EDBT 2026 Demo / reviewers in the wild / expert
Lan Xu 0003
dblp:41/4840-3
· DBLP profile ↗
106ranked-venue papers
4as first author
95since 2021 · last 2026
0000-0002-8807-7787ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 90 · 3 first-author · 82 since 2021Artificial intelligence and machine learning · 54 · 2 first-author · 49 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 since 2021Systems, architecture and hardware · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Computer networks · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Artificial intelligence for virtual reality: a review
Lili Wang 0006, Yebin Liu, Miao Wang 0004, Xubo Yang, Lan Xu 0003, Zhangyao Tan, Runze Fan, Hongwen Zhang 0001, Yijian Wen, Haozhong Yang, Jian Wu 0033, Jiahui Fan, Hui Wang 0045, Qixuan Zhang, Yongtian Wang, Qinping Zhao |
Sci. China Inf. Sci. | 7 |
| 2026 | Learning a Delighting Prior for Facial Appearance Capture in the WildabstractHigh-quality facial appearance capture has traditionally required costly studio recording. Recent works consider an in-the-wild smartphone-based setup; however, their model-based inverse rendering paradigm struggles with the complex disentanglement of reflectance from unknown illumination. To bridge this gap, we propose to shift the paradigm into training a powerful delighting network as a prior to constrain the optimization. We leverage the OLAT dataset and the rendered Light Stage scans for training, and propose Dataset Latent Modulation (DLM) to seamlessly integrate these heterogeneous data sources. Specifically, by conditioning the core network on learnable source-aware tokens, we decouple dataset-specific styles from physical delighting principles, enabling the emergence of a delighting prior that outperforms existing proprietary models. This powerful delighting prior enables a simple and automatic appearance capture pipeline that achieves high-quality reflectance estimation from casual video inputs, outperforming prior arts by a large margin. Furthermore, we leverage our appearance capture method to transform the multi-view NeRSemble dataset into NeRSemble-Scan, a large-scale collection of 4K-resolution relightable scans. By open-sourcing our model and the NeRSemble-Scan dataset, we democratize high-end facial capture and provide a new foundation for the research community to build photorealistic digital humans. Xin Ming, Zhuofan Shen, Qixuan Zhang, Lan Xu 0003, Feng Xu 0005 |
ACM Trans. Graph. | 6 |
| 2026 | ACT: A Unified Framework for Rigging and Animating Characters with Arbitrary TopologiesabstractRecent advances in generative models have democratized the creation of high-quality static 3D assets, yet animating these meshes remains a labor-intensive bottleneck. Traditional pipelines fracture this process into sequential stages—rigging, skinning, and motion synthesis—ignoring the inherent coupling between morphological structure and motor function. To bridge this gap, we introduce ACT, a unified generative framework that reformulates rigging and animation not as independent tasks, but as complementary views of a single hyper-kinematic process. Our key insight is to model the joint distribution of skeletal topology and temporal motion within a shared latent space. ACT utilizes a Vision Language Model (VLM) to extract semantic topological priors from arbitrary meshes, which then condition a Diffusion Transformer (DiT) backbone. By treating static rest poses and dynamic trajectories as a unified sequence, our model employs a task-aware masking strategy to flexibly perform zero-shot rigging, text-guided motion generation, and motion completion within a single end-to-end architecture. Furthermore, a geometry-guided decoder ensures that surface deformations are tightly coupled with the generated kinematics. Extensive experiments demonstrate that ACT generalizes robustly to diverse, non-humanoid characters without retraining. By replacing brittle cascaded pipelines with a holistic prior, our method enables novel applications such as semantic-driven topology editing and generative in-betweening, offering a versatile and efficient solution for automating 3D character animation. Pengyu Long, Weirui Wang, Qingcheng Zhao, Qixuan Zhang, Jiaqing Zhou, Tianlei Hu, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 10 |
| 2026 | HairGPT: Strand-as-Language Autoregressive Modeling for Realistic 3D Hairstyle SynthesisabstractHair is a rich medium of visual and cultural expression, yet its digital modeling remains challenging due to the duality of fluidity and structure. Many existing generative approaches rely primarily on continuous diffusion fields, which entangle global topology with local texture and obscure the semantic and structural organization of hairstyles. To address this, we propose HairGPT, a strand-centric framework that treats strands as generative primitives and formulates realistic 3D hairstyle synthesis as a dual-decoupled autoregressive sequence modeling problem. Our method applies spatial decoupling across semantic scalp regions and structural decoupling along a hierarchical strand representation, progressing from global layout to fine-grained style. We further introduce a geometric tokenizer and region-aware semantic annotations to guide strand-level generation, enabling compositional editing, synthesis of rare and complex hairstyles, and adaptation to stylized domains. By aligning generative modeling with the workflow of digital grooming, HairGPT turns hair generation from opaque texture synthesis into a structured and semantically controllable authoring process, supporting robust semantic conditioning and high-fidelity results across realistic and stylized domains. Haimin Luo, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 3 |
| 2026 | Strips as Tokens: Artist Mesh Generation with Native UV SegmentationabstractRecent advancements in autoregressive transformers have demonstrated remarkable potential for generating artist-quality meshes. However, the token ordering strategies employed by existing methods typically fail to meet professional artist standards, where coordinate-based sorting yields inefficiently long sequences, and patch-based heuristics disrupt the continuous edge flow and structural regularity essential for high-quality modeling. To address these limitations, we propose Strips as Tokens ( SATO ), a novel framework with a token ordering strategy inspired by triangle strips. By constructing the sequence as a connected chain of faces that explicitly encodes UV boundaries, our method naturally preserves the organized edge flow and semantic layout characteristic of artist-created meshes. A key advantage of this formulation is its unified representation, enabling the same token sequence to be decoded into either a triangle or quadrilateral mesh. This flexibility facilitates joint training on both data types: large-scale triangle data provides fundamental structural priors, while high-quality quad data enhances the geometric regularity of the outputs. Extensive experiments demonstrate that SATO consistently outperforms prior methods in terms of geometric quality, structural coherence, and UV segmentation. Rui Xu 0016, Dafei Qin, Kaichun Qiao, Qiujie Dong, Huaijin Pi, Qixuan Zhang, Longwen Zhang, Lan Xu 0003, Jingyi Yu 0001, Wenping Wang 0001, Taku Komura |
ACM Trans. Graph. | 8 |
| 2025 | HeadGAP: Few-Shot 3D Head Avatar via Generalizable Gaussian PriorsabstractIn this paper, we present a novel 3D head avatar creation approach capable of generalizing from few-shot in-the-wild data with high-fidelity and animatable robustness. Given the underconstrained nature of this problem, incorporating prior knowledge is essential. Therefore, we propose a framework comprising prior learning and avatar creation phases. The prior learning phase leverages 3D head priors derived from a large-scale multi-view dynamic dataset, and the avatar creation phase applies these priors for few-shot personalization. Our approach effectively captures these priors by utilizing a Gaussian Splatting-based auto-decoder network with part-based dynamic modeling. Our method employs identity-shared encoding with personalized latent codes for individual identities to learn the attributes of Gaussian primitives. During the avatar creation phase, we achieve fast head avatar personalization by leveraging inversion and fine-tuning strategies. Extensive experiments demonstrate that our model effectively exploits head priors and successfully generalizes them to few-shot personalization, achieving photo-realistic rendering quality, multi-view consistency, and stable animation. Xiaozheng Zheng, Zhaohu Li, Zhuo Su 0006, Yang Zhao 0025, Guidong Wang, Lan Xu 0003 |
3DV | 12 |
| 2025 | SCOPE: Sign Language Contextual Processing with Embedding from LLMsabstractSign languages, used by around 70 million Deaf individuals globally, are visual languages that convey visual and contextual information. Current methods in vision-based sign language recognition (SLR) and translation (SLT) struggle with dialogue scenes due to limited dataset diversity and the neglect of contextually relevant information. To address these challenges, we introduce SCOPE (Sign language COntextual Processing with Embedding from LLMs), a novel context-aware vision-based SLR and SLT framework. For SLR, we utilize dialogue contexts through a multi-modal encoder to enhance gloss-level recognition. For subsequent SLT, we further fine-tune a Large Language Model (LLM) by incorporating prior conversational context. We also contribute a new sign language dataset that contains 72 hours of Chinese sign language videos in contextual dialogues across various scenarios. Experimental results demonstrate that our SCOPE framework achieves state-of-the-art performance on multiple datasets, including Phoenix-2014T, CSL-Daily, and our SCOPE dataset. Moreover, surveys conducted with participants from the Deaf community further validate the robustness and effectiveness of our approach in real-world applications. Both our dataset and code will be open-sourced to facilitate further research. Wenqian Zhang 0005, Sihan Ren, Jingyi Yu 0001, Lan Xu 0003 |
AAAI | 6 |
| 2025 | Capturing the Unseen: Vision-Free Facial Motion Capture Using Inertial Measurement UnitsabstractWe present Capturing the Unseen (CAPUS), a novel facial motion capture (MoCap) technique that operates without visual signals. CAPUS leverages miniaturized Inertial Measurement Units (IMUs) as a new sensing modality for facial motion capture. While IMUs have become essential in full-body MoCap for their portability and independence from environmental conditions, their application in facial MoCap remains underexplored. We address this by customizing micro-IMUs, small enough to be placed on the face, and strategically positioning them in alignment with key facial muscles to capture expression dynamics. CAPUS introduces the first facial IMU dataset, encompassing both IMU and visual signals from participants engaged in diverse activities such as multilingual speech, facial expressions, and emotionally intoned auditions. We train a Transformer Diffusion-based neural network to infer Blendshape parameters directly from IMU data. Our experimental results demonstrate that CAPUS reliably captures facial motion in conditions where visual-based methods struggle, including facial occlusions, rapid movements, and low-light environments. Additionally, by eliminating the need for visual inputs, CAPUS offers enhanced privacy protection, making it a robust solution for various applications. Youjia Wang, Hengan Zhou, Hongyang Lin, Xingyue Peng, Yingsheng Zhu, Yingwenqi Jiang, Yatu Zhang, Lan Xu 0003, Jingya Wang 0001, Jingyi Yu 0001 |
AAAI | 10 |
| 2025 | RePerformer: Immersive Human-centric Volumetric Videos from Playback to Photoreal ReperformanceabstractHuman-centric volumetric videos offer immersive free-viewpoint experiences, yet existing methods focus either on replaying general dynamic scenes or animating human avatars, limiting their ability to re-perform general dynamic scenes. In this paper, we present RePerformer, a novel Gaussian-based representation that unifies playback and re-performance for high-fidelity human-centric volumetric videos. Specifically, we hierarchically disentangle the dynamic scenes into motion Gaussians and appearance Gaussians which are associated in the canonical space. We further employ a Morton-based parameterization to efficiently encode the appearance Gaussians into 2D position and attribute maps. For enhanced generalization, we adopt 2D CNNs to map position maps to attribute maps, which can be assembled into appearance Gaussians for high-fidelity rendering of the dynamic scenes. For re-performance, we develop a semantic-aware alignment module and apply deformation transfer on motion Gaussians, enabling photo-real rendering under novel motions. Extensive experiments validate the robustness and effectiveness of RePerformer, setting a new benchmark for playback-then-reperformance paradigm in human-centric volumetric videos. Project page: https://moqiyinlun.github.io/Reperformer/. Yuheng Jiang, Zhehao Shen, Zhuo Su 0006, Yingliang Zhang, Marc Habermann, Lan Xu 0003 |
CVPR | 8 |
| 2025 | ClimbingCap: Multi-Modal Dataset and Method for Rock Climbing in World CoordinateabstractHuman Motion Recovery (HMR) research mainly focuses on ground-based motions such as running. The study on capturing climbing motion, an off-ground motion, is sparse. This is partly due to the limited availability of climbing motion datasets, especially large-scale and challenging 3D labeled datasets. To address the insufficiency of climbing motion datasets, we collect AscendMotion, a large-scale well-annotated, and challenging climbing motion dataset. It consists of 412k RGB, LiDAR frames, and IMU measurements, including the challenging climbing motions of 22 skilled climbing coaches across 12 different rock walls. Capturing the climbing motions is challenging as it requires precise recovery of not only the complex pose but also the global position of climbers. Although multiple global HMR methods have been proposed, they cannot faithfully capture climbing motions. To address the limitations of HMR methods for climbing, we propose Climbing-Cap, a motion recovery method that reconstructs continuous 3D human climbing motion in a global coordinate system. One key insight is to use the RGB and LiDAR modalities to separately reconstruct motions in camera coordinates and global coordinates and to optimize them jointly. We demonstrate the quality of the AscendMotion dataset and present promising results from ClimbingCap. The AscendMotion dataset and source code release publicly at http://www.lidarhumanmotion.net/climbingcap/ Xincheng Lin, Yuhua Luo, Shuqi Fan, Yudi Dai, Qixin Zhong, Lincai Zhong, Yuexin Ma, Lan Xu 0003, Chenglu Wen, Cheng Wang 0003 |
CVPR | 9 |
| 2025 | Towards Immersive Human-X Interaction: A Real-Time Framework for Physically Plausible Motion SynthesisabstractReal-time synthesis of physically plausible human interactions remains a critical challenge for immersive VR/AR systems and humanoid robotics. While existing methods demonstrate progress in kinematic motion generation, they often fail to address the fundamental tension between real-time responsiveness, physical feasibility, and safety requirements in dynamic human-machine interactions. We introduce Human-X, a novel framework designed to enable immersive and physically plausible human interactions across diverse entities, including human-avatar, human-humanoid, and human-robot systems. Unlike existing approaches that focus on post-hoc alignment or simplified physics, our method jointly predicts actions and reactions in real-time using an auto-regressive reaction diffusion planner, ensuring seamless synchronization and context-aware responses. To enhance physical realism and safety, we integrate an actor-aware motion tracking policy trained with reinforcement learning, which dynamically adapts to interaction partners' movements while avoiding artifacts like foot sliding and penetration. Extensive experiments on the Inter-X and InterHuman datasets demonstrate significant improvements in motion quality, interaction continuity, and physical plausibility over state-of-the-art methods. Our framework is validated in real-world applications, including virtual reality interface for human-robot interaction, showcasing its potential for advancing human-robot collaboration. Kaiyang Ji, Ye Shi 0001, Zichen Jin, Kangyi Chen, Lan Xu 0003, Yuexin Ma, Jingyi Yu 0001, Jingya Wang 0001 |
ICCV | 5 |
| 2025 | SMGDiff: Soccer Motion Generation using Diffusion Probabilistic ModelsabstractSoccer is a globally renowned sport with significant applications in video games and VR/AR. However, generating realistic soccer motions remains challenging due to the intricate interactions between the human player and the ball. In this paper, we introduce SMGDiff, a novel two-stage framework for generating real-time and user-controllable soccer motions. Our key idea is to integrate real-time character control with a powerful diffusion-based generative model, ensuring high-quality and diverse output motion. In the first stage, we instantly transform coarse user controls into diverse global trajectories of the character. In the second stage, we employ a transformer-based autoregressive diffusion model to generate soccer motions based on trajectory conditioning. We further incorporate a contact guidance module during inference to optimize the contact details for realistic ball-foot interactions. Moreover, we contribute a large-scale soccer motion dataset consisting of over 1.08 million frames of diverse soccer motions. Extensive experiments demonstrate that our SMGDiff significantly outperforms existing methods in terms of motion quality and condition alignment. Hongdi Yang, Zhenxuan Wu, Gaozheng Li, Jingya Wang 0001, Jingyi Yu 0001, Zhuo Su 0006, Lan Xu 0003 |
ICCV | 8 |
| 2025 | THOR: Text to Human-Object Interaction Diffusion via Relation InterventionabstractThis paper addresses the challenging task of generating dynamic Human-Object Interactions from textual descriptions, named Text2HOI. While most existing works assume interactions with limited body parts or static objects, our task involves addressing the variation in human motion, the diversity of object shapes, and the semantic vagueness of object motion simultaneously. To tackle this, we propose a novel Text-guided Human-Object Interaction diffusion model with Relation Intervention (THOR). THOR is a cohesive diffusion model equipped with a relation intervention mechanism. In each diffusion step, we initiate text-guided human and object motion and then leverage human-object relations to intervene in object motion. This intervention enhances the spatial-temporal relations between humans and objects, with human-centric motion providing additional guidance for synthesizing consistent motion from text. To achieve more reasonable and realistic results, relation intervention loss is introduced at different levels of motion granularity. Qianyang Wu, Ye Shi 0001, Xiaoshui Huang, Lan Xu 0003, Jingyi Yu 0001, Jingya Wang 0001 |
