EDBT 2026 Demo / reviewers in the wild / expert
Wang Yifan 0001
dblp:47/6959-11 · also Yifan Wang 0011
· DBLP profile ↗
26ranked-venue papers
8as first author
20since 2021 · last 2025
0000-0002-2275-7288ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 23 · 7 first-author · 18 since 2021Artificial intelligence and machine learning · 16 · 7 first-author · 12 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | ShapeShifter: 3D Variations Using Multiscale and Sparse Point-Voxel DiffusionabstractThis paper proposes ShapeShifter, a new 3D generative model that learns to synthesize shape variations based on a single reference model. While generative methods for 3D objects have recently attracted much attention, current techniques often lack geometric details and/or require long training times and large resources. Our approach remedies these issues by combining sparse voxel grids and point, normal, and color sampling within a multiscale neural architecture that can be trained efficiently and in parallel. We show that our resulting variations better capture the fine details of their original input and can handle more general types of surfaces than previous SDF-based methods. Moreover, we offer interactive generation of 3D shape variants, allowing more human control in the design loop if needed. Nissim Maruani, Wang Yifan 0001, Matthew Fisher, Pierre Alliez, Mathieu Desbrun |
CVPR | 2 |
| 2025 | Reusing Computation in Text-to-Image Diffusion for Efficient Generation of Image SetsabstractText-to-image diffusion models enable high-quality image generation but are computationally expensive. While prior work optimizes per-inference efficiency, we explore an orthogonal approach: reducing redundancy across correlated prompts. Our method leverages the coarse-to-fine nature of diffusion models, where early denoising steps capture shared structures among similar prompts. We propose a training-free approach that clusters prompts based on semantic similarity and shares computation in early diffusion steps. Experiments show that for models trained conditioned on image embeddings, our approach significantly reduces compute cost while improving image quality. By leveraging UnClip's text-to-image prior, we enhance diffusion step allocation for greater efficiency. Our method seamlessly integrates with existing pipelines, scales with prompt sets, and reduces the environmental and financial burden of large-scale text-to-image generation. Project page: https://ddecatur.github.io/hierarchical-diffusion/ Dale Decatur, Thibault Groueix, Wang Yifan 0001, Rana Hanocka, Vladimir G. Kim, Matheus Gadelha |
ICCV | 3 |
| 2025 | ART-DECO: Arbitrary Text Guidance for 3D Detailizer ConstructionabstractWe introduce a 3D detailizer, a neural model which can instantaneously (in <1s) transform a coarse 3D shape proxy into a high-quality asset with detailed geometry and texture as guided by an input text prompt. Our model is trained using the text prompt, which defines the shape class and characterizes the appearance and fine-grained style of the generated details. The coarse 3D proxy, which can be easily varied and adjusted (e.g., via user editing), provides structure control over the final shape. Importantly, our detailizer is not optimized for a single shape; it is the result of distilling a generative model, so that it can be reused, without retraining, to generate any number of shapes, with varied structures, whose local details all share a consistent style and appearance. Our detailizer training utilizes a pretrained multi-view image diffusion model, with text conditioning, to distill the foundational knowledge therein into our detailizer via Score Distillation Sampling (SDS). To improve SDS and enable our detailizer architecture to learn generalizable features over complex structures, we train our model in two training stages to generate shapes with increasing structural complexity. Through extensive experiments, we show that our method generates shapes of superior quality and details compared to existing text-to-3D models under varied structure control. Our detailizer can refine a coarse shape in less than a second, making it possible to interactively author and adjust 3D shapes. Furthermore, the user-imposed structure control can lead to creative, and hence out-of-distribution, 3D asset generations that are beyond the current capabilities of leading text-to-3D generative models. We demonstrate an interactive 3D modeling workflow our method enables, and its strong generalizability over styles, structures, and object categories. Qimin Chen, Yuezhi Yang, Wang Yifan 0001, Vladimir G. Kim, Siddhartha Chaudhuri, Hao (Richard) Zhang |
