Lin Gao 0004

dblp:92/2834-4 · DBLP profile ↗
← Back
117ranked-venue papers
14as first author
95since 2021 · last 2026
0000-0002-1021-8148ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 91 · 11 first-author · 71 since 2021Artificial intelligence and machine learning · 38 · 1 first-author · 33 since 2021Human-computer interaction and ubiquitous computing · 5 · 4 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-author · 2 since 2021Systems, architecture and hardware · 2 · 1 first-author · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2026 ROS-GS: Relightable Outdoor Scenes With Gaussian Splatting
abstract
Image data captured outdoors often exhibit unbounded scenes and unconstrained, varying lighting conditions, making it challenging to decompose them into geometry, reflectance, and illumination. Recent works have focused on achieving this decomposition using Neural Radiance Fields (NeRF) or the 3D Gaussian Splatting (3DGS) representation but remain hindered by two key limitations: the high computational overhead associated with neural networks of NeRF and the use of low-frequency lighting representations, which often result in inefficient rendering and suboptimal relighting accuracy. We propose ROS-GS, a two-stage pipeline designed to efficiently reconstruct relightable outdoor scenes using the Gaussian Splatting representation. By leveraging monocular normal priors, ROS-GS first reconstructs the scene's geometry with the compact 2D Gaussian Splatting (2DGS) representation, providing an efficient and accurate geometric foundation. Building upon this reconstructed geometry, ROS-GS then decomposes the scene's texture and lighting through a hybrid lighting model. This model effectively represents typical outdoor lighting by employing a spherical Gaussian function to capture the directional, high-frequency components of sunlight, while learning a radiance transfer function via Spherical Harmonic coefficients to model the remaining low-frequency skylight comprehensively. Both quantitative metrics and qualitative comparisons demonstrate that ROS-GS achieves state-of-the-art performance in relighting outdoor scenes and highlight its ability to deliver superior relighting accuracy and rendering efficiency.
Lianjun Liao, Tong Wu 0009, Henglei Lv, Bailin Deng, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.6
2026 MesoSplats: Texture Synthesis With Gaussian Splatting
abstract
Texture is fundamental to high-fidelity rendering of 3D digital assets, directly influencing scene detail and visual realism. Existing methods typically adopt 2D texture mapping, where texture images are either manually created or synthesized from exemplars. While advances in texture synthesis have improved 2D texture quality, 2D representations remain inadequate for modeling volumetric meso-structure textures with complex geometry. Methods targeting meso-structure textures often struggle to capture high-frequency details and lack real-time rendering capabilities, limiting their practical use. We propose MesoSplats, a neural implicit method for extracting and synthesizing meso-structure textures using 3D Gaussian splatting. Given the multi-view images containing the meso-structure geometric details, our approach supports texture extraction, synthesis, and real-time rendering. We introduce a mesh-Gaussian hybrid representation that decouples geometry into a coarse base mesh and embedded 3D Gaussians, guided by initial point cloud constraints to enhance reconstruction fidelity. Local implicit texture features are sampled from the base mesh surface and further refined through a proposed Consistency Tuning strategy, which enforces alignment between the reconstruction and sampling spaces. To boost texture synthesis quality, we incorporate a tileability-aware patch-matching algorithm alongside a smoothness regularization on the latent feature space to ensure spatial coherence. Extensive quantitative and qualitative experiments demonstrate the effectiveness of our method.
Jing-Wen Yang 0002, Jie Yang 0038, Yihua Huang 0002, Yongliang Yang 0002, Yan-Pei Cao 0001, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.6
2025 TPD-NeRF: Temporally Progressive Reconstruction of Dynamic Neural Radiance Fields from Monocular Video
Yu-Jie Yuan, Leif Kobbelt, Jie Yang 0038, Yukun Lai, Lin Gao 0004
CVM (2)5
2025 SketchVideo: Sketch-based Video Generation and Editing
abstract
Video generation and editing conditioned on text prompts or images have undergone significant advancements. However, challenges remain in accurately controlling global layout and geometry details solely by texts, and supporting motion control and local modification through images. In this paper, we aim to achieve sketch-based spatial and motion control for video generation and support fine-grained editing of real or synthetic videos. Based on the DiT video generation model, we propose a memory-efficient control structure with sketch control blocks that predict residual features of skipped DiT blocks. Sketches are drawn on one or two keyframes (at arbitrary time points) for easy interaction. To propagate such temporally sparse sketch conditions across all frames, we propose an inter-frame attention mechanism to analyze the relationship between the keyframes and each video frame. For sketch-based video editing, we design an additional video insertion module that maintains consistency between the newly edited content and the original video’s spatial feature and dynamic motion. During inference, we use latent fusion for the accurate preservation of unedited regions. Extensive experiments demonstrate that our SketchVideo achieves superior performance in controllable video generation and editing.
Feng-Lin Liu, Hongbo Fu 0001, Xintao Wang 0004, Weicai Ye, Pengfei Wan 0001, Di Zhang 0026, Lin Gao 0004
CVPR7
2025 An Integrated Topology-Aware Mapping Scheme for Large-Scale CFD Applications on the ORISE Supercomputer
Lin Gao 0004, Wu Yuan 0002, Xiazhen Liu, Shan Liang 0005, Jian Zhang 0070, Zhonghua Lu
ICA3PP (6)1
2025 GauSurfaceAvatar: A Realistic Human Head Model with Variable Texture Based on 2D Gaussians
abstract
3D facial reconstruction plays a crucial role in virtual reality and entertainment. Impressive rendering and animation effects have been achieved through recent advances. Existing Gaussian avatar models generate diverse expressions, but the corresponding texture changes are not so satisfactory, and their geometric structure often falls short. In response to these challenges, we propose a 3D head avatar with remarkable geometry, which can control expression variations and enable facial texture information to change along with expressions. To achieve this effect, we combine the 2D Gaussian field with the facial parametric model, use the mesh to drive Gaussian field, design a fine-tuning field for the mouth area to fit distorted expressions, and simultaneously design a color variation module to simulate changes in facial wrinkles and skin. Experiments demonstrate that our avatar model exhibits excellent performance in both appearance details and geometric shapes.
Lijie Geng, Junli Zhao, Lin Gao 0004, Ran Yi 0002, Fuqing Duan, Zhenkuan Pan 0001, Yong-Jin Liu 0001
ICME3
2025 Audio-Driven Emotion-Aware 3D Talking Face Generation from Single Image
abstract
Audio-driven talking face generation from a single source image is a popular research topic. There still exist many challenges for its practical applications, e.g., diverse motion generation, effective emotional control, and large view angle changes. In this work, we propose a novel one-shot emotion-controllable audio-driven 3D talking face generation framework, which creates free-view talking videos from one reference image. Firstly, to synchronize the motion with the input audio, we use a transformer-based motion generator to capture the context of the input audio and predict motion coefficient sequences, which are leveraged by a motion encoder to extract motion codes. Meanwhile, to reconstruct a 3D portrait from one reference image, an identity encoder is utilized to extract an identity code and generate emotion-dependent appearance with a specific emotion label. Finally, we introduce an emotion-controllable 3D portrait video generator to synthesize free-view talking videos using the disentangled motion and identity codes. Thanks to the audio-synchronized motion codes and emotion-aware identity code, we can render a talking face with realistic emotional expressions in novel views. Extensive experiments show that our method is capable of maintaining superior visual performance and motion accuracy in both front view and novel views.
Chun-Shuo Qiu, Feng-Lin Liu, Hongbo Fu 0001, Fan Zhang 0063, Yan-Pei Cao 0001, Yukun Lai, Lin Gao 0004
ICME7
2025 Inverse Farthest Point Sampling (IFPS): A Universal and Hierarchical Shell Representation for Discrete Data
Nayu Ding, Long Wan, Zhijun Fang 0001, Shen Cai, Lin Gao 0004
ICMR8
2025 Single-Image 3D Human Reconstruction with 3D-Aware Diffusion Priors and Facial Enhancement
abstract
Creating high-quality, photorealistic 3D digital humans from a single image remains challenging. While existing methods can generate visually appealing multi-view outputs, they often suffer from inconsistencies in viewpoints and camera poses, resulting in suboptimal 3D reconstructions with reduced realism. Furthermore, most approaches focus on body generation while overlooking facial consistency – a perceptually critical issue caused by the fact that the face occupies only a small area in a full-body image (e.g., ∼ 80 × 80 pixels out of a 512 × 512 image). This limited resolution and low weight for the facial regions during optimization leads to insufficient facial details and inconsistent facial identity features across multiple views.To address these challenges, we leverage the powerful capabilities of 2D video diffusion models for consistent multi-view RGB and Normal human image generation, combined with the 3D SMPL-X representation to enable spatial consistency and geometrical details. By fine-tuning the DiT models (HumanWan-DiTs) on realistic 3D human datasets using the LoRA technique, our method ensuresboth generalizability and 3D visual consistency on realistic multi-view human image generation. The proposed facial enhancement is integrated into 3D Gaussian optimization to enhance facial details. To further refine results, we apply super-resolution and generative priors to reduce facial blurring alongside SMPL-X parameter tuning and the assistance of generated multi-view normal images, achieving photorealistic and consistent rendering from a single image. Extensive experiments demonstrate that our approach outperforms existing methods, producing photorealistic, consistent, and fine-detailed human renderings.
Jie Yang 0038, Botao Zhang 0004, Feng-Lin Liu, Hongbo Fu 0001, Yukun Lai, Lin Gao 0004
SIGGRAPH Asia6
2025 In-Context Brush: Zero-shot Customized Subject Insertion with Context-Aware Latent Space Manipulation
abstract
Recent advances in diffusion models have enhanced multimodal-guided visual generation, enabling customized subject insertion that seamlessly “brushes” user-specified objects into a given image guided by textual prompts. However, existing methods often struggle to insert customized subjects with high fidelity and align results with the user’s intent through textual prompts. In this work, we propose In-Context Brush, a zero-shot framework for customized subject insertion by reformulating the task within the paradigm of in-context learning. Without loss of generality, we formulate the object image and the textual prompts as cross-modal demonstrations, and the target image with the masked region as the query. The goal is to inpaint the target image with the subject aligning textual prompts without model tuning. Building upon a pretrained MMDiT-based inpainting network, we perform test-time enhancement via dual-level latent space manipulation: intra-head latent feature shifting within each attention head that dynamically shifts attention outputs to reflect the desired subject semantics and inter-head attention reweighting across different heads that amplifies prompt controllability through differential attention prioritization. Extensive experiments and applications demonstrate that our approach achieves superior identity preservation, text alignment, and image quality compared to existing state-of-the-art methods, without requiring dedicated training or additional data collection. Project page: https://yuci-gpt.github.io/In-Context-Brush/.
Fan Tang, Lin Gao 0004, Oliver Deussen, Hongbin Yan, Jintao Li 0001, Juan Cao 0001, Tong-Yee Lee
SIGGRAPH Asia4
2025 Self-Supervised Humidity-Controllable Garment Simulation via Capillary Bridge Modeling
abstract
Abstract Simulating wet clothing remains a significant challenge due to the complex physical interactions between moist fabric and the human body, compounded by the lack of dedicated datasets for training data‐driven models. Existing self‐supervised approaches struggle to capture moisture‐induced dynamics such as skin adhesion, anisotropic surface resistance, and non‐linear wrinkling, leading to limited accuracy and efficiency. To address this, we present SHGS, a novel self‐supervised framework for humidity‐controllable clothing simulation grounded in the physical modeling of capillary bridges that form between fabric and skin. We abstract the forces induced by wetness into two physically motivated components: a normal adhesive force derived from Laplace pressure and a tangential shear‐resistance force that opposes relative motion along the fabric surface. By formulating these forces as potential energy for conservative effects and as mechanical work for non‐conservative effects, we construct a physics‐consistent wetness loss. This enables self‐supervised training without requiring labeled data of wet clothing. Our humidity‐sensitive dynamics are driven by a multi‐layer graph neural network, which facilitates a smooth and physically realistic transition between different moisture levels. This architecture decouples the garment's dynamics in wet and dry states through a local weight interpolation mechanism, adjusting the fabric's behavior in response to varying humidity conditions. Experiments demonstrate that SHGS outperforms existing methods in both visual fidelity and computational efficiency, marking a significant advancement in realistic wet‐cloth simulation.
Min Shi 0005, Jia-Qi Zhang, Lin Gao 0004, Dengming Zhu
Comput. Graph. Forum4
2025 Guest Editorial: Special Issue on Large-Scale Generative Models for Content Creation and Manipulation
Shengfeng He, Lin Gao 0004, Hongbo Fu 0001, Varun Jampani, Lu Jiang 0004, Ming-Hsuan Yang 0001
Int. J. Comput. Vis.2
2025 StyleGarNet: A Real-Time Garment Animation Generation Method With Diverse Styles
abstract
ABSTRACT Dressing animations have broad applications in film and animation, but current methods require retraining networks for new styles, which is resource‐intensive. While 2D pattern parameters are used for static 3D clothing modeling and editing, applying them to control style variations in dynamic clothing deformation is challenging due to the uncertainty introduced by multiple parameters. Ensuring consistent and stable style features across time‐varying deformation sequences is difficult. Therefore, we present StyleGarNet, a novel approach for style‐parameter‐controlled dressing animation generation and editing. We employ a conditional variational autoencoder architecture to build our network, with style parameters serving as constraint information. This allows us to learn the probabilistic distribution model of deformations under style constraints, crucial for enhancing the robust representation of styles during the deformation process. Simultaneously, considering the temporal nature of motion, we introduce a transformer layer to capture the temporal dependencies of both motion and clothing deformation, thereby enhancing the stability of clothing deformation. Ultimately, our approach enables flexible manipulation of dressing animation generation through inputting style and motion features. Evaluation results demonstrate the efficacy of our approach and show that StyleGarNet outperforms existing methods in terms of prediction speed, accuracy, and stability of deformation sequences.
Min Shi 0005, Xinru Zhuo, Yueyue Sun, Lin Gao 0004, Tianlu Mao, Dengming Zhu
Comput. Animat. Virtual Worlds5
2025 Towards High-Quality and Disentangled Face Editing in a 3D GAN
abstract
Recent methods for synthesizing 3D-aware face images have achieved rapid development thanks to neural radiance fields, allowing for high quality and fast inference speed. However, existing solutions for editing facial geometry and appearance independently usually require retraining and are not optimized for the recent work of generation, thus tending to lag behind the generation process. To address these issues, we introduce NeRFFaceEditing, which enables editing and decoupling geometry and appearance in the pretrained tri-plane-based neural radiance field while retaining its high quality and fast inference speed. Our key idea for disentanglement is to use the statistics of the tri-plane to represent the high-level appearance of its corresponding facial volume. Moreover, we leverage a generated 3D-continuous semantic mask as an intermediary for geometry editing. We devise a geometry decoder (whose output is unchanged when the appearance changes) and an appearance decoder. The geometry decoder aligns the original facial volume with the semantic mask volume. We also enhance the disentanglement by explicitly regularizing rendered images with the same appearance but different geometry to be similar in terms of color distribution for each facial component separately. Our method allows users to edit via semantic masks with decoupled control of geometry and appearance. Both qualitative and quantitative evaluations show the superior geometry and appearance control abilities of our method compared to existing and alternative solutions.
