Hongwen Zhang 0001

dblp:81/304-1 · DBLP profile ↗
← Back
53ranked-venue papers
8as first author
44since 2021 · last 2026
0000-0001-8633-4551ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 43 · 5 first-author · 37 since 2021Artificial intelligence and machine learning · 38 · 5 first-author · 32 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Security and privacy · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 DevilSight: Augmenting Monocular Human Avatar Reconstruction Through a Virtual Perspective
abstract
We present a novel framework to reconstruct human avatars from monocular videos. Recent approaches have struggled either to capture the fine-grained dynamic details from the input or to generate plausible details at novel viewpoints, which mainly stem from the limited representational capacity of the avatar model and insufficient observational data. To overcome these challenges, we propose to leverage the advanced video generative model, Human4DiT, to generate the human motions from alternative perspective as an additional supervision signal. This approach not only enriches the details in previously unseen regions but also effectively regularizes the avatar representation to mitigate artifacts. Furthermore, we introduce two complementary strategies to enhance video generation: To ensure consistent reproduction of human motion, we inject the physical identity into the model through video finetuning. For higher-resolution outputs with finer details, a patch-based denoising algorithm is employed. Experimental results demonstrate that our method outperforms recent state-of-the-art approaches and validate the effectiveness of our proposed strategies.
Yushuo Chen 0001, Ruizhi Shao, Youxin Pang, Hongwen Zhang 0001, Rihui Wu, Yebin Liu
3DV4
2026 HOSIG: Full-Body Human-Object-Scene Interaction Generation with Hierarchical Scene Perception
abstract
Generating high-fidelity full-body human interactions with dynamic objects and static scenes remains a critical challenge in computer graphics and animation. Existing methods for human-object interaction often neglect scene context, leading to implausible penetrations, while human-scene interaction approaches struggle to coordinate fine-grained manipulations with long-range navigation. To address these limitations, we propose HOSIG, a novel framework for synthesizing full-body interactions through hierarchical scene perception. Our method decouples the task into three key components: 1) a scene-aware grasp pose generator that ensures collision-free whole-body postures with precise hand-object contact by integrating local geometry constraints, 2) a heuristic navigation algorithm that autonomously plans obstacle-avoiding paths in complex indoor environments via compressed 2D floor maps and dual-component spatial reasoning, and 3) a scene-guided motion diffusion model that generates trajectory-controlled, full-body motions with finger-level accuracy by incorporating spatial anchors and dual-space gradient-based guidance. Extensive experiments on the TRUMANS dataset demonstrate superior performance over state-of-the-art methods. Notably, our framework supports unlimited motion length through autoregressive generation and requires minimal manual intervention. This work bridges the critical gap between scene-aware navigation and dexterous object manipulation, advancing the frontier of embodied interaction synthesis.
Yunlian Sun, Hongwen Zhang 0001, Yebin Liu, Jinhui Tang 0001
AAAI3
2026 MomentumTouch: How Consistent Haptic Feedback Empowers VR Embodied Learning through Cognitive Resource Reconstruction
abstract
Virtual Reality (VR) in STEM education is often hampered by a Gulf of Embodiment due to the lack of realistic haptic feedback. We present MomentumTouch, a system utilizing a physical apparatus synchronized in real-time with the virtual scene to provide consistent haptic feedback for high school physics learning on the law of conservation of momentum. In a comparative study conducted in a real classroom with 64 students, we revealed a Cognitive Resource Reconstruction mechanism: consistent haptic feedback did not merely lower the total cognitive load but significantly reduced extraneous cognitive load caused by interaction uncertainty, while reallocating the released resources to germane cognitive load that promotes deep understanding. Although immediate test scores remained comparable, this structural shift points to enhanced conceptual grounding and readiness for transfer, thereby fostering deeper embodied understanding. This study provides high-ecological-validity empirical evidence establishing consistent haptic feedback as a Cognitive Resource Reconstructor, offering new design principles for VR embodied learning. The code is available at: https://github.com/zheliku/MomentumTouch.
Hailin Ji, Hongwen Zhang 0001, Xiaoyan Hu 0012
CHI4
2026 Artificial intelligence for virtual reality: a review
Lili Wang 0006, Yebin Liu, Miao Wang 0004, Xubo Yang, Lan Xu 0003, Zhangyao Tan, Runze Fan, Hongwen Zhang 0001, Yijian Wen, Haozhong Yang, Jian Wu 0033, Jiahui Fan, Hui Wang 0045, Qixuan Zhang, Yongtian Wang, Qinping Zhao
Sci. China Inf. Sci.12
2026 HiTMM: Generative Temporal Masked Modeling of Human Interactive Motions
abstract
We have recently seen some progress in the current field of human-human interaction generation. However, directly generating complex two-person interactive motions remains a significant challenge. Meanwhile, these models typically employ two independent timelines when generating motions for interactive scenarios involving two individuals. This design overlooks the temporal dependencies between motions at each timestep and fails to account for the roles of active and reactive participants during the generation process, often resulting in unrealistic and unnatural motions. In this work, we propose HiTMM, a novel framework for Human interaction generation based on Temporal Masked Modeling. HiTMM first decomposes the human interaction into two separate single-person motions. Individual motions within the interaction belong to the same type, enabling them to be mapped to a shared latent space through a coarse-to-fine approach that produces multi-layer discrete tokens. We then arrange all tokens of the two interacting individuals along a shared timeline. Subsequently, we employ a masked transformer and a residual transformer to model the base-layer and rest-layer motion tokens. Both the base-layer and rest-layer motion tokens are arranged along a single timeline, allowing the model to explicitly capture the temporal order and initiating role embedded in the sequence, where the first individual's motion initiates the interaction. Note that, our model utilizes a shared temporal representation, making it capable of performing temporal editing on specific regions within human interaction sequences. Experimental results show that our model achieves an FID of 5.017 on the InterHuman dataset, surpassing the current state-of-the-art model (vs 5.154 for InterMask), and an FID of 0.373 on the InterX dataset (vs 0.399 for InterMask).
Zicheng Jiao, Yunlian Sun, Hongwen Zhang 0001, Jinhui Tang 0001, Massimo Tistarelli
IEEE Trans. Vis. Comput. Graph.3
2026 PhysicsHap: A Modular Haptic Interaction Framework for Enhancing Student Learning in Immersive Virtual Physics Experiments
abstract
Haptic interaction is crucial for immersive virtual physics experiments, but current haptic devices cannot provide high-fidelity feedback by simultaneously simulating realistic physical shapes and dynamic forces. To address this, we introduce PhysicsHap, a modular haptic framework designed for the rapid construction of reconfigurable proxies that provide both high-fidelity shape replication and dynamic force feedback for immersive virtual physics experiments. The framework's core comprises passive Tangible Bodies to simulate physical shape and active Force Engines to deliver dynamic forces. Furthermore, we leverage the hand-tracking technology of head-mounted displays to achieve precise pose synchronization between the physical proxy and its digital twin. We conducted a randomized controlled experiment with 64 secondary school students to evaluate the effectiveness of PhysicsHap in a coupled oscillators system experiment. The results demonstrate that, compared to a non-haptic gesture-based interaction, the PhysicsHap proxies significantly enhanced students' acquisition of experimental physics knowledge and comprehensive abilities, increased their learning motivation, and optimized their cognitive load by reducing extraneous and increasing germane cognitive load. We open-source PhysicsHap to the community at https://github.com/lyh-12/PhysicsHap.