ICME | 4 |
| 2025 | BEAM: Bridging Physically-based Rendering and Gaussian Modeling for Relightable Volumetric Video
Yize Wu, Zhehao Shen, Yuheng Jiang, Yingliang Zhang, Qiang Hu 0003, Jingyi Yu 0001, Lan Xu 0003 |
ACM Multimedia | 9 |
| 2025 | Generating 3D Hair Strands from Images with Diverse Styles and Viewpoints
Pengyu Long, Zijun Zhao, Qingcheng Zhao, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Multimedia | 6 |
| 2025 | Dynamic Gaussian Streams for Volumetric Video via Codebook-Based QuantizationabstractVolumetric video is rapidly emerging as a next-generation media format for immersive VR/AR applications, offering free-viewpoint rendering and unprecedented realism. While 3D Gaussian Splatting (3DGS) has recently demonstrated impressive rendering quality and real-time performance, existing dynamic extensions often struggle with long sequences due to the lack of efficient and codec-friendly compression schemes. In particular, current methods are not yet VR/AR-ready, as they fail to balance high-fidelity rendering, compact storage, and real-time decoding across heterogeneous platforms. To address these challenges, we propose Dynamic Gaussian Streams, a compact, video-compatible representation for real-time immersive playback. Given multi-view video inputs, we leverage the DualGS framework to reconstruct a temporally coherent 4D Gaussian sequence, introducing key modifications that directly optimize the 3D positions of dense skin Gaussians to improve compressibility and rendering quality. Each frame is converted into structured 2D maps, where key appearance attributes are compressed using per-channel codebooks with uint8 index maps. Hierarchical index reordering and Morton layout optimize spatial and temporal locality, ensuring compatibility with standard H.264 codecs. For spatial attributes like position, a lossless uint16 quantization preserves sub-pixel accuracy. Our system strikes a strong balance between compression and visual fidelity, enabling real-time decoding and immersive rendering on platforms including mobile devices, and XR headsets such as Apple Vision Pro. Zhehao Shen, Yiwen Cai, Yuanji Lu, Yize Wu, Meihan Zheng, Yingliang Zhang, Lan Xu 0003 |
MMSP | 8 |
| 2025 | PartNeXt: A Next-Generation Dataset for Fine-Grained and Hierarchical 3D Part UnderstandingabstractUnderstanding objects at the level of their constituent parts is fundamental to advancing computer vision, graphics, and robotics. While datasets like PartNet have driven progress in 3D part understanding, their reliance on untextured geometries and expert-dependent annotation limits scalability and usability. We introduce PartNeXt, a next-generation dataset addressing these gaps with over 23000 high-quality, textured 3D models annotated with fine-grained, hierarchical part labels across 50 categories. We benchmark PartNeXt on two tasks: (1) class-agnostic part segmentation, where state-of-the-art methods (e.g., PartField, SAMPart3D) struggle with fine-grained and leaf-level parts, and (2) 3D part-centric question answering, a new benchmark for 3D-LLMs that reveals significant gaps in open-vocabulary part grounding. Additionally, training Point-SAM on PartNeXt yields substantial gains over PartNet, underscoring the dataset’s superior quality and diversity. By combining scalable annotation, texture-aware labels, and multi-task evaluation, PartNeXt opens new avenues for research in structured 3D understanding. Penghao Wang 0003, Yiyang He, Yukai Zhou, Lan Xu 0003, Jingyi Yu 0001, Jiayuan Gu |
NeurIPS | 5 |
| 2025 | 4DGCPro: Efficient Hierarchical 4D Gaussian Compression for Progressive Volumetric Video StreamingabstractAchieving seamless viewing of high-fidelity volumetric video, comparable to 2D video experiences, remains an open challenge. Existing volumetric video compression methods either lack the flexibility to adjust quality and bitrate within a single model for efficient streaming across diverse networks and devices, or struggle with real-time decoding and rendering on lightweight mobile platforms. To address these challenges, we introduce 4DGCPro, a novel hierarchical 4D Gaussian compression framework that facilitates real-time mobile decoding and high-quality rendering via progressive volumetric video streaming in a single bitstream. Specifically, we propose a perceptually-weighted and compression-friendly hierarchical 4D Gaussian representation with motion-aware adaptive grouping to reduce temporal redundancy, preserve coherence, and enable scalable multi-level detail streaming. Furthermore, we present an end-to-end entropy-optimized training scheme, which incorporates layer-wise rate-distortion (RD) supervision and attribute-specific entropy modeling for efficient bitstream generation. Extensive experiments show that 4DGCPro enables flexible quality and variable bitrate within a single model, achieving real-time decoding and rendering on mobile devices while outperforming existing methods in RD performance across multiple datasets. Zihan Zheng, Zhenlong Wu, Houqiang Zhong, Yuan Tian 0017, Lan Xu 0003, Jiangchao Yao, Xiaoyun Zhang 0001, Qiang Hu 0003, Wenjun Zhang 0001 |
NeurIPS | 6 |
| 2025 | Topology-Aware Optimization of Gaussian Primitives for Human-Centric Volumetric VideosabstractVolumetric video is emerging as a key medium for digitizing the dynamic physical world, creating the virtual environments with six degrees of freedom to deliver immersive user experiences. However, robustly modeling general dynamic scenes, especially those involving topological changes while maintaining long-term tracking remains a fundamental challenge. In this paper, we present TaoGS, a novel topology-aware dynamic Gaussian representation that disentangles motion and appearance to support, both, long-range tracking and topological adaptation. We represent scene motion with a sparse set of motion Gaussians, which are continuously updated by a spatio-temporal tracker and photometric cues that detect structural variations across frames. To capture fine-grained texture, each motion Gaussian anchors and dynamically activates a set of local appearance Gaussians, which are non-rigidly warped to the current frame to provide strong initialization and significantly reduce training time. This activation mechanism enables efficient modeling of detailed textures and maintains temporal coherence, allowing high-fidelity rendering even under challenging scenarios such as changing clothes. To enable seamless integration into codec-based volumetric formats, we introduce a global Gaussian Lookup Table that records the lifespan of each Gaussian and organizes attributes into a lifespan-aware 2D layout. This structure aligns naturally with standard video codecs and supports up to 40× compression. TaoGS provides a unified, adaptive solution for scalable volumetric video under topological variation, capturing moments where “elegance in motion” and “Power in Stillness”— delivering immersive experiences that harmonize with the physical world. Project page: https://guochch.github.io/TaoGS/. Yuheng Jiang, Yize Wu, Shengkun Zhu, Zhehao Shen, Yingliang Zhang, Shaohui Jiao, Zhuo Su 0006, Lan Xu 0003, Marc Habermann, Christian Theobalt |
SIGGRAPH Asia | 10 |
| 2025 | CityGo: Lightweight Urban Modeling and Rendering with Proxy Buildings and Residual GaussiansabstractAccurate and efficient modeling of large-scale urban scenes is critical for applications such as AR navigation, UAV-based inspection, and smart city digital twins. While aerial imagery offers broad coverage and complements limitations of ground-based data, reconstructing city-scale environments from such views remains challenging due to occlusions, incomplete geometry, and high memory demands. Recent advances like 3D Gaussian Splatting (3DGS) improve scalability and visual quality but remain limited by dense primitive usage, long training times, and poor suitability for edge devices. We propose CityGo, a hybrid framework that combines textured proxy geometry with residual and surrounding 3D Gaussians for lightweight, photorealistic rendering of urban scenes from aerial perspectives. Our approach first extracts compact building proxy meshes from MVS point clouds, then uses zero-order SH Gaussians to generate occlusion-free textures via image-based rendering and back-projection. To capture high-frequency details, we introduce residual Gaussians placed based on proxy-photo discrepancies and guided by depth priors. Broader urban context is represented by surrounding Gaussians, with importance-aware downsampling applied to non-critical regions to reduce redundancy. A tailored optimization strategy jointly refines proxy textures and Gaussian parameters, enabling real-time rendering of complex urban scenes on mobile GPUs with significantly reduced training and memory requirements. Extensive experiments on real-world aerial datasets demonstrate that our hybrid representation achieves fastest training speed, while delivering comparable visual fidelity to pure 3D Gaussian Splatting approaches. Furthermore, CityGo enables real-time rendering of large-scale urban scenes on mobile consumer GPUs, with substantially reduced memory usage and energy consumption. Yuhui Zhong, Jiadi Cui, Honglong Zhang, Lan Xu 0003, Xin Lou 0001, Yujiao Shi 0002, Jingyi Yu 0001, Yingliang Zhang |
SIGGRAPH Asia | 7 |
| 2025 | Facial Appearance Capture at Home with Patch-Level Reflectance PriorabstractExisting facial appearance capture methods can reconstruct plausible facial reflectance from smartphone-recorded videos. However, the reconstruction quality is still far behind the ones based on studio recordings. This paper fills the gap by developing a novel daily-used solution with a co-located smartphone and flashlight video capture setting in a dim room. To enhance the quality, our key observation is to solve facial reflectance maps within the data distribution of studio-scanned ones. Specifically, we first learn a diffusion prior over the Light Stage scans and then steer it to produce the reflectance map that best matches the captured images. We propose to train the diffusion prior at the patch level to improve generalization ability and training stability, as current Light Stage datasets are in ultra-high resolution but limited in data size. Tailored to this prior, we propose a patch-level posterior sampling technique to sample seamless full-resolution reflectance maps from this patch-level diffusion model. Experiments demonstrate our method closes the quality gap between low-cost and studio recordings by a large margin, opening the door for everyday users to clone themselves to the digital world. Junfeng Lyu, Kuan Sheng, Minghao Que, Qixuan Zhang, Lan Xu 0003, Feng Xu 0005 |
ACM Trans. Graph. | 6 |
| 2025 | CAST: Component-Aligned 3D Scene Reconstruction from an RGB ImageabstractRecovering high-quality 3D scenes from a single RGB image is a challenging task in computer graphics. Current methods often struggle with domain-specific limitations or low-quality object generation. To address these, we propose CAST (Component-Aligned 3D Scene Reconstruction from a Single RGB Image), a novel method for 3D scene reconstruction. CAST starts by extracting object-level 2D segmentation and relative depth information from the input image, followed by using a GPT-based model to analyze inter-object spatial relations. This enables understanding of how objects relate to each other within the scene, ensuring more coherent reconstruction. CAST then employs an occlusion-aware large-scale 3D generation model to independently generate each object's full geometry, using Masked Auto Encoder (MAE) and point cloud conditioning to mitigate the effects of occlusions and partial object information, ensuring accurate alignment with the source image's geometry and texture. To align each object with the scene, the alignment generation model computes the necessary transformations, allowing the generated meshes to be accurately placed and integrated into the scene's point cloud. Finally, CAST applies a physics-aware correction mechanism, which leverages a fine-grained relation graph to generate a constraint graph. This graph guides the optimization of object poses, ensuring physical consistency and spatial coherence. By utilizing Signed Distance Fields (SDF), the model effectively addresses issues such as occlusions, object penetration, and floating objects, ensuring that the generated scene accurately reflects real-world physical interactions. Experimental results demonstrate that CAST significantly improves the quality of single-image 3D scene reconstruction, offering enhanced realism and accuracy in scene understanding and reconstruction tasks. CAST has practical applications in virtual content creation, such as immersive game environments and film production, where real-world setups can be seamlessly integrated into virtual landscapes. Additionally, CAST can be leveraged in robotics, enabling efficient real-to-simulation workflows and providing realistic, scalable simulation environments for robotic systems. Kaixin Yao, Longwen Zhang, Xinhao Yan, Qixuan Zhang, Lan Xu 0003, Wei Yang 0034, Jiayuan Gu, Jingyi Yu 0001 |
ACM Trans. Graph. | 6 |
| 2025 | BANG: Dividing 3D Assets via Generative Exploded Dynamicsabstract3D creation has always been a unique human strength, driven by our ability to deconstruct and reassemble objects using our eyes, mind and hand. However, current 3D design tools struggle to replicate this natural process, requiring considerable artistic expertise and manual labor. This paper introduces BANG, a novel generative approach that bridges 3D generation and reasoning, allowing for intuitive and flexible part-level decomposition of 3D objects. At the heart of BANG is "Generative Exploded Dynamics", which creates a smooth sequence of exploded states for an input geometry, progressively separating parts while preserving their geometric and semantic coherence. BANG utilizes a pre-trained large-scale latent diffusion model, fine-tuned for exploded dynamics with a lightweight exploded view adapter, allowing precise control over the decomposition process. It also incorporates a temporal attention module to ensure smooth transitions and consistency across time. BANG enhances control with spatial prompts, such as bounding boxes and surface regions, enabling users to specify which parts to decompose and how. This interaction can be extended with multimodal models like GPT-4, enabling 2D-to-3D manipulations for more intuitive and creative workflows. The capabilities of BANG extend to generating detailed part-level geometry, associating parts with functional descriptions, and facilitating component-aware 3D creation and manufacturing workflows. Additionally, BANG offers applications in 3D printing, where separable parts are generated for easy printing and reassembly. In essence, BANG enables seamless transformation from imaginative concepts to detailed 3D assets, offering a new perspective on creation that resonates with human intuition. Longwen Zhang, Qixuan Zhang, Yinuo Bai 0001, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 6 |
| 2024 | HybridGait: A Benchmark for Spatial-Temporal Cloth-Changing Gait Recognition with Hybrid ExplorationsabstractExisting gait recognition benchmarks mostly include minor clothing variations in the laboratory environments, but lack persistent changes in appearance over time and space. In this paper, we propose the first in-the-wild benchmark CCGait for cloth-changing gait recognition, which incorporates diverse clothing changes, indoor and outdoor scenes, and multi-modal statistics over 92 days. To further address the coupling effect of clothing and viewpoint variations, we propose a hybrid approach HybridGait that exploits both temporal dynamics and the projected 2D information of 3D human meshes. Specifically, we introduce a Canonical Alignment Spatial-Temporal Transformer (CA-STT) module to encode human joint position-aware features, and fully exploit 3D dense priors via a Silhouette-guided Deformation with 3D-2D Appearance Projection (SilD) strategy. Our contributions are twofold: we provide a challenging benchmark CCGait that captures realistic appearance changes over expanded time and space, and we propose a hybrid framework HybridGait that outperforms prior works on CCGait and Gait3D benchmarks. Our project page is available at https://github.com/HCVLab/HybridGait. Yilan Dong, Chunlin Yu, Ruiyang Ha, Ye Shi 0001, Yuexin Ma, Lan Xu 0003, Yanwei Fu 0001, Jingya Wang 0001 |
AAAI | 6 |
| 2024 | HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian SplattingabstractWe have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently ren-dering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this pa-per, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance ren-dering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to en-force subsequent constraints. Then, we utilize a 4D Gaus-sian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demon-strate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead. Project page: https://nowheretrix.github.io/HiFi4G/. Yuheng Jiang, Zhehao Shen, Penghao Wang 0003, Zhuo Su 0006, Yingliang Zhang, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 8 |
| 2024 | OMG: Towards Open-vocabulary Motion Generation via Mixture of ControllersabstractWe have recently seen tremendous progress in realistic text-to-motion generation. Yet, the existing methods of-ten fail or produce implausible motions with unseen text inputs, which limits the applications. In this paper, we present OMG, a novel framework, which enables compelling motion generation from zero-shot open-vocabulary text prompts. Our key idea is to carefully tailor the pretrain-then-finetune paradigm into the text-to-motion generation. At the pre-training stage, our model improves the gener-ation ability by learning the rich out-of-domain inherent motion traits. To this end, we scale up a large unconditional diffusion model up to 1B parameters, so as to utilize the massive unlabeled motion data up to over 20M motion instances. At the subsequent fine-tuning stage, we intro-duce motion ControlNet, which incorporates text prompts as conditioning information, through a trainable copy of the pre-trained model and the proposed novel Mixture-of-Controllers (MoC) block. MoC block adaptively rec-ognizes various ranges of the sub-motions with a cross-attention mechanism and processes them separately with the text-token-specific experts. Such a design effectively aligns the CLIP token embeddings of text prompts to var-ious ranges of compact and expressive motion features. Ex-tensive experiments demonstrate that our OMG achieves significant improvements over the state-of-the-art meth-ods on zero-shot text-to-motion generation. Project page: https://tr3e.github.io/omg-page. Jiacheng Bao, Ruichi Zhang, Sihan Ren, Yuecheng Xu, Sibei Yang, Xin Chen 0040, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 9 |