SIGGRAPH Asia | 3 |
| 2025 | RigAnything: Template-Free Autoregressive Rigging for Diverse 3D AssetsabstractWe present RigAnything , a novel autoregressive transformer-based model, which makes 3D assets rig-ready by probabilistically generating joints and skeleton topologies and assigning skinning weights in a template-free manner. Unlike most existing auto-rigging methods, which rely on predefined skeleton templates and are limited to specific categories like humanoid, RigAnything approaches the rigging problem in an autoregressive manner, iteratively predicting the next joint based on the global input shape and the previous prediction. While autoregressive models are typically used to generate sequential data, RigAnything extends its application to effectively learn and represent skeletons, which are inherently tree structures. To achieve this, we organize the joints in a breadth-first search (BFS) order, enabling the skeleton to be defined as a sequence of 3D locations and the parent index. Furthermore, our model improves the accuracy of position prediction by leveraging diffusion modeling, ensuring precise and consistent placement of joints within the hierarchy. This formulation allows the autoregressive model to efficiently capture both spatial and hierarchical relationships within the skeleton. Trained end-to-end on both RigNet and Objaverse datasets, RigAnything demonstrates state-of-the-art performance across diverse object types, including humanoids, quadrupeds, marine creatures, insects, and many more, surpassing prior methods in quality, robustness, generalizability, and efficiency. It achieves significantly faster performance than existing auto-rigging methods, completing rigging in under a few seconds per shape. Isabella Liu, Wang Yifan 0001, Hao Tan 0002, Zexiang Xu, Xiaolong Wang 0004, Hao Su 0001, Zifan Shi |
ACM Trans. Graph. | 3 |
| 2024 | DehazeNeRF: Multi-image Haze Removal and 3D Shape Reconstruction using Neural Radiance FieldsabstractNeural radiance fields (NeRFs) have demonstrated state-of-the-art performance for 3D computer vision tasks, including novel view synthesis and 3D shape reconstruction. However, these methods fail scattering medium, such as haze, is prevalent in the scene. To address this challenge, we introduce DehazeNeRF as a framework that robustly operates in hazy conditions. DehazeNeRF extends the volume rendering equation by adding physically realistic terms that model atmospheric scattering. By parameterizing these terms using suitable networks that match the physical properties, we introduce effective inductive biases, which, together with the proposed regularizations, allow DehazeNeRF to demonstrate successful multi-view haze removal, novel view synthesis, and 3D shape reconstruction where existing approaches failed. Our code and pretrained models can be found on this page. Wang Yifan 0001, Sy-Yen Kuo, Gordon Wetzstein |
3DV | 2 |
| 2024 | LumiGAN: Unconditional Generation of Relightable 3D Human FacesabstractUnsupervised learning of 3D human faces from unstructured 2D image data is an active research area. While recent works have achieved an impressive level of photorealism, they commonly lack control of lighting, which prevents the generated assets from being deployed in novel environments. To this end, we introduce LumiGAN, an unconditional Generative Adversarial Network (GAN) for 3D human faces with a physically based lighting module that enables relighting under novel illumination at inference time. Unlike prior work, LumiGAN can create realistic shadow effects using an efficient visibility formulation that is learned in a self-supervised manner. LumiGAN generates plausible physical properties for relightable faces, including surface normals, diffuse albedo, and specular tint without any ground truth data. In addition to state-of-the-art photorealism, we demonstrate significantly improved geometry generation compared to top-performing non-relightable 3D GANs and notably better relighting quality than existing relightable GANs. Boyang Deng, Wang Yifan 0001, Gordon Wetzstein |
3DV | 2 |
