EDBT 2026 Demo / reviewers in the wild / expert
Minye Wu
dblp:178/5646
· DBLP profile ↗
32ranked-venue papers
5as first author
26since 2021 · last 2026
0000-0002-8163-9513ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 28 · 5 first-author · 23 since 2021Artificial intelligence and machine learning · 18 · 3 first-author · 14 since 2021Systems, architecture and hardware · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | RGS-DR: Deferred Reflections and Residual Shading in 2D Gaussian SplattingabstractIn this work, we address specular appearance in inverse rendering using 2D Gaussian splatting with deferred shading and argue for a refinement stage to improve specular detail, thereby bridging the gap with reconstruction-only methods. Our pipeline estimates editable material properties and environment illumination while employing a directional residual pass that captures leftover view-dependent effects for further refining novel view synthesis. In contrast to per-Gaussian shading with shortest-axis normals and normal residuals, which tends to result in more noisy geometry and specular appearance, a pixel-deferred surfel formulation with specular residuals yields sharper highlights, cleaner materials, and improved editability. We evaluate our approach on rendering and reconstruction quality on three popular datasets featuring glossy objects, and also demonstrate high-quality relighting and material editing. The source code is available at https://github.com/gkouros/RGS-DR. Georgios Kouros, Minye Wu, Tinne Tuytelaars |
3DV | 2 |
| 2026 | Spec-Gloss Surfels and Normal-Diffuse Priors for Relightable Glossy ObjectsabstractAccurate reconstruction and relighting of glossy objects remains a longstanding challenge, as object shape, material properties, and illumination are inherently difficult to disentangle. Existing neural rendering approaches often rely on simplified BRDF models or parameterizations that couple diffuse and specular components, which restrict faithful material recovery and limit relighting fidelity. We propose a relightable framework that integrates a microfacet BRDF with the specular-glossiness parameterization into 2D Gaussian Splatting with deferred shading. This formulation enables more physically consistent material decomposition, while diffusion-based priors for surface normals and diffuse color guide early-stage optimization and mitigate ambiguity. A coarse-to-fine environment map optimization accelerates convergence, and negative-only environment map clipping preserves high-dynamic-range specular reflections. Extensive experiments on complex, glossy scenes demonstrate that our method achieves high-quality geometry and material reconstruction, delivering substantially more realistic and consistent relighting under novel illumination compared to existing Gaussian splatting methods. The source code is available at https://github.com/gkouros/SpecGloss-GS. Georgios Kouros, Minye Wu, Tinne Tuytelaars |
WACV | 2 |
| 2026 | EvoCap: Enhancing video captioning via self-evolving video-LLMs with knowledge consolidation
Yangliu Hu, Minye Wu, Junqing Yu, Yi-Ping Phoebe Chen, Wei Yang 0034 |
Knowl. Based Syst. | 2 |
| 2025 | BG-Triangle: Bezier Gaussian Triangle for 3D Vectorization and RenderingabstractDifferentiable rendering enables efficient optimization by allowing gradients to be computed through the rendering process, facilitating 3D reconstruction, inverse rendering and neural scene representation learning. To ensure differentiability, existing solutions approximate or reformulate traditional rendering operations using smooth, probabilistic proxies such as volumes or Gaussian primitives. Consequently, they struggle to preserve sharp edges due to the lack of explicit boundary definitions. We present a novel hybrid representation, Bézier Gaussian Triangle (BG-Triangle), that combines Bézier triangle-based vector graphics primitives with Gaussian-Based probabilistic models, to maintain accurate shape modeling while conducting resolution-independent differentiable rendering. We present a robust and effective discontinuity-aware rendering technique to reduce uncertainties at object boundaries. We also employ an adaptive densification and pruning scheme for efficient training while reliably handling level-of-detail (LoD) variations. Experiments show that BG-Triangle achieves comparable rendering quality as 3DGS [27] but with superior boundary preservation. More importantly, BG-Triangle uses a much smaller number of primitives than its alternatives, showcasing the benefits of vectorized graphics primitives and the potential to bridge the gap between classic and emerging representations. Minye Wu, Haizhao Dai, Kaixin Yao, Tinne Tuytelaars, Jingyi Yu 0001 |
CVPR | 1 |
| 2025 | Instruction-guided path planning with 3D semantic maps for vision-language navigation
Mingxiao Li 0002, Minye Wu, Marie-Francine Moens, Tinne Tuytelaars |
Neurocomputing | 3 |