Hailin Ji, Xiaoyan Hu 0012, Hongwen Zhang 0001
IEEE Trans. Vis. Comput. Graph.6
2025 ManiVideo: Generating Hand-Object Manipulation Video with Dexterous and Generalizable Grasping
abstract
In this paper, we introduce ManiVideo, a novel method for generating consistent and temporally coherent bimanual hand-object manipulation videos from given motion sequences of hands and objects. The core idea of ManiVideo is the construction of a multi-layer occlusion (MLO) representation that learns 3D occlusion relationships from occlusion-free normal maps and occlusion confidence maps. By embedding the MLO structure into the UNet in two forms, the model enhances the 3D consistency of dexterous hand-object manipulation. To further achieve the generalizable grasping of objects, we integrate Objaverse, a large-scale 3D object dataset, to address the scarcity of video data, thereby facilitating the learning of extensive object consistency. Additionally, we propose an innovative training strategy that effectively integrates multiple datasets, supporting downstream tasks such as human-centric hand-object manipulation video generation. Through extensive experiments, we demonstrate that our approach not only achieves video generation with plausible hand-object interaction and generalizable objects, but also outperforms existing SOTA methods. Project: https://carlyx.github.io/manivideo/
Youxin Pang, Ruizhi Shao, Jiajun Zhang 0012, Hanzhang Tu, Yun Liu 0018, Boyao Zhou, Hongwen Zhang 0001, Yebin Liu
CVPR7
2025 HADES: Human Avatar with Dynamic Explicit Hair Strands
Zhanfeng Liao, Hanzhang Tu, Hongwen Zhang 0001, Boyao Zhou, Yebin Liu
ICCV4
2025 EDMG: Towards Efficient Long Dance Motion Generation with Fundamental Movements from Dance Genres
abstract
Dance is an important art form in human culture, but creating new dances can be both challenging and time-consuming. In this paper, we propose a novel dance choreography framework, EDMG, designed to efficiently generate creative and long-lasting dance sequences conditioning on music and dance descriptions. In the first stage, we propose a flexible dance diffusion method, combined with dance genre description and descriptions of fundamental movements to generate the dance sequences. To achieve high computational efficiency and inference speed, EDMG designs a lightweight denoising module by using selective parallel scanning algorithm from Mamba2. This Parallel Mamba Denoiser reduces significantly the number of parameters and accelerates remarkably both the learning and inference processes. In the second stage, by designing a smoothing module with a long receptive field, we mitigate joint error accumulation that causes jittering movements and foot sliding, thereby enhancing the fluency and visual appeal of the dance movements. Furthermore, we extend the AIST++ dataset by adding detailed descriptions of dance genres and fundamental movements, using the Large Language Model (LLM). These descriptions further improve the choreography generation. EDMG is validated through extensive experiments, demonstrating that our method can both effectively and efficiently generate long-term dances suitable for various dance genres. Project URL: https://github.com/neymar277/EDMG.
Yunlian Sun, Hongwen Zhang 0001, Jinhui Tang 0001
ACM Multimedia3
2025 SViMo: Synchronized Diffusion for Video and Motion Generation in Hand-object Interaction Scenarios
abstract
Hand-Object Interaction (HOI) generation has significant application potential. However, current 3D HOI motion generation approaches heavily rely on predefined 3D object models and lab-captured motion data, limiting generalization capabilities. Meanwhile, HOI video generation methods prioritize pixel-level visual fidelity, often sacrificing physical plausibility. Recognizing that visual appearance and motion patterns share fundamental physical laws in the real world, we propose a novel framework that combines visual priors and dynamic constraints within a synchronized diffusion process to generate the HOI video and motion simultaneously. To integrate the heterogeneous semantics, appearance, and motion features, our method implements tri-modal adaptive modulation for feature aligning, coupled with 3D full-attention for modeling inter- and intra-modal dependencies. Furthermore, we introduce a vision-aware 3D interaction diffusion model that generates explicit 3D interaction sequences directly from the synchronized diffusion outputs, then feeds them back to establish a closed-loop feedback cycle. This architecture eliminates dependencies on predefined object models or explicit pose guidance while significantly enhancing video-motion consistency. Experimental results demonstrate our method's superiority over state-of-the-art approaches in generating high-fidelity, dynamically plausible HOI sequences, with notable generalization capabilities in unseen real-world scenarios. Project page at [https://droliven.github.io/SViMo_project](https://droliven.github.io/SViMo_project).
Lingwei Dang, Ruizhi Shao, Hongwen Zhang 0001, Wei Min, Yebin Liu, Qingyao Wu
NeurIPS3
2025 Ins-HOI: Instance Aware Human-Object Interactions Recovery
abstract
Accurately modeling detailed interactions between human/hand and object is an appealing yet challenging task. Current multi-view capture systems are only capable of reconstructing multiple subjects into a single, unified mesh, which fails to model the states of each instance individually during interactions. To address this, previous methods use template-based representations to track human/hand and object. However, the quality of the reconstructions is limited by the descriptive capabilities of the templates so these methods inherently struggle with geometric details, pressing deformations and invisible contact surfaces. In this work, we propose an end-to-end Instance-aware Human-Object Interactions recovery (Ins-HOI) framework by introducing an instance-level occupancy field representation. However, the real-captured data is presented as a holistic mesh, unable to provide instance-level supervision. To address this, we further propose a complementary training strategy that leverages synthetic data to introduce instance-level shape priors, enabling the disentanglement of occupancy fields for different instances. Specifically, synthetic data, created by randomly combining individual scans of humans/hands and objects, guides the network to learn a coarse prior of instances. Meanwhile, real-captured data helps in learning the overall geometry and restricting interpenetration in contact areas. As demonstrated in experiments, our method Ins-HOI supports instance-level reconstruction and provides reasonable and realistic invisible contact surfaces even in cases of extremely close interaction. To facilitate research on this task, we collect a large-scale, high-fidelity 3D scan dataset, including 5.2 k high-quality scans with real-world human-chair and hand-object interactions. The code and data will be public for research purposes.
Jiajun Zhang 0012, Yuxiang Zhang 0006, Hongwen Zhang 0001, Xiao Zhou 0019, Boyao Zhou, Ruizhi Shao, Zonghai Hu, Yebin Liu
IEEE Trans. Pattern Anal. Mach. Intell.3
2025 HFM-GS: Half-Face Mapping 3DGS Avatar Based Real-Time HMD Removal
abstract
In extended reality (XR) applications, enhancing user perception often necessitates head-mounted display (HMD) removal. However, existing methods suffer from low time performance and suboptimal reconstruction quality. In this paper, we propose a half face mapping 3D Gaussian splatting avatar based HMD removal method (HFM-GS), which can perform real-time and high-fidelity online restoration of the complete face in HMD-occluded videos for XR applications after a short un-occluded face registration. We establish a mapping field between the upper and lower face Gaussians to enhance the adaptability to deformation. Then, we introduce correlation weight-based sampling to improve time performance and handle variations in the number of Gaussians. At last, we ensure model robustness through Gaussian Segregation Strategy. Compared to two state-of-the-art methods, our method achieves better quality and time performance. The results of the user study show that fidelity is significantly improved with our method.