| 2024 | LiveHPS: LiDAR-Based Scene-Level Human Pose and Shape Estimation in Free EnvironmentabstractFor human-centric large-scale scenes, fine-grained modeling for 3D human global pose and shape is significant for scene understanding and can benefit many real-world applications. In this paper, we present LiveHPS, a novel single-LiDAR-based approach for scene-level Human Pose and Shape estimation without any limitation of light conditions and wearable devices. In particular, we design a distillation mechanism to mitigate the distribution-varying effect of LiDAR point clouds and exploit the temporal-spatial geometric and dynamic information existing in consecutive frames to solve the occlusion and noise disturbance. LiveHPS, with its efficient configuration and high-quality output, is well-suited for real-world applications. More-over, we propose a huge human motion dataset, named FreeMotion, which is collected in various scenarios with diverse human poses, shapes and translations. It consists of multimodal and multi-view acquisition data from calibrated and synchronized LiDARs, cameras, and IMUs. Extensive experiments on our new dataset and other public datasets demonstrate the SOTA performance and robustness of our approach. Yiming Ren 0001, Chengfeng Zhao, Jingya Wang 0001, Lan Xu 0003, Jingyi Yu 0001, Yuexin Ma |
CVPR | 5 |
| 2024 | A Unified Diffusion Framework for Scene-aware Human Motion Estimation from Sparse SignalsabstractEstimating full-body human motion via sparse tracking signals from head-mounted displays and hand controllers in 3D scenes is crucial to applications in AR/VR. One of the biggest challenges to this task is the one-to-many mapping from sparse observations to dense full-body motions, which endowed inherent ambiguities. To help resolve this ambiguous problem, we introduce a new framework to combine rich contextual information provided by scenes to benefit fullbody motion tracking from sparse observations. To estimate plausible human motions given sparse tracking signals and 3D scenes, we develop S2Fusion, a unified framework fusing Scene and sparse Signals with a conditional difFusion model. S2Fusion first extracts the spatial-temporal relations residing in the sparse signals via a periodic autoencoder, and then produces time-alignment feature embedding as additional inputs. Subsequently, by drawing initial noisy motion from a pre-trained prior, S2Fusion utilizes conditional diffusion to fuse scene geometry and sparse tracking signals to generate full-body scene-aware motions. The sampling procedure of S2Fusion is further guided by a specially designed scene-penetration loss and phase-matching loss, which effectively regularizes the motion of the lower body even in the absence of any tracking signals, making the generated motion much more plausible and coherent. Extensive experimental results have demonstrated that our S2Fusion outperforms the state-of-the-art in terms of estimation quality and smoothness. Code is available at https://github.com/jntang/S2Fusion. Jiangnan Tang, Jingya Wang 0001, Kaiyang Ji, Lan Xu 0003, Jingyi Yu 0001, Ye Shi 0001 |
CVPR | 4 |
| 2024 | VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video StreamsabstractNeural Radiance Fields (NeRFs) excel in photorealistically rendering static scenes. However, rendering dynamic, long-duration radiance fields on ubiquitous devices remains challenging, due to data storage and computational constraints. In this paper, we introduce VideoRF, the first approach to enable real-time streaming and rendering of dynamic human-centric radiance fields on mobile platforms. At the core is a serialized 2D feature image stream representing the 4D radiance field all in one. We introduce a tailored training scheme directly applied to this 2D domain to impose the temporal and spatial redundancy of the feature image stream. By leveraging the redundancy, we show that the feature image stream can be efficiently compressed by 2D video codecs, which allows us to exploit video hardware accelerators to achieve real-time decoding. On the other hand, based on the feature image stream, we propose a novel rendering pipeline for VideoRF, which has specialized space mappings to query radiance properties efficiently. Paired with a deferred shading model, VideoRF has the capability of real-time rendering on mobile devices thanks to its efficiency. We have developed a real-time interactive player that enables online streaming and rendering of dynamic scenes, offering a seamless and immersive free-viewpoint experience across a range of devices, from desktops to mobile phones. Our project page is available at https://aoliao12138.github.io/VideoRF/. Kaixin Yao, Zhirui Zhang, Qiang Hu 0003, Jingyi Yu 0001, Lan Xu 0003, Minye Wu |
CVPR | 7 |
| 2024 | RELI11D: A Comprehensive Multimodal Human Motion Dataset and MethodabstractComprehensive capturing of human motions requires both accurate captures of complex poses and precise localization of the human within scenes. Most of the HPE datasets and methods primarily rely on RGB, LiDAR, or IMU data. However, solely using these modalities or a combination of them may not be adequate for HPE, particularly for complex and fast movements. For holistic human motion understanding, we present RELI11D, a high-quality multimodal human motion dataset involves LiDAR, IMU system, RGB camera, and Event camera. It records the motions of 10 actors performing 5 sports in 7 scenes, including 3.32 hours of synchronized LiDAR point clouds, IMU measurement data, RGB videos and Event steams. Through extensive experiments, we demonstrate that the RELI 11 D presents considerable challenges and opportunities as it contains many rapid and complex motions that require precise location. To address the challenge of integrating different modalities, we propose LEIR, a multimodal baseline that effectively utilizes LiDAR Point Cloud, Event stream, and RGB through our cross-attention fusion strategy. We show that LEIR exhibits promising results for rapid motions and daily motions and that utilizing the characteristics of multiple modalities can indeed improve HPE performance. Both the dataset and source code release publicly in http://www.lidarhumanmotion.net/reli11d/, fostering collaboration and enabling further exploration in this field. Shuqiang Cai, Shuqi Fan, Xincheng Lin, Yudi Dai, Chenglu Wen, Lan Xu 0003, Yuexin Ma, Cheng Wang 0003 |
CVPR | 9 |
| 2024 | BOTH2Hands: Inferring 3D Hands from Both Text Prompts and Body DynamicsabstractThe recently emerging text-to-motion advances have inspired numerous attempts for convenient and interactive human motion generation. Yet, existing methods are largely limited to generating body motions only without considering the rich two-hand motions, let alone handling various conditions like body dynamics or texts. To break the data bottleneck, we propose BOTH57M, a novel multi-modal dataset for two-hand motion generation. Our dataset includes accurate motion tracking for the human body and hands and provides pair-wised finger-level hand annotations and body descriptions. We further provide a strong baseline method, BOTH2Hands, for the novel task: generating vivid two-hand motions from both implicit body dynamics and explicit text prompts. We first warm up two parallel body-to-hand and text-to-hand diffusion models and then utilize the cross-attention transformer for motion blending. Extensive experiments and cross-validations demonstrate the effectiveness of our approach and dataset for generating convincing two-hand motions from the hybrid body-and-textual conditions. Our dataset and code will be released to the community for future research, which can be found at github. Wenqian Zhang 0005, Molin Huang, Juze Zhang, Jingyi Yu 0001, Jingya Wang 0001, Lan Xu 0003 |
CVPR | 7 |
| 2024 | HOI-M3: Capture Multiple Humans and Objects Interaction within Contextual EnvironmentabstractHumans naturally interact with both others and the sur-rounding multiple objects, engaging in various social activi-ties. However, recent advances in modeling human-object interactions mostly focus on perceiving isolated individuals and objects, due to fundamental data scarcity. In this pa-per, we introduce HOI-M3, a novel large-scale dataset for modeling the interactions of Multiple huMans and Multiple objects. Notably, it provides accurate 3D tracking for both humans and objects from dense RGB and object-mounted IMU inputs, covering 199 sequences and 181M frames of diverse humans and objects under rich activities. With the unique HOI-M3dataset, we introduce two novel data-driven tasks with companion strong baselines: monocular capture and unstructured generation of multiple human-object interactions. Extensive experiments demonstrate that our dataset is challenging and worthy of further research about multiple human-object interactions and behavior analysis. Our HOI-M3 dataset, corresponding codes, and pre-trained models will be disseminated to the community for future research, which can be found at https://juzezhang.github.io/HOIM3_ProjectPage/ Juze Zhang, Zining Song, Zhanhe Shi, Chengfeng Zhao, Ye Shi 0001, Jingyi Yu 0001, Lan Xu 0003, Jingya Wang 0001 |
CVPR | 8 |
| 2024 | I'M HOI: Inertia-Aware Monocular Capture of 3D Human-Object InteractionsabstractWe are living in a world surrounded by diverse and “smart” devices with rich modalities of sensing ability. Conveniently capturing the interactions between us humans and these objects remains far-reaching. In this paper, we present I'm-HOI, a monocular scheme to faithfully capture the 3D motions of both the human and object in a novel setting: using a minimal amount of RGB camera and object-mounted Inertial Measurement Unit (IMU). It combines general motion inference and category-aware refinement. For the former, we introduce a holistic human-object tracking method to fuse the IMU signals and the RGB stream and progressively recover the human motions and subsequently the companion object motions. For the latter, we tailor a category-aware motion diffusion model, which is conditioned on both the raw IMU observations and the results from the previous stage under over-parameterization representation. It significantly refines the initial results and generates vivid body, hand, and object motions. Moreover, we contribute a large dataset with ground truth human and object motions, dense RGB inputs, and rich object-mounted IMU measurements. Exten-sive experiments demonstrate the effectiveness of I'm-HOI under a hybrid capture setting. Our dataset and code will be released to the community. Chengfeng Zhao, Juze Zhang, Jiashen Du, Ziwei Shan, Junye Wang, Jingyi Yu 0001, Jingya Wang 0001, Lan Xu 0003 |
CVPR | 8 |
| 2024 | Gait Recognition in Large-scale Free Environment via Single LiDARabstractHuman gait recognition is crucial in multimedia, enabling identification through walking patterns without direct interaction, enhancing the integration across various media forms in real-world applications like smart homes, healthcare and non-intrusive security. LiDAR's ability to capture depth makes it pivotal for robotic perception and holds promise for real-world gait recognition. In this paper, based on a single LiDAR, we present the Hierarchical Multi-representation Feature Interaction Network (HMRNet) for robust gait recognition. Prevailing LiDAR-based gait datasets primarily derive from controlled settings with predefined trajectory, remaining a gap with real-world scenarios. To facilitate LiDAR-based gait recognition research, we introduce FreeGait, a comprehensive gait dataset from large-scale, unconstrained settings, enriched with multi-modal and varied 2D/3D data. Notably, our approach achieves state-of-the-art performance on prior dataset (SUSTech1K) and on FreeGait. https://4dvlab.github.io/project_page/FreeGait.html Yiming Ren 0001, Peishan Cong, Yujing Sun 0001, Jingya Wang 0001, Lan Xu 0003, Yuexin Ma |
ACM Multimedia | 6 |
| 2024 | HmPEAR: A Dataset for Human Pose Estimation and Action RecognitionabstractWe introduce HmPEAR, a novel dataset crafted for advancing research in 3D Human Pose Estimation (3D HPE) and Human Action Recognition (HAR), with a primary focus on outdoor environments. This dataset offers a synchronized collection of imagery, LiDAR point clouds, 3D human poses, and action categories. In total, the dataset encompasses over 300,000 frames collected from 10 distinct scenes and 25 diverse subjects. Among these, 250,000 frames of data contain 3D human pose annotations captured using an advanced motion capture system and further optimized for accuracy. Furthermore, the dataset annotates 40 types of daily human actions, resulting in over 6,000 action clips. Through extensive experimentation, we have demonstrated the quality of HmPEAR and highlighted the challenges it presents to current methodologies. Additionally, we propose baselines leveraging sequential images and point clouds for 3D HPE and HAR, which underscore the mutual reinforcement between them, highlighting the potential for cross-task synergies. The dataset is available at http://www.lidarhumanmotion.net/hmpear. Yitai Lin, Zhijie Wei, Wanfa Zhang, Xiping Lin, Yudi Dai, Chenglu Wen, Lan Xu 0003, Cheng Wang 0003 |
ACM Multimedia | 8 |
| 2024 | Sophia-in-Audition: Virtual Production with a Robot Performer
Taotao Zhou 0006, Teng Xu 0008, Yuyang Jiao, Peijun Xu, Yaoyu He, Lan Xu 0003, Jingyi Yu 0001 |
ACM Multimedia | 7 |
| 2024 | InterGen: Diffusion-Based Multi-human Motion Generation Under Complex Interactions
Wenqian Zhang 0005, Jingyi Yu 0001, Lan Xu 0003 |
Int. J. Comput. Vis. | 5 |
| 2024 | MP-HAR: A Novel Motion-Powered Real-Time Human Activity Recognition SystemabstractWith the rapid advance of the Internet of Things (IoT), more and more wearable devices are being developed for real-time monitoring. Most of these existing monitors are powered by chemical batteries. Replacing and disposing batteries for an exponentially increasing number of IoT nodes prohibitively results in labor-intensive maintenance. It is also environmentally unfriendly. Gls EH, reclaiming the wasted ambient energy, is a promising technology for battery-free IoT. This article presents a novel motion-powered real-time human activity recognition (HAR) system called motion-powered HAR system (MP-HAR), where the harvester works as both an energy source and sensor. MP-HAR emphasizes low-power as well as low-cost characteristics, encompassing four necessary units: 1) energy transduction unit (ETU); 2) energy management unit (EMU); 3) energy user unit (EUU); and 4) edge computing unit (ECU). In particular, the unique intermittent operation based on the reconfigurable on/off threshold voltages given by the well-rounded energy-aware circuit has been discussed in detail. The balance between energy supply and information demand in MP-HAR has been achieved by using a handy design. Utilizing the unique correspondence between human arm swing frequency and harvested energy, the information flows with energy inside the system. By knowing the interval between transmitted packets, MP-HAR has realized HAR in real time. Moreover, an all-in-one prototype has been fabricated to validate the performance of the proposed system. Lab and field tests have demonstrated that MP-HAR can reliably recognize different human activities, such as standing, walking, jogging, and running. As a cyber-electro-mechanical co-design, MP-HAR has brought a promising solution for pervasive HAR and ubiquitous IoT. Zijie Chen 0006, Li Teng 0001, Lan Xu 0003, Jingyi Yu 0001, Junrui Liang |
IEEE Internet Things J. | 3 |
| 2024 | HiSC4D: Human-Centered Interaction and 4D Scene Capture in Large-Scale Space Using Wearable IMUs and LiDARabstractWe introduce HiSC4D, a novel Human-centered interaction and 4D Scene Capture method, aimed at accurately and efficiently creating a dynamic digital world, containing large-scale indoor-outdoor scenes, diverse human motions, rich human-human interactions, and human-environment interactions. By utilizing body-mounted IMUs and a head-mounted LiDAR, HiSC4D can capture egocentric human motions in unconstrained space without the need for external devices and pre-built maps. This affords great flexibility and accessibility for human-centered interaction and 4D scene capturing in various environments. Taking into account that IMUs can capture human spatially unrestricted poses but are prone to drifting for long-period using, and while LiDAR is stable for global localization but rough for local positions and orientations, HiSC4D employs a joint optimization method, harmonizing all sensors and utilizing environment cues, yielding promising results for long-term capture in large scenes. To promote research of egocentric human interaction in large scenes and facilitate downstream tasks, we also present a dataset, containing 8 sequences in 4 large scenes (200 to 5,000 [Formula: see text]), providing 36 k frames of accurate 4D human motions with SMPL annotations and dynamic scenes, 31k frames of cropped human point clouds, and scene mesh of the environment. A variety of scenarios, such as the basketball gym and commercial street, alongside challenging human motions, such as daily greeting, one-on-one basketball playing, and tour guiding, demonstrate the effectiveness and the generalization ability of HiSC4D. The dataset and code will be publicly available for research purposes. Yudi Dai, Xiping Lin, Chenglu Wen, Lan Xu 0003, Yuexin Ma, Cheng Wang 0003 |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2024 | LiDARCapV2: 3D human pose estimation with human-object interaction from LiDAR point clouds
Qihong Mao, Chenglu Wen, Lan Xu 0003, Cheng Wang 0003 |
Pattern Recognit. | 5 |
