothing geometry. To facilitate the research in this field, we also introduce a high-quality scan dataset of humans in real-world clothing. Our approach is validated on two existing datasets and our newly introduced dataset, showing better clothing deformation results in unseen poses. The project page with code and dataset can be found at https://www.liuyebin.com/closet. Hongwen Zhang 0001, Siyou Lin, Ruizhi Shao, Yuxiang Zhang 0006, Zerong Zheng, Han Huang 0005, Yandong Guo, Yebin Liu |
CVPR | 8 |
| 2023 | Tensor4D: Efficient Neural 4D Decomposition for High-Fidelity Dynamic Reconstruction and RenderingabstractWe present Tensor4D, an efficient yet effective approach to dynamic scene modeling. The key of our solution is an efficient 4D tensor decomposition method so that the dynamic scene can be directly represented as a 4D spatio-temporal tensor. To tackle the accompanying memory issue, we decompose the 4D tensor hierarchically by projecting it first into three time-aware volumes and then nine compact feature planes. In this way, spatial information over time can be simultaneously captured in a compact and memory-efficient manner. When applying Tensor4D for dynamic scene reconstruction and rendering, we further factorize the 4D fields to different scales in the sense that structural motions and dynamic detailed changes can be learned from coarse to fine. The effectiveness of our method is validated on both synthetic and real-world scenes. Extensive experiments show that our method is able to achieve high-quality dynamic reconstruction and rendering from sparse-view camera rigs or even a monocular camera. The code and dataset will be released at https://github.com/DSaurus/Tensor4D. Ruizhi Shao, Zerong Zheng, Hanzhang Tu, Boning Liu 0001, Hongwen Zhang 0001, Yebin Liu |
CVPR | 6 |
| 2023 | Next3D: Generative Neural Texture Rasterization for 3D-Aware Head Avatarsabstract3D-aware generative adversarial networks (GANs) synthesize high-fidelity and multi-view-consistent facial images using only collections of single-view 2D imagery. Towards fine-grained control over facial attributes, recent efforts incorporate 3D Morphable Face Model (3DMM) to describe deformation in generative radiance fields either explicitly or implicitly. Explicit methods provide fine-grained expression control but cannot handle topological changes caused by hair and accessories, while implicit ones can model varied topologies but have limited generalization caused by the unconstrained deformation fields. We propose a novel 3D GAN framework for unsupervised learning of generative, high-quality and 3D-consistent facial avatars from unstructured 2D images. To achieve both deformation accuracy and topological flexibility, we propose a 3D representation called Generative Texture-Rasterized Tri-planes. The proposed representation learns Generative Neural Textures on top of parametric mesh templates and then projects them into three orthogonal-viewed feature planes through rasterization, forming a tri-plane feature representation for volume rendering. In this way, we combine both fine-grained expression control of mesh-guided explicit deformation and the flexibility of implicit volumetric representation. We further propose specific modules for modeling mouth interior which is not taken into account by 3DMM. Our method demonstrates state-of-the-art 3D-aware synthesis quality and animation ability through extensive experiments. Furthermore, serving as 3D prior, our animatable 3D representation boosts multiple applications including one-shot facial avatars and 3D-aware stylization. Project page: https://mrtornado24.github.io/Next3D/. Code: https://github.com/MrTornado24/Next3D. Jingxiang Sun, Xuan Wang 0009, Lizhen Wang 0002, Xiaoyu Li 0002, Yong Zhang 0034, Hongwen Zhang 0001, Yebin Liu |
CVPR | 7 |
| 2023 | Leveraging Intrinsic Properties for Non-Rigid Garment AlignmentabstractWe address the problem of aligning real-world 3D data of garments, which benefits many applications such as texture learning, physical parameter estimation, generative modeling of garments, etc. Existing extrinsic methods typically perform non-rigid iterative closest point and struggle to align details due to incorrect closest matches and rigidity constraints. While intrinsic methods based on functional maps can produce high-quality correspondences, they work under isometric assumptions and become unreliable for garment deformations which are highly non-isometric. To achieve wrinkle-level as well as texture-level alignment, we present a novel coarse-to-fine two-stage method that leverages intrinsic manifold properties with two neural deformation fields, in the 3D space and the intrinsic space, respectively. The coarse stage performs a 3D fitting, where we leverage intrinsic manifold properties to define a manifold deformation field. The coarse fitting then induces a functional map that produces an alignment of intrinsic embeddings. We further refine the intrinsic alignment with a second neural deformation field for higher accuracy. We evaluate our method with our captured garment dataset, GarmCap. The method achieves accurate wrinkle-level and texture-level alignment and works for difficult garment types such as long coats. Our project page is https://jsnln.github.io/iccv2023intrinsic/index.html. Siyou Lin, Boyao Zhou, Zerong Zheng, Hongwen Zhang 0001, Yebin Liu |
ICCV | 5 |
| 2023 | CaPhy: Capturing Physical Properties for Animatable Human AvatarsabstractWe present CaPhy, a novel method for reconstructing animatable human avatars with realistic dynamic properties for clothing. Specifically, we aim for capturing the geometric and physical properties of the clothing from real observations. This allows us to apply novel poses to the human avatar with physically correct deformations and wrinkles of the clothing. To this end, we combine unsupervised training with physics-based losses and 3D-supervised training using scanned data to reconstruct a dynamic model of clothing that is physically realistic and conforms to the human scans. We also optimize the physical parameters of the underlying physical model from the scans by introducing gradient constraints of the physics-based losses. In contrast to previous work on 3D avatar reconstruction, our method is able to generalize to novel poses with realistic dynamic cloth deformations. Experiments on several subjects demonstrate that our method can estimate the physical properties of the garments, resulting in superior quantitative and qualitative results compared with previous methods. Zhaoqi Su, Liangxiao Hu, Siyou Lin, Hongwen Zhang 0001, Shengping Zhang, Justus Thies, Yebin Liu |
ICCV | 7 |
| 2023 | Narrator: Towards Natural Control of Human-Scene Interaction Generation via Relationship ReasoningabstractNaturally controllable human-scene interaction (HSI) generation has an important role in various fields, such as VR/AR content creation and human-centered AI. However, existing methods are unnatural and unintuitive in their controllability, which heavily limits their application in practice. Therefore, we focus on a challenging task of naturally and controllably generating realistic and diverse HSIs from textual descriptions. From human cognition, the ideal generative model should correctly reason about spatial relationships and interactive actions. To that end, we propose Narrator, a novel relationship reasoning-based generative approach using a conditional variation autoencoder for naturally controllable generation given a 3D scene and a textual description. Also, we model global and local spatial relationships in a 3D scene and a textual description respectively based on the scene graph, and introduce a part-level action mechanism to represent interactions as atomic body part states. In particular, benefiting from our relationship reasoning, we further propose a simple yet effective multi-human generation strategy, which is the first exploration for controllable multi-human scene interaction generation. Our extensive experiments and perceptual studies show that Narrator can controllably generate diverse interactions and significantly outperform existing works. Haibiao Xuan, Xiongzheng Li, Hongwen Zhang 0001, Yebin Liu, Kun Li 0001 |
ICCV | 5 |
| 2023 | DeepCloth: Neural Garment Representation for Shape and Style EditingabstractGarment representation, editing and animation are challenging topics in the area of computer vision and graphics. It remains difficult for existing garment representations to achieve smooth and plausible transitions between different shapes and topologies. In this work, we introduce, DeepCloth, a unified framework for garment representation, reconstruction, animation and editing. Our unified framework contains 3 components: First, we represent the garment geometry with a "topology-aware UV-position map", which allows for the unified description of various garments with different shapes and topologies by introducing an additional topology-aware UV-mask for the UV-position map. Second, to further enable garment reconstruction and editing, we contribute a method to embed the UV-based representations into a continuous feature space, which enables garment shape reconstruction and editing by optimization and control in the latent space, respectively. Finally, we propose a garment animation method by unifying our neural garment representation with body shape and pose, which achieves plausible garment animation results leveraging the dynamic information encoded by our shape and style representation, even under drastic garment editing operations. To conclude, with DeepCloth, we move a step forward in establishing a more flexible and general 3D garment digitization framework. Experiments demonstrate that our method can achieve state-of-the-art garment representation performance compared with previous methods. Zhaoqi Su, Tao Yu 0007, Yangang Wang 0001, Yebin Liu |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2023 | Recovering 3D Human Mesh From Monocular Images: A SurveyabstractEstimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey that focuses on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area. Yating Tian, Hongwen Zhang 0001, Yebin Liu, Limin Wang 0002 |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2023 | PyMAF-X: Towards Well-Aligned Full-Body Model Regression From Monocular ImagesabstractWe present PyMAF-X, a regression-based approach to recovering a parametric full-body model from a single image. This task is very challenging since minor parametric deviation may lead to noticeable misalignment between the estimated mesh and the input image. Moreover, when integrating part-specific estimations into the full-body model, existing solutions tend to either degrade the alignment or produce unnatural wrist poses. To address these issues, we propose a Pyramidal Mesh Alignment Feedback (PyMAF) loop in our regression network for well-aligned human mesh recovery and extend it as PyMAF-X for the recovery of expressive full-body models. The core idea of PyMAF is to leverage a feature pyramid and rectify the predicted parameters explicitly based on the mesh-image alignment status. Specifically, given the currently predicted parameters, mesh-aligned evidence will be extracted from finer-resolution features accordingly and fed back for parameter rectification. To enhance the alignment perception, an auxiliary dense supervision is employed to provide mesh-image correspondence guidance while spatial alignment attention is introduced to enable the awareness of the global contexts for our network. When extending PyMAF for full-body mesh recovery, an adaptive integration strategy is proposed in PyMAF-X to produce natural wrist poses while maintaining the well-aligned performance of the part-specific estimations. The efficacy of our approach is validated on several benchmark datasets for body, hand, face, and full-body mesh recovery, where PyMAF and PyMAF-X effectively improve the mesh-image alignment and achieve new The project page with code and video results can be found at https://www.liuyebin.com/pymaf-x. Hongwen Zhang 0001, Yating Tian, Yuxiang Zhang 0006, Mengcheng Li, Liang An 0001, Zhenan Sun, Yebin Liu |
IEEE Trans. Pattern Anal. Mach. Intell. | 7 |
| 2023 | AvatarReX: Real-time Expressive Full-body AvatarsabstractWe present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and rendering. To this end, we propose a compositional avatar representation, where the body, hands and the face are separately modeled in a way that the structural prior from parametric mesh templates is properly utilized without compromising representation flexibility. Furthermore, we disentangle the geometry and appearance for each part. With these technical designs, we propose a dedicated deferred rendering pipeline, which can be executed at a real-time framerate to synthesize high-quality free-view images. The disentanglement of geometry and appearance also allows us to design a two-pass training strategy that combines volume rendering and surface rendering for network training. In this way, patch-level supervision can be applied to force the network to learn sharp appearance details on the basis of geometry estimation. Overall, our method enables automatic construction of expressive full-body avatars with real-time rendering capability, and can generate photo-realistic images with dynamic details for novel body motions and facial expressions. Zerong Zheng, Xiaochen Zhao, Hongwen Zhang 0001, Boning Liu 0001, Yebin Liu |
ACM Trans. Graph. | 5 |
| 2023 | Controllable Free Viewpoint Video Reconstruction Based on Neural Radiance Fields and Motion GraphsabstractIn this paper, we propose a controllable high-quality free viewpoint video generation method based on the motion graph and neural radiance fields (NeRF). Different from existing pose-driven NeRF or time/structure conditioned NeRF works, we propose to first construct a directed motion graph of the captured sequence. Such a sequence-motion-parameterization strategy not only enables flexible pose control for free viewpoint video rendering but also avoids redundant calculation of similar poses and thus improves the overall reconstruction efficiency. Moreover, to support body shape control without losing the realistic free viewpoint rendering performance, we improve the vanilla NeRF by combining explicit surface deformation and implicit neural scene representations. Specifically, we train a local surface-guided NeRF for each valid frame on the motion graph, and the volumetric rendering was only performed in the local space around the real surface, thus enabling plausible shape control ability. As far as we know, our method is the first method that supports both realistic free viewpoint video reconstruction and motion graph-based user-guided motion traversal. The results and comparisons further demonstrate the effectiveness of the proposed method. He Zhang 0015, Fan Li 0023, Jianhui Zhao 0002, Dongming Shen, Yebin Liu, Tao Yu 0007 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2022 | HVTR: Hybrid Volumetric-Textural Rendering for Human AvatarsabstractWe propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR), which synthesizes virtual human avatars from arbitrary poses efficiently and at high quality. First, we learn to encode articulated human motions on a dense UV manifold of the human body surface. To handle complicated motions (e.g., self-occlusions), we then leverage the encoded information on the UV manifold to construct a 3D volumetric representation based on a dynamic pose-conditioned neural radiance field. While this allows us to represent 3D geometry with changing topology, volumetric rendering is computationally heavy. Hence we employ only a rough volumetric representation using a pose-conditioned downsampled neural radiance field (PD-NeRF), which we can render efficiently at low resolutions. In addition, we learn 2D textural features that are fused with rendered volumetric features in image space. The key advantage of our approach is that we can then convert the fused features into a high-resolution, high-quality avatar by a fast GAN-based textural renderer. We demonstrate that hybrid rendering enables HVTR to handle complicated motions, render high-quality avatars under user-controlled poses/shapes and even loose clothing, and most importantly, be efficient at inference time. Our experimental results also demonstrate state-of-the-art quantitative results. More results are available at our project page: https://www.cs.umd.edu/~taohu/hvtr/ Tao Hu 0006, Tao Yu 0007, Zerong Zheng, He Zhang 0015, Yebin Liu, Matthias Zwicker |
3DV | 5 |
| 2022 | Interacting Attention Graph for Single Image Two-Hand ReconstructionabstractGraph convolutional network (GCN) has achieved great success in single hand reconstruction task, while interacting two-hand reconstruction by GCN remains unexplored. In this paper, we present Interacting Attention Graph Hand (IntagHand), the first graph convolution based network that reconstructs two interacting hands from a single RGB image. To solve occlusion and interaction challenges of two-hand reconstruction, we introduce two novel attention based modules in each upsampling step of the original GCN. The first module is the pyramid image feature attention (PIFA) module, which utilizes multiresolution features to implicitly obtain vertex-to-image alignment. The second module is the cross hand attention (CHA) module that encodes the coherence of interacting hands by building dense cross-attention between two hand vertices. As a result, our model outperforms all existing two-hand re-construction methods by a large margin on InterHand2.6M benchmark. Moreover, ablation studies verify the effectiveness of both PIFA and CHA modules for improving the reconstruction accuracy. Results on in-the-wild images and live video streams further demonstrate the generalization ability of our network. Our code is available at https://github.com/Dw1010/IntagHand. Mengcheng Li, Liang An 0001, Hongwen Zhang 0001, Lianpeng Wu, Feng Chen 0007, Tao Yu 0007, Yebin Liu |
