EDBT 2026 Demo / reviewers in the wild / expert
Tianjia Shao
dblp:42/8294
· DBLP profile ↗
59ranked-venue papers
6as first author
37since 2021 · last 2026
0000-0001-5485-3752ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 57 · 6 first-author · 35 since 2021Artificial intelligence and machine learning · 18 · 17 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ElastoGen: 4D Generative ElastodynamicsabstractWe present ElastoGen, a knowledge-driven AI model that generates physically accurate 4D elastodynamics. Unlike deep models that learn from video- or image-based observations, ElastoGen leverages the principles of physics and learns from established mathematical and optimization procedures. The core idea of ElastoGen is converting the differential equation, corresponding to the nonlinear force equilibrium, into a series of iterative local convolution-like operations, which naturally fit deep architectures. We carefully build our network module following this overarching design philosophy. ElastoGen is much more lightweight in terms of both training requirements and network scale than deep generative models. Because of its alignment with actual physical procedures, ElastoGen efficiently generates accurate dynamics for a wide range of hyperelastic materials and can be easily integrated with upstream and downstream deep modules to enable end-to-end 4D generation. Yutao Feng, Yintong Shang, Xiang Feng 0004, Lei Lan, Shandian Zhe, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
AAAI | 6 |
| 2026 | TR-Gaussians: High-Fidelity Real-Time Rendering of Planar Transmission and Reflection With 3D Gaussian SplattingabstractWe propose Transmission-Reflection Gaussians (TR-Gaussians), a novel 3D-Gaussian-based representation for high-fidelity rendering of planar transmission and reflection, which are ubiquitous in indoor scenes. Our method combines 3D Gaussians with learnable reflection planes that explicitly model the glass planes with view-dependent reflectance strengths. Real scenes and transmission components are modeled by 3D Gaussians and the reflection components are modeled by the mirrored Gaussians with respect to the reflection plane. The transmission and reflection components are blended according to a Fresnel-based, view-dependent weighting scheme, allowing for faithful synthesis of complex appearance effects under varying viewpoints. To effectively optimize TR-Gaussians, we develop a multi-stage optimization framework incorporating color and geometry constraints and an opacity perturbation mechanism. Experiments on different datasets demonstrate that TR-Gaussians achieve real-time, high-fidelity novel view synthesis in scenes with planar transmission and reflection, and outperform state-of-the-art approaches both quantitatively and qualitatively. Yong Liu 0007, Keyang Ye, Tianjia Shao, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | GenesisTex2: Stable, Consistent and High-Quality Text-to-Texture GenerationabstractLarge-scale text-guided image diffusion models have demonstrated remarkable results in text-to-image (T2I) generation. However, applying these models to synthesize textures for 3D geometries remains challenging due to the domain gap between 2D images and textures on a 3D surface. Early works that used a projecting-inpainting approach managed to preserve generation diversity, but often resulted in noticeable artifacts and style inconsistencies. While recent methods have attempted to address these inconsistencies, they often introduce other issues, such as blurring, over-saturation, or over-smoothing. To overcome these challenges, we propose a novel text-to-texture synthesis framework that takes advantage of pre-trained diffusion models. We introduce a local attention reweighing mechanism in the self-attention layers to guide the model in focusing on spatial-correlated patches across different views, thereby enhancing local details while preserving cross-view consistency. Additionally, we propose a novel latent space merge pipeline, which further ensures consistency across different viewpoints without sacrificing too much diversity. Our method significantly outperforms existing state-of-the-art techniques in terms of texture consistency and visual quality, while delivering results much faster than distillation-based methods. Importantly, our framework does not require additional training or fine-tuning, making it highly adaptable to a wide range of models available on public platforms. Yingpeng Zhang, Zengjun Zhao, He Wang 0002, Kun Zhou 0001, Tianjia Shao |
AAAI | 6 |
| 2025 | Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and RenderingabstractWe demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian Splatting and Position-Based Dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to GaussianShader, we enhance each Gaussian kernel with an added normal, aligning the kernel’s orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. Yutao Feng, Xiang Feng 0004, Yintong Shang, Chang Yu 0005, Zeshun Zong, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 7 |
| 2025 | High-fidelity 3D Object Generation from Single Image with RGBN-Volume Gaussian Reconstruction ModelabstractRecently single-view 3D generation via Gaussian splatting has emerged and developed quickly. They learn 3D Gaussians from 2D RGB images generated from pre-trained multi-view diffusion (MVD) models, and have shown a promising avenue for 3D generation through a single image. Despite the current progress, these methods still suffer from the inconsistency jointly caused by the geometric ambiguity in the 2D images, and the lack of structure of 3D Gaussians, leading to distorted and blurry 3D object generation. In this paper, we propose to fix these issues by GS-RGBN, a new RGBN-volume Gaussian Reconstruction Model designed to generate high-fidelity 3D objects from single-view images. Our key insight is a structured 3D representation can simultaneously mitigate the afore-mentioned two issues. To this end, we propose a novel hybrid Voxel-Gaussian representation, where a 3D voxel representation contains explicit 3D geometric information, eliminating the geometric ambiguity from 2D images. It also structures Gaussians during learning so that the optimization tends to find better local optima. Our 3D voxel representation is obtained by a fusion module that aligns RGB features and surface normal features, both of which can be estimated from 2D images. Extensive experiments demonstrate the superiority of our methods over prior works in terms of high-quality reconstruction results, robust generalization, and good efficiency. Yiyang Shen, Kun Zhou 0001, He Wang 0002, Yin Yang 0002, Tianjia Shao |
CVPR | 5 |
| 2025 | EnliveningGS: Active Locomotion of 3DGSabstractThis paper presents a novel pipeline named EnliveningGS, which enables active locomotion of 3D models represented with 3D Gaussian splatting (3DGS). We are inspired by the fact that real-world lives pose their bodies in a natural and physically meaningful manner by compressing or elongating muscle fibers embedded in the body. EnliveningGS aims to replicate the similar functionality of 3DGS models so that the object within a 3DGS scene acts like a living creature rather than a static shape —they walk, jump, and twist in the scene under provided motion trajectories driven by muscle activations. While the concept is straightforward, many challenging technical difficulties need to be taken care of. Synthesizing realistic locomotion of a 3DGS model embodies an inverse physics problem of very high dimensions. The core challenge is how to efficiently and robustly model frictional contacts between an "enlivened model" and the environment, as it is the composition of contact/collision/friction forces triggered by muscle activation that generates the final movement of the object. We propose a hybrid numerical method mixing LCP and penalty method to tackle this NP-hard problem robustly. Our pipeline also addresses the limitation of existing 3DGS deformation algorithms and inpainting the missing information when models move around. Tianjia Shao, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 2 |
| 2025 | Real-time High-fidelity Gaussian Human Avatars with Position-based Interpolation of Spatially Distributed MLPsabstractMany works have succeeded in reconstructing Gaussian human avatars from multi-view videos. However, they either struggle to capture pose-dependent appearance details with a single MLP, or rely on a computationally intensive neural network to reconstruct high-fidelity appearance but with rendering performance degraded to non-real-time. We propose a novel Gaussian human avatar representation that can reconstruct high-fidelity pose-dependence appearance with details and meanwhile can be rendered in real time. Our Gaussian avatar is empowered by spatially distributed MLPs which are explicitly located on different positions on human body. The parameters stored in each Gaussian are obtained by interpolating from the outputs of its nearby MLPs based on their distances. To avoid undesired smooth Gaussian property changing during interpolation, for each Gaussian we define a set of Gaussian offset basis, and a linear combination of basis represents the Gaussian property offsets relative to the neutral properties. Then we propose to let the MLPs output a set of coefficients corresponding to the basis. In this way, although Gaussian coefficients are derived from interpolation and change smoothly, the Gaus-sian offset basis is learned freely without constraints. The smoothly varying coefficients combined with freely learned basis can still produce distinctly different Gaussian property offsets, allowing the ability to learn high-frequency spatial signals. We further use control points to constrain the Gaussians distributed on a surface layer rather than allowing them to be irregularly distributed inside the body, to help the human avatar generalize better when animated under novel poses. Compared to the state-of-the-art method, our method achieves better appearance quality with finer details while the rendering speed is significantly faster under novel views and novel poses. Youyi Zhan, Tianjia Shao, Yin Yang 0002, Kun Zhou 0001 |