| 2024 | LetsGo: Large-Scale Garage Modeling and Rendering via LiDAR-Assisted Gaussian PrimitivesabstractLarge garages are ubiquitous yet intricate scenes that present unique challenges due to their monotonous colors, repetitive patterns, reflective surfaces, and transparent vehicle glass. Conventional Structure from Motion (SfM) methods for camera pose estimation and 3D reconstruction often fail in these environments due to poor correspondence construction. To address these challenges, we introduce LetsGo, a LiDAR-assisted Gaussian splatting framework for large-scale garage modeling and rendering. We develop a handheld scanner, Polar, equipped with IMU, LiDAR, and a fisheye camera, to facilitate accurate data acquisition. Using this Polar device, we present the GarageWorld dataset, consisting of eight expansive garage scenes with diverse geometric structures, which will be made publicly available for further research. Our approach demonstrates that LiDAR point clouds collected by the Polar device significantly enhance a suite of 3D Gaussian splatting algorithms for garage scene modeling and rendering. We introduce a novel depth regularizer that effectively eliminates floating artifacts in rendered images. Additionally, we propose a multi-resolution 3D Gaussian representation designed for Level-of-Detail (LOD) rendering. This includes adapted scaling factors for individual levels and a random-resolution-level training scheme to optimize the Gaussians across different resolutions. This representation enables efficient rendering of large-scale garage scenes on lightweight devices via a web-based renderer. Experimental results on our GarageWorld dataset, as well as on ScanNet++ and KITTI-360, demonstrate the superiority of our method in terms of rendering quality and resource efficiency. Jiadi Cui, Junming Cao, Fuqiang Zhao, Zhipeng He 0008, Yuhui Zhong, Lan Xu 0003, Yujiao Shi 0002, Yingliang Zhang, Jingyi Yu 0001 |
ACM Trans. Graph. | 7 |
| 2024 | DressCode: Autoregressively Sewing and Generating Garments from Text GuidanceabstractApparel's significant role in human appearance underscores the importance of garment digitalization for digital human creation. Recent advances in 3D content creation are pivotal for digital human creation. Nonetheless, garment generation from text guidance is still nascent. We introduce a text-driven 3D garment generation framework, DressCode, which aims to democratize design for novices and offer immense potential in fashion design, virtual try-on, and digital human creation. We first introduce SewingGPT, a GPT-based architecture integrating cross-attention with text-conditioned embedding to generate sewing patterns with text guidance. We then tailor a pre-trained Stable Diffusion to generate tile-based Physically-based Rendering (PBR) textures for the garments. By leveraging a large language model, our framework generates CG-friendly garments through natural language interaction. It also facilitates pattern completion and texture editing, streamlining the design process through user-friendly interaction. This framework fosters innovation by allowing creators to freely experiment with designs and incorporate unique elements into their work. With comprehensive evaluations and comparisons with other state-of-the-art methods, our method showcases superior quality and alignment with input prompts. User studies further validate our high-quality rendering results, highlighting its practical utility and potential in production settings. Our project page is https://IHe-KaiI.github.io/DressCode/. Kaixin Yao, Qixuan Zhang, Jingyi Yu 0001, Lingjie Liu, Lan Xu 0003 |
ACM Trans. Graph. | 6 |
| 2024 | Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric VideosabstractVolumetric video represents a transformative advancement in visual media, enabling users to freely navigate immersive virtual experiences and narrowing the gap between digital and real worlds. However, the need for extensive manual intervention to stabilize mesh sequences and the generation of excessively large assets in existing workflows impedes broader adoption. In this paper, we present a novel Gaussian-based approach, dubbed DualGS , for real-time and high-fidelity playback of complex human performance with excellent compression ratios. Our key idea in DualGS is to separately represent motion and appearance using the corresponding skin and joint Gaussians. Such an explicit disentanglement can significantly reduce motion redundancy and enhance temporal coherence. We begin by initializing the DualGS and anchoring skin Gaussians to joint Gaussians at the first frame. Subsequently, we employ a coarse-to-fine training strategy for frame-by-frame human performance modeling. It includes a coarse alignment phase for overall motion prediction as well as a fine-grained optimization for robust tracking and high-fidelity rendering. To integrate volumetric video seamlessly into VR environments, we efficiently compress motion using entropy encoding and appearance using codec compression coupled with a persistent codebook. Our approach achieves a compression ratio of up to 120 times, only requiring approximately 350KB of storage per frame. We demonstrate the efficacy of our representation through photo-realistic, free-view experiences on VR headsets, enabling users to immersively watch musicians in performance and feel the rhythm of the notes at the performers' fingertips. Project page: https://nowheretrix.github.io/DualGS/. Yuheng Jiang, Zhehao Shen, Yize Wu, Yingliang Zhang, Jingyi Yu 0001, Lan Xu 0003 |
ACM Trans. Graph. | 8 |
| 2024 | V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic GaussiansabstractExperiencing high-fidelity volumetric video as seamlessly as 2D videos is a long-held dream. However, current dynamic 3DGS methods, despite their high rendering quality, face challenges in streaming on mobile devices due to computational and bandwidth constraints. In this paper, we introduce V 3 (Viewing Volumetric Videos), a novel approach that enables high-quality mobile rendering through the streaming of dynamic Gaussians. Our key innovation is to view dynamic 3DGS as 2D videos, facilitating the use of hardware video codecs. Additionally, we propose a two-stage training strategy to reduce storage requirements with rapid training speed. The first stage employs hash encoding and shallow MLP to learn motion, then reduces the number of Gaussians through pruning to meet the streaming requirements, while the second stage fine tunes other Gaussian attributes using residual entropy loss and temporal loss to improve temporal continuity. This strategy, which disentangles motion and appearance, maintains high rendering quality with compact storage requirements. Meanwhile, we designed a multi-platform player to decode and render 2D Gaussian videos. Extensive experiments demonstrate the effectiveness of V 3 , outperforming other methods by enabling high-quality rendering and streaming on common devices, which is unseen before. As the first to stream dynamic Gaussians on mobile devices, our companion player offers users an unprecedented volumetric video experience, including smooth scrolling and instant sharing. Our project page with source code is available at https://authoritywang.github.io/v3/. Penghao Wang 0003, Zhirui Zhang, Kaixin Yao, Siyuan Xie, Jingyi Yu 0001, Minye Wu, Lan Xu 0003 |
ACM Trans. Graph. | 8 |
| 2024 | Implicit Swept Volume SDF: Enabling Continuous Collision-Free Trajectory Generation for Arbitrary ShapesabstractIn the field of trajectory generation for objects, ensuring continuous collision-free motion remains a huge challenge, especially for non-convex geometries and complex environments. Previous methods either oversimplify object shapes, which results in a sacrifice of feasible space or rely on discrete sampling, which suffers from the "tunnel effect". To address these limitations, we propose a novel hierarchical trajectory generation pipeline, which utilizes the Swept Volume Signed Distance Field (SVSDF) to guide trajectory optimization for Continuous Collision Avoidance (CCA). Our interdisciplinary approach, blending techniques from graphics and robotics, exhibits outstanding effectiveness in solving this problem. We formulate the computation of the SVSDF as a Generalized Semi-Infinite Programming model, and we solve for the numerical solutions at query points implicitly, thereby eliminating the need for explicit reconstruction of the surface. Our algorithm has been validated in a variety of complex scenarios and applies to robots of various dynamics, including both rigid and deformable shapes. It demonstrates exceptional universality and superior CCA performance compared to typical algorithms. The code will be released at https://github.com/ZJU-FAST-Lab/Implicit-SVSDF-Planner for the benefit of the community. Qixuan Zhang, Chuxiao Zeng, Jingyi Yu 0001, Chao Xu 0001, Lan Xu 0003, Fei Gao 0011 |
ACM Trans. Graph. | 7 |
| 2024 | CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D AssetsabstractIn the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity. Longwen Zhang, Qixuan Zhang, Qiwei Qiu, Anqi Pang, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 8 |
| 2023 | Weakly Supervised 3D Multi-Person Pose Estimation for Large-Scale Scenes Based on Monocular Camera and Single LiDARabstractDepth estimation is usually ill-posed and ambiguous for monocular camera-based 3D multi-person pose estimation. Since LiDAR can capture accurate depth information in long-range scenes, it can benefit both the global localization of individuals and the 3D pose estimation by providing rich geometry features. Motivated by this, we propose a monocular camera and single LiDAR-based method for 3D multi-person pose estimation in large-scale scenes, which is easy to deploy and insensitive to light. Specifically, we design an effective fusion strategy to take advantage of multi-modal input data, including images and point cloud, and make full use of temporal information to guide the network to learn natural and coherent human motions. Without relying on any 3D pose annotations, our method exploits the inherent geometry constraints of point cloud for self-supervision and utilizes 2D keypoints on images for weak supervision. Extensive experiments on public datasets and our newly collected dataset demonstrate the superiority and generalization capability of our proposed method. Project homepage is at \url{https://github.com/4DVLab/FusionPose.git}. Peishan Cong, Yiteng Xu, Yiming Ren 0001, Juze Zhang, Lan Xu 0003, Jingya Wang 0001, Jingyi Yu 0001, Yuexin Ma |
AAAI | 5 |
| 2023 | HybridCap: Inertia-Aid Monocular Capture of Challenging Human MotionsabstractMonocular 3D motion capture (mocap) is beneficial to many applications. The use of a single camera, however, often fails to handle occlusions of different body parts and hence it is limited to capture relatively simple movements. We present a light-weight, hybrid mocap technique called HybridCap that augments the camera with only 4 Inertial Measurement Units (IMUs) in a novel learning-and-optimization framework. We first employ a weakly-supervised and hierarchical motion inference module based on cooperative pure residual recurrent blocks that serve as limb, body and root trackers as well as an inverse kinematics solver. Our network effectively narrows the search space of plausible motions via coarse-to-fine pose estimation and manages to tackle challenging movements with high efficiency. We further develop a hybrid optimization scheme that combines inertial feedback and visual cues to improve tracking accuracy. Extensive experiments on various datasets demonstrate HybridCap can robustly handle challenging movements ranging from fitness actions to Latin dance. It also achieves real-time performance up to 60 fps with state-of-the-art accuracy. Yannan He, Chengfeng Zhao, Mutian Li, Jingya Wang 0001, Jingyi Yu 0001, Lan Xu 0003 |
AAAI | 7 |
| 2023 | IKOL: Inverse Kinematics Optimization Layer for 3D Human Pose and Shape Estimation via Gauss-Newton DifferentiationabstractThis paper presents an inverse kinematic optimization layer (IKOL) for 3D human pose and shape estimation that leverages the strength of both optimization- and regression-based methods within an end-to-end framework. IKOL involves a nonconvex optimization that establishes an implicit mapping from an image’s 3D keypoints and body shapes to the relative body-part rotations. The 3D keypoints and the body shapes are the inputs and the relative body-part rotations are the solutions. However, this procedure is implicit and hard to make differentiable. So, to overcome this issue, we designed a Gauss-Newton differentiation (GN-Diff) procedure to differentiate IKOL. GN-Diff iteratively linearizes the nonconvex objective function to obtain Gauss-Newton directions with closed form solutions. Then, an automatic differentiation procedure is directly applied to generate a Jacobian matrix for end-to-end training. Notably, the GN-Diff procedure works fast because it does not rely on a time-consuming implicit differentiation procedure. The twist rotation and shape parameters are learned from the neural networks and, as a result, IKOL has a much lower computational overhead than most existing optimization-based methods. Additionally, compared to existing regression-based methods, IKOL provides a more accurate mesh-image correspondence. This is because it iteratively reduces the distance between the keypoints and also enhances the reliability of the pose structures. Extensive experiments demonstrate the superiority of our proposed framework over a wide range of 3D human pose and shape estimation methods. Code is available at https://github.com/Juzezhang/IKOL Juze Zhang, Ye Shi 0001, Yuexin Ma, Lan Xu 0003, Jingyi Yu 0001, Jingya Wang 0001 |
AAAI | 4 |
| 2023 | SLOPER4D: A Scene-Aware Dataset for Global 4D Human Pose Estimation in Urban EnvironmentsabstractWe 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 |
CVPR | 5 |
| 2023 | Instant-NVR: Instant Neural Volumetric Rendering for Human-object Interactions from Monocular RGBD StreamabstractConvenient 4D modeling of human-object interactions is essential for numerous applications. However, monocular tracking and rendering of complex interaction scenarios remain challenging. In this paper, we propose Instant-NVR, a neural approach for instant volumetric human-object tracking and rendering using a single RGBD camera. It bridges traditional non-rigid tracking with recent instant radiance field techniques via a multi-thread tracking-rendering mechanism. In the tracking front-end, we adopt a robust human-object capture scheme to provide sufficient motion priors. We further introduce a separated instant neural representation with a novel hybrid deformation module for the interacting scene. We also provide an on-the-fly reconstruction scheme of the dynamic/static radiance fields via efficient motion-prior searching. Moreover, we introduce an online key frame selection scheme and a rendering-aware refinement strategy to significantly improve the appearance details for online novel-view synthesis. Extensive experiments demonstrate the effectiveness and efficiency of our approach for the instant generation of human-object radiance fields on the fly, notably achieving real-time photo-realistic novel view synthesis under complex human-object interactions. Project page: https://nowheretrix.github.io/Instant-NVR/. Yuheng Jiang, Kaixin Yao, Zhuo Su 0006, Zhehao Shen, Haimin Luo, Lan Xu 0003 |
CVPR | 6 |
| 2023 | Neural Residual Radiance Fields for Streamably Free-Viewpoint VideosabstractThe success of the Neural Radiance Fields (NeRFs) for modeling and free-view rendering static objects has in-spired numerous attempts on dynamic scenes. Current techniques that utilize neural rendering for facilitating free-view videos (FVVs) are restricted to either offline rendering or are capable of processing only brief sequences with minimal motion. In this paper, we present a novel technique, Residual Radiance Field or ReRF, as a highly com-pact neural representation to achieve real-time FVV ren-dering on long-duration dynamic scenes. ReRF explicitly models the residual information between adjacent times-tamps in the spatial-temporal feature space, with a global coordinate-based tiny MLP as the feature decoder. Specif-ically, ReRF employs a compact motion grid along with a residual feature grid to exploit inter-frame feature similar-ities. We show such a strategy can handle large motions without sacrificing quality. We further present a sequential training scheme to maintain the smoothness and the spar-sity of the motion/residual grids. Based on ReRF, we design a special FVV codec that achieves three orders of magni-tudes compression rate and provides a companion ReRF player to support online streaming of long-duration FVVs of dynamic scenes. Extensive experiments demonstrate the effectiveness of ReRF for compactly representing dynamic radiance fields, enabling an unprecedented free-viewpoint viewing experience in speed and quality. Qiang Hu 0003, Qihan He, Jingyi Yu 0001, Tinne Tuytelaars, Lan Xu 0003, Minye Wu |
CVPR | 7 |
| 2023 | CIMI4D: A Large Multimodal Climbing Motion Dataset under Human-scene InteractionsabstractMotion capture is a long-standing research problem. Although it has been studied for decades, the majority of research focus on ground-based movements such as walking, sitting, dancing, etc. Off- grounded actions such as climbing are largely overlooked. As an important type of action in sports and firefighting field, the climbing movements is challenging to capture because of its complex back poses, intricate human-scene interactions, and difficult global localization. The research community does not have an indepth understanding of the climbing action due to the lack of specific datasets. To address this limitation, we collect CIMI4D, a large rock Climbing Motion dataset from 12 persons climbing 13 different climbing walls. The dataset consists of around 180,000 frames of pose inertial measurements, LiDAR point clouds, RGB videos, high-precision static point cloud scenes, and reconstructed scene meshes. Moreover, we frame-wise annotate touch rock holds to facilitate a detailed exploration of human-scene interaction. The core of this dataset is a blending optimization process, which corrects for the pose as it drifts and is affected by the magnetic conditions. To evaluate the merit of CIMI4D, we perform four tasks which include human pose estimations (with/without scene constraints), pose prediction, and pose generation. The experimental results demonstrate that CIMI4D presents great challenges to existing methods and enables extensive research opportunities. We share the dataset with the research community in http://www.lidarhumanmotion.net/cimi4d/. Yudi Dai, Chenglu Wen, Lan Xu 0003, Yuexin Ma, Cheng Wang 0003 |
CVPR | 6 |