CVPR | 7 |
| 2022 | DoubleField: Bridging the Neural Surface and Radiance Fields for High-fidelity Human Reconstruction and RenderingabstractWe introduce DoubleField, a novel framework combining the merits of both surface field and radiance field for high-fidelity human reconstruction and rendering. Within DoubleField, the surface field and radiance field are associated together by a shared feature embedding and a surface-guided sampling strategy. Moreover, a view-to-view transformer is introduced to fuse multi-view features and learn view-dependent features directly from high-resolution inputs. With the modeling power of DoubleField and the view-to-view transformer, our method significantly improves the reconstruction quality of both geometry and appearance, while supporting direct inference, scene-specific high-resolution finetuning, and fast rendering. The efficacy of DoubleField is validated by the quantitative evaluations on several datasets and the qualitative results in a real-world sparse multi-view system, showing its superior capability for high-quality human model reconstruction and photo-realistic free-viewpoint human rendering. Data and source code will be made public for the research purpose. Ruizhi Shao, Hongwen Zhang 0001, He Zhang 0015, Mingjia Chen, Yan-Pei Cao 0001, Tao Yu 0007, Yebin Liu |
CVPR | 7 |
| 2022 | FENeRF: Face Editing in Neural Radiance FieldsabstractPrevious portrait image generation methods roughly fall into two categories: 2D GANs and 3D-aware GANs. 2D GANs can generate high fidelity portraits but with low view consistency. 3D-aware GAN methods can maintain view consistency but their generated images are not locally editable. To overcome these limitations, we propose FENeRF, a 3D-aware generator that can produce view-consistent and locally-editable portrait images. Our method uses two decoupled latent codes to generate corresponding facial semantics and texture in a spatial-aligned 3D volume with shared geometry. Benefiting from such underlying 3D representation, FENeRF can Jointly render the boundary-aligned image and semantic mask and use the semantic mask to edit the 3D volume via GAN inversion. We further show such 3D representation can be learned from widely available monocular image and semantic mask pairs. Moreover, we reveal that Joint learning semantics and texture helps to generate finer geometry. Our experiments demonstrate that FENeRF outperforms state-of-the-art methods in various face editing tasks. Code is available at https://github.com/MrTornado24/FENeRF. Jingxiang Sun, Xuan Wang 0009, Yong Zhang 0034, Xiaoyu Li 0002, Qi Zhang 0029, Yebin Liu, Jue Wang 0001 |
CVPR | 6 |
| 2022 | FaceVerse: a Fine-grained and Detail-controllable 3D Face Morphable Model from a Hybrid DatasetabstractWe present FaceVerse, a fine-grained 3D Neural Face Model, which is built from hybrid East Asian face datasets containing 60K fused RGB-D images and 2K high-fidelity 3D head scan models. A novel coarse-to-fine structure is proposed to take better advantage of our hybrid dataset. In the coarse module, we generate a base parametric model from large-scale RGB-D images, which is able to predict accurate rough 3D face models in different genders, ages, etc. Then in the fine module, a conditional StyleGAN architecture trained with high-fidelity scan models is introduced to enrich elaborate facial geometric and texture details. Note that different from previous methods, our base and detailed modules are both changeable, which enables an innovative application of adjusting both the basic attributes and the facial details of 3D face models. Furthermore, we propose a single-image fitting framework based on differentiable rendering. Rich experiments show that our method outperforms the state-of-the-art methods. Lizhen Wang 0002, Tao Yu 0007, Chenguang Ma, Yebin Liu |
CVPR | 6 |
| 2022 | High-Fidelity Human Avatars from a Single RGB CameraabstractIn this paper, we propose a coarse-to-fine framework to reconstruct a personalized high-fidelity human avatar from a monocular video. To deal with the misalignment problem caused by the changed poses and shapes in different frames, we design a dynamic surface network to recover pose-dependent surface deformations, which help to decouple the shape and texture of the person. To cope with the complexity of textures and generate photo-realistic results, we propose a reference-based neural rendering network and exploit a bottom-up sharpening-guided fine-tuning strategy to obtain detailed textures. Our frame-work also enables photo-realistic novel view/pose syn-thesis and shape editing applications. Experimental re-sults on both the public dataset and our collected dataset demonstrate that our method outperforms the state-of-the-art methods. The code and dataset will be available at http://cic.tju.edu.cn/faculty/likun/projects/HF-Avatar. Yukun Lai, Zerong Zheng, Yingdi Xie, Yebin Liu, Kun Li 0001 |
CVPR | 6 |
| 2022 | Structured Local Radiance Fields for Human Avatar ModelingabstractIt is extremely challenging to create an animatable clothed human avatar from RGB videos, especially for loose clothes due to the difficulties in motion modeling. To address this problem, we introduce a novel representation on the basis of recent neural scene rendering techniques. The core of our representation is a set of structured local radiance fields, which are anchored to the pre-defined nodes sampled on a statistical human body template. These local radiance fields not only leverage the flexibility of implicit representation in shape and appearance modeling, but also factorize cloth deformations into skeleton motions, node residual translations and the dynamic detail variations inside each individual radiance field. To learn our representation from RGB data and facilitate pose generalization, we propose to learn the node translations and the detail variations in a conditional generative latent space. Overall, our method enables automatic construction of animatable human avatars for various types of clothes without the need for scanning subject-specific templates, and can generate realistic images with dynamic details for novel poses. Experiment show that our method outperforms state-of-the-art methods both qualitatively and quantitatively. Zerong Zheng, Han Huang 0005, Tao Yu 0007, Hongwen Zhang 0001, Yandong Guo, Yebin Liu |
CVPR | 6 |
| 2022 | Geometry-Aware Single-Image Full-Body Human Relighting
Chaonan Ji, Tao Yu 0007, Yebin Liu |
ECCV (16) | 5 |
| 2022 | AvatarCap: Animatable Avatar Conditioned Monocular Human Volumetric Capture
Zhe Li 0027, Zerong Zheng, Hongwen Zhang 0001, Chaonan Ji, Yebin Liu |
ECCV (1) | 5 |
| 2022 | Learning Implicit Templates for Point-Based Clothed Human Modeling
Siyou Lin, Hongwen Zhang 0001, Zerong Zheng, Ruizhi Shao, Yebin Liu |
ECCV (3) | 5 |
| 2022 | DiffuStereo: High Quality Human Reconstruction via Diffusion-Based Stereo Using Sparse Cameras
Ruizhi Shao, Zerong Zheng, Hongwen Zhang 0001, Jingxiang Sun, Yebin Liu |
ECCV (32) | 5 |
| 2022 | GIMO: Gaze-Informed Human Motion Prediction in Context
Yanchao Yang 0001, Kaichun Mo, Jiaman Li, Tao Yu 0007, Yebin Liu, C. Karen Liu, Leonidas J. Guibas |
ECCV (13) | 6 |
| 2022 | FOF: Learning Fourier Occupancy Field for Monocular Real-time Human ReconstructionabstractThe advent of deep learning has led to significant progress in monocular human reconstruction. However, existing representations, such as parametric models, voxel grids, meshes and implicit neural representations, have difficulties achieving high-quality results and real-time speed at the same time. In this paper, we propose Fourier Occupancy Field (FOF), a novel, powerful, efficient and flexible 3D geometry representation, for monocular real-time and accurate human reconstruction. A FOF represents a 3D object with a 2D field orthogonal to the view direction where at each 2D position the occupancy field of the object along the view direction is compactly represented with the first few terms of Fourier series, which retains the topology and neighborhood relation in the 2D domain. A FOF can be stored as a multi-channel image, which is compatible with 2D convolutional neural networks and can bridge the gap between 3D geometries and 2D images. A FOF is very flexible and extensible, \eg, parametric models can be easily integrated into a FOF as a prior to generate more robust results. Meshes and our FOF can be easily inter-converted. Based on FOF, we design the first 30+FPS high-fidelity real-time monocular human reconstruction framework. We demonstrate the potential of FOF on both public datasets and real captured data. The code is available for research purposes at http://cic.tju.edu.cn/faculty/likun/projects/FOF. Qiao Feng 0001, Yebin Liu, Yukun Lai, Jing-Yu Yang 0002, Kun Li 0001 |
NeurIPS | 2 |
| 2022 | FloRen: Real-time High-quality Human Performance Rendering via Appearance Flow Using Sparse RGB CamerasabstractWe propose FloRen, a novel system for real-time, high-resolution free-view human synthesis. Our system runs at 15fps in 1K resolution with very sparse RGB cameras. In FloRen, a coarse-level implicit geometry is recovered at first as initialization, and then processed by a neural rendering framework based on appearance flow. Our appearance flow-based rendering framework consists of three steps, namely view-dependent depth refinement, appearance flow estimation and occlusion-aware color rendering. In this way, we resolve the view synthesis problem in the image plane, where 2D convolutional neural networks can be efficiently applied, contributing to high speed performance. For robust appearance flow estimation, we explicitly combine data-driven human prior knowledge with multiview geometric constraints. The accurate appearance flow enables precise color mapping from input view to novel view, which greatly facilitates high-resolution novel view generation. We demonstrate that our system achieves state-of-the-art performance and even outperforms many offline methods. Ruizhi Shao, Liliang Chen, Zerong Zheng, Hongwen Zhang 0001, Yuxiang Zhang 0006, Han Huang 0005, Yandong Guo, Yebin Liu |
SIGGRAPH Asia | 8 |
| 2022 | Robust and Accurate 3D Self-Portraits in SecondsabstractIn this paper, we propose an efficient method for robust and accurate 3D self-portraits using a single RGBD camera. Our method can generate detailed and realistic 3D self-portraits in seconds and shows the ability to handle subjects wearing extremely loose clothes. To achieve highly efficient and robust reconstruction, we propose PIFusion, which combines learning-based 3D recovery with volumetric non-rigid fusion to generate accurate sparse partial scans of the subject. Meanwhile, a non-rigid volumetric deformation method is proposed to continuously refine the learned shape prior. Moreover, a lightweight bundle adjustment algorithm is proposed to guarantee that all the partial scans can not only "loop" with each other but also remain consistent with the selected live key observations. Finally, to further generate realistic portraits, we propose non-rigid texture optimization to improve the texture quality. Additionally, we also contribute a benchmark for single-view 3D self-portrait reconstruction, an evaluation dataset that contains 10 single-view RGBD sequences of a self-rotating performer wearing various clothes and the corresponding ground-truth 3D models in the first frame of each sequence. The results and experiments based on this dataset show that the proposed method outperforms state-of-the-art methods on accuracy, efficiency, and generality. Zhe Li 0027, Tao Yu 0007, Zerong Zheng, Yebin Liu |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2022 | Revisiting Light Field Rendering With Deep Anti-Aliasing Neural NetworkabstractThe light field (LF) reconstruction is mainly confronted with two challenges, large disparity and the non-Lambertian effect. Typical approaches either address the large disparity challenge using depth estimation followed by view synthesis or eschew explicit depth information to enable non-Lambertian rendering, but rarely solve both challenges in a unified framework. In this paper, we revisit the classic LF rendering framework to address both challenges by incorporating it with advanced deep learning techniques. First, we analytically show that the essential issue behind the large disparity and non-Lambertian challenges is the aliasing problem. Classic LF rendering approaches typically mitigate the aliasing with a reconstruction filter in the Fourier domain, which is, however, intractable to implement within a deep learning pipeline. Instead, we introduce an alternative framework to perform anti-aliasing reconstruction in the image domain and analytically show comparable efficacy on the aliasing issue. To explore the full potential, we then embed the anti-aliasing framework into a deep neural network through the design of an integrated architecture and trainable parameters. The network is trained through end-to-end optimization using a peculiar training set, including regular LFs and unstructured LFs. The proposed deep learning pipeline shows a substantial superiority in solving both the large disparity and the non-Lambertian challenges compared with other state-of-the-art approaches. In addition to the view interpolation for an LF, we also show that the proposed pipeline also benefits light field view extrapolation. Gaochang Wu, Yebin Liu, Lu Fang 0001, Tianyou Chai |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2022 | PaMIR: Parametric Model-Conditioned Implicit Representation for Image-Based Human ReconstructionabstractModeling 3D humans accurately and robustly from a single image is very challenging, and the key for such an ill-posed problem is the 3D representation of the human models. To overcome the limitations of regular 3D representations, we propose Parametric Model-Conditioned Implicit Representation (PaMIR), which combines the parametric body model with the free-form deep implicit function. In our PaMIR-based reconstruction framework, a novel deep neural network is proposed to regularize the free-form deep implicit function using the semantic features of the parametric model, which improves the generalization ability under the scenarios of challenging poses and various clothing topologies. Moreover, a novel depth-ambiguity-aware training loss is further integrated to resolve depth ambiguities and enable successful surface detail reconstruction with imperfect body reference. Finally, we propose a body reference optimization method to improve the parametric model estimation accuracy and to enhance the consistency between the parametric model and the implicit function. With the PaMIR representation, our framework can be easily extended to multi-image input scenarios without the need of multi-camera calibration and pose synchronization. Experimental results demonstrate that our method achieves state-of-the-art performance for image-based 3D human reconstruction in the cases of challenging poses and clothing types. Zerong Zheng, Tao Yu 0007, Yebin Liu, Qionghai Dai |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2022 | IDE-3D: Interactive Disentangled Editing for High-Resolution 3D-Aware Portrait SynthesisabstractExisting 3D-aware facial generation methods face a dilemma in quality versus editability: they either generate editable results in low resolution, or high-quality ones with no editing flexibility. In this work, we propose a new approach that brings the best of both worlds together. Our system consists of three major components: (1) a 3D-semantics-aware generative model that produces view-consistent, disentangled face images and semantic masks; (2) a hybrid GAN inversion approach that initializes the latent codes from the semantic and texture encoder, and further optimizes them for faithful reconstruction; and (3) a canonical editor that enables efficient manipulation of semantic masks in canonical view and produces high-quality editing results. Our approach is competent for many applications, e.g. free-view face drawing, editing and style control. Both quantitative and qualitative results show that our method reaches the state-of-the-art in terms of photorealism, faithfulness and efficiency. Jingxiang Sun, Xuan Wang 0009, Yichun Shi, Lizhen Wang 0002, Jue Wang 0001, Yebin Liu |
ACM Trans. Graph. | 6 |
