EDBT 2026 Demo / reviewers in the wild / expert
Kwan-Yee Lin
dblp:218/5452
· DBLP profile ↗
23ranked-venue papers
3as first author
16since 2021 · last 2025
0000-0003-0175-6398ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 23 · 3 first-author · 16 since 2021Graphics, computer vision, multimedia, augmented reality and games · 21 · 3 first-author · 14 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Let Humanoids Hike! Integrative Skill Development on Complex TrailsabstractHiking on complex trails demands balance, agility, and adaptive decision-making over unpredictable terrain. Current humanoid research remains fragmented and inadequate for hiking: locomotion focuses on motor skills without long-term goals or situational awareness, while semantic navigation overlooks real-world embodiment and local terrain variability. We propose training humanoids to hike on complex trails, fostering integrative skill development across visual perception, decision making, and motor execution.We develop LEGO-H, a learning framework that enables a humanoid with vision to hike complex trails independently. It has two key innovations. 1) A Temporal Vision Transformer anticipates future steps to guide locomotion, unifying local movement and goal-directed navigation. 2) Latent representations of joint movement patterns combined with hierarchical metric learning allow smooth policy transfer from privileged training to real-world training. These techniques enable LEGO-H to handle diverse physical and environmental challenges without relying on predefined motion patterns. Experiments on diverse simulated hiking trails and humanoids with different morphologies demonstrate LEGO-H’s robustness and versatility, establishing a strong foundation for future humanoid development. Kwan-Yee Lin, Stella X. Yu |
CVPR | 1 |
| 2024 | CosmicMan: A Text-to-Image Foundation Model for HumansabstractWe present CosmicMan, a text-to-image foundation model specialized for generating high-fidelity human images. Unlike current general-purpose foundation models that are stuck in the dilemma of inferior quality and text-image misalignment for humans, CosmicMan enables generating photo-realistic human images with meticulous appearance, reasonable structure, and precise text-image alignment with detailed dense descriptions. At the heart of CosmicMan's success are the new reflections and perspectives on data and models: (1) We found that data quality and a scalable data production flow are essential for the final results from trained models. Hence, we propose a new data production paradigm, Annotate Anyone, which serves as a perpetual data flywheel to produce high-quality data with accurate yet cost-effective annotations over time. Based on this, we constructed a large-scale dataset, CosmicMan-HQ 1.0, with 6 Million high-quality real-world human images in a mean resolution of$1488 \times 1255$, and attached with precise text annotations deriving from 115 Million attributes in diverse granularities. (2) We argue that a text-to-image foundation model specialized for humans must be pragmatic – easy to integrate into down-streaming tasks while effective in producing high-quality human images. Hence, we propose to model the relationship between dense text descriptions and image pixels in a decomposed manner, and present Decomposed-Attention-Refocusing (Daring) training framework. It seamlessly decomposes the cross-attention features in existing text-to-image diffusion model, and enforces attention refocusing without adding extra modules. Through Daring, we show that explicitly discretizing continuous text space into several basic groups that align with human body structure is the key to tackling the misalignment problem in a breeze. Project page: https://cosmicman-cvpr2024.github.io/. Shikai Li, Jianglin Fu, Kwan-Yee Lin, Wayne Wu |
CVPR | 5 |
| 2024 | Parameterization-Driven Neural Surface Reconstruction for Object-Oriented Editing in Neural Rendering
Baixin Xu, Jiangbei Hu, Fei Hou 0001, Kwan-Yee Lin, Wayne Wu, Chen Qian 0006, Ying He 0001 |
ECCV (41) | 4 |
