Hongwei Yi

dblp:250/4400 · DBLP profile ↗
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25ranked-venue papers
7as first author
19since 2021 · last 2025
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 23 · 6 first-author · 18 since 2021Artificial intelligence and machine learning · 18 · 7 first-author · 13 since 2021Systems, architecture and hardware · 1 · 1 first-author
YearPublicationVenuePosition
2025 Magicid: Hybrid Preference Optimization for Id-Consistent and Dynamic-Preserved Video Customization
Hengjia Li, Lifan Jiang, Hongwei Yi, Boxi Wu 0001, Deng Cai 0001
ICCV5
2025 Wan-Move: Motion-controllable Video Generation via Latent Trajectory Guidance
abstract
We present Wan-Move, a simple and scalable framework that brings motion control to video generative models. Existing motion-controllable methods typically suffer from coarse control granularity and limited scalability, leaving their outputs insufficient for practical use. We narrow this gap by achieving precise and high-quality motion control. Our core idea is to directly make the original condition features motion-aware for guiding video synthesis. To this end, we first represent object motions with dense point trajectories, allowing fine-grained control over the scene. We then project these trajectories into latent space and propagate the first frame's features along each trajectory, producing an aligned spatiotemporal feature map that tells how each scene element should move. This feature map serves as the updated latent condition, which is naturally integrated into the off-the-shelf image-to-video model, e.g., Wan-I2V-14B, as motion guidance without any architecture change. It removes the need for auxiliary motion encoders and makes fine-tuning base models easily scalable. Through scaled training, Wan-Move generates 5-second, 480p videos whose motion controllability rivals Kling 1.5 Pro's commercial Motion Brush, as indicated by user studies. To support comprehensive evaluation, we further design MoveBench, a rigorously curated benchmark featuring diverse content categories and hybrid-verified annotations. It is distinguished by larger data volume, longer video durations, and high-quality motion annotations. Extensive experiments on MoveBench and the public dataset consistently show Wan-Move's superior motion quality. Code, models, and benchmark data are made available.
Ruihang Chu, Yefei He, Zhekai Chen, Shiwei Zhang 0001, Xiaogang Xu 0002, Dingdong Wang, Hongwei Yi, Xihui Liu, Hengshuang Zhao, Yu Liu 0063, Yingya Zhang, Yujiu Yang 0001
NeurIPS8
2024 POCO: 3D Pose and Shape Estimation with Confidence
abstract
The regression of 3D Human Pose and Shape (HPS) from an image is becoming increasingly accurate. This makes the results useful for downstream tasks like human action recognition or 3D graphics. Yet, no regressor is perfect, and accuracy can be affected by ambiguous image evidence or by poses and appearance that are unseen during training. Most current HPS regressors, however, do not report the confidence of their outputs, meaning that downstream tasks cannot differentiate accurate estimates from inaccurate ones. To address this, we develop POCO, a novel framework for training HPS regressors to estimate not only a 3D human body, but also their confidence, in a single feed-forward pass. Specifically, POCO estimates both the 3D body pose and a per-sample variance. The key idea is to introduce a Dual Conditioning Strategy (DCS) for regressing uncertainty that is highly correlated to pose reconstruction quality. The POCO framework can be applied to any HPS regressor and here we evaluate it by modifying HMR, PARE, and CLIFF. In all cases, training the network to reason about uncertainty helps it learn to more accurately estimate 3D pose. While this was not our goal, the improvement is modest but consistent. Our main motivation is to provide uncertainty estimates for downstream tasks; we demonstrate this in two ways: (1) We use the confidence estimates to bootstrap HPS training. Given unlabeled image data, we take the confident estimates of a POCO-trained regressor as pseudo ground truth. Retraining with this automatically-curated data improves accuracy. (2) We exploit uncertainty in video pose estimation by automatically identifying uncertain frames (e.g. due to occlusion) and “inpainting” these from confident frames. Code and models are available for research at https://poco.is.tue.mpg.de.