Feng-Lin Liu, Hongbo Fu 0001, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.5
2025 VD-NeRF: Visibility-Aware Decoupled Neural Radiance Fields for View-Consistent Editing and High-Frequency Relighting
abstract
Neural Radiance Fields (NeRFs) have shown promising results in novel view synthesis. While achieving state-of-the-art rendering results, NeRF usually encodes all properties related to geometry and appearance of the scene together into several MLP (Multi-Layer Perceptron) networks, which hinders downstream manipulation of geometry, appearance and illumination. Recently researchers made attempts to edit geometry, appearance and lighting for NeRF. However, they fail to render view-consistent results after editing the appearance of the input scene. Moreover, many approaches use Spherical Gaussian (SG) or Spherical Harmonic (SH) functions, or low-resolution environment maps to model lighting. These methods, however, struggle with high-frequency environmental relighting. While some approaches utilize high-resolution environment maps, the strategy of jointly optimizing geometry, material, and lighting introduces additional ambiguity. To solve the above problems, we propose VD-NeRF, a visibility-aware approach to decoupling view-independent appearance and view-dependent appearance in the scene with a hybrid lighting representation. Specifically, we first train a signed distance function to reconstruct an explicit mesh for the input scene. Then a decoupled NeRF learns to attach view-independent appearance to the reconstructed mesh by defining learnable disentangled features representing geometry and view-independent appearance on its vertices. For lighting, we approximate it with an explicit learnable environment map and an implicit lighting network to support both low-frequency and high-frequency relighting. By modifying the view-independent appearance, rendered results are consistent across different viewpoints. Our method also supports high-frequency environmental relighting by replacing the explicit environment map with a novel one and fitting the implicit lighting network to the novel environment map. We further take visibility into consideration when rendering and decoupling the input 3D scene, which improves the quality of decomposition and relighting results and also enables more downstream applications such as scene composition where occlusions between scenes are common. Extensive experiments show that our method achieves better editing and relighting performance both quantitatively and qualitatively compared to previous methods.
Tong Wu 0009, Jia-Mu Sun, Yukun Lai, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.4
2025 DeferredGS: Decoupled and Relightable Gaussian Splatting With Deferred Shading
abstract
Reconstructing and editing 3D objects and scenes both play crucial roles in computer graphics and computer vision. Neural radiance fields (NeRFs) can achieve realistic reconstruction and editing results but suffer from inefficiency in rendering. Gaussian splatting significantly accelerates rendering by rasterizing Gaussian ellipsoids. However, Gaussian splatting utilizes a single Spherical Harmonic (SH) function to model both texture and lighting, limiting independent editing capabilities of these components. Recently, attempts have been made to decouple texture and lighting with the Gaussian splatting representation but may fail to produce plausible geometry and decomposition results on reflective scenes. Additionally, the forward shading technique they employ introduces noticeable blending artifacts during relighting, as the geometry attributes of Gaussians are optimized under the original illumination and may not be suitable for novel lighting conditions. To address these issues, we introduce DeferredGS, a method for decoupling and relighting the Gaussian splatting representation using deferred shading. To achieve successful decoupling, we model the illumination with a learnable environment map and define additional attributes such as texture parameters and normal direction on Gaussians, where the normal is distilled from a jointly trained signed distance function. More importantly, we apply deferred shading, resulting in more realistic relighting effects compared to previous methods. Both qualitative and quantitative experiments demonstrate the superior performance of DeferredGSin novel view synthesis and relighting tasks.
Tong Wu 0009, Jia-Mu Sun, Yukun Lai, Yuewen Ma, Leif Kobbelt, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.6
2025 StylizedGS: Controllable Stylization for 3D Gaussian Splatting
abstract
As XR technology continues to advance rapidly, 3D generation and editing are increasingly crucial. Among these, stylization plays a key role in enhancing the appearance of 3D models. By utilizing stylization, users can achieve consistent artistic effects in 3D editing using a single reference style image, making it a user-friendly editing method. However, recent NeRF-based 3D stylization methods encounter efficiency issues that impact the user experience, and their implicit nature limits their ability to accurately transfer geometric pattern styles. Additionally, the ability for artists to apply flexible control over stylized scenes is considered highly desirable to foster an environment conducive to creative exploration. To address the above issues, we introduce StylizedGS, an efficient 3D neural style transfer framework with adaptable control over perceptual factors based on 3D Gaussian Splatting representation. We propose a filter-based refinement to eliminate floaters that affect the stylization effects in the scene reconstruction process. The nearest neighbor-based style loss is introduced to achieve stylization by fine-tuning the geometry and color parameters of 3DGS, while a depth preservation loss with other regularizations is proposed to prevent the tampering of geometry content. Moreover, facilitated by specially designed losses, StylizedGS enables users to control color, stylized scale, and regions during the stylization to possess customization capabilities. Our method achieves high-quality stylization results characterized by faithful brushstrokes and geometric consistency with flexible controls. Extensive experiments across various scenes and styles demonstrate the effectiveness and efficiency of our method concerning both stylization quality and inference speed.
Dingxi Zhang, Yu-Jie Yuan, Zhuoxun Chen, Zhenliang He, Shiguang Shan, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.7
2025 FaTNET: Feature-alignment transformer network for human pose transfer
Chengzhi Yuan, Lin Gao 0004, Weiwei Xu 0003, Xiaosong Yang, Pengjie Wang 0001
Pattern Recognit.3
2025 NeRFFaceShop: Learning a Photo-Realistic 3D-Aware Generative Model of Animatable and Relightable Heads From Large-Scale in-the-Wild Videos
abstract
Animatable and relightable 3D facial generation has fundamental applications in computer vision and graphics. Although animation and relighting are highly correlated, previous methods usually address them separately. Effectively combining animation methods and relighting methods is nontrivial. In terms of explicit shading models, animatable methods cannot be easily extended to achieve realistic relighting results, such as shadow effects, due to prohibitive computational training costs. Regarding implicit lighting representations, current animatable methods cannot be incorporated due to their inharmonious animation representations, i.e., deforming spatial points. This paper, armed with a lightweight but effective lighting representation, presents a compatible animation representation to achieve a disentangled generative model of 3D animatable and relightable heads. Our represented animation allows for updating and control of realistic lighting effects. Due to the disentangled nature of our representations, we learn the animation and relighting from large-scale, in-the-wild videos instead of relying on a morphable model. We show that our method can synthesize geometrically consistent and detailed motion along with the disentangled control of lighting conditions. We further show that our method is still compatible with morphable models for driving generated avatars. Our method can also be extended to domains without video data by domain transfer to achieve a broader range of animatable and relightable head synthesis. We will release the code for reproducibility and facilitating future research.
Feng-Lin Liu, Pengfei Wan 0001, Yuan Zhang 0020, Yukun Lai, Hongbo Fu 0001, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.8
2025 HSDF: Hybrid Sign and Distance Field for Neural Representation of Surfaces With Arbitrary Topologies
abstract
Neural implicit function based on signed distance field (SDF) has achieved impressive progress in reconstructing 3D models with high fidelity. However, such approaches can only represent closed surfaces. Recent works based on unsigned distance function (UDF) are proposed to handle both watertight and single-layered open surfaces. Nonetheless, as UDF is signless, its direct output is limited to the point cloud, which imposes an additional challenge on extracting high-quality meshes from discrete points. To address this challenge, we present a novel neural implicit representation coded HSDF, which is a hybrid of signed and unsigned distance fields. In particular, HSDF is able to represent arbitrary topologies containing both closed and open surfaces while being compatible with existing iso-surface extraction techniques for easy field-to-mesh conversion. In addition to predicting a UDF, we propose to learn an additional sign field. Unlike traditional SDF, HSDF is able to locate the surface of interest before level surface extraction by generating surface points following NDF (Chibane et al. 2020). We are then able to obtain open surfaces via an adaptive meshing approach that only instantiates regions containing surfaces into a polygon mesh. HSDF benefits downstream tasks like neural rendering, as it enables the rendering of back-faces of open surfaces. We also propose HSDF-Net, a dedicated learning framework that factorizes the learning of HSDF into two easier sub-problems. Experiments and evaluations show that HSDF outperforms the state-of-the-art techniques both qualitatively and quantitatively on some of the used datasets.
Li Wang 0159, Jie Yang 0038, Weikai Chen 0001, Xiaoxu Meng, Bo Yang 0070, Jintao Li 0001, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.8
2025 PGT-NeuS: Progressive-Growing Tri-Plane Representation for Neural Surface Reconstruction
abstract
3D reconstruction from multi-view images is a long-standing problem in computer graphic. Neural 3D reconstruction, especially NeuS and its variants, has improved reconstruction quality compared to traditional methods. However, it is still a challenge for these methods to reconstruct fine-grained geometric details since the spherical harmonic positional encoding lacks the ability to express high-frequency signals. In this paper, we propose a multi-resolution tri-plane feature encoding that leverages the detail reconstruction capabilities of high-resolution tri-plane while using the smoothness of low-resolution tri-plane to suppress high-frequency artifacts. Additionally, a progressive training strategy is introduced, gradually merging scene details from coarse to fine granularity, enhancing reconstruction quality while maintaining training stability and reducing difficulty. Furthermore, to address reconstruction challenges arising from sparse viewpoints and inconsistent lighting in image datasets, we introduce normal priors as supervision and propose consistency verification for multi-view normal priors, which assesses the accuracy of normal priors and effectively supervise the reconstructed surfaces. Moreover, we propose a perturbing and fine-tuning strategy on regions of unreliable normal priors to further improve the quality of geometric surface reconstruction.
Xue-Kun Xiang, Yu-Jie Yuan, Wenbo Hu 0002, Yuewen Ma, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.6
2025 MuNeRF: Robust Makeup Transfer in Neural Radiance Fields
abstract
There has been a high demand for facial makeup transfer tools in fashion e-commerce and virtual avatar generation. Most of the existing makeup transfer methods are based on the generative adversarial networks. Despite their success in makeup transfer for a single image, they struggle to maintain the consistency of makeup under different poses and expressions of the same person. In this article, we propose a robust makeup transfer method which consistently transfers the makeup style of a reference image to facial images in any poses and expressions. Our method introduces the implicit 3D representation, neural radiance fields (NeRFs), to ensure the geometric and appearance consistency. It has two separate stages, including one basic NeRF module to reconstruct the geometry from the input facial image sequence, and a makeup module to learn how to transfer the reference makeup style consistently. We propose a novel hybrid makeup loss which is specially designed based on the makeup characteristics to supervise the training of the makeup module. The proposed loss significantly improves the visual quality and faithfulness of the makeup transfer effects. To better align the distribution between the transferred makeup and the reference makeup, a patch-based discriminator that works in the pose-independent UV texture space is proposed to provide more accurate control of the synthesized makeup. Extensive experiments and a user study demonstrate the superiority of our network for a variety of different makeup styles.
Yu-Jie Yuan, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.5
2025 SeG-Gaussian: Segmentation-Guided 3D Gaussian Optimization for Novel View Synthesis
abstract
Radiance field based methods have recently revolutionized novel view synthesis of scenes captured with multi-view photos. A significant recent advance is 3D Gaussian Splatting (3DGS), which utilizes a set of 3D Gaussians to represent a radiance field, yielding high-fidelity results in real-time rendering. However, we have observed that 3DGS struggles to capture the necessary details in sparsely observed regions, where there is not enough gradient for effective split and clone operations. In this paper, we present a novel solution to address this limitation. Our key idea is to leverage segmentation information to identify poorly optimized regions within the 3D Gaussian representation. By applying split or clone operations on the corresponding 3D Gaussians in these regions, we aim to refine the spatial distribution of Gaussians and enhance the overall quality of high-fidelity 3D scene reconstruction. To further optimize the reconstruction process, we introduce two spatial regularization terms: repulsion loss and smoothness loss. These terms effectively minimize overlap and redundancy among Gaussians, reducing outliers in the synthesized geometry. By incorporating these regularization techniques, our approach achieves state-of-the-art performance in real-time novel view synthesis and significantly improves visibility in less observed regions, leading to a more compact and accurate 3D scene representation.
Ling-Xiao Zhang, Chenbo Jiang, Yukun Lai, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.4
2024 ROSA-Net: Rotation-Robust Structure-Aware Network for Fine-Grained 3D Shape Retrieval
Yunchi Zhang, Jie Yang 0038, Yukun Lai, Lin Gao 0004
CVM (1)7
2024 Multi-level Patch Transformer for Style Transfer with Single Reference Image
Yu-Jie Yuan, Lin Gao 0004
CVM (2)5
2024 Real-Time 3D-Aware Portrait Video Relighting
abstract
Synthesizing realistic videos of talking faces under custom lighting conditions and viewing angles benefits various downstream applications like video conferencing. However, most existing relighting methods are either time-consuming or unable to adjust the viewpoints. In this paper, we present the first real-time 3D-aware method for relighting in-the-wild videos of talking faces based on Neural Radiance Fields (NeRF). Given an input portrait video, our method can synthesize talking faces under both novel views and novel lighting conditions with a photo-realistic and disentangled 3D representation. Specifically, we infer an albedo tri-plane, as well as a shading tri-plane based on a desired lighting condition for each video frame with fast dual-encoders. We also leverage a temporal consistency network to ensure smooth transitions and reduce flickering artifacts. Our method runs at 32.98 fps on consumer-level hardware and achieves state-of-the-art results in terms of reconstruction quality, lighting error, lighting instability, temporal consistency and inference speed. We demonstrate the effectiveness and interactivity of our method on various portrait videos with diverse lighting and viewing conditions.
Ziqi Cai, Yukun Lai, Hongbo Fu 0001, Boxin Shi, Lin Gao 0004
CVPR7
2024 Unsigned Orthogonal Distance Fields: An Accurate Neural Implicit Representation for Diverse 3D Shapes
abstract
Neural implicit representation of geometric shapes has witnessed considerable advancements in recent years. However, common distance field based implicit represen-tations, specifically signed distance field (SDF) for water-tight shapes or unsigned distance field (UDF) for arbitrary shapes, routinely suffer from degradation of reconstruction accuracy when converting to explicit surface points and meshes. In this paper, we introduce a novel neural implicit representation based on unsigned orthogonal distance fields (UODFs). In UODFs, the minimal unsigned distance from any spatial point to the shape surface is de-fined solely in one orthogonal direction, contrasting with the multi-directional determination made by SDF and UDF. Consequently, every point in the 3D UODFs can directly access its closest surface points along three orthogonal di-rections. This distinctive feature leverages the accurate re-construction of surface points without interpolation errors. We verify the effectiveness of UODFs through a range of re-construction examples, extending from simple watertight or non-watertight shapes to complex shapes that include hol-lows, internal or assembling structures.
Long Wan, Nayu Ding, Shuhan Shen, Shen Cai, Lin Gao 0004
CVPR7
2024 Retargeting Visual Data with Deformation Fields
Tim Elsner, Julia Berger 0002, Tong Wu 0009, Victor Czech, Lin Gao 0004, Leif Kobbelt
ECCV (54)5
2024 DMiT: Deformable Mipmapped Tri-Plane Representation for Dynamic Scenes
Jing-Wen Yang 0002, Jia-Mu Sun, Yongliang Yang 0002, Jie Yang 0038, Ying Shan, Yan-Pei Cao 0001, Lin Gao 0004
ECCV (55)7
2024 DeepFaceReshaping: Interactive deep face reshaping via landmark manipulation
abstract
Deep generative models allow the synthesis of realistic human faces from freehand sketches or semantic maps. However, although they are flexible, sketches and semantic maps provide too much freedom for manipulation, and thus, are not easy for novice users to control. In this study, we present DeepFaceReshaping, a novel landmark-based deep generative framework for interactive face reshaping. To edit the shape of a face realistically by manipulating a small number of face landmarks, we employ neural shape deformation to reshape individual face components. Furthermore, we propose a novel Transformer-based partial refinement network to synthesize the reshaped face components conditioned on the edited landmarks, and fuse the components to generate the entire face using a local-to-global approach. In this manner, we limit possible reshaping effects within a feasible component-based face space. Thus, our interface is intuitive even for novice users, as confirmed by a user study. Our experiments demonstrate that our method outperforms traditional warping-based approaches and recent deep generative techniques.
Yue-Ren Jiang, Hongbo Fu 0001, Zitao Liu 0001, Lin Gao 0004
Comput. Vis. Media7
2024 Generating diverse clothed 3D human animations via a generative model
abstract
Data-driven garment animation is a current topic of interest in the computer graphics industry. Existing approaches generally establish the mapping between a single human pose or a temporal pose sequence, and garment deformation, but it is difficult to quickly generate diverse clothed human animations. We address this problem with a method to automatically synthesize dressed human animations with temporal consistency from a specified human motion label. At the heart of our method is a two-stage strategy. Specifically, we first learn a latent space encoding the sequence-level distribution of human motions utilizing a transformer-based conditional variational autoencoder (Transformer-CVAE). Then a garment simulator synthesizes dynamic garment shapes using a transformer encoder–decoder architecture. Since the learned latent space comes from varied human motions, our method can generate a variety of styles of motions given a specific motion label. By means of a novel beginning of sequence (BOS) learning strategy and a self-supervised refinement procedure, our garment simulator is capable of efficiently synthesizing garment deformation sequences corresponding to the generated human motions while maintaining temporal and spatial consistency. We verify our ideas experimentally. This is the first generative model that directly dresses human animation.
