EDBT 2026 Demo / reviewers in the wild / expert
Anpei Chen
dblp:210/2592
· DBLP profile ↗
29ranked-venue papers
6as first author
25since 2021 · last 2026
0000-0003-2150-2176ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 29 · 6 first-author · 25 since 2021Artificial intelligence and machine learning · 20 · 4 first-author · 17 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ConeGS: Error-Guided Densification Using Pixel Cones for Improved Reconstruction with Fewer Primitivesabstract3D Gaussian Splatting (3DGS) achieves state-of-the-art image quality and real-time performance in novel view synthesis but often suffers from a suboptimal spatial distribution of primitives. This issue stems from cloning-based densification, which propagates Gaussians along existing geometry, limiting exploration and requiring many primitives to adequately cover the scene. We present ConeGS, an image-space-informed densification framework that is independent of existing scene geometry state. ConeGS first creates a fast Instant Neural Graphics Primitives (iNGP) reconstruction as a geometric proxy to estimate per-pixel depth. During the subsequent 3DGS optimization, it identifies high-error pixels and inserts new Gaussians along the corresponding viewing cones at the predicted depth values, initializing their size according to the cone diameter. A preactivation opacity penalty rapidly removes redundant Gaussians, while a primitive budgeting strategy controls the total number of primitives, either by a fixed budget or by adapting to scene complexity, ensuring high reconstruction quality. Experiments show that ConeGS consistently enhances reconstruction quality and rendering performance across Gaussian budgets, with especially strong gains under tight primitive constraints where efficient placement is crucial. Bartlomiej Baranowski, Stefano Esposito, Patricia Gschoßmann, Anpei Chen, Andreas Geiger 0001 |
3DV | 4 |
| 2025 | Feat2GS: Probing Visual Foundation Models with Gaussian SplattingabstractGiven that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DG Sparameters - geometry (x,α, ∑) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at fanegg.github.io/Feat2GS. Anpei Chen, Gerard Pons-Moll, Yuliang Xiu |
CVPR | 3 |
| 2025 | Volumetric Surfaces: Representing Fuzzy Geometries with Layered MeshesabstractHigh-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during training. Then, we bake them as meshes and fit UV textures. Unlike single-surface methods, our multi-layer representation effectively models fuzzy objects. In contrast to volume and splatting-based methods, our approach enables real-time rendering on low-power laptops and smartphones. Stefano Esposito, Anpei Chen, Christian Reiser, Samuel Rota Bulò, Lorenzo Porzi, Katja Schwarz, Christian Richardt, Michael Zollhöfer, Peter Kontschieder, Andreas Geiger 0001 |
CVPR | 2 |
| 2025 | GenFusion: Closing the Loop between Reconstruction and Generation via VideosabstractRecently, 3D reconstruction and generation have demonstrated impressive novel view synthesis results, achieving high fidelity and efficiency. However, a notable conditioning gap can be observed between these two fields, e.g., scalable 3D scene reconstruction often requires densely captured views, whereas 3D generation typically relies on a single or no input view, which significantly limits their applications. We found that the source of this phenomenon lies in the misalignment between 3D constraints and generative priors. To address this problem, we propose a reconstruction-driven video diffusion model that learns to condition video frames on artifact-prone RGB-D renderings. Moreover, we propose a cyclical fusion pipeline that iteratively adds restoration frames from the generative model to the training set, enabling progressive expansion and addressing the viewpoint saturation limitations seen in previous reconstruction and generation pipelines. Our evaluation, including view synthesis from sparse view and masked input, validates the effectiveness of our approach. Sibo Wu, Congrong Xu, Binbin Huang 0004, Andreas Geiger 0001, Anpei Chen |
CVPR | 5 |