Kangyu Wang, Jian Wu 0033, Runze Fan, Hongwen Zhang 0001, Sio Kei Im, Lili Wang 0006
IEEE Trans. Vis. Comput. Graph.4
2024 Learning Explicit Contact for Implicit Reconstruction of Hand-Held Objects from Monocular Images
abstract
Reconstructing hand-held objects from monocular RGB images is an appealing yet challenging task. In this task, contacts between hands and objects provide important cues for recovering the 3D geometry of the hand-held objects. Though recent works have employed implicit functions to achieve impressive progress, they ignore formulating contacts in their frameworks, which results in producing less realistic object meshes. In this work, we explore how to model contacts in an explicit way to benefit the implicit reconstruction of hand-held objects. Our method consists of two components: explicit contact prediction and implicit shape reconstruction. In the first part, we propose a new subtask of directly estimating 3D hand-object contacts from a single image. The part-level and vertex-level graph-based transformers are cascaded and jointly learned in a coarse-to-fine manner for more accurate contact probabilities. In the second part, we introduce a novel method to diffuse estimated contact states from the hand mesh surface to nearby 3D space and leverage diffused contact probabilities to construct the implicit neural representation for the manipulated object. Benefiting from estimating the interaction patterns between the hand and the object, our method can reconstruct more realistic object meshes, especially for object parts that are in contact with hands. Extensive experiments on challenging benchmarks show that the proposed method outperforms the current state of the arts by a great margin. Our code is publicly available at https://junxinghu.github.io/projects/hoi.html.
Junxing Hu, Hongwen Zhang 0001, Zerui Chen, Mengcheng Li, Yunlong Wang 0003, Yebin Liu, Zhenan Sun
AAAI2
2024 ProxyCap: Real-Time Monocular Full-Body Capture in World Space via Human-Centric Proxy-to-Motion Learning
abstract
Learning-based approaches to monocular motion capture have recently shown promising results by learning to regress in a data-driven manner. However, due to the challenges in data collection and network designs, it remains challenging to achieve real-time full-body capture while being accurate in world space. In this work, we introduce ProxyCap, a human-centric proxy-to-motion learning scheme to learn world-space motions from a proxy dataset of 2D skeleton sequences and 3D rotational motions. Such proxy data enables us to build a learning-based network with accurate world-space supervision while also mitigating the generalization issues. For more accurate and physically plausible predictions in world space, our network is designed to learn human motions from a human-centric perspective, which enables the understanding of the same motion captured with different camera trajectories. Moreover, a contact-aware neural motion descent module is proposed to improve foot-ground contact and motion misalignment with the proxy observations. With the proposed learning-based solution, we demonstrate the first real-time monocular full-body capture system with plausible foot-ground contact in world space even using hand-held cameras.
Yuxiang Zhang 0006, Hongwen Zhang 0001, Liangxiao Hu, Jiajun Zhang 0012, Hongwei Yi, Shengping Zhang, Yebin Liu
CVPR2
2024 GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians
abstract
We present GaussianAvatar, an efficient approach to cre-ating realistic human avatars with dynamic 3D appear-ances from a single video. We start by introducing animat-able 3D Gaussians to explicitly represent humans in var-ious poses and clothing styles. Such an explicit and ani-matable representation can fuse 3D appearances more effi-ciently and consistently from 2D observations. Our repre-sentation is further augmented with dynamic properties to support pose-dependent appearance modeling, where a dy-namic appearance network along with an optimizable feature tensor is designed to learn the motion-to-appearance mapping. Moreover, by leveraging the differentiable motion condition, our method enables a joint optimization of motions and appearances during avatar modeling, which helps to tackle the long-standing issue of inaccurate motion esti-mation in monocular settings. The efficacy of GaussianA-vatar is validated on both the public dataset and our col-lected dataset, demonstrating its superior performances in terms of appearance quality and rendering efficiency. The code and dataset are available at https://github.com/aipixel/GaussianAvatar.
Liangxiao Hu, Hongwen Zhang 0001, Yuxiang Zhang 0006, Boyao Zhou, Boning Liu 0001, Shengping Zhang, Liqiang Nie
CVPR2
2024 HumanNorm: Learning Normal Diffusion Model for High-quality and Realistic 3D Human Generation
abstract
Recent text-to-3D methods employing diffusion models have made significant advancements in 3D human generation. However, these approaches face challenges due to the limitations of text-to-image diffusion models, which lack an understanding of 3D structures. Consequently, these methods struggle to achieve high-quality human generation, resulting in smooth geometry and cartoon-like appearances. In this paper, we propose HumanNorm, a novel approach for high-quality and realistic 3D human generation. The main idea is to enhance the model's 2D perception of 3D geometry by learning a normal-adapted diffusion model and a normal-aligned diffusion model. The normal-adapted diffusion model can generate high-fidelity normal maps corresponding to user prompts with view-dependent and body-aware text. The normal-aligned diffusion model learns to generate color images aligned with the normal maps, thereby transforming physical geometry details into realistic appearance. Leveraging the proposed normal diffusion model, we devise a progressive geometry generation strategy and a multi-step Score Distillation Sampling (SDS) loss to enhance the performance of 3D human generation. Comprehensive experiments substantiate HumanNorm's ability to generate 3D humans with intricate geometry and realistic appearances. HumanNorm outperforms existing text-to-3D methods in both geometry and texture quality. The project page of HumanNorm is https://humannorm.github.io/.
Xin Huang 0021, Ruizhi Shao, Qi Zhang 0029, Hongwen Zhang 0001, Yebin Liu, Qing Wang 0006
CVPR4
2024 HHMR: Holistic Hand Mesh Recovery by Enhancing the Multimodal Controllability of Graph Diffusion Models
abstract
Recent years have witnessed a trend of the deep integration of the generation and reconstruction paradigms. In this paper, we extend the ability of controllable generative models for a more comprehensive hand mesh recovery task: di-rect hand mesh generation, inpainting, reconstruction, and fitting in a single framework, which we name as Holistic Hand Mesh Recovery (HHMR). Our key observation is that different kinds of hand mesh recovery tasks can be achieved by a single generative model with strong multimodal con-trollability, and in such a framework, realizing different tasks only requires giving different signals as conditions. To achieve this goal, we propose an all-in-one diffusion frame-work based on graph convolution and attention mechanisms for holistic hand mesh recovery. In order to achieve strong control generation capability while ensuring the decoupling of multimodal control signals, we map different modalities to a shared feature space and apply cross-scale random masking in both modality and feature levels. In this way, the correlation between different modalities can be fully exploited during the learning of hand priors. Furthermore, we propose Condition-aligned Gradient Guidance to enhance the alignment of the generated model with the control sig-nals, which significantly improves the accuracy of the hand mesh reconstruction and fitting. Experiments show that our novel framework can realize multiple hand mesh recovery tasks simultaneously and outperform the existing methods in different tasks, which provides more possibilities for sub-sequent downstream applications including gesture recognition, pose generation, mesh editing, and so on.
