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Yang Hong 0003

dblp:72/6887-3 · DBLP profile ↗
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6ranked-venue papers
2as first author
4since 2021 · last 2022
0000-0003-0738-3916ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 4 · 2 first-author · 3 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
3D vision · 100%
Computer graphics and multimedia
3 papers
Geometric modeling and processing · 46% Rendering · 36% Visual content generation and editing · 15%

Topics — the 13 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
neural radiance fields
1.122022
Reconstructing Personalized Semantic Facial NeRF Models from Monocular Video · ACM Trans. Graph. 2022
HeadNeRF: A Realtime NeRF-based Parametric Head Model · CVPR 2022
Computer vision › 3D vision › 3d human reconstruction
clothed human reconstruction
1.122022
SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video · CVPR 2022
StereoPIFu: Depth Aware Clothed Human Digitization via Stereo Vision · CVPR 2021
Computer vision › 3D vision
3d human reconstruction
1.022022
SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video · CVPR 2022
BCNet: Learning Body and Cloth Shape from a Single Image · ECCV (20) 2020
Computer vision › 3D vision
3d scene understanding
0.612022
SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video · CVPR 2022
Computer vision › 3D vision
implicit neural representation
0.612022
SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video · CVPR 2022
Computer vision › 3D vision › 3d human reconstruction › human avatar reconstruction
monocular human avatar
0.612022
SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video · CVPR 2022
Visual content generation and editing › face editing
facial expression editing
0.612022
Reconstructing Personalized Semantic Facial NeRF Models from Monocular Video · ACM Trans. Graph. 2022
Geometric modeling and processing › 3d face modeling
parametric head model
0.612022
HeadNeRF: A Realtime NeRF-based Parametric Head Model · CVPR 2022
Computer vision › 3D vision › 3d shape representation
implicit function
0.512021
StereoPIFu: Depth Aware Clothed Human Digitization via Stereo Vision · CVPR 2021
Geometric modeling and processing › mesh processing › mesh smoothing
feature-preserving smoothing
0.412019
Static/Dynamic Filtering for Mesh Geometry · IEEE Trans. Vis. Comput. Graph. 2019
Geometric modeling and processing › mesh processing
mesh denoising
0.412019
Static/Dynamic Filtering for Mesh Geometry · IEEE Trans. Vis. Comput. Graph. 2019
Geometric modeling and processing › mesh processing › mesh signal processing
mesh filtering
0.412019
Static/Dynamic Filtering for Mesh Geometry · IEEE Trans. Vis. Comput. Graph. 2019
Rendering
real-time rendering
0.212022
HeadNeRF: A Realtime NeRF-based Parametric Head Model · CVPR 2022