Saikumar Dwivedi, Cordelia Schmid, Hongwei Yi, Michael J. Black, Dimitrios Tzionas
3DV3
2024 TeCH: Text-Guided Reconstruction of Lifelike Clothed Humans
abstract
Despite recent research advancements in reconstructing clothed humans from a single image, accurately restoring the “unseen regions” with high-level details remains an unsolved challenge that lacks attention. Existing methods often generate overly smooth back-side surfaces with a blurry texture. But how to effectively capture all visual attributes of an individual from a single image, which are sufficient to reconstruct unseen areas (e.g. the back view)? Motivated by the power of foundation models, TeCH reconstructs the 3D human by leveraging 1) descriptive text prompts (e.g. garments, colors, hairstyles) which are automatically generated via a garment parsing model and Visual Question Answering (VQA), 2) a personalized fine-tuned Text-to-Image diffusion model (T2I) which learns the “indescribable” appearance. To represent high-resolution 3D clothed humans at an affordable cost, we propose a hybrid 3D representation based on DMTet, which consists of an explicit body shape grid and an implicit distance field. Guided by the descriptive prompts + personalized T2I diffusion model, the geometry and texture of the 3D humans are optimized through multi-view Score Distillation Sampling (SDS) and reconstruction losses based on the original observation. TeCH produces high-fidelity 3D clothed humans with consistent & delicate texture, and detailed full-body geometry. Quantitative and qualitative experiments demonstrate that TeCH outperforms the state-of-the-art methods in terms of reconstruction accuracy and rendering quality. The code will be publicly available for research purposes at huangyangyi.github.io/TeCH
Yangyi Huang, Hongwei Yi, Yuliang Xiu, Tingting Liao, Jiaxiang Tang, Deng Cai 0001, Justus Thies
3DV2
2024 TADA! Text to Animatable Digital Avatars
abstract
We introduce TADA, a simple-yet-effective approach that takes textual descriptions and produces expressive 3D avatars with high-quality geometry and lifelike textures, that can be animated and rendered with traditional graphics pipelines. Existing text-based character generation methods are limited in terms of geometry and texture quality, and cannot be realistically animated due to the misalignment between the geometry and the texture, particularly in the face region. To address these limitations, TADA leverages the synergy of a 2D diffusion model and a parametric body model. Specifically, we derive a high-resolution upsampled version of SMPL-X with a displacement layer and a texture map, and use hierarchical rendering with score distillation sampling (SDS) to create high-quality, detailed, holistic 3D avatars from text. To ensure alignment between the geometry and texture, we render normals and RGB images of the generated character and exploit their latent embeddings during the SDS optimization process. We further drive the character’s face with multiple expressions during optimization, ensuring that its semantics remain consistent with the original SMPL-X model. Both qualitative and quantitative evaluations show that TADA significantly surpasses existing approaches. TADA enables large-scale creation of digital characters ready for animation and rendering, while also enabling text-guided editing. The code is public for research purposes at tada.is.tue.mpg.de
Tingting Liao, Hongwei Yi, Yuliang Xiu, Jiaxiang Tang, Yangyi Huang, Justus Thies, Michael J. Black
3DV2
2024 ProxyCap: Real-Time Monocular Full-Body Capture in World Space via Human-Centric Proxy-to-Motion Learning
abstract
Learning-based approaches to monocular motion capture have recently shown promising results by learning to regress in a data-driven manner. However, due to the challenges in data collection and network designs, it remains challenging to achieve real-time full-body capture while being accurate in world space. In this work, we introduce ProxyCap, a human-centric proxy-to-motion learning scheme to learn world-space motions from a proxy dataset of 2D skeleton sequences and 3D rotational motions. Such proxy data enables us to build a learning-based network with accurate world-space supervision while also mitigating the generalization issues. For more accurate and physically plausible predictions in world space, our network is designed to learn human motions from a human-centric perspective, which enables the understanding of the same motion captured with different camera trajectories. Moreover, a contact-aware neural motion descent module is proposed to improve foot-ground contact and motion misalignment with the proxy observations. With the proposed learning-based solution, we demonstrate the first real-time monocular full-body capture system with plausible foot-ground contact in world space even using hand-held cameras.
