Peng Dai 0003

dblp:08/3547-3 · DBLP profile ↗
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16ranked-venue papers
7as first author
13since 2021 · last 2025
0000-0001-9538-5879ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 6 first-author · 9 since 2021Artificial intelligence and machine learning · 11 · 4 first-author · 10 since 2021
YearPublicationVenuePosition
2025 SVG: 3D Stereoscopic Video Generation via Denoising Frame Matrix
abstract
Video generation models have demonstrated great capability of producing impressive monocular videos, however, the generation of 3D stereoscopic video remains under-explored. We propose a pose-free and training-free approach for generating 3D stereoscopic videos using an off-the-shelf monocular video generation model. Our method warps a generated monocular video into camera views on stereoscopic baseline using estimated video depth, and employs a novel frame matrix video inpainting framework. The framework leverages the video generation model to inpaint frames observed from different timestamps and views. This effective approach generates consistent and semantically coherent stereoscopic videos without scene optimization or model fine-tuning. Moreover, we develop a disocclusion boundary re-injection scheme that further improves the quality of video inpainting by alleviating the negative effects propagated from disoccluded areas in the latent space. We validate the efficacy of our proposed method by conducting experiments on videos from various generative models, including Sora [4], Lumiere [2], WALT [8], and Zeroscope [12]. The experiments demonstrate that our method has a significant improvement over previous methods. Project page at https://daipengwa.github.io/SVG_ProjectPage/
Peng Dai 0003, Feitong Tan, Qiangeng Xu, David Futschik, Ruofei Du, Sean Ryan Fanello, Xiaojuan Qi 0001, Yinda Zhang 0001
ICLR1
2025 GO-NeRF: Generating Objects in Neural Radiance Fields for Virtual Reality Content Creation
abstract
Virtual environments (VEs) are pivotal for virtual, augmented, and mixed reality systems. Despite advances in 3D generation and reconstruction, the direct creation of 3D objects within an established 3D scene (represented as NeRF) for novel VE creation remains a relatively unexplored domain. This process is complex, requiring not only the generation of high-quality 3D objects but also their seamless integration into the existing scene. To this end, we propose a novel pipeline featuring an intuitive interface, dubbed GO-NeRF. Our approach takes text prompts and user-specified regions as inputs and leverages the scene context to generate 3D objects within the scene. We employ a compositional rendering formulation that effectively integrates the generated 3D objects into the scene, utilizing optimized 3D-aware opacity maps to avoid unintended modifications to the original scene. Furthermore, we develop tailored optimization objectives and training strategies to enhance the model's ability to capture scene context and mitigate artifacts, such as floaters, that may occur while optimizing 3D objects within the scene. Extensive experiments conducted on both forward-facing and 360°scenes demonstrate the superior performance of our proposed method in generating objects that harmonize with surrounding scenes and synthesizing high-quality novel view images. The code will be at https://daipengwa.github.io/G0-NeRF/.
Peng Dai 0003, Feitong Tan, Xin Yu 0004, Yifan Peng 0001, Yinda Zhang 0001, Xiaojuan Qi 0001
IEEE Trans. Vis. Comput. Graph.1
2024 Total-Decom: Decomposed 3D Scene Reconstruction with Minimal Interaction
abstract
Scene reconstruction from multi-view images is a fun- damental problem in computer vision and graphics. Re- cent neural implicit surface reconstruction methods have achieved high-quality results; however, editing and ma- nipulating the 3D geometry of reconstructed scenes re- mains challenging due to the absence of naturally decom- posed object entities and complex object/background com- positions. In this paper, we present Total-Decom, a novel method for decomposed 3D reconstruction with minimal human interaction. Our approach seamlessly integrates the Segment Anything Model (SAM) with hybrid implicit- explicit neural surface representations and a mesh-based region-growing technique for accurate 3D object decom- position. Total-Decom requires minimal human annotations while providing users with real-time control over the granularity and quality of decomposition. We extensively evaluate our method on benchmark datasets and demon- strate its potential for downstream applications, such as animation and scene editing. The code is available at https://github.com/CVMI-Lab/Total-Decom.git.
