Shaofei Wang 0001

dblp:156/0193-1 · DBLP profile ↗
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10ranked-venue papers
4as first author
10since 2021 · last 2025
—ORCID · conflict

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Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 9 since 2021Artificial intelligence and machine learning · 8 · 4 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 RISE-SDF: A Relightable Information-Shared Signed Distance Field for Glossy Object Inverse Rendering
abstract
Inverse rendering aims to reconstruct the 3D geometry, material parameters, and lighting conditions in a 3D scene from multi-view input images. To address this problem, some recent methods utilize a neural field combined with a physically based rendering model to reconstruct the scene parameters. Although these methods achieve impressive geometry reconstruction for glossy objects, the performance of material estimation and relighting remains limited. In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a splitsum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.
Deheng Zhang, Shaofei Wang 0001, Marko Mihajlovic, Sergey Prokudin, Hendrik P. A. Lensch, Siyu Tang 0001
3DV3
2025 Neural Texture Splatting: Expressive 3D Gaussian Splatting for View Synthesis, Geometry, and Dynamic Reconstruction
abstract
3D Gaussian Splatting (3DGS) has emerged as a leading approach for high-quality novel view synthesis, with numerous variants extending its applicability to a broad spectrum of 3D and 4D scene reconstruction tasks. Despite its success, the representational capacity of 3DGS remains limited by the use of 3D Gaussian kernels to model local variations. Recent works have proposed to augment 3DGS with additional per-primitive capacity, such as per-splat textures, to enhance its expressiveness. However, these per-splat texture approaches primarily target dense novel view synthesis with a reduced number of Gaussian primitives, and their effectiveness tends to diminish when applied to more general reconstruction scenarios. In this paper, we aim to achieve concrete performance improvement over state-of-the-art 3DGS variants across a wide range of reconstruction tasks, including novel view synthesis, geometry and dynamic reconstruction, under both sparse and dense input settings. To this end, we introduce Neural Texture Splatting (NTS). At the core of our approach is a global neural field (represented as a hybrid of a tri-plane and a neural decoder) that predicts local appearance and geometric fields for each primitive. By leveraging this shared global representation that models local texture fields across primitives, we significantly reduce model size and facilitate efficient global information exchange, demonstrating strong generalization across tasks. Furthermore, our neural modeling of local texture fields introduces expressive view- and time-dependent effects, a critical aspect that existing methods fail to account for. Extensive experiments show that Neural Texture Splatting consistently improves models and achieves state-of-the-art results across multiple benchmarks. Codes are at https://github.com/19reborn/neural-texture-splatting.
Yiming Wang 0009, Shaofei Wang 0001, Marko Mihajlovic, Siyu Tang 0001
SIGGRAPH Asia2
2024 Morphable Diffusion: 3D-Consistent Diffusion for Single-image Avatar Creation
abstract
Recent advances in generative diffusion models have enabled the previously unfeasible capability of generating 3D assets from a single input image or a text prompt. In this work, we aim to enhance the quality and functionality of these models for the task of creating controllable, photorealistic human avatars. We achieve this by integrating a 3D morphable model into the state-of-the-art multi-view-consistent diffusion approach. We demonstrate that accurate conditioning of a generative pipeline on the articulated 3D model enhances the baseline model performance on the task of novel view synthesis from a single image. More importantly, this integration facilitates a seamless and accurate incorporation of facial expression and body pose control into the generation process. To the best of our knowledge, our proposed framework is the first diffusion model to enable the creation of fully 3D-consistent, animatable, and photorealistic human avatars from a single image of an unseen subject; extensive quantitative and qualitative evaluations demonstrate the advantages of our approach over existing state-of-the-art avatar creation models on both novel view and novel expression synthesis tasks. The code for our project is publicly available.
Xiyi Chen, Marko Mihajlovic, Shaofei Wang 0001, Sergey Prokudin, Siyu Tang 0001
CVPR3
2024 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting
abstract
We introduce an approach that creates animatable hu-man avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radi-ance fields (NeRFs) achieve high-quality novel-viewlnovel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the com-munity has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive ren-de ring frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experi-mental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monoc-ular input, while being 400x and 250x faster in training and inference, respectively. Please see our project page at https://neuralbodies.github.ioI3DGS-Avatar.
Zhiyin Qian, Shaofei Wang 0001, Marko Mihajlovic, Andreas Geiger 0001, Siyu Tang 0001
CVPR2
2024 IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing
abstract
We present IntrinsicAvatar, a novel approach to recov-ering the intrinsic properties of clothed human avatars in-cluding geometry, albedo, material, and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However, these methods bake intrinsic properties such as albedo, material, and environment lighting into a single entangled neural representation. On the other hand, only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work, we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process, and combine ray tracing with body ar-ticulation. Our approach can recover high-quality geom-etry, albedo, material, and lighting properties of clothed humans from a single monocular video, without requiring supervised pretraining using ground truth materials. Fur-thermore, since we explicitly model the volumetric scattering process and ray tracing, our model naturally generalizes to novel poses, enabling animation of the reconstructed avatar in novel lighting conditions.