Methods — techniques the papers use, named apart from their topics

self-supervised optimization · 0.6neural rendering · 0.6multi-level voxel fields · 0.6facial retargeting · 0.6expression coefficients · 0.6differentiable neural rendering · 0.62d neural rendering · 0.6voxel-aligned features · 0.5stereo vision · 0.5relative z-offset · 0.5deep learning · 0.4nonlinear optimization · 0.4joint bilateral filter · 0.4iterative solver · 0.4
YearPublicationVenuePosition
2022 HeadNeRF: A Realtime NeRF-based Parametric Head Model
abstract
In this paper, we propose HeadNeRF, a novel NeRF-based parametric head model that integrates the neural radiance field to the parametric representation of the human head. It can render high fidelity head images in real-time on modern GPUs, and supports directly controlling the generated images' rendering pose and various semantic attributes. Different from existing related parametric models, we use the neural radiance fields as a novel 3D proxy instead of the traditional 3D textured mesh, which makes that HeadNeRF is able to generate high fidelity images. However, the computationally expensive rendering process of the original NeRF hinders the construction of the parametric NeRF model. To address this issue, we adopt the strategy of integrating 2D neural rendering to the rendering process of NeRF and design novel loss terms. As a result, the rendering speed of HeadNeRF can be significantly accelerated, and the rendering time of one frame is reduced from 5s to 25ms. The well designed loss terms also improve the rendering accuracy, and the fine-level details of the human head, such as the gaps between teeth, wrinkles, and beards, can be represented and synthesized by HeadNeRF. Extensive experimental results and several applications demonstrate its effectiveness. The trained parametric model is available at https://github.com/CrisHY1995/headnerf.
Yang Hong 0003, Haiyao Xiao, Ligang Liu 0001, Juyong Zhang
CVPR1
2022 SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video
abstract
We propose SelfRecon, a clothed human body reconstruction method that combines implicit and explicit repre-sentations to recover space-time coherent geometries from a monocular self-rotating human video. Explicit methods require a predefined template mesh for a given sequence, while the template is hard to acquire for a specific subject. Meanwhile, the fixed topology limits the reconstruction accuracy and clothing types. Implicit representation supports arbitrary topology and can represent high-fidelity geometry shapes due to its continuous nature. However, it is difficult to integrate multi-frame information to produce a consistent registration sequence for downstream applications. We propose to combine the advantages of both representations. We utilize differential mask loss of the explicit mesh to obtain the coherent overall shape, while the details on the implicit surface are refined with the differentiable neural rendering. Meanwhile, the explicit mesh is updated periodically to adjust its topology changes, and a consistency loss is designed to match both representations. Compared with existing methods, SelfRecon can produce high-fidelity surfaces for arbitrary clothed humans with self-supervised optimization. Extensive experimental results demonstrate its effectiveness on real captured monocular videos. The source code is available at https://github.com/jby1993/SelfReconCode.
Boyi Jiang, Yang Hong 0003, Hujun Bao, Juyong Zhang
CVPR2
2022 Reconstructing Personalized Semantic Facial NeRF Models from Monocular Video
abstract
We present a novel semantic model for human head defined with neural radiance field. The 3D-consistent head model consist of a set of disentangled and interpretable bases, and can be driven by low-dimensional expression coefficients. Thanks to the powerful representation ability of neural radiance field, the constructed model can represent complex facial attributes including hair, wearings, which can not be represented by traditional mesh blendshape. To construct the personalized semantic facial model, we propose to define the bases as several multi-level voxel fields. With a short monocular RGB video as input, our method can construct the subject's semantic facial NeRF model with only ten to twenty minutes, and can render a photorealistic human head image in tens of miliseconds with a given expression coefficient and view direction. With this novel representation, we apply it to many tasks like facial retargeting and expression editing. Experimental results demonstrate its strong representation ability and training/inference speed. Demo videos and released code are provided in our project page: https://ustc3dv.github.io/NeRFBlendShape/
Xuan Gao 0003, Chenglai Zhong, Yang Hong 0003, Juyong Zhang
ACM Trans. Graph.4
2021 StereoPIFu: Depth Aware Clothed Human Digitization via Stereo Vision
abstract
In this paper, we propose StereoPIFu, which integrates the geometric constraints of stereo vision with implicit function representation of PIFu, to recover the 3D shape of the clothed human from a pair of low-cost rectified images. First, we introduce the effective voxel-aligned features from a stereo vision-based network to enable depth-aware reconstruction. Moreover, the novel relative z-offset is employed to associate predicted high-fidelity human depth and occupancy inference, which helps restore fine-level surface de-tails. Second, a network structure that fully utilizes the geometry information from the stereo images is designed to improve the human body reconstruction quality. Consequently, our StereoPIFu can naturally infer the human body’s spatial location in camera space and maintain the correct relative position of different parts of the human body, which enables our method to capture human performance. Compared with previous works, our StereoPIFu significantly improves the robustness, completeness, and accuracy of the clothed human reconstruction, which is demonstrated by extensive experimental results.
Yang Hong 0003, Juyong Zhang, Boyi Jiang, Ligang Liu 0001, Hujun Bao
CVPR1
2020 BCNet: Learning Body and Cloth Shape from a Single Image
Boyi Jiang, Juyong Zhang, Yang Hong 0003, Jinhao Luo, Ligang Liu 0001, Hujun Bao
ECCV (20)3
2019 Static/Dynamic Filtering for Mesh Geometry
abstract
The joint bilateral filter, which enables feature-preserving signal smoothing according to the structural information from a guidance, has been applied for various tasks in geometry processing. Existing methods either rely on a static guidance that may be inconsistent with the input and lead to unsatisfactory results, or a dynamic guidance that is automatically updated but sensitive to noises and outliers. Inspired by recent advances in image filtering, we propose a new geometry filtering technique called static/dynamic filter, which utilizes both static and dynamic guidances to achieve state-of-the-art results. The proposed filter is based on a nonlinear optimization that enforces smoothness of the signal while preserving variations that correspond to features of certain scales. We develop an efficient iterative solver for the problem, which unifies existing filters that are based on static or dynamic guidances. The filter can be applied to mesh face normals followed by vertex position update, to achieve scale-aware and feature-preserving filtering of mesh geometry. It also works well for other types of signals defined on mesh surfaces, such as texture colors. Extensive experimental results demonstrate the effectiveness of the proposed filter for various geometry processing applications such as mesh denoising, geometry feature enhancement, and texture color filtering.
Juyong Zhang, Bailin Deng, Yang Hong 0003, Wenjie Qin, Ligang Liu 0001
IEEE Trans. Vis. Comput. Graph.3