Mengcheng Li, Hongwen Zhang 0001, Yuxiang Zhang 0006, Ruizhi Shao, Tao Yu 0007, Yebin Liu
CVPR2
2024 Lodge: A Coarse to Fine Diffusion Network for Long Dance Generation Guided by the Characteristic Dance Primitives
abstract
We propose Lodge, a network capable of generating extremely long dance sequences conditioned on given music. We design Lodge as a two-stage coarse to fine diffusion architecture, and propose the characteristic dance primitives that possess significant expressiveness as intermediate representations between two diffusion models. The first stage is global diffusion, which focuses on comprehending the coarse-level music-dance correlation and production characteristic dance primitives. In contrast, the second-stage is the local diffusion, which parallelly generates detailed motion sequences under the guidance of the dance primitives and choreographic rules. In addition, we propose a Foot Refine Block to optimize the contact between the feet and the ground, enhancing the physical realism of the motion. Our approach can parallelly generate dance sequences of extremely long length, striking a balance between global choreographic patterns and local motion quality and expressiveness. Extensive experiments validate the efficacy of our method. Code, models, and demonstrative video results are available at: https://li-ronghui.github.io/lodge
Ronghui Li, Yuxiang Zhang 0006, Yachao Zhang 0001, Hongwen Zhang 0001, Yan Zhang 0002, Yebin Liu, Xiu Li 0001
CVPR4
2024 Control4D: Efficient 4D Portrait Editing With Text
abstract
We introduce Control4D, an innovative framework for editing dynamic 4D portraits using text instructions. Our method addresses the prevalent challenges in 4D editing, notably the inefficiencies of existing 4D representations and the inconsistent editing effect caused by diffusion-based editors. We first propose GaussianPlanes, a novel 4D representation that makes Gaussian Splatting more structured by applying plane-based decomposition in 3D space and time. This enhances both efficiency and robustness in 4D editing. Furthermore, we propose to leverage a 4D generator to learn a more continuous generation space from inconsistent edited images produced by the diffusion-based editor, which effectively improves the consistency and quality of 4D editing. Comprehensive evaluation demonstrates the superiority of Control4D, including significantly reduced training time, high-quality rendering, and spatial-temporal consistency in 4D portrait editing. The link to our project website is: https://control4darxiv.github.io/
Ruizhi Shao, Jingxiang Sun, Zerong Zheng, Boyao Zhou, Hongwen Zhang 0001, Yebin Liu
CVPR6
2024 Gaussian Head Avatar: Ultra High-Fidelity Head Avatar via Dynamic Gaussians
abstract
Creating high-fidelity 3D head avatars has always been a research hotspot, but there remains a great challenge under lightweight sparse view setups. In this paper, we propose Gaussian Head Avatar represented by controllable 3D Gaussians for high-fidelity head avatar modeling. We optimize the neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. Experiments show our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions. Project page: https://yuelangx.github.io/gaussianheadavatar.
Yuelang Xu, Bengwang Chen, Zhe Li 0027, Hongwen Zhang 0001, Lizhen Wang 0002, Zerong Zheng, Yebin Liu
CVPR4
2024 FG-MDM: Towards Zero-Shot Human Motion Generation via ChatGPT-Refined Descriptions
Chuanchen Luo, Junran Peng, Hongwen Zhang 0001, Yunlian Sun
ICPR (28)5
2024 Personalized Graph Generation for Monocular 3D Human Pose and Shape Estimation
abstract
3D human pose and shape estimation from a single RGB image is an appealing yet challenging task. Due to the graph-like nature of human parametric models, a growing number of graph neural network-based approaches have been proposed and achieved promising results. However, existing methods build graphs for different instances based on the same template SMPL mesh, neglecting the geometric perception of individual properties. In this work, we propose an end-to-end method named Personalized Graph Generation (PGG) to construct the geometry-aware graph from an intermediate predicted human mesh. Specifically, a convolutional module initially regresses a coarse SMPL mesh tailored for each sample. Guided by the 3D structure of this personalized mesh, PGG extracts the local features from the 2D feature map. Then, these geometry-aware features are integrated with the specific coarse SMPL parameters as vertex features. Furthermore, a body-oriented adjacency matrix is adaptively generated according to the coarse mesh. It considers individual full-body relations between vertices, enhancing the perception of body geometry. Finally, a graph attentional module is utilized to predict the residuals to get the final results. Quantitative experiments across four benchmarks and qualitative comparisons on more datasets show that the proposed method outperforms state-of-the-art approaches for 3D human pose and shape estimation.
Junxing Hu, Hongwen Zhang 0001, Yunlong Wang 0003, Zhenan Sun
IEEE Trans. Circuits Syst. Video Technol.2
2024 STAF: 3D Human Mesh Recovery From Video With Spatio-Temporal Alignment Fusion
abstract
The recovery of 3D human mesh from monocular images has significantly been developed in recent years. However, existing models usually ignore spatial and temporal information, which might lead to mesh and image misalignment and temporal discontinuity. For this reason, we propose a novel Spatio-Temporal Alignment Fusion (STAF) model. As a video-based model, it leverages coherence clues from human motion by an attention-based Temporal Coherence Fusion Module (TCFM). As for spatial mesh-alignment evidence, we extract fine-grained local information through predicted mesh projection on the feature maps. Based on the spatial features, we further introduce a multi-stage adjacent Spatial Alignment Fusion Module (SAFM) to enhance the feature representation of the target frame. In addition to the above, we propose an Average Pooling Module (APM) to allow the model to focus on the entire input sequence rather than just the target frame. This method can remarkably improve the smoothness of recovery results from video. Extensive experiments on 3DPW, MPII3D, and H36M demonstrate the superiority of STAF. We achieve a state-of-the-art trade-off between precision and smoothness. Our code and more video results are on the project pagehttps://yw0208.github.io/staf/.
Hongwen Zhang 0001, Yunlian Sun, Jinhui Tang 0001
IEEE Trans. Circuits Syst. Video Technol.2
2024 HAvatar: High-fidelity Head Avatar via Facial Model Conditioned Neural Radiance Field
abstract
The problem of modeling an animatable 3D human head avatar under lightweight setups is of significant importance but has not been well solved. Existing 3D representations either perform well in the realism of portrait images synthesis or the accuracy of expression control, but not both. To address the problem, we introduce a novel hybrid explicit-implicit 3D representation, Facial Model Conditioned Neural Radiance Field, which integrates the expressiveness of NeRF and the prior information from the parametric template. At the core of our representation, a synthetic-renderings-based condition method is proposed to fuse the prior information from the parametric model into the implicit field without constraining its topological flexibility. Besides, based on the hybrid representation, we properly overcome the inconsistent shape issue presented in existing methods and improve the animation stability. Moreover, by adopting an overall GAN-based architecture using an image-to-image translation network, we achieve high-resolution, realistic and view-consistent synthesis of dynamic head appearance. Experiments demonstrate that our method can achieve state-of-the-art performance for 3D head avatar animation compared with previous methods.
Xiaochen Zhao, Lizhen Wang 0002, Jingxiang Sun, Hongwen Zhang 0001, Jin-Li Suo, Yebin Liu
ACM Trans. Graph.4
2023 Delving Deep into Pixel Alignment Feature for Accurate Multi-View Human Mesh Recovery
abstract
Regression-based methods have shown high efficiency and effectiveness for multi-view human mesh recovery. The key components of a typical regressor lie in the feature extraction of input views and the fusion of multi-view features. In this paper, we present Pixel-aligned Feedback Fusion (PaFF) for accurate yet efficient human mesh recovery from multi-view images. PaFF is an iterative regression framework that performs feature extraction and fusion alternately. At each iteration, PaFF extracts pixel-aligned feedback features from each input view according to the reprojection of the current estimation and fuses them together with respect to each vertex of the downsampled mesh. In this way, our regressor can not only perceive the misalignment status of each view from the feedback features but also correct the mesh parameters more effectively based on the feature fusion on mesh vertices. Additionally, our regressor disentangles the global orientation and translation of the body mesh from the estimation of mesh parameters such that the camera parameters of input views can be better utilized in the regression process. The efficacy of our method is validated in the Human3.6M dataset via comprehensive ablation experiments, where PaFF achieves 33.02 MPJPE and brings significant improvements over the previous best solutions by more than 29%. The project page with code and video results can be found at https://kairobo.github.io/PaFF/.