Shaofei Wang 0001, Bozidar Antic, Andreas Geiger 0001, Siyu Tang 0001
CVPR1
2023 Synthesizing Diverse Human Motions in 3D Indoor Scenes
abstract
We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on high-quality training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover the full range of plausible human-scene interactions in complex indoor environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g., sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art human-scene interaction synthesis methods in terms of both motion naturalness and diversity. Code, models, and demonstrative video results are available at: https://zkf1997.github.io/DIMOS.
Kaifeng Zhao 0004, Yan Zhang 0054, Shaofei Wang 0001, Thabo Beeler, Siyu Tang 0001
ICCV3
2022 ARAH: Animatable Volume Rendering of Articulated Human SDFs
Shaofei Wang 0001, Katja Schwarz, Andreas Geiger 0001, Siyu Tang 0001
ECCV (32)1
2022 Compositional Human-Scene Interaction Synthesis with Semantic Control
Kaifeng Zhao 0004, Shaofei Wang 0001, Yan Zhang 0054, Thabo Beeler, Siyu Tang 0001
ECCV (6)2
2021 Locally Aware Piecewise Transformation Fields for 3D Human Mesh Registration
abstract
Registering point clouds of dressed humans to parametric human models is a challenging task in computer vision. Traditional approaches often rely on heavily engineered pipelines that require accurate manual initialization of human poses and tedious post-processing. More recently, learning-based methods are proposed in hope to automate this process. We observe that pose initialization is key to accurate registration but existing methods often fail to provide accurate pose initialization. One major obstacle is that, despite recent effort on rotation representation learning in neural networks, regressing joint rotations from point clouds or images of humans is still very challenging. To this end, we propose novel piecewise trans-formation fields (PTF), a set of functions that learn 3D translation vectors to map any query point in posed space to its correspond position in rest-pose space. We com-bine PTF with multi-class occupancy networks, obtaining a novel learning-based framework that learns to simultaneously predict shape and per-point correspondences between the posed space and the canonical space for clothed human. Our key insight is that the translation vector for each query point can be effectively estimated using the point-aligned local features; consequently, rigid per bone trans-formations and joint rotations can be obtained efficiently via a least-square fitting given the estimated point correspondences, circumventing the challenging task of directly regressing joint rotations from neural networks. Further-more, the proposed PTF facilitate canonicalized occupancy estimation, which greatly improves generalization capability and results in more accurate surface reconstruction with only half of the parameters compared with the state-of-the-art. Both qualitative and quantitative studies show that fit-ting parametric models with poses initialized by our net-work results in much better registration quality, especially for extreme poses.
Shaofei Wang 0001, Andreas Geiger 0001, Siyu Tang 0001
CVPR1
2021 MetaAvatar: Learning Animatable Clothed Human Models from Few Depth Images
abstract
In this paper, we aim to create generalizable and controllable neural signed distance fields (SDFs) that represent clothed humans from monocular depth observations. Recent advances in deep learning, especially neural implicit representations, have enabled human shape reconstruction and controllable avatar generation from different sensor inputs. However, to generate realistic cloth deformations from novel input poses, watertight meshes or dense full-body scans are usually needed as inputs. Furthermore, due to the difficulty of effectively modeling pose-dependent cloth deformations for diverse body shapes and cloth types, existing approaches resort to per-subject/cloth-type optimization from scratch, which is computationally expensive. In contrast, we propose an approach that can quickly generate realistic clothed human avatars, represented as controllable neural SDFs, given only monocular depth images. We achieve this by using meta-learning to learn an initialization of a hypernetwork that predicts the parameters of neural SDFs. The hypernetwork is conditioned on human poses and represents a clothed neural avatar that deforms non-rigidly according to the input poses. Meanwhile, it is meta-learned to effectively incorporate priors of diverse body shapes and cloth types and thus can be much faster to fine-tune, compared to models trained from scratch. We qualitatively and quantitatively show that our approach outperforms state-of-the-art approaches that require complete meshes as inputs while our approach requires only depth frames as inputs and runs orders of magnitudes faster. Furthermore, we demonstrate that our meta-learned hypernetwork is very robust, being the first to generate avatars with realistic dynamic cloth deformations given as few as 8 monocular depth frames.
Shaofei Wang 0001, Marko Mihajlovic, Qianli Ma 0007, Andreas Geiger 0001, Siyu Tang 0001
NeurIPS1