Hujun Bao

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416ranked-venue papers
9as first author
193since 2021 · last 2026
0000-0002-2662-0334ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 343 · 9 first-author · 154 since 2021Artificial intelligence and machine learning · 149 · 107 since 2021Human-computer interaction and ubiquitous computing · 23 · 16 since 2021Applied, interdisciplinary, general and emerging computing · 17 · 1 since 2021Systems, architecture and hardware · 15 · 12 since 2021Databases, data management, data science and information retrieval · 6 · 2 since 2021Theory of computation · 4
YearPublicationVenuePosition
2026 One-Shot Refiner: Boosting Feed-forward Novel View Synthesis via One-Step Diffusion
abstract
We present a novel framework for high-fidelity novel view synthesis (NVS) from sparse images, addressing key limitations in recent feed-forward 3D Gaussian Splatting (3DGS) methods built on Vision Transformer (ViT) backbones. While ViT-based pipelines offer strong geometric priors, they are often constrained by low-resolution inputs due to computational costs. Moreover, existing generative enhancement methods tend to be 3D-agnostic, resulting in inconsistent structures across views, especially in unseen regions. To overcome these challenges, we design a Dual-Domain Detail Perception Module, which enables handling high-resolution images without being limited by the ViT backbone, and endows Gaussians with additional features to store high-frequency details. We develop a feature-guided diffusion network, which can preserve high-frequency details during the restoration process. We introduce a unified training strategy that enables joint optimization of the ViT-based geometric backbone and the diffusion-based refinement module. Experiments demonstrate that our method can maintain superior generation quality across multiple datasets.
Yitong Dong, Minchao Jiang, Qingnan Fan, Huaqi Zhang, Hujun Bao, Guofeng Zhang 0001
AAAI8
2026 StreamingTalker: Audio-driven 3D Facial Animation with Autoregressive Diffusion Model
abstract
This paper focuses on the task of speech-driven 3D facial animation, which aims to generate realistic and synchronized facial motions driven by speech inputs. Recent methods have employed audio-conditioned diffusion models for 3D facial animation, achieving impressive results in generating expressive and natural animations. However, these methods process the whole audio sequences in a single pass, which poses two major challenges: they tend to perform poorly when handling audio sequences that exceed the training horizon and will suffer from significant latency when processing long audio inputs. To address these limitations, we propose a novel autoregressive diffusion model that outputs facial motions in a streaming manner. This design ensures flexibility with varying audio lengths and achieves low latency independent of audio duration. Specifically, we select a limited number of past frames as historical motion context and combine them with the audio input to create a dynamic condition. This condition guides a lightweight diffusion head to iteratively generate facial motion frames, enabling real-time synthesis with high-quality results. Experiments conducted on public datasets demonstrate that our approach outperforms recent baseline methods.
Zhi Cen, Sida Peng, Yifu Deng, Xiaowei Zhou 0001, Hujun Bao
AAAI9
2026 Towards Depth Foundation Models: Recent Trends in Vision-Based Depth Estimation
abstract
Depth estimation is a fundamental task in 3D computer vision, crucial for applications such as 3D reconstruction, free-viewpoint rendering, robotics, autonomous driving, and AR/VR technologies. Traditional methods relying on hardware sensors like LiDAR are often limited by their high costs, low resolution, and sensitivity to the environment, limiting their applicability to real-world scenarios. Recent advances in vision-based methods offer a promising alternative, yet they face challenges in generalization and stability due to either the low capacity of model architectures or reliance on domain-specific and small-scale datasets. The emergence of scaling laws and foundation models in other domains has inspired the development of “depth foundation models”: deep neural networks trained on large datasets with strong zeroshot generalization capabilities. This paper surveys the evolution of deep learning architectures and paradigms for depth estimation across monocular, stereo, multiview, and monocular video settings. We explore the potential of these models to address existing challenges and we also provide a comprehensive overview of large-scale datasets that can facilitate their development. By identifying key architectures and training strategies, we aim to highlight the path towards robust depth foundation models, offering insights for future research and applications.
Zhen Xu 0008, Sida Peng, Haotong Lin, Jiahao Shao, Peishan Yang, Qinglin Yang, Sheng Miao, Yifan Wang 0026, Ruizhen Hu, Yiyi Liao, Xiaowei Zhou 0001, Hujun Bao
Comput. Vis. Media16
2026 D3FlowSLAM: Self-supervised dynamic SLAM with flow motion decomposition and DINO guidance
Xingyuan Yu, Weicai Ye, Xiyue Guo, Yuhang Ming 0001, Jinyu Li 0002, Hujun Bao, Zhaopeng Cui, Guofeng Zhang 0001
Neurocomputing6
2026 Learning Diffusion Priors for Inverse Rendering Under Unknown Illumination
abstract
This paper aims to recover object materials from posed images captured under an unknown static lighting condition. Recent methods solve this task by optimizing material parameters through differentiable physically based rendering. However, due to the coupling between object geometry, materials, and environment lighting, there is inherent ambiguity during the inverse rendering process, preventing previous methods from obtaining accurate results. To overcome this ill-posed problem, our key idea is to learn the material prior with a generative model for regularizing the optimization process. We observe that the general rendering equation can be split into diffuse and specular shading terms, and thus formulate the material prior as diffusion models of albedo and specular. Thanks to this design, our model can be trained using the existing abundant 3D object data, and naturally acts as a versatile tool to resolve the ambiguity when recovering material representations from RGB images. In addition, we develop a coarse-to-fine training strategy that leverages estimated materials to guide diffusion models to satisfy multi-view consistent constraints, leading to more stable and accurate results. Extensive experiments on real-world and synthetic datasets demonstrate that our approach achieves state-of-the-art performance on material recovery.
Sida Peng, Jiarui Guo, Xi Chen 0079, Yuan Liu 0025, Dongchen Yang, Hujun Bao, Xiaowei Zhou 0001
IEEE Trans. Pattern Anal. Mach. Intell.6
2026 Street Gaussians: Modeling Dynamic Urban Scenes With Gaussian Primitives
abstract
This paper aims to tackle the problem of modeling dynamic urban streets for autonomous driving scenes. Recent methods extend NeRF by incorporating tracked vehicle poses to animate vehicles, enabling photo-realistic view synthesis of dynamic urban street scenes. However, significant limitations are their slow training and rendering speed. We introduce Street Gaussians, a new explicit scene representation that tackles these limitations. Specifically, the dynamic urban scene is represented as a set of point clouds equipped with semantic logits and Gaussian primitives, each associated with either a foreground object or the background. To model the dynamics of foreground objects, each object point cloud is optimized with optimizable tracked poses, along with a 4D spherical harmonics model for the dynamic appearance. The explicit representation allows easy composition of objects and background, which in turn allows for scene editing operations and rendering at 135 FPS (1066 * 1600 resolution) within half an hour of training. The proposed method is evaluated on multiple challenging benchmarks, including KITTI and Waymo Open datasets. Experiments show that the proposed method consistently outperforms state-of-the-art methods across all datasets.