| 2024 | RNNPose: 6-DoF Object Pose Estimation via Recurrent Correspondence Field Estimation and Pose Optimizationabstract6-DoF object pose estimation from a monocular image is a challenging problem, where a post-refinement procedure is generally needed for high-precision estimation. In this paper, we propose a framework, dubbed RNNPose, based on a recurrent neural network (RNN) for object pose refinement, which is robust to erroneous initial poses and occlusions. During the recurrent iterations, object pose refinement is formulated as a non-linear least squares problem based on the estimated correspondence field (between a rendered image and the observed image). The problem is then solved by a differentiable Levenberg-Marquardt (LM) algorithm enabling end-to-end training. The correspondence field estimation and pose refinement are conducted alternately in each iteration to improve the object poses. Furthermore, to improve the robustness against occlusion, we introduce a consistency-check mechanism based on the learned descriptors of the 3D model and observed 2D images, which downweights the unreliable correspondences during pose optimization. We evaluate RNNPose on several public datasets, including LINEMOD, Occlusion-LINEMOD, YCB-Video and TLESS. We demonstrate state-of-the-art performance and strong robustness against severe clutter and occlusion in the scenes. Extensive experiments validate the effectiveness of our proposed method. Besides, the extended system based on RNNPose successfully generalizes to multi-instance scenarios and achieves top-tier performance on the TLESS dataset. Kwan-Yee Lin, Guofeng Zhang 0001, Xiaogang Wang 0005, Hongsheng Li 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2023 | MonoHuman: Animatable Human Neural Field from Monocular VideoabstractAnimating virtual avatars with free-view control is crucial for various applications like virtual reality and digital entertainment. Previous studies have attempted to utilize the representation power of the neural radiance field (NeRF) to reconstruct the human body from monocular videos. Recent works propose to graft a deformation network into the NeRF to further model the dynamics of the human neural field for animating vivid human motions. However, such pipelines either rely on pose-dependent representations or fall short of motion coherency due to frameindependent optimization, making it difficult to generalize to unseen pose sequences realistically. In this paper, we propose a novel framework MonoHuman, which robustly renders view-consistent and high-fidelity avatars under arbitrary novel poses. Our key insight is to model the deformation field with bi-directional constraints and explicitly leverage the off-the-peg keyframe information to reason the feature correlations for coherent results. Specifically, we first propose a Shared Bidirectional Deformation module, which creates a pose-independent generalizable deformation field by disentangling backward and forward deformation correspondences into shared skeletal motion weight and separate non-rigid motions. Then, we devise a Forward Correspondence Search module, which queries the correspondence feature of keyframes to guide the rendering network. The rendered results are thus multi-view consistent with high fidelity, even under challenging novel pose settings. Extensive experiments demonstrate the superiority of our proposed MonoHuman over state-of-the-art methods. Zhengming Yu, Wayne Wu, Kwan-Yee Lin |
CVPR | 5 |
| 2023 | DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric RenderingabstractRealistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity (e.g., outfit's fabric/material, body's interaction with objects, and motion sequences), which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several appealing attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Upon the massive collections, we provide human subjects with grand categories of pose actions, body shapes, clothing, accessories, hairdos, and object intersection, which ranges the geometry and appearance variances from everyday life to professional occasions. Second, we provide rich assets for each subject – 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 × 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation.Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/. Ruixiang Chen, Siming Fan, Wanqi Yin, Zhongang Cai, Jingbo Wang 0003, Yang Gao 0042, Zhengming Yu, Zhengyu Lin, Daxuan Ren, Lei Yang 0045, Ziwei Liu 0002, Chen Change Loy, Chen Qian 0006, Wayne Wu, Dahua Lin, Bo Dai 0002, Kwan-Yee Lin |
ICCV | 19 |