CVPR | 2 |
| 2025 | SuraGS: Toward efficient few-shot novel view synthesis via surface-aware Gaussian splatting
Junao Shen, Tian Feng 0001, Haojie Dong, Jinkang Ji, Xinyu Wang 0036, Tianjia Shao |
Comput. Graph. | 6 |
| 2025 | Cloth Animation with Time-dependent Persistent WrinklesabstractAbstract Persistent wrinkles are often observed on crumpled garments e.g., the wrinkles around the knees after sitting for a while. Such wrinkles can be easily recovered if not deformed for long, and otherwise be persistent. Since they are vital to the visual realism of cloth animation, we aim to simulate realistic looking persistent wrinkles. To this end, we present a physics‐inspired finegrained wrinkle model. Different from existing methods, we recognize the importance of the interplay between internal friction and plasticity during wrinkle formation. Furthermore, we model their time dependence for persistent wrinkles. Our model is capable of not only simulating realistic wrinkle patterns, but also their time‐dependent changes according to how long the deformation is maintained. Through extensive experiments, we show that our model is effective in simulating realistic spatial and temporal varying wrinkles, versatile in simulating different materials, and capable of generating more fine‐grained wrinkles than the state of the art. Deshan Gong, Yin Yang 0002, Tianjia Shao, He Wang 0002 |
Comput. Graph. Forum | 3 |
| 2025 | Gaussian-Plus-SDF SLAM: High-Fidelity 3D Reconstruction at 150+ fps
Zhexi Peng, Kun Zhou 0001, Tianjia Shao |
Comput. Vis. Media | 3 |
| 2025 | Emotion Amplification of Facial Videos Using a Fine-Tuned StyleGANabstractThe ability to exhibit appropriate emotions is crucial for the expressiveness and attractiveness of facial videos. However, it is difficult to control the level of emotion, even for experienced actors and amateur podcasters on social networks. In this study, we aim to solve the novel problem of semantically amplifying the emotions of a facial video. This poses new challenges for effectively editing a sequence of video frames in terms of face semantics, emotion adaptiveness, and temporal coherence. Our approach is based on semantic face editing in the disentangled latent space of a state-of-the-art StyleGAN model. We presented a new face dataset with diverse emotions to fine-tune the pretrained StyleGAN and improve the expressiveness of its original emotion-biased latent space. An emotion-editing subspace was constructed to allow adaptive emotion amplification while preserving other facial attributes. We further propose an effective stitching-tuning technique to ensure temporally coherent video frames. Our work results in plausible emotion amplification for a wide range of facial videos. Qualitative and quantitative evaluations demonstrated the advantages of our method over other baseline methods. The proposed dataset and research code will be made publicly available. Yukun Xu, Justin N. M. Pinkney, Tianjia Shao, Kun Zhou 0001 |
Comput. Vis. Media | 4 |
| 2025 | Animatable 3D Gaussians for modeling dynamic humans
Yukun Xu, Keyang Ye, Tianjia Shao, Yanlin Weng |
Frontiers Comput. Sci. | 3 |
| 2025 | When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field RenderingabstractWe introduce Gaussian-enhanced Surfels (GESs), a bi-scale representation for radiance field rendering, wherein a set of 2D opaque surfels with view-dependent colors represent the coarse-scale geometry and appearance of scenes, and a few 3D Gaussians surrounding the surfels supplement fine-scale appearance details. The rendering with GESs consists of two passes - surfels are first rasterized through a standard graphics pipeline to produce depth and color maps, and then Gaussians are splatted with depth testing and color accumulation on each pixel order independently. The optimization of GESs from multi-view images is performed through an elaborate coarse-to-fine procedure, faithfully capturing rich scene appearance. The entirely sorting-free rendering of GESs not only achieves very fast rates, but also produces view-consistent images, successfully avoiding popping artifacts under view changes. The basic GES representation can be easily extended to achieve antialiasing in rendering (Mip-GES), boosted rendering speeds (Speedy-GES) and compact storage (Compact-GES), and reconstruct better scene geometries by replacing 3D Gaussians with 2D Gaussians (2D-GES). Experimental results show that GESs advance the state-of-the-arts as a compelling representation for ultra-fast high-fidelity radiance field rendering. Keyang Ye, Tianjia Shao, Kun Zhou 0001 |
ACM Trans. Graph. | 2 |
| 2025 | A Semantic Talking Style Space for Speech-Driven Facial AnimationabstractWe present a latent talking style space with semantic meanings for speech-driven 3D facial animation. The style space is learned from 3D speech facial animations via a self-supervision paradigm without any style labeling, leading to an automatic separation of high-level attributes, i.e., different channels of the latent style code possess different semantic meanings, such as a wide/slightly open mouth, a grinning/round mouth, and frowning/raising eyebrows. The style space enables intuitive and flexible control of talking styles in speech-driven facial animation through manipulating the channels of style code. To effectively learn such a style space, we propose a two-stage approach, involving two deep neural networks, to disentangle the person identity, speech content, and talking style contained in 3D speech facial animations. The training is performed on a novel dataset of 3D talking faces of various styles, constructed from over ten hours of videos of 200 subjects collected from the Internet. Yujin Chai, Yanlin Weng, Tianjia Shao, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Relightable Detailed Human Reconstruction From Sparse Flashlight ImagesabstractWe present a lightweight system for reconstructing human geometry and appearance from sparse flashlight images. Our system produces detailed geometry including garment wrinkles and surface reflectance, which are exportable for direct rendering and relighting in traditional graphics pipelines. By capturing multi-view flashlight images using a consumer camera equipped with an co-located LED (e.g., a cell phone), we obtain view-specific shading cues that aid in the determination of surface orientation and help disambiguate between shading and material. To enable the reconstruction of geometry and appearance from sparse-view flashlight images, we integrate a pre-trained model into a differentiable physics-based rendering framework. As the learned image features from synthetic data cannot accurately reflect the shading features on real images, which is crucial for the high-quality reconstruction of geometry details and appearance, we propose to jointly optimize the image feature extractor with two MLPs for SDF and BRDF prediction using the differentiable physics-based rendering. Compared with existing methods for relightable human reconstruction, our system is able to produce high-fidelity 3D human models with more accurate geometry and appearance under the same condition. Our code and data are available at http://github.com/Jarvisss/Relightable_human_recon. Tianjia Shao, He Wang 0002, Yongliang Yang 0002, Yin Yang 0002, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | As-Rigid-As-Possible Deformation of Gaussian Radiance Fieldsabstract3D Gaussian Splatting (3DGS) models radiance fields as sparsely distributed 3D Gaussians, providing a compelling solution to novel view synthesis at high resolutions and real-time frame rates. However, deforming objects represented by 3D Gaussians remains a challenging task. Existing methods deform a 3DGS object by editing Gaussians geometrically. These approaches ignore the fact that it is the radiance field that rasterizes and renders the final image. The inconsistency between the deformed 3D Gaussians and the desired radiance field inevitably leads to artifacts in the final results. In this paper, we propose an interactive method for as-rigid-as-possible (ARAP) deformation of the Gaussian radiance fields. Specifically, after performing geometric edits on the Gaussians, we further optimize Gaussians to ensure its rasterization yields