Min Shi 0005, Wenke Feng, Lin Gao 0004, Dengming Zhu
Comput. Vis. Media3
2024 Recent advances in 3D Gaussian splatting
abstract
The emergence of 3D Gaussian splatting (3DGS) has greatly accelerated rendering in novel view synthesis. Unlike neural implicit representations like neural radiance fields (NeRFs) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from fast rendering, the explicit representation of 3D Gaussian splatting also facilitates downstream tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid changes and growing number of works in this field, we present a literature review of recent 3D Gaussian splatting methods, which can be roughly classified by functionality into 3D reconstruction, 3D editing, and other downstream applications. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian splatting are also covered to aid understanding of this technique. This survey aims to help beginners to quickly get started in this field and to provide experienced researchers with a comprehensive overview, aiming to stimulate future development of the 3D Gaussian splatting representation.
Tong Wu 0009, Yu-Jie Yuan, Ling-Xiao Zhang, Jie Yang 0038, Yan-Pei Cao 0001, Lingqi Yan 0001, Lin Gao 0004
Comput. Vis. Media7
2024 NeRF-Texture: Synthesizing Neural Radiance Field Textures
abstract
Texture synthesis is a fundamental problem in computer graphics that would benefit various applications. Existing methods are effective in handling 2D image textures. In contrast, many real-world textures contain meso-structure in the 3D geometry space, such as grass, leaves, and fabrics, which cannot be effectively modeled using only 2D image textures. We propose a novel texture synthesis method with Neural Radiance Fields (NeRF) to capture and synthesize textures from given multi-view images. In the proposed NeRF texture representation, a scene with fine geometric details is disentangled into the meso-structure textures and the underlying base shape. This allows textures with meso-structure to be effectively learned as latent features situated on the base shape, which are fed into a NeRF decoder trained simultaneously to represent the rich view-dependent appearance. Using this implicit representation, we can synthesize NeRF-based textures through patch matching of latent features. However, inconsistencies between the metrics of the reconstructed content space and the latent feature space may compromise the synthesis quality. To enhance matching performance, we further regularize the distribution of latent features by incorporating a clustering constraint. In addition to generating NeRF textures over a planar domain, our method can also synthesize NeRF textures over curved surfaces, which are practically useful. Experimental results and evaluations demonstrate the effectiveness of our approach.
Yihua Huang 0002, Yan-Pei Cao 0001, Yukun Lai, Ying Shan, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.5
2024 NeUDF: Learning Neural Unsigned Distance Fields With Volume Rendering
abstract
Multi-view shape reconstruction has achieved impressive progresses thanks to the latest advances in the neural implicit rendering. However, existing methods based on signed distance function (SDF) are limited to closed surfaces, failing to reconstruct a wide range of real-world objects that contain open-surface structures. In this work, we introduce a new neural rendering framework, coded NeUDF, that can reconstruct surfaces with arbitrary topologies solely from multi-view supervision. To gain the flexibility of representing arbitrary surfaces, NeUDF leverages the unsigned distance function (UDF) as surface representation. While a naive extension of SDF-based neural renderer cannot scale to UDF, we formalize the rules of neural volume rendering for open surface reconstruction (e.g., self-consistent, unbiased, occlusion-aware), and derive a dedicated rendering weight function specially tailored for UDF. Furthermore, to cope with open surface rendering, where the in/out test is no longer valid, we present a dedicated normal regularization strategy to resolve the surface orientation ambiguity. We extensively evaluate our method over a number of challenging datasets, including two typical open surface datasets MGN (Bhatnagar et al., 2019) and Deep Fashion 3D (Zhu et al., 2020). Experimental results demonstrate that NeUDF can significantly outperform the state-of-the-art methods in the task of multi-view surface reconstruction, especially for the complex shapes with open boundaries.
Li Wang 0159, Jie Yang 0038, Weikai Chen 0001, Xiaoxu Meng, Bo Yang 0070, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.7
2024 Real-time Large-scale Deformation of Gaussian Splatting
abstract
Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in a real-time fashion. Gaussian Splatting (GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However, it cannot be easily deformed due to the use of discrete Gaussians and the lack of explicit topology. To address this, we develop a novel GS-based method (GaussianMesh) that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians ( e.g. , misaligned Gaussians, long-narrow shaped Gaussians), thus enhancing visual quality and reducing artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate (65 FPS on average on a single commodity GPU).
Lin Gao 0004, Jie Yang 0038, Botao Zhang 0004, Jia-Mu Sun, Yu-Jie Yuan, Hongbo Fu 0001, Yukun Lai
ACM Trans. Graph.1
2024 SketchDream: Sketch-based Text-To-3D Generation and Editing
abstract
Existing text-based 3D generation methods generate attractive results but lack detailed geometry control. Sketches, known for their conciseness and expressiveness, have contributed to intuitive 3D modeling but are confined to producing texture-less mesh models within predefined categories. Integrating sketch and text simultaneously for 3D generation promises enhanced control over geometry and appearance but faces challenges from 2D-to-3D translation ambiguity and multi-modal condition integration. Moreover, further editing of 3D models in arbitrary views will give users more freedom to customize their models. However, it is difficult to achieve high generation quality, preserve unedited regions, and manage proper interactions between shape components. To solve the above issues, we propose a text-driven 3D content generation and editing method, SketchDream, which supports NeRF generation from given hand-drawn sketches and achieves free-view sketch-based local editing. To tackle the 2D-to-3D ambiguity challenge, we introduce a sketch-based multi-view image generation diffusion model, which leverages depth guidance to establish spatial correspondence. A 3D ControlNet with a 3D attention module is utilized to control multi-view images and ensure their 3D consistency. To support local editing, we further propose a coarse-to-fine editing approach: the coarse phase analyzes component interactions and provides 3D masks to label edited regions, while the fine stage generates realistic results with refined details by local enhancement. Extensive experiments validate that our method generates higher-quality results compared with a combination of 2D ControlNet and image-to-3D generation techniques and achieves detailed control compared with existing diffusion-based 3D editing approaches.
Feng-Lin Liu, Hongbo Fu 0001, Yukun Lai, Lin Gao 0004
ACM Trans. Graph.4
2024 DreamUDF: Generating Unsigned Distance Fields from A Single Image
abstract
Recent advances in diffusion models and neural implicit surfaces have shown promising progress in generating 3D models. However, existing generative frameworks are limited to closed surfaces, failing to cope with a wide range of commonly seen shapes that have open boundaries. In this work, we present DreamUDF, a novel framework for generating high-quality 3D objects with arbitrary topologies from a single image. To address the challenge of generating proper topology given sparse and ambiguous observations, we propose to incorporate both the data priors from a multi-view diffusion model and the geometry priors brought by an unsigned distance field (UDF) reconstructor. In particular, we leverage a joint framework that consists of 1) a generation module that produces a neural radiance field for photorealistic renderings from arbitrary views; and 2) a reconstruction module that distills the learnable radiance field into surfaces with arbitrary topologies. We further introduce a field coupler that bridges the radiance field and UDF under a novel optimization scheme. This allows the two modules to mutually boost each other during training. Extensive experiments and evaluations demonstrate that DreamUDF achieves high-quality reconstruction and robust 3D generation on both closed and open surfaces with arbitrary topologies, compared to the previous works.
Xuan Gao 0005, Weikai Chen 0001, Jie Yang 0038, Xiaoxu Meng, Bo Yang 0070, Lin Gao 0004
ACM Trans. Graph.7
2024 NU-NeRF: Neural Reconstruction of Nested Transparent Objects with Uncontrolled Capture Environment
abstract
The geometry reconstruction of transparent objects is a challenging problem due to the highly noncontinuous and rapidly changing surface color caused by refraction. Existing methods rely on special capture devices, dedicated backgrounds, or ground-truth object masks to provide more priors and reduce the ambiguity of the problem. However, it is hard to apply methods with these special requirements to real-life reconstruction tasks, like scenes captured in the wild using mobile devices. Moreover, these methods can only cope with solid and homogeneous materials, greatly limiting the scope of the application. To solve the problems above, we propose NU-NeRF to reconstruct nested transparent objects without requiring a dedicated capture environment or additional input. NU-NeRF is built upon a neural signed distance field formulation and leverages neural rendering techniques. It consists of two main stages. In Stage I, the surface color is separated into reflection and refraction. The reflection is decomposed using physically based material and rendering. The refraction is modeled using a single MLP given the refraction and view directions, which is a simple yet effective solution of refraction modeling. This step produces high-fidelity geometry of the outer surface. In stage II, we use explicit ray tracing on the reconstructed outer surface for accurate light transport simulation. The surface reconstruction is executed again inside the outer geometry to obtain any inner surface geometry. In this process, a novel transparent interface formulation is used to cope with different types of transparent surfaces. Experiments conducted on synthetic scenes and real captured scenes show that NU-NeRF is capable of producing better reconstruction results than previous methods and achieves accurate nested surface reconstruction under an uncontrolled capture environment.
Jia-Mu Sun, Tong Wu 0009, Lingqi Yan 0001, Lin Gao 0004
ACM Trans. Graph.4
2024 Haisor: Human-aware Indoor Scene Optimization via Deep Reinforcement Learning
abstract
3D scene synthesis facilitates and benefits many real-world applications. Most scene generators focus on making indoor scenes plausible via learning from training data and leveraging extra constraints such as adjacency and symmetry. Although the generated 3D scenes are mostly plausible with visually realistic layouts, they can be functionally unsuitable for human users to navigate and interact with furniture. Our key observation is that human activity plays a critical role and sufficient free space is essential for human-scene interactions. This is exactly where many existing synthesized scenes fail—the seemingly correct layouts are often not fit for living. To tackle this, we present a human-aware optimization framework Haisor for 3D indoor scene arrangement via reinforcement learning, which aims to find an action sequence to optimize the indoor scene layout automatically. Based on the hierarchical scene graph representation, an optimal action sequence is predicted and performed via Deep Q-Learning with Monte Carlo Tree Search (MCTS), where MCTS is our key feature to search for the optimal solution in long-term sequences and large action space. Multiple human-aware rewards are designed as our core criteria of human-scene interaction, aiming to identify the next smart action by leveraging powerful reinforcement learning. Our framework is optimized end-to-end by giving the indoor scenes with part-level furniture layout including part mobility information. Furthermore, our methodology is extensible and allows utilizing different reward designs to achieve personalized indoor scene synthesis. Extensive experiments demonstrate that our approach optimizes the layout of 3D indoor scenes in a human-aware manner, which is more realistic and plausible than original state-of-the-art generator results, and our approach produces superior smart actions, outperforming alternative baselines.
Jia-Mu Sun, Jie Yang 0038, Kaichun Mo, Yukun Lai, Leonidas J. Guibas, Lin Gao 0004
ACM Trans. Graph.6
2024 Identity-Aware and Shape-Aware Propagation of Face Editing in Videos
abstract
The development of deep generative models has inspired various facial image editing methods, but many of them are difficult to be directly applied to video editing due to various challenges ranging from imposing 3D constraints, preserving identity consistency, ensuring temporal coherence, etc. To address these challenges, we propose a new framework operating on the StyleGAN2 latent space for identity-aware and shape-aware edit propagation on face videos. In order to reduce the difficulties of maintaining the identity, keeping the original 3D motion, and avoiding shape distortions, we disentangle the StyleGAN2 latent vectors of human face video frames to decouple the appearance, shape, expression, and motion from identity. An edit encoding module is used to map a sequence of image frames to continuous latent codes with 3D parametric control and is trained in a self-supervised manner with identity loss and triple shape losses. Our model supports propagation of edits in various forms: I. direct appearance editing on a specific keyframe, II. implicit editing of face shape via a given reference image, and III. existing latent-based semantic edits. Experiments show that our method works well for various forms of videos in the wild and outperforms an animation-based approach and the recent deep generative techniques.
Yue-Ren Jiang, Hongbo Fu 0001, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.4
2024 Keyframe Control of Music-Driven 3D Dance Generation
abstract
For 3D animators, choreography with artificial intelligence has attracted more attention recently. However, most existing deep learning methods mainly rely on music for dance generation and lack sufficient control over generated dance motions. To address this issue, we introduce the idea of keyframe interpolation for music-driven dance generation and present a novel transition generation technique for choreography. Specifically, this technique synthesizes visually diverse and plausible dance motions by using normalizing flows to learn the probability distribution of dance motions conditioned on a piece of music and a sparse set of key poses. Thus, the generated dance motions respect both the input musical beats and the key poses. To achieve a robust transition of varying lengths between the key poses, we introduce a time embedding at each timestep as an additional condition. Extensive experiments show that our model generates more realistic, diverse, and beat-matching dance motions than the compared state-of-the-art methods, both qualitatively and quantitatively. Our experimental results demonstrate the superiority of the keyframe-based control for improving the diversity of the generated dance motions.
Yu-Hui Wen, Xiao Liu 0040, Yong-Jin Liu 0001, Lin Gao 0004, Hongbo Fu 0001
IEEE Trans. Vis. Comput. Graph.7
2024 Sketch Beautification: Learning Part Beautification and Structure Refinement for Sketches of Man-Made Objects
abstract
We present a novel freehand sketch beautification method, which takes as input a freely drawn sketch of a man-made object and automatically beautifies it both geometrically and structurally. Beautifying a sketch is challenging because of its highly abstract and heavily diverse drawing manner. Existing methods are usually confined to their limited training samples and thus cannot beautify freely drawn sketches with both geometric and structural variations. To address this challenge, we adopt a divide-and-combine strategy. Specifically, we first parse an input sketch into semantic components, beautify individual components by a learned part beautification module based on part-level implicit manifolds, and then reassemble the beautified components through a structure beautification module. With this strategy, our method can go beyond the training samples and handle novel freehand sketches. We demonstrate the effectiveness of our system with extensive experiments and a perceptual study.
Deng Yu, Manfred Lau, Lin Gao 0004, Hongbo Fu 0001
IEEE Trans. Vis. Comput. Graph.3
2024 Text2Face: Text-Based Face Generation With Geometry and Appearance Control
abstract
Recent years have witnessed the emergence of various techniques proposed for text-based human face generation and manipulation. Such methods, targeting bridging the semantic gap between text and visual contents, provide users with a deft hand to turn ideas into visuals via text interface and enable more diversified multimedia applications. However, due to the flexibility of linguistic expressiveness, the mapping from sentences to desired facial images is clearly many-to-many, causing ambiguities during text-to-face generation. To alleviate these ambiguities, we introduce a local-to-global framework with two graph neural networks (one for geometry and the other for appearance) embedded to model the inter-dependency among facial parts. This is based upon our key observation that the geometry and appearance attributes among different facial components are not mutually independent, i.e., the combinations of part-level facial features are not arbitrary and thus do not conform to a uniform distribution. By learning from the dataset distribution and enabling recommendations given partial descriptions of human faces, these networks are highly suitable for our text-to-face task. Our method is capable of generating high-quality attribute-conditioned facial images from text. Extensive experiments have confirmed the superiority and usability of our method over the prior art.
Junliang Chen 0003, Hongbo Fu 0001, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.6
2024 SAC-GAN: Structure-Aware Image Composition
abstract
We introduce an end-to-end learning framework for image-to-image composition, aiming to plausibly compose an object represented as a cropped patch from an object image into a background scene image. As our approach emphasizes more on semantic and structural coherence of the composed images, rather than their pixel-level RGB accuracies, we tailor the input and output of our network with structure-aware features and design our network losses accordingly, with ground truth established in a self-supervised setting through the object cropping. Specifically, our network takes the semantic layout features from the input scene image, features encoded from the edges and silhouette in the input object patch, as well as a latent code as inputs, and generates a 2D spatial affine transform defining the translation and scaling of the object patch. The learned parameters are further fed into a differentiable spatial transformer network to transform the object patch into the target image, where our model is trained adversarially using an affine transform discriminator and a layout discriminator. We evaluate our network, coined SAC-GAN, for various image composition scenarios in terms of quality, composability, and generalizability of the composite images. Comparisons are made to state-of-the-art alternatives, including Instance Insertion, ST-GAN, CompGAN and PlaceNet, confirming superiority of our method.