Hongwen Zhang 0001, Liang An 0001, Yebin Liu
AAAI2
2023 CloSET: Modeling Clothed Humans on Continuous Surface with Explicit Template Decomposition
abstract
Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned implicit template, which have limitations in capturing details or hinder end-to-end learning. In this paper, we revisit point-based solutions and propose to decompose explicit garment-related templates and then add pose-dependent wrinkles to them. In this way, the clothing deformations are disentangled such that the pose-dependent wrinkles can be better learned and applied to unseen poses. Additionally, to tackle the seam artifact issues in recent state-of-the-art point-based methods, we propose to learn point features on a body surface, which establishes a continuous and compact feature space to capture the fine-grained and pose-dependent clothing geometry. To facilitate the research in this field, we also introduce a high-quality scan dataset of humans in real-world clothing. Our approach is validated on two existing datasets and our newly introduced dataset, showing better clothing deformation results in unseen poses. The project page with code and dataset can be found at https://www.liuyebin.com/closet.
Hongwen Zhang 0001, Siyou Lin, Ruizhi Shao, Yuxiang Zhang 0006, Zerong Zheng, Han Huang 0005, Yandong Guo, Yebin Liu
CVPR1
2023 Tensor4D: Efficient Neural 4D Decomposition for High-Fidelity Dynamic Reconstruction and Rendering
abstract
We present Tensor4D, an efficient yet effective approach to dynamic scene modeling. The key of our solution is an efficient 4D tensor decomposition method so that the dynamic scene can be directly represented as a 4D spatio-temporal tensor. To tackle the accompanying memory issue, we decompose the 4D tensor hierarchically by projecting it first into three time-aware volumes and then nine compact feature planes. In this way, spatial information over time can be simultaneously captured in a compact and memory-efficient manner. When applying Tensor4D for dynamic scene reconstruction and rendering, we further factorize the 4D fields to different scales in the sense that structural motions and dynamic detailed changes can be learned from coarse to fine. The effectiveness of our method is validated on both synthetic and real-world scenes. Extensive experiments show that our method is able to achieve high-quality dynamic reconstruction and rendering from sparse-view camera rigs or even a monocular camera. The code and dataset will be released at https://github.com/DSaurus/Tensor4D.
Ruizhi Shao, Zerong Zheng, Hanzhang Tu, Boning Liu 0001, Hongwen Zhang 0001, Yebin Liu
CVPR5
2023 Next3D: Generative Neural Texture Rasterization for 3D-Aware Head Avatars
abstract
3D-aware generative adversarial networks (GANs) synthesize high-fidelity and multi-view-consistent facial images using only collections of single-view 2D imagery. Towards fine-grained control over facial attributes, recent efforts incorporate 3D Morphable Face Model (3DMM) to describe deformation in generative radiance fields either explicitly or implicitly. Explicit methods provide fine-grained expression control but cannot handle topological changes caused by hair and accessories, while implicit ones can model varied topologies but have limited generalization caused by the unconstrained deformation fields. We propose a novel 3D GAN framework for unsupervised learning of generative, high-quality and 3D-consistent facial avatars from unstructured 2D images. To achieve both deformation accuracy and topological flexibility, we propose a 3D representation called Generative Texture-Rasterized Tri-planes. The proposed representation learns Generative Neural Textures on top of parametric mesh templates and then projects them into three orthogonal-viewed feature planes through rasterization, forming a tri-plane feature representation for volume rendering. In this way, we combine both fine-grained expression control of mesh-guided explicit deformation and the flexibility of implicit volumetric representation. We further propose specific modules for modeling mouth interior which is not taken into account by 3DMM. Our method demonstrates state-of-the-art 3D-aware synthesis quality and animation ability through extensive experiments. Furthermore, serving as 3D prior, our animatable 3D representation boosts multiple applications including one-shot facial avatars and 3D-aware stylization. Project page: https://mrtornado24.github.io/Next3D/. Code: https://github.com/MrTornado24/Next3D.
Jingxiang Sun, Xuan Wang 0009, Lizhen Wang 0002, Xiaoyu Li 0002, Yong Zhang 0034, Hongwen Zhang 0001, Yebin Liu
CVPR6
2023 Leveraging Intrinsic Properties for Non-Rigid Garment Alignment
abstract
We address the problem of aligning real-world 3D data of garments, which benefits many applications such as texture learning, physical parameter estimation, generative modeling of garments, etc. Existing extrinsic methods typically perform non-rigid iterative closest point and struggle to align details due to incorrect closest matches and rigidity constraints. While intrinsic methods based on functional maps can produce high-quality correspondences, they work under isometric assumptions and become unreliable for garment deformations which are highly non-isometric. To achieve wrinkle-level as well as texture-level alignment, we present a novel coarse-to-fine two-stage method that leverages intrinsic manifold properties with two neural deformation fields, in the 3D space and the intrinsic space, respectively. The coarse stage performs a 3D fitting, where we leverage intrinsic manifold properties to define a manifold deformation field. The coarse fitting then induces a functional map that produces an alignment of intrinsic embeddings. We further refine the intrinsic alignment with a second neural deformation field for higher accuracy. We evaluate our method with our captured garment dataset, GarmCap. The method achieves accurate wrinkle-level and texture-level alignment and works for difficult garment types such as long coats. Our project page is https://jsnln.github.io/iccv2023intrinsic/index.html.
Siyou Lin, Boyao Zhou, Zerong Zheng, Hongwen Zhang 0001, Yebin Liu
ICCV4
2023 CaPhy: Capturing Physical Properties for Animatable Human Avatars
abstract
We present CaPhy, a novel method for reconstructing animatable human avatars with realistic dynamic properties for clothing. Specifically, we aim for capturing the geometric and physical properties of the clothing from real observations. This allows us to apply novel poses to the human avatar with physically correct deformations and wrinkles of the clothing. To this end, we combine unsupervised training with physics-based losses and 3D-supervised training using scanned data to reconstruct a dynamic model of clothing that is physically realistic and conforms to the human scans. We also optimize the physical parameters of the underlying physical model from the scans by introducing gradient constraints of the physics-based losses. In contrast to previous work on 3D avatar reconstruction, our method is able to generalize to novel poses with realistic dynamic cloth deformations. Experiments on several subjects demonstrate that our method can estimate the physical properties of the garments, resulting in superior quantitative and qualitative results compared with previous methods.
Zhaoqi Su, Liangxiao Hu, Siyou Lin, Hongwen Zhang 0001, Shengping Zhang, Justus Thies, Yebin Liu
ICCV4
2023 Narrator: Towards Natural Control of Human-Scene Interaction Generation via Relationship Reasoning
abstract
Naturally controllable human-scene interaction (HSI) generation has an important role in various fields, such as VR/AR content creation and human-centered AI. However, existing methods are unnatural and unintuitive in their controllability, which heavily limits their application in practice. Therefore, we focus on a challenging task of naturally and controllably generating realistic and diverse HSIs from textual descriptions. From human cognition, the ideal generative model should correctly reason about spatial relationships and interactive actions. To that end, we propose Narrator, a novel relationship reasoning-based generative approach using a conditional variation autoencoder for naturally controllable generation given a 3D scene and a textual description. Also, we model global and local spatial relationships in a 3D scene and a textual description respectively based on the scene graph, and introduce a part-level action mechanism to represent interactions as atomic body part states. In particular, benefiting from our relationship reasoning, we further propose a simple yet effective multi-human generation strategy, which is the first exploration for controllable multi-human scene interaction generation. Our extensive experiments and perceptual studies show that Narrator can controllably generate diverse interactions and significantly outperform existing works.