| 2023 | Simulating Fluids in Real-World Still ImagesabstractIn this work, we tackle the problem of real-world fluid animation from a still image. The key of our system is a surface-based layered representation, where the scene is decoupled into a surface fluid layer and an impervious background layer with corresponding transparencies to characterize the composition of the two layers. The animated video can be produced by warping only the surface fluid layer according to the estimation of fluid motions and recombining it with the background. In addition, we introduce surface-only fluid simulation, a 2.5D fluid calculation, as a replacement for motion estimation. Specifically, we leverage triangular mesh based on a monocular depth estimator to represent fluid surface layer and simulate the motion with the inspiration of classic physics theory of hybrid Lagrangian-Eulerian method, along with a learnable network so as to adapt to complex real-world image textures. Extensive experiments indicate our method’s competitive performance for common fluid scenes and better robustness and reasonability under complex transparent fluid scenarios. Moreover, as proposed surface-based layer representation and surface-only fluid simulation naturally disentangle the scene, interactive editing such as adding objects and texture replacing could be easily achieved with realistic results. Code, and dataset are publicly available. Siming Fan, Jingtan Piao, Chen Qian 0006, Hongsheng Li 0001, Kwan-Yee Lin |
ICCV | 5 |
| 2023 | UnitedHuman: Harnessing Multi-Source Data for High-Resolution Human GenerationabstractHuman generation has achieved significant progress. Nonetheless, existing methods still struggle to synthesize specific regions such as faces and hands. We argue that the main reason is rooted in the training data. A holistic human dataset inevitably has insufficient and low-resolution information on local parts. Therefore, we propose to use multisource datasets with various resolution images to jointly learn a high-resolution human generative model. However, multi-source data inherently a) contains different parts that do not spatially align into a coherent human, and b) comes with different scales. To tackle these challenges, we propose an end-to-end framework, UnitedHuman, that empowers continuous GAN with the ability to effectively utilize multi-source data for high-resolution human generation. Specifically, 1) we design a Multi-Source Spatial Transformer that spatially aligns multi-source images to full-body space with a human parametric model. 2) Next, a continuous GAN is proposed with global-structural guidance and CutMix consistency. Patches from different datasets are then sampled and transformed to supervise the training of this scale-invariant generative model. Extensive experiments demonstrate that our model jointly learned from multi-source data achieves superior quality than those learned from a holistic dataset. Project page: https://unitedhuman.github.io/. Jianglin Fu, Shikai Li, Yuming Jiang 0003, Kwan-Yee Lin, Wayne Wu, Ziwei Liu 0002 |
ICCV | 4 |
| 2023 | Urban Radiance Field Representation with Deformable Neural Mesh PrimitivesabstractNeural Radiance Fields (NeRFs) have achieved great success in the past few years. However, most current methods still require intensive resources due to ray marching-based rendering. To construct urban-level radiance fields efficiently, we design Deformable Neural Mesh Primitive (DNMP), and propose to parameterize the entire scene with such primitives. The DNMP is a flexible and compact neural variant of classic mesh representation, which enjoys both the efficiency of rasterization-based rendering and the powerful neural representation capability for photo-realistic image synthesis. Specifically, a DNMP consists of a set of connected deformable mesh vertices with paired vertex features to parameterize the geometry and radiance information of a local area. To constrain the degree of freedom for optimization and lower the storage budgets, we enforce the shape of each primitive to be decoded from a relatively low-dimensional latent space. The rendering colors are decoded from the vertex features (interpolated with rasterization) by a view-dependent MLP. The DNMP provides a new paradigm for urban-level scene representation with appealing properties: (1) High-quality rendering. Our method achieves leading performance for novel view synthesis in urban scenarios. (2) Low computational costs. Our representation enables fast rendering (2.07 ms/1K pixels) and low peak memory usage (110 MB/1K pixels). We also present a lightweight version that can run 33× faster than vanilla NeRFs, which is comparable to the highly-optimized Instant-NGP. Project page: https://dnmp.github.io/. Fan Lu 0001, Guang Chen 0001, Hongsheng Li 0001, Kwan-Yee Lin, Changjun Jiang 0002 |
ICCV | 5 |