| 2022 | Geometry-Guided Dense Perspective Network for Speech-Driven Facial AnimationabstractRealistic speech-driven 3D facial animation is a challenging problem due to the complex relationship between speech and face. In this paper, we propose a deep architecture, called Geometry-guided Dense Perspective Network (GDPnet), to achieve speaker-independent realistic 3D facial animation. The encoder is designed with dense connections to strengthen feature propagation and encourage the re-use of audio features, and the decoder is integrated with an attention mechanism to adaptively recalibrate point-wise feature responses by explicitly modeling interdependencies between different neuron units. We also introduce a non-linear face reconstruction representation as a guidance of latent space to obtain more accurate deformation, which helps solve the geometry-related deformation and is good for generalization across subjects. Huber and HSIC (Hilbert-Schmidt Independence Criterion) constraints are adopted to promote the robustness of our model and to better exploit the non-linear and high-order correlations. Experimental results on the public dataset and real scanned dataset validate the superiority of our proposed GDPnet compared with state-of-the-art model. The code is available for research purposes at http://cic.tju.edu.cn/faculty/likun/projects/GDPnet. Jingying Liu, Binyuan Hui, Kun Li 0001, Yunke Liu, Yukun Lai, Yuxiang Zhang 0006, Yebin Liu, Jing-Yu Yang 0002 |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2022 | MulayCap: Multi-Layer Human Performance Capture Using a Monocular Video CameraabstractWe introduce MulayCap, a novel human performance capture method using a monocular video camera without the need for pre-scanning. The method uses "multi-layer" representations for geometry reconstruction and texture rendering, respectively. For geometry reconstruction, we decompose the clothed human into multiple geometry layers, namely a body mesh layer and a garment piece layer. The key technique behind is a Garment-from-Video (GfV) method for optimizing the garment shape and reconstructing the dynamic cloth to fit the input video sequence, based on a cloth simulation model which is effectively solved with gradient descent. For texture rendering, we decompose each input image frame into a shading layer and an albedo layer, and propose a method for fusing a fixed albedo map and solving for detailed garment geometry using the shading layer. Compared with existing single view human performance capture systems, our "multi-layer" approach bypasses the tedious and time consuming scanning step for obtaining a human specific mesh template. Experimental results demonstrate that MulayCap produces realistic rendering of dynamically changing details that has not been achieved in any previous monocular video camera systems. Benefiting from its fully semantic modeling, MulayCap can be applied to various important editing applications, such as cloth editing, re-targeting, relighting, and AR applications. Zhaoqi Su, Weilin Wan 0001, Tao Yu 0007, Lingjie Liu, Lu Fang 0001, Wenping Wang 0001, Yebin Liu |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2021 | Function4D: Real-Time Human Volumetric Capture From Very Sparse Consumer RGBD SensorsabstractHuman volumetric capture is a long-standing topic in computer vision and computer graphics. Although high-quality results can be achieved using sophisticated off-line systems, real-time human volumetric capture of complex scenarios, especially using light-weight setups, remains challenging. In this paper, we propose a human volumetric capture method that combines temporal volumetric fusion and deep implicit functions. To achieve high-quality and temporal-continuous reconstruction, we propose dynamic sliding fusion to fuse neighboring depth observations together with topology consistency. Moreover, for detailed and complete surface generation, we propose detailpreserving deep implicit functions for RGBD input which can not only preserve the geometric details on the depth inputs but also generate more plausible texturing results. Results and experiments show that our method outperforms existing methods in terms of view sparsity, generalization capacity, reconstruction quality, and run-time efficiency. Tao Yu 0007, Zerong Zheng, Qionghai Dai, Yebin Liu |
CVPR | 6 |
| 2021 | POSEFusion: Pose-Guided Selective Fusion for Single-View Human Volumetric CaptureabstractWe propose POseguided SElective Fusion (POSEFu-sion), a single-view human volumetric capture method that leverages tracking-based methods and tracking-free inference to achieve high-fidelity and dynamic 3D reconstruction. By contributing a novel reconstruction framework which contains pose-guided keyframe selection and robust implicit surface fusion, our method fully utilizes the advantages of both tracking-based methods and tracking-free inference methods, and finally enables the high-fidelity recon-struction of dynamic surface details even in the invisible regions. We formulate the keyframe selection as a dynamic programming problem to guarantee the temporal continuity of the reconstructed sequence. Moreover, the novel robust implicit surface fusion involves an adaptive blending weight to preserve high-fidelity surface details and an automatic collision handling method to deal with the potential self-collisions. Overall, our method enables high-fidelity and dynamic capture in both visible and invisible regions from a single RGBD camera, and the results and experiments show that our method outperforms state-of-the-art methods. Zhe Li 0027, Tao Yu 0007, Zerong Zheng, Yebin Liu |
CVPR | 5 |
| 2021 | Deep Implicit Templates for 3D Shape RepresentationabstractDeep implicit functions (DIFs), as a kind of 3D shape representation, are becoming more and more popular in the 3D vision community due to their compactness and strong representation power. However, unlike polygon mesh-based templates, it remains a challenge to reason dense correspondences or other semantic relationships across shapes represented by DIFs, which limits its applications in texture transfer, shape analysis and so on. To overcome this limitation and also make DIFs more interpretable, we propose Deep Implicit Templates, a new 3D shape representation that supports explicit correspondence reasoning in deep implicit representations. Our key idea is to formulate DIFs as conditional deformations of a template implicit function. To this end, we propose Spatial Warping LSTM, which de-composes the conditional spatial transformation into multiple point-wise transformations and guarantees generalization capability. Moreover, the training loss is carefully designed in order to achieve high reconstruction accuracy while learning a plausible template with accurate correspondences in an unsupervised manner. Experiments show that our method can not only learn a common implicit tem-plate for a collection of shapes, but also establish dense correspondences across all the shapes simultaneously with-out any supervision. Zerong Zheng, Tao Yu 0007, Qionghai Dai, Yebin Liu |
CVPR | 4 |
| 2021 | Cross-MPI: Cross-Scale Stereo for Image Super-Resolution Using Multiplane ImagesabstractVarious combinations of cameras enrich computational photography, among which reference-based super-resolution (RefSR) plays a critical role in multiscale imaging systems. However, existing RefSR approaches fail to accomplish high-fidelity super-resolution under a large resolution gap, e.g., 8× upscaling, due to the lower consideration of the underlying scene structure. In this paper, we aim to solve the RefSR problem in actual multiscale camera systems inspired by multiplane image (MPI) representation. Specifically, we propose Cross-MPI, an end-to-end RefSR network composed of a novel plane-aware attention-based MPI mechanism, a multiscale guided upsampling module as well as a super-resolution (SR) synthesis and fusion module. Instead of using a direct and exhaustive matching between the cross-scale stereo, the proposed plane-aware attention mechanism fully utilizes the concealed scene structure for efficient attention-based correspondence searching. Further combined with a gentle coarse-to-fine guided upsampling strategy, the proposed Cross-MPI can achieve a robust and accurate detail transmission. Experimental results on both digitally synthesized and optical zoom cross-scale data show that the Cross-MPI framework can achieve superior performance against the existing RefSR methods and is a real fit for actual multiscale camera systems even with large-scale differences. Yuemei Zhou, Gaochang Wu, Ying Fu 0001, Kun Li 0001, Yebin Liu |
CVPR | 5 |
| 2021 | LocalTrans: A Multiscale Local Transformer Network for Cross-Resolution Homography EstimationabstractCross-resolution image alignment is a key problem in multiscale gigapixel photography, which requires to estimate homography matrix using images with large resolution gap. Existing deep homography methods concatenate the input images or features, neglecting the explicit formulation of correspondences between them, which leads to degraded accuracy in cross-resolution challenges. In this paper, we consider the cross-resolution homography estimation as a multimodal problem, and propose a local transformer network embedded within a multiscale structure to explicitly learn correspondences between the multimodal inputs, namely, input images with different resolutions. The proposed local transformer adopts a local attention map specifically for each position in the feature. By combining the local transformer with the multiscale structure, the network is able to capture long-short range correspondences efficiently and accurately. Experiments on both the MS-COCO dataset and the real-captured cross-resolution dataset show that the proposed network outperforms existing state-of-the-art feature-based and deep-learning-based homography estimation methods, and is able to accurately align images under 10× resolution gap. Ruizhi Shao, Gaochang Wu, Yuemei Zhou, Ying Fu 0001, Lu Fang 0001, Yebin Liu |
ICCV | 6 |
| 2021 | Training Weakly Supervised Video Frame Interpolation with EventsabstractEvent-based video frame interpolation is promising as event cameras capture dense motion signals that can greatly facilitate motion-aware synthesis. However, training existing frameworks for this task requires high frame-rate videos with synchronized events, posing challenges to collect real training data. In this work we show event-based frame interpolation can be trained without the need of high frame-rate videos. This is achieved via a novel weakly supervised framework that 1) corrects image appearance by extracting complementary information from events and 2) supplants motion dynamics modeling with attention mechanisms. For the latter we propose subpixel attention learning, which supports searching high-resolution correspondence efficiently on low-resolution feature grid. Though trained on low frame-rate videos, our framework outperforms existing models trained with full high frame-rate videos (and events) on both GoPro dataset and a new real event-based dataset. Codes, models and dataset will be made available at: https://github.com/YU-Zhiyang/WEVI. Zhiyang Yu, Yu Zhang 0035, Deyuan Liu, Dongqing Zou, Xijun Chen, Yebin Liu, Jimmy S. J. Ren |
ICCV | 6 |
| 2021 | Lightweight Multi-person Total Motion Capture Using Sparse Multi-view CamerasabstractMulti-person total motion capture is extremely challenging when it comes to handle severe occlusions, different reconstruction granularities from body to face and hands, drastically changing observation scales and fast body movements. To overcome these challenges above, we contribute a lightweight total motion capture system for multi-person interactive scenarios using only sparse multi-view cameras. By contributing a novel hand and face bootstrapping algorithm, our method is capable of efficient localization and accurate association of the hands and faces even on severe occluded occasions. We leverage both pose regression and keypoints detection methods and further propose a unified two-stage parametric fitting method for achieving pixel-aligned accuracy. Moreover, for extremely self-occluded poses and close interactions, a novel feedback mechanism is proposed to propagate the pixel-aligned reconstructions into the next frame for more accurate association. Overall, we propose the first light-weight total capture system and achieves fast, robust and accurate multi-person total motion capture performance. The results and experiments show that our method achieves more accurate results than existing methods under sparse-view setups. Yuxiang Zhang 0006, Zhe Li 0027, Liang An 0001, Mengcheng Li, Tao Yu 0007, Yebin Liu |
ICCV | 6 |
| 2021 | PyMAF: 3D Human Pose and Shape Regression with Pyramidal Mesh Alignment Feedback LoopabstractRegression-based methods have recently shown promising results in reconstructing human meshes from monocular images. By directly mapping raw pixels to model parameters, these methods can produce parametric models in a feed-forward manner via neural networks. However, minor deviation in parameters may lead to noticeable mis-alignment between the estimated meshes and image evidences. To address this issue, we propose a Pyramidal Mesh Alignment Feedback (PyMAF) loop to leverage a feature pyramid and rectify the predicted parameters explicitly based on the mesh-image alignment status in our deep regressor. In PyMAF, given the currently predicted parameters, mesh-aligned evidences will be extracted from finer-resolution features accordingly and fed back for parameter rectification. To reduce noise and enhance the reliability of these evidences, an auxiliary pixel-wise supervision is imposed on the feature encoder, which provides mesh-image correspondence guidance for our network to preserve the most related information in spatial features. The efficacy of our approach is validated on several benchmarks, including Human3.6M, 3DPW, LSP, and COCO, where experimental results show that our approach consistently improves the mesh-image alignment of the reconstruction. The project page with code and video results can be found at https://hongwenzhang.github.io/pymaf. Hongwen Zhang 0001, Yating Tian, Xinchi Zhou, Wanli Ouyang, Yebin Liu, Limin Wang 0002, Zhenan Sun |
ICCV | 5 |
| 2021 | DeepMultiCap: Performance Capture of Multiple Characters Using Sparse Multiview CamerasabstractWe propose DeepMultiCap, a novel method for multi-person performance capture using sparse multi-view cameras. Our method can capture time varying surface details without the need of using pre-scanned template models. To tackle with the serious occlusion challenge for close interacting scenes, we combine a recently proposed pixel-aligned implicit function with parametric model for robust reconstruction of the invisible surface areas. An effective attention-aware module is designed to obtain the fine-grained geometry details from multi-view images, where high-fidelity results can be generated. In addition to the spatial attention method, for video inputs, we further propose a novel temporal fusion method to alleviate the noise and temporal inconsistencies for moving character reconstruction. For quantitative evaluation, we contribute a high quality multi-person dataset, MultiHuman, which consists of 150 static scenes with different levels of occlusions and ground truth 3D human models. Experimental results demonstrate the state-of-the-art performance of our method and the well generalization to real multiview video data, which outperforms the prior works by a large margin. Ruizhi Shao, Yuxiang Zhang 0006, Tao Yu 0007, Zerong Zheng, Qionghai Dai, Yebin Liu |
ICCV | 7 |
| 2021 | Model Study of Transient Imaging With Multi-Frequency Time-of-Flight SensorsabstractAs an emerging imaging modality, transient imaging that records the transient information of light transport has significantly shaped our understanding of scenes. In spite of the great progress made in computer vision and optical imaging fields, commonly used multi-frequency time-of-flight (ToF) sensors are still afflicted with the band-limited modulation frequency and long acquisition process. To overcome such barriers, more effective image-formation schemes and reconstruction algorithms are highly desired. In this paper, we propose a compressive transient imaging model, without any priori knowledge, by constructing a near-tight-frame based representation of the ToF imaging principle. We prove that the compressibility of sensor measurements can be presented in the Fourier domain and held in the frame, and the ToF measurements possess multi-scale characteristics. Solving the inverse problems in transient imaging with our proposed model consists of two major steps, including a compressed-sensing-based approach for full measurement recovery, which essentially reduces the capture time, and a wavelet-based transient image reconstruction framework, which realizes adaptive transient image reconstruction and achieves highly accurate reconstruction results. The compressive transient imaging model is suitable for various existing multi-frequency ToF sensors and requires no hardware modifications. Experimental results using synthetic and real online datasets demonstrate its promising performance. Hongman Wang, Rihui Wu, Yebin Liu, Qionghai Dai |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2021 | Image-Guided Human Reconstruction via Multi-Scale Graph Transformation Networksabstract3D human reconstruction from a single image is a challenging problem. Existing methods have difficulties to infer 3D clothed human models with consistent topologies for various poses. In this paper, we propose an efficient and effective method using a hierarchical graph transformation network. To deal with large deformations and avoid distorted geometries, rather than using Euclidean coordinates directly, 3D human shapes are represented by a vertex-based deformation representation that effectively encodes the deformation and copes well with large deformations. To infer a 3D human mesh consistent with the input real image, we also use a perspective projection layer to incorporate perceptual image features into the deformation representation. Our model is easy to train and fast to converge with short test time. Besides, we present the$D^{2}Human$(Dynamic Detailed Human) dataset, including variously posed 3D human meshes with consistent topologies and rich geometry details, together with the captured color images and SMPL models, which is useful for training and evaluation of deep frameworks, particularly for graph neural networks. Experimental results demonstrate that our method achieves more plausible and complete 3D human reconstruction from a single image, compared with several state-of-the-art methods. The code and dataset are available for research purposes athttp://cic.tju.edu.cn/faculty/likun/projects/MGTnet. Kun Li 0001, Qiao Feng 0001, Yuxiang Zhang 0006, Xiongzheng Li, Cunkuan Yuan, Yukun Lai, Yebin Liu |