Sida Peng, Yushi Long, Yunzhi Yan, Haotong Lin, Chenxu Zhou, Kun Zhan, Xianpeng Lang, Hujun Bao, Xiaowei Zhou 0001
IEEE Trans. Pattern Anal. Mach. Intell.9
2026 Learning Sparse Singularities for Cross Field Design
abstract
Designing a quad mesh that meets aesthetic, anatomical, and numerical requirements often requires meticulous manual effort in conventional methods, making quadrilateral remeshing an “art of design”. Neural networks hold significant promise for automating this process. However, current approaches that directly predict cross fields cannot properly handle the discontinuous behavior of smooth cross fields: minor shape variations can lead to substantial changes in the cross field, even when singularities remain largely unchanged. Therefore, such methods often result in non-smooth outputs when combining multiple singularity instances. To avoid such discontinuity, we propose to learn the sparse singularities, including their locations and indices, then let the non-neural conventional method to smoothly connect them. The imbalanced ratio of singular and regular vertices poses a significant challenge for learning. We convert them into a geodesic distance field and an over-sampled index field to address it. This carefully designed two-stage strategy satisfies several key requirements, such as coordinate invariance and tessellation insensitivity, while enabling the generation of smooth cross fields with varying topologies. By shifting the focus from directly learning the cross field to learning singularities, we also simplify the dataset preparation process by requiring only sparse annotations.
Hujun Bao, Jin Huang 0001
ACM Trans. Graph.2
2026 Component Modes Synthesis Method with Multiple Partitions for Large-scale Eigenvalue Problem
abstract
For large-scale modal analysis problems, Component Mode Synthesis (CMS) methods are very attractive, as they reduce the global problem into smaller subproblems on substructures. However, the substructure bases do not span the desired solution space efficiently, thus the error decreases slowly as the number of substructure eigenmodes increases. We demonstrate that a much more effective subspace can be constructed by combining substructure eigenmodes from multiple spatially staggered partitions of the input domain. To further accelerate the method, we replace the bases on the substructure interfaces by low-frequency approximations excited from the substructure eigenmodes from other partitions. Compared with typical CMS methods, our approach improves the accuracy by 3 orders of magnitude and achieves better strong and weak scaling in both time and memory cost. The advantages inherited from CMS, i.e. fast local updating and low communication cost between Message Passing Interface (MPI) ranks in large-scale distributed computing clusters are verified as well.
Chongyao Zhao, Junzhou Yin, Hujun Bao, Jin Huang 0001
ACM Trans. Graph.3
2026 Variational Mesh Offsetting by Smoothed Winding Number
abstract
Surface mesh offsetting is a fundamental operation in various applications (e.g., shape modeling). Implicit methods that contour a volumetric distance field are robust at handling intersection defects, but it is challenging to apply shape control (e.g., preserving sharp features in the input shape) and to avoid undesired topology changes. Explicit methods, which move vertices towards the offset surface (with possible adaptivity), can address the above issues, but it is hard to avoid intersection issues. To combine the advantages of both, we propose a variational framework that takes mesh vertex locations as variables while simultaneously involving a smooth winding-number field associated with the mesh. Under various shape regularizations (e.g., sharp feature preservation) formulated on the mesh, the objective function mainly requires that the input mesh lie on the offset contour of the field induced by the resulting mesh. Such a combination inherits the ability to apply flexible shape regularizations from explicit methods and significantly alleviates intersection issues because of the field. Moreover, the optimization problem is numerically friendly by virtue of the differentiability of the field w.r.t. the mesh vertices. Results show that we can offset a mesh while preserving sharp features of the original surface, restricting selected parts to quadric surfaces and penalizing intersections.
Hujun Bao, Jin Huang 0001
IEEE Trans. Vis. Comput. Graph.3
2025 GURecon: Learning Detailed 3D Geometric Uncertainties for Neural Surface Reconstruction
abstract
Neural surface representation has demonstrated remarkable success in the areas of novel view synthesis and 3D reconstruction. However, assessing the geometric quality of 3D reconstructions in the absence of ground truth mesh remains a significant challenge, due to its rendering-based optimization process and entangled learning of appearance and geometry with photometric losses. In this paper, we present a novel framework, i.e, GURecon, which establishes a geometric uncertainty field for the neural surface based on geometric consistency. Different from existing methods that rely on rendering-based measurement, GURecon models a continuous 3D uncertainty field for the reconstructed surface, and is learned by an online distillation approach without introducing real geometric information for supervision. Moreover, in order to mitigate the interference of illumination on geometric consistency, a decoupled field is learned and exploited to finetune the uncertainty field. Experiments on various datasets demonstrate the superiority of GURecon in modeling 3D geometric uncertainty, as well as its plug-and-play extension to various neural surface representations and improvement on downstream tasks such as incremental reconstruction.
Zesong Yang, Jiale Shi, Zixiang Ai, Boming Zhao, Hujun Bao, Luwei Yang, Zhaopeng Cui
AAAI6
2025 Bidirectional Temporal-Aware Modeling with Multi-Scale Mixture-of-Experts for Multivariate Time Series Forecasting
abstract
Recent advances in deep learning have significantly boosted performance in multivariate time series forecasting (MTSF). While many existing approaches focus on capturing inter-variable (a.k.a. channel-wise) correlations to improve prediction accuracy, the temporal dimension, particularly its rich structural and contextual information, remains underexplored. In this paper, we propose BIM3, a novel framework that integrates BIdirectional temporal-aware modeling with Multi-Scale Mixture-of-Experts for MTSF. First, unlike existing methods that treat historical and future temporal information independently, we introduce a novel Timestamp Dual Cross-Attention Module, which employs a symmetric cross-attention mechanism to explicitly capture bidirectional temporal dependencies through timestamp interactions. Second, to address the complex and scale-varying temporal patterns commonly found in multivariate time series, we move beyond recent multi-scale forecasting models that share parameters across all channels and fail to capture channel-specific dynamics. Instead, we design a Multi-Scale Feature Extract Mixture-of-Experts module that adaptively routes time series to specialized experts based on their temporal characteristics. Extensive experiments on multiple real-world datasets show that BIM3 consistently outperforms state-of-the-art methods, highlighting its effectiveness in capturing both temporal structure and inter-variable diversity.
Yifan Gao 0012, Boming Zhao, Haocheng Peng, Hujun Bao, Jiashu Zhao, Zhaopeng Cui
CIKM4
2025 SGFormer: Satellite-Ground Fusion for 3D Semantic Scene Completion
abstract
Recently, camera-based solutions have been extensively explored for scene semantic completion (SSC). Despite their success in visible areas, existing methods struggle to capture complete scene semantics due to frequent visual occlusions. To address this limitation, this paper presents the first satellite-ground cooperative SSC framework, i.e., SGFormer, exploring the potential of satellite-ground image pairs in the SSC task. Specifically, we propose a dual-branch architecture that encodes orthogonal satellite and ground views in parallel, unifying them into a common domain. Additionally, we design a ground-view guidance strategy that corrects satellite image biases during feature encoding, addressing misalignment between satellite and ground views. Moreover, we develop an adaptive weighting strategy that balances contributions from satellite and ground views. Experiments demonstrate that SG-Former outperforms the state of the art on SemanticKITTI and SSCBench-KITTI-360 datasets. Our code is available on https://github.com/gxytcrc/SGFormer.