| 2024 | NeVRF: Neural Video-Based Radiance Fields for Long-Duration SequencesabstractAdopting Neural Radiance Fields (NeRF) to long-duration dynamic sequences has been challenging. Existing methods struggle to balance between quality and storage size and encounter difficulties with complex scene changes such as topological changes and large motions. To tackle these issues, we propose a novel neural video-based radiance fields (NeVRF) representation. NeVRF marries neural radiance field with image-based rendering to support photo-realistic novel view synthesis on long-duration dynamic inward-looking scenes. We introduce a novel multi-view radiance blending approach to predict radiance directly from multi-view videos. By incorporating continual learning techniques, NeVRF can efficiently reconstruct frames from sequential data without revisiting previous frames, enabling long-duration free-viewpoint video. Furthermore, with a tailored compression approach, NeVRF can compactly represent dynamic scenes, making dynamic radiance fields more practical in real-world scenarios. Our extensive experiments demonstrate the effectiveness of NeVRF in enabling long-duration sequence rendering, sequential data reconstruction, and compact data storage. Minye Wu, Tinne Tuytelaars |
3DV | 1 |
| 2024 | VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video StreamsabstractNeural Radiance Fields (NeRFs) excel in photorealistically rendering static scenes. However, rendering dynamic, long-duration radiance fields on ubiquitous devices remains challenging, due to data storage and computational constraints. In this paper, we introduce VideoRF, the first approach to enable real-time streaming and rendering of dynamic human-centric radiance fields on mobile platforms. At the core is a serialized 2D feature image stream representing the 4D radiance field all in one. We introduce a tailored training scheme directly applied to this 2D domain to impose the temporal and spatial redundancy of the feature image stream. By leveraging the redundancy, we show that the feature image stream can be efficiently compressed by 2D video codecs, which allows us to exploit video hardware accelerators to achieve real-time decoding. On the other hand, based on the feature image stream, we propose a novel rendering pipeline for VideoRF, which has specialized space mappings to query radiance properties efficiently. Paired with a deferred shading model, VideoRF has the capability of real-time rendering on mobile devices thanks to its efficiency. We have developed a real-time interactive player that enables online streaming and rendering of dynamic scenes, offering a seamless and immersive free-viewpoint experience across a range of devices, from desktops to mobile phones. Our project page is available at https://aoliao12138.github.io/VideoRF/. Kaixin Yao, Zhirui Zhang, Qiang Hu 0003, Jingyi Yu 0001, Lan Xu 0003, Minye Wu |
CVPR | 8 |
| 2024 | TeTriRF: Temporal Tri-Plane Radiance Fields for Efficient Free-Viewpoint VideoabstractNeural Radiance Fields (NeRF) revolutionize the realm of visual media by providing photorealistic Free-Viewpoint Video (FVV) experiences, offering viewers unparalleled immersion and interactivity. However, the technology's significant storage requirements and the computational complexity involved in generation and rendering currently limit its broader application. To close this gap, this paper presents Temporal Tri-Plane Radiance Fields (TeTriRF), a novel technology that significantly reduces the storage size for Free-Viewpoint Video (FVV) while maintaining low-cost generation and rendering. TeTriRF introduces a hybrid representation with tri-planes and voxel grids to support scaling up to long-duration sequences and scenes with complex motions or rapid changes. We propose a group training scheme tailored to achieving high training efficiency and yielding temporally consistent, low-entropy scene representations on feature domain. Leveraging these properties of the representations, we introduce a compression pipeline with off-the-shelf video codecs, achieving an order of magnitude less storage size compared to the state-of-the-art. Our experiments demonstrate that TeTriRF can achieve competitive quality with a higher compression rate. Minye Wu, Georgios Kouros, Tinne Tuytelaars |
CVPR | 1 |
| 2024 | V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic GaussiansabstractExperiencing high-fidelity volumetric video as seamlessly as 2D videos is a long-held dream. However, current dynamic 3DGS methods, despite their high rendering quality, face challenges in streaming on mobile devices due to computational and bandwidth constraints. In this paper, we introduce V 3 (Viewing Volumetric Videos), a novel approach that enables high-quality mobile rendering through the streaming of dynamic Gaussians. Our key innovation is to view dynamic 3DGS as 2D videos, facilitating the use of hardware video codecs. Additionally, we propose a two-stage training strategy to reduce storage requirements with rapid training speed. The first stage employs hash encoding and shallow MLP to learn motion, then reduces the number of Gaussians through pruning to meet the streaming requirements, while the second stage fine tunes other Gaussian attributes using residual entropy loss and temporal loss to improve temporal continuity. This strategy, which disentangles motion and appearance, maintains high rendering quality with compact storage requirements. Meanwhile, we designed a multi-platform player to decode and render 2D Gaussian videos. Extensive experiments demonstrate the effectiveness of V 3 , outperforming other methods by enabling high-quality rendering and streaming on common devices, which is unseen before. As the first to stream dynamic Gaussians on mobile devices, our companion player offers users an unprecedented volumetric video experience, including smooth scrolling and instant sharing. Our project page with source code is available at https://authoritywang.github.io/v3/. Penghao Wang 0003, Zhirui Zhang, Kaixin Yao, Siyuan Xie, Jingyi Yu 0001, Minye Wu, Lan Xu 0003 |