Xiaoyang Lyu, Chirui Chang, Peng Dai 0003, Yang-Tian Sun, Xiaojuan Qi 0001
CVPR3
2024 PBR-GAN: Imitating Physically-Based Rendering With Generative Adversarial Networks
abstract
We propose a Generative Adversarial Network (GAN)-based architecture for achieving high-quality physically based rendering (PBR). Conventional PBR relies heavily on ray tracing, which is computationally expensive in complicated environments. Some recent deep learning-based methods can improve efficiency but cannot deal with illumination variation well. In this paper, we propose PBR-GAN, an end-to-end GAN-based network that solves these problems while generating natural photo-realistic images. Two encoders (the shading encoder and albedo encoder) and two decoders (the image decoder and light decoder) are introduced to achieve our target. The two encoders and the image decoder constitute the generator that learns the mapping between the generated domain and the real domain. The light decoder produces light maps that pay more attention to the highlight and shadow regions. The discriminator aims to optimize the generator by distinguishing target images from the generated ones. Three novel loss items, concentrating on domain translation, overall shading preservation, and light map estimation, are proposed to optimize the photo-realistic outputs. Furthermore, a real dataset is collected to provide realistic information for training GAN architecture. Extensive experiments indicate that PBR-GAN can preserve the illumination variation and improve the image perceptual quality.
Ru Li 0002, Peng Dai 0003, Guanghui Liu 0001, Shengping Zhang, Bing Zeng 0001, Shuaicheng Liu
IEEE Trans. Circuits Syst. Video Technol.2
2023 Hybrid Neural Rendering for Large-Scale Scenes with Motion Blur
abstract
Rendering novel view images is highly desirable for many applications. Despite recent progress, it remains challenging to render high-fidelity and view-consistent novel views of large-scale scenes from in-the-wild images with inevitable artifacts (e.g., motion blur). To this end, we develop a hybrid neural rendering model that makes image-based representation and neural 3D representation join forces to render high-quality, view-consistent images. Besides, images captured in the wild inevitably contain artifacts, such as motion blur, which deteriorates the quality of rendered images. Accordingly, we propose strategies to simulate blur effects on the rendered images to mitigate the negative influence of blurriness images and reduce their importance during training based on precomputed quality-aware weights. Extensive experiments on real and synthetic data demonstrate our model surpasses state-of-the-art point-based methods for novel view synthesis. The code is available at https://daipengwa.github.io/Hybrid-Rendering-ProjectPage/.
Peng Dai 0003, Yinda Zhang 0001, Xin Yu 0004, Xiaoyang Lyu, Xiaojuan Qi 0001
CVPR1
2023 Texture Generation on 3D Meshes with Point-UV Diffusion
abstract
In this work, we focus on synthesizing high-quality textures on 3D meshes. We present Point-UV diffusion, a coarse-to-fine pipeline that marries the denoising diffusion model with UV mapping to generate 3D consistent and high-quality texture images in UV space. We start with introducing a point diffusion model to synthesize low-frequency texture components with our tailored style guidance to tackle the biased color distribution. The derived coarse texture offers global consistency and serves as a condition for the subsequent UV diffusion stage, aiding in regularizing the model to generate a 3D consistent UV texture image. Then, a UV diffusion model with hybrid conditions is developed to enhance the texture fidelity in the 2D UV space. Our method can process meshes of any genus, generating diversified, geometry-compatible, and high-fidelity textures. Code is available at https://cvmi-lab.github.io/Point-UV-Diffusion.
