EDBT 2026 Demo / reviewers in the wild / expert
Zhengqin Li
dblp:169/4895
· DBLP profile ↗
30ranked-venue papers
11as first author
18since 2021 · last 2025
0000-0003-0868-2141ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 27 · 11 first-author · 15 since 2021Artificial intelligence and machine learning · 22 · 8 first-author · 15 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Digital Twin Catalog: A Large-Scale Photorealistic 3D Object Digital Twin DatasetabstractWe introduce Digital Twin Catalog (DTC), a new large-scale photorealistic 3D object digital twin dataset. A digital twin of a 3D object is a highly detailed, virtually indistinguishable representation of a physical object, accurately capturing its shape, appearance, physical properties, and other attributes. Recent advances in neural-based 3D reconstruction and inverse rendering have significantly improved the quality of 3D object reconstruction. Despite these advancements, there remains a lack of a large-scale, digital twin quality real-world dataset and benchmark that can quantitatively assess and compare the performance of different reconstruction methods, as well as improve reconstruction quality through training or fine-tuning. Moreover, to democratize 3D digital twin creation, it is essential to integrate creation techniques with next-generation egocentric computing platforms, such as AR glasses. Currently, there is no dataset available to evaluate 3D object reconstruction using egocentric captured images. To address these gaps, the DTC dataset features 2,000 scanned digital twin-quality 3D objects, along with image sequences captured under different lighting conditions using DSLR cameras and egocentric AR glasses. This dataset establishes the first comprehensive real-world evaluation benchmark for 3D digital twin creation tasks, offering a robust foundation for comparing and improving existing reconstruction methods. The DTC dataset is already released at https://www.projectaria.com/datasets/dtc/ and we will also make the baseline evaluations open-source. Zhao Dong 0001, Ka Chen, Zhaoyang Lv, Hong-Xing Yu, Yufeng Zhu, Stephen Tian, Zhengqin Li, Geordie Moffatt, Sean Christofferson, James Fort, Xiaqing Pan, Mingfei Yan, Jiajun Wu 0001, Carl Yuheng Ren, Richard A. Newcombe |
CVPR | 9 |
| 2025 | LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance FieldsabstractWe present Large Inverse Rendering Model (LIRM), a transformer architecture that jointly reconstructs high-quality shape, materials, and radiance fields with view-dependent effects in less than a second. Our model builds upon the recent Large Reconstruction Models (LRMs) that achieve state-of-the-art sparse-view reconstruction quality. However, existing LRMs struggle to reconstruct unseen parts accurately and cannot recover glossy appearance or generate relightable 3D contents that can be consumed by standard Graphics engines. To address these limitations, we make three key technical contributions to build a more practical multi-view 3D reconstruction framework. First, we introduce an update model that allows us to progressively add more input views to improve our reconstruction. Second, we propose a hexa-plane neural SDF representation to better recover detailed textures, geometry and material parameters. Third, we develop a novel neural directional-embedding mechanism to handle view-dependent effects. Trained on a large-scale shape and material dataset with a tailored coarse-to-fine training scheme, our model achieves compelling results. It compares favorably to optimization-based dense-view inverse rendering methods in terms of geometry and relighting accuracy, while requiring only a fraction of the inference time. Zhengqin Li, Dilin Wang, Ka Chen, Zhaoyang Lv, Thu Nguyen-Phuoc, Milim Lee, Jia-Bin Huang 0001, Lei Xiao 0014, Yufeng Zhu, Carl S. Marshall, Yuheng Ren, Richard A. Newcombe, Zhao Dong 0001 |
CVPR | 1 |
| 2025 | IRIS: Inverse Rendering of Indoor Scenes from Low Dynamic Range ImagesabstractInverse rendering seeks to recover 3D geometry, surface material, and lighting from captured images, enabling advanced applications such as novel-view synthesis, relighting, and virtual object insertion. However, most existing techniques rely on high dynamic range (HDR) images as input, limiting accessibility for general users. In response, we introduce IRIS, an inverse rendering framework that recovers the physically based material, spatially-varying HDR lighting, and camera response functions from multi-view, low-dynamic-range (LDR) images. By eliminating the dependence on HDR input, we make inverse rendering technology more accessible. We evaluate our approach on real-world and synthetic scenes and compare it with state-of-the-art methods. Our results show that IRIS effectively recovers HDR lighting, accurate material, and plausible camera response functions, supporting photorealistic relighting and object insertion. Chih-Hao Lin, Jia-Bin Huang 0001, Zhengqin Li, Zhao Dong 0001, Christian Richardt, Tuotuo Li, Michael Zollhöfer, Johannes Kopf 0001, Shenlong Wang, Changil Kim 0001 |