| 2023 | Deformable Model-Driven Neural Rendering for High-Fidelity 3D Reconstruction of Human Heads Under Low-View SettingsabstractReconstructing 3D human heads in low-view settings presents technical challenges, mainly due to the pronounced risk of overfitting with limited views and high-frequency signals. To address this, we propose geometry decomposition and adopt a two-stage, coarse-to-fine training strategy, allowing for progressively capturing high-frequency geometric details. We represent 3D human heads using the zero level-set of a combined signed distance field, comprising a smooth template, a non-rigid deformation, and a high-frequency displacement field. The template captures features that are independent of both identity and expression and is co-trained with the deformation network across multiple individuals with sparse and randomly selected views. The displacement field, capturing individual-specific details, undergoes separate training for each person. Our network training does not require 3D supervision or object masks. Experimental results demonstrate the effectiveness and robustness of our geometry decomposition and two-stage training strategy. Our method outperforms existing neural rendering approaches in terms of reconstruction accuracy and novel view synthesis under low-view settings. Moreover, the pre-trained template serves a good initialization for our model when encountering unseen individuals. Baixin Xu, Jiarui Zhang 0007, Kwan-Yee Lin, Chen Qian 0006, Ying He 0001 |
ICCV | 3 |
| 2023 | RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head AvatarsabstractSynthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital causes is the inadequate datasets -- 1) current public datasets can only support researchers to explore high-fidelity head avatars in one or two task directions; 2) these datasets usually contain digital head assets with limited data volume, and narrow distribution over different attributes, such as expressions, ages, and accessories. In this paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive advance in head avatar algorithms across different scenarios. It contains massive data assets, with 243+ million complete head frames and over 800k video sequences from 500 different identities captured by multi-view cameras at 30 FPS. It is a large-scale digital library for head avatars with three key attributes: 1) High Fidelity: all subjects are captured in 360 degrees via 60 synchronized, high-resolution 2K cameras. 2) High Diversity: The collected subjects vary from different ages, eras, ethnicities, and cultures, providing abundant materials with distinctive styles in appearance and geometry. Moreover, each subject is asked to perform various dynamic motions, such as expressions and head rotations, which further extend the richness of assets. 3) Rich Annotations: the dataset provides annotations with different granularities: cameras' parameters, background matting, scan, 2D/3D facial landmarks, FLAME fitting, and text description. Based on the dataset, we build a comprehensive benchmark for head avatar research, with 16 state-of-the-art methods performed on five main tasks: novel view synthesis, novel expression synthesis, hair rendering, hair editing, and talking head generation. Our experiments uncover the strengths and flaws of state-of-the-art methods. RenderMe-360 opens the door for future exploration in modern head avatars. All of the data, code, and models will be publicly available at https://renderme-360.github.io/. Dongwei Pan, Long Zhuo, Jingtan Piao, Huiwen Luo, Siming Fan, Shengqi Liu, Lei Yang 0045, Bo Dai 0002, Ziwei Liu 0002, Chen Change Loy, Chen Qian 0006, Wayne Wu, Dahua Lin, Kwan-Yee Lin |
NeurIPS | 16 |
| 2022 | Learning a Structured Latent Space for Unsupervised Point Cloud CompletionabstractUnsupervised point cloud completion aims at estimating the corresponding complete point cloud of a partial point cloud in an unpaired manner. It is a crucial but challenging problem since there is no paired partial-complete supervision that can be exploited directly. In this work, we pro-pose a novel framework, which learns a unified and structured latent space that encoding both partial and complete point clouds. Specifically, we map a series of related par-tial point clouds into multiple complete shape and occlusion code pairs and fuse the codes to obtain their repre-sentations in the unified latent space. To enforce the learning of such a structured latent space, the proposed method adopts a series of constraints including structured ranking regularization, latent code swapping constraint, and distribution supervision on the related partial point clouds. By establishing such a unified and structured latent space, better partial-complete geometry consistency and shape completion accuracy can be achieved. Extensive experi-ments show that our proposed method consistently outper-forms state-of-the-art unsupervised methods on both syn-thetic ShapeNet and real-world KITTI, ScanNet, and Mat- terport3D datasets. Yingjie Cai, Kwan-Yee Lin, Qiang Wang 0023, Xiaogang Wang 0001, Hongsheng Li 0001 |