Hang Zhou 0007, Rui Ma 0011, Ling-Xiao Zhang, Lin Gao 0004, Ali Mahdavi-Amiri, Hao (Richard) Zhang
IEEE Trans. Vis. Comput. Graph.4
2024 LC-NeRF: Local Controllable Face Generation in Neural Radiance Field
abstract
3D face generation has achieved high visual quality and 3D consistency thanks to the development of neural radiance fields (NeRF). However, these methods model the whole face as a neural radiance field, which limits the controllability of the local regions. In other words, previous methods struggle to independently control local regions, such as the mouth, nose, and hair. To improve local controllability in NeRF-based face generation, we propose LC-NeRF, which is composed of a Local Region Generators Module (LRGM) and a Spatial-Aware Fusion Module (SAFM), allowing for geometry and texture control of local facial regions. The LRGM models different facial regions as independent neural radiance fields and the SAFM is responsible for merging multiple independent neural radiance fields into a complete representation. Finally, LC-NeRF enables the modification of the latent code associated with each individual generator, thereby allowing precise control over the corresponding local region. Qualitative and quantitative evaluations show that our method provides better local controllability than state-of-the-art 3D-aware face generation methods. A perception study reveals that our method outperforms existing state-of-the-art methods in terms of image quality, face consistency, and editing effects. Furthermore, our method exhibits favorable performance in downstream tasks, including real image editing and text-driven facial image editing.
Wenyang Zhou, Lin Gao 0004, Shi-Min Hu 0001
IEEE Trans. Vis. Comput. Graph.4
2024 AvatarWild: Fully controllable head avatars in the wild
abstract
Recent advancements in the field have resulted in significant progress in achieving realistic head reconstruction and manipulation using neural radiance fields (NeRF). Despite these advances, capturing intricate facial details remains a persistent challenge. Moreover, casually captured input, involving both head poses and camera movements, introduces additional difficulties to existing methods of head avatar reconstruction. To address the challenge posed by video data captured with camera motion, we propose a novel method, AvatarWild, for reconstructing head avatars from monocular videos taken by consumer devices. Notably, our approach decouples the camera pose and head pose, allowing reconstructed avatars to be visualized with different poses and expressions from novel viewpoints. To enhance the visual quality of the reconstructed facial avatar, we introduce a view-dependent detail enhancement module designed to augment local facial details without compromising viewpoint consistency. Our method demonstrates superior performance compared to existing approaches, as evidenced by reconstruction and animation results on both multi-view and single-view datasets. Remarkably, our approach stands out by exclusively relying on video data captured by portable devices, such as smartphones. This not only underscores the practicality of our method but also extends its applicability to real-world scenarios where accessibility and ease of data capture are crucial.
Shaoxu Meng, Tong Wu 0009, Yuewen Ma, Wenbo Hu 0002, Lin Gao 0004
Vis. Informatics7
2023 NeUDF: Leaning Neural Unsigned Distance Fields with Volume Rendering
abstract
Multi-view shape reconstruction has achieved impressive progresses thanks to the latest advances in neural implicit surface rendering. However, existing methods based on signed distance function (SDF) are limited to closed surfaces, failing to reconstruct a wide range of real-world objects that contain open-surface structures. In this work, we introduce a new neural rendering framework, coded NeUDF11Visit our project page at http://geometrylearning.com/neudf/, that can reconstruct surfaces with arbitrary topologies solely from multi-view supervision. To gain the flexibility of representing arbitrary surfaces, NeUDF leverages the unsigned distance function (UDF) as surface representation. While a naive extension of an SDF-based neural renderer cannot scale to UDF, we propose two new formulations of weight function specially tailored for UDF-based volume rendering. Furthermore, to cope with open surface rendering, where the in/out test is no longer valid, we present a dedicated normal regularization strategy to resolve the surface orientation ambiguity. We extensively evaluate our method over a number of challenging datasets, including DTU [21], MGN [5], and Deep Fashion 3D [61]. Experimental results demonstrate that NeUDF can significantly outperform the state-of-the-art method in the task of multi-view surface reconstruction, especially for complex shapes with open boundaries.
Li Wang 0159, Jie Yang 0038, Weikai Chen 0001, Xiaoxu Meng, Bo Yang 0070, Lin Gao 0004
CVPR7
2023 Tri-MipRF: Tri-Mip Representation for Efficient Anti-Aliasing Neural Radiance Fields
abstract
Despite the tremendous progress in neural radiance fields (NeRF), we still face a dilemma of the trade-off between quality and efficiency, e.g., MipNeRF [3] presents fine-detailed and anti-aliased renderings but takes days for training, while Instant-ngp [36] can accomplish the reconstruction in a few minutes but suffers from blurring or aliasing when rendering at various distances or resolutions due to ignoring the sampling area. To this end, we propose a novel Tri-Mip encoding (à la "mipmap") that enables both instant reconstruction and anti-aliased high-fidelity rendering for neural radiance fields. The key is to factorize the pre-filtered 3D feature spaces in three orthogonal mipmaps. In this way, we can efficiently perform 3D area sampling by taking advantage of 2D pre-filtered feature maps, which significantly elevates the rendering quality without sacrificing efficiency. To cope with the novel Tri-Mip representation, we propose a cone-casting rendering technique to efficiently sample anti-aliased 3D features with the Tri-Mip encoding considering both pixel imaging and observing distance. Extensive experiments on both synthetic and real-world datasets demonstrate our method achieves state-of-the-art rendering quality and reconstruction speed while maintaining a compact representation that reduces 25% model size compared against Instant-ngp. Code is available at the project webpage: https://wbhu.github.io/projects/Tri-MipRF
Wenbo Hu 0002, Bangbang Yang, Lin Gao 0004, Xiao Liu 0040, Yuewen Ma
ICCV5
2023 E3Sym: Leveraging E(3) Invariance for Unsupervised 3D Planar Reflective Symmetry Detection
abstract
Detecting symmetrical properties is a fundamental task in 3D shape analysis. In the case of a 3D model with planar symmetries, each point has a corresponding mirror point w.r.t. a symmetry plane, and the correspondences remain invariant under any arbitrary Euclidean transformation. Our proposed method, E3Sym, aims to detect planar reflective symmetry in an unsupervised and end-to-end manner by leveraging E(3) invariance. E3Sym establishes robust point correspondences through the use of E(3) invariant features extracted from a lightweight neural network, from which the dense symmetry prediction is produced. We also introduce a novel and efficient clustering algorithm to aggregate the dense prediction and produce a detected symmetry set, allowing for the detection of an arbitrary number of planar symmetries while ensuring the method remains differentiable for end-to-end training. Our method also possesses the ability to infer reasonable planar symmetries from incomplete shapes, which remains challenging for existing methods. Extensive experiments demonstrate that E3Sym is both effective and robust, outperforming state-of-the-art methods.
Ren-Wu Li, Ling-Xiao Zhang, Chunpeng Li, Yukun Lai, Lin Gao 0004
ICCV5
2023 NeuralSlice: Neural 3D Triangle Mesh Reconstruction via Slicing 4D Tetrahedral Meshes
abstract
Learning-based high-fidelity reconstruction of 3D shapes with varying topology is a fundamental problem in computer vision and computer graphics. Recent advances in learning 3D shapes using explicit and implicit representations have achieved impressive results in 3D modeling. However, the template-based explicit representation is limited by fixed topology, and the implicit representation, although flexible with arbitrary topology, requires a large number of sampled points to regress the surface, which is computationally expensive. In this work, we propose a novel 3D shape representation named NeuralSlice, which represents a 3D shape as the intersection of a 4D tetrahedral mesh and a 4D hyperplane. A novel network is designed to incorporate the proposed representation flexibly, which learns a deformable 4D template and a parameter for slicing 4D hyperplane to reconstruct the 3D object. To learn the local deformation of the 4D template, we further propose a spatial-aware network to locate the 4D points within the 3D feature volume of input shape via positional encoding, which leverages the local geometrical feature to guide the 4D deformation. By addressing the 3D problem in a higher 4D space, our method supports flexible topology changes while being highly efficient. Our method is guaranteed to produce manifold meshes. NeuralSlice outperforms the state-of-the-art explicit-based approaches in terms of reconstruction quality. Compared with implicit approaches, by avoiding point sampling, our method is 10 times faster than the implicit approaches, and better preserves thin structures. NeuralSlice has the capability of representing various shapes and topologies using a single 4D tetrahedral mesh. The corresponding code can be found on GitHub at https://github.com/IGLICT/NEURALSLICE
Chenbo Jiang, Jie Yang 0038, Shwai He, Yukun Lai, Lin Gao 0004
ICML5
2023 Cambricon-R: A Fully Fused Accelerator for Real-Time Learning of Neural Scene Representation
abstract
Neural scene representation (NSR) initiates a new methodology of encoding a 3D scene with neural networks by learning from dozens of photos taken from different camera positions. NSR not only achieves significant improvement in the quality of novel view synthesis and 3D reconstruction but also reduces the camera cost from the expensive laser cameras to the cheap color cameras on the shelf. However, performing 3D scene encoding using NSR is far from real-time due to the extremely low hardware utilization (only utilization of hardware peak performance), which greatly limits its applications in real-time AR/VR interactions
Xinkai Song, Yuanbo Wen 0001, Xing Hu 0001, Tianbo Liu 0006, Haoxuan Zhou, Husheng Han, Tian Zhi, Zidong Du, Wei Li 0008, Rui Zhang 0040, Chen Zhang 0001, Lin Gao 0004, Qi Guo 0001, Tianshi Chen 0002
MICRO12
2023 SOL-NeRF: Sunlight Modeling for Outdoor Scene Decomposition and Relighting
abstract
Outdoor scenes often involve large-scale geometry and complex unknown lighting conditions, making it difficult to decompose them into geometry, reflectance and illumination. Recently researchers made attempts to decompose outdoor scenes using Neural Radiance Fields (NeRF) and learning-based lighting and shadow representations. However, diverse lighting conditions and shadows in outdoor scenes are challenging for learning-based models. Moreover, existing methods may produce rough geometry and normal reconstruction and introduce notable shading artifacts when the scene is rendered under a novel illumination. To solve the above problems, we propose SOL-NeRF to decompose outdoor scenes with the help of a hybrid lighting representation and a signed distance field geometry reconstruction. We use a single Spherical Gaussian (SG) lobe to approximate the sun lighting, and a first-order Spherical Harmonic (SH) mixture to resemble the sky lighting. This hybrid representation is specifically designed for outdoor settings, and compactly models the outdoor lighting, ensuring robustness and efficiency. The shadow of the direct sun lighting can be obtained by casting the ray against the mesh extracted from the signed distance field, and the remaining shadow can be approximated by Ambient Occlusion (AO). Additionally, sun lighting color prior and a relaxed Manhattan-world assumption can be further applied to boost decomposition and relighting performance. When changing the lighting condition, our method can produce consistent relighting results with correct shadow effects. Experiments conducted on our hybrid lighting scheme and the entire decomposition pipeline show that our method achieves better reconstruction, decomposition, and relighting performance compared to previous methods both quantitatively and qualitatively.
Jia-Mu Sun, Tong Wu 0009, Yongliang Yang 0002, Yukun Lai, Lin Gao 0004
SIGGRAPH Asia5
2023 4D facial analysis: A survey of datasets, algorithms and applications
Yong-Jin Liu 0001, Baodong Wang, Lin Gao 0004, Junli Zhao, Ran Yi 0002, Minjing Yu, Zhenkuan Pan 0001, Xianfeng Gu
Comput. Graph.3
2023 Generation of virtual digital human for customer service industry
Yanan Sun 0006, Zhiyao Sun, Yu-Hui Wen, Tian Lv, Minjing Yu, Ran Yi 0002, Lin Gao 0004, Yong-Jin Liu 0001
Comput. Graph.8
2023 Deep Deformation Detail Synthesis for Thin Shell Models
abstract
Abstract In physics‐based cloth animation, rich folds and detailed wrinkles are achieved at the cost of expensive computational resources and huge labor tuning. Data‐driven techniques make efforts to reduce the computation significantly by utilizing a preprocessed database. One type of methods relies on human poses to synthesize fitted garments, but these methods cannot be applied to general cloth animations. Another type of methods adds details to the coarse meshes obtained through simulation, which does not have such restrictions. However, existing works usually utilize coordinate‐based representations which cannot cope with large‐scale deformation, and requires dense vertex correspondences between coarse and fine meshes. Moreover, as such methods only add details, they require coarse meshes to be sufficiently close to fine meshes, which can be either impossible, or require unrealistic constraints to be applied when generating fine meshes. To address these challenges, we develop a temporally and spatially as‐consistent‐as‐possible deformation representation (named TS‐ACAP) and design a DeformTransformer network to learn the mapping from low‐resolution meshes to ones with fine details. This TS‐ACAP representation is designed to ensure both spatial and temporal consistency for sequential large‐scale deformations from cloth animations. With this TS‐ACAP representation, our DeformTransformer network first utilizes two mesh‐based encoders to extract the coarse and fine features using shared convolutional kernels, respectively. To transduct the coarse features to the fine ones, we leverage the spatial and temporal Transformer network that consists of vertex‐level and frame‐level attention mechanisms to ensure detail enhancement and temporal coherence of the prediction. Experimental results show that our method is able to produce reliable and realistic animations in various datasets at high frame rates with superior detail synthesis abilities compared to existing methods.
Lin Gao 0004, Jie Yang 0038, Shibiao Xu, Juntao Ye, Xiaopeng Zhang 0001, Yukun Lai
Comput. Graph. Forum2
2023 ImplicitPCA: Implicitly-proxied parametric encoding for collision-aware garment reconstruction
abstract
The emerging remote collaboration in a virtual environment calls for quickly generating high-fidelity 3D humans with cloth from a single image. To estimate clothing geometry and topology, parametric models are widely used but often lack details. Alternative approaches based on implicit functions can generate accurate details but are limited to closed surfaces and may not produce physically correct reconstructions, such as collision-free human avatars. To solve these problems, we present ImplicitPCA, a framework for high-fidelity single-view garment reconstruction that bridges the good ends of explicit and implicit representations. The key is a parametric SDF network that closely couples parametric encoding with implicit functions and thus enjoys the fine details brought by implicit reconstruction while maintaining correct topology with open surfaces. We further introduce a collision-aware regression network to ensure the physical correctness of cloth and human. During inference, an iterative routine is applied to an input image with 2D garment landmarks to obtain optimal parameters by aligning the cloth mesh projection with the 2D landmarks and fitting the parametric implicit fields with the reconstructed cloth SDF. The experiments on the public dataset and in-the-wild images demonstrate that our result outperforms the prior works, reconstructing detailed, topology-correct 3D garments while avoiding garment-body collisions.
Jie Yang 0038, Hongbo Fu 0001, Xiaoxu Meng, Weikai Chen 0001, Bo Yang 0070, Lin Gao 0004
Graph. Model.7
2023 High-fidelity point cloud completion with low-resolution recovery and noise-aware upsampling
abstract
Completing an unordered partial point cloud is a challenging task. Existing approaches that rely on decoding a latent feature to recover the complete shape, often lead to the completed point cloud being over-smoothing, losing details, and noisy. Instead of decoding a whole shape, we propose to decode and refine a low-resolution (low-res) point cloud first, and then perform a patch-wise noise-aware upsampling rather than interpolating the whole sparse point cloud at once, which tends to lose details. Regarding the possibility of lacking details of the initially decoded low-res point cloud, we propose an iterative refinement to recover the geometric details and a symmetrization process to preserve the trustworthy information from the input partial point cloud. After obtaining a sparse and complete point cloud, we propose a patch-wise upsampling strategy. Patch-based upsampling allows to recover fine details better rather than decoding a whole shape. The patch extraction approach is to generate training patch pairs between the sparse and ground-truth point clouds with an outlier removal step to suppress the noisy points from the sparse point cloud. Together with the low-res recovery, our whole pipeline can achieve high-fidelity point cloud completion. Comprehensive evaluations are provided to demonstrate the effectiveness of the proposed method and its components.