Yuxiang Zhang 0006, Hongwen Zhang 0001, Liangxiao Hu, Jiajun Zhang 0012, Hongwei Yi, Shengping Zhang, Yebin Liu
CVPR5
2024 Generating Human Interaction Motions in Scenes with Text Control
Hongwei Yi, Justus Thies, Michael J. Black, Xue Bin Peng, Davis Rempe
ECCV (4)1
2024 Robust HDR reconstruction using 3D patch based on two-scale decomposition
Zhangchi Qiao, Hongwei Yi, Desheng Wen
Signal Process.2
2023 SLOPER4D: A Scene-Aware Dataset for Global 4D Human Pose Estimation in Urban Environments
abstract
We present SLOPER4D, a novel scene-aware dataset collected in large urban environments to facilitate the research of global human pose estimation (GHPE) with human-scene interaction in the wild. Employing a head-mounted device integrated with a LiDAR and camera, we record 12 human subjects' activities over 10 diverse urban scenes from an egocentric view. Frame-wise annotations for 2D key points, 3D pose parameters, and global translations are provided, together with reconstructed scene point clouds. To obtain accurate 3D ground truth in such large dynamic scenes, we propose a joint optimization method to fit local SMPL meshes to the scene and fine-tune the camera calibration during dynamic motions frame by frame, resulting in plausible and scene-natural 3D human poses. Even-tually, SLOPER4D consists of 15 sequences of human motions, each of which has a trajectory length of more than 200 meters (up to 1,300 meters) and covers an area of more than 200 m2(up to 30,000 m2), including more than 100k LiDAR frames, 300k video frames, and 500k IMU-based motion frames. With SLOPER4D, we provide a detailed and thorough analysis of two critical tasks, including camera-based 3D HPE and LiDAR-based 3D HPE in urban environments, and benchmark a new task, GHPE. The in-depth analysis demonstrates SLOPER4D poses significant challenges to existing methods and produces great research opportunities. The dataset and code are released at http://www.lidarhumanmotion.net/sloper4d/.
Yudi Dai, Yitai Lin, Xiping Lin, Chenglu Wen, Lan Xu 0003, Hongwei Yi, Yuexin Ma, Cheng Wang 0003
CVPR6
2023 High-Fidelity Clothed Avatar Reconstruction from a Single Image
abstract
This paper presents a framework for efficient 3D clothed avatar reconstruction. By combining the advantages of the high accuracy of optimization-based methods and the efficiency of learning-based methods, we propose a coarse-to-fine way to realize a high-fidelity clothed avatar reconstruction (CAR) from a single image. At the first stage, we use an implicit model to learn the general shape in the canonical space of a person in a learning-based way, and at the second stage, we refine the surface detail by estimating the non-rigid deformation in the posed space in an optimization way. A hyper-network is utilized to generate a good initialization so that the convergence of the optimization process is greatly accelerated. Extensive experiments on various datasets show that the proposed CAR successfully produces high-fidelity avatars for arbitrarily clothed humans in real scenes. The codes will be released in https://github.com/TingtingLiao/CAR.
Tingting Liao, Yuliang Xiu, Hongwei Yi, Xudong Liu 0006, Guo-Jun Qi, Yong Zhang 0034, Xuan Wang 0009, Xiangyu Zhu 0001, Zhen Lei 0001
CVPR4
2023 MIME: Human-Aware 3D Scene Generation
abstract
Generating realistic 3D worlds occupied by moving humans has many applications in games, architecture, and synthetic data creation. But generating such scenes is expensive and labor intensive. Recent work generates human poses and motions given a 3D scene. Here, we take the opposite approach and generate 3D indoor scenes given 3D human motion. Such motions can come from archival motion capture or from IMU sensors worn on the body, effectively turning human movement into a “scanner” of the 3D world. Intuitively, human movement indicates the free-space in a room and human contact indicates surfaces or objects that support activities such as sitting, lying or touching. We propose MIME (Mining Interaction and Movement to infer 3D Environments), which is a generative model of indoor scenes that produces furniture layouts that are consistent with the human movement. MIME uses an auto-regressive transformer architecture that takes the already generated objects in the scene as well as the human motion as input, and outputs the next plausible object. To train MIME, we build a dataset by populating the 3D FRONT scene dataset with 3D humans. Our experiments show that MIME produces more diverse and plausible 3D scenes than a recent generative scene method that does not know about human movement. Code and data are available for research at https://mime.is.tue.mpg.de.
