Gengshan Yang

dblp:180/7347 · DBLP profile ↗
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21ranked-venue papers
11as first author
15since 2021 · last 2025
0009-0009-8957-875XORCID · corroborated

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

Artificial intelligence and machine learning · 17 · 11 first-author · 13 since 2021Graphics, computer vision, multimedia, augmented reality and games · 13 · 7 first-author · 11 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Systems, architecture and hardware · 1 · 1 first-authorSecurity and privacy · 1
YearPublicationVenuePosition
2025 DressRecon: Freeform 4D Human Reconstruction from Monocular Video
abstract
We present a method to reconstruct time-consistent human body models from monocular videos, focusing on extremely loose clothing or handheld object interactions. Prior work in human reconstruction is either limited to tight clothing with no object interactions, or requires calibrated multi- view captures or personalized template scans which are costly to collect at scale. Our key insight for high-quality yet flexible reconstruction is the careful combination of generic human priors about articulated body shape (learned from large-scale training data) with video-specific articulated “bag-of-bones” deformation (fit to a single video via test-time optimization). We accomplish this by learning a neural implicit model that disentangles body versus clothing deformations as separate motion model layers. To capture subtle geometry of clothing, we leverage image-based priors such as human body pose, surface normals, and optical flow during optimization. The resulting neural fields can be extracted into time-consistent meshes, or further optimized as explicit 3D Gaussians for high-fidelity interactive rendering. On datasets with highly challenging clothing deformations and object interactions, Dress-Recon yields higher-fidelity 3D reconstructions than prior art. Project page: https://jefftan969.github.io/dressrecon/
Jeff Tan, Donglai Xiang, Shubham Tulsiani, Deva Ramanan, Gengshan Yang
3DV5
2025 Agent-to-Sim: Learning Interactive Behavior Models from Casual Longitudinal Videos
abstract
We present Agent-to-Sim (ATS), a framework for learning interactive behavior models of 3D agents from casual longitudinal video collections. Different from prior works that rely on marker-based tracking and multiview cameras, ATS learns natural behaviors of animal agents non-invasively through video observations recorded over a long time-span (e.g. a month) in a single environment. Modeling 3D behavior of an agent requires persistent 3D tracking (e.g., knowing which point corresponds to which) over a long time period. To obtain such data, we develop a coarse-to-fine registration method that tracks the agent and the camera over time through a canonical 3D space, resulting in a complete and persistent spacetime 4D representation. We then train a generative model of agent behaviors using paired data of perception and motion of an agent queried from the 4D reconstruction. ATS enables real-to-sim transfer from video recordings of an agent to an interactive behavior simulator. We demonstrate results on animals given monocular RGBD videos captured by a smartphone. Project page: gengshan-y.github.io/agent2sim-www.
Gengshan Yang, Andrea Bajcsy, Shunsuke Saito, Angjoo Kanazawa
ICLR1
2025 PAD3R: Pose-Aware Dynamic 3D Reconstruction from Casual Videos
abstract
We present PAD3R, a method for reconstructing deformable 3D objects from casually captured, unposed monocular videos. Unlike existing approaches, PAD3R handles long video sequences that feature substantial object deformation, large-scale camera movement, and limited view coverage, which typically challenge conventional systems. At its core, our approach trains a personalized, object-centric pose estimator, supervised by a pre-trained image-to-3D model. This guides the optimization of deformable 3D Gaussian representation. The optimization is further regularized by long-term 2D point tracking over the entire input video. By combining generative priors and differentiable rendering, PAD3R reconstructs high-fidelity, articulated 3D representations of objects in a category-agnostic way. Extensive qualitative and quantitative results show that PAD3R is robust and generalizes well across challenging scenarios, highlighting its potential for dynamic scene understanding and 3D content creation. Please refer to our project page for more details: PAD3R.github.io .