CVPR | 3 |
| 2025 | 3D Mesh Editing Using Masked LRMsabstractWe present a novel approach to shape editing, building on recent progress in 3D reconstruction from multi-view images. We formulate shape editing as a conditional reconstruction problem, where the model must reconstruct the input shape with the exception of a specified 3D region, in which the geometry should be generated from the conditional signal. To this end, we train a conditional Large Reconstruction Model (LRM) for masked reconstruction, using multi-view consistent masks rendered from a randomly generated 3D occlusion, and using one clean viewpoint as the conditional signal. During inference, we manually define a 3D region to edit and provide an edited image from a canonical viewpoint to fill that region. We demonstrate that, in just a single forward pass, our method not only preserves the input geometry in the unmasked region through reconstruction capabilities on par with SoTA, but is also expressive enough to perform a variety of mesh edits from a single image guidance that past works struggle with, while being 2-10x faster than the top-performing prior work. Will Gao, Dilin Wang, Yuchen Fan 0001, Aljaz Bozic, Tuur Stuyck, Zhengqin Li, Zhao Dong 0001, Nikolaos Sarafianos |
ICCV | 6 |
| 2025 | DGS-LRM: Real-Time Deformable 3D Gaussian Reconstruction From Monocular VideosabstractWe introduce the Deformable Gaussian Splats Large Reconstruction Model (DGS-LRM), the first feed-forward method predicting deformable 3D Gaussian splats from a monocular posed video of any dynamic scene. Feed-forward scene reconstruction has gained significant attention for its ability to rapidly create digital replicas of real-world environments. However, most existing models are limited to static scenes and fail to reconstruct the motion of moving objects. Developing a feed-forward model for dynamic scene reconstruction poses significant challenges, including the scarcity of training data and the need for appropriate 3D representations and training paradigms. To address these challenges, we introduce several key technical contributions: an enhanced large-scale synthetic dataset with ground-truth multi-view videos and dense 3D scene flow supervision; a per-pixel deformable 3D Gaussian representation that is easy to learn, supports high-quality dynamic view synthesis, and enables long-range 3D tracking; and a large transformer network that achieves real-time, generalizable dynamic scene reconstruction. Extensive qualitative and quantitative experiments demonstrate that DGS-LRM achieves dynamic scene reconstruction quality comparable to optimization-based methods, while significantly outperforming the state-of-the-art predictive dynamic reconstruction method on real-world examples. Its predicted physically grounded 3D deformation is accurate and can be readily adapted for long-range 3D tracking tasks, achieving performance on par with state-of-the-art monocular video 3D tracking methods. Chieh Hubert Lin, Zhaoyang Lv, Songyin Wu, Thu Nguyen-Phuoc, Hung-Yu Tseng, Julian Straub, Numair Khan, Lei Xiao 0014, Ming-Hsuan Yang 0001, Yuheng Ren, Richard A. Newcombe, Zhao Dong 0001, Zhengqin Li |
NeurIPS | 14 |
| 2025 | 4DGT: Learning a 4D Gaussian Transformer Using Real-World Monocular VideosabstractWe propose 4DGT, a 4D Gaussian-based Transformer model for dynamic scene reconstruction, trained entirely on real-world monocular posed videos. Using 4D Gaussian as an inductive bias, 4DGT unifies static and dynamic components, enabling the modeling of complex, time-varying environments with varying object lifespans. We proposed a novel density control strategy in training, which enables our 4DGT to handle longer space-time input. Our model processes 64 consecutive posed frames in a rolling-window fashion, predicting consistent 4D Gaussians in the scene. Unlike optimization-based methods, 4DGT performs purely feed-forward inference, reducing reconstruction time from hours to seconds and scaling effectively to long video sequences. Trained only on large-scale monocular posed video datasets, 4DGT can outperform prior Gaussian-based networks significantly in real-world videos and achieve on-par accuracy with optimization-based methods on cross-domain videos. Zhengqin Li, Zhao Dong 0001, Richard A. Newcombe, Zhaoyang Lv |