ACM Trans. Graph. | 7 |
| 2023 | Neural Residual Radiance Fields for Streamably Free-Viewpoint VideosabstractThe success of the Neural Radiance Fields (NeRFs) for modeling and free-view rendering static objects has in-spired numerous attempts on dynamic scenes. Current techniques that utilize neural rendering for facilitating free-view videos (FVVs) are restricted to either offline rendering or are capable of processing only brief sequences with minimal motion. In this paper, we present a novel technique, Residual Radiance Field or ReRF, as a highly com-pact neural representation to achieve real-time FVV ren-dering on long-duration dynamic scenes. ReRF explicitly models the residual information between adjacent times-tamps in the spatial-temporal feature space, with a global coordinate-based tiny MLP as the feature decoder. Specif-ically, ReRF employs a compact motion grid along with a residual feature grid to exploit inter-frame feature similar-ities. We show such a strategy can handle large motions without sacrificing quality. We further present a sequential training scheme to maintain the smoothness and the spar-sity of the motion/residual grids. Based on ReRF, we design a special FVV codec that achieves three orders of magni-tudes compression rate and provides a companion ReRF player to support online streaming of long-duration FVVs of dynamic scenes. Extensive experiments demonstrate the effectiveness of ReRF for compactly representing dynamic radiance fields, enabling an unprecedented free-viewpoint viewing experience in speed and quality. Qiang Hu 0003, Qihan He, Jingyi Yu 0001, Tinne Tuytelaars, Lan Xu 0003, Minye Wu |
CVPR | 8 |
| 2023 | NeuralGiga: Neural Giga-Image Representation with Anti-Aliasing and Continuous ViewingabstractA gigapixel image consists of billions of pixels with color information to record fine details of the scene, leading to tremendous data overload for storage and display. Recent advances of gigapixel imaging still suffer from large storage size, I/O overhead or spatial aliasing for achieving real-time rendering especially during zoom-in or zoom-out. To fill this gap, in this paper, we propose NeuralGiga, a novel neural representation of gigapixel images with an effective neural rendering scheme. NeuralGiga implicitly encodes the entire image into a light-weight network which maps pixel coordinates into RGB values with efficient storage overload. In our novel neural rendering network, to enable high-quality giga-image regression with anti-aliasing and continuous viewing effect, we introduce a Spectrum Multi-Layer Perceptron (MLP) design and a Gaussian-based Integrated Random Fourier Feature Mapping (GIRFFM) scheme. Extensive experiments on various scenarios illustrate the effectiveness of our approach to achieve high-quality neural giga-image representation for both storage and display. Minye Wu, Yuexin Ma, Lan Xu 0003, Jingyi Yu 0001 |
IECON | 3 |
| 2022 | NeuralHOFusion: Neural Volumetric Rendering under Human-object Interactionsabstract4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we propose NeuralHOFusion, a neural approach for volumetric human-object capture and rendering using sparse consumer RGBD sensors. It marries traditional non-rigid fusion with recent neural implicit modeling and blending advances, where the captured humans and objects are layer-wise disentangled. For geometry modeling, we propose a neural implicit inference scheme with non-rigid key-volume fusion, as well as a template-aid robust object tracking pipeline. Our scheme enables detailed and complete geometry generation under complex interactions and occlusions. Moreover, we introduce a layer-wise human-object texture rendering scheme, which combines volumetric and image-based rendering in both spatial and temporal domains to obtain photo-realistic results. Extensive experiments demonstrate the effectiveness and efficiency of our approach in synthesizing photo-realistic free-view results under complex human-object interactions. Yuheng Jiang, Suyi Jiang, Guoxing Sun 0001, Zhuo Su 0006, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 6 |
| 2022 | Fourier PlenOctrees for Dynamic Radiance Field Rendering in Real-timeabstractImplicit neural representations such as Neural Radiance Field (NeRF) have focused mainly on modeling static objects captured under multi-view settings where real-time rendering can be achieved with smart data structures, e.g., PlenOctree. In this paper, we present a novel Fourier PlenOctree (FPO) technique to tackle efficient neural mod-eling and real-time rendering of dynamic scenes captured under the free-view video (FVV) setting. The key idea in our FPO is a novel combination of generalized NeRF, PlenOctree representation, volumetric fusion and Fourier transform. To accelerate FPO construction, we present a novel coarse-to-fine fusion scheme that leverages the gen-eralizable NeRF technique to generate the tree via spatial blending. To tackle dynamic scenes, we tailor the implicit network to model the Fourier coefficients of time-varying density and color attributes. Finally, we construct the FPO and train the Fourier coefficients directly on the leaves of a union PlenOctree structure of the dynamic sequence. We show that the resulting FPO enables compact memory overload to handle dynamic objects and supports efficient fine-tuning. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF and achieves over an order of magnitude acceleration over SOTA while preserving high visual quality for the free-viewpoint rendering of unseen dynamic scenes. Jiakai Zhang, Xinhang Liu, Fuqiang Zhao, Yanshun Zhang, Yingliang Zhang, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 7 |