IEEE Trans. Image Process. | 9 |
| 2021 | Spatial-Angular Attention Network for Light Field ReconstructionabstractTypical learning-based light field reconstruction methods demand in constructing a large receptive field by deepening their networks to capture correspondences between input views. In this paper, we propose a spatial-angular attention network to perceive non-local correspondences in the light field, and reconstruct high angular resolution light field in an end-to-end manner. Motivated by the non-local attention mechanism (Wang et al., 2018; Zhang et al., 2019), a spatial-angular attention module specifically for the high-dimensional light field data is introduced to compute the response of each query pixel from all the positions on the epipolar plane, and generate an attention map that captures correspondences along the angular dimension. Then a multi-scale reconstruction structure is proposed to efficiently implement the non-local attention in the low resolution feature space, while also preserving the high frequency components in the high-resolution feature space. Extensive experiments demonstrate the superior performance of the proposed spatial-angular attention network for reconstructing sparsely-sampled light fields with Non-Lambertian effects. Gaochang Wu, Yingqian Wang 0002, Yebin Liu, Lu Fang 0001, Tianyou Chai |
IEEE Trans. Image Process. | 3 |
| 2021 | FlyFusion: Realtime Dynamic Scene Reconstruction Using a Flying Depth CameraabstractWhile dynamic scene reconstruction has made revolutionary progress from the earliest setup using a mass of static cameras in studio environment to the latest egocentric or hand-held moving camera based schemes, it is still restricted by the recording volume, user comfortability, human labor and expertise. In this paper, a novel solution is proposed through a real-time and robust dynamic fusion scheme using a single flying depth camera, denoted as FlyFusion. By proposing a novel topology compactness strategy for effectively regularizing the complex topology changes, and the Geometry And Motion Energy (GAME) metric for guiding the viewpoint optimization in the volumetric space, FlyFusion succeeds to enable intelligent viewpoint selection based on the immediate dynamic reconstruction result. The merit of FlyFusion lies in its concurrent robustness, efficiency, and adaptation in producing fused and denoised 3D geometry and motions of a moving target interacting with different non-rigid objects in a large space. Lan Xu 0003, Yebin Liu, Lu Fang 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2020 | Learning Event-Based Motion DeblurringabstractRecovering sharp video sequence from a motion-blurred image is highly ill-posed due to the significant loss of motion information in the blurring process. For event-based cameras, however, fast motion can be captured as events at high frame rate, raising new opportunities to exploring effective solutions. In this paper, we start from a sequential formulation of event-based motion deblurring, then show how its optimization can be unfolded with a novel end-toend deep architecture. The proposed architecture is a convolutional recurrent neural network that integrates visual and temporal knowledge of both global and local scales in principled manner. To further improve the reconstruction, we propose a differentiable directional event filtering module to effectively extract rich boundary prior from the evolution of events. We conduct extensive experiments on the synthetic GoPro dataset and a large newly introduced dataset captured by a DAVIS240C camera. The proposed approach achieves state-of-the-art reconstruction quality, and generalizes better to handling real-world motion blur. Yu Zhang 0035, Dongqing Zou, Jimmy S. J. Ren, Jiancheng Lv 0001, Yebin Liu |
CVPR | 6 |
| 2020 | Robust 3D Self-Portraits in SecondsabstractIn this paper, we propose an efficient method for robust 3D self-portraits using a single RGBD camera. Benefiting from the proposed PIFusion and lightweight bundle adjustment algorithm, our method can generate detailed 3D self-portraits in seconds and shows the ability to handle subjects wearing extremely loose clothes. To achieve highly efficient and robust reconstruction, we propose PIFusion, which combines learning-based 3D recovery with volumetric non-rigid fusion to generate accurate sparse partial scans of the subject. Moreover, a non-rigid volumetric deformation method is proposed to continuously refine the learned shape prior. Finally, a lightweight bundle adjustment algorithm is proposed to guarantee that all the partial scans can not only ``loop'' with each other but also remain consistent with the selected live key observations. The results and experiments show that the proposed method achieves more robust and efficient 3D self-portraits compared with state-of-the-art methods. Zhe Li 0027, Tao Yu 0007, Chuanyu Pan, Zerong Zheng, Yebin Liu |
CVPR | 5 |
| 2020 | 4D Association Graph for Realtime Multi-Person Motion Capture Using Multiple Video Camerasabstracthis paper contributes a novel realtime multi-person motion capture algorithm using multiview video inputs. Due to the heavy occlusions and closely interacting motions in each view, joint optimization on the multiview images and multiple temporal frames is indispensable, which brings up the essential challenge of realtime efficiency. To this end, for the first time, we unify per-view parsing, cross-view matching, and temporal tracking into a single optimization framework, i.e., a 4D association graph that each dimension (image space, viewpoint and time) can be treated equally and simultaneously. To solve the 4D association graph efficiently, we further contribute the idea of 4D limb bundle parsing based on heuristic searching, followed with limb bundle assembling by proposing a bundle Kruskal's algorithm. Our method enables a realtime motion capture system running at 30fps using 5 cameras on a 5-person scene. Benefiting from the unified parsing, matching and tracking constraints, our method is robust to noisy detection due to severe occlusions and close interacting motions, and achieves high-quality online pose reconstruction quality. The proposed method outperforms state-of-the-art methods quantitatively without using high-level appearance information. Yuxiang Zhang 0006, Liang An 0001, Tao Yu 0007, Xiu Li 0001, Kun Li 0001, Yebin Liu |
CVPR | 6 |
| 2020 | RobustFusion: Human Volumetric Capture with Data-Driven Visual Cues Using a RGBD Camera
Zhuo Su 0006, Lan Xu 0003, Zerong Zheng, Tao Yu 0007, Yebin Liu, Lu Fang 0001 |
ECCV (4) | 5 |
| 2020 | NormalGAN: Learning Detailed 3D Human from a Single RGB-D Image
Lizhen Wang 0002, Xiaochen Zhao, Tao Yu 0007, Yebin Liu |
ECCV (20) | 5 |
| 2020 | Full-body motion capture for multiple closely interacting persons
Kun Li 0001, Yali Mao, Yunke Liu, Ruizhi Shao, Yebin Liu |
Graph. Model. | 5 |
| 2020 | UnstructuredFusion: Realtime 4D Geometry and Texture Reconstruction Using Commercial RGBD CamerasabstractA high-quality 4D geometry and texture reconstruction for human activities usually requires multiview perceptions via highly structured multi-camera setup, where both the specifically designed cameras and the tedious pre-calibration restrict the popularity of professional multi-camera systems for daily applications. In this paper, we propose UnstructuredFusion, a practicable realtime markerless human performance capture method using unstructured commercial RGBD cameras. Along with the flexible hardware setup using simply three unstructured RGBD cameras without any careful pre-calibration, the challenge 4D reconstruction through multiple asynchronous videos is solved by proposing three novel technique contributions, i.e., online multi-camera calibration, skeleton warping based non-rigid tracking, and temporal blending based atlas texturing. The overall insights behind lie in the solid global constraints of human body and human motion which are modeled by the skeleton and the skeleton warping, respectively. Extensive experiments such as allocating three cameras flexibly in a handheld way demonstrate that the proposed UnstructuredFusion achieves high-quality 4D geometry and texture reconstruction without tiresome pre-calibration, liberating the cumbersome hardware and software restrictions in conventional structured multi-camera system, while eliminating the inherent occlusion issues of the single camera setup. Lan Xu 0003, Zhuo Su 0006, Tao Yu 0007, Yebin Liu, Lu Fang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2020 | DoubleFusion: Real-Time Capture of Human Performances with Inner Body Shapes from a Single Depth SensorabstractWe propose DoubleFusion, a new real-time system that combines volumetric non-rigid reconstruction with data-driven template fitting to simultaneously reconstruct detailed surface geometry, large non-rigid motion and the optimized human body shape from a single depth camera. One of the key contributions of this method is a double-layer representation consisting of a complete parametric body model inside, and a gradually fused detailed surface outside. A pre-defined node graph on the body parameterizes the non-rigid deformations near the body, and a free-form dynamically changing graph parameterizes the outer surface layer far from the body, which allows more general reconstruction. We further propose a joint motion tracking method based on the double-layer representation to enable robust and fast motion tracking performance. Moreover, the inner parametric body is optimized online and forced to fit inside the outer surface layer as well as the live depth input. Overall, our method enables increasingly denoised, detailed and complete surface reconstructions, fast motion tracking performance and plausible inner body shape reconstruction in real-time. Experiments and comparisons show improved fast motion tracking and loop closure performance on more challenging scenarios. Two extended applications including body measurement and shape retargeting show the potential of our system in terms of practical use. Tao Yu 0007, Jianhui Zhao 0002, Zerong Zheng, Qionghai Dai, Hao Li 0015, Gerard Pons-Moll, Yebin Liu |
IEEE Trans. Pattern Anal. Mach. Intell. | 8 |
| 2020 | PoNA: Pose-Guided Non-Local Attention for Human Pose TransferabstractHuman pose transfer, which aims at transferring the appearance of a given person to a target pose, is very challenging and important in many applications. Previous work ignores the guidance of pose features or only uses local attention mechanism, leading to implausible and blurry results. We propose a new human pose transfer method using a generative adversarial network (GAN) with simplified cascaded blocks. In each block, we propose a pose-guided non-local attention (PoNA) mechanism with a long-range dependency scheme to select more important regions of image features to transfer. We also design pre-posed image-guided pose feature update and post-posed pose-guided image feature update to better utilize the pose and image features. Our network is simple, stable, and easy to train. Quantitative and qualitative results on Market-1501 and DeepFashion datasets show the efficacy and efficiency of our model. Compared with state-of-the-art methods, our model generates sharper and more realistic images with rich details, while having fewer parameters and faster speed. Furthermore, our generated images can help to alleviate data insufficiency for person re-identification. Kun Li 0001, Yebin Liu, Yukun Lai, Qionghai Dai |
IEEE Trans. Image Process. | 3 |
| 2020 | Learning to Reconstruct and Understand Indoor Scenes From Sparse ViewsabstractThis paper proposes a new method for simultaneous 3D reconstruction and semantic segmentation for indoor scenes. Unlike existing methods that require recording a video using a color camera and/or a depth camera, our method only needs a small number of (e.g., 3~5) color images from uncalibrated sparse views, which significantly simplifies data acquisition and broadens applicable scenarios. To achieve promising 3D reconstruction from sparse views with limited overlap, our method first recovers the depth map and semantic information for each view, and then fuses the depth maps into a 3D scene. To this end, we design an iterative deep architecture, named IterNet, to estimate the depth map and semantic segmentation alternately. To obtain accurate alignment between views with limited overlap, we further propose a joint global and local registration method to reconstruct a 3D scene with semantic information. We also make available a new indoor synthetic dataset, containing photorealistic high-resolution RGB images, accurate depth maps and pixel-level semantic labels for thousands of complex layouts. Experimental results on public datasets and our dataset demonstrate that our method achieves more accurate depth estimation, smaller semantic segmentation errors, and better 3D reconstruction results over state-of-the-art methods. Jing-Yu Yang 0002, Kun Li 0001, Yukun Lai, Huanjing Yue, Jianzhi Lu, Hao Wu 0042, Yebin Liu |
IEEE Trans. Image Process. | 8 |
| 2020 | Neural Hand Reconstruction Using A Single RGB ImageabstractWe present a neural hand reconstruction method for monocular 3D hand pose and shape estimation in this paper. Instead of directly representing hand with 3D data, a novel UV position map is introduced to represent hand pose and shape with 2D data, which maps 3D hand surface points to 2D image space. Furthermore, an encoder-decoder neural network is proposed to infer such UV position map from only single image. To train such network with the lack of ground truth training pairs, we propose a novel MANOReg module which employs MANO model as shape prior to constrain high-dimensional space of UV position map. Both quantitative and qualitative experiments demonstrate the effectiveness of our UV position map representation and MANOReg module. Mengcheng Li, Liang An 0001, Tao Yu 0007, Yangang Wang 0001, Feng Chen 0007, Yebin Liu |
Virtual Real. Intell. Hardw. | 6 |
| 2020 | View Synthesis from multi-view RGB data using multilayered representation and volumetric estimationabstractAiming at free-view exploration of complicated scenes, this paper presents a method for interpolating views among multi RGB cameras. In this study, we combine the idea of cost volume, which represent 3D information, and 2D semantic segmentation of the scene, to accomplish view synthesis of complicated scenes. We use the idea of cost volume to estimate the depth and confidence map of the scene, and use a multi-layer representation and resolution of the data to optimize the view synthesis of the main object. /Conclusions By applying different treatment methods on different layers of the volume, we can handle complicated scenes containing multiple persons and plentiful occlusions. We also propose the view-interpolation→multi-view reconstruction→view interpolation pipeline to iteratively optimize the result. We test our method on varying data of multi-view scenes and generate decent results. Zhaoqi Su, Tiansong Zhou, Kun Li 0001, David J. Brady, Yebin Liu |
Virtual Real. Intell. Hardw. | 5 |
| 2019 | SimulCap : Single-View Human Performance Capture With Cloth SimulationabstractThis paper proposes a new method for live free-viewpoint human performance capture with dynamic details (e.g., cloth wrinkles) using a single RGBD camera. Our main contributions are: (i) a multi-layer representation of garments and body, and (ii) a physics-based performance capture procedure. We first digitize the performer using multi-layer surface representation, which includes the undressed body surface and separate clothing meshes. For performance capture, we perform skeleton tracking, cloth simulation, and iterative depth fitting sequentially for the incoming frame. By incorporating cloth simulation into the performance capture pipeline, we can simulate plausible cloth dynamics and cloth-body interactions even in the occluded regions, which was not possible in previous capture methods. Moreover, by formulating depth fitting as a physical process, our system produces cloth tracking results consistent with the depth observation while still maintaining physical constraints. Results and evaluations show the effectiveness of our method. Our method also enables new types of applications such as cloth retargeting, free-viewpoint video rendering and animations. Tao Yu 0007, Zerong Zheng, Jianhui Zhao 0002, Qionghai Dai, Gerard Pons-Moll, Yebin Liu |
CVPR | 7 |