NeurIPS | 2 |
| 2025 | GauFRe: Gaussian Deformation Fields for Real-Time Dynamic Novel View SynthesisabstractWe propose a method that achieves state-of-the-art rendering quality and efficiency on monocular dynamic scene reconstruction using deformable 3D Gaussians. Implicit deformable representations commonly model motion with a canonical space and time-dependent backward-warping deformation field. Our method, GauFRe, uses a forward-warping deformation to explicitly model non-rigid transformations of scene geometry. Specifically, we propose a template set of 3D Gaussians residing in a canonical space, and a time-dependent forward-warping deformation field to model dynamic objects. Additionally, we tailor a 3D Gaussian-specific static component supported by an inductive bias-aware initialization approach which allows the deformation field to focus on moving scene regions, improving the rendering of complex real-world motion. The differentiable pipeline is optimized end-to-end with a self-supervised rendering loss. Experiments show our method achieves competitive results and higher efficiency than both previous state-of-the-art NeRF and Gaussian-based methods. For real-world scenes, GauFRe can train in ≈20 mins and offer 96 FPS real-time rendering on an RTX 3090 GPU. Yiqing Liang, Numair Khan, Zhengqin Li, Thu Nguyen-Phuoc, Douglas Lanman, James Tompkin 0001, Lei Xiao 0014 |
WACV | 3 |
| 2024 | NeRF Analogies: Example-Based Visual Attribute Transfer for NeRFsabstractA Neural Radiance Field (NeRF) encodes the specific relation of 3D geometry and appearance of a scene. We here ask the question whether we can transfer the appearance from a source NeRF onto a target 3D geometry in a semantically meaningful way, such that the resulting new NeRF retains the target geometry but has an appearance that is an analogy to the source NeRF. To this end, we generalize classic image analogies from 2D images to NeRFs. We leverage correspondence transfer along semantic affinity that is driven by semantic features from large, pre-trained 2D image models to achieve multi-view consistent appearance transfer. Our method allows exploring the mix-and-match product space of 3D geometry and appearance. We show that our method outperforms traditional stylization-based methods and that a large majority of users prefer our method over several typical baselines. Project page: mfischer-ucl.github.io/nerf_analogies. Michael Fischer 0011, Zhengqin Li, Thu Nguyen-Phuoc, Aljaz Bozic, Zhao Dong 0001, Carl S. Marshall, Tobias Ritschel 0001 |
CVPR | 2 |
| 2024 | TextureDreamer: Image-Guided Texture Synthesis through Geometry-Aware DiffusionabstractWe present TextureDreamer, a novel image-guided texture synthesis method to transfer relightable textures from a small number of input images (3 to 5) to target 3D shapes across arbitrary categories. Texture creation is a pivotal challenge in vision and graphics. Industrial companies hire experienced artists to manually craft textures for 3D assets. Classical methods require densely sampled views and ac-curately aligned geometry, while learning-based methods are confined to category-specific shapes within the dataset. In contrast, TextureDreamer can transfer highly detailed, intricate textures from real-world environments to arbi-trary objects with only a few casually captured images, po-tentially significantly democratizing texture creation. Our core idea, personalized geometry-aware score distillation (PGSD), draws inspiration from recent advancements in diffuse models, including personalized modeling for texture information extraction, score distillation for detailed appearance synthesis, and explicit geometry guidance with ControlNet. Our integration and several essential modifications substantially improve the texture quality. Experiments on real images spanning different categories show that TextureDreamer can successfully transfer highly realistic, se-mantic meaningful texture to arbitrary objects, surpassing the visual quality of previous state-of-the-art. Project page: https://texturedreamer.github.io Yu-Ying Yeh, Jia-Bin Huang 0001, Changil Kim 0001, Lei Xiao 0014, Thu Nguyen-Phuoc, Numair Khan, Manmohan Krishna Chandraker, Carl S. Marshall, Zhao Dong 0001, Zhengqin Li |
CVPR | 11 |