| 2022 | ICARUS: A Specialized Architecture for Neural Radiance Fields RenderingabstractThe practical deployment of Neural Radiance Fields (NeRF) in rendering applications faces several challenges, with the most critical one being low rendering speed on even high-end graphic processing units (GPUs). In this paper, we present ICARUS, a specialized accelerator architecture tailored for NeRF rendering. Unlike GPUs using general purpose computing and memory architectures for NeRF, ICARUS executes the complete NeRF pipeline using dedicated plenoptic cores (PLCore) consisting of a positional encoding unit (PEU), a multi-layer perceptron (MLP) engine, and a volume rendering unit (VRU). A PLCore takes in positions & directions and renders the corresponding pixel colors without any intermediate data going off-chip for temporary storage and exchange, which can be time and power consuming. To implement the most expensive component of NeRF, i.e., the MLP, we transform the fully connected operations to approximated reconfigurable multiple constant multiplications (MCMs), where common subexpressions are shared across different multiplications to improve the computation efficiency. We build a prototype ICARUS using Synopsys HAPS-80 S104, a field programmable gate array (FPGA)-based prototyping system for large-scale integrated circuits and systems design. We evaluate the power-performancearea (PPA) of a PLCore using 40nm LP CMOS technology. Working at 400 MHz, a single PLCore occupies 16.5 mm 2 and consumes 282.8 mW, translating to 0.105 uJ/sample. The results are compared with those of GPU and tensor processing unit (TPU) implementations. Chaolin Rao, Huangjie Yu, Haochuan Wan, Jindong Zhou, Yueyang Zheng, Minye Wu, Anpei Chen, Binzhe Yuan, Pingqiang Zhou, Xin Lou 0001, Jingyi Yu 0001 |
ACM Trans. Graph. | 6 |
| 2022 | Human Performance Modeling and Rendering via Neural Animated MeshabstractWe have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper, we present a comprehensive neural approach for high-quality reconstruction, compression, and rendering of human performances from dense multi-view videos. Our core intuition is to bridge the traditional animated mesh workflow with a new class of highly efficient neural techniques. We first introduce a neural surface reconstructor for high-quality surface generation in minutes. It marries the implicit volumetric rendering of the truncated signed distance field (TSDF) with multi-resolution hash encoding. We further propose a hybrid neural tracker to generate animated meshes, which combines explicit non-rigid tracking with implicit dynamic deformation in a self-supervised framework. The former provides the coarse warping back into the canonical space, while the latter implicit one further predicts the displacements using the 4D hash encoding as in our reconstructor. Then, we discuss the rendering schemes using the obtained animated meshes, ranging from dynamic texturing to lumigraph rendering under various bandwidth settings. To strike an intricate balance between quality and bandwidth, we propose a hierarchical solution by first rendering 6 virtual views covering the performer and then conducting occlusion-aware neural texture blending. We demonstrate the efficacy of our approach in a variety of mesh-based applications and photo-realistic free-view experiences on various platforms, i.e., inserting virtual human performances into real environments through mobile AR or immersively watching talent shows with VR headsets. Fuqiang Zhao, Yuheng Jiang, Kaixin Yao, Jiakai Zhang, Haizhao Dai, Yuhui Zhong, Yingliang Zhang, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 9 |
| 2021 | ChallenCap: Monocular 3D Capture of Challenging Human Performances Using Multi-Modal ReferencesabstractCapturing challenging human motions is critical for numerous applications, but it suffers from complex motion patterns and severe self-occlusion under the monocular setting. In this paper, we propose ChallenCap — a template-based approach to capture challenging 3D human motions using a single RGB camera in a novel learning-and-optimization framework, with the aid of multi-modal references. We propose a hybrid motion inference stage with a generation network, which utilizes a temporal encoder-decoder to extract the motion details from the pair-wise sparse-view reference, as well as a motion discriminator to utilize the unpaired marker-based references to extract specific challenging motion characteristics in a data-driven manner. We further adopt a robust motion optimization stage to increase the tracking accuracy, by jointly utilizing the learned motion details from the supervised multi-modal references as well as the reliable motion hints from the input image reference. Extensive experiments on our new challenging motion dataset demonstrate the effectiveness and robustness of our approach to capture challenging human motions. Yannan He, Anqi Pang, Xin Chen 0040, Minye Wu, Yuexin Ma, Lan Xu 0003 |
CVPR | 5 |