| 2023 | NeuralDome: A Neural Modeling Pipeline on Multi-View Human-Object InteractionsabstractHumans constantly interact with objects in daily life tasks. Capturing such processes and subsequently conducting visual inferences from a fixed viewpoint suffers from occlusions, shape and texture ambiguities, motions, etc. To mitigate the problem, it is essential to build a training dataset that captures free-viewpoint interactions. We construct a dense multi-view dome to acquire a complex human object interaction dataset, named HODome, that consists of ~71 M frames on 10 subjects interacting with 23 objects. To process the HODome dataset, we develop NeuralDome, a layer-wise neural processing pipeline tailored for multi-view video inputs to conduct accurate tracking, geometry reconstruction and free-view rendering, for both human subjects and objects. Extensive experiments on the HODome dataset demonstrate the effectiveness of NeuralDome on a variety of inference, modeling, and rendering tasks. Both the dataset and the NeuralDome tools will be disseminated to the community for further development, which can be found at https://juzezhang.github.io/NeuralDome Juze Zhang, Haimin Luo, Hongdi Yang, Xinru Xu, Qianyang Wu, Ye Shi 0001, Jingyi Yu 0001, Lan Xu 0003, Jingya Wang 0001 |
CVPR | 8 |
| 2023 | Relightable Neural Human Assets from Multi-view Gradient IlluminationsabstractHuman modeling and relighting are two fundamental problems in computer vision and graphics, where high-quality datasets can largely facilitate related research. However, most existing human datasets only provide multi-view human images captured under the same illumination. Although valuable for modeling tasks, they are not read-ily used in relighting problems. To promote research in both fields, in this paper, we present UltraStage, a new 3D human dataset that contains more than 2, 000 high-quality human assets captured under both multi-view and multi-illumination settings. Specifically, for each example, we provide 32 surrounding views illuminated with one white light and two gradient illuminations. In addition to regular multi-view images, gradient illuminations help recover de-tailed surface normal and spatially-varying material maps, enabling various relighting applications. Inspired by recent advances in neural representation, we further interpret each example into a neural human asset which allows novel view synthesis under arbitrary lighting conditions. We show our neural human assets can achieve extremely high capture performance and are capable of representing fine details such as facial wrinkles and cloth folds. We also validate UltraStage in single image relighting tasks, training neural networks with virtual relighted data from neural assets and demonstrating realistic rendering improvements over prior arts. UltraStage will be publicly available to the community to stimulate significant future developments in various human modeling and rendering tasks. The dataset is available at https://miaoing.github.io/RNHA. Taotao Zhou 0006, Teng Xu 0008, Qixuan Zhang, Kuixiang Shao, Wenzheng Chen, Lan Xu 0003, Jingyi Yu 0001 |
CVPR | 8 |
| 2023 | NeReF: Neural Refractive Field for Fluid Surface Reconstruction and RenderingabstractWe present a novel Neural Refractive Field (NeReF) to recover wavefront of transparent fluids by simultaneously estimating the surface position and normal of the fluid front. Unlike prior arts that treat the reconstruction target as a single layer of the surface, NeReF is specifically formulated to recover a volumetric normal field with its corresponding density field. A query ray will be refracted by NeReF according to its accumulated refractive point and normal, and we employ the correspondences and uniqueness of refracted ray for NeReF optimization. We show NeReF, as a global optimization scheme, can more robustly tackle refraction distortions detrimental to traditional methods for correspondence matching. Furthermore, the continuous NeReF representation of wavefront enables view synthesis as well as normal integration. We validate our approach on both synthetic and real data and show it is particularly suitable for sparse multi-view acquisition. We hence build a small light field array and experiment on various surface shapes to demonstrate high fidelity NeReF reconstruction. Wei Yang 0034, Junming Cao, Qiang Hu 0003, Lan Xu 0003, Junqing Yu, Jingyi Yu 0001 |
ICCP | 5 |
| 2023 | NeuralGiga: Neural Giga-Image Representation with Anti-Aliasing and Continuous ViewingabstractA gigapixel image consists of billions of pixels with color information to record fine details of the scene, leading to tremendous data overload for storage and display. Recent advances of gigapixel imaging still suffer from large storage size, I/O overhead or spatial aliasing for achieving real-time rendering especially during zoom-in or zoom-out. To fill this gap, in this paper, we propose NeuralGiga, a novel neural representation of gigapixel images with an effective neural rendering scheme. NeuralGiga implicitly encodes the entire image into a light-weight network which maps pixel coordinates into RGB values with efficient storage overload. In our novel neural rendering network, to enable high-quality giga-image regression with anti-aliasing and continuous viewing effect, we introduce a Spectrum Multi-Layer Perceptron (MLP) design and a Gaussian-based Integrated Random Fourier Feature Mapping (GIRFFM) scheme. Extensive experiments on various scenarios illustrate the effectiveness of our approach to achieve high-quality neural giga-image representation for both storage and display. Minye Wu, Yuexin Ma, Lan Xu 0003, Jingyi Yu 0001 |
IECON | 5 |
| 2023 | StackFLOW: Monocular Human-Object Reconstruction by Stacked Normalizing Flow with OffsetabstractModeling and capturing the 3D spatial arrangement of the human and the object is the key to perceiving 3D human-object interaction from monocular images. In this work, we propose to use the Human-Object Offset between anchors which are densely sampled from the surface of human mesh and object mesh to represent human-object spatial relation. Compared with previous works which use contact map or implicit distance filed to encode 3D human-object spatial relations, our method is a simple and efficient way to encode the highly detailed spatial correlation between the human and object. Based on this representation, we propose Stacked Normalizing Flow (StackFLOW) to infer the posterior distribution of human-object spatial relations from the image. During the optimization stage, we finetune the human body pose and object 6D pose by maximizing the likelihood of samples based on this posterior distribution and minimizing the 2D-3D corresponding reprojection loss. Extensive experimental results show that our method achieves impressive results on two challenging benchmarks, BEHAVE and InterCap datasets. Our code has been publicly available at https://github.com/MoChen-bop/StackFLOW. Chaofan Huo, Ye Shi 0001, Yuexin Ma, Lan Xu 0003, Jingyi Yu 0001, Jingya Wang 0001 |
IJCAI | 4 |
| 2023 | Free-Bloom: Zero-Shot Text-to-Video Generator with LLM Director and LDM AnimatorabstractText-to-video is a rapidly growing research area that aims to generate a semantic, identical, and temporal coherence sequence of frames that accurately align with the input text prompt. This study focuses on zero-shot text-to-video generation considering the data- and cost-efficient. To generate a semantic-coherent video, exhibiting a rich portrayal of temporal semantics such as the whole process of flower blooming rather than a set of ``moving images'', we propose a novel Free-Bloom pipeline that harnesses large language models (LLMs) as the director to generate a semantic-coherence prompt sequence, while pre-trained latent diffusion models (LDMs) as the animator to generate the high fidelity frames. Furthermore, to ensure temporal and identical coherence while maintaining semantic coherence, we propose a series of annotative modifications to adapting LDMs in the reverse process, including joint noise sampling, step-aware attention shift, and dual-path interpolation. Without any video data and training requirements, Free-Bloom generates vivid and high-quality videos, awe-inspiring in generating complex scenes with semantic meaningful frame sequences. In addition, Free-Bloom is naturally compatible with LDMs-based extensions. Hanzhuo Huang, Yufan Feng, Cheng Shi 0001, Lan Xu 0003, Jingyi Yu 0001, Sibei Yang |
NeurIPS | 4 |
| 2023 | Free-view Face Relighting Using a Hybrid Parametric Neural Model on a SMALL-OLAT DatasetabstractAbstract The development of neural relighting techniques has by far outpaced the rate of their corresponding training data (e.g., OLAT) generation. For example, high-quality relighting from a single portrait image still requires supervision from comprehensive datasets covering broad diversities in gender, race, complexion, and facial geometry. We present a hybrid parametric neural relighting (PN-Relighting) framework for single portrait relighting, using a much smaller OLAT dataset or SMOLAT. At the core of PN-Relighting, we employ parametric 3D faces coupled with appearance inference and implicit material modelling to enrich SMOLAT for handling in-the-wild images. Specifically, we tailor an appearance inference module to generate detailed geometry and albedo on top of the parametric face and develop a neural rendering module to first construct an implicit material representation from SMOLAT and then conduct self-supervised training on in-the-wild image datasets. Comprehensive experiments show that PN-Relighting produces comparable high-quality relighting to TotalRelighting (Pandey et al., 2021), but with a smaller dataset. It further improves shape estimation and naturally supports free-viewpoint rendering and partial skin material editing. PN-Relighting also serves as a data augmenter to produce rich OLAT datasets beyond the original capture. Youjia Wang, Taotao Zhou 0006, Kaixin Yao, Nianyi Li, Lan Xu 0003, Jingyi Yu 0001 |
Int. J. Comput. Vis. | 6 |
| 2023 | RobustFusion: Robust Volumetric Performance Reconstruction Under Human-Object Interactions From Monocular RGBD StreamabstractHigh-quality 4D reconstruction of human performance with complex interactions to various objects is essential in real-world scenarios, which enables numerous immersive VR/AR applications. However, recent advances still fail to provide reliable performance reconstruction, suffering from challenging interaction patterns and severe occlusions, especially for the monocular setting. To fill this gap, in this paper, we propose RobustFusion, a robust volumetric performance reconstruction system for human-object interaction scenarios using only a single RGBD sensor, which combines various data-driven visual and interaction cues to handle the complex interaction patterns and severe occlusions. We propose a semantic-aware scene decoupling scheme to model the occlusions explicitly, with a segmentation refinement and robust object tracking to prevent disentanglement uncertainty and maintain temporal consistency. We further introduce a robust performance capture scheme with the aid of various data-driven cues, which not only enables re-initialization ability, but also models the complex human-object interaction patterns in a data-driven manner. To this end, we introduce a spatial relation prior to prevent implausible intersections, as well as data-driven interaction cues to maintain natural motions, especially for those regions under severe human-object occlusions. We also adopt an adaptive fusion scheme for temporally coherent human-object reconstruction with occlusion analysis and human parsing cue. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality 4D human performance reconstruction under complex human-object interactions whilst still maintaining the lightweight monocular setting. Zhuo Su 0006, Lan Xu 0003, Dawei Zhong, Zhong Li 0007, Fan Deng 0005, Shuxue Quan, Lu Fang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2023 | DreamFace: Progressive Generation of Animatable 3D Faces under Text GuidanceabstractEmerging Metaverse applications demand accessible, accurate and easy-to-use tools for 3D digital human creations in order to depict different cultures and societies as if in the physical world. Recent large-scale vision-language advances pave the way for novices to conveniently customize 3D content. However, the generated CG-friendly assets still cannot represent the desired facial traits for human characteristics. In this paper, we present Dream-Face, a progressive scheme to generate personalized 3D faces under text guidance. It enables layman users to naturally customize 3D facial assets that are compatible with CG pipelines, with desired shapes, textures and fine-grained animation capabilities. From a text input to describe the facial traits, we first introduce a coarse-to-fine scheme to generate the neutral facial geometry with a unified topology. We employ a selection strategy in the CLIP embedding space to generate coarse geometry, and subsequently optimize both the detailed displacements and normals using Score Distillation Sampling (SDS) from the generic Latent Diffusion Model (LDM). Then, for neutral appearance generation, we introduce a dual-path mechanism, which combines the generic LDM with a novel texture LDM to ensure both the diversity and textural specification in the UV space. We also employ a two-stage optimization to perform SDS in both the latent and image spaces to significantly provide compact priors for fine-grained synthesis. It also enables learning the mapping from the compact latent space into physically-based textures (diffuse albedo, specular intensity, normal maps, etc.). Our generated neutral assets naturally support blendshapes-based facial animations, thanks to the unified geometric topology. We further improve the animation ability with personalized deformation characteristics. To this end, we learn the universal expression prior in a latent space with neutral asset conditioning using the cross-identity hypernetwork, we subsequently train a neural facial tracker from video input space into the pre-trained expression space for personalized fine-grained animation. Extensive qualitative and quantitative experiments validate the effectiveness and generalizability of DreamFace. Notably, DreamFace can generate realistic 3D facial assets with physically-based rendering quality and rich animation ability from video footage, even for fashion icons or exotic characters in cartoons and fiction movies. Longwen Zhang, Qiwei Qiu, Hongyang Lin, Qixuan Zhang, Cheng Shi 0001, Wei Yang 0034, Ye Shi 0001, Sibei Yang, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 9 |
| 2023 | HACK: Learning a Parametric Head and Neck Model for High-fidelity AnimationabstractSignificant advancements have been made in developing parametric models for digital humans, with various approaches concentrating on parts such as the human body, hand, or face. Nevertheless, connectors such as the neck have been overlooked in these models, with rich anatomical priors often unutilized. In this paper, we introduce HACK (Head-And-neCK), a novel parametric model for constructing the head and cervical region of digital humans. Our model seeks to disentangle the full spectrum of neck and larynx motions, facial expressions, and appearance variations, providing personalized and anatomically consistent controls, particularly for the neck regions. To build our HACK model, we acquire a comprehensive multi-modal dataset of the head and neck under various facial expressions. We employ a 3D ultrasound imaging scheme to extract the inner biomechanical structures, namely the precise 3D rotation information of the seven vertebrae of the cervical spine. We then adopt a multi-view photometric approach to capture the geometry and physically-based textures of diverse subjects, who exhibit a diverse range of static expressions as well as sequential head-and-neck movements. Using the multi-modal dataset, we train the parametric HACK model by separating the 3D head and neck depiction into various shape, pose, expression, and larynx blendshapes from the neutral expression and the rest skeletal pose. We adopt an anatomically-consistent skeletal design for the cervical region, and the expression is linked to facial action units for artist-friendly controls. We also propose to optimize the mapping from the identical shape space to the PCA spaces of personalized blendshapes to augment the pose and expression blendshapes, providing personalized properties within the framework of the generic model. Furthermore, we use larynx blendshapes to accurately control the larynx deformation and force the larynx slicing motions along the vertical direction in the UV-space for precise modeling of the larynx beneath the neck skin. HACK addresses the head and neck as a unified entity, offering more accurate and expressive controls, with a new level of realism, particularly for the neck regions. This approach has significant benefits for numerous applications, including geometric fitting and animation, and enables inter-correlation analysis between head and neck for fine-grained motion synthesis and transfer. Longwen Zhang, Zijun Zhao, Xinzhou Cong, Qixuan Zhang, Shuqi Gu, Yuchong Gao, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 9 |
| 2023 | LiDAR-aid Inertial Poser: Large-scale Human Motion Capture by Sparse Inertial and LiDAR SensorsabstractWe propose a multi-sensor fusion method for capturing challenging 3D human motions with accurate consecutive local poses and global trajectories in large-scale scenarios, only using single LiDAR and 4 IMUs, which are set up conveniently and worn lightly. Specifically, to fully utilize the global geometry information captured by LiDAR and local dynamic motions captured by IMUs, we design a two-stage pose estimator in a coarse-to-fine manner, where point clouds provide the coarse body shape and IMU measurements optimize the local actions. Furthermore, considering the translation deviation caused by the view-dependent partial point cloud, we propose a pose-guided translation corrector. It predicts the offset between captured points and the real root locations, which makes the consecutive movements and trajectories more precise and natural. Moreover, we collect a LiDAR-IMU multi-modal mocap dataset, LIPD, with diverse human actions in long-range scenarios. Extensive quantitative and qualitative experiments on LIPD and other open datasets all demonstrate the capability of our approach for compelling motion capture in large-scale scenarios, which outperforms other methods by an obvious margin. We will release our code and captured dataset to stimulate future research. Yiming Ren 0001, Chengfeng Zhao, Yannan He, Peishan Cong, Jingyi Yu 0001, Lan Xu 0003, Yuexin Ma |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 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 | 4 |