CVPR | 2 |
| 2022 | RNNPose: Recurrent 6-DoF Object Pose Refinement with Robust Correspondence Field Estimation and Pose Optimizationabstract6-DoF object pose estimation from a monocular image is challenging, and a post-refinement procedure is generally needed for high-precision estimation. In this paper, we propose a framework based on a recurrent neural network (RNN) for object pose refinement, which is robust to erroneous initial poses and occlusions. During the recurrent iterations, object pose refinement is formulated as a nonlinear least squares problem based on the estimated correspondence field (between a rendered image and the observed image). The problem is then solved by a differentiable Levenberg-Marquardt (LM) algorithm enabling end-to-end training. The correspondence field estimation and pose refinement are conducted alternatively in each iteration to recover the object poses. Furthermore, to improve the robustness to occlusion, we introduce a consistency-check mechanism based on the learned descriptors of the 3D model and observed 2D images, which downweights the unreliable correspondences during pose optimization. Extensive experiments on LINEMOD, Occlusion-LINEMOD, and YCB-Video datasets validate the effectiveness of our method and demonstrate state-of-the-art performance. Kwan-Yee Lin, Guofeng Zhang 0001, Xiaogang Wang 0001, Hongsheng Li 0001 |
CVPR | 2 |
| 2022 | StyleGAN-Human: A Data-Centric Odyssey of Human Generation
Jianglin Fu, Shikai Li, Yuming Jiang 0003, Kwan-Yee Lin, Chen Qian 0006, Chen Change Loy, Wayne Wu, Ziwei Liu 0002 |
ECCV (16) | 4 |
| 2021 | Semantic Scene Completion via Integrating Instances and Scene In-the-LoopabstractSemantic Scene Completion aims at reconstructing a complete 3D scene with precise voxel-wise semantics from a single-view depth or RGBD image. It is a crucial but challenging problem for indoor scene understanding. In this work, we present a novel framework named Scene-Instance-Scene Network (SISNet), which takes advantages of both in-stance and scene level semantic information. Our method is capable of inferring fine-grained shape details as well as nearby objects whose semantic categories are easily mixed-up. The key insight is that we decouple the instances from a coarsely completed semantic scene instead of a raw input image to guide the reconstruction of instances and the over-all scene. SISNet conducts iterative scene-to-instance (SI) and instance-to-scene (IS) semantic completion. Specifically, the SI is able to encode objects’ surrounding context for effectively decoupling instances from the scene and each instance could be voxelized into higher resolution to capture finer details. With IS, fine-grained instance information can be integrated back into the 3D scene and thus leads to more accurate semantic scene completion. Utilizing such an iterative mechanism, the scene and instance completion benefits each other to achieve higher completion accuracy. Extensively experiments show that our proposed method consistently outperforms state-of-the-art methods on both real NYU, NYUCAD and synthetic SUNCG-RGBD datasets. The code and the supplementary material will be available at https://github.com/yjcaimeow/SISNet. Yingjie Cai, Xuesong Chen 0001, Kwan-Yee Lin, Xiaogang Wang 0001, Hongsheng Li 0001 |
CVPR | 4 |
| 2021 | Inverting Generative Adversarial Renderer for Face ReconstructionabstractGiven a monocular face image as input, 3D face geometry reconstruction aims to recover a corresponding 3D face mesh. Recently, both optimization-based and learning-based face reconstruction methods have taken advantage of the emerging differentiable renderer and shown promising results. However, the differentiable renderer, mainly based on graphics rules, simplifies the realistic mechanism of the illumination, reflection, etc., of the real world, thus can-not produce realistic images. This brings a lot of domain-shift noise to the optimization or training process. In this work, we introduce a novel Generative Adversarial Renderer (GAR) and propose to tailor its inverted version to the general fitting pipeline, to tackle the above problem. Specifically, the