Ren-Wu Li, Bo Wang 0019, Lin Gao 0004, Ling-Xiao Zhang, Chun-Peng Li
Graph. Model.3
2023 SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation With Fine-Grained Geometry
abstract
3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SceneHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Our generation network is a conditional recursive neural network (RvNN) based variational autoencoder (VAE) that learns to generate detailed content with fine-grained geometry for a room, given the room boundary as the condition. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.
Lin Gao 0004, Jia-Mu Sun, Kaichun Mo, Yukun Lai, Leonidas J. Guibas, Jie Yang 0038
IEEE Trans. Pattern Anal. Mach. Intell.1
2023 Human Motion Transfer With 3D Constraints and Detail Enhancement
abstract
We propose a new method for realistic human motion transfer using a generative adversarial network (GAN), which generates a motion video of a target character imitating actions of a source character, while maintaining high authenticity of the generated results. We tackle the problem by decoupling and recombining the posture information and appearance information of both the source and target characters. The innovation of our approach lies in the use of the projection of a reconstructed 3D human model as the condition of GAN to better maintain the structural integrity of transfer results in different poses. We further introduce a detail enhancement net to enhance the details of transfer results by exploiting the details in real source frames. Extensive experiments show that our approach yields better results both qualitatively and quantitatively than the state-of-the-art methods.
Yang-Tian Sun, Qian-Cheng Fu, Yue-Ren Jiang, Zitao Liu 0001, Yukun Lai, Hongbo Fu 0001, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.7
2023 Robust Pose Transfer With Dynamic Details Using Neural Video Rendering
abstract
Pose transfer of human videos aims to generate a high-fidelity video of a target person imitating actions of a source person. A few studies have made great progress either through image translation with deep latent features or neural rendering with explicit 3D features. However, both of them rely on large amounts of training data to generate realistic results, and the performance degrades on more accessible Internet videos due to insufficient training frames. In this paper, we demonstrate that the dynamic details can be preserved even when trained from short monocular videos. Overall, we propose a neural video rendering framework coupled with an image-translation-based dynamic details generation network (D$^{2}$G-Net), which fully utilizes both the stability of explicit 3D features and the capacity of learning components. To be specific, a novel hybrid texture representation is presented to encode both the static and pose-varying appearance characteristics, which is then mapped to the image space and rendered as a detail-rich frame in the neural rendering stage. Through extensive comparisons, we demonstrate that our neural human video renderer is capable of achieving both clearer dynamic details and more robust performance even on accessible short videos with only 2 k$\sim$4 k frames, as illustrated in Fig. 1.
Yang-Tian Sun, Hao-Zhi Huang 0001, Xuan Wang 0009, Yukun Lai, Wei Liu 0005, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.6
2023 Motif-GCNs With Local and Non-Local Temporal Blocks for Skeleton-Based Action Recognition
abstract
Recent works have achieved remarkable performance for action recognition with human skeletal data by utilizing graph convolutional models. Existing models mainly focus on developing graph convolutional operations to encode structural properties of a skeletal graph, whose topology is manually predefined and fixed over all action samples. Some recent works further take sample-dependent relationships among joints into consideration. However, the complex relationships between arbitrary pairwise joints are difficult to learn and the temporal features between frames are not fully exploited by simply using traditional convolutions with small local kernels. In this paper, we propose a motif-based graph convolution method, which makes use of sample-dependent latent relations among non-physically connected joints to impose a high-order locality and assigns different semantic roles to physical neighbors of a joint to encode hierarchical structures. Furthermore, we propose a sparsity-promoting loss function to learn a sparse motif adjacency matrix for latent dependencies in non-physical connections. For extracting effective temporal information, we propose an efficient local temporal block. It adopts partial dense connections to reuse temporal features in local time windows, and enrich a variety of information flow by gradient combination. In addition, we introduce a non-local temporal block to capture global dependencies among frames. Our model can capture local and non-local relationships both spatially and temporally, by integrating the local and non-local temporal blocks into the sparse motif-based graph convolutional networks (SMotif-GCNs). Comprehensive experiments on four large-scale datasets show that our model outperforms the state-of-the-art methods. Our code is publicly available at https://github.com/wenyh1616/SAMotif-GCN.
Yu-Hui Wen, Lin Gao 0004, Hongbo Fu 0001, Shihong Xia, Yong-Jin Liu 0001
IEEE Trans. Pattern Anal. Mach. Intell.2
2023 STAR-TM: STructure Aware Reconstruction of Textured Mesh From Single Image
abstract
We present a novel method for single-view 3D reconstruction of textured meshes, with a focus to address the primary challenge surrounding texture inference and transfer. Our key observation is that learning textured reconstruction in a structure-aware and globally consistent manner is effective in handling the severe ill-posedness of the texturing problem and significant variations in object pose and texture details. Specifically, we perform structured mesh reconstruction, via a retrieval-and-assembly approach, to produce a set of genus-zero parts parameterized by deformable boxes and endowed with semantic information. For texturing, we first transfer visible colors from the input image onto the unified UV texture space of the deformable boxes. Then we combine a learned transformer model for per-part texture completion with a global consistency loss to optimize inter-part texture consistency. Our texture completion model operates in a VQ-VAE embedding space and is trained end-to-end, with the transformer training enhanced with retrieved texture instances to improve texture completion performance amid significant occlusion. Extensive experiments demonstrate higher-quality textured mesh reconstruction obtained by our method over state-of-the-art alternatives, both quantitatively and qualitatively, as reflected by a better recovery of texture coherence and details.
Tong Wu 0009, Lin Gao 0004, Ling-Xiao Zhang, Yukun Lai, Hao (Richard) Zhang
IEEE Trans. Pattern Anal. Mach. Intell.2
2023 Neural Radiance Fields From Sparse RGB-D Images for High-Quality View Synthesis
abstract
The recently proposed neural radiance fields (NeRF) use a continuous function formulated as a multi-layer perceptron (MLP) to model the appearance and geometry of a 3D scene. This enables realistic synthesis of novel views, even for scenes with view dependent appearance. Many follow-up works have since extended NeRFs in different ways. However, a fundamental restriction of the method remains that it requires a large number of images captured from densely placed viewpoints for high-quality synthesis and the quality of the results quickly degrades when the number of captured views is insufficient. To address this problem, we propose a novel NeRF-based framework capable of high-quality view synthesis using only a sparse set of RGB-D images, which can be easily captured using cameras and LiDAR sensors on current consumer devices. First, a geometric proxy of the scene is reconstructed from the captured RGB-D images. Renderings of the reconstructed scene along with precise camera parameters can then be used to pre-train a network. Finally, the network is fine-tuned with a small number of real captured images. We further introduce a patch discriminator to supervise the network under novel views during fine-tuning, as well as a 3D color prior to improve synthesis quality. We demonstrate that our method can generate arbitrary novel views of a 3D scene from as few as 6 RGB-D images. Extensive experiments show the improvements of our method compared with the existing NeRF-based methods, including approaches that also aim to reduce the number of input images.
Yu-Jie Yuan, Yukun Lai, Yihua Huang 0002, Leif Kobbelt, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.5
2023 Interactive NeRF Geometry Editing With Shape Priors
abstract
Neural Radiance Fields (NeRFs) have shown great potential for tasks like novel view synthesis of static 3D scenes. Since NeRFs are trained on a large number of input images, it is not trivial to change their content afterwards. Previous methods to modify NeRFs provide some control but they do not support direct shape deformation which is common for geometry representations like triangle meshes. In this paper, we present a NeRF geometry editing method that first extracts a triangle mesh representation of the geometry inside a NeRF. This mesh can be modified by any 3D modeling tool (we use ARAP mesh deformation). The mesh deformation is then extended into a volume deformation around the shape which establishes a mapping between ray queries to the deformed NeRF and the corresponding queries to the original NeRF. The basic shape editing mechanism is extended towards more powerful and more meaningful editing handles by generating box abstractions of the NeRF shapes which provide an intuitive interface to the user. By additionally assigning semantic labels, we can even identify and combine parts from different objects. We demonstrate the performance and quality of our method in a number of experiments on synthetic data as well as real captured scenes.
Yu-Jie Yuan, Yang-Tian Sun, Yukun Lai, Yuewen Ma, Rongfei Jia, Leif Kobbelt, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.7
2023 GLIM-Net: Chronic Glaucoma Forecast Transformer for Irregularly Sampled Sequential Fundus Images
abstract
Chronic Glaucoma is an eye disease with progressive optic nerve damage. It is the second leading cause of blindness after cataract and the first leading cause of irreversible blindness. Glaucoma forecast can predict future eye state of a patient by analyzing the historical fundus images, which is helpful for early detection and intervention of potential patients and avoiding the outcome of blindness. In this paper, we propose a GLaucoma forecast transformer based on Irregularly saMpled fundus images named GLIM-Net to predict the probability of developing glaucoma in the future. The main challenge is that the existing fundus images are often sampled at irregular times, making it difficult to accurately capture the subtle progression of glaucoma over time. We therefore introduce two novel modules, namely time positional encoding and time-sensitive MSA (multi-head self-attention) modules, to address this challenge. Unlike many existing works that focus on prediction for an unspecified future time, we also propose an extended model which is further capable of prediction conditioned on a specific future time. The experimental results on the benchmark dataset SIGF show that the accuracy of our method outperforms the state-of-the-art models. In addition, the ablation experiments also confirm the effectiveness of the two modules we propose, which can provide a good reference for the optimization of Transformer models.
Xiaoyan Hu 0010, Ling-Xiao Zhang, Lin Gao 0004, Weiwei Dai, Xiaoguang Han 0001, Yukun Lai, Yiqiang Chen 0001
IEEE Trans. Medical Imaging3
2023 3D Face Reconstruction and Gaze Tracking in the HMD for Virtual Interaction
abstract
With the rapid development of virtual reality (VR) technology, VR headsets, a.k.a. Head-Mounted Displays (HMDs), are widely available, allowing immersive 3D content to be viewed. A natural need for truly immersive VR is to allow bidirectional communication: the user should be able to interact with the virtual world using facial expressions and eye gaze, in addition to traditional means of interaction. The typical application scenario includes VR virtual conferencing and virtual roaming, where ideally users are able to see other users’ expressions and have eye contact with them in the virtual world. In addition, eye gaze also provides a natural means of interaction with virtual objects. Despite significant achievements in recent years for reconstruction of 3D faces from RGB or RGB-D images, it remains a challenge to reliably capture and reconstruct 3D facial expressions including eye gaze when the user is wearing an HMD, because the majority of the face is occluded, especially those areas around the eyes which are essential for recognizing facial expressions and eye gaze. In this paper, we introduce a novel real-time system that is able to capture and reconstruct 3D faces wearing HMDs, and robustly recover eye gaze. We further propose a novel method to map eye gaze directions to the 3D virtual world, which provides a novel and useful interactive mode in VR. We compare our method with state-of-the-art techniques both qualitatively and quantitatively, and demonstrate the effectiveness of our system using live capture.
Yukun Lai, Shihong Xia, Paul L. Rosin, Lin Gao 0004
IEEE Trans. Multim.5
2023 Viewpoint Alignment and Discriminative Parts Enhancement in 3D Space for Vehicle ReID
abstract
Vehicle Re-Identification is to find the same vehicle from images captured in different views under cross-camera scenarios. Traditional methods focus on depicting the holistic appearance of a vehicle, but they suffer from the hard samples with the same vehicle type and color. Recent works leverage the discriminative visual cues to solve this problem, where three challenges exist as follows. First, vehicle features are misaligned and distorted because of the viewpoint variance. Second, the discriminative visual cues are usually subtle, which is easy to be diluted by the large area of non-discriminative regions in subsequent average pooling modules. Third, these discriminative visual cues are dynamic for the same image when it compares with different vehicle images. To tackle the above problems, we project the vehicle images from 2D to 3D space and rotate them to the same view, and leverage the viewpoint aligned features to enhance the discriminative parts for vehicle ReID. In detail, our method consists of three sub-modules, 1) The 3D viewpoint alignment module restores the 3D information of the vehicle from a single vehicle image, and then rotates and re-renders it under fixed viewpoints. It enables fine-grained viewpoint alignment and relieves the distortion of the vehicle caused by the viewpoint variation. 2) The discriminative parts enhancement module performs feature enhancement guided by the prior distribution of distinctive parts. 3) The adaptive duplicated parts suppression module guides the network to focus on the most discriminative parts, which not only prevents the dilution of the high responses but also provides explainable evidence. The experimental results reveal our method achieves new state-of-the-art on large scale vehicle ReID dataset.
Dechao Meng, Liang Li 0003, Xuejing Liu, Lin Gao 0004, Qingming Huang
IEEE Trans. Multim.4
2023 SketchFaceNeRF: Sketch-based Facial Generation and Editing in Neural Radiance Fields
abstract
Realistic 3D facial generation based on Neural Radiance Fields (NeRFs) from 2D sketches benefits various applications. Despite the high realism of free-view rendering results of NeRFs, it is tedious and difficult for artists to achieve detailed 3D control and manipulation. Meanwhile, due to its conciseness and expressiveness, sketching has been widely used for 2D facial image generation and editing. Applying sketching to NeRFs is challenging due to the inherent uncertainty for 3D generation with 2D constraints, a significant gap in content richness when generating faces from sparse sketches, and potential inconsistencies for sequential multi-view editing given only 2D sketch inputs. To address these challenges, we present SketchFaceNeRF, a novel sketch-based 3D facial NeRF generation and editing method, to produce free-view photo-realistic images. To solve the challenge of sketch sparsity, we introduce a Sketch Tri-plane Prediction net to first inject the appearance into sketches, thus generating features given reference images to allow color and texture control. Such features are then lifted into compact 3D tri-planes to supplement the absent 3D information, which is important for improving robustness and faithfulness. However, during editing, consistency for unseen or unedited 3D regions is difficult to maintain due to limited spatial hints in sketches. We thus adopt a Mask Fusion module to transform free-view 2D masks (inferred from sketch editing operations) into the tri-plane space as 3D masks, which guide the fusion of the original and sketch-based generated faces to synthesize edited faces. We further design an optimization approach with a novel space loss to improve identity retention and editing faithfulness. Our pipeline enables users to flexibly manipulate faces from different viewpoints in 3D space, easily designing desirable facial models. Extensive experiments validate that our approach is superior to the state-of-the-art 2D sketch-based image generation and editing approaches in realism and faithfulness.
Lin Gao 0004, Feng-Lin Liu, Chun-Peng Li, Yukun Lai, Hongbo Fu 0001
ACM Trans. Graph.1
2023 NeRFFaceLighting: Implicit and Disentangled Face Lighting Representation Leveraging Generative Prior in Neural Radiance Fields
abstract
3D-aware portrait lighting control is an emerging and promising domain, thanks to the recent advance of generative adversarial networks and neural radiance fields. Existing solutions typically try to decouple the lighting from the geometry and appearance for disentangled control with an explicit lighting representation (e.g., Lambertian or Phong). However, they either are limited to a constrained lighting condition (e.g., directional light) or demand a tricky-to-fetch dataset as supervision for the intrinsic compositions (e.g., the albedo). We propose NeRFFaceLighting to explore an implicit representation for portrait lighting based on the pretrained tri-plane representation to address the above limitations. We approach this disentangled lighting-control problem by distilling the shading from the original fused representation of both appearance and lighting (i.e., one tri-plane) to their disentangled representations (i.e., two tri-planes) with the conditional discriminator to supervise the lighting effects. We further carefully design the regularization to reduce the ambiguity of such decomposition and enhance the ability of generalization to unseen lighting conditions. Moreover, our method can be extended to enable 3D-aware real portrait relighting. Through extensive quantitative and qualitative evaluations, we demonstrate the superior 3D-aware lighting control ability of our model compared to alternative and existing solutions.