| 2021 | NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering Using RGB Camerasabstract4D reconstruction and rendering of human activities is critical for immersive VR/AR experience. Recent advances still fail to recover fine geometry and texture results with the level of detail present in the input images from sparse multi-view RGB cameras. In this paper, we propose Neural-HumanFVV, a real-time neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of human activities in arbitrary novel views. We propose a neural geometry generation scheme with a hierarchical sampling strategy for real-time implicit geometry inference, as well as a novel neural blending scheme to generate high resolution (e.g., 1k) and photo-realistic texture results in the novel views. Furthermore, we adopt neural normal blending to enhance geometry details and formulate our neural geometry and texture rendering into a multi-task learning framework. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and photo-realistic free view-point reconstruction for challenging human performances. Xin Suo, Yuheng Jiang, Pei Lin, Yingliang Zhang, Minye Wu, Lan Xu 0003 |
CVPR | 5 |
| 2021 | Convolutional Neural Opacity Radiance FieldsabstractPhoto-realistic modeling and rendering of fuzzy objects with complex opacity are critical for numerous immersive VR/AR applications, but it suffers from strong view-dependent brightness, color. In this paper, we propose a novel scheme to generate opacity radiance fields with a convolutional neural renderer for fuzzy objects, which is the first to combine both explicit opacity supervision and convolutional mechanism into the neural radiance field framework so as to enable high-quality appearance and global consistent alpha mattes generation in arbitrary novel views. More specifically, we propose an efficient sampling strategy along with both the camera rays and image plane, which enables efficient radiance field sampling and learning in a patch-wise manner, as well as a novel volumetric feature integration scheme that generates per-patch hybrid feature embeddings to reconstruct the view-consistent fine-detailed appearance and opacity output. We further adopt a patch-wise adversarial training scheme to preserve both high-frequency appearance and opacity details in a self-supervised framework. We also introduce an effective multi-view image capture system to capture high-quality color and alpha maps for challenging fuzzy objects. Extensive experiments on existing and our new challenging fuzzy object dataset demonstrate that our method achieves photo-realistic, globally consistent, and fined detailed appearance and opacity free-viewpoint rendering for various fuzzy objects. Haimin Luo, Anpei Chen, Qixuan Zhang, Bai Pang, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ICCP | 5 |
| 2021 | MirrorNeRF: One-shot Neural Portrait Radiance Field from Multi-mirror Catadioptric ImagingabstractPhoto-realistic neural reconstruction and rendering of the human portrait are critical for numerous VR/AR applications. Still, existing solutions inherently rely on multi-view capture settings, and the one-shot solution to get rid of the tedious multi-view synchronization and calibration remains extremely challenging. In this paper, we propose MirrorNeRF - a one-shot neural portrait free-viewpoint rendering approach using a catadioptric imaging system with multiple sphere mirrors and a single high-resolution digital camera, which is the first to combine neural radiance field with catadioptric imaging so as to enable one-shot photo-realistic human portrait reconstruction and rendering, in a low-cost and casual capture setting. More specifically, we propose a light-weight catadioptric system design with a sphere mirror array to enable diverse ray sampling in the continuous 3D space as well as an effective online calibration for the camera and the mirror array. Our catadioptric imaging system can be easily deployed with a low budget and the casual capture ability for convenient daily usages. We introduce a novel neural warping radiance field representation to learn a continuous displacement field that implicitly compensates for the misalignment due to our flexible system setting. We further propose a density regularization scheme to leverage the inherent geometry information from the catadioptric data in a self-supervision manner, which not only improves the training efficiency but also provides more effective density supervision for higher rendering quality. Extensive experiments demonstrate the effectiveness and robustness of our scheme to achieve one-shot photo-realistic and high-quality appearance free-viewpoint rendering for human portrait scenes. Fuqiang Zhao, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ICCP | 4 |
| 2021 | GNeRF: GAN-based Neural Radiance Field without Posed CameraabstractWe introduce GNeRF, a framework to marry Generative Adversarial Networks (GAN) with Neural Radiance Field (NeRF) reconstruction for the complex scenarios with unknown and even randomly initialized camera poses. Recent NeRF-based advances have gained popularity for remarkable realistic novel view synthesis. However, most of them heavily rely on accurate camera poses estimation, while few recent methods can only optimize the unknown camera poses in roughly forward-facing scenes with relatively short camera trajectories and require rough camera poses initialization. Differently, our GNeRF only utilizes randomly initialized poses for complex outside-in scenarios. We propose a novel two-phases end-to-end framework. The first phase takes the use of GANs into the new realm for optimizing coarse camera poses and radiance fields jointly, while the second phase refines them with additional photometric loss. We overcome local minima using a hybrid and iterative optimization scheme. Extensive experiments on a variety of synthetic and natural scenes demonstrate the effectiveness of GNeRF. More impressively, our approach outperforms the baselines favorably in those scenes with repeated patterns or even low textures that are regarded as extremely challenging before. Quan Meng, Anpei Chen, Haimin Luo, Minye Wu, Hao Su 0001, Lan Xu 0003, Xuming He 0001, Jingyi Yu 0001 |