| 2025 | Ref-GS: Directional Factorization for 2D Gaussian SplattingabstractIn this paper, we introduce Ref-GS, a novel approach for directional light factorization in 2D Gaussian splatting [8], which enables photorealistic view-dependent appearance rendering and precise geometry recovery. Ref-GS builds upon the deferred rendering of Gaussian splatting and applies directional encoding to the deferred-rendered surface, effectively reducing the ambiguity between orientation and viewing angle. Next, we introduce a spherical Mip-grid to capture varying levels of surface roughness, enabling roughness-aware Gaussian shading. Additionally, we propose a simple yet efficient geometry-lighting factorization that connects geometry and lighting via the vector outer product, significantly reducing renderer overhead when integrating volumetric attributes. Our method achieves superior photorealistic rendering for a range of open-world scenes while also accurately recovering geometry. See our interactive project page. Youjia Zhang, Anpei Chen, Yumin Wan, Zikai Song, Junqing Yu, Yawei Luo, Wei Yang 0034 |
CVPR | 2 |
| 2025 | Easi3R: Estimating Disentangled Motion from DUSt3R Without Training
Yuliang Xiu, Andreas Geiger 0001, Anpei Chen |
ICCV | 5 |
| 2025 | LoftUp: Learning a Coordinate-Based Feature Upsampler for Vision Foundation Models
Haiwen Huang, Anpei Chen, Volodymyr Havrylov, Andreas Geiger 0001 |
ICCV | 2 |
| 2025 | Neural Shell Texture Splatting: More Details and Fewer Primitives
Anpei Chen, Jincheng Xiong, Pinxuan Dai, Yujun Shen, Weiwei Xu 0003 |
ICCV | 2 |
| 2025 | NeuManifold: Neural Watertight Manifold Reconstruction with Efficient and High-Quality Rendering SupportabstractWhile existing volumetric rendering approaches provide photorealistic results, extracting high-quality meshes from optimized neural field representations is challenging. Conversely, existing differentiable rasterization-based methods are typically sensitive to initialization and suffer from poor mesh rendering quality. In this paper, we introduce Neu-Manifold, a novel method for reconstructing watertight manifold meshes with high-quality textures from multi-view input images. NeuManifold overcomes the limitations of existing approaches by first learning a neural volumetric field and then refining it through differentiable mesh extraction and surface rendering. To eliminate artifacts and preserve mesh properties during iso-surface extraction, we introduce a novel differentiable marching cubes method. Instead of traditional textures, we use neural textures to enhance rendering quality. To integrate with modern graphics rendering pipelines, we also provide customized GLSL shader support for neural textures. Extensive experiments demonstrate that NeuManifold outperforms existing mesh-based reconstruction methods in both mesh quality and rendering metrics, achieving comparable or superior rendering quality to prior volume-rendering-based methods. The generated results enable real-time, high-quality rendering and seamlessly support numerous graphics pipelines and applications requiring high-quality meshes, such as 3D printing and physical simulation. https://sarahweiii.github.io/neumanifold/. Xinyue Wei, Fanbo Xiang, Sai Bi, Anpei Chen, Kalyan Sunkavalli, Zexiang Xu, Hao Su 0001 |
WACV | 4 |
| 2024 | GraphDreamer: Compositional 3D Scene Synthesis from Scene GraphsabstractAs pretrained text-to-image diffusion models become in-creasingly powerful, recent efforts have been made to distill knowledge from these text-to-image pretrained models for optimizing a text-guided 3D model. Most of the existing methods generate a holistic 3D model from a plain text input. This can be problematic when the text describes a complex scene with multiple objects, because the vectorized text embeddings are inherently unable to capture a complex description with multiple entities and relationships. Holistic 3D modeling of the entire scene further prevents accurate grounding of text entities and concepts. To address this limitation, we propose GraphDreamer, a novel framework to generate compositional 3D scenes from scene graphs, where objects are represented as nodes and their interactions as edges. By exploiting node and edge information in scene graphs, our method makes better use of the pretrained text-to-image diffusion model and is able to fully disentangle different objects without image-level supervision. To facil-itate modeling of object-wise relationships, we use signed distance fields as representation and impose a constraint to avoid inter-penetration of objects. To avoid manual scene graph creation, we design a text prompt for ChatGPT to generate scene graphs based on text inputs. We conduct both qualitative and quantitative experiments to validate the effectiveness of GraphDreamer in generating high-fidelity compositional 3D scenes with disentangled object entities. Gege Gao, Weiyang Liu, Anpei Chen, Andreas Geiger 0001, Bernhard Schölkopf |