| 2019 | DeepHuman: 3D Human Reconstruction From a Single ImageabstractWe propose DeepHuman, an image-guided volume-to-volume translation CNN for 3D human reconstruction from a single RGB image. To reduce the ambiguities associated with the reconstruction of invisible areas, our method leverages a dense semantic representation generated from SMPL model as an additional input. One key feature of our network is that it fuses different scales of image features into the 3D space through volumetric feature transformation, which helps to recover accurate surface geometry. The surface details are further refined through a normal refinement network, which can be concatenated with the volume generation network using our proposed volumetric normal projection layer. We also contribute THuman, a 3D real-world human model dataset containing approximately 7000 models. The network is trained using training data generated from the dataset. Overall, due to the specific design of our network and the diversity in our dataset, our method enables 3D human model estimation given only a single image and outperforms state-of-the-art approaches. Zerong Zheng, Tao Yu 0007, Yixuan Wei, Qionghai Dai, Yebin Liu |
ICCV | 5 |
| 2019 | 3D Face Reprentation and Reconstruction with Multi-scale Graph Convolutional AutoencodersabstractEffective representation and reconstruction for human faces are very important in many applications. Existing linear representation methods cannot reconstruct high quality 3D faces with details, while the newest non-linear representation method is less suitable for real shapes since spectral decompositions are unstable across different graphs. To address these problems, we propose a multi-scale graph convolutional autoencoder for face representation and reconstruction. Our autoencoder uses graph convolution, which is easily trained for the data with graph structures and can be used for other deformable models. Our model can also be used for variational training to generate high quality face shapes. Experimental results demonstrate that our model can generate more plausible, complex, and stable 3D shapes, and achieves higher quality face reconstruction compared with state-of-the-art methods. Cunkuan Yuan, Kun Li 0001, Yukun Lai, Yebin Liu, Jing-Yu Yang 0002 |
ICME | 4 |
| 2019 | Joint view synthesis and disparity refinement for stereo matching
Gaochang Wu, Yuanhao Huang, Yebin Liu |
Frontiers Comput. Sci. | 4 |
| 2019 | Light Field Reconstruction Using Convolutional Network on EPI and Extended ApplicationsabstractIn this paper, a novel convolutional neural network (CNN)-based framework is developed for light field reconstruction from a sparse set of views. We indicate that the reconstruction can be efficiently modeled as angular restoration on an epipolar plane image (EPI). The main problem in direct reconstruction on the EPI involves an information asymmetry between the spatial and angular dimensions, where the detailed portion in the angular dimensions is damaged by undersampling. Directly upsampling or super-resolving the light field in the angular dimensions causes ghosting effects. To suppress these ghosting effects, we contribute a novel "blur-restoration-deblur" framework. First, the "blur" step is applied to extract the low-frequency components of the light field in the spatial dimensions by convolving each EPI slice with a selected blur kernel. Then, the "restoration" step is implemented by a CNN, which is trained to restore the angular details of the EPI. Finally, we use a non-blind "deblur" operation to recover the spatial high frequencies suppressed by the EPI blur. We evaluate our approach on several datasets, including synthetic scenes, real-world scenes and challenging microscope light field data. We demonstrate the high performance and robustness of the proposed framework compared with state-of-the-art algorithms. We further show extended applications, including depth enhancement and interpolation for unstructured input. More importantly, a novel rendering approach is presented by combining the proposed framework and depth information to handle large disparities. Gaochang Wu, Yebin Liu, Lu Fang 0001, Qionghai Dai, Tianyou Chai |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2019 | Mask-Pose Cascaded CNN for 2D Hand Pose Estimation From Single Color ImageabstractWe present a cascaded convolutional neural network for 2D hand pose estimation from single in-the-wild RGB images. Inspired by the commonly used silhouette information in the generative pose estimation approaches, we build the cascaded network with two stages, including mask prediction stage as well as pose estimation stage. We find that the two stages network architecture for end-to-end training could benefit from each other for detecting the hand mask and 2D pose. To further improve the hand pose detection accuracy, we contribute a new RGB hand dataset named OneHand10K, which contains 10K RGB images. Each image contains one single hand. We manually obtain the segmented mask and labeled keypoints for guided learning. We hope that this dataset will be a benchmark and encourage more people to conduct research on this challenging topic. Experiments on the validation dataset have demonstrated the superior performance of the proposed cascaded convolutional neural network. Yangang Wang 0001, Cong Peng 0001, Yebin Liu |
IEEE Trans. Circuits Syst. Video Technol. | 3 |
| 2019 | Learning Sheared EPI Structure for Light Field ReconstructionabstractResearch in light field reconstruction focuses on synthesizing novel views with the assistance of depth information. In this paper, we present a learning-based light field reconstruction approach by fusing a set of sheared epipolar plane images (EPIs). We start by showing that a patch in a sheared EPI will exhibit a clear structure when the sheared value equals the depth of that patch. By taking advantage of this pattern, a convolutional neural network (CNN) is then trained to evaluate the sheared EPIs, and output a reference score for fusing the sheared EPIs. The proposed CNN is elaborately designed to learn the similarity degree between the input sheared EPI and the ground truth EPI. Therefore, no depth information is required for network training and reasoning. We demonstrate the high performance of the proposed method through evaluations on synthetic scenes, real-world scenes, and challenging microscope light fields. We also show a further application of our proposed network for depth inference. Gaochang Wu, Yebin Liu, Qionghai Dai, Tianyou Chai |
IEEE Trans. Image Process. | 2 |
| 2018 | Structure From Recurrent Motion: From Rigidity to RecurrencyabstractThis paper proposes a new method for Non-Rigid Structure-from-Motion (NRSfM) from a long monocular video sequence observing a non-rigid object performing recurrent and possibly repetitive dynamic action. Departing from the traditional idea of using linear low-order or low-rank shape model for the task of NRSfM, our method exploits the property of shape recurrency (i.e., many deforming shapes tend to repeat themselves in time). We show that recurrency is in fact a generalized rigidity. Based on this, we reduce NRSfM problems to rigid ones provided that certain recurrency condition is satisfied. Given such a reduction, standard rigid-SfM techniques are directly applicable (without any change) to the reconstruction of non-rigid dynamic shapes. To implement this idea as a practical approach, this paper develops efficient algorithms for automatic recurrency detection, as well as camera view clustering via a rigidity-check. Experiments on both simulated sequences and real data demonstrate the effectiveness of the method. Since this paper offers a novel perspective on rethinking structure-from-motion, we hope it will inspire other new problems in the field. Xiu Li 0003, Hongdong Li, Hanbyul Joo, Yebin Liu, Yaser Sheikh |
CVPR | 4 |
| 2018 | DoubleFusion: Real-Time Capture of Human Performances With Inner Body Shapes From a Single Depth SensorabstractWe propose DoubleFusion, a new real-time system that combines volumetric dynamic reconstruction with data-driven template fitting to simultaneously reconstruct detailed geometry, non-rigid motion and the inner human body shape from a single depth camera. One of the key contributions of this method is a double layer representation consisting of a complete parametric body shape inside, and a gradually fused outer surface layer. A pre-defined node graph on the body surface parameterizes the non-rigid deformations near the body, and a free-form dynamically changing graph parameterizes the outer surface layer far from the body, which allows more general reconstruction. We further propose a joint motion tracking method based on the double layer representation to enable robust and fast motion tracking performance. Moreover, the inner body shape is optimized online and forced to fit inside the outer surface layer. Overall, our method enables increasingly denoised, detailed and complete surface reconstructions, fast motion tracking performance and plausible inner body shape reconstruction in real-time. In particular, experiments show improved fast motion tracking and loop closure performance on more challenging scenarios. Tao Yu 0007, Zerong Zheng, Jianhui Zhao 0002, Qionghai Dai, Hao Li 0015, Gerard Pons-Moll, Yebin Liu |
CVPR | 8 |
| 2018 | DDRNet: Depth Map Denoising and Refinement for Consumer Depth Cameras Using Cascaded CNNs
Shi Yan 0007, Chenglei Wu, Lizhen Wang 0002, Feng Xu 0005, Liang An 0001, Yebin Liu |
ECCV (10) | 7 |
| 2018 | CrossNet: An End-to-End Reference-Based Super Resolution Network Using Cross-Scale Warping
Haitian Zheng, Mengqi Ji, Haoqian Wang, Yebin Liu, Lu Fang 0001 |
ECCV (6) | 4 |
| 2018 | HybridFusion: Real-Time Performance Capture Using a Single Depth Sensor and Sparse IMUs
Zerong Zheng, Tao Yu 0007, Hao Li 0015, Qionghai Dai, Lu Fang 0001, Yebin Liu |
ECCV (9) | 7 |
| 2018 | Shape and Pose Estimation for Closely Interacting Persons Using Multi-view ImagesabstractAbstract Multi‐person pose and shape estimation is very challenging, especially when the persons have close interactions. Existing methods only work well when people are well spaced out in the captured images. However, close interaction among people is very common in real life, which is more challenge due to complex articulation, frequent occlusion and inherent ambiguities. We present a fully‐automatic markerless motion capture method to simultaneously estimate 3D poses and shapes of closely interacting people from multi‐view sequences. We first predict the 2D joints for each person in an image, and then design a spatio‐temporal tracker for multi‐person pose tracking based on multi‐view videos. Finally, we estimate 3D poses and shapes of all the persons with multi‐view constraints using a skinned multi‐person linear model (SMPL). Experimental results demonstrate that our method achieves fast but accurate pose and shape estimation results for multi‐person close interaction cases. Compared with existing methods, our method does not need pre‐segmentation for each person and manual intervention, which greatly reduces the complexity of the system including time complexity and system processing complexity. Kun Li 0001, Nianhong Jiao, Yebin Liu, Yangang Wang 0001, Jing-Yu Yang 0002 |
Comput. Graph. Forum | 3 |
| 2018 | Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn CamerasabstractWe propose a new approach for 3D reconstruction of dynamic indoor and outdoor scenes in everyday environments, leveraging only cameras worn by a user. This approach allows 3D reconstruction of experiences at any location and virtual tours from anywhere. The key innovation of the proposed ego-centric reconstruction system is to capture the wearer's body pose and facial expression from near-body views, e.g. cameras on the user's glasses, and to capture the surrounding environment using outward-facing views. The main challenge of the ego-centric reconstruction, however, is the poor coverage of the near-body views - that is, the user's body and face are observed from vantage points that are convenient for wear but inconvenient for capture. To overcome these challenges, we propose a parametric-model-based approach to user motion estimation. This approach utilizes convolutional neural networks (CNNs) for near-view body pose estimation, and we introduce a CNN-based approach for facial expression estimation that combines audio and video. For each time-point during capture, the intermediate model-based reconstructions from these systems are used to re-target a high-fidelity pre-scanned model of the user. We demonstrate that the proposed self-sufficient, head-worn capture system is capable of reconstructing the wearer's movements and their surrounding environment in both indoor and outdoor situations without any additional views. As a proof of concept, we show how the resulting 3D-plus-time reconstruction can be immersively experienced within a virtual reality system (e.g., the HTC Vive). We expect that the size of the proposed egocentric capture-and-reconstruction system will eventually be reduced to fit within future AR glasses, and will be widely useful for immersive 3D telepresence, virtual tours, and general use-anywhere 3D content creation. Young-Woon Cha, True Price, Xinran Lu, Nicholas Rewkowski, Rohan Chabra, Zihe Qin, Hyounghun Kim, Zhaoqi Su, Yebin Liu, Adrian Ilie, Andrei State, Zhenlin Xu, Jan-Michael Frahm, Henry Fuchs |
IEEE Trans. Vis. Comput. Graph. | 10 |
| 2018 | Robust Non-Rigid Motion Tracking and Surface Reconstruction Using L0 RegularizationabstractWe present a new motion tracking technique to robustly reconstruct non-rigid geometries and motions from a single view depth input recorded by a consumer depth sensor. The idea is based on the observation that most non-rigid motions (especially human-related motions) are intrinsically involved in articulate motion subspace. To take this advantage, we propose a novel based motion regularizer with an iterative solver that implicitly constrains local deformations with articulate structures, leading to reduced solution space and physical plausible deformations. The strategy is integrated into the available non-rigid motion tracking pipeline, and gradually extracts articulate joints information online with the tracking, which corrects the tracking errors in the results. The information of the articulate joints is used in the following tracking procedure to further improve the tracking accuracy and prevent tracking failures. Extensive experiments over complex human body motions with occlusions, facial and hand motions demonstrate that our approach substantially improves the robustness and accuracy in motion tracking. Feng Xu 0005, Yangang Wang 0001, Yebin Liu, Qionghai Dai |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | Errata to "Robust Non-Rigid Motion Tracking and Surface Reconstruction Using L0 Regularization"abstractPresents corrections to grant number information from the paper, “Robust non-rigid motion tracking and surface reconstruction using L0 regularization,” (Guo, K., et al), IEEE Trans. Vis. Comput. Graph., vol. 24, no. 5, pp. 1770–1783, May 2018. Feng Xu 0005, Yangang Wang 0001, Yebin Liu, Qionghai Dai |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | Outdoor Markerless Motion Capture with Sparse Handheld Video CamerasabstractWe present a method for outdoor markerless motion capture with sparse handheld video cameras. In the simplest setting, it only involves two mobile phone cameras following the character. This setup can maximize the flexibilities of data capture and broaden the applications of motion capture. To solve the character pose under such challenge settings, we exploit the generative motion capture methods and propose a novel model-view consistency that considers both foreground and background in the tracking stage. The background is modeled as a deformable 2D grid, which allows us to compute the background-view consistency for sparse moving cameras. The 3D character pose is tracked with a global-local optimization through minimizing our consistency cost. A novel motion regularizer is also proposed in the optimization to constrain the solution pose space. The whole process of the proposed method is simple as frame by frame video segmentation is not required. Our method outperforms several alternative methods on various examples demonstrated in the paper. Yangang Wang 0001, Yebin Liu, Xin Tong 0001, Qionghai Dai, Ping Tan 0002 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2018 | FlyCap: Markerless Motion Capture Using Multiple Autonomous Flying CamerasabstractAiming at automatic, convenient and non-instrusive motion capture, this paper presents a new generation markerless motion capture technique, the FlyCap system, to capture surface motions of moving characters using multiple autonomous flying cameras (autonomous unmanned aerial vehicles(UAVs) each integrated with an RGBD video camera). During data capture, three cooperative flying cameras automatically track and follow the moving target who performs large-scale motions in a wide space. We propose a novel non-rigid surface registration method to track and fuse the depth of the three flying cameras for surface motion tracking of the moving target, and simultaneously calculate the pose of each flying camera. We leverage the using of visual-odometry information provided by the UAV platform, and formulate the surface tracking problem in a non-linear objective function that can be linearized and effectively minimized through a Gaussian-Newton method. Quantitative and qualitative experimental results demonstrate the plausible surface and motion reconstruction results. Lan Xu 0003, Yebin Liu, Guyue Zhou, Qionghai Dai, Lu Fang 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Learning Cross-scale Correspondence and Patch-based Synthesis for Reference-based Super-Resolution