Hongbo Fu 0001, Lin Gao 0004
ACM Trans. Graph.4
2023 DSG-Net: Learning Disentangled Structure and Geometry for 3D Shape Generation
abstract
3D shape generation is a fundamental operation in computer graphics. While significant progress has been made, especially with recent deep generative models, it remains a challenge to synthesize high-quality shapes with rich geometric details and complex structures, in a controllable manner. To tackle this, we introduce DSG-Net, a deep neural network that learns a disentangled structured & geometric mesh representation for 3D shapes, where two key aspects of shapes, geometry and structure, are encoded in a synergistic manner to ensure plausibility of the generated shapes, while also being disentangled as much as possible. This supports a range of novel shape generation applications with disentangled control, such as interpolation of structure (geometry) while keeping geometry (structure) unchanged. To achieve this, we simultaneously learn structure and geometry through variational autoencoders (VAEs) in a hierarchical manner for both, with bijective mappings at each level. In this manner, we effectively encode geometry and structure in separate latent spaces, while ensuring their compatibility: the structure is used to guide the geometry and vice versa. At the leaf level, the part geometry is represented using a conditional part VAE, to encode high-quality geometric details, guided by the structure context as the condition. Our method not only supports controllable generation applications, but also produces high-quality synthesized shapes, outperforming state-of-the-art methods.
Jie Yang 0038, Kaichun Mo, Yukun Lai, Leonidas J. Guibas, Lin Gao 0004
ACM Trans. Graph.5
2023 STD-Net: Structure-Preserving and Topology-Adaptive Deformation Network for Single-View 3D Reconstruction
abstract
3D reconstruction from single-view images is a long-standing research problem. There have been various methods based on point clouds and volumetric representations. In spite of success in 3D models generation, it is quite challenging for these approaches to deal with models with complex topology and fine geometric details. Thanks to the recent advance of deep shape representations, learning the structure and detail representation using deep neural networks is a promising direction. In this article, we propose a novel approach named STD-Net to reconstruct 3D models utilizing mesh representation that is well suited for characterizing complex structures and geometry details. Our method consists of (1) an auto-encoder network for recovering the structure of an object with bounding box representation from a single-view image; (2) a topology-adaptive GCN for updating vertex position for meshes of complex topology; and (3) a unified mesh deformation block that deforms the structural boxes into structure-aware meshes. Evaluation on ShapeNet and PartNet shows that STD-Net has better performance than state-of-the-art methods in reconstructing complex structures and fine geometric details.
Aihua Mao, Canglan Dai, Jie Yang 0038, Lin Gao 0004, Ying He 0001, Yong-Jin Liu 0001
IEEE Trans. Vis. Comput. Graph.5
2023 Learning-Based Intrinsic Reflectional Symmetry Detection
abstract
Reflectional symmetry is a ubiquitous pattern in nature. Previous works usually solve this problem by voting or sampling, suffering from high computational cost and randomness. In this article, we propose a learning-based approach to intrinsic reflectional symmetry detection. Instead of directly finding symmetric point pairs, we parametrize this self-isometry using a functional map matrix, which can be easily computed given the signs of Laplacian eigenfunctions under the symmetric mapping. Therefore, we manually label the eigenfunction signs for a variety of shapes and train a novel neural network to predict the sign of each eigenfunction under symmetry. Our network aims at learning the global property of functions and consequently converts the problem defined on the manifold to the functional domain. By disentangling the prediction of the matrix into separated bases, our method generalizes well to new shapes and is invariant under perturbation of eigenfunctions. Through extensive experiments, we demonstrate the robustness of our method in challenging cases, including different topology and incomplete shapes with holes. By avoiding random sampling, our learning-based algorithm is over 20 times faster than state-of-the-art methods, and meanwhile, is more robust, achieving higher correspondence accuracy in commonly used metrics.
Yi-Ling Qiao, Lin Gao 0004, Shu-Zhi Liu, Ligang Liu 0001, Yukun Lai, Xilin Chen 0001
IEEE Trans. Vis. Comput. Graph.2
2023 Reference-Based Deep Line Art Video Colorization
abstract
Coloring line art images based on the colors of reference images is a crucial stage in animation production, which is time-consuming and tedious. This paper proposes a deep architecture to automatically color line art videos with the same color style as the given reference images. Our framework consists of a color transform network and a temporal refinement network based on 3U-net. The color transform network takes the target line art images as well as the line art and color images of the reference images as input and generates corresponding target color images. To cope with the large differences between each target line art image and the reference color images, we propose a distance attention layer that utilizes non-local similarity matching to determine the region correspondences between the target image and the reference images and transforms the local color information from the references to the target. To ensure global color style consistency, we further incorporate Adaptive Instance Normalization (AdaIN) with the transformation parameters obtained from a multiple-layer AdaIN that describes the global color style of the references extracted by an embedder network. The temporal refinement network learns spatiotemporal features through 3D convolutions to ensure the temporal color consistency of the results. Our model can achieve even better coloring results by fine-tuning the parameters with only a small number of samples when dealing with an animation of a new style. To evaluate our method, we build a line art coloring dataset. Experiments show that our method achieves the best performance on line art video coloring compared to the current state-of-the-art methods.
Min Shi 0005, Jia-Qi Zhang, Lin Gao 0004, Yukun Lai
IEEE Trans. Vis. Comput. Graph.4
2023 DrawingInStyles: Portrait Image Generation and Editing With Spatially Conditioned StyleGAN
abstract
The research topic of sketch-to-portrait generation has witnessed a boost of progress with deep learning techniques. The recently proposed StyleGAN architectures achieve state-of-the-art generation ability but the original StyleGAN is not friendly for sketch-based creation due to its unconditional generation nature. To address this issue, we propose a direct conditioning strategy to better preserve the spatial information under the StyleGAN framework. Specifically, we introduce Spatially Conditioned StyleGAN (SC-StyleGAN for short), which explicitly injects spatial constraints to the original StyleGAN generation process. We explore two input modalities, sketches and semantic maps, which together allow users to express desired generation results more precisely and easily. Based on SC-StyleGAN, we present DrawingInStyles, a novel drawing interface for non-professional users to easily produce high-quality, photo-realistic face images with precise control, either from scratch or editing existing ones. Qualitative and quantitative evaluations show the superior generation ability of our method to existing and alternative solutions. The usability and expressiveness of our system are confirmed by a user study.
Wanchao Su, Lin Gao 0004, Hongbo Fu 0001
IEEE Trans. Vis. Comput. Graph.4
2023 Multiscale Mesh Deformation Component Analysis With Attention-Based Autoencoders
abstract
Deformation component analysis is a fundamental problem in geometry processing and shape understanding. Existing approaches mainly extract deformation components in local regions at a similar scale while deformations of real-world objects are usually distributed in a multi-scale manner. In this article, we propose a novel method to exact multiscale deformation components automatically with a stacked attention-based autoencoder. The attention mechanism is designed to learn to softly weight multi-scale deformation components in active deformation regions, and the stacked attention-based autoencoder is learned to represent the deformation components at different scales. Quantitative and qualitative evaluations show that our method outperforms state-of-the-art methods. Furthermore, with the multiscale deformation components extracted by our method, the user can edit shapes in a coarse-to-fine fashion which facilitates effective modeling of new shapes.
Jie Yang 0038, Lin Gao 0004, Qingyang Tan, Yihua Huang 0002, Shihong Xia, Yukun Lai
IEEE Trans. Vis. Comput. Graph.2
2022 StylizedNeRF: Consistent 3D Scene Stylization as Stylized NeRF via 2D-3D Mutual Learning
abstract
3D scene stylization aims at generating stylized images of the scene from arbitrary novel views following a given set of style examples, while ensuring consistency when rendered from different views. Directly applying methods for image or video stylization to 3D scenes cannot achieve such consistency. Thanks to recently proposed neural radiance fields (NeRF), we are able to represent a 3D scene in a consistent way. Consistent 3D scene stylization can be effectively achieved by stylizing the corresponding NeRF. However, there is a significant domain gap between style examples which are 2D images and NeRF which is an implicit volumetric representation. To address this problem, we propose a novel mutual learning framework for 3D scene stylization that combines a 2D image stylization network and NeRF to fuse the stylization ability of 2D stylization network with the 3D consistency of NeRF. We first pre-train a standard NeRF of the 3D scene to be stylized and replace its color prediction module with a style network to obtain a stylized NeRF. It is followed by distilling the prior knowledge of spatial consistency from NeRF to the 2D stylization network through an introduced consistency loss. We also introduce a mimic loss to supervise the mutual learning of the NeRF style module and fine-tune the 2D stylization decoder. In order to further make our model handle ambiguities of 2D stylization results, we introduce learnable latent codes that obey the probability distributions conditioned on the style. They are attached to training samples as conditional inputs to better learn the style module in our novel stylized NeRF. Experimental results demonstrate that our method is superior to existing approaches in both visual quality and long-range consistency.
Yihua Huang 0002, Yu-Jie Yuan, Yukun Lai, Lin Gao 0004
CVPR5
2022 NeRF-Editing: Geometry Editing of Neural Radiance Fields
abstract
Implicit neural rendering, especially Neural Radiance Field (NeRF), has shown great potential in novel view synthesis of a scene. However, current NeRF-based methods cannot enable users to perform user-controlled shape deformation in the scene. While existing works have proposed some approaches to modify the radiance field according to the user's constraints, the modification is limited to color editing or object translation and rotation. In this paper, we propose a method that allows users to perform controllable shape deformation on the implicit representation of the scene, and synthesizes the novel view images of the edited scene without re-training the network. Specifically, we establish a correspondence between the extracted explicit mesh representation and the implicit neural representation of the target scene. Users can first utilize well-developed mesh-based deformation methods to deform the mesh representation of the scene. Our method then utilizes user edits from the mesh representation to bend the camera rays by introducing a tetrahedra mesh as a proxy, obtaining the rendering results of the edited scene. Extensive experiments demonstrate that our framework can achieve ideal editing results not only on synthetic data, but also on real scenes captured by users.
Yu-Jie Yuan, Yang-Tian Sun, Yukun Lai, Yuewen Ma, Rongfei Jia, Lin Gao 0004
CVPR6
2022 HSDF: Hybrid Sign and Distance Field for Modeling Surfaces with Arbitrary Topologies
abstract
Neural implicit function based on signed distance field (SDF) has achieved impressive progress in reconstructing 3D models with high fidelity. However, such approaches can only represent closed shapes. Recent works based on unsigned distance function (UDF) are proposed to handle both watertight and open surfaces. Nonetheless, as UDF is signless, its direct output is limited to point cloud, which imposes an additional challenge on extracting high-quality meshes from discrete points.To address this issue, we present a new learnable implicit representation, coded HSDF, that connects the good ends of SDF and UDF. In particular, HSDF is able to represent arbitrary topologies containing both closed and open surfaces while being compatible with existing iso-surface extraction techniques for easy field-to-mesh conversion. In addition to predicting a UDF, we propose to learn an additional sign field via a simple classifier. Unlike traditional SDF, HSDF is able to locate the surface of interest before level surface extraction by generating surface points following NDF~\cite{chibane2020ndf}. We are then able to obtain open surfaces via an adaptive meshing approach that only instantiates regions containing surface into a polygon mesh. We also propose HSDF-Net, a dedicated learning framework that factorizes the learning of HSDF into two easier problems. Experiments on multiple datasets show that HSDF outperforms state-of-the-art techniques both qualitatively and quantitatively.
Li Wang 0159, Jie Yang 0038, Weikai Chen 0001, Xiaoxu Meng, Bo Yang 0070, Jintao Li 0001, Lin Gao 0004
NeurIPS7
2022 NeRFFaceEditing: Disentangled Face Editing in Neural Radiance Fields
abstract
Recent methods for synthesizing 3D-aware face images have achieved rapid development thanks to neural radiance fields, allowing for high quality and fast inference speed. However, existing solutions for editing facial geometry and appearance independently usually require retraining and are not optimized for the recent work of generation, thus tending to lag behind the generation process. To address these issues, we introduce NeRFFaceEditing, which enables editing and decoupling geometry and appearance in the pretrained tri-plane-based neural radiance field while retaining its high quality and fast inference speed. Our key idea for disentanglement is to use the statistics of the tri-plane to represent the high-level appearance of its corresponding facial volume. Moreover, we leverage a generated 3D-continuous semantic mask as an intermediary for geometry editing. We devise a geometry decoder (whose output is unchanged when the appearance changes) and an appearance decoder. The geometry decoder aligns the original facial volume with the semantic mask volume. We also enhance the disentanglement by explicitly regularizing rendered images with the same appearance but different geometry to be similar in terms of color distribution for each facial component separately. Our method allows users to edit via semantic masks with decoupled control of geometry and appearance. Both qualitative and quantitative evaluations show the superior geometry and appearance control abilities of our method compared to existing and alternative solutions.
Feng-Lin Liu, Hongbo Fu 0001, Lin Gao 0004
SIGGRAPH Asia5
2022 Variational Autoencoders for Localized Mesh Deformation Component Analysis
abstract
Spatially localized deformation components are very useful for shape analysis and synthesis in 3D geometry processing. Several methods have recently been developed, with an aim to extract intuitive and interpretable deformation components. However, these techniques suffer from fundamental limitations especially for meshes with noise or large-scale nonlinear deformations, and may not always be able to identify important deformation components. In this paper we propose a mesh-based variational autoencoder architecture that is able to cope with meshes with irregular connectivity and nonlinear deformations, assuming that the analyzed dataset contains meshes with the same vertex connectivity, which is common for deformation analysis. To help localize deformations, we introduce sparse regularization in this framework, along with spectral graph convolutional operations. Through modifying the regularization formulation and allowing dynamic change of sparsity ranges, we improve the visual quality and reconstruction ability of the extracted deformation components. Our system also provides a nonlinear approach to reconstruction of meshes using the extracted basis, which is more effective than the current linear combination approach. As an important application of localized deformation components and a novel approach on its own, we further develop a neural shape editing method, achieving shape editing and deformation component extraction in a unified framework, and ensuring plausibility of the edited shapes. Extensive experiments show that our method outperforms state-of-the-art methods in both qualitative and quantitative evaluations. We also demonstrate the effectiveness of our method for neural shape editing.
Qingyang Tan, Ling-Xiao Zhang, Jie Yang 0038, Yukun Lai, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.5
2022 DeepFaceVideoEditing: sketch-based deep editing of face videos
abstract
Sketches, which are simple and concise, have been used in recent deep image synthesis methods to allow intuitive generation and editing of facial images. However, it is nontrivial to extend such methods to video editing due to various challenges, ranging from appropriate manipulation propagation and fusion of multiple editing operations to ensure temporal coherence and visual quality. To address these issues, we propose a novel sketch-based facial video editing framework, in which we represent editing manipulations in latent space and propose specific propagation and fusion modules to generate high-quality video editing results based on StyleGAN3. Specifically, we first design an optimization approach to represent sketch editing manipulations by editing vectors, which are propagated to the whole video sequence using a proper strategy to cope with different editing needs. Specifically, input editing operations are classified into two categories: temporally consistent editing and temporally variant editing. The former (e.g., change of face shape) is applied to the whole video sequence directly, while the latter (e.g., change of facial expression or dynamics) is propagated with the guidance of expression or only affects adjacent frames in a given time window. Since users often perform different editing operations in multiple frames, we further present a region-aware fusion approach to fuse diverse editing effects. Our method supports video editing on facial structure and expression movement by sketch, which cannot be achieved by previous works. Both qualitative and quantitative evaluations show the superior editing ability of our system to existing and alternative solutions.
Feng-Lin Liu, Yukun Lai, Chunpeng Li, Yue-Ren Jiang, Hongbo Fu 0001, Lin Gao 0004
ACM Trans. Graph.7
2022 Active Colorization for Cartoon Line Drawings
abstract
In the animation industry, the colorization of raw sketch images is a vitally important but very time-consuming task. This article focuses on providing a novel solution that semiautomatically colorizes a set of images using a single colorized reference image. Our method is able to provide coherent colors for regions that have similar semantics to those in the reference image. An active-learning-based framework is used to match local regions, followed by mixed-integer quadratic programming (MIQP) which considers the spatial contexts to further refine the matching results. We efficiently utilize user interactions to achieve high accuracy in the final colorized images. Experiments show that our method outperforms the current state-of-the-art deep learning based colorization method in terms of color coherency with the reference image. The region matching framework could potentially be applied to other applications, such as color transfer.