Ting-Hsuan Liao, Songwei Ge, Gengshan Yang, Jia-Bin Huang 0001
SIGGRAPH Asia5
2024 SplaTAM: Splat, Track & Map 3D Gaussians for Dense RGB-D SLAM
abstract
Dense simultaneous localization and mapping (SLAM) is crucial for robotics and augmented reality applications. However, current methods are often hampered by the non-volumetric or implicit way they represent a scene. This work introduces SplaTAM, an approach that, for the first time, leverages explicit volumetric representations, i.e., 3D Gaussians, to enable high-fidelity reconstruction from a single unposed RGB-D camera, surpassing the capabilities of existing methods. SplaTAM employs a simple online tracking and mapping system tailored to the underlying Gaussian representation. It utilizes a silhouette mask to elegantly capture the presence of scene density. This combination enables several benefits over prior representations, including fast rendering and dense optimization, quickly determining if areas have been previously mapped, and structured map expansion by adding more Gaussians. Extensive experiments show that SplaTAM achieves up to 2 x superior performance in camera pose estimation, map construction, and novel-view synthesis over existing methods, paving the way for more immersive high-fidelity SLAM applications.
Nikhil Varma Keetha, Jay Karhade, Krishna Murthy Jatavallabhula, Gengshan Yang, Sebastian A. Scherer, Deva Ramanan, Jonathon Luiten
CVPR4
2024 Tactile DreamFusion: Exploiting Tactile Sensing for 3D Generation
abstract
3D generation methods have shown visually compelling results powered by diffusion image priors. However, they often fail to produce realistic geometric details, resulting in overly smooth surfaces or geometric details inaccurately baked in albedo maps. To address this, we introduce a new method that incorporates touch as an additional modality to improve the geometric details of generated 3D assets. We design a lightweight 3D texture field to synthesize visual and tactile textures, guided by 2D diffusion model priors on both visual and tactile domains. We condition the visual texture generation on high-resolution tactile normals and guide the patch-based tactile texture refinement with a customized TextureDreambooth. We further present a multi-part generation pipeline that enables us to synthesize different textures across various regions. To our knowledge, we are the first to leverage high-resolution tactile sensing to enhance geometric details for 3D generation tasks. We evaluate our method in both text-to-3D and image-to-3D settings. Our experiments demonstrate that our method provides customized and realistic fine geometric textures while maintaining accurate alignment between two modalities of vision and touch.
Ruihan Gao, Kangle Deng, Gengshan Yang, Wenzhen Yuan 0001, Jun-Yan Zhu
NeurIPS3
2023 3D-aware Conditional Image Synthesis
abstract
We propose pix2pix3D, a 3D-aware conditional generative model for controllable photorealistic image synthesis. Given a 2D label map, such as a segmentation or edge map, our model learns to synthesize a corresponding image from different viewpoints. To enable explicit 3D user control, we extend conditional generative models with neural radiance fields. Given widely-available posed monocular image and label map pairs, our model learns to assign a label to every 3D point in addition to color and density, which enables it to render the image and pixel-aligned label map simultaneously. Finally, we build an interactive system that allows users to edit the label map from different viewpoints and generate outputs accordingly.
Kangle Deng, Gengshan Yang, Deva Ramanan, Jun-Yan Zhu
CVPR2
2023 Distilling Neural Fields for Real-Time Articulated Shape Reconstruction
abstract
We present a method for reconstructing articulated 3D models from videos in real-time, without test-time optimization or manual 3D supervision at training time. Prior work often relies on pre-built deformable models (e.g. SMAL/SMPL), or slow perscene optimization through differentiable rendering (e.g. dynamic NeRFs). Such methods fail to support arbitrary object categories, or are unsuitable for real-time applications. To address the challenge of collecting large-scale 3D training data for arbitrary deformable object categories, our key insight is to use off-the-shelf video-based dynamic NeRFs as 3D supervision to train a fast feed-forward network, turning 3D shape and motion prediction into a supervised distillation task. Our temporal-aware network uses articulated bones and blend skinning to represent arbitrary deformations, and is self-supervised on video datasets without requiring 3D shapes or viewpoints as input. Through distillation, our network learns to 3D-reconstruct unseen articulated objects at interactive frame rates. Our method yields higher-fidelity 3D reconstructions than prior real-time methods for animals, with the ability to render realistic images at novel viewpoints and poses.