CVPR | 3 |
| 2024 | MuRF: Multi-Baseline Radiance FieldsabstractWe present Multi-Baseline Radiance Fields (MuRF), a general feed-forward approach to solving sparse view syn-thesis under multiple different baseline settings (small and large baselines, and different number of input views). To render a target novel view, we discretize the 3D space into planes parallel to the target image plane, and accordingly construct a target view frustum volume. Such a target volume representation is spatially aligned with the target view, which effectively aggregates relevant information from the input views for high-quality rendering. It also facilitates subsequent radiance field regression with a convolutional network thanks to its axis-aligned nature. The 3D context modeled by the convolutional network enables our method to synthesis sharper scene structures than prior works. Our MuRF achieves state-of-the-art performance across multiple different baseline settings and diverse scenarios ranging from simple objects (DTU) to complex indoor and outdoor scenes (RealEstatel0K and LLFF). We also show promising zero-shot generalization abilities on the Mip-NeRF 360 dataset, demonstrating the general applicability of MuRF. Haofei Xu, Anpei Chen, Yuedong Chen, Christos Sakaridis, Yulun Zhang 0001, Marc Pollefeys, Andreas Geiger 0001, Fisher Yu 0001 |
CVPR | 2 |
| 2024 | NeLF-Pro: Neural Light Field Probes for Multi-Scale Novel View SynthesisabstractWe present NeLF-Pro, a novel representation to model and reconstruct light fields in diverse natural scenes that vary in extent and spatial granularity. In contrast to previous fast reconstruction methods that represent the 3D scene globally, we model the light field of a scene as a set of local light field feature probes, parameterized with position and multi-channel 2D feature maps. Our central idea is to bake the scene's light field into spatially varying learnable representations and to query point features by weighted blending of probes close to the camera - allowing for mipmap representation and rendering. We introduce a novel vector-matrix-matrix (VMM) factorization technique that effectively represents the light field feature probes as products of core factors (i.e., VM) shared among local feature probes, and a basis factor (i.e., M) - efficiently encoding internal relationships and patterns within the scene. Ex-perimentally, we demonstrate that NeLF-Pro significantly boosts the performance of feature grid-based representations, and achieves fast reconstruction with better rendering quality while maintaining compact modeling. Project page: https://sinoyou.github.io/nelf-pro. Zinuo You 0001, Andreas Geiger 0001, Anpei Chen |
CVPR | 3 |
| 2024 | Mip-Splatting: Alias-Free 3D Gaussian SplattingabstractRecently, 3D Gaussian Splatting has demonstrated impressive novel view synthesis results, reaching high fidelity and efficiency. However, strong artifacts can be observed when changing the sampling rate, e.g., by changing focal length or camera distance. We find that the source for this phenomenon can be attributed to the lack of 3D frequency constraints and the usage of a 2D dilation filter. To address this problem, we introduce a 3D smoothing filter to constrains the size of the 3D Gaussian primitives based on the maximal sampling frequency induced by the input views. It eliminates high-frequency artifacts when zooming in. Moreover, replacing 2D dilation with a 2D Mip filter, which simulates a 2D box filter, effectively mitigates aliasing and dilation issues. Our evaluation, including scenarios such a training on single-scale images and testing on multiple scales, validates the effectiveness of our approach. Zehao Yu 0002, Anpei Chen, Binbin Huang 0004, Torsten Sattler, Andreas Geiger 0001 |
CVPR | 2 |
| 2024 | LaRa: Efficient Large-Baseline Radiance Fields
Anpei Chen, Haofei Xu, Stefano Esposito, Siyu Tang 0001, Andreas Geiger 0001 |
ECCV (11) | 1 |