a similar result as the deformed radiance field. To facilitate this objective, we design radial features to mathematically describe the radial difference before and after the deformation, which are densely sampled across the radiance field. Additionally, we propose an adaptive anisotropic spatial low-pass filter to prevent aliasing issues during sampling and to preserve the field with the varying non-uniform sampling intervals. Users can interactively employ this tool to achieve large-scale ARAP deformations of the radiance field. Since our method maintains the consistency of the Gaussian radiance field before and after deformation, it avoids artifacts that are common in existing 3DGS deformation frameworks. Meanwhile, our method keeps the high quality and efficiency of 3DGS in rendering. Xinhao Tong, Tianjia Shao, Yanlin Weng, Yin Yang 0002, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Interactive Rendering of Relightable and Animatable Gaussian AvatarsabstractCreating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets. Youyi Zhan, Tianjia Shao, He Wang 0002, Yin Yang 0002, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | PIE-NeRF: Physics-Based Interactive Elastodynamics with NeRFabstractWe show that physics-based simulations can be seamlessly integrated with NeRF to generate high-quality elastodynamics of real-world objects. Unlike existing methods, we discretize nonlinear hyperelasticity in a meshless way, obviating the necessity for intermediate auxiliary shape proxies like a tetrahedral mesh or voxel grid. A quadratic generalized moving least square is employed to capture nonlinear dynamics and large deformation on the implicit model. Such meshless integration enables versatile simulations of complex and codimensional shapes. We adaptively place the least-square kernels according to the NeRF density field to significantly reduce the complexity of the nonlinear simulation. As a result, physically realistic animations can be conveniently synthesized using our method for a wide range of hyperelastic materials at an interactive rate. For more information, please visit our project page. Yutao Feng, Yintong Shang, Xuan Li 0015, Tianjia Shao, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 4 |
| 2024 | Enabling Synergistic Full-Body Control in Prompt-Based Co-Speech Motion Generation
Bohong Chen 0004, Yao-Xiang Ding 0001, Tianjia Shao, Kun Zhou 0001 |
ACM Multimedia | 4 |
| 2024 | Understanding the vulnerability of skeleton-based Human Activity Recognition via black-box attack
Yunfeng Diao, He Wang 0002, Tianjia Shao, Kun Zhou 0001, David C. Hogg, Meng Wang 0001 |
Pattern Recognit. | 3 |
| 2024 | CPoser: An Optimization-after-Parsing Approach for Text-to-Pose Generation Using Large Language ModelsabstractText-to-pose generation is challenging due to the complexity of natural language and human posture semantics. Utilizing large language models (LLMs) for text-to-pose generation is appealing due to their strong capabilities in text understanding and reasoning. However, as LLMs are designed for general-purpose language processing and not specifically trained for pose generation, it remains nontrivial to generate precise articulation targets for the full body using LLMs directly. To this end, we propose CPoser, a novel approach to harness the power of LLMs for text-to-pose generation, featuring a prompt parsing stage and a pose optimization stage. The parsing stage utilizes LLMs to turn text prompts into pose intermediate representations (Pose-IRs) through a set of predefined structured queries. These Pose-IRs explicitly describe specific pose conditions, such as squatting depth and knee bending angle, naturally forming an objective function that a target pose should satisfy. The optimization stage solves for expressive poses and hand gestures based on the Pose-IR objective function via robust optimization in a quantized pose prior space. The results are further refined to enhance naturalness and incorporate facial expressions. Experiments show that our approach effectively understands diverse text prompts for pose generation, surpassing existing text-to-pose methods. Bohong Chen 0004, Zhong Ren 0001, Yao-Xiang Ding 0001, Libin Liu 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Trans. Graph. | 6 |
| 2024 | X-SLAM: Scalable Dense SLAM for Task-aware Optimization using CSFDabstractWe present X-SLAM, a real-time dense differentiable SLAM system that leverages the complex-step finite difference (CSFD) method for efficient calculation of numerical derivatives, bypassing the need for a large-scale computational graph. The key to our approach is treating the SLAM process as a differentiable function, enabling the calculation of the derivatives of important SLAM parameters through Taylor series expansion within the complex domain. Our system allows for the real-time calculation of not just the gradient, but also higher-order differentiation. This facilitates the use of high-order optimizers to achieve better accuracy and faster convergence. Building on X-SLAM, we implemented end-to-end optimization frameworks for two important tasks: camera relocalization in wide outdoor scenes and active robotic scanning in complex indoor environments. Comprehensive evaluations on public benchmarks and intricate real scenes underscore the improvements in the accuracy of camera relocalization and the efficiency of robotic navigation achieved through our task-aware optimization. The code and data are available at https://gapszju.github.io/X-SLAM. Zhexi Peng, Yin Yang 0002, Tianjia Shao, Chenfanfu Jiang, Kun Zhou 0001 |
ACM Trans. Graph. | 3 |
| 2024 | Personalized Audio-Driven 3D Facial Animation via Style-Content DisentanglementabstractWe present a learning-based approach for generating 3D facial animations with the motion style of a specific subject from arbitrary audio inputs. The subject style is learned from a video clip (1-2 minutes) either downloaded from the Internet or captured through an ordinary camera. Traditional methods often require many hours of the subject's video to learn a robust audio-driven model and are thus unsuitable for this task. Recent research efforts aim to train a model from video collections of a few subjects but ignore the discrimination between the subject style and underlying speech content within facial motions, leading to inaccurate style or articulation. To solve the problem, we propose a novel framework that disentangles subject-specific style and speech content from facial motions. The disentanglement is enabled by two novel training mechanisms. One is two-pass style swapping between two random subjects, and the other is joint training of the decomposition network and audio-to-motion network with a shared decoder. After training, the disentangled style is combined with arbitrary audio inputs to generate stylized audio-driven 3D facial animations. Compared with start-of-the-art methods, our approach achieves better results qualitatively and quantitatively, especially in difficult cases like bilabial plosive and bilabial nasal phonemes. Yujin Chai, Tianjia Shao, Yanlin Weng, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | Pattern Guided UV Recovery for Realistic Video Garment TexturingabstractThe fast growth of E-Commerce creates a global market worth USD 821 billion for online fashion shopping. What unique about fashion presentation is that, the same design can usually be offered with different cloths textures. However, only real video capturing or manual per-frame editing can be used for virtual showcase on the same design with different textures, both of which are heavily labor intensive. In this paper, we present a pattern-based approach for UV and shading recovery from a captured real video so that the garment's texture can be replaced automatically. The core of our approach is a per-pixel UV regression module via blended-weight multilayer perceptrons (MLPs) driven by the detected discrete correspondences from the cloth pattern. We propose a novel loss on the Jacobian of the UV mapping to create pleasant seams around the folding areas and the boundary of occluded regions while avoiding UV distortion. We also adopts the temporal constraint to ensure consistency and accuracy in UV prediction across adjacent frames. We show that our approach is robust to a variety type of clothes, in the wild illuminations and with challenging motions. We show plausible texture replacement results in our experiment, in which the folding and overlapping of the garment can be greatly preserved. We also show clear qualitative and quantitative improvement compared to the baselines as well. With the one-click setup, we look forward to our approach contributing to the growth of fashion E-commerce. Youyi Zhan, Tuanfeng Y. Wang, Tianjia Shao, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | A Locality-based Neural Solver for Optical Motion CaptureabstractWe present a novel locality-based learning method for cleaning and solving optical motion capture data. Given noisy marker data, we propose a new heterogeneous graph neural network which treats markers and joints as different types of nodes, and uses graph convolution operations to extract the local features of markers and joints and transform them to clean motions. To deal with anomaly markers (e.g. occluded or with big tracking errors), the key insight is that a marker’s motion shows strong correlations with the motions of its immediate neighboring markers but less so with other markers, a.k.a. locality, which enables us to efficiently fill missing markers (e.g. due to occlusion). Additionally, we also identify marker outliers due to tracking errors by investigating their acceleration profiles. Finally, we propose a training regime based on representation learning and data augmentation, by training the model on data with masking. The masking schemes aim to mimic the occluded and noisy markers often observed in the real data. Finally, we show that our method achieves high accuracy on multiple metrics across various datasets. Extensive comparison shows our method outperforms state-of-the-art methods in terms of prediction accuracy of occluded marker position error by approximately 20%, which leads to a further error reduction on the reconstructed joint rotations and positions by 30%. The code and data for this paper are available at https://github.com/non-void/LocalMoCap. Xinwei Jiang, Guanglong Xu, Xianli Gu, Qilong Kou, He Wang 0002, Tianjia Shao, Kun Zhou 0001, Xiaogang Jin 0001 |