ICCV | 4 |
| 2021 | Neural Video Portrait Relighting in Real-time via Consistency ModelingabstractVideo portraits relighting is critical in user-facing human photography, especially for immersive VR/AR experience. Recent advances still fail to recover consistent relit result under dynamic illuminations from monocular RGB stream, suffering from the lack of video consistency supervision. In this paper, we propose a neural approach for real-time, high-quality and coherent video portrait relighting, which jointly models the semantic, temporal and lighting consistency using a new dynamic OLAT dataset. We propose a hybrid structure and lighting disentanglement in an encoder-decoder architecture, which combines a multi-task and adversarial training strategy for semantic-aware consistency modeling. We adopt a temporal modeling scheme via flow-based supervision to encode the conjugated temporal consistency in a cross manner. We also propose a lighting sampling strategy to model the illumination consistency and mutation for natural portrait light manipulation in real-world. Extensive experiments demonstrate the effectiveness of our approach for consistent video portrait light-editing and relighting, even using mobile computing. Longwen Zhang, Qixuan Zhang, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
ICCV | 3 |
| 2021 | PIANO: A Parametric Hand Bone Model from Magnetic Resonance ImagingabstractHand modeling is critical for immersive VR/AR, action understanding, or human healthcare. Existing parametric models account only for hand shape, pose, or texture, without modeling the anatomical attributes like bone, which is essential for realistic hand biomechanics analysis. In this paper, we present PIANO, the first parametric bone model of human hands from MRI data. Our PIANO model is biologically correct, simple to animate, and differentiable, achieving more anatomically precise modeling of the inner hand kinematic structure in a data-driven manner than the traditional hand models based on the outer surface only. Furthermore, our PIANO model can be applied in neural network layers to enable training with a fine-grained semantic loss, which opens up the new task of data-driven fine-grained hand bone anatomic and semantic understanding from MRI or even RGB images. We make our model publicly available. Minye Wu, Yuyao Zhang 0005, Lan Xu 0003, Jingyi Yu 0001 |
IJCAI | 2 |
| 2021 | Few-shot Neural Human Performance Rendering from Sparse RGBD VideosabstractRecent neural rendering approaches for human activities achieve remarkable view synthesis results, but still rely on dense input views or dense training with all the capture frames, leading to deployment difficulty and inefficient training overload. However, existing advances will be ill-posed if the input is both spatially and temporally sparse. To fill this gap, in this paper we propose a few-shot neural human rendering approach (FNHR) from only sparse RGBD inputs, which exploits the temporal and spatial redundancy to generate photo-realistic free-view output of human activities. Our FNHR is trained only on the key-frames which expand the motion manifold in the input sequences. We introduce a two-branch neural blending to combine the neural point render and classical graphics texturing pipeline, which integrates reliable observations over sparse key-frames. Furthermore, we adopt a patch-based adversarial training process to make use of the local redundancy and avoids over-fitting to the key-frames, which generates fine-detailed rendering results. Extensive experiments demonstrate the effectiveness of our approach to generate high-quality free view-point results for challenging human performances under the sparse setting. Anqi Pang, Xin Chen 0040, Haimin Luo, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
IJCAI | 4 |
| 2021 | iButter: Neural Interactive Bullet Time Generator for Human Free-viewpoint RenderingabstractGenerating "bullet-time" effects of human free-viewpoint videos is critical for immersive visual effects and VR/AR experience. Recent neural advances still lack the controllable and interactive bullet-time design ability for human free-viewpoint rendering, especially under the real-time, dynamic and general setting for our trajectory-aware task. To fill this gap, in this paper we propose a neural interactive bullet-time generator (iButter) for photo-realistic human free-viewpoint rendering from dense RGB streams, which enables flexible and interactive design for human bullet-time visual effects. Our iButter approach consists of a real-time preview and design stage as well as a trajectory-aware refinement stage. During preview, we propose an interactive bullet-time design approach by extending the NeRF rendering to a real-time and dynamic setting and getting rid of the tedious per-scene training. To this end, our bullet-time design stage utilizes a hybrid training set, light-weight network design and an efficient silhouette-based sampling strategy. During refinement, we introduce an efficient trajectory-aware scheme within 20 minutes, which jointly encodes the spatial, temporal consistency and semantic cues along the designed trajectory, achieving photo-realistic bullet-time viewing experience of human activities. Extensive experiments demonstrate the effectiveness of our approach for convenient interactive bullet-time design and photo-realistic human free-viewpoint video generation. Pei Lin, Yuheng Jiang, Xin Suo, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ACM Multimedia | 6 |