Haibiao Xuan, Xiongzheng Li, Hongwen Zhang 0001, Yebin Liu, Kun Li 0001
ICCV4
2023 Recovering 3D Human Mesh From Monocular Images: A Survey
abstract
Estimating human pose and shape from monocular images is a long-standing problem in computer vision. Since the release of statistical body models, 3D human mesh recovery has been drawing broader attention. With the same goal of obtaining well-aligned and physically plausible mesh results, two paradigms have been developed to overcome challenges in the 2D-to-3D lifting process: i) an optimization-based paradigm, where different data terms and regularization terms are exploited as optimization objectives; and ii) a regression-based paradigm, where deep learning techniques are embraced to solve the problem in an end-to-end fashion. Meanwhile, continuous efforts are devoted to improving the quality of 3D mesh labels for a wide range of datasets. Though remarkable progress has been achieved in the past decade, the task is still challenging due to flexible body motions, diverse appearances, complex environments, and insufficient in-the-wild annotations. To the best of our knowledge, this is the first survey that focuses on the task of monocular 3D human mesh recovery. We start with the introduction of body models and then elaborate recovery frameworks and training objectives by providing in-depth analyses of their strengths and weaknesses. We also summarize datasets, evaluation metrics, and benchmark results. Open issues and future directions are discussed in the end, hoping to motivate researchers and facilitate their research in this area.
Yating Tian, Hongwen Zhang 0001, Yebin Liu, Limin Wang 0002
IEEE Trans. Pattern Anal. Mach. Intell.2
2023 PyMAF-X: Towards Well-Aligned Full-Body Model Regression From Monocular Images
abstract
We present PyMAF-X, a regression-based approach to recovering a parametric full-body model from a single image. This task is very challenging since minor parametric deviation may lead to noticeable misalignment between the estimated mesh and the input image. Moreover, when integrating part-specific estimations into the full-body model, existing solutions tend to either degrade the alignment or produce unnatural wrist poses. To address these issues, we propose a Pyramidal Mesh Alignment Feedback (PyMAF) loop in our regression network for well-aligned human mesh recovery and extend it as PyMAF-X for the recovery of expressive full-body models. The core idea of PyMAF is to leverage a feature pyramid and rectify the predicted parameters explicitly based on the mesh-image alignment status. Specifically, given the currently predicted parameters, mesh-aligned evidence will be extracted from finer-resolution features accordingly and fed back for parameter rectification. To enhance the alignment perception, an auxiliary dense supervision is employed to provide mesh-image correspondence guidance while spatial alignment attention is introduced to enable the awareness of the global contexts for our network. When extending PyMAF for full-body mesh recovery, an adaptive integration strategy is proposed in PyMAF-X to produce natural wrist poses while maintaining the well-aligned performance of the part-specific estimations. The efficacy of our approach is validated on several benchmark datasets for body, hand, face, and full-body mesh recovery, where PyMAF and PyMAF-X effectively improve the mesh-image alignment and achieve new The project page with code and video results can be found at https://www.liuyebin.com/pymaf-x.
Hongwen Zhang 0001, Yating Tian, Yuxiang Zhang 0006, Mengcheng Li, Liang An 0001, Zhenan Sun, Yebin Liu
IEEE Trans. Pattern Anal. Mach. Intell.1
2023 AvatarReX: Real-time Expressive Full-body Avatars
abstract
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and rendering. To this end, we propose a compositional avatar representation, where the body, hands and the face are separately modeled in a way that the structural prior from parametric mesh templates is properly utilized without compromising representation flexibility. Furthermore, we disentangle the geometry and appearance for each part. With these technical designs, we propose a dedicated deferred rendering pipeline, which can be executed at a real-time framerate to synthesize high-quality free-view images. The disentanglement of geometry and appearance also allows us to design a two-pass training strategy that combines volume rendering and surface rendering for network training. In this way, patch-level supervision can be applied to force the network to learn sharp appearance details on the basis of geometry estimation. Overall, our method enables automatic construction of expressive full-body avatars with real-time rendering capability, and can generate photo-realistic images with dynamic details for novel body motions and facial expressions.
Zerong Zheng, Xiaochen Zhao, Hongwen Zhang 0001, Boning Liu 0001, Yebin Liu
ACM Trans. Graph.3
2022 Interacting Attention Graph for Single Image Two-Hand Reconstruction
abstract
Graph convolutional network (GCN) has achieved great success in single hand reconstruction task, while interacting two-hand reconstruction by GCN remains unexplored. In this paper, we present Interacting Attention Graph Hand (IntagHand), the first graph convolution based network that reconstructs two interacting hands from a single RGB image. To solve occlusion and interaction challenges of two-hand reconstruction, we introduce two novel attention based modules in each upsampling step of the original GCN. The first module is the pyramid image feature attention (PIFA) module, which utilizes multiresolution features to implicitly obtain vertex-to-image alignment. The second module is the cross hand attention (CHA) module that encodes the coherence of interacting hands by building dense cross-attention between two hand vertices. As a result, our model outperforms all existing two-hand re-construction methods by a large margin on InterHand2.6M benchmark. Moreover, ablation studies verify the effectiveness of both PIFA and CHA modules for improving the reconstruction accuracy. Results on in-the-wild images and live video streams further demonstrate the generalization ability of our network. Our code is available at https://github.com/Dw1010/IntagHand.
Mengcheng Li, Liang An 0001, Hongwen Zhang 0001, Lianpeng Wu, Feng Chen 0007, Tao Yu 0007, Yebin Liu
CVPR3
2022 DoubleField: Bridging the Neural Surface and Radiance Fields for High-fidelity Human Reconstruction and Rendering
abstract
We introduce DoubleField, a novel framework combining the merits of both surface field and radiance field for high-fidelity human reconstruction and rendering. Within DoubleField, the surface field and radiance field are associated together by a shared feature embedding and a surface-guided sampling strategy. Moreover, a view-to-view transformer is introduced to fuse multi-view features and learn view-dependent features directly from high-resolution inputs. With the modeling power of DoubleField and the view-to-view transformer, our method significantly improves the reconstruction quality of both geometry and appearance, while supporting direct inference, scene-specific high-resolution finetuning, and fast rendering. The efficacy of DoubleField is validated by the quantitative evaluations on several datasets and the qualitative results in a real-world sparse multi-view system, showing its superior capability for high-quality human model reconstruction and photo-realistic free-viewpoint human rendering. Data and source code will be made public for the research purpose.
Ruizhi Shao, Hongwen Zhang 0001, He Zhang 0015, Mingjia Chen, Yan-Pei Cao 0001, Tao Yu 0007, Yebin Liu
CVPR2
2022 Structured Local Radiance Fields for Human Avatar Modeling
abstract
It is extremely challenging to create an animatable clothed human avatar from RGB videos, especially for loose clothes due to the difficulties in motion modeling. To address this problem, we introduce a novel representation on the basis of recent neural scene rendering techniques. The core of our representation is a set of structured local radiance fields, which are anchored to the pre-defined nodes sampled on a statistical human body template. These local radiance fields not only leverage the flexibility of implicit representation in shape and appearance modeling, but also factorize cloth deformations into skeleton motions, node residual translations and the dynamic detail variations inside each individual radiance field. To learn our representation from RGB data and facilitate pose generalization, we propose to learn the node translations and the detail variations in a conditional generative latent space. Overall, our method enables automatic construction of animatable human avatars for various types of clothes without the need for scanning subject-specific templates, and can generate realistic images with dynamic details for novel poses. Experiment show that our method outperforms state-of-the-art methods both qualitatively and quantitatively.