| 2024 | ReplaceAnything3D: Text-Guided Object Replacement in 3D Scenes with Compositional Scene RepresentationsabstractWe introduce ReplaceAnything3D model RAM3D, a novel method for 3D object replacement in 3D scenes based on users' text description. Given multi-view images of a scene, a text prompt describing the object to replace, and another describing the new object, our Erase-and-Replace approach can effectively swap objects in 3D scenes with newly generated content while maintaining 3D consistency across multiple viewpoints. We demonstrate the versatility of RAM3D by applying it to various realistic 3D scene types, showcasing results of modified objects that blend in seamlessly with the scene without impacting its overall integrity. Edward Bartrum, Thu Nguyen-Phuoc, Christopher Xie, Zhengqin Li, Numair Khan, Armen Avetisyan, Douglas Lanman, Lei Xiao 0014 |
NeurIPS | 4 |
| 2023 | Neural-PBIR Reconstruction of Shape, Material, and IlluminationabstractReconstructing the shape and spatially varying surface appearances of a physical-world object as well as its surrounding illumination based on 2D images (e.g., photographs) of the object has been a long-standing problem in computer vision and graphics. In this paper, we introduce an accurate and highly efficient object reconstruction pipeline combining neural based object reconstruction and physics-based inverse rendering (PBIR). Our pipeline firstly leverages a neural SDF based shape reconstruction to produce high-quality but potentially imperfect object shape. Then, we introduce a neural material and lighting distillation stage to achieve high-quality predictions for material and illumination. In the last stage, initialized by the neural predictions, we perform PBIR to refine the initial results and obtain the final high-quality reconstruction of object shape, material, and illumination. Experimental results demonstrate our pipeline significantly outperforms existing methods quality-wise and performance-wise. Code: https://neural-pbir.github.io/ Cheng Sun 0004, Guangyan Cai, Zhengqin Li, Kai Yan 0006, Carl S. Marshall, Jia-Bin Huang 0001, Zhao Dong 0001 |
ICCV | 3 |
| 2023 | Efficient Graphics Representation with Differentiable IndirectionabstractWe introduce differentiable indirection – a novel learned primitive that employs differentiable multi-scale lookup tables as an effective substitute for traditional compute and data operations across the graphics pipeline. We demonstrate its flexibility on a number of graphics tasks, i.e., geometric and image representation, texture mapping, shading, and radiance field representation. In all cases, differentiable indirection seamlessly integrates into existing architectures, trains rapidly, and yields both versatile and efficient results. Sayantan Datta, Carl S. Marshall, Zhao Dong 0001, Zhengqin Li, Derek Nowrouzezahrai |
SIGGRAPH Asia | 4 |
| 2023 | Spatiotemporally Consistent HDR Indoor Lighting EstimationabstractWe propose a physically motivated deep learning framework to solve a general version of the challenging indoor lighting estimation problem. Given a single LDR image with a depth map, our method predicts spatially consistent lighting at any given image position. Particularly, when the input is an LDR video sequence, our framework not only progressively refines the lighting prediction as it sees more regions, but also preserves temporal consistency by keeping the refinement smooth. Our framework reconstructs a spherical Gaussian lighting volume (SGLV) through a tailored 3D encoder-decoder, which enables spatially consistent lighting prediction through volume ray tracing, a hybrid blending network for detailed environment maps, an in-network Monte Carlo rendering layer to enhance photorealism for virtual object insertion, and recurrent neural networks (RNN) to achieve temporally consistent lighting prediction with a video sequence as the input. For training, we significantly enhance the OpenRooms public dataset of photorealistic synthetic indoor scenes with around 360k HDR environment maps of much higher resolution and 38k video sequences, rendered with GPU-based path tracing. Experiments show that our framework achieves lighting prediction with higher quality compared to state-of-the-art single-image or video-based methods, leading to photorealistic AR applications such as object insertion. Zhengqin Li, Mikhail Okunev, Manmohan Krishna Chandraker, Zhao Dong 0001 |
ACM Trans. Graph. | 1 |