SIGGRAPH Asia | 9 |
| 2023 | Unsupervised image translation with distributional semantics awarenessabstractUnsupervised image translation (UIT) studies the mapping between two image domains. Since such mappings are under-constrained, existing research has pursued various desirable properties such as distributional matching or two-way consistency. In this paper, we re-examine UIT from a new perspective: distributional semantics consistency, based on the observation that data variations contain semantics, e.g., shoes varying in colors. Further, the semantics can be multi-dimensional, e.g., shoes also varying in style, functionality, etc. Given two image domains, matching these semantic dimensions during UIT will produce mappings with explicable correspondences, which has not been investigated previously. We propose distributional semantics mapping (DSM), the first UIT method which explicitly matches semantics between two domains. We show that distributional semantics has been rarely considered within and beyond UIT, even though it is a common problem in deep learning. We evaluate DSM on several benchmark datasets, demonstrating its general ability to capture distributional semantics. Extensive comparisons show that DSM not only produces explicable mappings, but also improves image quality in general. Zhexi Peng, He Wang 0002, Yanlin Weng, Yin Yang 0002, Tianjia Shao |
Comput. Vis. Media | 5 |
| 2022 | Pose Guided Image Generation from Misaligned Sources via Residual Flow Based CorrectionabstractGenerating new images with desired properties (e.g. new view/poses) from source images has been enthusiastically pursued recently, due to its wide range of potential applications. One way to ensure high-quality generation is to use multiple sources with complementary information such as different views of the same object. However, as source images are often misaligned due to the large disparities among the camera settings, strong assumptions have been made in the past with respect to the camera(s) or/and the object in interest, limiting the application of such techniques. Therefore, we propose a new general approach which models multiple types of variations among sources, such as view angles, poses, facial expressions, in a unified framework, so that it can be employed on datasets of vastly different nature. We verify our approach on a variety of data including humans bodies, faces, city scenes and 3D objects. Both the qualitative and quantitative results demonstrate the better performance of our method than the state of the art. He Wang 0002, Tianjia Shao, Yin Yang 0002, Kun Zhou 0001 |
AAAI | 3 |
| 2022 | HoD-Net: High-Order Differentiable Deep Neural Networks and ApplicationsabstractWe introduce a deep architecture named HoD-Net to enable high-order differentiability for deep learning. HoD-Net is based on and generalizes the complex-step finite difference (CSFD) method. While similar to classic finite difference, CSFD approaches the derivative of a function from a higher-dimension complex domain, leading to highly accurate and robust differentiation computation without numerical stability issues. This method can be coupled with backpropagation and adjoint perturbation methods for an efficient calculation of high-order derivatives. We show how this numerical scheme can be leveraged in challenging deep learning problems, such as high-order network training, deep learning-based physics simulation, and neural differential equations. Tianjia Shao, Kun Zhou 0001, Chenfanfu Jiang, Feng Luo 0001, Yin Yang 0002 |
AAAI | 2 |
| 2021 | In-game Residential Home Planning via Visual Context-aware Global Relation LearningabstractIn this paper, we propose an effective global relation learning algorithm to recommend an appropriate location of a building unit for in-game customization of residential home complex. Given a construction layout, we propose a visual context-aware graph generation network that learns the implicit global relations among the scene components and infers the location of a new building unit. The proposed network takes as input the scene graph and the corresponding top-view depth image. It provides the location recommendations for a newly added building units by learning an auto-regressive edge distribution conditioned on existing scenes. We also introduce a global graph-image matching loss to enhance the awareness of essential geometry semantics of the site. Qualitative and quantitative experiments demonstrate that the recommended location well reflects the implicit spatial rules of components in the residential estates, and it is instructive and practical to locate the building units in the 3D scene of the complex construction. Yin Yang 0002, Yi Yuan 0002, Tianjia Shao, He Wang 0002, Kun Zhou 0001 |
AAAI | 4 |
| 2021 | Structure-aware Person Image Generation with Pose Decomposition and Semantic CorrelationabstractIn this paper we tackle the problem of pose guided person image generation, which aims to transfer a person image from the source pose to a novel target pose while maintaining the source appearance. Given the inefficiency of standard CNNs in handling large spatial transformation, we propose a structure-aware flow based method for high-quality person image generation. Specifically, instead of learning the complex overall pose changes of human body, we decompose the human body into different semantic parts (e.g., head, torso, and legs) and apply different networks to predict the flow fields for these parts separately. Moreover, we carefully design the network modules to effectively capture the local and global semantic correlations of features within and among the human parts respectively. Extensive experimental results show that our method can generate high-quality results under large pose discrepancy and outperforms state-of-the-art methods in both qualitative and quantitative comparisons. Jilin Tang, Yi Yuan 0002, Tianjia Shao, Yong Liu 0007, Mengmeng Wang 0005, Kun Zhou 0001 |
AAAI | 3 |
| 2021 | One-shot Face Reenactment Using Appearance Adaptive NormalizationabstractThe paper proposes a novel generative adversarial network for one-shot face reenactment, which can animate a single face image to a different pose-and-expression (provided by a driving image) while keeping its original appearance. The core of our network is a novel mechanism called appearance adaptive normalization, which can effectively integrate the appearance information from the input image into our face generator by modulating the feature maps of the generator using the learned adaptive parameters. Furthermore, we specially design a local net to reenact the local facial components (i.e., eyes, nose and mouth) first, which is a much easier task for the network to learn and can in turn provide explicit anchors to guide our face generator to learn the global appearance and pose-and-expression. Extensive quantitative and qualitative experiments demonstrate the significant efficacy of our model compared with prior one-shot methods. Guangming Yao, Yi Yuan 0002, Tianjia Shao, Shuang Li 0008, Shanqi Liu, Yong Liu 0007, Mengmeng Wang 0005, Kun Zhou 0001 |
AAAI | 3 |
| 2021 | Understanding the Robustness of Skeleton-Based Action Recognition Under Adversarial AttackabstractAction recognition has been heavily employed in many applications such as autonomous vehicles, surveillance, etc, where its robustness is a primary concern. In this paper, we examine the robustness of state-of-the-art action recognizers against adversarial attack, which has been rarely investigated so far. To this end, we propose a new method to attack action recognizers which rely on the 3D skeletal motion. Our method involves an innovative perceptual loss which ensures the imperceptibility of the attack. Empirical studies demonstrate that our method is effective in both white-box and black-box scenarios. Its generalizability is evidenced on a variety of action recognizers and datasets. Its versatility is shown in different attacking strategies. Its deceitfulness is proven in extensive perceptual studies. Our method shows that adversarial attack on 3D skeletal motions, one type of time-series data, is significantly different from traditional adversarial attack problems. Its success raises serious concern on the robustness of action recognizers and provides insights on potential improvements. He Wang 0002, Feixiang He, Zhexi Peng, Tianjia Shao, Kun Zhou 0001, David C. Hogg |
