Kailin Li 0001

dblp:280/0284 · DBLP profile ↗
← Back
10ranked-venue papers
3as first author
10since 2021 · last 2024
0009-0003-6921-8585ORCID · conflict

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

Artificial intelligence and machine learning · 9 · 3 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 8 since 2021
YearPublicationVenuePosition
2024 Color-NeuS: Reconstructing Neural Implicit Surfaces with Color
abstract
The reconstruction of object surfaces from multi-view images or monocular video is a fundamental issue in computer vision. However, much of the recent research concentrates on reconstructing geometry through implicit or explicit methods. In this paper, we shift our focus towards reconstructing mesh in conjunction with color. We remove the view-dependent color from neural volume rendering while retaining volume rendering performance through a relighting network. Mesh is extracted from the signed distance function (SDF) network for the surface, and color for each surface vertex is drawn from the global color network. To evaluate our approach, we conceived a in hand object scanning task featuring numerous occlusions and dramatic shifts in lighting conditions. We’ve gathered several videos for this task, and the results surpass those of any existing methods capable of reconstructing mesh alongside color. Additionally, our method’s performance was assessed using public datasets, including DTU, BlendedMVS, and OmniObject3D. The results indicated that our method performs well across all these datasets. Project page: colmar-zlicheng.github.io/color_neus.
Licheng Zhong, Lixin Yang 0001, Kailin Li 0001, Haoyu Zhen, Cewu Lu
3DV3
2024 FAVOR: Full-Body AR-Driven Virtual Object Rearrangement Guided by Instruction Text
abstract
Rearrangement operations form the crux of interactions between humans and their environment. The ability to generate natural, fluid sequences of this operation is of essential value in AR/VR and CG. Bridging a gap in the field, our study introduces FAVOR: a novel dataset for Full-body AR-driven Virtual Object Rearrangement that uniquely employs motion capture systems and AR eyeglasses. Comprising 3k diverse motion rearrangement sequences and 7.17 million interaction data frames, this dataset breaks new ground in research data. We also present a pipeline FAVORITE for producing digital human rearrangement motion sequences guided by instructions. Experimental results, both qualitative and quantitative, suggest that this dataset and pipeline deliver high-quality motion sequences. Our dataset, code, and appendix are available at https://kailinli.github.io/FAVOR.
Kailin Li 0001, Lixin Yang 0001, Zenan Lin, Jian Xu 0027, Xinyu Zhan 0001, Yifei Zhao 0003, Pengxiang Zhu, Wenxiong Kang, Kejian Wu, Cewu Lu
AAAI1
2024 OakInk2 : A Dataset of Bimanual Hands-Object Manipulation in Complex Task Completion
abstract
We present Oakink2, a dataset of bimanual object manipulation tasks for complex daily activities. In pursuit of constructing the complex tasks into a structured representation, Oakink2 introduces three level of abstraction to organize the manipulation tasks: Affordance, Primitive Task, and Complex Task. OAKINK2 features on an object-centric perspective for decoding the complex tasks, treating them as a sequence of object affordance fulfillment. The first level, Affordance, outlines the functionalities that objects in the scene can afford, the second level, Primitive Task, describes the minimal interaction units that humans interact with the object to achieve its affordance, and the third level, Complex Task, illustrates how Primitive Tasks are composed and interdependent. Oakink2 dataset provides multi-view image streams and precise pose annotations for the human body, hands and various interacting objects. This extensive collection supports applications such as interaction reconstruction and motion synthesis. Based on the 3-level abstraction of Oakink2, we explore a task-oriented framework for Complex Task Completion (CTC). CTC aims to generate a sequence of bimanual manipulation to achieve task objectives. Within the CTC framework, we employ Large Language Models (LLMs) to decompose the complex task objectives into sequences of Primitive Tasks and have developed a Motion Fulfillment Model that generates bimanual hand motion for each Primitive Task. Oakink2 datasets and models are available at https://oakink.net/v2.
Xinyu Zhan 0001, Lixin Yang 0001, Yifei Zhao 0003, Kangrui Mao, Hanlin Xu, Zenan Lin, Kailin Li 0001, Cewu Lu
CVPR7
2024 SemGrasp : Semantic Grasp Generation via Language Aligned Discretization
Kailin Li 0001, Jingbo Wang 0003, Lixin Yang 0001, Cewu Lu, Bo Dai 0002
ECCV (2)1
2024 Learning a Contact Potential Field for Modeling the Hand-Object Interaction
abstract
Estimating and synthesizing the hand's manipulation of objects is central to understanding human behaviour. To accurately model the interaction between the hand and object (referred to as the "hand-object"), we must not only focus on the pose of the hand and object, but also consider the contact between them. This contact provides valuable information for generating semantically and physically plausible grasps. In this paper, we propose an explicit contact representation called Contact Potential Field (CPF). In CPF, we model the contact between a pair of hand-object vertices as a spring-mass system. This system encodes the distance of the pair, as well as a likelihood of that contact being stable. Therefore, the system of multiple extended and compressed springs forms an elastic potential field with minimal energy at the optimal grasp position. We apply CPF to two relevant tasks, namely, hand-object pose estimation and grasping pose generation. Extensive experiments on the two challenging tasks and three commonly used datasets have demonstrated that our method can achieve state-of-the-art in several reconstruction metrics, allowing us to produce more physically plausible hand-object poses even when the ground-truth exhibits severe interpenetration or disjointedness.
Lixin Yang 0001, Xinyu Zhan 0001, Kailin Li 0001, Cewu Lu
IEEE Trans. Pattern Anal. Mach. Intell.3
2023 Chord: Category-level Hand-held Object Reconstruction via Shape Deformation