| 2023 | Single-Stage Diffusion NeRF: A Unified Approach to 3D Generation and Reconstructionabstract3D-aware image synthesis encompasses a variety of tasks, such as scene generation and novel view synthesis from images. Despite numerous task-specific methods, developing a comprehensive model remains challenging. In this paper, we present SSDNeRF, a unified approach that employs an expressive diffusion model to learn a generalizable prior of neural radiance fields (NeRF) from multi-view images of diverse objects. Previous studies have used two-stage approaches that rely on pretrained NeRFs as real data to train diffusion models. In contrast, we propose a new single-stage training paradigm with an end-to-end objective that jointly optimizes a NeRF auto-decoder and a latent diffusion model, enabling simultaneous 3D reconstruction and prior learning, even from sparsely available views. At test time, we can directly sample the diffusion prior for unconditional generation, or combine it with arbitrary observations of unseen objects for NeRF reconstruction. SSDNeRF demonstrates robust results comparable to or better than leading task-specific methods in unconditional generation and single/sparse-view 3D reconstruction.6 Hansheng Chen 0001, Jiatao Gu, Anpei Chen, Wei Tian 0001, Zhuowen Tu, Lingjie Liu, Hao Su 0001 |
ICCV | 3 |
| 2023 | Dictionary Fields: Learning a Neural Basis DecompositionabstractWe present Dictionary Fields, a novel neural representation which decomposes a signal into a product of factors, each represented by a classical or neural field representation, operating on transformed input coordinates. More specifically, we factorize a signal into a coefficient field and a basis field, and exploit periodic coordinate transformations to apply the same basis functions across multiple locations and scales. Our experiments show that Dictionary Fields lead to improvements in approximation quality, compactness, and training time when compared to previous fast reconstruction methods. Experimentally, our representation achieves better image approximation quality on 2D image regression tasks, higher geometric quality when reconstructing 3D signed distance fields, and higher compactness for radiance field reconstruction tasks. Furthermore, Dictionary Fields enable generalization to unseen images/3D scenes by sharing bases across signals during training which greatly benefits use cases such as image regression from partial observations and few-shot radiance field reconstruction. Anpei Chen, Zexiang Xu, Xinyue Wei, Siyu Tang 0001, Hao Su 0001, Andreas Geiger 0001 |
ACM Trans. Graph. | 1 |
| 2023 | NeRFPlayer: A Streamable Dynamic Scene Representation with Decomposed Neural Radiance FieldsabstractVisually exploring in a real-world 4D spatiotemporal space freely in VR has been a long-term quest. The task is especially appealing when only a few or even single RGB cameras are used for capturing the dynamic scene. To this end, we present an efficient framework capable of fast reconstruction, compact modeling, and streamable rendering. First, we propose to decompose the 4D spatiotemporal space according to temporal characteristics. Points in the 4D space are associated with probabilities of belonging to three categories: static, deforming, and new areas. Each area is represented and regularized by a separate neural field. Second, we propose a hybrid representations based feature streaming scheme for efficiently modeling the neural fields. Our approach, coined NeRFPlayer, is evaluated on dynamic scenes captured by single hand-held cameras and multi-camera arrays, achieving comparable or superior rendering performance in terms of quality and speed comparable to recent state-of-the-art methods, achieving reconstruction in 10 seconds per frame and interactive rendering. Project website: https://bit.ly/nerfplayer. Liangchen Song, Anpei Chen, Zhong Li 0007, Junsong Yuan 0001, Yi Xu 0002, Andreas Geiger 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Anisotropic Fourier Features for Neural Image-Based Rendering and RelightingabstractRecent neural rendering techniques have greatly benefited image-based modeling and relighting tasks. They provide a continuous, compact, and parallelable representation by modeling the plenoptic function as multilayer perceptrons (MLPs). However, vanilla MLPs suffer from spectral biases on multidimensional datasets. Recent rescues based on isotropic Fourier features mapping mitigate the problem but