Jia-Qi Zhang, Lin Gao 0004, Shihong Xia, Min Shi 0005
IEEE Trans. Vis. Comput. Graph.3
2022 Learning on 3D Meshes With Laplacian Encoding and Pooling
abstract
3D models are commonly used in computer vision and graphics. With the wider availability of mesh data, an efficient and intrinsic deep learning approach to processing 3D meshes is in great need. Unlike images, 3D meshes have irregular connectivity, requiring careful design to capture relations in the data. To utilize the topology information while staying robust under different triangulations, we propose to encode mesh connectivity using Laplacian spectral analysis, along with mesh feature aggregation blocks (MFABs) that can split the surface domain into local pooling patches and aggregate global information amongst them. We build a mesh hierarchy from fine to coarse using Laplacian spectral clustering, which is flexible under isometric transformations. Inside the MFABs there are pooling layers to collect local information and multi-layer perceptrons to compute vertex features of increasing complexity. To obtain the relationships among different clusters, we introduce a Correlation Net to compute a correlation matrix, which can aggregate the features globally by matrix multiplication with cluster features. Our network architecture is flexible enough to be used on meshes with different numbers of vertices. We conduct several experiments including shape segmentation and classification, and our method outperforms state-of-the-art algorithms for these tasks on the ShapeNet and COSEG datasets.
Yi-Ling Qiao, Lin Gao 0004, Jie Yang 0038, Paul L. Rosin, Yukun Lai, Xilin Chen 0001
IEEE Trans. Vis. Comput. Graph.2
2022 Synthesizing Mesh Deformation Sequences With Bidirectional LSTM
abstract
Synthesizing realistic 3D mesh deformation sequences is a challenging but important task in computer animation. To achieve this, researchers have long been focusing on shape analysis to develop new interpolation and extrapolation techniques. However, such techniques have limited learning capabilities and therefore often produce unrealistic deformation. Although there are already networks defined on individual meshes, deep architectures that operate directly on mesh sequences with temporal information remain unexplored due to the following major barriers: irregular mesh connectivity, rich temporal information, and varied deformation. To address these issues, we utilize convolutional neural networks defined on triangular meshes along with a shape deformation representation to extract useful features, followed by long short-term memory (LSTM) that iteratively processes the features. To fully respect the bidirectional nature of actions, we propose a new share-weight bidirectional scheme to better synthesize deformations. An extensive evaluation shows that our approach outperforms existing methods in sequence generation, both qualitatively and quantitatively.
Yi-Ling Qiao, Yukun Lai, Hongbo Fu 0001, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.4
2022 A review of image and video colorization: From analogies to deep learning
abstract
Image colorization is a classic and important topic in computer graphics, where the aim is to add color to a monochromatic input image to produce a colorful result. In this survey, we present the history of colorization research in chronological order and summarize popular algorithms in this field. Early work on colorization mostly focused on developing techniques to improve the colorization quality. In the last few years, researchers have considered more possibilities such as combining colorization with NLP (natural language processing) and focused more on industrial applications. To better control the color, various types of color control are designed, such as providing reference images or color-scribbles. We have created a taxonomy of the colorization methods according to the input type, divided into grayscale, sketch-based and hybrid. The pros and cons are discussed for each algorithm, and they are compared according to their main characteristics. Finally, we discuss how deep learning, and in particular Generative Adversarial Networks (GANs), has changed this field.
Jia-Qi Zhang, You-You Zhao, Paul L. Rosin, Yukun Lai, Lin Gao 0004
Vis. Informatics6
2021 Autoregressive Stylized Motion Synthesis With Generative Flow
abstract
Motion style transfer is an important problem in many computer graphics and computer vision applications, including human animation, games, and robotics. Most existing deep learning methods for this problem are supervised and trained by registered motion pairs. In addition, these methods are often limited to yielding a deterministic output, given a pair of style and content motions. In this paper, we propose an unsupervised approach for motion style transfer by synthesizing stylized motions autoregressively using a generative flow model $\mathcal{M}$. $\mathcal{M}$ is trained to maximize the exact likelihood of a collection of unlabeled motions, based on an autoregressive context of poses in previous frames and a control signal representing the movement of a root joint. Thanks to invertible flow transformations, latent codes that encode deep properties of motion styles are efficiently inferred by $\mathcal{M}$. By combining the latent codes (from an input style motion S) with the autoregressive context and control signal (from an input content motion C), $\mathcal{M}$ outputs a stylized motion which transfers style from S to C. Moreover, our model is probabilistic and is able to generate various plausible motions with a specific style. We evaluate the proposed model on motion capture datasets containing different human motion styles. Experiment results show that our model outperforms the state-of-the-art methods, despite not requiring manually labeled training data.
Yu-Hui Wen, Hongbo Fu 0001, Lin Gao 0004, Yanan Sun 0006, Yong-Jin Liu 0001
CVPR4
2021 3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics
abstract
We introduce 3D-FRONT (3D Furnished Rooms with layOuts and semaNTics), a new, large-scale, and comprehensive repository of synthetic indoor scenes highlighted by professionally designed layouts and a large number of rooms populated by high-quality textured 3D models with style compatibility. From layout semantics down to texture details of individual objects, our dataset is freely available to the academic community and beyond. Currently, 3D-FRONT contains 6,813 CAD houses, where 18,968 rooms diversely furnished by 3D objects, far surpassing all publicly available scene datasets. The 13,151 furniture objects all come with high-quality textures. While the floorplans and layout designs (i.e., furniture arrangements) are directly sourced from professional creations, the interior designs in terms of furniture styles, color, and textures have been carefully curated based on a recommender system we develop to attain consistent styles as expert designs. Furthermore, we release Trescope, a light-weight rendering tool, to support benchmark rendering of 2D images and annotations from 3D-FRONT. We demonstrate two applications, interior scene synthesis and texture synthesis, that are especially tailored to the strengths of our new dataset.
Huan Fu, Bowen Cai 0001, Lin Gao 0004, Lingxiao Zhang, Cao Li, Qixun Zeng, Chengyue Sun, Rongfei Jia, Binqiang Zhao, Hao (Richard) Zhang
ICCV3
2021 Single Image 3D Shape Retrieval via Cross-Modal Instance and Category Contrastive Learning
abstract
In this work, we tackle the problem of single image-based 3D shape retrieval (IBSR), where we seek to find the most matched shape of a given single 2D image from a shape repository. Most of the existing works learn to embed 2D images and 3D shapes into a common feature space and perform metric learning using a triplet loss. Inspired by the great success in recent contrastive learning works on self-supervised representation learning, we propose a novel IBSR pipeline leveraging contrastive learning. We note that adopting such cross-modal contrastive learning between 2D images and 3D shapes into IBSR tasks is non-trivial and challenging: contrastive learning requires very strong data augmentation in constructed positive pairs to learn the feature invariance, whereas traditional metric learning works do not have this requirement. Moreover, object shape and appearance are entangled in 2D query images, thus making the learning task more difficult than contrasting single-modal data. To mitigate the challenges, we propose to use multi-view grayscale rendered images from the 3D shapes as a shape representation. We then introduce a strong data augmentation technique based on color transfer, which can significantly but naturally change the appearance of the query image, effectively satisfying the need for contrastive learning. Finally, we propose to incorporate a novel category-level contrastive loss that helps distinguish similar objects from different categories, in addition to classic instance-level contrastive loss. Our experiments demonstrate that our approach achieves the best performance on all the three popular IBSR benchmarks, including Pix3D, Stanford Cars, and Comp Cars, outperforming the previous state-of-the-art from 4% - 15% on retrieval accuracy.
Ming-Xian Lin, Jie Yang 0038, He Wang 0010, Yukun Lai, Rongfei Jia, Binqiang Zhao, Lin Gao 0004
ICCV7
2021 OctField: Hierarchical Implicit Functions for 3D Modeling
abstract
Recent advances in localized implicit functions have enabled neural implicit representation to be scalable to large scenes.However, the regular subdivision of 3D space employed by these approaches fails to take into account the sparsity of the surface occupancy and the varying granularities of geometric details. As a result, its memory footprint grows cubically with the input volume, leading to a prohibitive computational cost even at a moderately dense decomposition. In this work, we present a learnable hierarchical implicit representation for 3D surfaces, coded OctField, that allows high-precision encoding of intricate surfaces with low memory and computational budget. The key to our approach is an adaptive decomposition of 3D scenes that only distributes local implicit functions around the surface of interest. We achieve this goal by introducing a hierarchical octree structure to adaptively subdivide the 3D space according to the surface occupancy and the richness of part geometry. As octree is discrete and non-differentiable, we further propose a novel hierarchical network that models the subdivision of octree cells as a probabilistic process and recursively encodes and decodes both octree structure and surface geometry in a differentiable manner. We demonstrate the value of OctField for a range of shape modeling and reconstruction tasks, showing superiority over alternative approaches.
Jia-Heng Tang, Weikai Chen 0001, Jie Yang 0038, Bo Wang 0019, Songrun Liu, Bo Yang 0070, Lin Gao 0004
NeurIPS7
2021 3D-FUTURE: 3D Furniture Shape with TextURE
Huan Fu, Rongfei Jia, Lin Gao 0004, Mingming Gong, Binqiang Zhao, Stephen J. Maybank, Dacheng Tao
Int. J. Comput. Vis.3
2021 A Revisit of Shape Editing Techniques: From the Geometric to the Neural Viewpoint
Yu-Jie Yuan, Yukun Lai, Tong Wu 0009, Lin Gao 0004, Ligang Liu 0001
J. Comput. Sci. Technol.4
2021 DeepFaceEditing: deep face generation and editing with disentangled geometry and appearance control
abstract
Recent facial image synthesis methods have been mainly based on conditional generative models. Sketch-based conditions can effectively describe the geometry of faces, including the contours of facial components, hair structures, as well as salient edges (e.g., wrinkles) on face surfaces but lack effective control of appearance, which is influenced by color, material, lighting condition, etc. To have more control of generated results, one possible approach is to apply existing disentangling works to disentangle face images into geometry and appearance representations. However, existing disentangling methods are not optimized for human face editing, and cannot achieve fine control of facial details such as wrinkles. To address this issue, we propose DeepFaceEditing, a structured disentanglement framework specifically designed for face images to support face generation and editing with disentangled control of geometry and appearance. We adopt a local-to-global approach to incorporate the face domain knowledge: local component images are decomposed into geometry and appearance representations, which are fused consistently using a global fusion module to improve generation quality. We exploit sketches to assist in extracting a better geometry representation, which also supports intuitive geometry editing via sketching. The resulting method can either extract the geometry and appearance representations from face images, or directly extract the geometry representation from face sketches. Such representations allow users to easily edit and synthesize face images, with decoupled control of their geometry and appearance. Both qualitative and quantitative evaluations show the superior detail and appearance control abilities of our method compared to state-of-the-art methods.
Feng-Lin Liu, Yukun Lai, Paul L. Rosin, Chunpeng Li, Hongbo Fu 0001, Lin Gao 0004
ACM Trans. Graph.7
2021 TM-NET: deep generative networks for textured meshes
abstract
We introduce TM-NET, a novel deep generative model for synthesizing textured meshes in a part-aware manner. Once trained, the network can generate novel textured meshes from scratch or predict textures for a given 3D mesh, without image guidance. Plausible and diverse textures can be generated for the same mesh part, while texture compatibility between parts in the same shape is achieved via conditional generation. Specifically, our method produces texture maps for individual shape parts, each as a deformable box, leading to a natural UV map with limited distortion. The network separately embeds part geometry (via a PartVAE) and part texture (via a TextureVAE) into their respective latent spaces, so as to facilitate learning texture probability distributions conditioned on geometry. We introduce a conditional autoregressive model for texture generation, which can be conditioned on both part geometry and textures already generated for other parts to achieve texture compatibility. To produce high-frequency texture details, our TextureVAE operates in a high-dimensional latent space via dictionary-based vector quantization. We also exploit transparencies in the texture as an effective means to model complex shape structures including topological details. Extensive experiments demonstrate the plausibility, quality, and diversity of the textures and geometries generated by our network, while avoiding inconsistency issues that are common to novel view synthesis methods.
Lin Gao 0004, Tong Wu 0009, Yu-Jie Yuan, Ming-Xian Lin, Yukun Lai, Hao (Richard) Zhang
ACM Trans. Graph.1
2021 Sparse Data Driven Mesh Deformation
abstract
Example-based mesh deformation methods are powerful tools for realistic shape editing. However, existing techniques typically combine all the example deformation modes, which can lead to overfitting, i.e., using an overly complicated model to explain the user-specified deformation. This leads to implausible or unstable deformation results, including unexpected global changes outside the region of interest. To address this fundamental limitation, we propose a sparse blending method that automatically selects a smaller number of deformation modes to compactly describe the desired deformation. This along with a suitably chosen deformation basis including spatially localized deformation modes leads to significant advantages, including more meaningful, reliable, and efficient deformations because fewer and localized deformation modes are applied. To cope with large rotations, we develop a simple but effective representation based on polar decomposition of deformation gradients, which resolves the ambiguity of large global rotations using an as-consistent-as-possible global optimization. This simple representation has a closed form solution for derivatives, making it efficient for our sparse localized representation and thus ensuring interactive performance. Experimental results show that our method outperforms state-of-the-art data-driven mesh deformation methods, for both quality of results and efficiency.
Lin Gao 0004, Yukun Lai, Jie Yang 0038, Ling-Xiao Zhang, Shihong Xia, Leif Kobbelt
IEEE Trans. Vis. Comput. Graph.1
2021 PRS-Net: Planar Reflective Symmetry Detection Net for 3D Models
abstract
In geometry processing, symmetry is a universal type of high-level structural information of 3D models and benefits many geometry processing tasks including shape segmentation, alignment, matching, and completion. Thus it is an important problem to analyze various symmetry forms of 3D shapes. Planar reflective symmetry is the most fundamental one. Traditional methods based on spatial sampling can be time-consuming and may not be able to identify all the symmetry planes. In this article, we present a novel learning framework to automatically discover global planar reflective symmetry of a 3D shape. Our framework trains an unsupervised 3D convolutional neural network to extract global model features and then outputs possible global symmetry parameters, where input shapes are represented using voxels. We introduce a dedicated symmetry distance loss along with a regularization loss to avoid generating duplicated symmetry planes. Our network can also identify generalized cylinders by predicting their rotation axes. We further provide a method to remove invalid and duplicated planes and axes. We demonstrate that our method is able to produce reliable and accurate results. Our neural network based method is hundreds of times faster than the state-of-the-art methods, which are based on sampling. Our method is also robust even with noisy or incomplete input surfaces.
Lin Gao 0004, Ling-Xiao Zhang, Hsien-Yu Meng, Yihui Ren 0004, Yukun Lai, Leif Kobbelt
IEEE Trans. Vis. Comput. Graph.1
2020 Automatic 3D tooth segmentation using convolutional neural networks in harmonic parameter space
Jianda Zhang, Chunpeng Li, Lin Gao 0004, Yukun Lai
Graph. Model.4
2020 A survey on deep geometry learning: From a representation perspective
abstract
Researchers have achieved great success in dealing with 2D images using deep learning. In recent years, 3D computer vision and geometry deep learning have gained ever more attention. Many advanced techniques for 3D shapes have been proposed for different applications. Unlike 2D images, which can be uniformly represented by a regular grid of pixels, 3D shapes have various representations, such as depth images, multi-view images, voxels, point clouds, meshes, implicit surfaces, etc. The performance achieved in different applications largely depends on the representation used, and there is no unique representation that works well for all applications. Therefore, in this survey, we review recent developments in deep learning for 3D geometry from a representation perspective, summarizing the advantages and disadvantages of different representations for different applications. We also present existing datasets in these representations and further discuss future research directions.
Yukun Lai, Chunpeng Li, Lin Gao 0004
Comput. Vis. Media5
2020 DeepFaceDrawing: deep generation of face images from sketches
abstract
Recent deep image-to-image translation techniques allow fast generation of face images from freehand sketches. However, existing solutions tend to overfit to sketches, thus requiring professional sketches or even edge maps as input. To address this issue, our key idea is to implicitly model the shape space of plausible face images and synthesize a face image in this space to approximate an input sketch. We take a local-to-global approach. We first learn feature embeddings of key face components, and push corresponding parts of input sketches towards underlying component manifolds defined by the feature vectors of face component samples. We also propose another deep neural network to learn the mapping from the embedded component features to realistic images with multi-channel feature maps as intermediate results to improve the information flow. Our method essentially uses input sketches as soft constraints and is thus able to produce high-quality face images even from rough and/or incomplete sketches. Our tool is easy to use even for non-artists, while still supporting fine-grained control of shape details. Both qualitative and quantitative evaluations show the superior generation ability of our system to existing and alternative solutions. The usability and expressiveness of our system are confirmed by a user study.