Haitian Zheng, Mengqi Ji, Ziwei Xu 0001, Haoqian Wang, Yebin Liu, Lu Fang 0001 |
BMVC | 6 |
| 2017 | Light Field Reconstruction Using Deep Convolutional Network on EPIabstractIn this paper, we take advantage of the clear texture structure of the epipolar plane image (EPI) in the light field data and model the problem of light field reconstruction from a sparse set of views as a CNN-based angular detail restoration on EPI. We indicate that one of the main challenges in sparsely sampled light field reconstruction is the information asymmetry between the spatial and angular domain, where the detail portion in the angular domain is damaged by undersampling. To balance the spatial and angular information, the spatial high frequency components of an EPI is removed using EPI blur, before feeding to the network. Finally, a non-blind deblur operation is used to recover the spatial detail suppressed by the EPI blur. We evaluate our approach on several datasets including synthetic scenes, real-world scenes and challenging microscope light field data. We demonstrate the high performance and robustness of the proposed framework compared with the state-of-the-arts algorithms. We also show a further application for depth enhancement by using the reconstructed light field. Gaochang Wu, Mandan Zhao, Liangyong Wang, Qionghai Dai, Tianyou Chai, Yebin Liu |
CVPR | 6 |
| 2017 | Turning an Urban Scene Video into a CinemagraphabstractThis paper proposes an algorithm that turns a regular video capturing urban scenes into a high-quality endless animation, known as a Cinemagraph. The creation of a Cinemagraph usually requires a static camera in a carefully configured scene. The task becomes challenging for a regular video with a moving camera and objects. Our approach first warps an input video into the viewpoint of a reference camera. Based on the warped video, we propose effective temporal analysis algorithms to detect regions with static geometry and dynamic appearance, where geometric modeling is reliable and visually attractive animations can be created. Lastly, the algorithm applies a sequence of video processing techniques to produce a Cinemagraph movie. We have tested the proposed approach on numerous challenging real scenes. To our knowledge, this work is the first to automatically generate Cinemagraph animations from regular movies in the wild. Hang Yan 0002, Yebin Liu, Yasutaka Furukawa |
CVPR | 2 |
| 2017 | Multiscale gigapixel video: A cross resolution image matching and warping approachabstractWe present a multi-scale camera array to capture and synthesize gigapixel videos in an efficient way. Our acquisition setup contains a reference camera with a short-focus lens to get a large field-of-view video and a number of unstructured long-focus cameras to capture local-view details. Based on this new design, we propose an iterative feature matching and image warping method to independently warp each local-view video to the reference video. The key feature of the proposed algorithm is its robustness to and high accuracy for the huge resolution gap (more than 8x resolution gap between the reference and the local-view videos), camera parallaxes, complex scene appearances and color inconsistency among cameras. Experimental results show that the proposed multi-scale camera array and cross resolution video warping scheme is capable of generating seamless gigapixel video without the need of camera calibration and large overlapping area constraints between the local-view cameras. Xiaoyun Yuan, Lu Fang 0001, Qionghai Dai, David J. Brady, Yebin Liu |
ICCP | 5 |
| 2017 | SurfaceNet: An End-to-End 3D Neural Network for Multiview StereopsisabstractThis paper proposes an end-to-end learning framework for multiview stereopsis. We term the network SurfaceNet. It takes a set of images and their corresponding camera parameters as input and directly infers the 3D model. The key advantage of the framework is that both photo-consistency as well geometric relations of the surface structure can be directly learned for the purpose of multiview stereopsis in an end-to-end fashion. SurfaceNet is a fully 3D convolutional network which is achieved by encoding the camera parameters together with the images in a 3D voxel representation. We evaluate SurfaceNet on the large-scale DTU benchmark. Mengqi Ji, Juergen Gall, Haitian Zheng, Yebin Liu, Lu Fang 0001 |
ICCV | 4 |
| 2017 | BodyFusion: Real-Time Capture of Human Motion and Surface Geometry Using a Single Depth CameraabstractWe propose BodyFusion, a novel real-time geometry fusion method that can track and reconstruct non-rigid surface motion of a human performance using a single consumer-grade depth camera. To reduce the ambiguities of the non-rigid deformation parameterization on the surface graph nodes, we take advantage of the internal articulated motion prior for human performance and contribute a skeleton-embedded surface fusion (SSF) method. The key feature of our method is that it jointly solves for both the skeleton and graph-node deformations based on information of the attachments between the skeleton and the graph nodes. The attachments are also updated frame by frame based on the fused surface geometry and the computed deformations. Overall, our method enables increasingly denoised, detailed, and complete surface reconstruction as well as the updating of the skeleton and attachments as the temporal depth frames are fused. Experimental results show that our method exhibits substantially improved nonrigid motion fusion performance and tracking robustness compared with previous state-of-the-art fusion methods. We also contribute a dataset for the quantitative evaluation of fusion-based dynamic scene reconstruction algorithms using a single depth camera. Tao Yu 0007, Feng Xu 0005, Zhaoqi Su, Jianhui Zhao 0002, Qionghai Dai, Yebin Liu |
ICCV | 9 |
| 2017 | Transient imaging with a time-of-flight camera and its applicationsabstractTransient imaging is a technique in photography that records the process of light propagation before it reaches a stationary state such that events at the light speed level can be observed. In this review we introduce three main models for transient imaging with a time-of-flight (ToF) camera: correlation model, frequency-domain model, and compressive sensing model. Transient imaging applications usually involve resolving the problem of light transport and separating the light rays arriving along different paths. We discuss two of the applications: imaging objects inside scattering media and recovering both the shape and texture of an object around a corner. Rihui Wu, Hongman Wang, Yebin Liu |
Frontiers Inf. Technol. Electron. Eng. | 4 |
| 2017 | Frequency-Domain Transient ImagingabstractA transient image is the optical impulse response of a scene, which also visualizes the propagation of light during an ultra-short time interval. In contrast to the previous transient imaging which samples in the time domain using an ultra-fast imaging system, this paper proposes transient imaging in the frequency domain using a multi-frequency time-of-flight (ToF) camera. Our analysis reveals the Fourier relationship between transient images and the measurements of a multi-frequency ToF camera, and identifies the causes of the systematic error-non-sinusoidal and frequency-varying waveforms and limited frequency range of the modulation signal. Based on the analysis we propose a novel framework of frequency-domain transient imaging. By removing the systematic error and exploiting the harmonic components inside the measurements, we achieves high quality reconstruction results. Moreover, our technique significantly reduces the computational cost of ToF camera based transient image reconstruction, especially reduces the memory usage, such that it is feasible for the reconstruction of transient images at extremely small time steps. The effectiveness of frequency-domain transient imaging is tested on synthetic data, real data from the web, and real data acquired by our prototype camera. Yebin Liu, Jin-Li Suo, Qionghai Dai |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2017 | Introduction to the Special Section on Augmented VideoabstractMerging computer-generated content with real-world visual data is one of the main challenges in fields like augmented reality or visual effects and is increasingly important in broadcasting, gaming, medical, automotive, maintenance, and learning applications. Although augmented reality (AR) has been investigated for a long time, it has recently emerged as a hot topic, with significant commercial interest. One reason for that is the availability of new camera-equipped devices like smart phones or tablets that enable see-through capabilities. Combined with powerful graphics capabilities, sensors, and tracking methods, AR now becomes available to everyone. In addition, glasses-based systems, like Microsoft’s HoloLens, allow for hands-free visualization, enabling many new applications. Peter Eisert, Yebin Liu, Kyuong Mu Lee, Didier Stricker, Graham A. Thomas |
IEEE Trans. Circuits Syst. Video Technol. | 2 |
| 2017 | SPA: Sparse Photorealistic Animation Using a Single RGB-D CameraabstractPhotorealistic animation is a desirable technique for computer games and movie production. We propose a new method to synthesize plausible videos of human actors with new motions using a single cheap RGB-D camera. A small database is captured in a usual office environment, which happens only once for synthesizing different motions. We propose a marker-less performance capture method using sparse deformation to obtain the geometry and pose of the actor for each time instance in the database. Then, we synthesize an animation video of the actor performing the new motion that is defined by the user. An adaptive model-guided texture synthesis method based on weighted low-rank matrix completion is proposed to be less sensitive to noise and outliers, which enables us to easily create photorealistic animation videos with new motions that are different from the motions in the database. Experimental results on the public data set and our captured data set have verified the effectiveness of the proposed method. Kun Li 0001, Jing-Yu Yang 0002, Leijie Liu, Ronan Boulic, Yukun Lai, Yebin Liu, Eray Molla |
IEEE Trans. Circuits Syst. Video Technol. | 6 |
| 2017 | Magic Glasses: From 2D to 3DabstractThis paper proposes a virtual 3D eyeglasses try-on system driven by a 2D Internet image of a human face wearing with a pair of eyeglasses. The main technical challenge of this system is the automatic 3D eyeglasses model reconstruction from the 2D glasses on a frontal human face. Against this challenge, this paper first proposes an eyeglasses segmentation method using a convolutional neural network-based parsing algorithm to label the glasses pixels, followed with a proposed symmetry-based level-set optimization algorithm to refine the contour of the eyeglasses. With the precisely extracted silhouette image, we take advantages of the smoothness and the symmetry priors of the eyeglasses, and propose a silhouette-based 3D deformation method to deform a 3D eyeglasses model selected from a predefined 3D model database. The obtained model is plausibly approximated to the input 2D eyeglasses after a texture mapping step. Finally, we develop a virtual try-on system to interactively synthesize the reconstructed eyeglasses on a moving target face in real time. The experimental results demonstrate the efficient and convincing virtual try-on performance of our approach and the commercial potential of our proposed system. Xiaoyun Yuan, Difei Tang, Yebin Liu, Lu Fang 0001 |
IEEE Trans. Circuits Syst. Video Technol. | 3 |
| 2017 | Light-Field Depth Estimation via Epipolar Plane Image Analysis and Locally Linear EmbeddingabstractIn this paper, we propose a novel method for 4D light-field (LF) depth estimation exploiting the special linear structure of an epipolar plane image (EPI) and locally linear embedding (LLE). Without high computational complexity, depth maps are locally estimated by locating the optimal slope of each line segmentation on the EPIs, which are projected by the corresponding scene points. For each pixel to be processed, we build and then minimize the matching cost that aggregates the intensity pixel value, gradient pixel value, spatial consistency, as well as reliability measure to select the optimal slope from a predefined set of directions. Next, a subangle estimation method is proposed to further refine the obtained optimal slope of each pixel. Furthermore, based on a local reliability measure, all the pixels are classified into reliable and unreliable pixels. For the unreliable pixels, LLE is employed to propagate the missing pixels by the reliable pixels based on the assumption of manifold preserving property maintained by natural images. We demonstrate the effectiveness of our approach on a number of synthetic LF examples and real-world LF data sets, and show that our experimental results can achieve higher performance than the typical and recent state-of-the-art LF stereo matching methods. Yongbing Zhang 0002, Huijin Lv, Yebin Liu, Haoqian Wang, Xingzheng Wang, Qian Huang 0008, Xinguang Xiang, Qionghai Dai |
IEEE Trans. Circuits Syst. Video Technol. | 3 |
| 2017 | Video-Based Outdoor Human ReconstructionabstractA human body scanning system of great practical convenience, which can be used in an outdoor environment, is proposed. The system uses only a single conventional video camera without the aid of special sensors or controlled illuminations. We leverage the structure from motion calibration results directly and improve the available video-based dense 3D reconstruction by integrating the surface smoothness constraints. The point cloud reinforcement is proposed to detect and adjust the conflict point data for the slender and shaky body parts. Combined with the silhouette adaptation, the proposed point cloud reinforcement achieves reasonable and plausible mesh reconstruction on these challenging parts. We further introduce the close-shot frames to refine the prereconstructed mesh model, leading to a colored watertight model. The overall system is approximate to automatic since only one or two times of painting brush interaction are required for robust and high-quality multiview image segmentation. The experiment results on various test sequences demonstrate the effectiveness and the robustness of the proposed method, even under very challenging scenarios when shaking body, varying illumination, and textureless regions occur. Hao Zhu 0004, Yebin Liu, Jingtao Fan, Qionghai Dai, Xun Cao |
IEEE Trans. Circuits Syst. Video Technol. | 2 |
| 2017 | Real-Time Geometry, Albedo, and Motion Reconstruction Using a Single RGB-D CameraabstractThis article proposes a real-time method that uses a single-view RGB-D input (a depth sensor integrated with a color camera) to simultaneously reconstruct a casual scene with a detailed geometry model, surface albedo, per-frame non-rigid motion, and per-frame low-frequency lighting, without requiring any template or motion priors. The key observation is that accurate scene motion can be used to integrate temporal information to recover the precise appearance, whereas the intrinsic appearance can help to establish true correspondence in the temporal domain to recover motion. Based on this observation, we first propose a shading-based scheme to leverage appearance information for motion estimation. Then, using the reconstructed motion, a volumetric albedo fusing scheme is proposed to complete and refine the intrinsic appearance of the scene by incorporating information from multiple frames. Since the two schemes are iteratively applied during recording, the reconstructed appearance and motion become increasingly more accurate. In addition to the reconstruction results, our experiments also show that additional applications can be achieved, such as relighting, albedo editing, and free-viewpoint rendering of a dynamic scene, since geometry, appearance, and motion are all reconstructed by our technique. Feng Xu 0005, Tao Yu 0007, Qionghai Dai, Yebin Liu |
ACM Trans. Graph. | 6 |