CVPR | 4 |
| 2021 | BASAR: Black-Box Attack on Skeletal Action RecognitionabstractSkeletal motion plays a vital role in human activity recognition as either an independent data source or a complement [33]. The robustness of skeleton-based activity recognizers has been questioned recently [29], [50], which shows that they are vulnerable to adversarial attacks when the full-knowledge of the recognizer is accessible to the attacker. However, this white-box requirement is overly restrictive in most scenarios and the attack is not truly threatening. In this paper, we show that such threats do exist under black-box settings too. To this end, we propose the first black-box adversarial attack method BASAR. Through BASAR, we show that adversarial attack is not only truly a threat but also can be extremely deceitful, because on-manifold adversarial samples are rather common in skeletal motions, in contrast to the common belief that adversarial samples only exist off-manifold [18]. Through exhaustive evaluation and comparison, we show that BASAR can deliver successful attacks across models, data, and attack modes. Through harsh perceptual studies, we show that it achieves effective yet imperceptible attacks. By analyzing the attack on different activity recognizers, BASAR helps identify the potential causes of their vulnerability and provides insights on what classifiers are likely to be more robust against attack. Yunfeng Diao, Tianjia Shao, Kun Zhou 0001, He Wang 0002 |
CVPR | 2 |
| 2021 | Unsupervised Image Generation with Infinite Generative Adversarial NetworksabstractImage generation has been heavily investigated in computer vision, where one core research challenge is to generate images from arbitrarily complex distributions with little supervision. Generative Adversarial Networks (GANs) as an implicit approach have achieved great successes in this direction and therefore been employed widely. However, GANs are known to suffer from issues such as mode collapse, non-structured latent space, being unable to compute likelihoods, etc. In this paper, we propose a new unsupervised non-parametric method named mixture of infinite conditional GANs or MIC-GANs, to tackle several GAN issues together, aiming for image generation with parsimonious prior knowledge. Through comprehensive evaluations across different datasets, we show that MIC-GANs are effective in structuring the latent space and avoiding mode collapse, and outperform state-of-the-art methods. MICGANs are adaptive, versatile, and robust. They offer a promising solution to several well-known GAN issues. Code available:github.com/yinghdb/MICGANs. Hui Ying, He Wang 0002, Tianjia Shao, Yin Yang 0002, Kun Zhou 0001 |
ICCV | 3 |
| 2021 | EmbedMask: Embedding Coupling for Instance SegmentationabstractCurrent instance segmentation methods can be categorized into segmentation-based methods and proposal-based methods. The former performs segmentation first and then does clustering, while the latter detects objects first and then predicts the mask for each object proposal. In this work, we propose a single-stage method, named EmbedMask, that unifies both methods by taking their advantages, so it can achieve good performance in instance segmentation and produce high-resolution masks in a high speed. EmbedMask introduces two newly defined embeddings for mask prediction, which are pixel embedding and proposal embedding. During training, we enforce the pixel embedding to be close to its coupled proposal embedding if they belong to the same instance. During inference, pixels are assigned to the mask of the proposal if their embeddings are similar. This mechanism brings several benefits. First, the pixel-level clustering enables EmbedMask to generate high-resolution masks and avoids the complicated two-stage mask prediction. Second, the existence of proposal embedding simplifies and strengthens the clustering procedure, so our method can achieve high speed and better performance than segmentation-based methods. Without any bell or whistle, EmbedMask outperforms the state-of-the-art instance segmentation method Mask R-CNN on the challenging COCO dataset, obtaining more detailed masks at a higher speed. Hui Ying, Zhaojin Huang, Tianjia Shao, Kun Zhou 0001 |
IJCAI | 4 |
| 2021 | High-order differentiable autoencoder for nonlinear model reductionabstractThis paper provides a new avenue for exploiting deep neural networks to improve physics-based simulation. Specifically, we integrate the classic Lagrangian mechanics with a deep autoencoder to accelerate elastic simulation of deformable solids. Due to the inertia effect, the dynamic equilibrium cannot be established without evaluating the second-order derivatives of the deep autoencoder network. This is beyond the capability of off-the-shelf automatic differentiation packages and algorithms, which mainly focus on the gradient evaluation. Solving the nonlinear force equilibrium is even more challenging if the standard Newton's method is to be used. This is because we need to compute a third-order derivative of the network to obtain the variational Hessian. We attack those difficulties by exploiting complex-step finite difference, coupled with reverse automatic differentiation. This strategy allows us to enjoy the convenience and accuracy of complex-step finite difference and in the meantime, to deploy complex-value perturbations as collectively as possible to save excessive network passes. With a GPU-based implementation, we are able to wield deep autoencoders (e.g., 10+ layers) with a relatively high-dimension latent space in real-time. Along this pipeline, we also design a sampling network and a weighting network to enable weight-varying Cubature integration in order to incorporate nonlinearity in the model reduction. We believe this work will inspire and benefit future research efforts in nonlinearly reduced physical simulation problems. Yin Yang 0002, Tianjia Shao, He Wang 0002, Chenfanfu Jiang, Lei Lan, Kun Zhou 0001 |
ACM Trans. Graph. | 3 |
| 2021 | EyelashNet: a dataset and a baseline method for eyelash mattingabstractEyelashes play a crucial part in the human facial structure and largely affect the facial attractiveness in modern cosmetic design. However, the appearance and structure of eyelashes can easily induce severe artifacts in high-fidelity multi-view 3D face reconstruction. Unfortunately it is highly challenging to remove eyelashes from portrait images using both traditional and learning-based matting methods due to the delicate nature of eyelashes and the lack of eyelash matting dataset. To this end, we present EyelashNet, the first eyelash matting dataset which contains 5,400 high-quality eyelash matting data captured from real world and 5,272 virtual eyelash matting data created by rendering avatars. Our work consists of a capture stage and an inference stage to automatically capture and annotate eyelashes instead of tedious manual efforts. The capture is based on a specifically-designed fluorescent labeling system. By coloring the eyelashes with a safe and invisible fluorescent substance, our system takes paired photos with colored and normal eyelashes by turning the equipped ultraviolet (UVA) flash on and off. We further correct the alignment between each pair of photos and use a novel alpha matte inference network to extract the eyelash alpha matte. As there is no prior eyelash dataset, we propose a progressive training strategy that progressively fuses captured eyelash data with virtual eyelash data to learn the latent semantics of real eyelashes. As a result, our method can accurately extract eyelash alpha mattes from fuzzy and self-shadow regions such as pupils, which is almost impossible by manual annotations. To validate the advantage of EyelashNet, we present a baseline method based on deep learning that achieves state-of-the-art eyelash matting performance with RGB portrait images as input. We also demonstrate that our work can largely benefit important real applications including high-fidelity personalized avatar and cosmetic design. Qinjie Xiao, Luyuan Wang, Xiaogang Jin 0001, Xin Jiang 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Trans. Graph. | 9 |
| 2020 | Towards High-Fidelity 3D Face Reconstruction From In-the-Wild Images Using Graph Convolutional Networksabstract3D Morphable Model (3DMM) based methods have achieved great success in recovering 3D face shapes from single-view images. However, the facial textures recovered by such methods lack the fidelity as exhibited in the input images. Recent works demonstrate high-quality facial texture recovering with generative networks trained from a large-scale database of high-resolution UV maps of face textures, which is hard to prepare and not publicly available. In this paper, we introduce a method to reconstruct 3D facial shapes with high-fidelity textures from single-view images in the wild, without the need to capture a large-scale face texture database. The main idea is to refine the initial texture generated by a 3DMM based method with facial details from the input image. To this end, we propose to use graph convolutional networks to reconstruct the detailed colors for the mesh vertices instead of reconstructing the UV map. Experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons. Jiangke Lin, Yi Yuan 0002, Tianjia Shao, Kun Zhou 0001 |