Xin Yu 0004, Peng Dai 0003, Wenbo Li 0002, Zhengzhe Liu, Xiaojuan Qi 0001
ICCV2
2023 Learning A Room with the Occ-SDF Hybrid: Signed Distance Function Mingled with Occupancy Aids Scene Representation
abstract
Implicit neural rendering, using signed distance function (SDF) representation with geometric priors like depth or surface normal, has made impressive strides in the surface reconstruction of large-scale scenes. However, applying this method to reconstruct a room-level scene from images may miss structures in low-intensity areas and/or small, thin objects. We have conducted experiments on three datasets to identify limitations of the original color rendering loss and priors-embedded SDF scene representation.Our findings show that the color rendering loss creates an optimization bias against low-intensity areas, resulting in gradient vanishing and leaving these areas unoptimized. To address this issue, we propose a feature-based color rendering loss that utilizes non-zero feature values to bring back optimization signals. Additionally, the SDF representation can be influenced by objects along a ray path, disrupting the monotonic change of SDF values when a single object is present. Accordingly, we explore using the occupancy representation, which encodes each point separately and is unaffected by objects along a querying ray. Our experimental results demonstrate that the joint forces of the feature-based rendering loss and Occ-SDF hybrid representation scheme can provide high-quality reconstruction results, especially in challenging room-level scenarios. The code is available at https://github.com/shawLyu/Occ-SDF-Hybrid
Xiaoyang Lyu, Peng Dai 0003, Zizhang Li, Dongyu Yan, Yifan Peng 0001, Xiaojuan Qi 0001
ICCV2
2023 ISS: Image as Stepping Stone for Text-Guided 3D Shape Generation
Zhengzhe Liu, Peng Dai 0003, Ruihui Li, Xiaojuan Qi 0001, Chi-Wing Fu
ICLR2
2023 CL-NeRF: Continual Learning of Neural Radiance Fields for Evolving Scene Representation
abstract
Existing methods for adapting Neural Radiance Fields (NeRFs) to scene changes require extensive data capture and model retraining, which is both time-consuming and labor-intensive. In this paper, we tackle the challenge of efficiently adapting NeRFs to real-world scene changes over time using a few new images while retaining the memory of unaltered areas, focusing on the continual learning aspect of NeRFs. To this end, we propose CL-NeRF, which consists of two key components: a lightweight expert adaptor for adapting to new changes and evolving scene representations and a conflict-aware knowledge distillation learning objective for memorizing unchanged parts. We also present a new benchmark for evaluating Continual Learning of NeRFs with comprehensive metrics. Our extensive experiments demonstrate that CL-NeRF can synthesize high-quality novel views of both changed and unchanged regions with high training efficiency, surpassing existing methods in terms of reducing forgetting and adapting to changes. Code and benchmark will be made available.
Xiuzhe Wu, Peng Dai 0003, Weipeng Deng, Handi Chen, Yang Wu 0001, Yan-Pei Cao 0001, Ying Shan, Xiaojuan Qi 0001
NeurIPS2
2023 DreamStone: Image as a Stepping Stone for Text-Guided 3D Shape Generation
abstract
This paper presents a new text-guided 3D shape generation approach DreamStone that uses images as a stepping stone to bridge the gap between the text and shape modalities for generating 3D shapes without requiring paired text and 3D data. The core of our approach is a two-stage feature-space alignment strategy that leverages a pre-trained single-view reconstruction (SVR) model to map CLIP features to shapes: to begin with, map the CLIP image feature to the detail-rich 3D shape space of the SVR model, then map the CLIP text feature to the 3D shape space through encouraging the CLIP-consistency between the rendered images and the input text. Besides, to extend beyond the generative capability of the SVR model, we design the text-guided 3D shape stylization module that can enhance the output shapes with novel structures and textures. Further, we exploit pre-trained text-to-image diffusion models to enhance the generative diversity, fidelity, and stylization capability. Our approach is generic, flexible, and scalable. It can be easily integrated with various SVR models to expand the generative space and improve the generative fidelity. Extensive experimental results demonstrate that our approach outperforms the state-of-the-art methods in terms of generative quality and consistency with the input text.
Zhengzhe Liu, Peng Dai 0003, Ruihui Li, Xiaojuan Qi 0001, Chi-Wing Fu
IEEE Trans. Pattern Anal. Mach. Intell.2
2022 Video Demoiréing with Relation-Based Temporal Consistency
abstract
Moiré patterns, appearing as color distortions, severely degrade image and video qualities when filming a screen with digital cameras. Considering the increasing demands for capturing videos, we study how to remove such undesirable moiré patterns in videos, namely video demoiréing. To this end, we introduce the first hand-held video demoiréing dataset with a dedicated data collection pipeline to ensure spatial and temporal alignments of captured data. Further, a baseline video demoiréing model with implicit feature space alignment and selective feature aggregation is developed to leverage complementary information from nearby frames to improve frame-level video demoiréing. More importantly, we propose a relation-based temporal consistency loss to encourage the model to learn temporal consistency priors directly from ground-truth reference videos, which facilitates producing temporally consistent predictions and effectively maintains frame-level qualities. Extensive experiments manifest the superiority of our model. Code is available at ht tps:// daipengwa. github.io/VDmoire_ProjectPage/.