| 2017 | The Light Field Attachment: Turning a DSLR into a Light Field Camera Using a Low Budget Camera RingabstractWe propose a concept for a lens attachment that turns a standard DSLR camera and lens into a light field camera. The attachment consists of eight low-resolution, low-quality side cameras arranged around the central high-quality SLR lens. Unlike most existing light field camera architectures, this design provides a high-quality 2D image mode, while simultaneously enabling a new high-quality light field mode with a large camera baseline but little added weight, cost, or bulk compared with the base DSLR camera. From an algorithmic point of view, the high-quality light field mode is made possible by a new light field super-resolution method that first improves the spatial resolution and image quality of the side cameras and then interpolates additional views as needed. At the heart of this process is a super-resolution method that we call iterative Patch- And Depth-based Synthesis (iPADS), which combines patch-based and depth-based synthesis in a novel fashion. Experimental results obtained for both real captured data and synthetic data confirm that our method achieves substantial improvements in super-resolution for side-view images as well as the high-quality and view-coherent rendering of dense and high-resolution light fields. Yuwang Wang, Yebin Liu, Wolfgang Heidrich, Qionghai Dai |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2016 | Re-Compositable Panoramic Selfie with Robust Multi-Frame Segmentation and StitchingabstractAbstract It is a challenging task for ordinary users to capture selfies with a good scene composition, given the limited freedom to position the camera. Creative hardware (e.g., selfie sticks) and software (e.g., panoramic selfie apps) solutions have been proposed to extend the background coverage of a selife, but to achieve a perfect composition on the spot when the selfie is captured remains to be difficult. In this paper, we propose a system that allows the user to shoot a selfie video by rotating the body first, then produce a final panoramic selfie image with user‐guided scene composition as postprocessing. Our key technical contribution is a fully Automatic, robust multi‐frame segmentation and stitching framework that is tailored towards the special characteristics of selfie images. We analyze the sparse feature points and employ a spatial‐temporal optimization for bilayer feature segmentation, which leads to more reliable background alignment than previous image stitching techniques. The sparse classification is then propagated to all pixels to create dense foreground masks for person‐background composition. Finally, based on a user‐selected foreground position, our system uses content‐preserving warping to produce a panoramic seflie with minimal distortion to the face region. Experimental results show that our approach can reliably generate high quality panoramic selfies, while a simple combination of previous image stitching and segmentation approaches often fails. Kai Li 0016, Jue Wang 0001, Yebin Liu, Qionghai Dai |
Comput. Graph. Forum | 3 |
| 2015 | Light field from micro-baseline image pairabstractWe present a novel phase-based approach for reconstructing 4D light field from a micro-baseline stereo pair. Our approach takes advantage of the unique property of complex steerable pyramid filters in micro-baseline stereo. We first introduce a Disparity Assisted Phase based Synthesis (DAPS) strategy that can integrate disparity information into the phase term of a reference image to warp it to its close neighbor views. Based on the DAPS, an “analysis by synthesis” approach is proposed to warp from one of the input binocular images to the other, and iteratively optimize the disparity map to minimize the phase differences between the warped one and the ground truth input. Finally, the densely and regularly spaced, high quality light field images can be reconstructed using the proposed DAPS according to the refined disparity map. Our approach also solves the problems of disparity inconsistency and ringing artifact in available phase-based view synthesis methods. Experimental results demonstrate that our approach substantially improves both the quality of disparity map and light field, compared with the state-of-the-art stereo matching and image based rendering approaches. Zhoutong Zhang, Yebin Liu, Qionghai Dai |
CVPR | 2 |
| 2015 | Robust Non-rigid Motion Tracking and Surface Reconstruction Using L0 RegularizationabstractWe present a new motion tracking method to robustly reconstruct non-rigid geometries and motions from single view depth inputs captured by a consumer depth sensor. The idea comes from the observation of the existence of intrinsic articulated subspace in most of non-rigid motions. To take advantage of this characteristic, we propose a novel L0based motion regularizer with an iterative optimization solver that can implicitly constrain local deformation only on joints with articulated motions, leading to reduced solution space and physical plausible deformations. The L0strategy is integrated into the available non-rigid motion tracking pipeline, forming the proposed L0-L2non-rigid motion tracking method that can adaptively stop the tracking error propagation. Extensive experiments over complex human body motions with occlusions, face and hand motions demonstrate that our approach substantially improves tracking robustness and surface reconstruction accuracy. Feng Xu 0005, Yangang Wang 0001, Yebin Liu, Qionghai Dai |
ICCV | 4 |
| 2014 | Fourier Analysis on Transient Imaging with a Multifrequency Time-of-Flight CameraabstractA transient image is the optical impulse response of a scene which visualizes light propagation during an ultra-short time interval. In this paper we discover that the data captured by a multifrequency time-of-flight (ToF) camera is the Fourier transform of a transient image, and identify the sources of systematic error. Based on the discovery we propose a novel framework of frequency-domain transient imaging, as well as algorithms to remove systematic error. The whole process of our approach is of much lower computational cost, especially lower memory usage, than Heide et al.'s approach using the same device. We evaluate our approach on both synthetic and real-datasets. Yebin Liu, Matthias B. Hullin, Qionghai Dai |
CVPR | 2 |
| 2014 | Free-viewpoint video relighting from multi-view sequence under general illumination
Yebin Liu, Qionghai Dai |
Mach. Vis. Appl. | 2 |
| 2014 | A Data-Driven Approach for Facial Expression Retargeting in VideoabstractThis paper presents a data-driven approach for facial expression retargeting in video, i.e., synthesizing a face video of a target subject that mimics the expressions of a source subject in the input video. Our approach takes advantage of a pre-existing facial expression database of the target subject to achieve realistic synthesis. First, for each frame of the input video, a new facial expression similarity metric is proposed for querying the expression database of the target person to select multiple candidate images that are most similar to the input. The similarity metric is developed using a metric learning approach to reliably handle appearance difference between different subjects. Secondly, we employ an optimization approach to choose the best candidate image for each frame, resulting in a retrieved sequence that is temporally coherent. Finally, a spatio-temporal expression mapping method is employed to further improve the synthesized sequence. Experimental results show that our system is capable of generating high quality facial expression videos that match well with the input sequences, even when the source and target subjects have big identity difference. In addition, extensive evaluations demonstrate the high accuracy of the learned expression similarity metric and the effectiveness of our retrieval strategy. Kai Li 0016, Qionghai Dai, Ruiping Wang 0001, Yebin Liu, Feng Xu 0005, Jue Wang 0001 |
IEEE Trans. Multim. | 4 |
| 2014 | Spatial-spectral encoded compressive hyperspectral imagingabstractThis paper proposes a novel compressive hyperspectral (HS) imaging approach that allows for high-resolution HS images to be captured in a single image. The proposed architecture comprises three key components: spatial-spectral encoded optical camera design, over-complete HS dictionary learning and sparse-constraint computational reconstruction. Our spatial-spectral encoded sampling scheme provides a higher degree of randomness in the measured projections than previous compressive HS imaging approaches; and a robust nonlinear sparse reconstruction method is employed to recover the HS images from the coded projection with higher performance. To exploit the sparsity constraint on the nature HS images for computational reconstruction, an over-complete HS dictionary is learned to represent the HS images in a sparser way than previous representations. We validate the proposed approach on both synthetic and real captured data, and show successful recovery of HS images for both indoor and outdoor scenes. In addition, we demonstrate other applications for the over-complete HS dictionary and sparse coding techniques, including 3D HS images compression and denoising. Yebin Liu, Qionghai Dai |
ACM Trans. Graph. | 2 |
| 2014 | Intrinsic video and applicationsabstractWe present a method to decompose a video into its intrinsic components of reflectance and shading, plus a number of related example applications in video editing such as segmentation, stylization, material editing, recolorization and color transfer. Intrinsic decomposition is an ill-posed problem, which becomes even more challenging in the case of video due to the need for temporal coherence and the potentially large memory requirements of a global approach. Additionally, user interaction should be kept to a minimum in order to ensure efficiency. We propose a probabilistic approach, formulating a Bayesian Maximum a Posteriori problem to drive the propagation of clustered reflectance values from the first frame, and defining additional constraints as priors on the reflectance and shading. We explicitly leverage temporal information in the video by building a causal-anticausal, coarse-to-fine iterative scheme, and by relying on optical flow information. We impose no restrictions on the input video, and show examples representing a varied range of difficult cases. Our method is the first one designed explicitly for video; moreover, it naturally ensures temporal consistency, and compares favorably against the state of the art in this regard. Genzhi Ye, Elena Garces 0001, Yebin Liu, Qionghai Dai, Diego Gutierrez |
ACM Trans. Graph. | 3 |
| 2013 | A Progressive Tri-level Segmentation Approach for Topology-Change-Aware Video MattingabstractAbstract Previous video matting approaches mostly adopt the “binary segmentation + matting” strategy, i.e., first segment each frame into foreground and background regions, then extract the fine details of the foreground boundary using matting techniques. This framework has several limitations due to the fact that binary segmentation is employed. In this paper, we propose a new supervised video matting approach. Instead of applying binary segmentation, we explicitly model segmentation uncertainty in a novel tri‐level segmentation procedure. The segmentation is done progressively, enabling us to handle difficult cases such as large topology changes, which are challenging to previous approaches. The tri‐level segmentation results can be naturally fed into matting techniques to generate the final alpha mattes. Experimental results show that our system can generate high quality results with less user inputs than the state‐of‐theart methods. Jinlong Ju, Jue Wang 0001, Yebin Liu, Haoqian Wang, Qionghai Dai |
Comput. Graph. Forum | 3 |
| 2013 | Capturing Relightable Human Performances under General Uncontrolled IlluminationabstractAbstract We present a novel approach to create relightable free‐viewpoint human performances from multi‐view video recorded under general uncontrolled and uncalibated illumination. We first capture a multi‐view sequence of an actor wearing arbitrary apparel and reconstruct a spatio‐temporal coherent coarse 3D model of the performance using a marker‐less tracking approach. Using these coarse reconstructions, we estimate the low‐frequency component of the illumination in a spherical harmonics (SH) basis as well as the diffuse reflectance, and then utilize them to estimate the dynamic geometry detail of human actors based on shading cues. Given the high‐quality time‐varying geometry, the estimated illumination is extended to the all‐frequency domain by re‐estimating it in the wavelet basis. Finally, the high‐quality all‐frequency illumination is utilized to reconstruct the spatially‐varying BRDF of the surface. The recovered time‐varying surface geometry and spatially‐varying non‐Lambertian reflectance allow us to generate high‐quality model‐based free view‐point videos of the actor under novel illumination conditions. Our method enables plausible reconstruction of relightable dynamic scene models without a complex controlled lighting apparatus, and opens up a path towards relightable performance capture in less constrained environments and using less complex acquisition setups. Chenglei Wu, Carsten Stoll, Yebin Liu, Kiran Varanasi, Qionghai Dai, Christian Theobalt |
Comput. Graph. Forum | 4 |
| 2013 | Markerless Motion Capture of Multiple Characters Using Multiview Image SegmentationabstractCapturing the skeleton motion and detailed time-varying surface geometry of multiple, closely interacting peoples is a very challenging task, even in a multicamera setup, due to frequent occlusions and ambiguities in feature-to-person assignments. To address this task, we propose a framework that exploits multiview image segmentation. To this end, a probabilistic shape and appearance model is employed to segment the input images and to assign each pixel uniquely to one person. Given the articulated template models of each person and the labeled pixels, a combined optimization scheme, which splits the skeleton pose optimization problem into a local one and a lower dimensional global one, is applied one by one to each individual, followed with surface estimation to capture detailed nonrigid deformations. We show on various sequences that our approach can capture the 3D motion of humans accurately even if they move rapidly, if they wear wide apparel, and if they are engaged in challenging multiperson motions, including dancing, wrestling, and hugging. Yebin Liu, Juergen Gall, Carsten Stoll, Qionghai Dai, Hans-Peter Seidel, Christian Theobalt |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2013 | Free-Viewpoint Video of Human Actors Using Multiple Handheld KinectsabstractWe present an algorithm for creating free-viewpoint video of interacting humans using three handheld Kinect cameras. Our method reconstructs deforming surface geometry and temporal varying texture of humans through estimation of human poses and camera poses for every time step of the RGBZ video. Skeletal configurations and camera poses are found by solving a joint energy minimization problem, which optimizes the alignment of RGBZ data from all cameras, as well as the alignment of human shape templates to the Kinect data. The energy function is based on a combination of geometric correspondence finding, implicit scene segmentation, and correspondence finding using image features. Finally, texture recovery is achieved through jointly optimization on spatio-temporal RGB data using matrix completion. As opposed to previous methods, our algorithm succeeds on free-viewpoint video of human actors under general uncontrolled indoor scenes with potentially dynamic background, and it succeeds even if the cameras are moving. Genzhi Ye, Yebin Liu, Yue Deng 0001, Nils Hasler, Xiangyang Ji, Qionghai Dai, Christian Theobalt |
IEEE Trans. Cybern. | 2 |
| 2013 | Video-based hand manipulation capture through composite motion controlabstractThis paper describes a new method for acquiring physically realistic hand manipulation data from multiple video streams. The key idea of our approach is to introduce a composite motion control to simultaneously model hand articulation, object movement, and subtle interaction between the hand and object. We formulate video-based hand manipulation capture in an optimization framework by maximizing the consistency between the simulated motion and the observed image data. We search an optimal motion control that drives the simulation to best match the observed image data. We demonstrate the effectiveness of our approach by capturing a wide range of high-fidelity dexterous manipulation data. We show the power of our recovered motion controllers by adapting the captured motion data to new objects with different properties. The system achieves superior performance against alternative methods such as marker-based motion capture and kinematic hand motion tracking. Yangang Wang 0001, Jianyuan Min, Jianjie Zhang, Yebin Liu, Feng Xu 0005, Qionghai Dai, Jinxiang Chai |
ACM Trans. Graph. | 4 |
| 2012 | A data-driven approach for facial expression synthesis in videoabstractThis paper presents a method to synthesize a realistic facial animation of a target person, driven by a facial performance video of another person. Different from traditional facial animation approaches, our system takes advantage of an existing facial performance database of the target person, and generates the final video by retrieving frames from the database that have similar expressions to the input ones. To achieve this we develop an expression similarity metric for accurately measuring the expression difference between two video frames. To enforce temporal coherence, our system employs a shortest path algorithm to choose the optimal image for each frame from a set of candidate frames determined by the similarity metric. Finally, our system adopts an expression mapping method to further minimize the expression difference between the input and retrieved frames. Experimental results show that our system can generate high quality facial animation using the proposed data-driven approach. Kai Li 0016, Feng Xu 0005, Jue Wang 0001, Qionghai Dai, Yebin Liu |
CVPR | 5 |
| 2012 | Performance Capture of Interacting Characters with Handheld Kinects
Genzhi Ye, Yebin Liu, Nils Hasler, Xiangyang Ji, Qionghai Dai, Christian Theobalt |