CVPR | 3 |
| 2020 | Dynamic Future Net: Diversified Human Motion GenerationabstractHuman motion modelling is crucial in many areas such as computergraphics, vision and virtual reality. Acquiring high-quality skele-tal motions is difficult due to the need for specialized equipmentand laborious manual post-posting, which necessitates maximiz-ing the use of existing data to synthesize new data. However, it is a challenge due to the intrinsic motion stochasticity of humanmotion dynamics, manifested in the short and long terms. In theshort term, there is strong randomness within a couple frames, e.g.one frame followed by multiple possible frames leading to differentmotion styles; while in the long term, there are non-deterministicaction transitions. In this paper, we present Dynamic Future Net,a new deep learning model where we explicitly focuses on the aforementioned motion stochasticity by constructing a generative model with non-trivial modelling capacity in temporal stochas-ticity. Given limited amounts of data, our model can generate a large number of high-quality motions with arbitrary duration, andvisually-convincing variations in both space and time. We evaluateour model on a wide range of motions and compare it with the state-of-the-art methods. Both qualitative and quantitative results show the superiority of our method, for its robustness, versatility and high-quality. Wenheng Chen, He Wang 0002, Yi Yuan 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Multimedia | 4 |
| 2020 | Mesh Guided One-shot Face Reenactment Using Graph Convolutional NetworksabstractFace reenactment aims to animate a source face image to a different pose and expression provided by a driving image. Existing approaches are either designed for a specific identity, or suffer from the identity preservation problem in the one-shot or few-shot scenarios. In this paper, we introduce a method for one-shot face reenactment, which uses the reconstructed 3D meshes (i.e., the source mesh and driving mesh) as guidance to learn the optical flow needed for the reenacted face synthesis. Technically, we explicitly exclude the driving face's identity information in the reconstructed driving mesh. In this way, our network can focus on the motion estimation for the source face without the interference of driving face shape. We propose a motion net to learn the face motion, which is an asymmetric autoencoder. The encoder is a graph convolutional network (GCN) that learns a latent motion vector from the meshes, and the decoder serves to produce an optical flow image from the latent vector with CNNs. Compared to previous methods using sparse keypoints to guide the optical flow learning, our motion net learns the optical flow directly from 3D dense meshes, which provide the detailed shape and pose information for the optical flow, so it can achieve more accurate expression and pose on the reenacted face. Extensive experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons. Guangming Yao, Yi Yuan 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Multimedia | 3 |
| 2020 | AutoSweep: Recovering 3D Editable Objects from a Single PhotographabstractThis paper presents a fully automatic framework for extracting editable 3D objects directly from a single photograph. Unlike previous methods which recover either depth maps, point clouds, or mesh surfaces, we aim to recover 3D objects with semantic parts and can be directly edited. We base our work on the assumption that most human-made objects are constituted by parts and these parts can be well represented by generalized primitives. Our work makes an attempt towards recovering two types of primitive-shaped objects, namely, generalized cuboids and generalized cylinders. To this end, we build a novel instance-aware segmentation network for accurate part separation. Our GeoNet outputs a set of smooth part-level masks labeled as profiles and bodies. Then in a key stage, we simultaneously identify profile-body relations and recover 3D parts by sweeping the recognized profile along their body contour and jointly optimize the geometry to align with the recovered masks. Qualitative and quantitative experiments show that our algorithm can recover high quality 3D models and outperforms existing methods in both instance segmentation and 3D reconstruction. Xin Chen 0040, Tianjia Shao, Jingyi Yu 0001, Kun Zhou 0001, Youyi Zheng |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2020 | NNWarp: Neural Network-Based Nonlinear DeformationabstractNNWarp is a highly re-usable and efficient neural network (NN) based nonlinear deformable simulation framework. Unlike other machine learning applications such as image recognition, where different inputs have a uniform and consistent format (e.g., an array of all the pixels in an image), the input for deformable simulation is quite variable, high-dimensional, and parametrization-unfriendly. Consequently, even though the neural network is known for its rich expressivity of nonlinear functions, directly using an NN to reconstruct the force-displacement relation for general deformable simulation is nearly impossible. NNWarp obviates this difficulty by partially restoring the force-displacement relation via warping the nodal displacement simulated using a simplistic constitutive model-the linear elasticity. In other words, NNWarp yields an incremental displacement fix per mesh node based on a simplified (therefore incorrect) simulation result other than synthesizing the unknown displacement directly. We introduce a compact yet effective feature vector including geodesic, potential and digression to sort training pairs of per-node linear and nonlinear displacement. NNWarp is robust under different model shapes and tessellations. With the assistance of deformation substructuring, one NN training is able to handle a wide range of 3D models of various geometries. Thanks to the linear elasticity and its constant system matrix, the underlying simulator only needs to perform one pre-factorized matrix solve at each time step, which allows NNWarp to simulate large models in real time. Ran Luo 0001, Tianjia Shao, Huamin Wang 0001, Weiwei Xu 0003, Xiang Chen 0001, Kun Zhou 0001, Yin Yang 0002 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | H-CNN: Spatial Hashing Based CNN for 3D Shape AnalysisabstractWe present a novel spatial hashing based data structure to facilitate 3D shape analysis using convolutional neural networks (CNNs). Our method builds hierarchical hash tables for an input model under different resolutions that leverage the sparse occupancy of 3D shape boundary. Based on this data structure, we design two efficient GPU algorithms namely hash2col and col2hash so that the CNN operations like convolution and pooling can be efficiently parallelized. The perfect spatial hashing is employed as our spatial hashing scheme, which is not only free of hash collision but also nearly minimal so that our data structure is almost of the same size as the raw input. Compared with existing 3D CNN methods, our data structure significantly reduces the memory footprint during the CNN training. As the input geometry features are more compactly packed, CNN operations also run faster with our data structure. The experiment shows that, under the same network structure, our method yields comparable or better benchmark results compared with the state-of-the-art while it has only one-third memory consumption when under high resolutions (i.e., 2563). Tianjia Shao, Yin Yang 0002, Yanlin Weng, Qiming Hou, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | Accelerated complex-step finite difference for expedient deformable simulationabstractIn deformable simulation, an important computing task is to calculate the gradient and derivative of the strain energy function in order to infer the corresponding internal force and tangent stiffness matrix. The standard numerical routine is the finite difference method, which evaluates the target function multiple times under a small real-valued perturbation. Unfortunately, the subtractive cancellation prevents us from setting this perturbation sufficiently small, and the regular finite difference is doomed for computing problems requiring a high-accuracy derivative evaluation. In this paper, we graft a new finite difference scheme, namely the complex-step finite difference (CSFD), with physics-based animation. CSFD is based on the complex Taylor series expansion, which avoids subtractions in first-order derivative approximation. As a result, one can use a very small perturbation to calculate the numerical derivative that is as accurate as its analytic counterpart. We accelerate the original CSFD method so that it is also as efficient as the analytic derivative. This is achieved by discarding high-order error terms, decoupling real and imaginary calculations, replacing costly functions based on the theory of equivalent infinitesimal, and isolating the propagation of the perturbation in composite/nesting functions. CSFD can be further augmented with multicomplex Taylor expansion and Cauchy-Riemann formula to handle higher-order derivatives and tensor-valued functions. We demonstrate the accuracy, convenience, and efficiency of this new numerical routine in the context of deformable simulation - one can easily deploy a robust simulator for general hyperelastic materials, including user-crafted ones to cater specific needs in different applications. Higher-order derivatives of the energy can be readily computed to construct modal derivative bases for reduced real-time simulation. Inverse simulation problems can also be conveniently solved using gradient/Hessian-based optimization procedures. Ran Luo 0001, Weiwei Xu 0003, Tianjia Shao, Yin Yang 0002 |