| 2022 | PhotoScene: Photorealistic Material and Lighting Transfer for Indoor ScenesabstractMost indoor 3D scene reconstruction methods focus on recovering 3D geometry and scene layout. In this work, we go beyond this to propose PhotoScene11Code: https://github.com/ViLab-UCSD/PhotoScene, a framework that takes input image(s) of a scene along with approximately aligned CAD geometry (either reconstructed automatically or manually specified) and builds a photorealistic digital twin with high-quality materials and similar lighting. We model scene materials using procedural material graphs; such graphs represent photorealistic and resolution-independent materials. We optimize the parameters of these graphs and their texture scale and rotation, as well as the scene lighting to best match the input image via a differentiable rendering layer. We evaluate our technique on objects and layout reconstructions from ScanNet, SUN RGB-D and stock photographs, and demonstrate that our method reconstructs high-quality, fully relightable 3D scenes that can be re-rendered under arbitrary viewpoints, zooms and lighting. Yu-Ying Yeh, Zhengqin Li, Yannick Hold-Geoffroy, Rui Zhu 0026, Zexiang Xu, Milos Hasan, Kalyan Sunkavalli, Manmohan Krishna Chandraker |
CVPR | 2 |
| 2022 | IRISformer: Dense Vision Transformers for Single-Image Inverse Rendering in Indoor ScenesabstractIndoor scenes exhibit significant appearance variations due to myriad interactions between arbitrarily diverse object shapes, spatially-changing materials, and complex lighting. Shadows, highlights, and inter-reflections caused by visible and invisible light sources require reasoning about long-range interactions for inverse rendering, which seeks to recover the components of image formation, namely, shape, material, and lighting. In this work, our intuition is that the long-range attention learned by transformer architectures is ideally suited to solve longstanding challenges in single-image inverse rendering. We demonstrate with a specific instantiation of a dense vision transformer, IRISformer, that excels at both single-task and multi-task reasoning required for inverse rendering. Specifically, we propose a transformer architecture to simultaneously estimate depths, normals, spatially-varying albedo, roughness and lighting from a single image of an indoor scene. Our extensive evaluations on benchmark datasets demonstrate state-of-the-art results on each of the above tasks, enabling applications like object insertion and material editing in a single unconstrained real image, with greater photorealism than prior works. Code and data are publicly released.11https://github.com/ViLab-UCSD/IRISformer Rui Zhu 0026, Zhengqin Li, Janarbek Matai, Fatih Porikli, Manmohan Krishna Chandraker |
CVPR | 2 |
| 2022 | Physically-Based Editing of Indoor Scene Lighting from a Single Image
Zhengqin Li, Sai Bi, Rui Zhu 0026, Kalyan Sunkavalli, Milos Hasan, Zexiang Xu, Ravi Ramamoorthi, Manmohan Krishna Chandraker |
ECCV (6) | 1 |
| 2021 | Learning Neural Transmittance for Efficient Rendering of Reflectance Fields
Mohammad Shafiei, Sai Bi, Zhengqin Li, Aidas Liaudanskas, Rodrigo Ortiz Cayon, Ravi Ramamoorthi |
BMVC | 3 |
| 2021 | OpenRooms: An Open Framework for Photorealistic Indoor Scene DatasetsabstractWe propose a novel framework for creating large-scale photorealistic datasets of indoor scenes, with ground truth geometry, material, lighting and semantics. Our goal is to make the dataset creation process widely accessible, transforming scans into photorealistic datasets with high-quality ground truth for appearance, layout, semantic labels, high quality spatially-varying BRDF and complex lighting, including direct, indirect and visibility components. This enables important applications in inverse rendering, scene understanding and robotics. We show that deep networks trained on the proposed dataset achieve competitive performance for shape, material and lighting estimation on real images, enabling photorealistic augmented reality applications, such as object insertion and material editing. We also show our semantic labels may be used for segmentation and multi-task learning. Finally, we demonstrate that our framework may also be integrated with physics engines, to create virtual robotics environments with unique ground truth such as friction coefficients and correspondence to real scenes. The dataset and all the tools to create such datasets will be made publicly available.1 Zhengqin Li, Ting-Wei Yu, Shen Sang, Sarah Wang, Yu-Ying Yeh, Rui Zhu 0026, Nitesh B. Gundavarapu, Sai Bi, Hong-Xing Yu, Zexiang Xu, Kalyan Sunkavalli, Milos Hasan, Ravi Ramamoorthi, Manmohan Krishna Chandraker |
CVPR | 1 |