| 2021 | Editable free-viewpoint video using a layered neural representationabstractGenerating free-viewpoint videos is critical for immersive VR/AR experience, but recent neural advances still lack the editing ability to manipulate the visual perception for large dynamic scenes. To fill this gap, in this paper, we propose the first approach for editable free-viewpoint video generation for large-scale view-dependent dynamic scenes using only 16 cameras. The core of our approach is a new layered neural representation, where each dynamic entity, including the environment itself, is formulated into a spatio-temporal coherent neural layered radiance representation called ST-NeRF. Such a layered representation supports manipulations of the dynamic scene while still supporting a wide free viewing experience. In our ST-NeRF, we represent the dynamic entity/layer as a continuous function, which achieves the disentanglement of location, deformation as well as the appearance of the dynamic entity in a continuous and self-supervised manner. We propose a scene parsing 4D label map tracking to disentangle the spatial information explicitly and a continuous deform module to disentangle the temporal motion implicitly. An object-aware volume rendering scheme is further introduced for the re-assembling of all the neural layers. We adopt a novel layered loss and motion-aware ray sampling strategy to enable efficient training for a large dynamic scene with multiple performers, Our framework further enables a variety of editing functions, i.e., manipulating the scale and location, duplicating or retiming individual neural layers to create numerous visual effects while preserving high realism. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality, photo-realistic, and editable free-viewpoint video generation for dynamic scenes. Jiakai Zhang, Xinhang Liu, Fuqiang Zhao, Yanshun Zhang, Minye Wu, Yingliang Zhang, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 6 |
| 2021 | Refocusable Gigapixel Panoramas for Immersive VR ExperiencesabstractThere have been significant advances in capturing gigapixel panoramas (GPP). However, solutions for viewing GPPs on head-mounted displays (HMDs) are lagging: an immersive experience requires ultra-fast rendering while directly loading a GPP onto the GPU is infeasible due to limited texture memory capacity. In this paper, we present a novel out-of-core rendering technique that supports not only classic panning, tilting, and zooming but also dynamic refocusing for viewing a GPP on HMD. Inspired by the network package transmission mechanisms in distributed visualization, our approach employs hierarchical image tiling and on-demand data updates across the main and the GPU memory. We further present a multi-resolution rendering scheme and a refocused light field rendering technique based on RGBD GPPs with minimal memory overhead. Comprehensive experiments demonstrate that our technique is highly efficient and reliable, able to achieve ultra-high frame rates ( fps) even on low-end GPUs. With an embedded gaze tracker, our technique enables immersive panorama viewing experiences with unprecedented resolutions, field-of-view, and focus variations while maintaining smooth spatial, angular, and focal transitions. Wentao Lyu, Yingliang Zhang, Anpei Chen, Minye Wu, Shu Yin 0001, Jingyi Yu 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2020 | Multi-View Neural Human RenderingabstractWe present an end-to-end Neural Human Renderer (NHR) for dynamic human captures under the multi-view setting. NHR adopts PointNet++ for feature extraction (FE) to enable robust 3D correspondence matching on low quality, dynamic 3D reconstructions. To render new views, we map 3D features onto the target camera as a 2D feature map and employ an anti-aliased CNN to handle holes and noises. Newly synthesized views from NHR can be further used to construct visual hulls to handle textureless and/or dark regions such as black clothing. Comprehensive experiments show NHR significantly outperforms the state-of-the-art neural and image-based rendering techniques, especially on hands, hair, nose, foot, etc. Minye Wu, Yuehao Wang, Qiang Hu 0003, Jingyi Yu 0001 |
CVPR | 1 |
| 2020 | Neural3D: Light-weight Neural Portrait Scanning via Context-aware Correspondence LearningabstractReconstructing a human portrait in a realistic and convenient manner is critical for human modeling and understanding. Aiming at light-weight and realistic human portrait reconstruction, in this paper we propose Neural3D: a novel neural human portrait scanning system using only a single RGB camera. In our system, to enable accurate pose estimation,we propose a context-aware correspondence learning approach which jointly models the appearance, spatial and motion information between feature pairs. To enable realistic reconstruction and suppress the geometry error, we further adopt a point-based neural rendering scheme to generate realistic and immersive portrait visualization in arbitrary virtual view-points. By introducing these learning-based technical components into the pure RGB-based human modeling framework, we can achieve both accurate camera pose estimation and realistic free-viewpoint rendering of the reconstructed human portrait. Extensive experiments on a variety of challenging capture scenarios demonstrate the robustness and effectiveness of our approach. Xin Suo, Minye Wu, Yanshun Zhang, Yingliang Zhang, Lan Xu 0003, Qiang Hu 0003, Jingyi Yu 0001 |