| 2024 | Efficient 3D Articulated Human Generation with Layered Surface VolumesabstractAccess to high-quality and diverse 3D articulated digital human assets is crucial in various applications, ranging from virtual reality to social platforms. Generative approaches, such as 3D generative adversarial networks (GANs), are rapidly replacing laborious manual content creation tools. Existing 3D GAN frameworks typically rely on explicit representations that are fast to render but offer limited quality, or implicit representations, which offer high capacity but are slow to render, thereby limiting the 3D fidelity in GAN settings. In this work, we introduce layered surface volumes (LSVs) as a new 3D representation for articulatable humans. LSVs represent a human body using multiple textured mesh layers around a conventional mesh template. The explicit mesh layers can be interpreted as a discretized volume with finite thickness located around the template manifold, as such it has the capacity to capture off-template details like hair or accessories, while at the same time it can profit from mesh rasterization for fast rendering. LSVs can be articulated, and they exhibit exceptional efficiency in GAN settings. Trained on unstructured, single-view 2D image datasets, our LSV-GAN generates high-quality and viewconsistent 3D articulated digital humans without the need for view-inconsistent 2D upsampling networks. Project page can be found here. Yinghao Xu 0001, Wang Yifan 0001, Alexander W. Bergman, Menglei Chai, Bolei Zhou, Gordon Wetzstein |
3DV | 2 |
| 2024 | Gaussian Shell Maps for Efficient 3D Human GenerationabstractEfficient generation of 3D digital humans is important in several industries, including virtual reality, social media, and cinematic production. 3D generative adversarial net-works (GANs) have demonstrated state-of-the-art (SOTA) quality and diversity for generated assets. Current 3D GAN architectures, however, typically rely on volume representations, which are slow to render, thereby hampering the GAN training and requiring multi- view-inconsistent 2D upsam-plers. Here, we introduce Gaussian Shell Maps (GSMs) as a framework that connects SOTA generator network archi-tectures with emerging 3D Gaussian rendering primitives using an articulable multi shell-based scaffold. In this set-ting, a CNN generates a 3D texture stack with features that are mapped to the shells. The latter represent inflated and deflated versions of a template surface of a digital human in a canonical body pose. Instead of rasterizing the shells directly, we sample 3D Gaussians on the shells whose at-tributes are encoded in the texture features. These Gaus-sians are efficiently and differentiably rendered. The ability to articulate the shells is important during GAN training and, at inference time, to deform a body into arbitrary user-defined poses. Our efficient rendering scheme bypasses the need for view-inconsistent upsamplers and achieves high-quality multi-view consistent renderings at a native resolution of 512 ×512 pixels. We demonstrate that GSMs suc-cessfully generate 3D humans when trained on single-view datasets, including SHHQ and DeepFashion. Project Page: rameenabdal.github.io/GaussianShellMaps Rameen Abdal, Wang Yifan 0001, Zifan Shi, Yinghao Xu 0001, Ryan Po, Zhengfei Kuang, Qifeng Chen 0001, Dit-Yan Yeung, Gordon Wetzstein |
CVPR | 2 |
| 2024 | TC4D: Trajectory-Conditioned Text-to-4D Generation
Sherwin Bahmani, Wang Yifan 0001, Ivan Skorokhodov, Victor Rong, Ziwei Liu 0002, Xihui Liu, Jeong Joon Park, Sergey Tulyakov, Gordon Wetzstein, Andrea Tagliasacchi, David B. Lindell |
ECCV (46) | 3 |
| 2024 | GRM: Large Gaussian Reconstruction Model for Efficient 3D Reconstruction and Generation
Yinghao Xu 0001, Zifan Shi, Wang Yifan 0001, Hansheng Chen 0001, Ceyuan Yang, Sida Peng, Yujun Shen, Gordon Wetzstein |
ECCV (15) | 3 |
| 2024 | PhysAvatar: Learning the Physics of Dressed 3D Avatars from Visual Observations
Guandao Yang, Wang Yifan 0001, Donglai Xiang, Florian Dubost, Dmitry Lagun, Thabo Beeler, Federico Tombari, Leonidas J. Guibas, Gordon Wetzstein |
ECCV (37) | 4 |