| 2020 | Inverse Rendering for Complex Indoor Scenes: Shape, Spatially-Varying Lighting and SVBRDF From a Single ImageabstractWe propose a deep inverse rendering framework for indoor scenes. From a single RGB image of an arbitrary indoor scene, we obtain a complete scene reconstruction, estimating shape, spatially-varying lighting, and spatially-varying, non-Lambertian surface reflectance. Our novel inverse rendering network incorporates physical insights -- including a spatially-varying spherical Gaussian lighting representation, a differentiable rendering layer to model scene appearance, a cascade structure to iteratively refine the predictions and a bilateral solver for refinement -- allowing us to jointly reason about shape, lighting, and reflectance. Since no existing dataset provides ground truth high quality spatially-varying material and spatially-varying lighting, we propose novel methods to map complex materials to existing indoor scene datasets and a new physically-based GPU renderer to create a large-scale, photorealistic indoor dataset. Experiments show that our framework outperforms previous methods and enables various novel applications like photorealistic object insertion and material editing. Zhengqin Li, Mohammad Shafiei, Ravi Ramamoorthi, Kalyan Sunkavalli, Manmohan Krishna Chandraker |
CVPR | 1 |
| 2020 | Through the Looking Glass: Neural 3D Reconstruction of Transparent ShapesabstractRecovering the 3D shape of transparent objects using a small number of unconstrained natural images is an ill-posed problem. Complex light paths induced by refraction and reflection have prevented both traditional and deep multiview stereo from solving this challenge. We propose a physically-based network to recover 3D shape of transparent objects using a few images acquired with a mobile phone camera, under a known but arbitrary environment map. Our novel contributions include a normal representation that enables the network to model complex light transport through local computation, a rendering layer that models refractions and reflections, a cost volume specifically designed for normal refinement of transparent shapes and a feature mapping based on predicted normals for 3D point cloud reconstruction. We render a synthetic dataset to encourage the model to learn refractive light transport across different views. Our experiments show successful recovery of high-quality 3D geometry for complex transparent shapes using as few as 5-12 natural images. Code and data will be publicly released.Recovering the 3D shape of transparent objects using a small number of unconstrained natural images is an ill-posed problem. Complex light paths induced by refraction and reflection have prevented both traditional and deep multiview stereo from solving this challenge. We propose a physically-based network to recover 3D shape of transparent objects using a few images acquired with a mobile phone camera, under a known but arbitrary environment map. Our novel contributions include a normal representation that enables the network to model complex light transport through local computation, a rendering layer that models refractions and reflections, a cost volume specifically designed for normal refinement of transparent shapes and a feature mapping based on predicted normals for 3D point cloud reconstruction. We render a synthetic dataset to encourage the model to learn refractive light transport across different views. Our experiments show successful recovery of high-quality 3D geometry for complex transparent shapes using as few as 5-12 natural images. Code and data will be publicly released. Zhengqin Li, Yu-Ying Yeh, Manmohan Krishna Chandraker |
CVPR | 1 |
| 2019 | Single-Shot Analysis of Refractive Shape Using Convolutional Neural NetworksabstractThe appearance of a transparent object is determined by a combination of refraction and reflection, as governed by a complex function of its shape as well as the surrounding environment. Prior works on 3D reconstruction have largely ignored transparent objects due to this challenge, yet they occur frequently in real-world scenes. This paper presents an approach to estimate depths and normals for transparent objects using a single image acquired under a distant but otherwise arbitrary environment map. In particular, we use a deep convolutional neural network (CNN) for this task. Unlike opaque objects, it is challenging to acquire ground truth training data for refractive objects, thus, we propose to use a large-scale synthetic dataset. To accurately capture the image formation process, we use a physically-based renderer. We demonstrate that a CNN trained on our dataset learns to reconstruct shape and estimate segmentation boundaries for transparent objects using a single image, while also achieving generalization to real images at test time. In experiments, we extensively study the properties of our dataset and compare to baselines demonstrating its utility. Jonathan D. Stets, Zhengqin Li, Jeppe Revall Frisvad, Manmohan Krishna Chandraker |
WACV | 2 |
| 2018 | Materials for Masses: SVBRDF Acquisition with a Single Mobile Phone Image
Zhengqin Li, Kalyan Sunkavalli, Manmohan Krishna Chandraker |
ECCV (3) | 1 |