Jeff Tan, Gengshan Yang, Deva Ramanan
CVPR2
2023 Reconstructing Animatable Categories from Videos
abstract
Building animatable 3D models is challenging due to the need for 3D scans, laborious registration, and rigging. Recently, differentiable rendering provides a pathway to obtain high-quality 3D models from monocular videos, but these are limited to rigid categories or single instances. We present RAC, a method to build category-level 3D models from monocular videos, disentangling variations over instances and motion over time. Three key ideas are introduced to solve this problem: (1) specializing a category-level skeleton to instances, (2) a method for latent space regularization that encourages shared structure across a category while maintaining instance details, and (3) using 3D background models to disentangle objects from the background. We build 3D models for humans, cats and dogs given monocular videos. Project page: https://gengshan-y.github.io/rac-www/.
Gengshan Yang, Chaoyang Wang 0001, N. Dinesh Reddy, Deva Ramanan
CVPR1
2023 Total-Recon: Deformable Scene Reconstruction for Embodied View Synthesis
abstract
We explore the task of embodied view synthesis from monocular videos of deformable scenes. Given a minute-long RGBD video of people interacting with their pets, we render the scene from novel camera trajectories derived from the in-scene motion of actors: (1) egocentric cameras that simulate the point of view of a target actor and (2) 3rd-person cameras that follow the actor. Building such a system requires reconstructing the root-body and articulated motion of every actor, as well as a scene representation that supports free-viewpoint synthesis. Longer videos are more likely to capture the scene from diverse viewpoints (which helps reconstruction) but are also more likely to contain larger motions (which complicates reconstruction). To address these challenges, we present Total-Recon, the first method to photorealistically reconstruct deformable scenes from long monocular RGBD videos. Crucially, to scale to long videos, our method hierarchically decomposes the scene into the background and objects, whose motion is decomposed into carefully initialized root-body motion and local articulations. To quantify such "in-the-wild" reconstruction and view synthesis, we collect ground-truth data from a specialized stereo RGBD capture rig for 11 challenging videos, significantly outperforming prior methods.
Chonghyuk Song, Gengshan Yang, Kangle Deng, Jun-Yan Zhu, Deva Ramanan
ICCV2
2023 PPR: Physically Plausible Reconstruction from Monocular Videos
abstract
Given monocular videos, we build 3D models of articulated objects and environments whose 3D configurations satisfy dynamics and contact constraints. At its core, our method leverages differentiable physics simulation to aid visual reconstructions. We couple differentiable physics simulation with differentiable rendering via coordinate descent, which enables end-to-end optimization of, not only 3D reconstructions, but also physical system parameters from videos. We demonstrate the effectiveness of physics-informed reconstruction on monocular videos of quadruped animals and humans. It reduces reconstruction artifacts (e.g., scale ambiguity, unbalanced poses, and foot swapping) that are challenging to address by visual cues alone, and produces better foot contact estimation.