Hongwei Yi, Chun-Hao P. Huang, Shashank Tripathi, Lea Hering, Justus Thies, Michael J. Black
CVPR1
2023 Generating Holistic 3D Human Motion from Speech
abstract
This work addresses the problem of generating 3D holistic body motions from human speech. Given a speech recording, we synthesize sequences of 3D body poses, hand gestures, and facial expressions that are realistic and diverse. To achieve this, we first build a high-quality dataset of 3D holistic body meshes with synchronous speech. We then define a novel speech-to-motion generation framework in which the face, body, and hands are modeled separately. The separated modeling stems from the fact that face articulation strongly correlates with human speech, while body poses and hand gestures are less correlated. Specifically, we employ an autoencoder for face motions, and a compositional vector-quantized variational autoencoder (VQ- VAE) for the body and hand motions. The compositional VQ-VAE is key to generating diverse results. Additionally, we propose a cross-conditional autoregressive model that generates body poses and hand gestures, leading to coherent and realistic motions. Extensive experiments and user studies demonstrate that our proposed approach achieves state-of-the-art performance both qualitatively and quantitatively. Our dataset and code are released for research purposes at https://talkshow.is.tue.mpg.de/.
Hongwei Yi, Hualin Liang, Qiong Cao, Yandong Wen, Timo Bolkart, Dacheng Tao, Michael J. Black
CVPR1
2023 Test-time Personalizable Forecasting of 3D Human Poses
abstract
Current motion forecasting approaches typically train a deep end-to-end model from the source domain data, and then apply it directly to target subjects. Despite promising results, they remain non-optimal, due to privacy considerations, the test person and his/her natural properties (e.g., behavioral trait) are typically unseen in training. In this case, the source pre-trained model has a low ability to adapt to these out-of-source characteristics, resulting in an unreliable prediction. To tackle this issue, we propose a novel helper-predictor test-time personalization approach (H/P-TTP), which allows for a generalizable representation of out-of-source subjects to gain more realistic predictions. Concretely, the helper is preceded by explicit and implicit augmenters, where the former yields noisy sequences to improve robustness, while the latter is to generate novel-domain data with an adversarial learning paradigm. Then, the domain-generalizable learning is achieved where the helper can extract cross-subject invariant-knowledge to update the predictor. At test time, given a new person, the predictor is able to be further optimized to empower personalized capabilities to the specific properties. Extensive experiments show that with H/P-TTP, the existing models are significantly improved for various unseen subjects. The project page is available at https://sites.google.com/view/hp-ttp.
Qiongjie Cui, Huaijiang Sun, Jianfeng Lu 0003, Bin Li 0084, Hongwei Yi
ICCV6
2023 One-shot Implicit Animatable Avatars with Model-based Priors
abstract
Existing neural rendering methods for creating human avatars typically either require dense input signals such as video or multi-view images, or leverage a learned prior from large-scale specific 3D human datasets such that reconstruction can be performed with sparse-view inputs. Most of these methods fail to achieve realistic reconstruction when only a single image is available. To enable the data-efficient creation of realistic anima table 3D humans, we propose ELICIT, a novel method for learning human-specific neural radiance fields from a single image. Inspired by the fact that humans can effortlessly estimate the body geometry and imagine full-body clothing from a single image, we leverage two priors in ELICIT: 3D geometry prior and visual semantic prior. Specifically, ELICIT utilizes the 3D body shape geometry prior from a skinned vertex-based template model (i.e., SMPL) and implements the visual clothing semantic prior with the CLIP-based pre-trained models. Both priors are used to jointly guide the optimization for creating plausible content in the invisible areas. Taking advantage of the CLIP models, ELICIT can use text descriptions to generate text-conditioned unseen regions. In order to further improve visual details, we propose a segmentation-based sampling strategy that locally refines different parts of the avatar. Comprehensive evaluations on multiple popular benchmarks, including ZJU-MoCAP, Human3.6M, and DeepFashion, show that ELICIT outperforms strong baseline methods of avatar creation when only a single image is available. The code is public for research purposes at https://huangyangyi.github.io/ELICIT
Yangyi Huang, Hongwei Yi, Weiyang Liu, Boxi Wu 0001, Wenxiao Wang 0001, Binbin Lin 0001, Debing Zhang, Deng Cai 0001
ICCV2
2023 DECO: Dense Estimation of 3D Human-Scene Contact In The Wild
abstract