carefully designed neural renderer takes a face normal map and a latent code representing other factors as inputs and renders a realistic face image. Since the GAR learns to model the complicated real-world image, in-stead of relying on the simplified graphics rules, it is capable of producing realistic images, which essentially inhibits the domain-shift noise in training and optimization. Equipped with the elaborated GAR, we further proposed a novel approach to predict 3D face parameters, in which we first obtain fine initial parameters via Renderer Inverting and then refine it with gradient-based optimizers. Extensive experiments have been conducted to demonstrate the effectiveness of the proposed generative adversarial renderer and the novel optimization-based face reconstruction framework. Our method achieves state-of-the-art performances on multiple face reconstruction datasets. Jingtan Piao, Keqiang Sun, Kwan-Yee Lin, Hongsheng Li 0001 |
CVPR | 4 |
| 2020 | 3D Sketch-Aware Semantic Scene Completion via Semi-Supervised Structure PriorabstractThe goal of the Semantic Scene Completion (SSC) task is to simultaneously predict a completed 3D voxel representation of volumetric occupancy and semantic labels of objects in the scene from a single-view observation. Since the computational cost generally increases explosively along with the growth of voxel resolution, most current state-of-the-arts have to tailor their framework into a low-resolution representation with the sacrifice of detail prediction. Thus, voxel resolution becomes one of the crucial difficulties that lead to the performance bottleneck. In this paper, we propose to devise a new geometry-based strategy to embed depth information with low-resolution voxel representation, which could still be able to encode sufficient geometric information, e.g., room layout, object's sizes and shapes, to infer the invisible areas of the scene with well structure-preserving details. To this end, we first propose a novel 3D sketch-aware feature embedding to explicitly encode geometric information effectively and efficiently. With the 3D sketch in hand, we further devise a simple yet effective semantic scene completion framework that incorporates a light-weight 3D Sketch Hallucination module to guide the inference of occupancy and the semantic labels via a semi-supervised structure prior learning strategy. We demonstrate that our proposed geometric embedding works better than the depth feature learning from habitual SSC frameworks. Our final model surpasses state- of-the-arts consistently on three public benchmarks, which only requires 3D volumes of 60 × 36 × 60 resolution for both input and output. Xiaokang Chen, Kwan-Yee Lin, Chen Qian 0006, Hongsheng Li 0001 |
CVPR | 2 |
| 2020 | Bi-directional Cross-Modality Feature Propagation with Separation-and-Aggregation Gate for RGB-D Semantic Segmentation
Xiaokang Chen, Kwan-Yee Lin, Jingbo Wang 0003, Wayne Wu, Chen Qian 0006, Hongsheng Li 0001 |
ECCV (11) | 2 |
| 2019 | Weakly-Supervised Discovery of Geometry-Aware Representation for 3D Human Pose EstimationabstractRecent studies have shown remarkable advances in 3D human pose estimation from monocular images, with the help of large-scale in-door 3D datasets and sophisticated network architectures. However, the generalizability to different environments remains an elusive goal. In this work, we propose a geometry-aware 3D representation for the human pose to address this limitation by using multiple views in a simple auto-encoder model at the training stage and only 2D keypoint information as supervision. A view synthesis framework is proposed to learn the shared 3D representation between viewpoints with synthesizing the human pose from one viewpoint to the other one. Instead of performing a direct transfer in the raw image-level, we propose a skeleton-based encoder-decoder mechanism to distil only pose-related representation in the latent space. A learning-based representation consistency constraint is further introduced to facilitate the robustness of latent 3D representation. Since the learnt representation encodes 3D geometry information, mapping it to 3D pose will be much easier than conventional frameworks that use an image or 2D coordinates as the input of 3D pose estimator. We demonstrate our approach on the task of 3D human pose estimation. Comprehensive experiments on three popular benchmarks show that our model can significantly improve the performance of state-of-the-art methods with simply injecting the representation as a robust 3D prior. Xipeng Chen, Kwan-Yee Lin, Wentao Liu 0002, Chen Qian 0006, Liang Lin 0004 |