| 2024 | State of the Art on Diffusion Models for Visual ComputingabstractAbstract The field of visual computing is rapidly advancing due to the emergence of generative artificial intelligence (AI), which unlocks unprecedented capabilities for the generation, editing, and reconstruction of images, videos, and 3D scenes. In these domains, diffusion models are the generative AI architecture of choice. Within the last year alone, the literature on diffusion‐based tools and applications has seen exponential growth and relevant papers are published across the computer graphics, computer vision, and AI communities with new works appearing daily on arXiv. This rapid growth of the field makes it difficult to keep up with all recent developments. The goal of this state‐of‐the‐art report (STAR) is to introduce the basic mathematical concepts of diffusion models, implementation details and design choices of the popular Stable Diffusion model, as well as overview important aspects of these generative AI tools, including personalization, conditioning, inversion, among others. Moreover, we give a comprehensive overview of the rapidly growing literature on diffusion‐based generation and editing, categorized by the type of generated medium, including 2D images, videos, 3D objects, locomotion, and 4D scenes. Finally, we discuss available datasets, metrics, open challenges, and social implications. This STAR provides an intuitive starting point to explore this exciting topic for researchers, artists, and practitioners alike. Ryan Po, Wang Yifan 0001, Vladislav Golyanik, Kfir Aberman, Jonathan T. Barron, Amit Bermano, Eric R. Chan, Tali Dekel, Aleksander Holynski, Angjoo Kanazawa, C. Karen Liu, Lingjie Liu, Ben Mildenhall, Matthias Nießner, Björn Ommer, Christian Theobalt, Peter Wonka, Gordon Wetzstein |
Comput. Graph. Forum | 2 |
| 2024 | Pose-to-Motion: Cross-Domain Motion Retargeting with Pose PriorabstractAbstract Creating plausible motions for a diverse range of characters is a long‐standing goal in computer graphics. Current learning‐based motion synthesis methods rely on large‐scale motion datasets, which are often difficult if not impossible to acquire. On the other hand, pose data is more accessible, since static posed characters are easier to create and can even be extracted from images using recent advancements in computer vision. In this paper, we tap into this alternative data source and introduce a neural motion synthesis approach through retargeting, which generates plausible motion of various characters that only have pose data by transferring motion from one single existing motion capture dataset of another drastically different characters. Our experiments show that our method effectively combines the motion features of the source character with the pose features of the target character, and performs robustly with small or noisy pose data sets, ranging from a few artist‐created poses to noisy poses estimated directly from images. Additionally, a conducted user study indicated that a majority of participants found our retargeted motion to be more enjoyable to watch, more lifelike in appearance, and exhibiting fewer artifacts. Our code and dataset can be accessed here. Peizhuo Li, Wang Yifan 0001, Olga Sorkine-Hornung, Gordon Wetzstein |
Comput. Graph. Forum | 3 |
| 2023 | SunStage: Portrait Reconstruction and Relighting Using the Sun as a Light StageabstractA light stage uses a series of calibrated cameras and lights to capture a subject's facial appearance under varying illumination and viewpoint. This captured information is crucial for facial reconstruction and relighting. Unfortunately, light stages are often inaccessible: they are expensive and require significant technical expertise for construction and operation. In this paper, we present SunStage: a lightweight alternative to a light stage that captures comparable data using only a smartphone camera and the sun. Our method only requires the user to capture a selfie video outdoors, rotating in place, and uses the varying angles between the sun and the face as guidance in joint reconstruction of facial geometry, reflectance, camera pose, and lighting parameters. Despite the in-the-wild un-calibrated setting, our approach is able to reconstruct detailed facial appearance and geometry, enabling compelling effects such as relighting, novel view synthesis, and reflectance editing. Wang Yifan 0001, Aleksander Holynski, Xiuming Zhang, Xuaner Cecilia Zhang |
CVPR | 1 |