| 2022 | STCrowd: A Multimodal Dataset for Pedestrian Perception in Crowded ScenesabstractAccurately detecting and tracking pedestrians in 3D space is challenging due to large variations in rotations, poses and scales. The situation becomes even worse for dense crowds with severe occlusions. However, existing benchmarks either only provide 2D annotations, or have limited 3D annotations with low-density pedestrian distribution, making it difficult to build a reliable pedestrian perception system especially in crowded scenes. To better evaluate pedestrian perception algorithms in crowded scenarios, we introduce a large-scale multimodal dataset, STCrowd. Specifically, in STCrowd, there are a total of 219 K pedestrian instances and 20 persons per frame on average, with various levels of occlusion. We provide synchronized LiDAR point clouds and camera images as well as their corresponding 3D labels and joint IDs. STCrowd can be used for various tasks, including LiDAR-only, image-only, and sensor-fusion based pedestrian detection and tracking. We provide baselines for most of the tasks. In addition, considering the property of sparse global distribution and density-varying local distribution of pedestrians, we further propose a novel method, Density-aware Hierarchical heatmap Aggregation (DHA), to enhance pedestrian perception in crowded scenes. Extensive experiments show that our new method achieves state-of-the-art performance for pedestrian detection on various datasets. https://github.com/4DVLab/STCrowd.git. Peishan Cong, Xinge Zhu, Feng Qiao 0001, Yiming Ren 0001, Xidong Peng, Yuenan Hou, Lan Xu 0003, Ruigang Yang, Dinesh Manocha, Yuexin Ma |
CVPR | 7 |
| 2022 | HSC4D: Human-centered 4D Scene Capture in Large-scale Indoor-outdoor Space Using Wearable IMUs and LiDARabstractWe propose Human-centered 4D Scene Capture (HSC4D) to accurately and efficiently create a dynamic digital world, containing large-scale indoor-outdoor scenes, diverse human motions, and rich interactions between humans and environments. Using only body-mounted IMUs and LiDAR, HSC4D is space-free without any external devices' constraints and map-free without pre-built maps. Considering that IMUs can capture human poses but always drift for long-period use, while LiDAR is stable for global localization but rough for local positions and orientations, HSC4D makes both sensors complement each other by a joint optimization and achieves promising results for long-term capture. Relationships between humans and environments are also explored to make their interaction more realistic. To facilitate many down-stream tasks, like AR, VR, robots, autonomous driving, etc., we propose a dataset containing three large scenes (1k-5k m2) with accurate dynamic human motions and locations. Diverse scenarios (climbing gym, multi-story building, slope, etc.) and challenging human activities (exercising, walking up/down stairs, climbing, etc.) demonstrate the effectiveness and the generalization ability of HSC4D. The dataset and code is available at lidarhumanmotion.net/hsc4d. Yudi Dai, Yitai Lin, Chenglu Wen, Lan Xu 0003, Jingyi Yu 0001, Yuexin Ma, Cheng Wang 0003 |
CVPR | 5 |
| 2022 | NeuralHOFusion: Neural Volumetric Rendering under Human-object Interactionsabstract4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we propose NeuralHOFusion, a neural approach for volumetric human-object capture and rendering using sparse consumer RGBD sensors. It marries traditional non-rigid fusion with recent neural implicit modeling and blending advances, where the captured humans and objects are layer-wise disentangled. For geometry modeling, we propose a neural implicit inference scheme with non-rigid key-volume fusion, as well as a template-aid robust object tracking pipeline. Our scheme enables detailed and complete geometry generation under complex interactions and occlusions. Moreover, we introduce a layer-wise human-object texture rendering scheme, which combines volumetric and image-based rendering in both spatial and temporal domains to obtain photo-realistic results. Extensive experiments demonstrate the effectiveness and efficiency of our approach in synthesizing photo-realistic free-view results under complex human-object interactions. Yuheng Jiang, Suyi Jiang, Guoxing Sun 0001, Zhuo Su 0006, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 8 |
| 2022 | LiDARCap: Long-range Markerless 3D Human Motion Capture with LiDAR Point CloudsabstractExisting motion capture datasets are largely short-range and cannot yet fit the need of long-range applications. We propose LiDARHuman26M, a new human motion capture dataset captured by LiDAR at a much longer range to overcome this limitation. Our dataset also includes the ground truth human motions acquired by the IMU system and the synchronous RGB images. We further present a strong base-line method, LiDARCap, for LiDAR point cloud human motion capture. Specifically, we first utilize$PointNet++$to encode features of points and then employ the inverse kinematics solver and SMPL optimizer to regress the pose through aggregating the temporally encoded features hierarchically. Quantitative and qualitative experiments show that our method outperforms the techniques based only on RGB images. Ablation experiments demonstrate that our dataset is challenging and worthy of further research. Finally, the experiments on the KITTI Dataset and the Waymo Open Dataset show that our method can be generalized to different LiDAR sensor settings. Jialian Li, Chenglu Wen, Yuexin Ma, Lan Xu 0003, Jingyi Yu 0001, Cheng Wang 0003 |
CVPR | 7 |
| 2022 | Fourier PlenOctrees for Dynamic Radiance Field Rendering in Real-timeabstractImplicit neural representations such as Neural Radiance Field (NeRF) have focused mainly on modeling static objects captured under multi-view settings where real-time rendering can be achieved with smart data structures, e.g., PlenOctree. In this paper, we present a novel Fourier PlenOctree (FPO) technique to tackle efficient neural mod-eling and real-time rendering of dynamic scenes captured under the free-view video (FVV) setting. The key idea in our FPO is a novel combination of generalized NeRF, PlenOctree representation, volumetric fusion and Fourier transform. To accelerate FPO construction, we present a novel coarse-to-fine fusion scheme that leverages the gen-eralizable NeRF technique to generate the tree via spatial blending. To tackle dynamic scenes, we tailor the implicit network to model the Fourier coefficients of time-varying density and color attributes. Finally, we construct the FPO and train the Fourier coefficients directly on the leaves of a union PlenOctree structure of the dynamic sequence. We show that the resulting FPO enables compact memory overload to handle dynamic objects and supports efficient fine-tuning. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF and achieves over an order of magnitude acceleration over SOTA while preserving high visual quality for the free-viewpoint rendering of unseen dynamic scenes. Jiakai Zhang, Xinhang Liu, Fuqiang Zhao, Yanshun Zhang, Yingliang Zhang, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 9 |
| 2022 | HumanNeRF: Efficiently Generated Human Radiance Field from Sparse InputsabstractRecent neural human representations can produce high-quality multi-view rendering but require using dense multi-view inputs and costly training. They are hence largely limited to static models as training each frame is infeasible. We present HumanNeRF - a neural representation with efficient generalization ability - for high-fidelity free-view synthesis of dynamic humans. Analogous to how IBRNet assists NeRF by avoiding perscene training, HumanNeRF employs an aggregated pixel-alignment feature across multi-view inputs along with a pose embedded non-rigid deformation field for tackling dynamic motions. The raw Human-NeRF can already produce reasonable rendering on sparse video inputs of unseen subjects and camera settings. To further improve the rendering quality, we augment our solution with in-hour scene-specific fine-tuning, and an appearance blending module for combining the benefits of both neural volumetric rendering and neural texture blending. Extensive experiments on various multi-view dynamic hu-man datasets demonstrate effectiveness of our approach in synthesizing photo-realistic free-view humans under challenging motions and with very sparse camera view inputs. Fuqiang Zhao, Wei Yang 0034, Jiakai Zhang, Pei Lin, Yingliang Zhang, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 7 |
| 2022 | Mutual Adaptive Reasoning for Monocular 3D Multi-Person Pose EstimationabstractInter-person occlusion and depth ambiguity make estimating the 3D poses of monocular multiple persons as camera-centric coordinates a challenging problem. Typical top-down frameworks suffer from high computational redundancy with an additional detection stage. By contrast, the bottom-up methods enjoy low computational costs as they are less affected by the number of humans. However, most existing bottom-up methods treat camera-centric 3D human pose estimation as two unrelated subtasks: 2.5D pose estimation and camera-centric depth estimation. In this paper, we propose a unified model that leverages the mutual benefits of both these subtasks. Within the framework, a robust structured 2.5D pose estimation is designed to recognize inter-person occlusion based on depth relationships. Additionally, we develop an end-to-end geometry-aware depth reasoning method that exploits the mutual benefits of both 2.5D pose and camera-centric root depths. This method first uses 2.5D pose and geometry information to infer camera-centric root depths in a forward pass, and then exploits the root depths to further improve representation learning of 2.5D pose estimation in a backward pass. Further, we designed an adaptive fusion scheme that leverages both visual perception and body geometry to alleviate inherent depth ambiguity issues. Extensive experiments demonstrate the superiority of our proposed model over a wide range of bottom-up methods. Our accuracy is even competitive with top-down counterparts. Notably, our model runs much faster than existing bottom-up and top-down methods. Juze Zhang, Jingya Wang 0001, Ye Shi 0001, Fei Gao 0010, Lan Xu 0003, Jingyi Yu 0001 |
ACM Multimedia | 5 |
| 2022 | BuildingFusion: Semantic-Aware Structural Building-Scale 3D ReconstructionabstractScalable geometry reconstruction and understanding is an important yet unsolved task. Current methods often suffer from false loop closures when there are similar-looking rooms in the scene, and often lack online scene understanding. We propose BuildingFusion, a semantic-aware structural building-scale reconstruction system, which not only allows building-scale dense reconstruction collaboratively, but also provides semantic and structural information on-the-fly. Technically, the robustness to similar places is enabled by a novel semantic-aware room-level loop closure detection(LCD) method. The insight lies in that even though local views may look similar in different rooms, the objects inside and their locations are usually different, implying that the semantic information forms a unique and compact representation for place recognition. To achieve that, a 3D convolutional network is used to learn instance-level embeddings for similarity measurement and candidate selection, followed by a graph matching module for geometry verification. On the system side, we adopt a centralized architecture to enable collaborative scanning. Each agent reconstructs a part of the scene, and the combination is activated when the overlaps are found using room-level LCD, which is performed on the server. Extensive comparisons demonstrate the superiority of the semantic-aware room-level LCD over traditional image-based LCD. Live demo on the real-world building-scale scenes shows the feasibility of our method with robust, collaborative, and real-time performance. Lan Xu 0003, Lu Fang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2022 | TightCap: 3D Human Shape Capture with Clothing Tightness FieldabstractIn this article, we present TightCap, a data-driven scheme to capture both the human shape and dressed garments accurately with only a single three-dimensional (3D) human scan, which enables numerous applications such as virtual try-on, biometrics, and body evaluation. To break the severe variations of the human poses and garments, we propose to model the clothing tightness field—the displacements from the garments to the human shape implicitly in the global UV texturing domain. To this end, we utilize an enhanced statistical human template and an effective multi-stage alignment scheme to map the 3D scan into a hybrid 2D geometry image. Based on this 2D representation, we propose a novel framework to predict clothing tightness field via a novel tightness formulation, as well as an effective optimization scheme to further reconstruct multi-layer human shape and garments under various clothing categories and human postures. We further propose a new clothing tightness dataset of human scans with a large variety of clothing styles, poses, and corresponding ground-truth human shapes to stimulate further research. Extensive experiments demonstrate the effectiveness of our TightCap to achieve the high-quality human shape and dressed garments reconstruction, as well as the further applications for clothing segmentation, retargeting, and animation. Xin Chen 0040, Anqi Pang, Wei Yang 0034, Peihao Wang, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 5 |
| 2022 | NIMBLE: a non-rigid hand model with bones and musclesabstractEmerging Metaverse applications demand reliable, accurate, and photorealistic reproductions of human hands to perform sophisticated operations as if in the physical world. While real human hand represents one of the most intricate coordination between bones, muscle, tendon, and skin, state-of-the-art techniques unanimously focus on modeling only the skeleton of the hand. In this paper, we present NIMBLE, a novel parametric hand model that includes the missing key components, bringing 3D hand model to a new level of realism. We first annotate muscles, bones and skins on the recent Magnetic Resonance Imaging hand (MRI-Hand) dataset [Li et al. 2021] and then register a volumetric template hand onto individual poses and subjects within the dataset. NIMBLE consists of 20 bones as triangular meshes, 7 muscle groups as tetrahedral meshes, and a skin mesh. Via iterative shape registration and parameter learning, it further produces shape blend shapes, pose blend shapes, and a joint regressor. We demonstrate applying NIMBLE to modeling, rendering, and visual inference tasks. By enforcing the inner bones and muscles to match anatomic and kinematic rules, NIMBLE can animate 3D hands to new poses at unprecedented realism. To model the appearance of skin, we further construct a photometric HandStage to acquire high-quality textures and normal maps to model wrinkles and palm print. Finally, NIMBLE also benefits learning-based hand pose and shape estimation by either synthesizing rich data or acting directly as a differentiable layer in the inference network. Longwen Zhang, Zesong Qiu, Yingwenqi Jiang, Nianyi Li, Yuexin Ma, Yuyao Zhang 0005, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 8 |
| 2022 | Artemis: articulated neural pets with appearance and motion synthesisabstractWe, humans, are entering into a virtual era and indeed want to bring animals to the virtual world as well for companion. Yet, computer-generated (CGI) furry animals are limited by tedious off-line rendering, let alone interactive motion control. In this paper, we present ARTEMIS, a novel neural modeling and rendering pipeline for generating ARTiculated neural pets with appEarance and Motion synthesIS. Our ARTEMIS enables interactive motion control, real-time animation, and photo-realistic rendering of furry animals. The core of our ARTEMIS is a neural-generated (NGI) animal engine, which adopts an efficient octree-based representation for animal animation and fur rendering. The animation then becomes equivalent to voxel-level deformation based on explicit skeletal warping. We further use a fast octree indexing and efficient volumetric rendering scheme to generate appearance and density features maps. Finally, we propose a novel shading network to generate high-fidelity details of appearance and opacity under novel poses from appearance and density feature maps. For the motion control module in ARTEMIS, we combine state-of-the-art animal motion capture approach with recent neural character control scheme. We introduce an effective optimization scheme to reconstruct the skeletal motion of real animals captured by a multi-view RGB and Vicon camera array. We feed all the captured motion into a neural character control scheme to generate abstract control signals with motion styles. We further integrate ARTEMIS into existing engines that support VR headsets, providing an unprecedented immersive experience where a user can intimately interact with a variety of virtual animals with vivid movements and photo-realistic appearance. Extensive experiments and showcases demonstrate the effectiveness of our ARTEMIS system in achieving highly realistic rendering of NGI animals in real-time, providing daily immersive and interactive experiences with digital animals unseen before. We make available our ARTEMIS model and dynamic furry animal dataset at https://haiminluo.github.io/publication/artemis/. Haimin Luo, Teng Xu 0008, Yuheng Jiang, Chenglin Zhou, Qiwei Qiu, Yingliang Zhang, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 8 |
| 2022 | SCULPTOR: Skeleton-Consistent Face Creation Using a Learned Parametric GeneratorabstractRecent years have seen growing interest in 3D human face modeling due to its wide applications in digital human, character generation and animation. Existing approaches overwhelmingly emphasized on modeling the exterior shapes, textures and skin properties of faces, ignoring the inherent correlation between inner skeletal structures and appearance. In this paper, we present SCULPTOR, 3D face creations with Skeleton Consistency Using a Learned Parametric facial generaTOR , aiming to facilitate the easy creation of both anatomically correct and visually convincing face models via a hybrid parametric-physical representation. At the core of SCULPTOR is LUCY, the first large-scale shape-skeleton face dataset in collaboration with plastic surgeons. Named after the fossils of one of the oldest known human ancestors, our LUCY dataset contains high-quality Computed Tomography (CT) scans of the complete human head before and after orthognathic surgeries, which are critical for evaluating surgery results. LUCY consists of 144 scans of 72 subjects (31 male and 41 female), where each subject has two CT scans taken pre- and post-orthognathic operations. Based on our LUCY dataset, we learned a novel skeleton consistent parametric facial generator, SCULPTOR, which can create unique and nuanced facial features that help define a character and at the same time maintain physiological soundness. Our SCULPTOR jointly models the skull, face geometry and face appearance under a unified data-driven framework by separating the depiction of a 3D face into shape blend shape, pose blend shape and facial expression blend shape. SCULPTOR preserves both anatomic correctness and visual realism in facial generation tasks compared with existing methods. Finally, we showcase the robustness and effectiveness of SCULPTOR in various fancy applications unseen before, like archaeological skeletal facial completion, bone-aware character fusion, skull inference from images, face generation with lipo-Level change and facial animations, etc. Zesong Qiu, Dongming He, Qixuan Zhang, Longwen Zhang, Jingya Wang 0001, Lan Xu 0003, Yuyao Zhang 0005, Jingyi Yu 0001 |