Understanding how humans use physical contact to interact with the world is key to enabling human-centric artificial intelligence. While inferring 3D contact is crucial for modeling realistic and physically-plausible human-object interactions, existing methods either focus on 2D, consider body joints rather than the surface, use coarse 3D body regions, or do not generalize to in-the-wild images. In contrast, we focus on inferring dense, 3D contact between the full body surface and objects in arbitrary images. To achieve this, we first collect DAMON, a new dataset containing dense vertex-level contact annotations paired with RGB images containing complex human-object and human-scene contact. Second, we train DECO, a novel 3D contact detector that uses both body-part-driven and scene-context-driven attention to estimate vertex-level contact on the SMPL body. DECO builds on the insight that human observers recognize contact by reasoning about the contacting body parts, their proximity to scene objects, and the surrounding scene context. We perform extensive evaluations of our detector on DAMON as well as on the RICH and BEHAVE datasets. We significantly outperform existing SOTA methods across all benchmarks. We also show qualitatively that DECO generalizes well to diverse and challenging real-world human interactions in natural images. The code, data, and models are available at https://deco.is.tue.mpg.de.
Shashank Tripathi, Agniv Chatterjee, Jean-Claude Passy, Hongwei Yi, Dimitrios Tzionas, Michael J. Black
ICCV4
2023 GraMMaR: Ground-aware Motion Model for 3D Human Motion Reconstruction
abstract
Demystifying complex human-ground interactions is essential for accurate and realistic 3D human motion reconstruction from RGB videos, as it ensures consistency between the humans and the ground plane. Prior methods have modeled human-ground interactions either implicitly or in a sparse manner, often resulting in unrealistic and incorrect motions when faced with noise and uncertainty. In contrast, our approach explicitly represents these interactions in a dense and continuous manner. To this end, we propose a novel Ground-aware Motion Model for 3D Human Motion Reconstruction, named GraMMaR, which jointly learns the distribution of transitions in both pose and interaction between every joint and ground plane at each time step of a motion sequence. It is trained to explicitly promote consistency between the motion and distance change towards the ground. After training, we establish a joint optimization strategy that utilizes GraMMaR as a dual-prior, regularizing the optimization towards the space of plausible ground-aware motions. This leads to realistic and coherent motion reconstruction, irrespective of the assumed or learned ground plane. Through extensive evaluation on the AMASS and AIST++ datasets, our model demonstrates good generalization and discriminating abilities in challenging cases including complex and ambiguous human-ground interactions. The code will be available at https://github.com/xymsh/GraMMaR.
Sihan Ma, Qiong Cao, Hongwei Yi, Jing Zhang 0037, Dacheng Tao
ACM Multimedia3
2022 Capturing and Inferring Dense Full-Body Human-Scene Contact
abstract
Inferring human-scene contact (HSC) is the first step toward understanding how humans interact with their surroundings. While detecting 2D human-object interaction (HOI) and reconstructing 3D human pose and shape (HPS) have enjoyed significant progress, reasoning about 3D human-scene contact from a single image is still challenging. Existing HSC detection methods consider only a few types of predefined contact, often reduce the body and scene to a small number of primitives, and even overlook image evidence. To predict human-scene contact from a single image, we address the limitations above from both data and algorithmic perspectives. We capture a new dataset called RICH for “Real scenes, Interaction, Contact and Humans.” RICH contains multiview outdoor/indoor video sequences at 4K resolution, ground-truth 3D human bodies captured using markerless motion capture, 3D body scans, and high resolution 3D scene scans. A key feature of RICH is that it also contains accurate vertex-level contact labels on the body. Using RICH, we train a network that predicts dense body-scene contacts from a single RGB image. Our key insight is that regions in contact are always occluded so the network needs the ability to explore the whole image for evidence. We use a transformer to learn such non-local relationships and propose a new Body-Scene contact TRansfOrmer (BSTRO). Very few methods explore 3D contact; those that do focus on the feet only, detect foot contact as a post-processing step, or infer contact from body pose without looking at the scene. To our knowledge, BSTRO is the first method to directly estimate 3D body-scene contact from a single image. We demonstrate that BSTRO significantly outperforms the prior art. Our code and dataset are available for research purposes at: https://rich.is.tue.mpg.de.