| 2023 | PointAvatar: Deformable Point-Based Head Avatars from VideosabstractThe ability to create realistic animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes (3DMM) or exploit neural implicit representations. The former are limited by fixed topology, while the latter are non-trivial to deform and inefficient to render. Furthermore, existing approaches entangle lighting and albedo, limiting the ability to re-render the avatar in new environments. In contrast, we propose PointAvatar, a deformable point-based representation that disentangles the source color into intrinsic albedo and normal-dependent shading. We demonstrate that PointAvatar bridges the gap between existing mesh- and implicit representations, combining high-quality geometry and appearance with topological flexibility, ease of deformation and rendering efficiency. We show that our method is able to generate animatable 3D avatars using monocular videos from multiple sources including hand-held smartphones, laptop webcams and internet videos, achieving state-of-the-art quality in challenging cases where previous methods fail, e.g., thin hair strands, while being significantly more efficient in training than competing methods. Wang Yifan 0001, Gordon Wetzstein, Michael J. Black, Otmar Hilliges |
CVPR | 2 |
| 2022 | Input-level Inductive Biases for 3D ReconstructionabstractMuch of the recent progress in 3D vision has been driven by the development of specialized architectures that incorporate geometrical inductive biases. In this paper we tackle 3D reconstruction using a domain agnostic architecture and study how to inject the same type of inductive biases directly as extra inputs to the model. This approach makes it possible to apply existing general models, such as Perceivers, on this rich domain, without the need for architectural changes, while simultaneously maintaining data efficiency of bespoke models. In particular we study how to encode cameras, projective ray incidence and epipolar geometry as model inputs, and demonstrate competitive multi-view depth estimation performance on multiple benchmarks. Wang Yifan 0001, Carl Doersch, Relja Arandjelovic, João Carreira 0001, Andrew Zisserman |
CVPR | 1 |
| 2022 | Geometry-Consistent Neural Shape Representation with Implicit Displacement Fields
Wang Yifan 0001, Lukas Rahmann, Olga Sorkine-Hornung |
ICLR | 1 |
| 2022 | Generative Neural Articulated Radiance FieldsabstractUnsupervised learning of 3D-aware generative adversarial networks (GANs) using only collections of single-view 2D photographs has very recently made much progress. These 3D GANs, however, have not been demonstrated for human bodies and the generated radiance fields of existing frameworks are not directly editable, limiting their applicability in downstream tasks. We propose a solution to these challenges by developing a 3D GAN framework that learns to generate radiance fields of human bodies or faces in a canonical pose and warp them using an explicit deformation field into a desired body pose or facial expression. Using our framework, we demonstrate the first high-quality radiance field generation results for human bodies. Moreover, we show that our deformation-aware training procedure significantly improves the quality of generated bodies or faces when editing their poses or facial expressions compared to a 3D GAN that is not trained with explicit deformations. Alexander W. Bergman, Petr Kellnhofer, Wang Yifan 0001, Eric R. Chan, David B. Lindell, Gordon Wetzstein |
NeurIPS | 3 |
| 2022 | Advances in Neural RenderingabstractAbstract Synthesizing photo‐realistic images and videos is at the heart of computer graphics and has been the focus of decades of research. Traditionally, synthetic images of a scene are generated using rendering algorithms such as rasterization or ray tracing, which take specifically defined representations of geometry and material properties as input. Collectively, these inputs define the actual scene and what is rendered, and are referred to as the scene representation (where a scene consists of one or more objects). Example scene representations are triangle meshes with accompanied textures (e.g., created by an artist), point clouds (e.g., from a depth sensor), volumetric grids (e.g., from a CT scan), or implicit surface functions (e.g., truncated signed distance fields). The reconstruction of such a scene representation from observations using differentiable rendering losses is known as inverse graphics or inverse rendering. Neural rendering is closely related, and combines ideas from classical computer graphics and machine learning to create algorithms for synthesizing images from real‐world observations. Neural rendering is a leap forward towards the goal of synthesizing photo‐realistic image and