Wanchao Su, Lin Gao 0004, Shihong Xia, Hongbo Fu 0001
ACM Trans. Graph.3
2019 Graph CNNs with Motif and Variable Temporal Block for Skeleton-Based Action Recognition
abstract
Hierarchical structure and different semantic roles of joints in human skeleton convey important information for action recognition. Conventional graph convolution methods for modeling skeleton structure consider only physically connected neighbors of each joint, and the joints of the same type, thus failing to capture highorder information. In this work, we propose a novel model with motif-based graph convolution to encode hierarchical spatial structure, and a variable temporal dense block to exploit local temporal information over different ranges of human skeleton sequences. Moreover, we employ a non-local block to capture global dependencies of temporal domain in an attention mechanism. Our model achieves improvements over the stateof-the-art methods on two large-scale datasets.
Yu-Hui Wen, Lin Gao 0004, Hongbo Fu 0001, Shihong Xia
AAAI2
2019 VV-Net: Voxel VAE Net With Group Convolutions for Point Cloud Segmentation
abstract
We present a novel algorithm for point cloud segmentation. Our approach transforms unstructured point clouds into regular voxel grids, and further uses a kernel-based interpolated variational autoencoder (VAE) architecture to encode the local geometry within each voxel. Traditionally, the voxel representation only comprises Boolean occupancy information which fails to capture the sparsely distributed points within voxels in a compact manner. In order to handle sparse distributions of points, we further employ radial basis functions (RBF) to compute a local, continuous representation within each voxel. Our approach results in a good volumetric representation that effectively tackles noisy point cloud datasets and is more robust for learning. Moreover, we further introduce group equivariant CNN to 3D, by defining the convolution operator on a symmetry group acting on Z3 and its isomorphic sets. This improves the expressive capacity without increasing parameters, leading to more robust segmentation results. We highlight the performance on standard benchmarks and show that our approach outperforms state-of-the-art segmentation algorithms on the ShapeNet and S3DIS datasets.
Hsien-Yu Meng, Lin Gao 0004, Yukun Lai, Dinesh Manocha
ICCV2
2019 Data-driven weight optimization for real-time mesh deformation
Yu-Jie Yuan, Yukun Lai, Tong Wu 0009, Shihong Xia, Lin Gao 0004
Graph. Model.5
2019 SDM-NET: deep generative network for structured deformable mesh
abstract
We introduce SDM-NET, a deep generative neural network which produces structured deformable meshes. Specifically, the network is trained to generate a spatial arrangement of closed, deformable mesh parts, which respects the global part structure of a shape collection, e.g., chairs, airplanes, etc. Our key observation is that while the overall structure of a 3D shape can be complex, the shape can usually be decomposed into a set of parts, each homeomorphic to a box, and the finer-scale geometry of the part can be recovered by deforming the box. The architecture of SDM-NET is that of a two-level variational autoencoder (VAE). At the part level, a PartVAE learns a deformable model of part geometries. At the structural level, we train a Structured Parts VAE (SP-VAE), which jointly learns the part structure of a shape collection and the part geometries, ensuring the coherence between global shape structure and surface details. Through extensive experiments and comparisons with the state-of-the-art deep generative models of shapes, we demonstrate the superiority of SDM-NET in generating meshes with visual quality, flexible topology, and meaningful structures, benefiting shape interpolation and other subsequent modeling tasks.
Lin Gao 0004, Jie Yang 0038, Tong Wu 0009, Yu-Jie Yuan, Hongbo Fu 0001, Yukun Lai, Hao (Richard) Zhang
ACM Trans. Graph.1
2019 Temporal Upsampling of Depth Maps Using a Hybrid Camera
abstract
In recent years, consumer-level depth cameras have been adopted for various applications. However, they often produce depth maps at only a moderately high frame rate (approximately 30 frames per second), preventing them from being used for applications such as digitizing human performance involving fast motion. On the other hand, low-cost, high-frame-rate video cameras are available. This motivates us to develop a hybrid camera that consists of a high-frame-rate video camera and a low-frame-rate depth camera and to allow temporal interpolation of depth maps with the help of auxiliary color images. To achieve this, we develop a novel algorithm that reconstructs intermediate depth maps and estimates scene flow simultaneously. We test our algorithm on various examples involving fast, non-rigid motions of single or multiple objects. Our experiments show that our scene flow estimation method is more precise than a tracking-based method and the state-of-the-art techniques.
Mingzhe Yuan, Lin Gao 0004, Hongbo Fu 0001, Shihong Xia
IEEE Trans. Vis. Comput. Graph.2
2018 Mesh-Based Autoencoders for Localized Deformation Component Analysis
abstract
Spatially localized deformation components are very useful for shape analysis and synthesis in 3D geometry processing. Several methods have recently been developed, with an aim to extract intuitive and interpretable deformation components. However, these techniques suffer from fundamental limitations especially for meshes with noise or large-scale deformations, and may not always be able to identify important deformation components.In this paper we propose a novel mesh-based autoencoder architecture that is able to cope with meshes with irregular topology. We introduce sparse regularization in this framework, which along with convolutional operations, helps localize deformations.Our framework is capable of extracting localized deformation components from mesh data sets with large-scale deformations and is robust to noise. It also provides a nonlinear approach to reconstruction of meshes using the extracted basis, which is more effective than the current linear combination approach. Extensive experiments show that our method outperforms state-of-the-art methods in both qualitative and quantitative evaluations.
Qingyang Tan, Lin Gao 0004, Yukun Lai, Jie Yang 0038, Shihong Xia
AAAI2
2018 SF-Net: Learning Scene Flow from RGB-D Images with CNNs
Yi-Ling Qiao, Lin Gao 0004, Yukun Lai, Mingzhe Yuan, Shihong Xia
BMVC2
2018 Variational Autoencoders for Deforming 3D Mesh Models
abstract
3D geometric contents are becoming increasingly popular. In this paper, we study the problem of analyzing deforming 3D meshes using deep neural networks. Deforming 3D meshes are flexible to represent 3D animation sequences as well as collections of objects of the same category, allowing diverse shapes with large-scale non-linear deformations. We propose a novel framework which we call mesh variational autoencoders (mesh VAE), to explore the probabilistic latent space of 3D surfaces. The framework is easy to train, and requires very few training examples. We also propose an extended model which allows flexibly adjusting the significance of different latent variables by altering the prior distribution. Extensive experiments demonstrate that our general framework is able to learn a reasonable representation for a collection of deformable shapes, and produce competitive results for a variety of applications, including shape generation, shape interpolation, shape space embedding and shape exploration, outperforming state-of-the-art methods.
Qingyang Tan, Lin Gao 0004, Yukun Lai, Shihong Xia
CVPR2
2018 Real-Time 3D Face Reconstruction and Gaze Tracking for Virtual Reality
abstract
With the rapid development of virtual reality (VR) technology, VR glasses, a.k.a. Head-Mounted Displays (HMDs) are widely available, allowing immersive 3D content to be viewed. A natural need for truly immersive VR is to allow bidirectional communication: the user should be able to interact with the virtual world using facial expressions and eye gaze, in addition to traditional means of interaction. Typical application scenarios include VR virtual conferencing and virtual roaming, where ideally users are able to see other users' expressions and have eye contact with them in the virtual world. Despite significant achievements in recent years for reconstruction of 3D faces from RGB or RGB- D images, it remains a challenge to reliably capture and reconstruct 3D facial expressions including eye gaze when the user is wearing VR glasses, because the majority of the face is occluded, especially those areas around the eyes which are essential for recognizing facial expressions and eye gaze. In this paper, we introduce a novel real-time system that is able to capture and reconstruct 3D faces wearing HMDs and robustly recover eye gaze. We demonstrate the effectiveness of our system using live capture and more results are shown in the accompanying video.
Lin Gao 0004, Yukun Lai, Paul L. Rosin, Shihong Xia
VR2
2018 Biharmonic deformation transfer with automatic key point selection
Jie Yang 0038, Lin Gao 0004, Yukun Lai, Paul L. Rosin, Shihong Xia
Graph. Model.2
2018 Automatic unpaired shape deformation transfer
abstract
Transferring deformation from a source shape to a target shape is a very useful technique in computer graphics. State-of-the-art deformation transfer methods require either point-wise correspondences between source and target shapes, or pairs of deformed source and target shapes with corresponding deformations. However, in most cases, such correspondences are not available and cannot be reliably established using an automatic algorithm. Therefore, substantial user effort is needed to label the correspondences or to obtain and specify such shape sets. In this work, we propose a novel approach to automatic deformation transfer between two unpaired shape sets without correspondences. 3D deformation is represented in a high-dimensional space. To obtain a more compact and effective representation, two convolutional variational autoencoders are learned to encode source and target shapes to their latent spaces. We exploit a Generative Adversarial Network (GAN) to map deformed source shapes to deformed target shapes, both in the latent spaces, which ensures the obtained shapes from the mapping are indistinguishable from the target shapes. This is still an under-constrained problem, so we further utilize a reverse mapping from target shapes to source shapes and incorporate cycle consistency loss, i.e. applying both mappings should reverse to the input shape. This VAE-Cycle GAN (VC-GAN) architecture is used to build a reliable mapping between shape spaces. Finally, a similarity constraint is employed to ensure the mapping is consistent with visual similarity, achieved by learning a similarity neural network that takes the embedding vectors from the source and target latent spaces and predicts the light field distance between the corresponding shapes. Experimental results show that our fully automatic method is able to obtain high-quality deformation transfer results with unpaired data sets, comparable or better than existing methods where strict correspondences are required.
Lin Gao 0004, Jie Yang 0038, Yi-Ling Qiao, Yukun Lai, Paul L. Rosin, Weiwei Xu 0003, Shihong Xia
ACM Trans. Graph.1
2017 Data-Driven Shape Interpolation and Morphing Editing
abstract
Abstract Shape interpolation has many applications in computer graphics such as morphing for computer animation. In this paper, we propose a novel data‐driven mesh interpolation method. We adapt patch‐based linear rotational invariant coordinates to effectively represent deformations of models in a shape collection, and utilize this information to guide the synthesis of interpolated shapes. Unlike previous data‐driven approaches, we use a rotation/translation invariant representation which defines the plausible deformations in a global continuous space. By effectively exploiting the knowledge in the shape space, our method produces realistic interpolation results at interactive rates, outperforming state‐of‐the‐art methods for challenging cases. We further propose a novel approach to interactive editing of shape morphing according to the shape distribution. The user can explore the morphing path and select example models intuitively and adjust the path with simple interactions to edit the morphing sequences. This provides a useful tool to allow users to generate desired morphing with little effort. We demonstrate the effectiveness of our approach using various examples.
Lin Gao 0004, Yukun Lai, Shihong Xia
Comput. Graph. Forum1
2017 Rigidity controllable as-rigid-as-possible shape deformation
Lin Gao 0004, Yukun Lai, Shihong Xia
Graph. Model.2
2017 A Survey on Human Performance Capture and Animation
Shihong Xia, Lin Gao 0004, Yukun Lai, Mingzhe Yuan, Jinxiang Chai
J. Comput. Sci. Technol.2
2016 Efficient and Flexible Deformation Representation for Data-Driven Surface Modeling
abstract
Effectively characterizing the behavior of deformable objects has wide applicability but remains challenging. We present a new rotation-invariant deformation representation and a novel reconstruction algorithm to accurately reconstruct the positions and local rotations simultaneously. Meshes can be very efficiently reconstructed from our representation by matrix pre-decomposition, while, at the same time, hard or soft constraints can be flexibly specified with only positions of handles needed. Our approach is thus particularly suitable for constrained deformations guided by examples, providing significant benefits over state-of-the-art methods. Based on this, we further propose novel data-driven approaches to mesh deformation and non-rigid registration of deformable objects. Both problems are formulated consistently as finding an optimized model in the shape space that satisfies boundary constraints, either specified by the user, or according to the scan. By effectively exploiting the knowledge in the shape space, our method produces realistic deformation results in real-time and produces high quality registrations from a template model to a single noisy scan captured using a low-quality depth camera, outperforming state-of-the-art methods.
Lin Gao 0004, Yukun Lai, Dun Liang, Shihong Xia
ACM Trans. Graph.1
2015 Active Exploration of Large 3D Model Repositories
abstract
With broader availability of large-scale 3D model repositories, the need for efficient and effective exploration becomes more and more urgent. Existing model retrieval techniques do not scale well with the size of the database since often a large number of very similar objects are returned for a query, and the possibilities to refine the search are quite limited. We propose an interactive approach where the user feeds an active learning procedure by labeling either entire models or parts of them as "like" or "dislike" such that the system can automatically update an active set of recommended models. To provide an intuitive user interface, candidate models are presented based on their estimated relevance for the current query. From the methodological point of view, our main contribution is to exploit not only the similarity between a query and the database models but also the similarities among the database models themselves. We achieve this by an offline pre-processing stage, where global and local shape descriptors are computed for each model and a sparse distance metric is derived that can be evaluated efficiently even for very large databases. We demonstrate the effectiveness of our method by interactively exploring a repository containing over 100 K models.
Lin Gao 0004, Yan-Pei Cao 0001, Yukun Lai, Hao-Zhi Huang 0001, Leif Kobbelt, Shi-Min Hu 0001
IEEE Trans. Vis. Comput. Graph.1
2013 A Data-Driven Approach to Realistic Shape Morphing
abstract
Abstract Morphing between 3D objects is a fundamental technique in computer graphics. Traditional methods of shape morphing focus on establishing meaningful correspondences and finding smooth interpolation between shapes. Such methods however only take geometric information as input and thus cannot in general avoid producing unnatural interpolation, in particular for large‐scale deformations. This paper proposes a novel data‐driven approach for shape morphing. Given a database with various models belonging to the same category, we treat them as data samples in the plausible deformation space. These models are then clustered to form local shape spaces of plausible deformations. We use a simple metric to reasonably represent the closeness between pairs of models. Given source and target models, the morphing problem is casted as a global optimization problem of finding a minimal distance path within the local shape spaces connecting these models. Under the guidance of intermediate models in the path, an extended as‐rigid‐as‐possible interpolation is used to produce the final morphing. By exploiting the knowledge of plausible models, our approach produces realistic morphing for challenging cases as demonstrated by various examples in the paper.
Lin Gao 0004, Yukun Lai, Qixing Huang, Shi-Min Hu 0001
Comput. Graph. Forum1
2012 L p shape deformation
Lin Gao 0004, Guo-Xin Zhang, Yukun Lai
Sci. China Inf. Sci.1
2012 An optimization approach for extracting and encoding consistent maps in a shape collection
abstract
We introduce a novel approach for computing high quality point-to-point maps among a collection of related shapes. The proposed approach takes as input a sparse set of imperfect initial maps between pairs of shapes and builds a compact data structure which implicitly encodes an improved set of maps between all pairs of shapes. These maps align well with point correspondences selected from initial maps; they map neighboring points to neighboring points; and they provide cycle-consistency, so that map compositions along cycles approximate the identity map. The proposed approach is motivated by the fact that a complete set of maps between all pairs of shapes that admits nearly perfect cycle-consistency are highly redundant and can be represented by compositions of maps through a single base shape. In general, multiple base shapes are needed to adequately cover a diverse collection. Our algorithm sequentially extracts such a small collection of base shapes and creates correspondences from each of these base shapes to all other shapes. These correspondences are found by global optimization on candidate correspondences obtained by diffusing initial maps. These are then used to create a compact graphical data structure from which globally optimal cycle-consistent maps can be extracted using simple graph algorithms. Experimental results on benchmark datasets show that the proposed approach yields significantly better results than state-of-the-art data-driven shape matching methods.
Qixing Huang, Guo-Xin Zhang, Lin Gao 0004, Shi-Min Hu 0001, Adrian Butscher, Leonidas J. Guibas
ACM Trans. Graph.3