| 2018 | Learning to See Through Turbulent WaterabstractImaging through dynamic refractive media, such as looking into turbulent water, or through hot air, is challenging since light rays are bent by unknown amounts leading to complex geometric distortions. Inverting these distortions and recovering high quality images is an inherently ill-posed problem, leading previous works to require extra information such as high frame-rate video or a template image, which limits their applicability in practice. This paper proposes training a deep convolution neural network to undistort dynamic refractive effects using only a single image. The neural network is able to solve this ill-posed problem by learning image priors as well as distortion priors. Our network consists of two parts, a warping net to remove geometric distortion and a color predictor net to further refine the restoration. Adversarial loss is used to achieve better visual quality and help the network hallucinate missing and blurred information. To train our network, we collect a large training set of images distorted by a turbulent water surface. Unlike prior works on water undistortion, our method is trained end-to-end, only requires a single image and does not use a ground truth template at test time. Experiments show that by exploiting the structure of the problem, our network outperforms state-of-the-art deep image to image translation. Zhengqin Li, Zak Murez, David J. Kriegman, Ravi Ramamoorthi, Manmohan Krishna Chandraker |
WACV | 1 |
| 2018 | Learning to reconstruct shape and spatially-varying reflectance from a single imageabstractReconstructing shape and reflectance properties from images is a highly under-constrained problem, and has previously been addressed by using specialized hardware to capture calibrated data or by assuming known (or highly constrained) shape or reflectance. In contrast, we demonstrate that we can recover non-Lambertian, spatially-varying BRDFs and complex geometry belonging to any arbitrary shape class, from a single RGB image captured under a combination of unknown environment illumination and flash lighting. We achieve this by training a deep neural network to regress shape and reflectance from the image. Our network is able to address this problem because of three novel contributions: first, we build a large-scale dataset of procedurally generated shapes and real-world complex SVBRDFs that approximate real world appearance well. Second, single image inverse rendering requires reasoning at multiple scales, and we propose a cascade network structure that allows this in a tractable manner. Finally, we incorporate an in-network rendering layer that aids the reconstruction task by handling global illumination effects that are important for real-world scenes. Together, these contributions allow us to tackle the entire inverse rendering problem in a holistic manner and produce state-of-the-art results on both synthetic and real data. Zhengqin Li, Zexiang Xu, Ravi Ramamoorthi, Kalyan Sunkavalli, Manmohan Krishna Chandraker |
ACM Trans. Graph. | 1 |
| 2017 | Double Expansion for Optimization of Multilabel Energies
Lena Gorelick, Zhengqin Li, Olga Veksler |
BMVC | 2 |
| 2017 | Robust Energy Minimization for BRDF-Invariant Shape from Light FieldsabstractHighly effective optimization frameworks have been developed for traditional multiview stereo relying on lambertian photoconsistency. However, they do not account for complex material properties. On the other hand, recent works have explored PDE invariants for shape recovery with complex BRDFs, but they have not been incorporated into robust numerical optimization frameworks. We present a variational energy minimization framework for robust recovery of shape in multiview stereo with complex, unknown BRDFs. While our formulation is general, we demonstrate its efficacy on shape recovery using a single light field image, where the microlens array may be considered as a realization of a purely translational multiview stereo setup. Our formulation automatically balances contributions from texture gradients, traditional Lambertian photoconsistency, an appropriate BRDF-invariant PDE and a smoothness prior. Unlike prior works, our energy function inherently handles spatially-varying BRDFs and albedos. Extensive experiments with synthetic and real data show that our optimization framework consistently achieves errors lower than Lambertian baselines and further, is more robust than prior BRDF-invariant reconstruction methods. Zhengqin Li, Zexiang Xu, Ravi Ramamoorthi, Manmohan Krishna Chandraker |
CVPR | 1 |