Xiyue Guo, Jiarui Hu 0004, Junjie Hu 0003, Hujun Bao, Guofeng Zhang 0001
CVPR4
2025 Multi-view Reconstruction via SfM-guided Monocular Depth Estimation
abstract
This paper aims to reconstruct the scene geometry from multi-view images with strong robustness and high quality. Previous learning-based methods incorporate neural networks into the multi-view stereo matching and have shown impressive reconstruction results. However, due to the reliance on matching across input images, they typically suffer from high GPU memory consumption and tend to fail in sparse view scenarios. To overcome this problem, we develop a new pipeline, named Murre, for multi-view geometry reconstruction of 3D scenes based on SfM-guided monocular depth estimation. For input images, Murre first recovers the SfM point cloud that captures the global scene structure, and then use it to guide a conditional diffusion model to produce multi-view metric depth maps for the final TSDF fusion. By predicting the depth map from a single image, Murre bypasses the multi-view matching step and naturally resolves the issues of previous MVS-based methods. In addition, the diffusion-based model can easily leverage the powerful priors of 2D foundation models, achieving good generalization ability across diverse real-world scenes. To obtain multi-view consistent depth maps, our key design is providing effective guidance on the diffusion model through the SfM point cloud, which is a condensed form of multiview information, highlighting the scene’s salient structure, and can be readily transformed into sparse depth maps to drive the image-space estimation process. We evaluate the reconstruction quality of Murre in various types of real-world datasets including indoor, streetscapes, and aerial scenes, surpassing state-of-the-art MVS-based and implicit neural reconstruction-based methods. The code and supplementary materials are available at https://zju3dv.github.io/murre/.
Sida Peng, Haotong Lin, Yunzhi Yan, Wenguan Wang, Xiaowei Zhou 0001, Hujun Bao
CVPR9
2025 Prompting Depth Anything for 4K Resolution Accurate Metric Depth Estimation
abstract
Prompts play a critical role in unleashing the power of language and vision foundation models for specific tasks. For the first time, we introduce prompting into depth foundation models, creating a new paradigm for metric depth estimation termed Prompt Depth Anything. Specifically, we use a low-cost LiDAR as the prompt to guide the Depth Anything model for accurate metric depth output, achieving up to 4K resolution. Our approach centers on a concise prompt fusion design that integrates the LiDAR at multiple scales within the depth decoder. To address training challenges posed by limited datasets containing both LiDAR depth and precise GT depth, we propose a scalable data pipeline that includes synthetic data LiDAR simulation and real data pseudo GT depth generation. Our approach sets new state-of-the-arts on the ARKitScenes and ScanNet++ datasets and benefits downstream applications, including 3D reconstruction and generalized robotic grasping.
Haotong Lin, Sida Peng, Jingxiao Chen, Songyou Peng, Jiaming Sun 0002, Minghuan Liu, Hujun Bao, Jiashi Feng, Xiaowei Zhou 0001, Bingyi Kang
CVPR7
2025 MoEE: Mixture of Emotion Experts for Audio-Driven Portrait Animation
abstract
The generation of talking avatars has achieved significant advancements in precise audio synchronization. However, crafting lifelike talking head videos requires capturing a broad spectrum of emotions and subtle facial expressions. Current methods face fundamental challenges: a) the absence of frameworks for modeling single basic emotional expressions, which restricts the generation of complex emotions such as compound emotions; b) the lack of comprehensive datasets rich in human emotional expressions, which limits the potential of models. To address these challenges, we propose the following innovations: 1) the Mixture of Emotion Experts (MoEE) model, which decouples six fundamental emotions to enable the precise synthesis of both singular and compound emotional states; 2) the DH-FaceEmoVid-150 dataset, specifically curated to include six prevalent human emotional expressions as well as four types of compound emotions, thereby expanding the training potential of emotion-driven models. Furthermore, to enhance the flexibility of emotion control, we propose an emotion-to-latents module that leverages multimodal inputs, aligning diverse control signals—such as audio, text, and labels—to ensure more varied control inputs as well as the ability to control emotions using audio alone. Through extensive quantitative and qualitative evaluations, we demonstrate that the MoEE framework, in conjunction with the DH-FaceEmoVid-150 dataset, excels in generating complex emotional expressions and nuanced facial details, setting a new benchmark in the field. These datasets will be publicly released.
Huaize Liu, Wenzhang Sun, Donglin Di, Shibo Sun, Changqing Zou, Hujun Bao
CVPR7
2025 FreeTimeGS: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction
abstract
This paper addresses the challenge of reconstructing dynamic 3D scenes with complex motions. Some recent works define 3D Gaussian primitives in the canonical space and use deformation fields to map canonical primitives to observation spaces, achieving real-time dynamic view synthesis. However, these methods often struggle to handle scenes with complex motions due to the difficulty of optimizing deformation fields. To overcome this problem, we propose FreeTimeGS, a novel 4D representation that allows Gaussian primitives to appear at arbitrary time and locations. In contrast to canonical Gaussian primitives, our representation possesses the strong flexibility, thus improving the ability to model dynamic 3D scenes. In addition, we endow each Gaussian primitive with an motion function, allowing it to move to neighboring regions over time, which reduces the temporal redundancy. Experiments results on several datasets show that the rendering quality of our method outperforms recent methods by a large margin. The code will be released for reproducibility.
Yifan Wang 0026, Peishan Yang, Zhen Xu 0008, Jiaming Sun 0002, Zhanhua Zhang, Hujun Bao, Sida Peng, Xiaowei Zhou 0001
CVPR7
2025 EnvGS: Modeling View-Dependent Appearance with Environment Gaussian
abstract
Reconstructing complex reflections in real-world scenes from 2D images is essential for achieving photorealistic novel view synthesis. Existing methods that utilize environment maps to model reflections from distant lighting often struggle with high-frequency reflection details and fail to account for near-field reflections. In this work, we introduce EnvGS, a novel approach that employs a set of Gaussian primitives as an explicit 3D representation for capturing reflections of environments. These environment Gaussian primitives are incorporated with base Gaussian primitives to model the appearance of the whole scene. To efficiently render these environment Gaussian primitives, we developed a ray-tracing-based renderer that leverages the GPU’s RT core for fast rendering. This allows us to jointly optimize our model for high-quality reconstruction while maintaining real-time rendering speeds. Results from multiple real-world and synthetic datasets demonstrate that our method produces significantly more detailed reflections, achieving the best rendering quality in real-time novel view synthesis. The code is available at https://zju3dv.github.io/envgs.
Xi Chen 0079, Zhen Xu 0008, Yiman Xie, Yudong Jin, Yujun Shen, Sida Peng, Hujun Bao, Xiaowei Zhou 0001
CVPR8
2025 StreetCrafter: Street View Synthesis with Controllable Video Diffusion Models
abstract
This paper aims to tackle the problem of photorealistic view synthesis from vehicle sensor data. Recent advancements in neural scene representation have achieved notable success in rendering high-quality autonomous driving scenes, but the performance significantly degrades as the viewpoint deviates from the training trajectory. To mitigate this problem, we introduce StreetCrafter, a novel controllable video diffusion model that utilizes LiDAR point cloud renderings as pixel-level conditions, which fully exploits the generative prior for novel view synthesis, while preserving precise camera control. Moreover, the utilization of pixel-level LiDAR conditions allows us to make accurate pixel-level edits to target scenes. In addition, the generative prior of StreetCrafter can be effectively incorporated into dynamic scene representations to achieve real-time rendering. Experiments on Waymo Open Dataset and PandaSet demonstrate that our model enables flexible control over viewpoint changes, enlarging the view synthesis regions for satisfying rendering, which outperforms existing methods. The code is available at https://zju3dv.github.io/streetcrafter.
Yunzhi Yan, Zhen Xu 0008, Haotong Lin, Haian Jin, Kun Zhan, Xianpeng Lang, Hujun Bao, Xiaowei Zhou 0001, Sida Peng
CVPR9
2025 LookCloser: Frequency-aware Radiance Field for Tiny-Detail Scene
abstract
Humans perceive and comprehend their surroundings through information spanning multiple frequencies. In immersive scenes, people naturally scan their environment to grasp its overall structure while examining fine details of objects that capture their attention. However, current NeRF frameworks primarily focus on modeling either high-frequency local views or the broad structure of scenes with low-frequency information, which is limited to balancing both. We introduce FA-NeRF, a novel frequency-aware framework for view synthesis that simultaneously captures the overall scene structure and high-definition details within a single NeRF model. To achieve this, we propose a 3D frequency quantification method that analyzes the scene’s frequency distribution, enabling frequency-aware rendering. Our framework incorporates a frequency grid for fast convergence and querying, a frequency-aware feature re-weighting strategy to balance features across different frequency contents. Extensive experiments show that our method significantly outperforms existing approaches in modeling entire scenes while preserving fine details.