Chun-Hao P. Huang, Hongwei Yi, Markus Höschle, Matvey Safroshkin, Tsvetelina Alexiadis, Senya Polikovsky, Daniel Scharstein, Michael J. Black
CVPR2
2022 Human-Aware Object Placement for Visual Environment Reconstruction
abstract
Humans are in constant contact with the world as they move through it and interact with it. This contact is a vital source of information for understanding 3D humans, 3D scenes, and the interactions between them. In fact, we demonstrate that these human-scene interactions (HSIs) can be leveraged to improve the 3D reconstruction of a scene from a monocular RGB video. Our key idea is that, as a person moves through a scene and interacts with it, we accumulate HSIs across multiple input images, and use these in optimizing the 3D scene to reconstruct a consistent, physically plausible, 3D scene layout. Our optimization-based approach exploits three types of HSI constraints: (1) humans who move in a scene are occluded by, or occlude, objects, thus constraining the depth ordering of the objects, (2) humans move throughfree space and do not interpenetrate objects, (3) when humans and objects are in contact, the contact surfaces occupy the same place in space. Using these constraints in an optimization formulation across all observations, we significantly improve 3D scene layout reconstruction. Furthermore, we show that our scene reconstruction can be used to refine the initial 3D human pose and shape (HPS) estimation. We evaluate the 3D scene layout reconstruction and HPS estimates qualitatively and quantitatively using the PROX and PiGraphs datasets. The code and data are available for research purposes at https://mover.is.tue.mpg.de.
Hongwei Yi, Chun-Hao P. Huang, Dimitrios Tzionas, Muhammed Kocabas, Mohamed Hassan 0003, Siyu Tang 0001, Justus Thies, Michael J. Black
CVPR1
2021 M3VSNET: Unsupervised Multi-Metric Multi-View Stereo Network
abstract
The present Multi-view stereo (MVS) methods with supervised learning-based networks have an impressive performance comparing with traditional MVS methods. However, the ground-truth depth maps for training are hard to be obtained and are within limited kinds of scenarios. In this paper, we propose a novel unsupervised multi-metric MVS network, named M3VSNet, for dense point cloud reconstruction without any supervision. To improve the robustness and completeness of point cloud reconstruction, we propose a novel multi-metric loss function that combines pixel-wise and feature-wise loss function to learn the inherent constraints from different perspectives of matching correspondences. Besides, we also incorporate the normal-depth consistency in the 3D point cloud format to improve the accuracy and continuity of the estimated depth maps. Experimental results show that M3VSNet establishes the state-of-the-arts unsupervised method and achieves better performance than previous supervised MVSNet on the DTU dataset and demonstrates the powerful generalization ability on the Tanks & Temples benchmark with effective improvement.