CVPR | 2 |
| 2019 | TRB: A Novel Triplet Representation for Understanding 2D Human BodyabstractHuman pose and shape are two important components of 2D human body. However, how to efficiently represent both of them in images is still an open question. In this paper, we propose the Triplet Representation for Body (TRB) --- a compact 2D human body representation, with skeleton keypoints capturing human pose information and contour keypoints containing human shape information. TRB not only preserves the flexibility of skeleton keypoint representation, but also contains rich pose and human shape information. Therefore, it promises broader application areas, such as human shape editing and conditional image generation. We further introduce the challenging problem of TRB estimation, where joint learning of human pose and shape is required. We construct several large-scale TRB estimation datasets, based on the popular 2D pose datasets LSP, MPII and COCO. To effectively solve TRB estimation, we propose a two-branch network (TRB-net) with three novel techniques, namely X-structure (Xs), Directional Convolution (DC) and Pairwise mapping (PM), to enforce multi-level message passing for joint feature learning. We evaluate our proposed TRB-net and several leading approaches on our proposed TRB datasets, and demonstrate the superiority of our method through extensive evaluations. Haodong Duan, Kwan-Yee Lin, Sheng Jin 0007, Wentao Liu 0002, Chen Qian 0006, Wanli Ouyang |
ICCV | 2 |
| 2019 | Make a Face: Towards Arbitrary High Fidelity Face ManipulationabstractRecent studies have shown remarkable success in face manipulation task with the advance of GANs and VAEs paradigms, but the outputs are sometimes limited to low-resolution and lack of diversity. In this work, we propose Additive Focal Variational Auto-encoder (AF-VAE), a novel approach that can arbitrarily manipulate high-resolution face images using a simple yet effective model and only weak supervision of reconstruction and KL divergence losses. First, a novel additive Gaussian Mixture assumption is introduced with an unsupervised clustering mechanism in the structural latent space, which endows better disentanglement and boosts multi-modal representation with external memory. Second, to improve the perceptual quality of synthesized results, two simple strategies in architecture design are further tailored and discussed on the behavior of Human Visual System (HVS) for the first time, allowing for fine control over the model complexity and sample quality. Human opinion studies and new state-of-the-art Inception Score (IS) / Frechet Inception Distance (FID) demonstrate the superiority of our approach over existing algorithms, advancing both the fidelity and extremity of face manipulation task. Shengju Qian, Kwan-Yee Lin, Wayne Wu, Yangxiaokang Liu, Fumin Shen, Chen Qian 0006, Ran He 0001 |
ICCV | 2 |
| 2018 | Self-supervised Deep Multiple Choice Learning Network for Blind Image Quality Assessment
Kwan-Yee Lin, Guanxiang Wang |
BMVC | 1 |
| 2018 | Hallucinated-IQA: No-Reference Image Quality Assessment via Adversarial LearningabstractNo-reference image quality assessment (NR-IQA) is a fundamental yet challenging task in low-level computer vision community. The difficulty is particularly pronounced for the limited information, for which the corresponding reference for comparison is typically absent. Although various feature extraction mechanisms have been leveraged from natural scene statistics to deep neural networks in previous methods, the performance bottleneck still exists. In this work, we propose a hallucination-guided quality regression network to address the issue. We firstly generate a hallucinated reference constrained on the distorted image, to compensate the absence of the true reference. Then, we pair the information of hallucinated reference with the distorted image, and forward them to the regressor to learn the perceptual discrepancy with the guidance of an implicit ranking relationship within the generator, and therefore produce the precise quality prediction. To demonstrate the effectiveness of our approach, comprehensive experiments are evaluated on four popular image quality assessment benchmarks. Our method significantly outperforms all the previous state-of-the-art methods by large margins. The code and model are publicly available on the project page https://kwanyeelin.github.io/projects/HIQA/HIQA.html. Kwan-Yee Lin, Guanxiang Wang |
CVPR | 1 |