video content. In recent years, we have seen immense progress in this field through hundreds of publications that show different ways to inject learnable components into the rendering pipeline. This state‐of‐the‐art report on advances in neural rendering focuses on methods that combine classical rendering principles with learned 3D scene representations, often now referred to as neural scene representations. A key advantage of these methods is that they are 3D‐consistent by design, enabling applications such as novel viewpoint synthesis of a captured scene. In addition to methods that handle static scenes, we cover neural scene representations for modeling non‐rigidly deforming objects and scene editing and composition. While most of these approaches are scene‐specific, we also discuss techniques that generalize across object classes and can be used for generative tasks. In addition to reviewing these state‐of‐the‐art methods, we provide an overview of fundamental concepts and definitions used in the current literature. We conclude with a discussion on open challenges and social implications. Ayush Tewari, Justus Thies, Ben Mildenhall, Pratul P. Srinivasan, Edith Tretschk, Wang Yifan 0001, Christoph Lassner, Vincent Sitzmann, Ricardo Martin-Brualla, Stephen Lombardi, Tomas Simon, Christian Theobalt, Matthias Nießner, Jonathan T. Barron, Gordon Wetzstein, Michael Zollhöfer, Vladislav Golyanik |
Comput. Graph. Forum | 6 |
| 2021 | Iso-Points: Optimizing Neural Implicit Surfaces With Hybrid RepresentationsabstractNeural implicit functions have emerged as a powerful representation for surfaces in 3D. Such a function can en-code a high quality surface with intricate details into the parameters of a deep neural network. However, optimizing for the parameters for accurate and robust reconstructions remains a challenge, especially when the input data is noisy or incomplete. In this work, we develop a hybrid neural surface representation that allows us to impose geometry-aware sampling and regularization, which significantly improves the fidelity of reconstructions. We propose to use iso-points as an explicit representation for a neural implicit function. These points are computed and updated on-the-fly during training to capture important geometric features and impose geometric constraints on the optimization. We demonstrate that our method can be adopted to improve state-of-the-art techniques for reconstructing neural implicit surfaces from multi-view images or point clouds. Quantitative and qualitative evaluations show that, compared with existing sampling and optimization methods, our approach allows faster convergence, better generalization, and accurate recovery of details and topology. Wang Yifan 0001, A. Cengiz Öztireli, Olga Sorkine-Hornung |
CVPR | 1 |
| 2020 | Neural Cages for Detail-Preserving 3D DeformationsabstractWe propose a novel learnable representation for detail preserving shape deformation. The goal of our method is to warp a source shape to match the general structure of a target shape, while preserving the surface details of the source. Our method extends a traditional cage-based deformation technique, where the source shape is enclosed by a coarse control mesh termed cage, and translations prescribed on the cage vertices are interpolated to any point on the source mesh via special weight functions. The use of this sparse cage scaffolding enables preserving surface details regardless of the shape's intricacy and topology. Our key contribution is a novel neural network architecture for predicting deformations by controlling the cage. We incorporate a differentiable cage-based deformation module in our architecture, and train our network end-to-end. Our method can be trained with common collections of 3D models in an unsupervised fashion, without any cage-specific annotations. We demonstrate the utility of our method for synthesizing shape variations and deformation transfer. Wang Yifan 0001, Noam Aigerman, Vladimir G. Kim, Siddhartha Chaudhuri, Olga Sorkine-Hornung |
CVPR | 1 |