still fall short of handling heterogeneity across different dimensions, causing imbalanced regression and visual artifacts such as excessive blurs. We present an anisotropic random Fourier features (RFF) mapping scheme to tackle spectral biases. We first analyze the influence of bandwidth from a different perspective: we show that the optimal bandwidth exhibits strong correlations with the frequency spectrum of the training data across various dimensions. We then introduce an anisotropic feature mapping scheme with multiple bandwidths to model the multidimensional signal characteristics. We further propose an efficient bandwidth searching scheme through iterative golden-section search that can significantly reduce the training overload from polynomial time to logarithm. Our anisotropic scheme directly applies to neural surface light-field rendering and image-based relighting. Comprehensive experiments show that our scheme can more faithfully model lighting conditions and object features as well as preserve fine texture details and smooth view transitions even when angular and spatial samples are highly imbalanced. Huangjie Yu, Anpei Chen, Xin Chen 0040, Lan Xu 0003, Ziyu Shao, Jingyi Yu 0001 |
AAAI | 2 |
| 2022 | TensoRF: Tensorial Radiance Fields
Anpei Chen, Zexiang Xu, Andreas Geiger 0001, Jingyi Yu 0001, Hao Su 0001 |
ECCV (32) | 1 |
| 2022 | SofGAN: A Portrait Image Generator with Dynamic StylingabstractRecently, Generative Adversarial Networks (GANs) have been widely used for portrait image generation. However, in the latent space learned by GANs, different attributes, such as pose, shape, and texture style, are generally entangled, making the explicit control of specific attributes difficult. To address this issue, we propose a SofGAN image generator to decouple the latent space of portraits into two subspaces: a geometry space and a texture space. The latent codes sampled from the two subspaces are fed to two network branches separately, one to generate the 3D geometry of portraits with canonical pose, and the other to generate textures. The aligned 3D geometries also come with semantic part segmentation, encoded as a semantic occupancy field (SOF). The SOF allows the rendering of consistent 2D semantic segmentation maps at arbitrary views, which are then fused with the generated texturemaps and stylized to a portrait photo using our semantic instance-wise module. Through extensive experiments, we show that our system can generate high-quality portrait images with independently controllable geometry and texture attributes. The method also generalizes well in various applications, such as appearance-consistent facial animation and dynamic styling. Anpei Chen, Ruiyang Liu, Ling Xie, Hao Su 0001, Jingyi Yu 0001 |
ACM Trans. Graph. | 1 |
| 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. | 8 |
| 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 | 2 |
| 2021 | MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View StereoabstractWe present MVSNeRF, a novel neural rendering approach that can efficiently reconstruct neural radiance fields for view synthesis. Unlike prior works on neural radiance fields that consider per-scene optimization on densely captured images, we propose a generic deep neural network that can reconstruct radiance fields from only three nearby input views via fast network inference. Our approach leverages plane-swept cost volumes (widely used in multi-view stereo) for geometry-aware scene reasoning, and combines this with physically based volume rendering for neural radiance field reconstruction. We train our network on real objects in the DTU dataset, and test it on three different datasets to evaluate its effectiveness and generalizability. Our approach can generalize across scenes (even indoor scenes, completely different from our training scenes of objects) and generate realistic view synthesis results using only three input images, significantly outperforming concurrent works on generalizable radiance field reconstruction. Moreover, if dense images are captured, our estimated radiance field representation can be easily fine-tuned; this leads to fast per-scene reconstruction with higher rendering quality and substantially less optimization time than NeRF. Anpei Chen, Zexiang Xu, Fuqiang Zhao, Xiaoshuai Zhang, Fanbo Xiang, Jingyi Yu 0001, Hao Su 0001 |
ICCV | 1 |