Weihong Pan, Chong Bao, Xiyu Zhang 0003, Xiaojun Xiang, Hanqing Jiang, Hujun Bao
CVPR7
2025 UniVerse: Unleashing the Scene Prior of Video Diffusion Models for Robust Radiance Field Reconstruction
abstract
This paper tackles the challenge of robust reconstruction, i.e., the task of reconstructing a 3D scene from a set of inconsistent multi-view images. Some recent works have attempted to simultaneously remove image inconsistencies and perform reconstruction by integrating image degradation modeling into neural 3D scene representations. However, these methods rely heavily on dense observations for robustly optimizing model parameters. To address this issue, we propose to decouple robust reconstruction into two subtasks: restoration and reconstruction, which naturally simplifies the optimization process. To this end, we introduce UniVerse, a unified framework for robust reconstruction based on a video diffusion model. Specifically, UniVerse first converts inconsistent images into initial videos, then uses a specially designed video diffusion model to restore them into consistent images, and finally reconstructs the 3D scenes from these restored images. Compared with case-by-case per-view degradation modeling, the diffusion model learns a general scene prior from large-scale data, making it applicable to diverse image inconsistencies. Extensive experiments on both synthetic and real-world datasets demonstrate the strong generalization capability and superior performance of our method in robust reconstruction. Moreover, UniVerse can control the style of the reconstructed 3D scene. Project page: https://jin-cao-tma.github.io/UniVerse.github.io/
Hongrui Wu, Ziyong Feng, Hujun Bao, Xiaowei Zhou 0001, Sida Peng
ICCV4
2025 EgoAgent: A Joint Predictive Agent Model in Egocentric Worlds
Lu Chen 0001, Yizhou Wang 0007, Shixiang Tang, Qianhong Ma, Tong He 0001, Wanli Ouyang, Xiaowei Zhou 0001, Hujun Bao, Sida Peng
ICCV8
2025 Diffuman4D: 4D Consistent Human View Synthesis From Sparse-View Videos With Spatio-Temporal Diffusion Models
abstract
This paper addresses the challenge of high-fidelity view synthesis of humans with sparse-view videos as input. Previous methods solve the issue of insufficient observation by leveraging 4D diffusion models to generate videos at novel viewpoints. However, the generated videos from these models often lack spatio-temporal consistency, thus degrading view synthesis quality. In this paper, we propose a novel sliding iterative denoising process to enhance the spatio-temporal consistency of the 4D diffusion model. Specifically, we define a latent grid in which each latent encodes the image, camera pose, and human pose for a certain viewpoint and timestamp, then alternately denoising the latent grid along spatial and temporal dimensions with a sliding window, and finally decode the videos at target viewpoints from the corresponding denoised latents. Through the iterative sliding, information flows sufficiently across the latent grid, allowing the diffusion model to obtain a large receptive field and thus enhance the 4D consistency of the output, while making the GPU memory consumption affordable. The experiments on the DNA-Rendering and ActorsHQ datasets demonstrate that our method is able to synthesize high-quality and consistent novel-view videos and significantly outperforms the existing approaches. See our project page for interactive demos and video results: https://diffuman4d.github.io/ .
Yudong Jin, Sida Peng, Zhen Xu 0008, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001
ICCV8
2025 IntrinsicControlNet: Cross-Distribution Image Generation with Real and Unreal
Jiayuan Lu, Rengan Xie, Zhizhen Wu, Dianbing Xi, Qi Ye 0001, Rui Wang 0004, Hujun Bao, Yuchi Huo
ICCV8
2025 AccidentalGS: 3D Gaussian Splatting from Accidental Camera Motion
Mao Mao, Xujie Shen, Guyuan Chen, Boming Zhao, Jiarui Hu 0004, Hujun Bao, Zhaopeng Cui
ICCV6
2025 BlinkTrack: Feature Tracking Over 80 FPS via Events and Images
abstract
Event cameras, known for their high temporal resolution and ability to capture asynchronous changes, have gained significant attention for their potential in feature tracking, especially in challenging conditions. However, event cameras lack the fine-grained texture information that conventional cameras provide, leading to error accumulation in tracking. To address this, we propose a novel framework, BlinkTrack, which integrates event data with grayscale images for high-frequency feature tracking. Our method extends the traditional Kalman filter into a learning-based framework, utilizing differentiable Kalman filters in both event and image branches. This approach improves single-modality tracking and effectively solves the data association and fusion from asynchronous event and image data. We also introduce new synthetic and augmented datasets to better evaluate our model. Experimental results indicate that BlinkTrack significantly outperforms existing methods, exceeding 80 FPS with multi-modality data and 100 FPS with preprocessed event data. Codes and dataset are available at https://github.com/ColieShen/BlinkTrack.
Yichen Shen 0004, Yijin Li, Guanglin Li 0005, Hujun Bao, Zhaopeng Cui, Guofeng Zhang 0001
ICCV6
2025 Hierarchy UGP: Hierarchy Unified Gaussian Primitive for Large-Scale Dynamic Scene Reconstruction
Hongyang Sun 0005, Qinglin Yang, Zhen Xu 0008, Chen Liu 0028, Kun Zhan, Hujun Bao, Xiaowei Zhou 0001, Sida Peng
ICCV8
2025 ReTracker: Exploring Image Matching for Robust Online Any Point Tracking
Dongli Tan, Sida Peng, Yiqing Gong, Jiaming Sun 0002, Ruizhen Hu, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001
ICCV9
2025 LightCity: An Urban Dataset for Outdoor Inverse Rendering and Reconstruction Under Multi-Illumination Conditions
Qirui Hu, Chong Bao, Yuke Zhu, Hujun Bao, Zhaopeng Cui, Guofeng Zhang 0001
ICCV5
2025 Precise Action-to-Video Generation Through Visual Action Prompts
abstract
We present visual action prompts, a unified action representation for action-to-video generation of complex high-DoF interactions while maintaining transferable visual dynamics across domains. Action-driven video generation faces a precision-generality trade-off: existing methods using text, primitive actions, or coarse masks offer generality but lack precision, while agent-centric action signals provide precision at the cost of cross-domain transferability. To balance action precision and dynamic transferability, we propose to "render" actions into precise visual prompts as domain-agnostic representations that preserve both geometric precision and cross-domain adaptability for complex actions; specifically, we choose visual skeletons for their generality and accessibility. We propose robust pipelines to construct skeletons from two interaction-rich data sources - human-object interactions (HOI) and dexterous robotic manipulation - enabling cross-domain training of action-driven generative models. By integrating visual skeletons into pretrained video generation models via lightweight fine-tuning, we enable precise action control of complex interaction while preserving the learning of cross-domain dynamics. Experiments on EgoVid, RT-1 and DROID demonstrate the effectiveness of our proposed approach. Project page: https://zju3dv.github.io/VAP/.