ACM Trans. Graph. | 8 |
| 2022 | Video-Driven Neural Physically-Based Facial Asset for ProductionabstractProduction-level workflows for producing convincing 3D dynamic human faces have long relied on an assortment of labor-intensive tools for geometry and texture generation, motion capture and rigging, and expression synthesis. Recent neural approaches automate individual components but the corresponding latent representations cannot provide artists with explicit controls as in conventional tools. In this paper, we present a new learning-based, video-driven approach for generating dynamic facial geometries with high-quality physically-based assets. For data collection, we construct a hybrid multiview-photometric capture stage, coupling with ultra-fast video cameras to obtain raw 3D facial assets. We then set out to model the facial expression, geometry and physically-based textures using separate VAEs where we impose a global MLP based expression mapping across the latent spaces of respective networks, to preserve characteristics across respective attributes. We also model the delta information as wrinkle maps for the physically-based textures, achieving high-quality 4K dynamic textures. We demonstrate our approach in high-fidelity performer-specific facial capture and cross-identity facial motion retargeting. In addition, our multi-VAE-based neural asset, along with the fast adaptation schemes, can also be deployed to handle in-the-wild videos. Besides, we motivate the utility of our explicit facial disentangling strategy by providing various promising physically-based editing results with high realism. Comprehensive experiments show that our technique provides higher accuracy and visual fidelity than previous video-driven facial reconstruction and animation methods. Longwen Zhang, Chuxiao Zeng, Qixuan Zhang, Hongyang Lin, Ruixiang Cao, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 7 |
| 2022 | Human Performance Modeling and Rendering via Neural Animated MeshabstractWe have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper, we present a comprehensive neural approach for high-quality reconstruction, compression, and rendering of human performances from dense multi-view videos. Our core intuition is to bridge the traditional animated mesh workflow with a new class of highly efficient neural techniques. We first introduce a neural surface reconstructor for high-quality surface generation in minutes. It marries the implicit volumetric rendering of the truncated signed distance field (TSDF) with multi-resolution hash encoding. We further propose a hybrid neural tracker to generate animated meshes, which combines explicit non-rigid tracking with implicit dynamic deformation in a self-supervised framework. The former provides the coarse warping back into the canonical space, while the latter implicit one further predicts the displacements using the 4D hash encoding as in our reconstructor. Then, we discuss the rendering schemes using the obtained animated meshes, ranging from dynamic texturing to lumigraph rendering under various bandwidth settings. To strike an intricate balance between quality and bandwidth, we propose a hierarchical solution by first rendering 6 virtual views covering the performer and then conducting occlusion-aware neural texture blending. We demonstrate the efficacy of our approach in a variety of mesh-based applications and photo-realistic free-view experiences on various platforms, i.e., inserting virtual human performances into real environments through mobile AR or immersively watching talent shows with VR headsets. Fuqiang Zhao, Yuheng Jiang, Kaixin Yao, Jiakai Zhang, Haizhao Dai, Yuhui Zhong, Yingliang Zhang, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 10 |
| 2021 | ChallenCap: Monocular 3D Capture of Challenging Human Performances Using Multi-Modal ReferencesabstractCapturing challenging human motions is critical for numerous applications, but it suffers from complex motion patterns and severe self-occlusion under the monocular setting. In this paper, we propose ChallenCap — a template-based approach to capture challenging 3D human motions using a single RGB camera in a novel learning-and-optimization framework, with the aid of multi-modal references. We propose a hybrid motion inference stage with a generation network, which utilizes a temporal encoder-decoder to extract the motion details from the pair-wise sparse-view reference, as well as a motion discriminator to utilize the unpaired marker-based references to extract specific challenging motion characteristics in a data-driven manner. We further adopt a robust motion optimization stage to increase the tracking accuracy, by jointly utilizing the learned motion details from the supervised multi-modal references as well as the reliable motion hints from the input image reference. Extensive experiments on our new challenging motion dataset demonstrate the effectiveness and robustness of our approach to capture challenging human motions. Yannan He, Anqi Pang, Xin Chen 0040, Minye Wu, Yuexin Ma, Lan Xu 0003 |
CVPR | 7 |
| 2021 | NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering Using RGB Camerasabstract4D reconstruction and rendering of human activities is critical for immersive VR/AR experience. Recent advances still fail to recover fine geometry and texture results with the level of detail present in the input images from sparse multi-view RGB cameras. In this paper, we propose Neural-HumanFVV, a real-time neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of human activities in arbitrary novel views. We propose a neural geometry generation scheme with a hierarchical sampling strategy for real-time implicit geometry inference, as well as a novel neural blending scheme to generate high resolution (e.g., 1k) and photo-realistic texture results in the novel views. Furthermore, we adopt neural normal blending to enhance geometry details and formulate our neural geometry and texture rendering into a multi-task learning framework. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and photo-realistic free view-point reconstruction for challenging human performances. Xin Suo, Yuheng Jiang, Pei Lin, Yingliang Zhang, Minye Wu, Lan Xu 0003 |
CVPR | 7 |
| 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 | 6 |
| 2021 | MirrorNeRF: One-shot Neural Portrait Radiance Field from Multi-mirror Catadioptric ImagingabstractPhoto-realistic neural reconstruction and rendering of the human portrait are critical for numerous VR/AR applications. Still, existing solutions inherently rely on multi-view capture settings, and the one-shot solution to get rid of the tedious multi-view synchronization and calibration remains extremely challenging. In this paper, we propose MirrorNeRF - a one-shot neural portrait free-viewpoint rendering approach using a catadioptric imaging system with multiple sphere mirrors and a single high-resolution digital camera, which is the first to combine neural radiance field with catadioptric imaging so as to enable one-shot photo-realistic human portrait reconstruction and rendering, in a low-cost and casual capture setting. More specifically, we propose a light-weight catadioptric system design with a sphere mirror array to enable diverse ray sampling in the continuous 3D space as well as an effective online calibration for the camera and the mirror array. Our catadioptric imaging system can be easily deployed with a low budget and the casual capture ability for convenient daily usages. We introduce a novel neural warping radiance field representation to learn a continuous displacement field that implicitly compensates for the misalignment due to our flexible system setting. We further propose a density regularization scheme to leverage the inherent geometry information from the catadioptric data in a self-supervision manner, which not only improves the training efficiency but also provides more effective density supervision for higher rendering quality. Extensive experiments demonstrate the effectiveness and robustness of our scheme to achieve one-shot photo-realistic and high-quality appearance free-viewpoint rendering for human portrait scenes. Fuqiang Zhao, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ICCP | 5 |
| 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 | 6 |
| 2021 | Neural Video Portrait Relighting in Real-time via Consistency ModelingabstractVideo portraits relighting is critical in user-facing human photography, especially for immersive VR/AR experience. Recent advances still fail to recover consistent relit result under dynamic illuminations from monocular RGB stream, suffering from the lack of video consistency supervision. In this paper, we propose a neural approach for real-time, high-quality and coherent video portrait relighting, which jointly models the semantic, temporal and lighting consistency using a new dynamic OLAT dataset. We propose a hybrid structure and lighting disentanglement in an encoder-decoder architecture, which combines a multi-task and adversarial training strategy for semantic-aware consistency modeling. We adopt a temporal modeling scheme via flow-based supervision to encode the conjugated temporal consistency in a cross manner. We also propose a lighting sampling strategy to model the illumination consistency and mutation for natural portrait light manipulation in real-world. Extensive experiments demonstrate the effectiveness of our approach for consistent video portrait light-editing and relighting, even using mobile computing. Longwen Zhang, Qixuan Zhang, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
ICCV | 5 |
| 2021 | PIANO: A Parametric Hand Bone Model from Magnetic Resonance ImagingabstractHand modeling is critical for immersive VR/AR, action understanding, or human healthcare. Existing parametric models account only for hand shape, pose, or texture, without modeling the anatomical attributes like bone, which is essential for realistic hand biomechanics analysis. In this paper, we present PIANO, the first parametric bone model of human hands from MRI data. Our PIANO model is biologically correct, simple to animate, and differentiable, achieving more anatomically precise modeling of the inner hand kinematic structure in a data-driven manner than the traditional hand models based on the outer surface only. Furthermore, our PIANO model can be applied in neural network layers to enable training with a fine-grained semantic loss, which opens up the new task of data-driven fine-grained hand bone anatomic and semantic understanding from MRI or even RGB images. We make our model publicly available. Minye Wu, Yuyao Zhang 0005, Lan Xu 0003, Jingyi Yu 0001 |
IJCAI | 4 |
| 2021 | Few-shot Neural Human Performance Rendering from Sparse RGBD VideosabstractRecent neural rendering approaches for human activities achieve remarkable view synthesis results, but still rely on dense input views or dense training with all the capture frames, leading to deployment difficulty and inefficient training overload. However, existing advances will be ill-posed if the input is both spatially and temporally sparse. To fill this gap, in this paper we propose a few-shot neural human rendering approach (FNHR) from only sparse RGBD inputs, which exploits the temporal and spatial redundancy to generate photo-realistic free-view output of human activities. Our FNHR is trained only on the key-frames which expand the motion manifold in the input sequences. We introduce a two-branch neural blending to combine the neural point render and classical graphics texturing pipeline, which integrates reliable observations over sparse key-frames. Furthermore, we adopt a patch-based adversarial training process to make use of the local redundancy and avoids over-fitting to the key-frames, which generates fine-detailed rendering results. Extensive experiments demonstrate the effectiveness of our approach to generate high-quality free view-point results for challenging human performances under the sparse setting. Anqi Pang, Xin Chen 0040, Haimin Luo, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
IJCAI | 6 |
| 2021 | IREM: High-Resolution Magnetic Resonance Image Reconstruction via Implicit Neural Representation
Qing Wu 0001, Lan Xu 0003, Ruiming Feng, Hongjiang Wei, Qing Yang 0028, Boliang Yu, Xiaozhao Liu, Jingyi Yu 0001, Yuyao Zhang 0005 |
MICCAI (6) | 3 |
| 2021 | Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactionsabstract4D reconstruction of human-object interaction is critical for immersive VR/AR experience and human activity understanding. Recent advances still fail to recover fine geometry and texture results from sparse RGB inputs, especially under challenging human-object interactions scenarios. In this paper, we propose a neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of both human and objects under challenging interaction scenarios in arbitrary novel views, from only sparse RGB streams. To deal with complex occlusions raised by human-object interactions, we adopt a layer-wise scene decoupling strategy and perform volumetric reconstruction and neural rendering of the human and object. Specifically, for geometry reconstruction, we propose an interaction-aware human-object capture scheme that jointly considers the human reconstruction and object reconstruction with their correlations. Occlusion-aware human reconstruction and robust human-aware object tracking are proposed for consistent 4D human-object dynamic reconstruction. For neural texture rendering, we propose a layer-wise human-object rendering scheme, which combines direction-aware neural blending weight learning and spatial-temporal texture completion to provide high-resolution and photo-realistic texture results in the occluded scenarios. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and texture reconstruction in free viewpoints for challenging human-object interactions. Guoxing Sun 0001, Xin Chen 0040, Yizhang Chen, Anqi Pang, Pei Lin, Yuheng Jiang, Lan Xu 0003, Jingyi Yu 0001, Jingya Wang 0001 |
ACM Multimedia | 7 |
| 2021 | iButter: Neural Interactive Bullet Time Generator for Human Free-viewpoint RenderingabstractGenerating "bullet-time" effects of human free-viewpoint videos is critical for immersive visual effects and VR/AR experience. Recent neural advances still lack the controllable and interactive bullet-time design ability for human free-viewpoint rendering, especially under the real-time, dynamic and general setting for our trajectory-aware task. To fill this gap, in this paper we propose a neural interactive bullet-time generator (iButter) for photo-realistic human free-viewpoint rendering from dense RGB streams, which enables flexible and interactive design for human bullet-time visual effects. Our iButter approach consists of a real-time preview and design stage as well as a trajectory-aware refinement stage. During preview, we propose an interactive bullet-time design approach by extending the NeRF rendering to a real-time and dynamic setting and getting rid of the tedious per-scene training. To this end, our bullet-time design stage utilizes a hybrid training set, light-weight network design and an efficient silhouette-based sampling strategy. During refinement, we introduce an efficient trajectory-aware scheme within 20 minutes, which jointly encodes the spatial, temporal consistency and semantic cues along the designed trajectory, achieving photo-realistic bullet-time viewing experience of human activities. Extensive experiments demonstrate the effectiveness of our approach for convenient interactive bullet-time design and photo-realistic human free-viewpoint video generation. Pei Lin, Yuheng Jiang, Xin Suo, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ACM Multimedia | 7 |
| 2021 | Towards Controllable and Photorealistic Region-wise Image ManipulationabstractAdaptive and flexible image editing is a desirable function of modern generative models. In this work, we present a generative model with auto-encoder architecture for per-region style manipulation. We apply a code consistency loss to enforce an explicit disentanglement between content and style latent representations, making the content and style of generated samples consistent with their corresponding content and style references. The model is also constrained by a content alignment loss to ensure the foreground editing will not interfere background contents. As a result, given interested region masks provided by users, our model supports foreground region-wise style transfer. Specially, our model receives no extra annotations such as semantic labels except for self-supervision. Extensive experiments show the effectiveness of the proposed method and exhibit the flexibility of the proposed model for various applications, including region-wise style editing, latent space interpolation, cross-domain style transfer. Ansheng You, Chenglin Zhou, Qixuan Zhang, Lan Xu 0003 |
ACM Multimedia | 4 |
| 2021 | SportsCap: Monocular 3D Human Motion Capture and Fine-Grained Understanding in Challenging Sports Videos
Xin Chen 0040, Anqi Pang, Wei Yang 0034, Yuexin Ma, Lan Xu 0003, Jingyi Yu 0001 |
Int. J. Comput. Vis. | 5 |