Gengshan Yang, John Z. Zhang, Zachary Manchester, Deva Ramanan
ICCV1
2022 BANMo: Building Animatable 3D Neural Models from Many Casual Videos
abstract
Prior work for articulated 3D shape reconstruction often relies on specialized multi-view and depth sensors or pre-built deformable 3D models. Such methods do not scale to diverse sets of objects in the wild. We present a method that requires neither of them. It aims to create high-fidelity, articulated 3D models from many casual RGB videos in a differentiable rendering framework. Our key in-sight is to merge three schools of thought: (1) classic deformable shape models that make use of articulated bones and blend skinning, (2) canonical embeddings that establish correspondences between pixels and a canonical 3D model, and (3) volumetric neural radiance fields (NeRFs) that are amenable to gradient-based optimization. We introduce neural blend skinning models that allow for differentiable and invertible articulated deformations. When combined with canonical embeddings, such models allow us to establish dense correspondences across videos that can be self-supervised with cycle consistency. On real and synthetic datasets, our method shows higher-fidelity 3D reconstructions than prior works for humans and animals, with the ability to render realistic images from novel viewpoints. Project page: https://banmo-www.github.io/.
Gengshan Yang, Minh Vo, Natalia Neverova, Deva Ramanan, Andrea Vedaldi, Hanbyul Joo
CVPR1
2021 Learning To Segment Rigid Motions From Two Frames
abstract
Appearance-based detectors achieve remarkable performance on common scenes, benefiting from high-capacity models and massive annotated data, but tend to fail for scenarios that lack training data. Geometric motion segmentation algorithms, however, generalize to novel scenes, but have yet to achieve comparable performance to appearance-based ones, due to noisy motion estimations and degenerate motion configurations. To combine the best of both worlds, we propose a modular network, whose architecture is motivated by a geometric analysis of what independent object motions can be recovered from an egomotion field. It takes two consecutive frames as input and predicts segmentation masks for the background and multiple rigidly moving objects, which are then parameterized by 3D rigid transforma tions. Our method achieves state-of-the-art performance for rigid motion segmentation on KITTI and Sintel. The inferred rigid motions lead to a significant improvement for depth and scene flow estimation.
Gengshan Yang, Deva Ramanan
CVPR1
2021 LASR: Learning Articulated Shape Reconstruction From a Monocular Video
abstract
Remarkable progress has been made in 3D reconstruction of rigid structures from a video or a collection of images. However, it is still challenging to reconstruct nonrigid structures from RGB inputs, due to its under-constrained nature. While template-based approaches, such as parametric shape models, have achieved great success in modeling the "closed world" of known object categories, they cannot well handle the "open-world" of novel object categories or outlier shapes. In this work, we introduce a template-free approach to learn 3D shapes from a single video. It adopts an analysis-by-synthesis strategy that forward-renders object silhouette, optical flow, and pixel values to compare with video observations, which generates gradients to adjust the camera, shape and motion parameters. Without using a category-specific shape template, our method faithfully reconstructs nonrigid 3D structures from videos of human, animals, and objects of unknown classes. Our code is available at lasr-google.github.io.
Gengshan Yang, Deqing Sun, Varun Jampani, Daniel Vlasic, Forrester Cole, Huiwen Chang, Deva Ramanan, William T. Freeman, Ce Liu 0001
CVPR1
2021 ViSER: Video-Specific Surface Embeddings for Articulated 3D Shape Reconstruction
abstract
We introduce ViSER, a method for recovering articulated 3D shapes and dense3D trajectories from monocular videos. Previous work on high-quality reconstruction of dynamic 3D shapes typically relies on multiple camera views, strong category-specific priors, or 2D keypoint supervision. We show that none of these are required if one can reliably estimate long-range correspondences in a video, making use of only 2D object masks and two-frame optical flow as inputs. ViSER infers correspondences by matching 2D pixels to a canonical, deformable 3D mesh via video-specific surface embeddings that capture the pixel appearance of each surface point. These embeddings behave as a continuous set of keypoint descriptors defined over the mesh surface, which can be used to establish dense long-range correspondences across pixels. The surface embeddings are implemented as coordinate-based MLPs that are fit to each video via self-supervised losses.Experimental results show that ViSER compares favorably against prior work on challenging videos of humans with loose clothing and unusual poses as well as animals videos from DAVIS and YTVOS. Project page: viser-shape.github.io.