Yuang Wang, Sida Peng, Minghan Qin, Hujun Bao, Xiaowei Zhou 0001, Ruizhen Hu
ICCV6
2025 SpatialTrackerV2: Advancing 3D Point Tracking with Explicit Camera Motion
Yuxi Xiao, Nan Xue 0001, Nikita Karaev, Yuri Makarov, Bingyi Kang, Hujun Bao, Yujun Shen, Xiaowei Zhou 0001
ICCV8
2025 InstaScene: Towards Complete 3D Instance Decomposition and Reconstruction From Cluttered Scenes
abstract
Humans can naturally identify and mentally complete occluded objects in cluttered environments. However, imparting similar cognitive ability to robotics remains challenging even with advanced reconstruction techniques, which models scenes as undifferentiated wholes and fails to recognize complete object from partial observations. In this paper, we propose InstaScene, a new paradigm towards holistic 3D perception of complex scenes with a primary goal: decomposing arbitrary instances while ensuring complete reconstruction. To achieve precise decomposition, we develop a novel spatial contrastive learning by tracing rasterization of each instance across views, significantly enhancing semantic supervision in cluttered scenes. To overcome incompleteness from limited observations, we introduce in-situ generation that harnesses valuable observations and geometric cues, effectively guiding 3D generative models to reconstruct complete instances that seamlessly align with the real world. Experiments on scene decomposition and object completion across complex real-world and synthetic scenes demonstrate that our method achieves superior decomposition accuracy while producing geometrically faithful and visually intact objects.
Zesong Yang, Bangbang Yang, Liyuan Cui, Yuewen Ma, Wenqi Dong, Zhaopeng Cui, Chenxuan Cao, Hujun Bao
ICCV8
2025 GaussianUpdate: Continual 3D Gaussian Splatting Update for Changing Environments
Boming Zhao, Jiarui Hu 0004, Xujie Shen, Ziqiang Dang, Hujun Bao, Zhaopeng Cui
ICCV6
2025 SpatialCrafter: Unleashing the Imagination of Video Diffusion Models for Scene Reconstruction from Limited Observations
abstract
Novel view synthesis (NVS) boosts immersive experiences in computer vision and graphics. Existing techniques, though progressed, rely on dense multi-view observations, restricting their application. This work takes on the challenge of reconstructing photorealistic 3D scenes from sparse or single-view inputs. We introduce SpatialCrafter, a framework that leverages the rich knowledge in video diffusion models to generate plausible additional observations, thereby alleviating reconstruction ambiguity. Through a trainable camera encoder and an epipolar attention mechanism for explicit geometric constraints, we achieve precise camera control and 3D consistency, further reinforced by a unified scale estimation strategy to handle scale discrepancies across datasets. Furthermore, by integrating monocular depth priors with semantic features in the video latent space, our framework directly regresses 3D Gaussian primitives and efficiently processes long-sequence features using a hybrid network structure. Extensive experiments show our method enhances sparse view reconstruction and restores the realistic appearance of 3D scenes.
Songchun Zhang, Huiyao Xu, Sitong Guo, Zhongwei Xie, Hujun Bao, Weiwei Xu 0003, Changqing Zou
ICCV5
2025 Ready-to-React: Online Reaction Policy for Two-Character Interaction Generation
abstract
This paper addresses the task of generating two-character online interactions. Previously, two main settings existed for two-character interaction generation: (1) generating one's motions based on the counterpart's complete motion sequence, and (2) jointly generating two-character motions based on specific conditions. We argue that these settings fail to model the process of real-life two-character interactions, where humans will react to their counterparts in real time and act as independent individuals. In contrast, we propose an online reaction policy, called Ready-to-React, to generate the next character pose based on past observed motions. Each character has its own reaction policy as its ``brain'', enabling them to interact like real humans in a streaming manner. Our policy is implemented by incorporating a diffusion head into an auto-regressive model, which can dynamically respond to the counterpart's motions while effectively mitigating the error accumulation throughout the generation process. We conduct comprehensive experiments using the challenging boxing task. Experimental results demonstrate that our method outperforms existing baselines and can generate extended motion sequences. Additionally, we show that our approach can be controlled by sparse signals, making it well-suited for VR and other online interactive environments. Code and data will be made publicly available.
Zhi Cen, Huaijin Pi, Sida Peng, Qing Shuai, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001, Ruizhen Hu
ICLR6
2025 ND-SDF: Learning Normal Deflection Fields for High-Fidelity Indoor Reconstruction
abstract
Neural implicit reconstruction via volume rendering has demonstrated its effectiveness in recovering dense 3D surfaces. However, it is non-trivial to simultaneously recover meticulous geometry and preserve smoothness across regions with differing characteristics. To address this issue, previous methods typically employ geometric priors, which are often constrained by the performance of the prior models. In this paper, we propose ND-SDF, which learns a Normal Deflection field to represent the angular deviation between the scene normal and the prior normal. Unlike previous methods that uniformly apply geometric priors on all samples, introducing significant bias in accuracy, our proposed normal deflection field dynamically learns and adapts the utilization of samples based on their specific characteristics, thereby improving both the accuracy and effectiveness of the model. Our method not only obtains smooth weakly textured regions such as walls and floors but also preserves the geometric details of complex structures. In addition, we introduce a novel ray sampling strategy based on the deflection angle to facilitate the unbiased rendering process, which significantly improves the quality and accuracy of intricate surfaces, especially on thin structures. Consistent improvements on various challenging datasets demonstrate the superiority of our method.
Ziyu Tang, Weicai Ye, Yifan Wang 0025, Hujun Bao, Tong He 0001, Guofeng Zhang 0001
ICLR5
2025 UniRestore3D: A Scalable Framework For General Shape Restoration
abstract
Shape restoration aims to recover intact 3D shapes from defective ones, such as those that are incomplete, noisy, and low-resolution. Previous works have achieved impressive results in shape restoration subtasks thanks to advanced generative models. While effective for specific shape defects, they are less applicable in real-world scenarios involving multiple defect types simultaneously. Additionally, training on limited subsets of defective shapes hinders knowledge transfer across restoration types and thus affects generalization. In this paper, we address the task of general shape restoration, which restores shapes with various types of defects through a unified model, thereby naturally improving the applicability and scalability. Our approach first standardizes the data representation across different restoration subtasks using high-resolution TSDF grids and constructs a large-scale dataset with diverse types of shape defects. Next, we design an efficient hierarchical shape generation model and a noise-robust defective shape encoder that enables effective impaired shape understanding and intact shape generation. Moreover, we propose a scalable training strategy for efficient model training. The capabilities of our proposed method are demonstrated across multiple shape restoration subtasks and validated on various datasets, including Objaverse, ShapeNet, GSO, and ABO.
Yuang Wang, Yujian Zhang, Sida Peng, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001
ICLR7
2025 Scalable Multi-Session Visual SLAM in Large-Scale Scenes with Subgraph Optimization
abstract
Multi-session visual SLAM systems enable 6-DoF camera localization along with long-term maintenance and expansion of the global map, by utilizing image data from different sessions. However, in large-scale environments, these systems often suffer from severe scale drift. While modern SLAM systems attempt to maintain global map consistency through loop detection and correction, they still face challenges in terms of convergence and accuracy. In this paper, we propose a robust large-scale multi-session SLAM system for long-term localization and mapping that achieves global consistency. Furthermore, to address the backend optimization problem in large-scale environments, we introduce a hierarchical optimization strategy based on the graph structure. More specifically, a subgraph structure is introduced to reduce the size of problem while effectively propagating scale correction information. In addition, a hierarchical strategy enables coarse-to-fine updates of the graph states. Experimental results not only demonstrate that our method efficiently optimizes the pose graph and maintains map consistency in large-scale environments, but also highlight the effectiveness and scalability of the proposed approach.