Baichuan Huang, Hongwei Yi, Yijia He, Jingbin Liu, Xiao Liu 0042
ICIP2
2020 Learning Depth-Guided Convolutions for Monocular 3D Object Detection
abstract
3D object detection from a single image without LiDAR is a challenging task due to the lack of accurate depth information. Conventional 2D convolutions are unsuitable for this task because they fail to capture local object and its scale information, which are vital for 3D object detection. To better represent 3D structure, prior arts typically transform depth maps estimated from 2D images into a pseudo-LiDAR representation, and then apply existing 3D point-cloud based object detectors. However, their results depend heavily on the accuracy of the estimated depth maps, resulting in suboptimal performance. In this work, instead of using pseudo-LiDAR representation, we improve the fundamental 2D fully convolutions by proposing a new local convolutional network (LCN), termed Depth-guided Dynamic-Depthwise-Dilated LCN (D4LCN), where the filters and their receptive fields can be automatically learned from image-based depth maps, making different pixels of different images have different filters. D4LCN overcomes the limitation of conventional 2D convolutions and narrows the gap between image representation and 3D point cloud representation. Extensive experiments show that D4LCN outperforms existing works by large margins. For example, the relative improvement of D4LCN against the state-of-the-art on KITTI is 9.1\% in the moderate setting. D4LCN ranks 1st on KITTI monocular 3D object detection benchmark at the time of submission (car, December 2019). The code is available at https://github.com/dingmyu/D4LCN
Mingyu Ding, Yuqi Huo, Hongwei Yi, Zhe Wang 0006, Jianping Shi, Zhiwu Lu 0001, Ping Luo 0002
CVPR3
2020 Dense Hybrid Recurrent Multi-view Stereo Net with Dynamic Consistency Checking
Jianfeng Yan, Zizhuang Wei, Hongwei Yi, Mingyu Ding, Yisong Chen, Yu-Wing Tai
ECCV (4)3
2020 Pyramid Multi-view Stereo Net with Self-adaptive View Aggregation
Hongwei Yi, Zizhuang Wei, Mingyu Ding, Yisong Chen, Yu-Wing Tai
ECCV (9)1
2020 SegVoxelNet: Exploring Semantic Context and Depth-aware Features for 3D Vehicle Detection from Point Cloud
abstract
3D vehicle detection based on point cloud is a challenging task in real-world applications such as autonomous driving. Despite significant progress has been made, we observe two aspects to be further improved. First, the semantic context information in LiDAR is seldom explored in previous works, which may help identify ambiguous vehicles. Second, the distribution of point cloud on vehicles varies continuously with increasing depths, which may not be well modeled by a single model. In this work, we propose a unified model SegVoxelNet to address the above two problems. A semantic context encoder is proposed to leverage the free-of-charge semantic segmentation masks in the bird's eye view. Suspicious regions could be highlighted while noisy regions are suppressed by this module. To better deal with vehicles at different depths, a novel depth-aware head is designed to explicitly model the distribution differences and each part of the depth-aware head is made to focus on its own target detection range. Extensive experiments on the KITTI dataset show that the proposed method outperforms the state-of-the-art alternatives in both accuracy and efficiency with point cloud as input only.
Hongwei Yi, Shaoshuai Shi, Mingyu Ding, Jiankai Sun, Kui Xu 0004, Hui Zhou 0005, Zhe Wang 0006, Sheng Li 0008
ICRA1
2020 A novel approach for space debris recognition based on the full information vectors of star points
Desheng Wen, Guizhong Liu, Dalei Yao, Hongwei Yi, Meiying Liu
J. Vis. Commun. Image Represent.6
2019 MMFace: A Multi-Metric Regression Network for Unconstrained Face Reconstruction
abstract
We propose to address the face reconstruction in the wild by using a multi-metric regression network, MMFace, to align a 3D face morphable model (3DMM) to an input image. The key idea is to utilize a volumetric sub-network to estimate an intermediate geometry representation, and a parametric sub-network to regress the 3DMM parameters. Our parametric sub-network consists of identity loss, expression loss, and pose loss which greatly improves the aligned geometry details by incorporating high level loss functions directly defined in the 3DMM parametric spaces. Our high-quality reconstruction is robust under large variations of expressions, poses, illumination conditions, and even with large partial occlusions. We evaluate our method by comparing the performance with state-of-the-art approaches on latest 3D face dataset LS3D-W and Florence. We achieve significant improvements both quantitatively and qualitatively. Due to our high-quality reconstruction, our method can be easily extended to generate high-quality geometry sequences for video inputs.
Hongwei Yi, Chen Li 0031, Qiong Cao, Xiaoyong Shen, Sheng Li 0008, Yu-Wing Tai
CVPR1