Gengshan Yang, Deqing Sun, Varun Jampani, Daniel Vlasic, Forrester Cole, Ce Liu 0001, Deva Ramanan
NeurIPS1
2021 NeRS: Neural Reflectance Surfaces for Sparse-view 3D Reconstruction in the Wild
abstract
Recent history has seen a tremendous growth of work exploring implicit representations of geometry and radiance, popularized through Neural Radiance Fields (NeRF). Such works are fundamentally based on a (implicit) {\em volumetric} representation of occupancy, allowing them to model diverse scene structure including translucent objects and atmospheric obscurants. But because the vast majority of real-world scenes are composed of well-defined surfaces, we introduce a {\em surface} analog of such implicit models called Neural Reflectance Surfaces (NeRS). NeRS learns a neural shape representation of a closed surface that is diffeomorphic to a sphere, guaranteeing water-tight reconstructions. Even more importantly, surface parameterizations allow NeRS to learn (neural) bidirectional surface reflectance functions (BRDFs) that factorize view-dependent appearance into environmental illumination, diffuse color (albedo), and specular “shininess.” Finally, rather than illustrating our results on synthetic scenes or controlled in-the-lab capture, we assemble a novel dataset of multi-view images from online marketplaces for selling goods. Such “in-the-wild” multi-view image sets pose a number of challenges, including a small number of views with unknown/rough camera estimates. We demonstrate that surface-based neural reconstructions enable learning from such data, outperforming volumetric neural rendering-based reconstructions. We hope that NeRS serves as a first step toward building scalable, high-quality libraries of real-world shape, materials, and illumination.
Jason Y. Zhang 0001, Gengshan Yang, Shubham Tulsiani, Deva Ramanan
NeurIPS2
2020 Upgrading Optical Flow to 3D Scene Flow Through Optical Expansion
abstract
We describe an approach for upgrading 2D optical flow to 3D scene flow. Our key insight is that dense optical expansion - which can be reliably inferred from monocular frame pairs - reveals changes in depth of scene elements, e.g., things moving closer will get bigger. When integrated with camera intrinsics, optical expansion can be converted into a normalized 3D scene flow vectors that provide meaningful directions of 3D movement, but not their magnitude (due to an underlying scale ambiguity). Normalized scene flow can be further “upgraded” to the true 3D scene flow knowing depth in one frame. We show that dense optical expansion between two views can be learned from annotated optical flow maps or unlabeled video sequences, and applied to a variety of dynamic 3D perception tasks including optical scene flow, LiDAR scene flow, time-to-collision estimation and depth estimation, often demonstrating significant improvement over the prior art.
Gengshan Yang, Deva Ramanan
CVPR1
2020 Toward Hand-Dominated Activity Recognition Systems With Wristband-Interaction Behavior Analysis
abstract
The increasing usage of wearable devices for ambulatory monitoring and pervasive computing systems has given rise to the need of convenient and efficient activity recognition techniques. Hand-dominated activity recognition has great potential in understanding users' gesture and providing context-aware computing services. This paper investigates the feasibility and applicability on the usage of wristband-interaction behavior for recognizing hand-dominated activities, with the advantage of great compliance and long wearing time. For each action, sensor data from wristband are analyzed to obtain kinematic sequences. The sequences are then depicted by statistics-, frequency-, and wavelet-domain features for providing accurate and fine-grained characterization of hand-dominated actions, and the correlation between the wristband-sensor features and the actions is analyzed. Classification techniques (Naive Bayes, nearest neighbor, neural network, support vector machine, and Random Forest) are applied to the feature space for performing hand-dominated activity recognition. Analyses are conducted using the data from 51 participants with a diversity in gender, age, weight, and height. Extensive experiments demonstrate the efficacy of the proposed approach, achieving a recognition rate of 97.29% and an F-score above 0.94. Additional experiments on the effect of feature selection and wristband sampling rate are provided to further examine the effectiveness of our approach. Our data are publicly available.