abstract
In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of ‘effective’ modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the ‘mug’ category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, Chord, for Category-level Hand-held Object Reconstruction via shape Deformation. Chord deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower Chord with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, Comic, of category-level hand-object interaction. Comic contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that Chord outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD
Kailin Li 0001, Lixin Yang 0001, Haoyu Zhen, Zenan Lin, Xinyu Zhan 0001, Licheng Zhong, Jian Xu 0027, Kejian Wu, Cewu Lu
ICCV1
2022 ArtiBoost: Boosting Articulated 3D Hand-Object Pose Estimation via Online Exploration and Synthesis
abstract
Estimating the articulated 3D hand-object pose from a single RGB image is a highly ambiguous and challenging problem, requiring large-scale datasets that contain diverse hand poses, object types, and camera viewpoints. Most real-world datasets lack these diversities. In contrast, data synthesis can easily ensure those diversities separately. However, constructing both valid and diverse hand-object interactions and efficiently learning from the vast synthetic data is still challenging. To address the above issues, we propose ArtiBoost, a lightweight online data enhancement method. ArtiBoost can cover diverse hand-object poses and camera viewpoints through sampling in a Composited hand-object Configuration and View-point space (CCV-space) and can adaptively enrich the current hard-discernable items by loss-feedback and sample re-weighting. ArtiBoost alternatively performs data exploration and synthesis within a learning pipeline, and those synthetic data are blended into real-world source data for training. We apply ArtiBoost on a simple learning baseline network and witness the performance boost on several hand-object benchmarks. Our models and code are available at https://github.com/lixiny/ArtiBoost.
Lixin Yang 0001, Kailin Li 0001, Xinyu Zhan 0001, Cewu Lu
CVPR2
2022 OakInk: A Large-scale Knowledge Repository for Understanding Hand-Object Interaction
abstract
Learning how humans manipulate objects requires machines to acquire knowledge from two perspectives: one for understanding object affordances and the other for learning human's interactions based on the affordances. Even though these two knowledge bases are crucial, we find that current databases lack a comprehensive awareness of them. In this work, we propose a multi-modal and rich-annotated knowledge repository, OakInk, for visual and cognitive understanding of hand-object interactions. We start to collect 1,800 common household objects and annotate their affordances to construct the first knowledge base: Oak. Given the affordance, we record rich human interactions with 100 selected objects in Oak. Finally, we transfer the interactions on the 100 recorded objects to their virtual counterparts through a novel method: Tink. The recorded and transferred hand-object interactions constitute the second knowledge base: Ink. As a result, OakInk contains 50,000 distinct affordance-aware and intent-oriented hand-object interactions. We benchmark OakInk on pose estimation and grasp generation tasks. Moreover, we propose two practical applications of OakInk: intent-based interaction generation and handover generation. Our dataset and source code are publicly available at www.oakink.net.
Lixin Yang 0001, Kailin Li 0001, Xinyu Zhan 0001, Fei Wu 0001, Anran Xu 0003, Liu Liu 0012, Cewu Lu
CVPR2
2022 DART: Articulated Hand Model with Diverse Accessories and Rich Textures
abstract
Hand, the bearer of human productivity and intelligence, is receiving much attention due to the recent fever of digital twins. Among different hand morphable models, MANO has been widely used in vision and graphics community. However, MANO disregards textures and accessories, which largely limits its power to synthesize photorealistic hand data. In this paper, we extend MANO with Diverse Accessories and Rich Textures, namely DART. DART is composed of 50 daily 3D accessories which varies in appearance and shape, and 325 hand-crafted 2D texture maps covers different kinds of blemishes or make-ups. Unity GUI is also provided to generate synthetic hand data with user-defined settings, e.g., pose, camera, background, lighting, textures, and accessories. Finally, we release DARTset, which contains large-scale (800K), high-fidelity synthetic hand images, paired with perfect-aligned 3D labels. Experiments demonstrate its superiority in diversity. As a complement to existing hand datasets, DARTset boosts the generalization in both hand pose estimation and mesh recovery tasks. Raw ingredients (textures, accessories), Unity GUI, source code and DARTset are publicly available at dart2022.github.io.
Daiheng Gao, Yuliang Xiu, Kailin Li 0001, Lixin Yang 0001, Feng Wang 0072, Peng Zhang 0080, Bang Zhang, Cewu Lu
NeurIPS3
2021 CPF: Learning a Contact Potential Field to Model the Hand-Object Interaction
abstract
Modeling the hand-object (HO) interaction not only requires estimation of the HO pose, but also pays attention to the contact due to their interaction. Significant progress has been made in estimating hand and object separately with deep learning methods, simultaneous HO pose estimation and contact modeling has not yet been fully explored. In this paper, we present an explicit contact representation namely Contact Potential Field (CPF), and a learning-fitting hybrid framework namely MIHO to Modeling the Interaction of Hand and Object. In CPF, we treat each contacting HO vertex pair as a spring-mass system. Hence the whole system forms a potential field with minimal elastic energy at the grasp position. Extensive experiments on the two commonly used benchmarks have demonstrated that our method can achieve state-of-the-art in several reconstruction metrics, and allow us to produce more physically plausible HO pose even when the ground-truth exhibits severe interpenetration or disjointedness. Our code is available at https://github.com/lixiny/CPF.
Lixin Yang 0001, Xinyu Zhan 0001, Kailin Li 0001, Cewu Lu
ICCV3