Xiaokun Pan, Zhenzhe Li, Tianxing Fan, Hongjia Zhai, Hujun Bao, Guofeng Zhang 0001
ICRA5
2025 Neuraloc: Visual Localization in Neural Implicit Map With Dual Complementary Features
abstract
Recently, neural radiance fields (NeRF) have gained significant attention in the field of visual localization. However, existing NeRF-based approaches either lack geometric constraints or require extensive storage for feature matching, limiting their practical applications. To address these challenges, we propose an efficient and novel visual localization approach based on the neural implicit map with complementary features. Specifically, to enforce geometric constraints and reduce storage requirements, we implicitly learn a 3D keypoint descriptor field, avoiding the need to explicitly store point-wise features. To further address the semantic ambiguity of descriptors, we introduce additional semantic contextual feature fields, which enhance the quality and reliability of 2D-3D correspondences. Besides, we propose descriptor similarity distribution alignment to minimize the domain gap between 2D and 3D feature spaces during matching. Finally, we construct the matching graph using both complementary descriptors and contextual features to establish accurate 2D3D correspondences for 6-DoF pose estimation. Compared with the recent NeRF-based approaches, our method achieves a$3 \times$faster training speed and a$45 \times$reduction in model storage. Extensive experiments on two widely used datasets demonstrate that our approach outperforms or is highly competitive with other state-of-the-art NeRF-based visual localization methods. Project page: https://zju3dv.github.io/neuraloc
Hongjia Zhai, Boming Zhao, Xiaokun Pan, Yijia He, Zhaopeng Cui, Hujun Bao, Guofeng Zhang 0001
ICRA7
2025 DW-VIO: Deep Weighted Visual-Inertial Odometry
abstract
Visual-inertial odometry (VIO) has made significant progress in various applications. However, one of the key challenges in VIO is the efficient and robust fusion of visual and inertial measurements, particularly while mitigating the impact of sensor failures. To address this challenge, we propose a new learning-based VIO system, i.e., DW-VIO, which is able to integrate multiple sensors and provide robust state estimations. To this end, we design a novel deep learning-based data-fusion approach that dynamically associates information from multiple sensors to predict sensor weights for optimization. Moreover, in order to improve the efficiency, we present several real-time optimization techniques including a fast patch graph constructor and an efficient GPU-accelerated multi-factor bundle adjustment layer. Experimental results show that DW-VIO outperforms most state-of-the-art (SOTA) methods on the EuRoC MAV, ETH3D-SLAM, and KITTI-360 benchmarks across various challenging sequences. Additionally, it maintains a minimum of 20 frames per second (FPS) on a single RTX 3060 GPU with high-resolution input, highlighting its efficiency.
Guyuan Chen, Xiyue Guo, Xiaokun Pan, Yujun Shen, Guofeng Zhang 0001, Hujun Bao, Zhaopeng Cui
IROS6
2025 ETO+: Revisit the Refinement Stage in Efficient Feature Matching
abstract
Recent feature matching approaches like ETO have focused on developing lightweight matching algorithms for real-time applications. However, their lack of cross-image feature interaction and sufficient refinement often lead to a decline in matching accuracy. To address these challenges, we propose ETO+, a novel and accurate feature matching algorithm that incorporates a lightweight yet efficient bidirectional interaction module and multi-stage refinement. Specifically, we introduce Trans-CNN, a bidirectional feature interaction module that integrates CNN- and transformer-based techniques to enhance both intra-image feature refinement and inter-image feature fusion, all while maintaining a comparable computational cost. Furthermore, by leveraging the inherent sparsity of local feature matching, we propose an efficient strategy to adaptively reallocate computational resources within the network. Additionally, we design an adaptive loss function that mitigates the impact of large matching errors, thereby improving overall robustness. Extensive experiments on widely used datasets demonstrate that our approach achieves a strong balance between accuracy and computational efficiency. It outperforms ETO by 7.9 in AUC@5 on MegaDepth, respectively, while being about 40% faster than E-LoFTR.
Junjie Ni, Yichen Shen 0004, Yijin Li, Hongjia Zhai, Hujun Bao, Guofeng Zhang 0001
IROS5
2025 CFSynthesis: Controllable and Free-view 3D Human Video Synthesis
abstract
Human video synthesis aims to create lifelike characters in various environments. While 2D diffusion-based methods have made significant progress, they struggle to generalize to complex 3D poses and varying scene backgrounds. To address these limitations, we introduce CFSynthesis, a novel framework for generating high-quality human videos with customizable attributes, including identity, motion, and scene configurations. Our method leverages a texture-SMPL-based representation to ensure consistent and stable character appearances across free viewpoints. Additionally, we introduce a novel foreground-background separation strategy that effectively decomposes the scene as foreground and background, enabling seamless integration of user-defined backgrounds. Experimental results on multiple datasets show that CFSynthesis not only achieves state-of-the-art performance in complex human animations but also adapts effectively to 3D motions in free-view and user-specified scenarios.
Liyuan Cui, Xiaogang Xu 0002, Wenqi Dong, Zesong Yang, Hujun Bao, Zhaopeng Cui
ICMR5
2025 HiScene: Creating Hierarchical 3D Scenes with Isometric View Generation
abstract
Scene-level 3D generation represents a critical frontier in multimedia and computer graphics. While existing approaches have achieved encouraging progress, they still face challenges such as constrained object diversity and limited support for interactive editing. In this paper, we present HiScene, a novel hierarchical framework that bridges the gap between 2D image generation and 3D object generation and delivers high-fidelity scenes with compositional identities and aesthetic scene content. Our key insight is treating scenes as hierarchical ''objects'' under isometric views, where a room functions as a complex object that can be further decomposed into manipulatable items. This hierarchical approach enables us to generate 3D content that aligns with 2D representations while maintaining compositional structure. To ensure completeness and spatial alignment of each decomposed instance, we develop a video-diffusion-based amodal completion technique that effectively handles occlusions and shadows between objects, and introduce shape prior injection to ensure spatial coherence within the scene. Experimental results demonstrate that our method produces more natural object arrangements and complete object instances suitable for interactive applications, while maintaining physical plausibility and alignment with user inputs.
Wenqi Dong, Bangbang Yang, Zesong Yang, Tao Hu 0011, Hujun Bao, Yuewen Ma, Zhaopeng Cui
ACM Multimedia6
2025 AtlasGS: Atlanta-world Guided Surface Reconstruction with Implicit Structured Gaussians
abstract
3D reconstruction of indoor and urban environments is a prominent research topic with various downstream applications. However, existing geometric priors for addressing low-texture regions in indoor and urban settings often lack global consistency. Moreover, Gaussian Splatting and implicit SDF fields often suffer from discontinuities or exhibit computational inefficiencies, resulting in a loss of detail. To address these issues, we propose an Atlanta-world guided implicit-structured Gaussian Splatting that achieves smooth indoor and urban scene reconstruction while preserving high-frequency details and rendering efficiency. By leveraging the Atlanta-world model, we ensure the accurate surface reconstruction for low-texture regions, while the proposed novel implicit-structured GS representations provide smoothness without sacrificing efficiency and high-frequency details. Specifically, we propose a semantic GS representation to predict the probability of all semantic regions and deploy a structure plane regularization with learnable plane indicators for global accurate surface reconstruction. Extensive experiments demonstrate that our method outperforms state-of-the-art approaches in both indoor and urban scenes, delivering superior surface reconstruction quality.