| 2019 | Patch-Based Progressive 3D Point Set UpsamplingabstractWe present a detail-driven deep neural network for point set upsampling. A high-resolution point set is essential for point-based rendering and surface reconstruction. Inspired by the recent success of neural image super-resolution techniques, we progressively train a cascade of patch-based upsampling networks on different levels of detail end-to-end. We propose a series of architectural design contributions that lead to a substantial performance boost. The effect of each technical contribution is demonstrated in an ablation study. Qualitative and quantitative experiments show that our method significantly outperforms the state-of-the-art learning-based and optimazation-based approaches, both in terms of handling low-resolution inputs and revealing high-fidelity details. Wang Yifan 0001, Hui Huang 0004, Daniel Cohen-Or, Olga Sorkine-Hornung |
CVPR | 1 |
| 2019 | Blind image super-resolution with spatially variant degradationsabstractExisting deep learning approaches to single image super-resolution have achieved impressive results but mostly assume a setting with fixed pairs of high resolution and low resolution images. However, to robustly address realistic upscaling scenarios where the relation between high resolution and low resolution images is unknown, blind image super-resolution is required. To this end, we propose a solution that relies on three components: First, we use a degradation aware SR network to synthesize the HR image given a low resolution image and the corresponding blur kernel. Second, we train a kernel discriminator to analyze the generated high resolution image in order to predict errors present due to providing an incorrect blur kernel to the generator. Finally, we present an optimization procedure that is able to recover both the degradation kernel and the high resolution image by minimizing the error predicted by our kernel discriminator. We also show how to extend our approach to spatially variant degradations that typically arise in visual effects pipelines when compositing content from different sources and how to enable both local and global user interaction in the upscaling process. Victor Cornillère, Abdelaziz Djelouah, Wang Yifan 0001, Olga Sorkine-Hornung, Christopher Schroers |
ACM Trans. Graph. | 3 |
| 2019 | Differentiable surface splatting for point-based geometry processingabstractWe propose Differentiable Surface Splatting (DSS), a high-fidelity differentiable renderer for point clouds. Gradients for point locations and normals are carefully designed to handle discontinuities of the rendering function. Regularization terms are introduced to ensure uniform distribution of the points on the underlying surface. We demonstrate applications of DSS to inverse rendering for geometry synthesis and denoising, where large scale topological changes, as well as small scale detail modifications, are accurately and robustly handled without requiring explicit connectivity, outperforming state-of-the-art techniques. The data and code are at https://github.com/yifita/DSS. Wang Yifan 0001, Felice Serena, A. Cengiz Öztireli, Olga Sorkine-Hornung |
ACM Trans. Graph. | 1 |
| 2017 | MarrNet: 3D Shape Reconstruction via 2.5D Sketchesabstract3D object reconstruction from a single image is a highly under-determined problem, requiring strong prior knowledge of plausible 3D shapes. This introduces challenge for learning-based approaches, as 3D object annotations in real images are scarce. Previous work chose to train on synthetic data with ground truth 3D information, but suffered from the domain adaptation issue when tested on real data. In this work, we propose an end-to-end trainable framework, sequentially estimating 2.5D sketches and 3D object shapes. Our disentangled, two-step formulation has three advantages. First, compared to full 3D shape, 2.5D sketches are much easier to be recovered from a 2D image, and to transfer from synthetic to real data. Second, for 3D reconstruction from the 2.5D sketches, we can easily transfer the learned model on synthetic data to real images, as rendered 2.5D sketches are invariant to object appearance variations in real images, including lighting, texture, etc. This further relieves the domain adaptation problem. Third, we derive differentiable projective functions from 3D shape to 2.5D sketches, making the framework end-to-end trainable on real images, requiring no real-image annotations. Our framework achieves state-of-the-art performance on 3D shape reconstruction. Jiajun Wu 0001, Wang Yifan 0001, Tianfan Xue, Xingyuan Sun, William T. Freeman, Josh Tenenbaum |
NIPS | 2 |
| 2016 | Two-Stream SR-CNNs for Action Recognition in Videos
Wang Yifan 0001, Jie Song 0006, Limin Wang 0002, Luc Van Gool, Otmar Hilliges |
BMVC | 1 |