Zerong Zheng, Han Huang 0005, Tao Yu 0007, Hongwen Zhang 0001, Yandong Guo, Yebin Liu
CVPR4
2022 AvatarCap: Animatable Avatar Conditioned Monocular Human Volumetric Capture
Zhe Li 0027, Zerong Zheng, Hongwen Zhang 0001, Chaonan Ji, Yebin Liu
ECCV (1)3
2022 Learning Implicit Templates for Point-Based Clothed Human Modeling
Siyou Lin, Hongwen Zhang 0001, Zerong Zheng, Ruizhi Shao, Yebin Liu
ECCV (3)2
2022 DiffuStereo: High Quality Human Reconstruction via Diffusion-Based Stereo Using Sparse Cameras
Ruizhi Shao, Zerong Zheng, Hongwen Zhang 0001, Jingxiang Sun, Yebin Liu
ECCV (32)3
2022 FloRen: Real-time High-quality Human Performance Rendering via Appearance Flow Using Sparse RGB Cameras
abstract
We propose FloRen, a novel system for real-time, high-resolution free-view human synthesis. Our system runs at 15fps in 1K resolution with very sparse RGB cameras. In FloRen, a coarse-level implicit geometry is recovered at first as initialization, and then processed by a neural rendering framework based on appearance flow. Our appearance flow-based rendering framework consists of three steps, namely view-dependent depth refinement, appearance flow estimation and occlusion-aware color rendering. In this way, we resolve the view synthesis problem in the image plane, where 2D convolutional neural networks can be efficiently applied, contributing to high speed performance. For robust appearance flow estimation, we explicitly combine data-driven human prior knowledge with multiview geometric constraints. The accurate appearance flow enables precise color mapping from input view to novel view, which greatly facilitates high-resolution novel view generation. We demonstrate that our system achieves state-of-the-art performance and even outperforms many offline methods.
Ruizhi Shao, Liliang Chen, Zerong Zheng, Hongwen Zhang 0001, Yuxiang Zhang 0006, Han Huang 0005, Yandong Guo, Yebin Liu
SIGGRAPH Asia4
2022 Learning 3D Human Shape and Pose From Dense Body Parts
abstract
Reconstructing 3D human shape and pose from monocular images is challenging despite the promising results achieved by the most recent learning-based methods. The commonly occurred misalignment comes from the facts that the mapping from images to the model space is highly non-linear and the rotation-based pose representation of the body model is prone to result in the drift of joint positions. In this work, we investigate learning 3D human shape and pose from dense correspondences of body parts and propose a Decompose-and-aggregate Network (DaNet) to address these issues. DaNet adopts the dense correspondence maps, which densely build a bridge between 2D pixels and 3D vertexes, as intermediate representations to facilitate the learning of 2D-to-3D mapping. The prediction modules of DaNet are decomposed into one global stream and multiple local streams to enable global and fine-grained perceptions for the shape and pose predictions, respectively. Messages from local streams are further aggregated to enhance the robust prediction of the rotation-based poses, where a position-aided rotation feature refinement strategy is proposed to exploit spatial relationships between body joints. Moreover, a Part-based Dropout (PartDrop) strategy is introduced to drop out dense information from intermediate representations during training, encouraging the network to focus on more complementary body parts as well as neighboring position features. The efficacy of the proposed method is validated on both indoor and real-world datasets including Human3.6M, UP3D, COCO, and 3DPW, showing that our method could significantly improve the reconstruction performance in comparison with previous state-of-the-art methods. Our code is publicly available at https://hongwenzhang.github.io/dense2mesh.
Hongwen Zhang 0001, Jie Cao 0002, Guo Lu, Wanli Ouyang, Zhenan Sun
IEEE Trans. Pattern Anal. Mach. Intell.1
2021 Evolving Search Space for Neural Architecture Search
abstract
Automation of neural architecture design has been a coveted alternative to human experts. Various search methods have been proposed aiming to find the optimal architecture in the search space. One would expect the search results to improve when the search space grows larger since it would potentially contain more performant candidates. Surprisingly, we observe that enlarging search space is unbeneficial or even detrimental to existing NAS methods such as DARTS, ProxylessNAS, and SPOS. This counterintuitive phenomenon suggests that enabling existing methods to large search space regimes is non-trivial. However, this problem is less discussed in the literature.We present a Neural Search-space Evolution (NSE) scheme, the first neural architecture search scheme designed especially for large space neural architecture search problems. The necessity of a well-designed search space with constrained size is a tacit consent in existing methods, and our NSE aims at minimizing such necessity. Specifically, the NSE starts with a search space subset, then evolves the search space by repeating two steps: 1) search an optimized space from the search space subset, 2) refill this subset from a large pool of operations that are not traversed. We further extend the flexibility of obtainable architectures by introducing a learnable multi-branch setting. With the proposed method, we achieve 77.3% top-1 retrain accuracy on ImageNet with 333M FLOPs, which yielded a state-of-the-art performance among previous auto-generated architectures that do not involve knowledge distillation or weight pruning. When the latency constraint is adopted, our result also performs better than the previous best-performing mobile models with a 77.9% Top-1 retrain accuracy. Code is available at https://github.com/orashi/NSENAS.
Yuanzheng Ci, Chen Lin 0003, Ming Sun 0008, Hongwen Zhang 0001, Wanli Ouyang
ICCV5
2021 PyMAF: 3D Human Pose and Shape Regression with Pyramidal Mesh Alignment Feedback Loop
abstract
Regression-based methods have recently shown promising results in reconstructing human meshes from monocular images. By directly mapping raw pixels to model parameters, these methods can produce parametric models in a feed-forward manner via neural networks. However, minor deviation in parameters may lead to noticeable mis-alignment between the estimated meshes and image evidences. To address this issue, we propose a Pyramidal Mesh Alignment Feedback (PyMAF) loop to leverage a feature pyramid and rectify the predicted parameters explicitly based on the mesh-image alignment status in our deep regressor. In PyMAF, given the currently predicted parameters, mesh-aligned evidences will be extracted from finer-resolution features accordingly and fed back for parameter rectification. To reduce noise and enhance the reliability of these evidences, an auxiliary pixel-wise supervision is imposed on the feature encoder, which provides mesh-image correspondence guidance for our network to preserve the most related information in spatial features. The efficacy of our approach is validated on several benchmarks, including Human3.6M, 3DPW, LSP, and COCO, where experimental results show that our approach consistently improves the mesh-image alignment of the reconstruction. The project page with code and video results can be found at https://hongwenzhang.github.io/pymaf.
Hongwen Zhang 0001, Yating Tian, Xinchi Zhou, Wanli Ouyang, Yebin Liu, Limin Wang 0002, Zhenan Sun
ICCV1
2020 Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognition
abstract
Spatial-temporal graphs have been widely used by skeleton-based action recognition algorithms to model human action dynamics. To capture robust movement patterns from these graphs, long-range and multi-scale context aggregation and spatial-temporal dependency modeling are critical aspects of a powerful feature extractor. However, existing methods have limitations in achieving (1) unbiased long-range joint relationship modeling under multi-scale operators and (2) unobstructed cross-spacetime information flow for capturing complex spatial-temporal dependencies. In this work, we present (1) a simple method to disentangle multi-scale graph convolutions and (2) a unified spatial-temporal graph convolutional operator named G3D. The proposed multi-scale aggregation scheme disentangles the importance of nodes in different neighborhoods for effective long-range modeling. The proposed G3D module leverages dense cross-spacetime edges as skip connections for direct information propagation across the spatial-temporal graph. By coupling these proposals, we develop a powerful feature extractor named MS-G3D based on which our model outperforms previous state-of-the-art methods on three large-scale datasets: NTU RGB+D 60, NTU RGB+D 120, and Kinetics Skeleton 400.