ACM Multimedia | 2 |
| 2020 | Neural Opacity Point CloudabstractFuzzy objects composed of hair, fur, or feather are impossible to scan even with the latest active or passive 3D scanners. We present a novel and practical neural rendering (NR) technique called neural opacity point cloud (NOPC) to allow high quality rendering of such fuzzy objects at any viewpoint. NOPC employs a learning-based scheme to extract geometric and appearance features on 3D point clouds including their opacity. It then maps the 3D features onto virtual viewpoints where a new U-Net based NR manages to handle noisy and incomplete geometry while maintaining translation equivariance. Comprehensive experiments on existing and new datasets show our NOPC can produce photorealistic rendering on inputs from multi-view setups such as a turntable system for hair and furry toy captures. Cen Wang, Minye Wu, Hao Sheng 0001, Jingyi Yu 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2020 | Visual Tracking With Multiview Trajectory PredictionabstractRecent progresses in visual tracking have greatly improved the tracking performance. However, challenges such as occlusion and view change remain obstacles in real world deployment. A natural solution to these challenges is to use multiple cameras with multiview inputs, though existing systems are mostly limited to specific targets (e.g. human), static cameras, and/or require camera calibration. To break through these limitations, we propose a generic multiview tracking (GMT) framework that allows camera movement, while requiring neither specific object model nor camera calibration. A key innovation in our framework is a cross-camera trajectory prediction network (TPN), which implicitly and dynamically encodes camera geometric relations, and hence addresses missing target issues such as occlusion. Moreover, during tracking, we assemble information across different cameras to dynamically update a novel collaborative correlation filter (CCF), which is shared among cameras to achieve robustness against view change. The two components are integrated into a correlation filter tracking framework, where features are trained offline using existing single view tracking datasets. For evaluation, we first contribute a new generic multiview tracking dataset (GMTD) with careful annotations, and then run experiments on the GMTD and CAMPUS datasets. The proposed GMT algorithm shows clear advantages in terms of robustness over state-of-the-art ones. Minye Wu, Haibin Ling, Ning Bi, Shenghua Gao, Qiang Hu 0003, Hao Sheng 0001, Jingyi Yu 0001 |
IEEE Trans. Image Process. | 1 |
| 2019 | RGBD Based Gaze Estimation via Multi-Task CNNabstractThis paper tackles RGBD based gaze estimation with Convolutional Neural Networks (CNNs). Specifically, we propose to decompose gaze point estimation into eyeball pose, head pose, and 3D eye position estimation. Compared with RGB image-based gaze tracking, having depth modality helps to facilitate head pose estimation and 3D eye position estimation. The captured depth image, however, usually contains noise and black holes which noticeably hamper gaze tracking. Thus we propose a CNN-based multi-task learning framework to simultaneously refine depth images and predict gaze points. We utilize a generator network for depth image generation with a Generative Neural Network (GAN), where the generator network is partially shared by both the gaze tracking network and GAN-based depth synthesizing. By optimizing the whole network simultaneously, depth image synthesis improves gaze point estimation and vice versa. Since the only existing RGBD dataset (EYEDIAP) is too small, we build a large-scale RGBD gaze tracking dataset for performance evaluation. As far as we know, it is the largest RGBD gaze dataset in terms of the number of participants. Comprehensive experiments demonstrate that our method outperforms existing methods by a large margin on both our dataset and the EYEDIAP dataset. Dongze Lian, Weixin Luo, Lina Hu, Minye Wu, Zechao Li, Jingyi Yu 0001, Shenghua Gao |
AAAI | 5 |
| 2018 | 4D Human Body Correspondences From Panoramic Depth MapsabstractThe availability of affordable 3D full body reconstruction systems has given rise to free-viewpoint video (FVV) of human shapes. Most existing solutions produce temporally uncorrelated point clouds or meshes with unknown point/vertex correspondences. Individually compressing each frame is ineffective and still yields to ultra-large data sizes. We present an end-to-end deep learning scheme to establish dense shape correspondences and subsequently compress the data. Our approach uses sparse set of "panoramic" depth maps or PDMs, each emulating an inward-viewing concentric mosaics (CM) [45]. We then develop a learning-based technique to learn pixel-wise feature descriptors on PDMs. The results are fed into an autoencoder-based network for compression. Comprehensive experiments demonstrate our solution is robust and effective on both public and our newly captured datasets. Zhong Li 0007, Minye Wu, Wangyiteng Zhou, Jingyi Yu 0001 |
CVPR | 2 |