Chao Shen 0001, Yufei Chen 0001, Gengshan Yang, Xiaohong Guan
IEEE Trans. Syst. Man Cybern. Syst.3
2019 Hierarchical Deep Stereo Matching on High-Resolution Images
abstract
We explore the problem of real-time stereo matching on high-res imagery. Many state-of-the-art (SOTA) methods struggle to process high-res imagery because of memory constraints or speed limitations. To address this issue, we propose an end-to-end framework that searches for correspondences incrementally over a coarse-to-fine hierarchy. Because high-res stereo datasets are relatively rare, we introduce a dataset with high-res stereo pairs for both training and evaluation. Our approach achieved SOTA performance on Middlebury-v3 and KITTI-15 while running significantly faster than its competitors. The hierarchical design also naturally allows for anytime on-demand reports of disparity by capping intermediate coarse results, allowing us to accurately predict disparity for near-range structures with low latency (30ms). We demonstrate that the performance-vs-speed tradeoff afforded by on-demand hierarchies may address sensing needs for time-critical applications such as autonomous driving.
Gengshan Yang, Joshua Manela, Michael Happold, Deva Ramanan
CVPR1
2019 Inferring Distributions Over Depth from a Single Image
abstract
When building a geometric scene understanding system for autonomous vehicles, it is crucial to know when the system might fail. Most contemporary approaches cast the problem as depth regression, whose output is a depth value for each pixel. Such approaches cannot diagnose when failures might occur. One attractive alternative is a deep Bayesian network, which captures uncertainty in both model parameters and ambiguous sensor measurements. However, estimating uncertainties is often slow and the distributions are often limited to be uni-modal. In this paper, we recast the continuous problem of depth regression as discrete binary classification, whose output is an un-normalized distribution over possible depths for each pixel. Such output allows one to reliably and efficiently capture multi-modal depth distributions in ambiguous cases, such as depth discontinuities and reflective surfaces. Results on standard benchmarks show that our method produces accurate depth predictions and significantly better uncertainty estimations than prior art while running near real-time. Finally, by making use of uncertainties of the predicted distribution, we significantly reduce streak-like artifacts and improves accuracy as well as memory efficiency in 3D map reconstruction. Video and code can be found on the project website1.
Gengshan Yang, Peiyun Hu, Deva Ramanan
IROS1
2019 Volumetric Correspondence Networks for Optical Flow
abstract
Many classic tasks in vision -- such as the estimation of optical flow or stereo disparities -- can be cast as dense correspondence matching. Well-known techniques for doing so make use of a cost volume, typically a 4D tensor of match costs between all pixels in a 2D image and their potential matches in a 2D search window. State-of-the-art (SOTA) deep networks for flow/stereo make use of such volumetric representations as internal layers. However, such layers require significant amounts of memory and compute, making them cumbersome to use in practice. As a result, SOTA networks also employ various heuristics designed to limit volumetric processing, leading to limited accuracy and overfitting. Instead, we introduce several simple modifications that dramatically simplify the use of volumetric layers - (1) volumetric encoder-decoder architectures that efficiently capture large receptive fields, (2) multi-channel cost volumes that capture multi-dimensional notions of pixel similarities, and finally, (3) separable volumetric filtering that significantly reduces computation and parameters while preserving accuracy. Our innovations dramatically improve accuracy over SOTA on standard benchmarks while being significantly easier to work with - training converges in 10X fewer iterations, and most importantly, our networks generalize across correspondence tasks. On-the-fly adaptation of search windows allows us to repurpose optical flow networks for stereo (and vice versa), and can also be used to implement adaptive networks that increase search window sizes on-demand.
Gengshan Yang, Deva Ramanan
NeurIPS1
2016 User practice in password security: An empirical study of real-life passwords in the wild
Chao Shen 0001, Tianwen Yu, Haodi Xu, Gengshan Yang, Xiaohong Guan
Comput. Secur.4