ACM Trans. Graph. | 3 |
| 2019 | Learning an intrinsic garment space for interactive authoring of garment animationabstractAuthoring dynamic garment shapes for character animation on body motion is one of the fundamental steps in the CG industry. Established workflows are either time and labor consuming (i.e., manual editing on dense frames with controllers), or lack keyframe-level control (i.e., physically-based simulation). Not surprisingly, garment authoring remains a bottleneck in many production pipelines. Instead, we present a deep-learning-based approach for semi-automatic authoring of garment animation, wherein the user provides the desired garment shape in a selection of keyframes, while our system infers a latent representation for its motion-independent intrinsic parameters (e.g., gravity, cloth materials, etc.). Given new character motions, the latent representation allows to automatically generate a plausible garment animation at interactive rates. Having factored out character motion, the learned intrinsic garment space enables smooth transition between keyframes on a new motion sequence. Technically, we learn an intrinsic garment space with an motion-driven autoencoder network, where the encoder maps the garment shapes to the intrinsic space under the condition of body motions, while the decoder acts as a differentiable simulator to generate garment shapes according to changes in character body motion and intrinsic parameters. We evaluate our approach qualitatively and quantitatively on common garment types. Experiments demonstrate our system can significantly improve current garment authoring workflows via an interactive user interface. Compared with the standard CG pipeline, our system significantly reduces the ratio of required keyframes from 20% to 1 -- 2%. Tuanfeng Y. Wang, Tianjia Shao, Niloy J. Mitra |
ACM Trans. Graph. | 2 |
| 2018 | Automatic Mechanism Modeling from a Single Image with CNNsabstractAbstract This paper presents a novel system that enables a fully automatic modeling of both 3D geometry and functionality of a mechanism assembly from a single RGB image. The resulting 3D mechanism model highly resembles the one in the input image with the geometry, mechanical attributes, connectivity, and functionality of all the mechanical parts prescribed in a physically valid way. This challenging task is realized by combining various deep convolutional neural networks to provide high‐quality and automatic part detection, segmentation, camera pose estimation and mechanical attributes retrieval for each individual part component. On the top of this, we use a local/global optimization algorithm to establish geometric interdependencies among all the parts while retaining their desired spatial arrangement. We use an interaction graph to abstract the inter‐part connection in the resulting mechanism system. If an isolated component is identified in the graph, our system enumerates all the possible solutions to restore the graph connectivity, and outputs the one with the smallest residual error. We have extensively tested our system with a wide range of classic mechanism photos, and experimental results show that the proposed system is able to build high‐quality 3D mechanism models without user guidance. Minmin Lin, Tianjia Shao, Youyi Zheng, Zhong Ren 0001, Yanlin Weng, Yin Yang 0002 |
Comput. Graph. Forum | 2 |
| 2018 | Efficient voxelization using projected optimal scanline
Steven Garcia, Weiwei Xu 0003, Tianjia Shao, Yin Yang 0002 |
Graph. Model. | 4 |
| 2018 | Warp-guided GANs for single-photo facial animationabstractThis paper introduces a novel method for realtime portrait animation in a single photo. Our method requires only a single portrait photo and a set of facial landmarks derived from a driving source (e.g., a photo or a video sequence), and generates an animated image with rich facial details. The core of our method is a warp-guided generative model that instantly fuses various fine facial details (e.g., creases and wrinkles), which are necessary to generate a high-fidelity facial expression, onto a pre-warped image. Our method factorizes out the nonlinear geometric transformations exhibited in facial expressions by lightweight 2D warps and leaves the appearance detail synthesis to conditional generative neural networks for high-fidelity facial animation generation. We show such a factorization of geometric transformation and appearance synthesis largely helps the network better learn the high nonlinearity of the facial expression functions and also facilitates the design of the network architecture. Through extensive experiments on various portrait photos from the Internet, we show the significant efficacy of our method compared with prior arts. Jiahao Geng, Tianjia Shao, Youyi Zheng, Yanlin Weng, Kun Zhou 0001 |
ACM Trans. Graph. | 2 |
| 2018 | Recovering Functional Mechanical Assemblies from Raw ScansabstractThis paper presents a method to reconstruct a functional mechanical assembly from raw scans. Given multiple input scans of a mechanical assembly, our method first extracts the functional mechanical parts using a motion-guided, patch-based hierarchical registration and labeling algorithm. The extracted functional parts are then parameterized from the segments and their internal mechanical relations are encoded by a graph. We use a joint optimization to solve for the best geometry, placement, and orientation of each part, to obtain a final workable mechanical assembly. We demonstrated our algorithm on various types of mechanical assemblies with diverse settings and validated our output using physical fabrication. Minmin Lin, Tianjia Shao, Youyi Zheng, Niloy J. Mitra, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Shape Completion from a Single RGBD ImageabstractWe present a novel approach for constructing a complete 3D model for an object from a single RGBD image. Given an image of an object segmented from the background, a collection of 3D models of the same category are non-rigidly aligned with the input depth, to compute a rough initial result. A volumetric-patch-based optimization algorithm is then performed to refine the initial result to generate a 3D model that not only is globally consistent with the overall shape expected from the input image but also possesses geometric details similar to those in the input image. The optimization with a set of high-level constraints, such as visibility, surface confidence and symmetry, can achieve more robust and accurate completion over state-of-the art techniques. We demonstrate the efficiency and robustness of our approach with multiple categories of objects with various geometries and details, including busts, chairs, bikes, toys, vases and tables. Dongping Li, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2016 | An interactive approach for functional prototype recovery from a single RGBD imageabstractInferring the functionality of an object from a single RGBD image is difficult for two reasons: lack of semantic information about the object, and missing data due to occlusion. In this paper, we present an interactive framework to recover a 3D functional prototype from a single RGBD image. Instead of precisely reconstructing the object geometry for the prototype, we mainly focus on recovering the object’s functionality along with its geometry. Our system allows users to scribble on the image to create initial rough proxies for the parts. After user annotation of high-level relations between parts, our system automatically jointly optimizes detailed joint parameters (axis and position) and part geometry parameters (size, orientation, and position). Such prototype recovery enables a better understanding of the underlying image geometry and allows for further physically plausible manipulation. We demonstrate our framework on various indoor objects with simple or hybrid functions. Yuliang Rong, Youyi Zheng, Tianjia Shao, Yin Yang 0002, Kun Zhou 0001 |
Comput. Vis. Media | 3 |