Peng Dai 0003, Xin Yu 0004, Baoheng Zhang, Jia Li 0008, Wenbo Li 0002, Xiaojuan Qi 0001
CVPR1
2022 Towards Efficient and Scale-Robust Ultra-High-Definition Image Demoiréing
Xin Yu 0004, Peng Dai 0003, Wenbo Li 0002, Jia Li 0008, Xiaojuan Qi 0001
ECCV (18)2
2021 Neural-based Rendering and Application
abstract
Rendering plays an important role in many fields such as virtual reality and film, but the high dependence on computing sources and human experience hinders its application. With the development of deep learning, neural rendering has attracted much attention due to its impressive performance and efficiency than traditional rendering. In this paper, we mainly introduce two neural rendering works, one is rendering simulation and the other is image-based novel view rendering. Moreover, we also discuss the potential applications (i.e. data augmentation) based on the results of neural rendering, which has received little attention.
Peng Dai 0003
ACM Multimedia1
2020 Neural Point Cloud Rendering via Multi-Plane Projection
abstract
We present a new deep point cloud rendering pipeline through multi-plane projections. The input to the network is the raw point cloud of a scene and the output are image or image sequences from a novel view or along a novel camera trajectory. Unlike previous approaches that directly project features from 3D points onto 2D image domain, we propose to project these features into a layered volume of camera frustum. In this way, the visibility of 3D points can be automatically learnt by the network, such that ghosting effects due to false visibility check as well as occlusions caused by noise interferences are both avoided successfully. Next, the 3D feature volume is fed into a 3D CNN to produce multiple planes of images w.r.t. the space division in the depth directions. The multi-plane images are then blended based on learned weights to produce the final rendering results. Experiments show that our network produces more stable renderings compared to previous methods, especially near the object boundaries. Moreover, our pipeline is robust to noisy and relatively sparse point cloud for a variety of challenging scenes.
Peng Dai 0003, Yinda Zhang 0001, Zhuwen Li, Shuaicheng Liu, Bing Zeng 0001
CVPR1
2020 PBR-Net: Imitating Physically Based Rendering Using Deep Neural Network
abstract
Physically based rendering has been widely used to generate photo-realistic images, which greatly impacts industry by providing appealing rendering, such as for entertainment and augmented reality, and academia by serving large scale high-fidelity synthetic training data for data hungry methods like deep learning. However, physically based rendering heavily relies on ray-tracing, which can be computational expensive in complicated environment and hard to parallelize. In this paper, we propose an end-to-end deep learning based approach to generate physically based rendering efficiently. Our system consists of two stacked neural networks, which effectively simulates the physical behavior of the rendering process and produces photo-realistic images. The first network, namely shading network, is designed to predict the optimal shading image from surface normal, depth and illumination; the second network, namely composition network, learns to combine the predicted shading image with the reflectance to generate the final result. Our approach is inspired by intrinsic image decomposition, and thus it is more physically reasonable to have shading as intermediate supervision. Extensive experiments show that our approach is robust to noise thanks to a modified perceptual loss and even outperforms the physically based rendering systems in complex scenes given a reasonable time budget.
Peng Dai 0003, Zhuwen Li, Yinda Zhang 0001, Shuaicheng Liu, Bing Zeng 0001
IEEE Trans. Image Process.1
2018 Coding Trajectory: Enable Video Coding for Video Denoising
abstract
We introduce a novel video denoising approach which can produce a clean video by utilizing redundant image patches existed in the video frames. Previous multi-frame video denosing approaches either require image registration or employ Patch Match algorithms for the discovery of the patch redundancy. However, these computations are time-consuming and prone to errors. On the other hand, nearly all captured videos have been compressed. Such a compression can produce a rich set of block-based motion vectors that can be utilized for the redundant patch extraction, leading to the efficient video denosing. To be specific, the motion vectors and frame references can be obtained from the video coding. Given a noised frame block, we follow its motion vectors from the coding to form a trajectory and gather a set of block candidates along the routes from its nearby frames. The trajectory is referred to as Coding Trajectory. Then, the corresponding denoised block is generated by weighted fusing the block candidates with outlier rejections. A denoised frame is consisted of all the denoised blocks. We compare our method with several state-of-the-art approaches, such as VBM3D and VB-M4D, in terms of PSNR and SSIM. The experiments show that our method can achieve high quality results while runs much faster then the other approaches.
Zhihang Ren, Peng Dai 0003, Shuaicheng Liu, Shuyuan Zhu, Bing Zeng 0001
ICIP2