Xiyu Zhang 0003, Chong Bao, Yipeng Chen, Hongjia Zhai, Yitong Dong, Hujun Bao, Zhaopeng Cui, Guofeng Zhang 0001
NeurIPS6
2025 Efficient Object Reconstruction with Differentiable Area Light Shading
abstract
In 3D object reconstruction from photographs, estimating material properties is challenging. We propose an inverse rendering method that uses active area lighting: as this provides a wider range of lighting angles per photo than point lighting, material reconstruction can be more accurate for the same number of photos. We compare area light shading with point lighting. With either mesh or 3D Gaussian splatting pipelines, area lighting can improve BRDF reconstruction and leads to +3 dB relighting PSNR over point lights, or need only \(\nicefrac {1}{5}\) of the input photos for the same quality. We also compare area light shading with Monte Carlo ray tracing and with differential linearly transformed cosines (LTC) plus shadow visibility weighting. LTC can be faster, improving optimization times by 25%. In SOTA method-level comparisons, our approach improves material reconstruction, particularly for material roughness, leading to superior relighting quality.
Yaoan Gao, Jiamin Xu, James Tompkin 0001, Qi Wang 0111, Hujun Bao, Yujun Shen, Huamin Wang 0001, Changqing Zou, Weiwei Xu 0003
SIGGRAPH Asia6
2025 Fuse3D: Generating 3D Assets Controlled by Multi-Image Fusion
abstract
Recently, generating 3D assets with the control of condition images has achieved impressive quality. However, existing 3D generation methods are limited to handling a single control objective and lack the ability to utilize multiple images to independently control different regions of a 3D asset, which hinders their flexibility in applications. We propose Fuse3D, a novel method that enables generating 3D assets under the control of multiple images, allowing for the seamless fusion of multi-level regional controls from global views to intricate local details. First, we introduce a Multi-Condition Fusion Module to integrate the visual features from multiple image regions. Then, we propose a method to automatically align user-selected 2D image regions with their associated 3D regions based on semantic cues. Finally, to resolve control conflicts and enhance local control features from multi-condition images, we introduce a Local Attention Enhancement Strategy that flexibly balances region-specific feature fusion. Overall, we introduce the first method capable of controllable 3D asset generation from multiple condition images. The experimental results indicate that Fuse3D can flexibly fuse multiple 2D image regions into coherent 3D structures, resulting in high-quality 3D assets. Code and data for this paper are at https://jinnmnm.github.io/Fuse3d.github.io/.
Xuancheng Jin, Rengan Xie, Wenting Zheng, Rui Wang 0004, Hujun Bao, Yuchi Huo
SIGGRAPH Asia5
2025 NeLiF: Neural Lighting Function Generation for Real-Time Indoor Rendering
abstract
Recent advances in neural rendering have mainly focused on modeling radiance fields with neural representations, often overlooking the underlying mechanisms for producing various lighting effects, and consequently leading to the limited adaptability to dynamic scenes. Lighting effects, such as highlights, shadows, and indirect illuminations, are typically computed using physically-based rendering methods like path tracing, which can be computationally intensive for complex indoor luminaires. Although several recent studies have aimed to model global illumination effects with neural representations, they commonly suffer from long training times or poor generalizability to new scenes. Addressing these challenges, this work presents a novel neural lighting function generation model capable of synthesizing diverse lighting effects in real time for unseen dynamic scenes and complex indoor luminaires, achieving results comparable to state-of-the-art rendering pipelines. Our model operates in two stages. First, multi-view observation images of the luminaire are captured to encode a compact, scene-independent 3D neural lighting field. Subsequently, light information is sampled from this neural lighting field and integrated with G-buffers and shadow clues to produce the shading results. In parallel, we employ a state-of-the-art generative model together with our training-free Inverse HDR Splatting module to generate HDR 3D Gaussians representing the luminaire. This strategy capitalizes on the powerful generalization capabilities of advanced generative models, enabling efficient and accurate appearance reconstruction for a diverse range of complex luminaires. In our experiments, the model trained on a dataset of 10,000 modern indoor scenes and thousands of illuminations demonstrates strong generalizability, high efficiency, and visually convincing results across a wide range of test scenes, highlighting its potential as a practical and flexible solution for high-fidelity, real-time neural indoor rendering.
Hongtao Sheng, Yuchi Huo, Chuankun Zheng, Guangzhi Han, Yifan Peng 0001, Bin Zang, Hao Zhu 0004, Rui Tang 0015, Rui Wang 0004, Hujun Bao
SIGGRAPH Asia12
2025 A Biophysical-Based Skin Model for Heterogeneous Volume Rendering
abstract
Realistic human skin rendering has been a long-standing challenge in computer graphics. Recently, biophysical-based skin rendering has received increasing attention, as it provides a more realistic skin-rendering and a more intuitive way to adjust the skin style. In this work, we present a novel heterogeneous biophysical-based volume rendering method for human skin that improves the realism of skin appearance while easily simulating various types of skin effects, including skin diseases, by modifying biological coefficient textures. Specifically, we introduce a two-layer skin representation by mesh deformation that explicitly models the epidermis and dermis with heterogeneous volumetric medium layers containing the corresponding spatially varying melanin and hemoglobin, respectively. Furthermore, to better facilitate skin acquisition, we introduced a learning-based framework that automatically estimates spatially varying biological coefficients from an albedo texture, enabling biophysical-based and intuitive editing, such as tanning, pathological vitiligo, and freckles. We illustrated the effects of multiple skin-editing applications and demonstrated superior quality to the commonly used random walk skin-rendering method, with more convincing skin details regarding subsurface scattering.
Qi Wang 0111, Fujun Luan, Yuxin Dai, Yuchi Huo, Hujun Bao, Rui Wang 0004
Comput. Vis. Media5
2025 Hybrid Mesh-Neural Representation for 3D Transparent Object Reconstruction
abstract
In this study, we propose a novel method to reconstruct the 3D shapes of transparent objects using images captured by handheld cameras under natural lighting conditions. It combines the advantages of an explicit mesh and multi-layer perceptron (MLP) network as a hybrid representation to simplify the capture settings used in recent studies. After obtaining an initial shape through multi-view silhouettes, we introduced surface-based local MLPs to encode the vertex displacement field (VDF) for reconstructing surface details. The design of local MLPs allowed representation of the VDF in a piecewise manner using two-layer MLP networks to support the optimization algorithm. Defining local MLPs on the surface instead of on the volume also reduced the search space. Such a hybrid representation enabled us to relax the ray-pixel correspondences that represent the light path constraint to our designed ray-cell correspondences, which significantly simplified the implementation of a single-image-based environment-matting algorithm. We evaluated our representation and reconstruction algorithm on several transparent objects based on ground truth models. The experimental results show that our method produces high-quality reconstructions that are superior to those of state-of-the-art methods using a simplified data-acquisition setup.
Jiamin Xu, Zihan Zhu, Hujun Bao, Weiwei Xu 0003
Comput. Vis. Media3
2025 NeuMesh++: Toward Versatile and Efficient Volumetric Editing With Disentangled Neural Mesh-Based Implicit Field
abstract
Recently neural implicit rendering techniques have evolved rapidly and demonstrated significant advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionalities, e.g., rigid transformation and category-specific editing. In this paper, we present a novel mesh-based representation by encoding the neural radiance field with disentangled geometry, texture, and semantic codes on mesh vertices, which empowers a set of efficient and comprehensive editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations, and semantic-guided editing. To this end, we develop several techniques including a novel local space parameterization to enhance rendering quality and training stability, a learnable modification color on vertex to improve the fidelity of texture editing, a spatial-aware optimization strategy to realize precise texture editing, and a semantic-aided region selection to ease the laborious annotation of implicit field editing. Extensive experiments and editing examples on both real and synthetic datasets demonstrate the superiority of our method on representation quality and editing ability.