Hongwen Zhang 0001, Zhiyong Wang 0001, Wanli Ouyang
CVPR2
2020 Rethinking Pseudo-LiDAR Representation
Xinzhu Ma, Shinan Liu, Zhiyi Xia, Hongwen Zhang 0001, Xingyu Zeng, Wanli Ouyang
ECCV (13)4
2020 Cheaper Pre-training Lunch: An Efficient Paradigm for Object Detection
Dongzhan Zhou, Xinchi Zhou, Hongwen Zhang 0001, Shuai Yi, Wanli Ouyang
ECCV (8)3
2020 Towards High Fidelity Face Frontalization in the Wild
Jie Cao 0002, Yibo Hu 0001, Hongwen Zhang 0001, Ran He 0001, Zhenan Sun
Int. J. Comput. Vis.3
2019 DaNet: Decompose-and-aggregate Network for 3D Human Shape and Pose Estimation
abstract
Reconstructing 3D human shape and pose from a monocular image is challenging despite the promising results achieved by most recent learning based methods. The commonly occurred misalignment comes from the facts that the mapping from image to model space is highly non-linear and the rotation-based pose representation of the body model is prone to result in drift of joint positions. In this work, we present the Decompose-and-aggregate Network (DaNet) to address these issues. DaNet includes three new designs, namely UVI guided learning, decomposition for fine-grained perception, and aggregation for robust prediction. First, we adopt the UVI maps, which densely build a bridge between 2D pixels and 3D vertexes, as an intermediate representation to facilitate the learning of image-to-model mapping. Second, we decompose the prediction task into one global stream and multiple local streams so that the network not only provides global perception for the camera and shape prediction, but also has detailed perception for part pose prediction. Lastly, we aggregate the message from local streams to enhance the robustness of part pose prediction, where a position-aided rotation feature refinement strategy is proposed to exploit the spatial relationship between body parts. Such a refinement strategy is more efficient since the correlations between position features are stronger than that in the original rotation feature space. The effectiveness of our method is validated on the Human3.6M and UP-3D datasets. Experimental results show that the proposed method significantly improves the reconstruction performance in comparison with previous state-of-the-art methods. Our code is publicly available at https://github.com/HongwenZhang/DaNet-3DHumanReconstrution .
Hongwen Zhang 0001, Jie Cao 0002, Guo Lu, Wanli Ouyang, Zhenan Sun
ACM Multimedia1
2019 Adversarial Learning Semantic Volume for 2D/3D Face Shape Regression in the Wild
abstract
Regression based methods have revolutionized 2D landmark localization with the exploitation of deep neural networks and massive annotated datasets in the wild. However, it remains challenging for 3D landmark localization due to the lack of annotated datasets and the ambiguous nature of landmarks under 3D perspective. This paper revisits regression based methods and proposes an adversarial voxel and coordinate regression framework for 2D and 3D facial landmark localization in real-world scenarios. First, a semantic volumetric representation is introduced to encode the per-voxel likelihood of positions being the 3D landmarks. Then, an end-to-end pipeline is designed to jointly regress the proposed volumetric representation and the coordinate vector. Such a pipeline not only enhances the robustness and accuracy of the predictions but also unifies the 2D and 3D landmark localization so that 2D and 3D datasets could be utilized simultaneously. Further, an adversarial learning strategy is exploited to distill 3D structure learned from synthetic datasets to real-world datasets under weakly supervised settings, where an auxiliary regression discriminator is proposed to encourage the network to produce plausible predictions for both synthetic and real-world images. The effectiveness of our method is validated on benchmark datasets 3DFAW and AFLW2000-3D for both 2D and 3D facial landmark localization tasks. Experimental results show that the proposed method achieves significant improvements over previous state-of-the-art methods.
Hongwen Zhang 0001, Qi Li 0005, Zhenan Sun
IEEE Trans. Image Process.1
2018 Joint Voxel and Coordinate Regression for Accurate 3D Facial Landmark Localization
abstract
3D face shape is more expressive and viewpoint-consistent than its 2D counterpart. However, 3D facial landmark localization in a single image is challenging due to the ambiguous nature of landmarks under 3D perspective. Existing approaches typically adopt a suboptimal two-step strategy, performing 2D landmark localization followed by depth estimation. In this paper, we propose the Joint Voxel and Coordinate Regression (JVCR) method for 3D facial landmark localization, addressing it more effectively in an end-to-end fashion. First, a compact volumetric representation is proposed to encode the per-voxel likelihood of positions being the 3D landmarks. The dimensionality of such a representation is fixed regardless of the number of target landmarks, so that the curse of dimensionality could be avoided. Then, a stacked hourglass network is adopted to estimate the volumetric representation from coarse to fine, followed by a 3D convolution network that takes the estimated volume as input and regresses 3D coordinates of the face shape. In this way, the 3D structural constraints between landmarks could be learned by the neural network in a more efficient manner. Moreover, the proposed pipeline enables end-to-end training and improves the robustness and accuracy of 3D facial landmark localization. The effectiveness of our approach is validated on the 3DFAW and AFLW2000-3D datasets. Experimental results show that the proposed method achieves state-of-the-art performance in comparison with existing methods.
Hongwen Zhang 0001, Qi Li 0005, Zhenan Sun
ICPR1
2018 Learning a High Fidelity Pose Invariant Model for High-resolution Face Frontalization
abstract
Face frontalization refers to the process of synthesizing the frontal view of a face from a given profile. Due to self-occlusion and appearance distortion in the wild, it is extremely challenging to recover faithful results and preserve texture details in a high-resolution. This paper proposes a High Fidelity Pose Invariant Model (HF-PIM) to produce photographic and identity-preserving results. HF-PIM frontalizes the profiles through a novel texture warping procedure and leverages a dense correspondence field to bind the 2D and 3D surface spaces. We decompose the prerequisite of warping into dense correspondence field estimation and facial texture map recovering, which are both well addressed by deep networks. Different from those reconstruction methods relying on 3D data, we also propose Adversarial Residual Dictionary Learning (ARDL) to supervise facial texture map recovering with only monocular images. Exhaustive experiments on both controlled and uncontrolled environments demonstrate that the proposed method not only boosts the performance of pose-invariant face recognition but also dramatically improves high-resolution frontalization appearances.
Jie Cao 0002, Yibo Hu 0001, Hongwen Zhang 0001, Ran He 0001, Zhenan Sun
NeurIPS3
2018 Combining Data-Driven and Model-Driven Methods for Robust Facial Landmark Detection
abstract
Facial landmark detection is an important yet challenging task for real-world computer vision applications. This paper proposes an effective and robust approach for facial landmark detection by combining data- and model-driven methods. First, a fully convolutional network (FCN) is trained to compute response maps of all facial landmark points. Such a data-driven method could make full use of holistic information in a facial image for global estimation of facial landmarks. After that, the maximum points in the response maps are fitted with a pre-trained point distribution model (PDM) to generate the initial facial shape. This model-driven method is able to correct the inaccurate locations of outliers by considering the shape prior information. Finally, a weighted version of regularized landmark mean-shift (RLMS) is employed to fine-tune the facial shape iteratively. This estimation-correction-tuning process perfectly combines the advantages of the global robustness of the data-driven method (FCN), outlier correction capability of the model-driven method (PDM), and non-parametric optimization of RLMS. Results of extensive experiments demonstrate that our approach achieves state-of-the-art performances on challenging data sets, including 300W, AFLW, AFW, and COFW. The proposed method is able to produce satisfying detection results on face images with exaggerated expressions, large head poses, and partial occlusions.
Hongwen Zhang 0001, Qi Li 0005, Zhenan Sun, Yunfan Liu 0001
IEEE Trans. Inf. Forensics Secur.1