ECCV (2) | 2 |
| 2012 | Performance Capture of High-Speed Motion Using Staggered Multi-View RecordingabstractAbstract We present a markerless performance capture system that can acquire the motion and the texture of human actors performing fast movements using only commodity hardware. To this end we introduce two novel concepts: First, a staggered surround multi‐view recording setup that enables us to perform model‐based motion capture on motion‐blurred images, and second, a model‐based deblurring algorithm which is able to handle disocclusion, self‐occlusion and complex object motions. We show that the model‐based approach is not only a powerful strategy for tracking but also for deblurring highly complex blur patterns. Di Wu 0006, Yebin Liu, Ivo Ihrke, Qionghai Dai, Christian Theobalt |
Comput. Graph. Forum | 2 |
| 2012 | The small sample size problem of ICA: A comparative study and analysis
Weihong Deng, Yebin Liu, Jiani Hu, Jun Guo 0002 |
Pattern Recognit. | 2 |
| 2011 | Markerless motion capture of interacting characters using multi-view image segmentationabstractWe present a markerless motion capture approach that reconstructs the skeletal motion and detailed time-varying surface geometry of two closely interacting people from multi-view video. Due to ambiguities in feature-to-person assignments and frequent occlusions, it is not feasible to directly apply single-person capture approaches to the multi-person case. We therefore propose a combined image segmentation and tracking approach to overcome these difficulties. A new probabilistic shape and appearance model is employed to segment the input images and to assign each pixel uniquely to one person. Thereafter, a single-person markerless motion and surface capture approach can be applied to each individual, either one-by-one or in parallel, even under strong occlusions. We demonstrate the performance of our approach on several challenging multi-person motions, including dance and martial arts, and also provide a reference dataset for multi-person motion capture with ground truth. Yebin Liu, Carsten Stoll, Juergen Gall, Hans-Peter Seidel, Christian Theobalt |
CVPR | 1 |
| 2011 | Shading-based dynamic shape refinement from multi-view video under general illuminationabstractWe present an approach to add true fine-scale spatio-temporal shape detail to dynamic scene geometry captured from multi-view video footage. Our approach exploits shading information to recover the millimeter-scale surface structure, but in contrast to related approaches succeeds under general unconstrained lighting conditions. Our method starts off from a set of multi-view video frames and an initial series of reconstructed coarse 3D meshes that lack any surface detail. In a spatio-temporal maximum a posteriori probability (MAP) inference framework, our approach first estimates the incident illumination and the spatially-varying albedo map on the mesh surface for every time instant. Thereafter, albedo and illumination are used to estimate the true geometric detail visible in the images and add it to the coarse reconstructions. The MAP framework uses weak temporal priors on lighting, albedo and geometry which improve reconstruction quality yet allow for temporal variations in the data. Chenglei Wu, Kiran Varanasi, Yebin Liu, Hans-Peter Seidel, Christian Theobalt |
ICCV | 3 |
| 2011 | Vision field capture for advanced 3DTV applicationsabstractThe seven-dimensional plenoptic function provides a full description of the visual information for the real world. In this paper, we present a novel concept called vision field, which simplifies the seven-dimensional plenoptic function into its three subspaces, namely, view, light, time. Based on this concept, we found that most previous 3D capture systems can be related to the vision field capture. This paper first gives a brief survey on the previous 3D capture systems, categorizes them from the vision field perspective. Then, we introduce a system which is able to capture the vision field. A Multi-View-Multi-Lighting (MVML) capture system is built to obtain the multiview images of the 3D scenes or objects under different steerable light conditions. Finally, we show how the vision field capture can be used for advanced 3DTV applications. Xun Cao, Yebin Liu, Xiangyang Ji, Qionghai Dai |
VCIP | 2 |
| 2011 | Video-based characters: creating new human performances from a multi-view video databaseabstractWe present a method to synthesize plausible video sequences of humans according to user-defined body motions and viewpoints. We first capture a small database of multi-view video sequences of an actor performing various basic motions. This database needs to be captured only once and serves as the input to our synthesis algorithm. We then apply a marker-less model-based performance capture approach to the entire database to obtain pose and geometry of the actor in each database frame. To create novel video sequences of the actor from the database, a user animates a 3D human skeleton with novel motion and viewpoints. Our technique then synthesizes a realistic video sequence of the actor performing the specified motion based only on the initial database. The first key component of our approach is a new efficient retrieval strategy to find appropriate spatio-temporally coherent database frames from which to synthesize target video frames. The second key component is a warping-based texture synthesis approach that uses the retrieved most-similar database frames to synthesize spatio-temporally coherent target video frames. For instance, this enables us to easily create video sequences of actors performing dangerous stunts without them being placed in harm's way. We show through a variety of result videos and a user study that we can synthesize realistic videos of people, even if the target motions and camera views are different from the database content. Feng Xu 0005, Yebin Liu, Carsten Stoll, James Tompkin 0001, Gaurav Bharaj, Qionghai Dai, Hans-Peter Seidel, Jan Kautz, Christian Theobalt |
ACM Trans. Graph. | 2 |
| 2011 | Fusing Multiview and Photometric Stereo for 3D Reconstruction under Uncalibrated IlluminationabstractWe propose a method to obtain a complete and accurate 3D model from multiview images captured under a variety of unknown illuminations. Based on recent results showing that for Lambertian objects, general illumination can be approximated well using low-order spherical harmonics, we develop a robust alternating approach to recover surface normals. Surface normals are initialized using a multi-illumination multiview stereo algorithm, then refined using a robust alternating optimization method based on the l(1) metric. Erroneous normal estimates are detected using a shape prior. Finally, the computed normals are used to improve the preliminary 3D model. The reconstruction system achieves watertight and robust 3D reconstruction while neither requiring manual interactions nor imposing any constraints on the illumination. Experimental results on both real world and synthetic data show that the technique can acquire accurate 3D models for Lambertian surfaces, and even tolerates small violations of the Lambertian assumption. Chenglei Wu, Yebin Liu, Qionghai Dai, Bennett Wilburn |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2010 | A Point-Cloud-Based Multiview Stereo Algorithm for Free-Viewpoint VideoabstractThis paper presents a robust multiview stereo (MVS) algorithm for free-viewpoint video. Our MVS scheme is totally point-cloud-based and consists of three stages: point cloud extraction, merging, and meshing. To guarantee reconstruction accuracy, point clouds are first extracted according to a stereo matching metric which is robust to noise, occlusion, and lack of texture. Visual hull information, frontier points, and implicit points are then detected and fused with point fidelity information in the merging and meshing steps. All aspects of our method are designed to counteract potential challenges in MVS data sets for accurate and complete model reconstruction. Experimental results demonstrate that our technique produces the most competitive performance among current algorithms under sparse viewpoint setups according to both static and motion MVS data sets. Yebin Liu, Qionghai Dai, Wenli Xu |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2009 | Continuous depth estimation for multi-view stereoabstractDepth-map merging approaches have become more and more popular in multi-view stereo (MVS) because of their flexibility and superior performance. The quality of depth map used for merging is vital for accurate 3D reconstruction. While traditional depth map estimation has been performed in a discrete manner, we suggest the use of a continuous counterpart. In this paper, we first integrate silhouette information and epipolar constraint into the variational method for continuous depth map estimation. Then, several depth candidates are generated based on a multiple starting scales (MSS) framework. From these candidates, refined depth maps for each view are synthesized according to path-based NCC (normalized cross correlation) metric. Finally, the multiview depth maps are merged to produce 3D models. Our algorithm excels at detail capture and produces one of the most accurate results among the current algorithms for sparse MVS datasets according to the Middlebury benchmark. Additionally, our approach shows its outstanding robustness and accuracy in free-viewpoint video scenario. Yebin Liu, Xun Cao, Qionghai Dai, Wenli Xu |
CVPR | 1 |
| 2009 | Point-cloud refinement via exact matchingabstractIn many multi-view stereo (MVS) algorithms, a point-cloud evolution is performed, based on the matching process. For most of them, an assumption is usually employed for the matching, which indicates that the matching windows have the same shape. This assumption lays a great limit to the quality of the reconstructed result. To improve the point-cloud obtained from other algorithms, and break the limit laid by the regular matching, we propose our refinement method using exact matching. The exact matching enables more accurate matching windows for the points, by taking the normal vector into consideration. By maximizing the exact matching result, the point's coordinate and normal vectors are optimized, and we can thus make the original point-cloud much better. Xiaoduan Feng, Yebin Liu, Qionghai Dai |
ICME | 2 |
| 2009 | Multi-view reconstruction under varying illumination conditionsabstractThis paper addresses the problem of complete and detailed 3D model reconstruction of objects filmed by multiple cameras under varying illumination. Firstly, initial normal maps are obtained to enhance the correspondence mapping. Then, the depth for every pixel is estimated by combining photometric constraint with occlusion robust photo-consistency. Finally, after filtering the point cloud, a Poisson surface reconstruction is applied to obtain a watertight mesh. In contrast with traditional photometric stereo techniques, the proposed algorithm does not directly calculate the photometric normal but integrates the photometric constraint into the depth estimation. Furthermore, different from classic multi-view stereo(MVS), we consider the counterpart under changing light conditions. The algorithm has been implemented based on our multi-camera and multi-light acquisition system. We validate the method by complete reconstruction of challenging real objects and show experimentally that this technique can greatly improve on correspondence-based MVS results. Chenglei Wu, Yebin Liu, Xiangyang Ji, Qionghai Dai |
ICME | 2 |
| 2009 | 3D object relighting based on multi-view stereo and image based lighting techniquesabstractWe present a 3D object relighting technique for multiview-multi-lighting (MVML) image sets. Our relighting technique is a fusion of multi-view stereo (MVS) technique and image based relighting (IBL) technique. The MVML dataset consists of multiple camera view with each view filmed under multiple time-multiplex illumination modes. A multi-view 3D reconstruction algorithm is first applied using traditional multi-view stereo algorithm. After this, the reconstructed model is relighted through an image based relighting scheme for each camera view, followed with view-independent texture mapping procedure. Interactive relighting results demonstrate our high quality reconstruction accuracy, realistic relighting effects and real-time relighting performance. Moreover, our relighting technique is suitable for dynamic 3D object relighting. Guangwei Yang, Yebin Liu |
ICME | 2 |
| 2007 | Performance Modeling and Evaluation of Prediction Structures in Multi-View Video CodingabstractSo far, lots of prediction structures have been proposed to exploit the temporal and inter-view redundancy of multi-view video. However, none of them can adapt themselves to different video contents. In this sense, it is desirable to adaptively select different prediction structure for different multi-view video contents. In this paper, a solution is proposed to evaluate the performance of prediction structures. With this solution, the performance of any kind of prediction structure can be evaluated before actually applying them. The solution can also be used for the tradeoff optimization between compression efficiency and other functionalities such as random-access ability and view scalability. Yebin Liu, Qionghai Dai, Xiaodong Liu 0005 |
ICME | 2 |
| 2007 | A sender-driven time-stamp controlling based dynamic light field streaming serviceabstractLight Field Rendering (LFR) now plays a very important role in Free View-point Video (FVV) service, which is a new
type of multi-media. Supporting Light Field Video (LFV) streaming over IP network is a very challenging research area.
This paper shows a sender-driven streaming service that can support dynamic light field video service to multiple users
over broad-band IP networks using a time-stamp controlling algorithm. Results show that system built based on our
algorithm can support more than 50 users in a 100Mb band-width on server side. Zhun Han, Qionghai Dai, Yebin Liu |
VCIP | 3 |
| 2007 | Rate-prediction structure complexity analysis for multi-view video coding using hybrid genetic algorithmsabstractEfficient exploitation of the temporal and inter-view correlation is critical to multi-view video coding (MVC), and the key to it relies on the design of prediction chain structure according to the various pattern of correlations. In this paper, we propose a novel prediction structure model to design optimal MVC coding schemes along with tradeoff analysis in depth between compression efficiency and prediction structure complexity for certain standard functionalities. Focusing on the representation of the entire set of possible chain structures rather than certain typical ones, the proposed model can given efficient MVC schemes that adaptively vary with the requirements of structure complexity and video source characteristics (the number of views, the degrees of temporal and interview correlations). To handle large scale problem in model optimization, we deploy a hybrid genetic algorithm which yields satisfactory results shown in the simulations. Yebin Liu, Qionghai Dai, Zhixiang You, Wenli Xu |
VCIP | 1 |
| 2006 | Dynamic Light Field Compression Using Shared Fields and Region Blocks for Streaming Service
Yebin Liu, Qionghai Dai, Wenli Xu, Zhihong Liao |
ACIVS | 1 |
| 2006 | Color Light Field Block Truncation Compression using Hierarchical Bit-Plane PredictionabstractCompression and calculation efficiency are two key problems for light field coding. While nearly all works focus on one quality and neglect the other, this paper introduces a novel color block truncation algorithm using hierarchical bit-plane prediction (CBTC-HBPP) to chase for them both. This approach first performs two-color-truncation in block classes extracted from the whole light field. The yielding bit-plane and a const index table make decoding and rendering easy and fast. Hierarchical bit-plane prediction is employed to compressed bit-plane further. Different from motion and disparity estimation, this bit prediction has only a two-value result and it can be carried out fast. Both moderate compression and calculation efficiency are achieved. Su Xue, Zhixiang You, Yebin Liu, Qionghai Dai |
ICIP | 3 |
| 2006 | A Real Time Interactive Dynamic Light Field Transmission SystemabstractThe ability to interactively and seamlessly roam in the scenario while watching a video through IP network is an exciting visual experience. In this work, we implemented a 3D TV system with real-time data acquisition, compression, Internet transmission, light field rendering, and free-viewpoint control of dynamic scenes. Our system consists of an 8times8 light field camera array, 16 producer PCs, a streaming server system and several clients. Multiple video streams are coded in a real time manner that each client can freely selects the streams for novel view rendering. Also, our system minimize the per-user transmission bit rate while maintaining multi-view simul-switching ability for each user. We believe that this is the first real-time Internet streaming system that can simultaneously guarantee real time free-view point control, data storage and support arbitrary number of users. The average transmission bit rate for end user is lower than 2 Mbps which is suitable for the broadband IP network Yebin Liu, Qionghai Dai, Wenli Xu |
ICME | 1 |