| 2017 | Linear Spectral Clustering SuperpixelabstractIn this paper, we present a superpixel segmentation algorithm called linear spectral clustering (LSC), which is capable of producing superpixels with both high boundary adherence and visual compactness for natural images with low computational costs. In LSC, a normalized cuts-based formulation of image segmentation is adopted using a distance metric that measures both the color similarity and the space proximity between image pixels. However, rather than directly using the traditional eigen-based algorithm, we approximate the similarity metric through a deliberately designed kernel function such that pixel values can be explicitly mapped to a high-dimensional feature space. We then apply the conclusion that by appropriately weighting each point in this feature space, the objective functions of the weighted K-means and the normalized cuts share the same optimum points. Consequently, it is possible to optimize the cost function of the normalized cuts by iteratively applying simple K-means clustering in the proposed feature space. LSC possesses linear computational complexity and high memory efficiency, since it avoids both the decomposition of the affinity matrix and the generation of the large kernel matrix. By utilizing the underlying mathematical equivalence between the two types of seemingly different methods, LSC successfully preserves global image structures through efficient local operations. Experimental results show that LSC performs as well as or even better than the state-of-the-art superpixel segmentation algorithms in terms of several commonly used evaluation metrics in image segmentation. The applicability of LSC is further demonstrated in two related computer vision tasks. Jiansheng Chen 0001, Zhengqin Li |
IEEE Trans. Image Process. | 2 |
| 2016 | Automatic Image Cropping: A Computational Complexity StudyabstractAttention based automatic image cropping aims at preserving the most visually important region in an image. A common task in this kind of method is to search for the smallest rectangle inside which the summed attention is maximized. We demonstrate that under appropriate formulations, this task can be achieved using efficient algorithms with low computational complexity. In a practically useful scenario where the aspect ratio of the cropping rectangle is given, the problem can be solved with a computational complexity linear to the number of image pixels. We also study the possibility of multiple rectangle cropping and a new model facilitating fully automated image cropping. Gaocheng Bai, Shaoheng Liang, Zhengqin Li |
CVPR | 4 |
| 2016 | Linear time symmetric axis search based on palindrome detectionabstractWe present a method searching for the main symmetric axis in an image based on the SAX representation which converts pixels to symbols and a classical linear time palindrome detecting algorithm. This method generates a curve outlining the axis by dynamic programming and produces a straight axis by RANSAC, a linear fitting method tolerates outliers. The computational complexity is O(mn) on an m×n image, which is linear to the pixel number. This method can be extended to multiple symmetric axes detection. Comparing with state-of-the-art symmetry detection methods, our method has a comparable precision and is much faster. Shaoheng Liang, Zhengqin Li, Gaocheng Bai |
ICIP | 3 |
| 2015 | Superpixel segmentation using Linear Spectral ClusteringabstractWe present in this paper a superpixel segmentation algorithm called Linear Spectral Clustering (LSC), which produces compact and uniform superpixels with low computational costs. Basically, a normalized cuts formulation of the superpixel segmentation is adopted based on a similarity metric that measures the color similarity and space proximity between image pixels. However, instead of using the traditional eigen-based algorithm, we approximate the similarity metric using a kernel function leading to an explicitly mapping of pixel values and coordinates into a high dimensional feature space. We revisit the conclusion that by appropriately weighting each point in this feature space, the objective functions of weighted K-means and normalized cuts share the same optimum point. As such, it is possible to optimize the cost function of normalized cuts by iteratively applying simple K-means clustering in the proposed feature space. LSC is of linear computational complexity and high memory efficiency and is able to preserve global properties of images. Experimental results show that LSC performs equally well or better than state of the art superpixel segmentation algorithms in terms of several commonly used evaluation metrics in image segmentation. Zhengqin Li, Jiansheng Chen 0001 |
CVPR | 1 |