| 2016 | Real-time facial animation with image-based dynamic avatarsabstractWe present a novel image-based representation for dynamic 3D avatars, which allows effective handling of various hairstyles and headwear, and can generate expressive facial animations with fine-scale details in real-time. We develop algorithms for creating an image-based avatar from a set of sparsely captured images of a user, using an off-the-shelf web camera at home. An optimization method is proposed to construct a topologically consistent morphable model that approximates the dynamic hair geometry in the captured images. We also design a real-time algorithm for synthesizing novel views of an image-based avatar, so that the avatar follows the facial motions of an arbitrary actor. Compelling results from our pipeline are demonstrated on a variety of cases. Hongzhi Wu, Yanlin Weng, Tianjia Shao, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |
| 2016 | AutoHair: fully automatic hair modeling from a single imageabstractWe introduceAutoHair, the first fully automatic method for 3D hair modeling from a single portrait image, with no user interaction or parameter tuning. Our method efficiently generates complete and high-quality hair geometries, which are comparable to those generated by the state-of-the-art methods, where user interaction is required. The core components of our method are: a novel hierarchical deep neural network for automatic hair segmentation and hair growth direction estimation, trained over an annotated hair image database; and an efficient and automatic data-driven hair matching and modeling algorithm, based on a large set of 3D hair exemplars. We demonstrate the efficacy and robustness of our method on Internet photos, resulting in a database of around 50K 3D hair models and a corresponding hairstyle space that covers a wide variety of real-world hairstyles. We also show novel applications enabled by our method, including 3D hairstyle space navigation and hair-aware image retrieval. Menglei Chai, Tianjia Shao, Hongzhi Wu, Yanlin Weng, Kun Zhou 0001 |
ACM Trans. Graph. | 2 |
| 2016 | Dynamic furniture modeling through assembly instructionsabstractWe present a technique for parsing widely used furniture assembly instructions, and reconstructing the 3D models of furniture components and their dynamic assembly process. Our technique takes as input a multi-step assembly instruction in a vector graphic format and starts to group the vector graphic primitives into semantic elements representing individual furniture parts, mechanical connectors (e.g., screws, bolts and hinges), arrows, visual highlights, and numbers. To reconstruct the dynamic assembly process depicted over multiple steps, our system identifies previously built 3D furniture components when parsing a new step, and uses them to address the challenge of occlusions while generating new 3D components incrementally. With a wide range of examples covering a variety of furniture types, we demonstrate the use of our system to animate the 3D furniture assembly process and, beyond that, the semantic-aware furniture editing as well as the fabrication of personalized furnitures. Tianjia Shao, Dongping Li, Yuliang Rong, Changxi Zheng, Kun Zhou 0001 |
ACM Trans. Graph. | 1 |
| 2014 | Imagining the unseen: stability-based cuboid arrangements for scene understandingabstractMissing data due to occlusion is a key challenge in 3D acquisition, particularly in cluttered man-made scenes. Such partial information about the scenes limits our ability to analyze and understand them. In this work we abstract such environments as collections of cuboids and hallucinate geometry in the occluded regions by globally analyzing the physical stability of the resultant arrangements of the cuboids. Our algorithm extrapolates the cuboids into the un-seen regions to infer both their corresponding geometric attributes (e.g., size, orientation) and how the cuboids topologically interact with each other (e.g., touch or fixed). The resultant arrangement provides an abstraction for the underlying structure of the scene that can then be used for a range of common geometry processing tasks. We evaluate our algorithm on a large number of test scenes with varying complexity, validate the results on existing benchmark datasets, and demonstrate the use of the recovered cuboid-based structures towards object retrieval, scene completion, etc. Tianjia Shao, Áron Monszpart, Youyi Zheng, Bongjin Koo, Weiwei Xu 0003, Kun Zhou 0001, Niloy J. Mitra |
ACM Trans. Graph. | 1 |
| 2013 | Interpreting concept sketchesabstractConcept sketches are popularly used by designers to convey pose and function of products. Understanding such sketches, however, requires special skills to form a mental 3D representation of the product geometry by linking parts across the different sketches and imagining the intermediate object configurations. Hence, the sketches can remain inaccessible to many, especially non-designers. We present a system to facilitate easy interpretation and exploration of concept sketches. Starting from crudely specified incomplete geometry, often inconsistent across the different views, we propose a globally-coupled analysis to extract part correspondence and inter-part junction information that best explain the different sketch views. The user can then interactively explore the abstracted object to gain better understanding of the product functions. Our key technical contribution is performing shape analysis without access to any coherent 3D geometric model by reasoning in the space of inter-part relations. We evaluate our system on various concept sketches obtained from popular product design books and websites. Tianjia Shao, Wilmot Li, Kun Zhou 0001, Weiwei Xu 0003, Baining Guo, Niloy J. Mitra |
ACM Trans. Graph. | 1 |
| 2012 | An interactive approach to semantic modeling of indoor scenes with an RGBD cameraabstractWe present an interactive approach to semantic modeling of indoor scenes with a consumer-level RGBD camera. Using our approach, the user first takes an RGBD image of an indoor scene, which is automatically segmented into a set of regions with semantic labels. If the segmentation is not satisfactory, the user can draw some strokes to guide the algorithm to achieve better results. After the segmentation is finished, the depth data of each semantic region is used to retrieve a matching 3D model from a database. Each model is then transformed according to the image depth to yield the scene. For large scenes where a single image can only cover one part of the scene, the user can take multiple images to construct other parts of the scene. The 3D models built for all images are then transformed and unified into a complete scene. We demonstrate the efficiency and robustness of our approach by modeling several real-world scenes. Tianjia Shao, Weiwei Xu 0003, Kun Zhou 0001, Jingdong Wang 0001, Dongping Li, Baining Guo |
ACM Trans. Graph. | 1 |
| 2011 | Discriminative Sketch-based 3D Model Retrieval via Robust Shape MatchingabstractAbstract We propose a sketch‐based 3D shape retrieval system that is substantially more discriminative and robust than existing systems, especially for complex models. The power of our system comes from a combination of a contour‐based 2D shape representation and a robust sampling‐based shape matching scheme. They are defined over discriminative local features and applicable for partial sketches; robust to noise and distortions in hand drawings; and consistent when strokes are added progressively. Our robust shape matching, however, requires dense sampling and registration and incurs a high computational cost. We thus devise critical acceleration methods to achieve interactive performance: precomputing kNN graphs that record transformations between neighboring contour images and enable fast online shape alignment; pruning sampling and shape registration strategically and hierarchically; and parallelizing shape matching on multi‐core platforms or GPUs. We demonstrate the effectiveness of our system through various experiments, comparisons, and user studies. Tianjia Shao, Weiwei Xu 0003, KangKang Yin, Jingdong Wang 0001, Kun Zhou 0001, Baining Guo |
Comput. Graph. Forum | 1 |
| 2010 | Sampling-based contact-rich motion controlabstractHuman motions are the product of internal and external forces, but these forces are very difficult to measure in a general setting. Given a motion capture trajectory, we propose a method to reconstruct its open-loop control and the implicit contact forces. The method employs a strategy based on randomized sampling of the control within user-specified bounds, coupled with forward dynamics simulation. Sampling-based techniques are well suited to this task because of their lack of dependence on derivatives, which are difficult to estimate in contact-rich scenarios. They are also easy to parallelize, which we exploit in our implementation on a compute cluster. We demonstrate reconstruction of a diverse set of captured motions, including walking, running, and contact rich tasks such as rolls and kip-up jumps. We further show how the method can be applied to physically based motion transformation and retargeting, physically plausible motion variations, and reference-trajectory-free idling motions. Alongside the successes, we point out a number of limitations and directions for future work. Libin Liu 0002, KangKang Yin, Michiel van de Panne, Tianjia Shao, Weiwei Xu 0003 |
ACM Trans. Graph. | 4 |