| 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 | 2 |
| 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. | 4 |
| 2020 | A Neural Rendering Framework for Free-Viewpoint RelightingabstractWe present a novel Relightable Neural Renderer (RNR) for simultaneous view synthesis and relighting using multi-view image inputs. Existing neural rendering (NR) does not explicitly model the physical rendering process and hence has limited capabilities on relighting. RNR instead models image formation in terms of environment lighting, object intrinsic attributes, and light transport function (LTF), each corresponding to a learnable component. In particular, the incorporation of a physically based rendering process not only enables relighting but also improves the quality of view synthesis. Comprehensive experiments on synthetic and real data show that RNR provides a practical and effective solution for conducting free-viewpoint relighting. Anpei Chen, Guli Zhang, Yu Ji 0001, Kiriakos N. Kutulakos, Jingyi Yu 0001 |
CVPR | 2 |
| 2019 | Photo-Realistic Facial Details Synthesis From Single ImageabstractWe present a single-image 3D face synthesis technique that can handle challenging facial expressions while recovering fine geometric details. Our technique employs expression analysis for proxy face geometry generation and combines supervised and unsupervised learning for facial detail synthesis. On proxy generation, we conduct emotion prediction to determine a new expression-informed proxy. On detail synthesis, we present a Deep Facial Detail Net (DFDN) based on Conditional Generative Adversarial Net (CGAN) that employs both geometry and appearance loss functions. For geometry, we capture 366 high-quality 3D scans from 122 different subjects under 3 facial expressions. For appearance, we use additional 163K in-the-wild face images and apply image-based rendering to accommodate lighting variations. Comprehensive experiments demonstrate that our framework can produce high-quality 3D faces with realistic details under challenging facial expressions. Anpei Chen, Guli Zhang, Kenny Mitchell, Jingyi Yu 0001 |
ICCV | 1 |
| 2019 | Learning Semantics-aware Distance Map with Semantics Layering Network for Amodal Instance SegmentationabstractIn this work, we demonstrate yet another approach to tackle the amodal segmentation problem. Specifically, we first introduce a new representation, namely a semantics-aware distance map (sem-dist map), to serve as our target for amodal segmentation instead of the commonly used masks and heatmaps. The sem-dist map is a kind of level-set representation, of which the different regions of an object are placed into different levels on the map according to their visibility. It is a natural extension of masks and heatmaps, where modal, amodal segmentation, as well as depth order information, are all well-described. Then we also introduce a novel convolutional neural network (CNN) architecture, which we refer to as semantic layering network, to estimate sem-dist maps layer by layer, from the global-level to the instance-level, for all objects in an image. Extensive experiments on the COCOA and D2SA datasets have demonstrated that our framework can predict amodal segmentation, occlusion, and depth order with state-of-the-art performance. Anpei Chen, Ling Xie, Jingyi Yu 0001, Shenghua Gao |
ACM Multimedia | 2 |
| 2018 | Sparse Photometric 3D Face Reconstruction Guided by Morphable ModelsabstractWe present a novel 3D face reconstruction technique that leverages sparse photometric stereo (PS) and latest advances on face registration / modeling from a single image. We observe that 3D morphable faces approach [21] provides a reasonable geometry proxy for light position calibration. Specifically, we develop a robust optimization technique that can calibrate per-pixel lighting direction and illumination at a very high precision without assuming uniform surface albedos. Next, we apply semantic segmentation on input images and the geometry proxy to refine hairy vs. bare skin regions using tailored filter. Experiments on synthetic and real data show that by using a very small set of images, our technique is able to reconstruct fine geometric details such as wrinkles, eyebrows, whelks, pores, etc, comparable to and sometimes surpassing movie quality productions. Xuan Cao, Anpei Chen, Xin Chen 0040, Jingyi Yu 0001 |
CVPR | 3 |