| 2021 | Boosting Single Image Super-Resolution Learnt From Implicit Multi-Image PriorabstractLearning-based single image super-resolution (SISR) aims to learn a versatile mapping from low resolution (LR) image to its high resolution (HR) version. The critical challenge is to bias the network training towards continuous and sharp edges. For the first time in this work, we propose an implicit boundary prior learnt from multi-view observations to significantly mitigate the challenge in SISR we outline. Specifically, the multi-image prior that encodes both disparity information and boundary structure of the scene supervise a SISR network for edge-preserving. For simplicity, in the training procedure of our framework, light field (LF) serves as an effective multi-image prior, and a hybrid loss function jointly considers the content, structure, variance as well as disparity information from 4D LF data. Consequently, for inference, such a general training scheme boosts the performance of various SISR networks, especially for the regions along edges. Extensive experiments on representative backbone SISR architectures constantly show the effectiveness of the proposed method, leading to around 0.6 dB gain without modifying the network architecture. Dingjian Jin, Mengqi Ji, Lan Xu 0003, Gaochang Wu, Lu Fang 0001 |
IEEE Trans. Image Process. | 3 |
| 2021 | Editable free-viewpoint video using a layered neural representationabstractGenerating free-viewpoint videos is critical for immersive VR/AR experience, but recent neural advances still lack the editing ability to manipulate the visual perception for large dynamic scenes. To fill this gap, in this paper, we propose the first approach for editable free-viewpoint video generation for large-scale view-dependent dynamic scenes using only 16 cameras. The core of our approach is a new layered neural representation, where each dynamic entity, including the environment itself, is formulated into a spatio-temporal coherent neural layered radiance representation called ST-NeRF. Such a layered representation supports manipulations of the dynamic scene while still supporting a wide free viewing experience. In our ST-NeRF, we represent the dynamic entity/layer as a continuous function, which achieves the disentanglement of location, deformation as well as the appearance of the dynamic entity in a continuous and self-supervised manner. We propose a scene parsing 4D label map tracking to disentangle the spatial information explicitly and a continuous deform module to disentangle the temporal motion implicitly. An object-aware volume rendering scheme is further introduced for the re-assembling of all the neural layers. We adopt a novel layered loss and motion-aware ray sampling strategy to enable efficient training for a large dynamic scene with multiple performers, Our framework further enables a variety of editing functions, i.e., manipulating the scale and location, duplicating or retiming individual neural layers to create numerous visual effects while preserving high realism. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality, photo-realistic, and editable free-viewpoint video generation for dynamic scenes. Jiakai Zhang, Xinhang Liu, Fuqiang Zhao, Yanshun Zhang, Minye Wu, Yingliang Zhang, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 8 |
| 2021 | FlyFusion: Realtime Dynamic Scene Reconstruction Using a Flying Depth CameraabstractWhile dynamic scene reconstruction has made revolutionary progress from the earliest setup using a mass of static cameras in studio environment to the latest egocentric or hand-held moving camera based schemes, it is still restricted by the recording volume, user comfortability, human labor and expertise. In this paper, a novel solution is proposed through a real-time and robust dynamic fusion scheme using a single flying depth camera, denoted as FlyFusion. By proposing a novel topology compactness strategy for effectively regularizing the complex topology changes, and the Geometry And Motion Energy (GAME) metric for guiding the viewpoint optimization in the volumetric space, FlyFusion succeeds to enable intelligent viewpoint selection based on the immediate dynamic reconstruction result. The merit of FlyFusion lies in its concurrent robustness, efficiency, and adaptation in producing fused and denoised 3D geometry and motions of a moving target interacting with different non-rigid objects in a large space. Lan Xu 0003, Yebin Liu, Lu Fang 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | OccuSeg: Occupancy-Aware 3D Instance Segmentationabstract3D instance segmentation, with a variety of applications in robotics and augmented reality, is in large demands these days. Unlike 2D images that are projective observations of the environment, 3D models provide metric reconstruction of the scenes without occlusion or scale ambiguity. In this paper, we define “3D occupancy size”, as the number of voxels occupied by each instance. It owns advantages of robustness in prediction, on which basis, OccuSeg, an occupancy-aware 3D instance segmentation scheme is proposed. Our multi-task learning produces both occupancy signal and embedding representations, where the training of spatial and feature embeddings varies with their difference in scale-aware. Our clustering scheme benefits from the reliable comparison between the predicted occupancy size and the clustered occupancy size, which encourages hard samples being correctly clustered and avoids over segmentation. The proposed approach achieves state-of-theart performance on 3 real-world datasets, i.e. ScanNetV2, S3DIS and SceneNN, while maintaining high efficiency. Lan Xu 0003, Lu Fang 0001 |
CVPR | 3 |
| 2020 | EventCap: Monocular 3D Capture of High-Speed Human Motions Using an Event CameraabstractThe high frame rate is a critical requirement for capturing fast human motions. In this setting, existing markerless image-based methods are constrained by the lighting requirement, the high data bandwidth and the consequent high computation overhead. In this paper, we propose EventCap - the first approach for 3D capturing of high-speed human motions using a single event camera. Our method combines model-based optimization and CNN-based human pose detection to capture high frequency motion details and to reduce the drifting in the tracking. As a result, we can capture fast motions at millisecond resolution with significantly higher data efficiency than using high frame rate videos. Experiments on our new event-based fast human motion dataset demonstrate the effectiveness and accuracy of our method, as well as its robustness to challenging lighting conditions. Lan Xu 0003, Weipeng Xu, Vladislav Golyanik, Marc Habermann, Lu Fang 0001, Christian Theobalt |
CVPR | 1 |
| 2020 | RobustFusion: Human Volumetric Capture with Data-Driven Visual Cues Using a RGBD Camera
Zhuo Su 0006, Lan Xu 0003, Zerong Zheng, Tao Yu 0007, Yebin Liu, Lu Fang 0001 |
ECCV (4) | 2 |
| 2020 | Multiscale-VR: Multiscale Gigapixel 3D Panoramic Videography for Virtual RealityabstractCreating virtual reality (VR) content with effective imaging systems has attracted significant attention worldwide following the broad applications of VR in various fields, including entertainment, surveillance, sports, etc. However, due to the inherent trade-off between field-of-view and resolution of the imaging system as well as the prohibitive computational cost, live capturing and generating multiscale 360° 3D video content at an eye-limited resolution to provide immersive VR experiences confront significant challenges. In this work, we propose Multiscale-VR, a multiscale unstructured camera array computational imaging system for high-quality gigapixel 3D panoramic videography that creates the six-degree-of-freedom multiscale interactive VR content. The Multiscale-VR imaging system comprises scalable cylindrical-distributed global and local cameras, where global stereo cameras are stitched to cover 360° field-of-view, and unstructured local monocular cameras are adapted to the global camera for flexible high-resolution video streaming arrangement. We demonstrate that a high-quality gigapixel depth video can be faithfully reconstructed by our deep neural network-based algorithm pipeline where the global depth via stereo matching and the local depth via high-resolution RGB-guided refinement are associated. To generate the immersive 3D VR content, we present a three-layer rendering framework that includes an original layer for scene rendering, a diffusion layer for handling occlusion regions, and a dynamic layer for efficient dynamic foreground rendering. Our multiscale reconstruction architecture enables the proposed prototype system for rendering highly effective 3D, 360° gigapixel live VR video at 30 fps from the captured high-throughput multiscale video sequences. The proposed multiscale interactive VR content generation approach by using a heterogeneous camera system design, in contrast to the existing single-scale VR imaging systems with structured homogeneous cameras, will open up new avenues of research in VR and provide an unprecedented immersive experience benefiting various novel applications. Anke Zhang, Xiaoyun Yuan, Sebastian Beetschen, Lan Xu 0003, Qionghai Dai, Lu Fang 0001 |
ICCP | 7 |
| 2020 | Neural3D: Light-weight Neural Portrait Scanning via Context-aware Correspondence LearningabstractReconstructing a human portrait in a realistic and convenient manner is critical for human modeling and understanding. Aiming at light-weight and realistic human portrait reconstruction, in this paper we propose Neural3D: a novel neural human portrait scanning system using only a single RGB camera. In our system, to enable accurate pose estimation,we propose a context-aware correspondence learning approach which jointly models the appearance, spatial and motion information between feature pairs. To enable realistic reconstruction and suppress the geometry error, we further adopt a point-based neural rendering scheme to generate realistic and immersive portrait visualization in arbitrary virtual view-points. By introducing these learning-based technical components into the pure RGB-based human modeling framework, we can achieve both accurate camera pose estimation and realistic free-viewpoint rendering of the reconstructed human portrait. Extensive experiments on a variety of challenging capture scenarios demonstrate the robustness and effectiveness of our approach. Xin Suo, Minye Wu, Yanshun Zhang, Yingliang Zhang, Lan Xu 0003, Qiang Hu 0003, Jingyi Yu 0001 |
ACM Multimedia | 5 |
| 2020 | UnstructuredFusion: Realtime 4D Geometry and Texture Reconstruction Using Commercial RGBD CamerasabstractA high-quality 4D geometry and texture reconstruction for human activities usually requires multiview perceptions via highly structured multi-camera setup, where both the specifically designed cameras and the tedious pre-calibration restrict the popularity of professional multi-camera systems for daily applications. In this paper, we propose UnstructuredFusion, a practicable realtime markerless human performance capture method using unstructured commercial RGBD cameras. Along with the flexible hardware setup using simply three unstructured RGBD cameras without any careful pre-calibration, the challenge 4D reconstruction through multiple asynchronous videos is solved by proposing three novel technique contributions, i.e., online multi-camera calibration, skeleton warping based non-rigid tracking, and temporal blending based atlas texturing. The overall insights behind lie in the solid global constraints of human body and human motion which are modeled by the skeleton and the skeleton warping, respectively. Extensive experiments such as allocating three cameras flexibly in a handheld way demonstrate that the proposed UnstructuredFusion achieves high-quality 4D geometry and texture reconstruction without tiresome pre-calibration, liberating the cumbersome hardware and software restrictions in conventional structured multi-camera system, while eliminating the inherent occlusion issues of the single camera setup. Lan Xu 0003, Zhuo Su 0006, Tao Yu 0007, Yebin Liu, Lu Fang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2020 | Live Semantic 3D Perception for Immersive Augmented RealityabstractSemantic understanding of 3D environments is critical for both the unmanned system and the human involved virtual/augmented reality (VR/AR) immersive experience. Spatially-sparse convolution, taking advantage of the intrinsic sparsity of 3D point cloud data, makes high resolution 3D convolutional neural networks tractable with state-of-the-art results on 3D semantic segmentation problems. However, the exhaustive computations limits the practical usage of semantic 3D perception for VR/AR applications in portable devices. In this paper, we identify that the efficiency bottleneck lies in the unorganized memory access of the sparse convolution steps, i.e., the points are stored independently based on a predefined dictionary, which is inefficient due to the limited memory bandwidth of parallel computing devices (GPU). With the insight that points are continuous as 2D surfaces in 3D space, a chunk-based sparse convolution scheme is proposed to reuse the neighboring points within each spatially organized chunk. An efficient multi-layer adaptive fusion module is further proposed for employing the spatial consistency cue of 3D data to further reduce the computational burden. Quantitative experiments on public datasets demonstrate that our approach works 11× faster than previous approaches with competitive accuracy. By implementing both semantic and geometric 3D reconstruction simultaneously on a portable tablet device, we demo a foundation platform for immersive AR applications. Yinheng Zhu, Lan Xu 0003, Lu Fang 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2019 | Real-Time Global Registration for Globally Consistent RGB-D SLAMabstractReal-time globally consistent camera localization is critical for visual simultaneous localization and mapping (SLAM) applications. Regardless the popularity of high efficient pose graph optimization as a backend in SLAM, its deficiency in accuracy can hardly benefit the reconstruction application. An alternative solution for the sake of high accuracy would be global registration, which minimizes the alignment error of all the corresponding observations, yet suffers from high complexity due to the tremendous observations that need to be considered. In this paper, we start by analyzing the complexity bottleneck of global point cloud registration problem, i.e., each observation (three-dimensional point feature) has to be linearized based on its local coordinate (camera poses), which however is nonlinear and dynamically changing, resulting in extensive computation during optimization. We further prove that such nonlinearity can be decoupled into linear component (feature position) and nonlinear components (camera poses), where the former linear one can be effectively represented by its compact second-order statistics, while the latter nonlinear one merely requires six degrees of freedom for each camera pose. Benefiting from the decoupled representation, the complexity can be significantly reduced without sacrifice in accuracy. Experiments show that the proposed algorithm achieves globally consistent pose estimation in real-time via CPU computing, and owns comparable accuracy as state-of-the-art that use GPU computing, enabling the practical usage of globally consistent RGB-D SLAM on highly computationally constrained devices. Lan Xu 0003, Dmytro Bobkov, Eckehard G. Steinbach, Lu Fang 0001 |
IEEE Trans. Robotics | 2 |
| 2018 | iHuman3D: Intelligent Human Body 3D Reconstruction using a Single Flying CameraabstractAiming at autonomous, adaptive and real-time human body reconstruction technique, this paper presents iHuman3D: an intelligent human body 3D reconstruction system using a single aerial robot integrated with an RGB-D camera. Specifically, we propose a real-time and active view planning strategy based on a highly efficient ray casting algorithm in GPU and a novel information gain formulation directly in TSDF. We also propose the human body reconstruction module by revising the traditional volumetric fusion pipeline with a compactly-designed non-rigid deformation for slight motion of the human target. We unify both the active view planning and human body reconstruction in the same TSDF volume-based representation. Quantitative and qualitative experiments are conducted to validate that the proposed iHuman3D system effectively removes the constraint of extra manual labor, enabling real-time and autonomous reconstruction of human body. Lan Xu 0003, Yuanfang Guo, Lu Fang 0001 |
ACM Multimedia | 2 |
| 2018 | FlyCap: Markerless Motion Capture Using Multiple Autonomous Flying CamerasabstractAiming at automatic, convenient and non-instrusive motion capture, this paper presents a new generation markerless motion capture technique, the FlyCap system, to capture surface motions of moving characters using multiple autonomous flying cameras (autonomous unmanned aerial vehicles(UAVs) each integrated with an RGBD video camera). During data capture, three cooperative flying cameras automatically track and follow the moving target who performs large-scale motions in a wide space. We propose a novel non-rigid surface registration method to track and fuse the depth of the three flying cameras for surface motion tracking of the moving target, and simultaneously calculate the pose of each flying camera. We leverage the using of visual-odometry information provided by the UAV platform, and formulate the surface tracking problem in a non-linear objective function that can be linearized and effectively minimized through a Gaussian-Newton method. Quantitative and qualitative experimental results demonstrate the plausible surface and motion reconstruction results. Lan Xu 0003, Yebin Liu, Guyue Zhou, Qionghai Dai, Lu Fang 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2017 | Beyond SIFT using binary features in Loop Closure DetectionabstractIn this paper a binary feature based Loop Closure Detection (LCD) method is proposed, which for the first time achieves higher precision-recall (PR) performance compared with state-of-the-art SIFT feature based approaches. The proposed system originates from our previous work Multi-Index hashing for Loop closure Detection (MILD), which employs Multi-Index Hashing (MIH) [1] for Approximate Nearest Neighbor (ANN) search of binary features. As the accuracy of MILD is limited by repeating textures and inaccurate image similarity measurement, burstiness handling is introduced to solve this problem and achieves considerable accuracy improvement. Additionally, a comprehensive theoretical analysis on MIH used in MILD is conducted to further explore the potentials of hashing methods for ANN search of binary features from probabilistic perspective. This analysis provides more freedom on best parameter choosing in MIH for different application scenarios. Experiments on popular public datasets show that the proposed approach achieved the highest accuracy compared with state-of-the-art while running at 30Hz for databases containing thousands of images. Guyue Zhou, Lan Xu 0003, Lu Fang 0001 |
IROS | 3 |