Chong Bao, Bangbang Yang, Yujun Shen, Hujun Bao, Zhaopeng Cui, Yinda Zhang 0001, Guofeng Zhang 0001
IEEE Trans. Pattern Anal. Mach. Intell.5
2025 Split4D: Decomposed 4D Scene Reconstruction Without Video Segmentation
abstract
This paper addresses the problem of decomposed 4D scene reconstruction from multi-view videos. Recent methods achieve this by lifting video segmentation results to a 4D representation through differentiable rendering techniques. Therefore, they heavily rely on the quality of video segmentation maps, which are often unstable, leading to unreliable reconstruction results. To overcome this challenge, our key idea is to represent the decomposed 4D scene with the Freetime FeatureGS and design a streaming feature learning strategy to accurately recover it from per-image segmentation maps, eliminating the need for video segmentation. Freetime FeatureGS models the dynamic scene as a set of Gaussian primitives with learnable features and linear motion ability, allowing them to move to neighboring regions over time. We apply a contrastive loss to Freetime FeatureGS, forcing primitive features to be close or far apart based on whether their projections belong to the same instance in the 2D segmentation map. As our Gaussian primitives can move across time, it naturally extends the feature learning to the temporal dimension, achieving 4D segmentation. Furthermore, we sample observations for training in a temporally ordered manner, enabling the streaming propagation of features over time and effectively avoiding local minima during the optimization process. Experimental results on several datasets show that the reconstruction quality of our method outperforms recent methods by a large margin.
Yongzhen Hu, Yihui Yang, Haotong Lin, Yifan Wang 0026, Junting Dong, Yifu Deng, Hujun Bao, Xiaowei Zhou 0001, Sida Peng
ACM Trans. Graph.9
2025 PGSR: Planar-Based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction
abstract
Recently, 3D Gaussian Splatting (3DGS) has attracted widespread attention due to its high-quality rendering, and ultra-fast training and rendering speed. However, due to the unstructured and irregular nature of Gaussian point clouds, it is difficult to guarantee geometric reconstruction accuracy and multi-view consistency simply by relying on image reconstruction loss. Although many studies on surface reconstruction based on 3DGS have emerged recently, the quality of their meshes is generally unsatisfactory. To address this problem, we propose a fast planar-based Gaussian splatting reconstruction representation (PGSR) to achieve high-fidelity surface reconstruction while ensuring high-quality rendering. Specifically, we first introduce an unbiased depth rendering method, which directly renders the distance from the camera origin to the Gaussian plane and the corresponding normal map based on the Gaussian distribution of the point cloud, and divides the two to obtain the unbiased depth. We then introduce single-view geometric, multi-view photometric, and geometric regularization to preserve global geometric accuracy. We also propose a camera exposure compensation model to cope with scenes with large illumination variations. Experiments on indoor and outdoor scenes show that the proposed method achieves fast training and rendering while maintaining high-fidelity rendering and geometric reconstruction, outperforming 3DGS-based and NeRF-based methods.
Danpeng Chen, Weicai Ye, Yifan Wang 0025, Weijian Xie, Shangjin Zhai, Nan Wang 0020, Haomin Liu, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.9
2025 Depth Completion With Multiple Balanced Bases and Confidence for Dense Monocular SLAM
abstract
Dense SLAM based on monocular cameras does indeed have immense application value in the field of AR/VR, especially when it is performed on a mobile device. In this article, we propose a novel method that integrates a light-weight depth completion network into a sparse SLAM system using a multi-basis depth representation, so that dense mapping can be performed online even on a mobile phone. Specifically, we present a specifically optimized multi-basis depth completion network, called BBC-Net, tailored to the characteristics of traditional sparse SLAM systems. BBC-Net can predict multiple balanced bases and a confidence map from a monocular image with sparse points generated by off-the-shelf keypoint-based SLAM systems. The final depth is a linear combination of predicted depth bases that can be easily optimized by tuning the corresponding weights. To seamlessly incorporate the weights into traditional SLAM optimization and ensure efficiency and robustness, we design a set of depth weight factors, which makes our network a versatile plug-in module, facilitating easy integration into various existing sparse SLAM systems and significantly enhancing global depth consistency through bundle adjustment. To verify the portability of our method, we integrate BBC-Net into two representative SLAM systems. The experimental results on various datasets show that the proposed method achieves better performance in monocular dense mapping than the state-of-the-art methods. We provide an online demo running on a mobile phone, which verifies the efficiency and mapping quality of the proposed method in real-world scenarios.
Weijian Xie, Guanyi Chu, Quanhao Qian, Yihao Yu, Danpeng Chen, Shangjin Zhai, Nan Wang 0020, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.9
2025 SplatLoc: 3D Gaussian Splatting-based Visual Localization for Augmented Reality
abstract
Visual localization plays an important role in the applications of Augmented Reality (AR), which enable AR devices to obtain their 6-DoF pose in the pre-build map in order to render virtual content in real scenes. However, most existing approaches can not perform novel view rendering and require large storage capacities for maps. To overcome these limitations, we propose an efficient visual localization method capable of high-quality rendering with fewer parameters. Specifically, our approach leverages 3D Gaussian primitives as the scene representation. To ensure precise 2D-3D correspondences for pose estimation, we develop an unbiased 3D scene-specific descriptor decoder for Gaussian primitives, distilled from a constructed feature volume. Additionally, we introduce a salient 3D landmark selection algorithm that selects a suitable primitive subset based on the saliency score for localization. We further regularize key Gaussian primitives to prevent anisotropic effects, which also improves localization performance. Extensive experiments on two widely used datasets demonstrate that our method achieves superior or comparable rendering and localization performance to state-of-the-art implicit-based visual localization approaches. Code and data are available at project page: https://zju3dv.github.io/splatloc.
Hongjia Zhai, Xiyu Zhang 0003, Boming Zhao, Yijia He, Zhaopeng Cui, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.7
2025 Versatile Curve Design by Level Set With Quadratic Convergence
abstract
Many 3D mesh processing tasks revolve around generating and manipulating curves on surface meshes. While it is intuitive to explicitly model these curves using mesh edges or parametric curves in the ambient space, these methods often suffer from numerical instability or inaccuracy due to the projection operation. Another natural strategy is to adapt spline based tools, these methods are quite fast but are hard to be extended to more versatile constraints and need heavy manual interactions. In this article, we present an efficient and versatile approach to curve design based on an implicit representation known as the level set. While previous works have explored the use of the level set to generate curves with minimal length, they typically have limitations in accommodating additional conditions for rich and robust control. To address these challenges, we formulate curve editing with constraints like smoothness, interpolation, tangent control, etc., via a level set based variational problem by constraining the values or derivatives of the level set function. However, the widely used gradient flow strategy converges very slowly for this complicated variational problem compared to the classical geodesic one. Thus, we propose to solve it via Newton's method enhanced by local Hessian correction and a trust-region strategy. As a result, our method not only enables versatile control, but also excels in terms of performance due to nearly quadratic convergence and almost linear complexity in each iteration via narrow band acceleration. In practice, these advantages effectively benefit various applications, such as interactive curve manipulation, boundary smoothing for surface segmentation and path planning with obstacles as demonstrated.
Jiong Chen 0001, Hujun Bao, Jin Huang 0001
IEEE Trans. Vis. Comput. Graph.5
2024 PNeRFLoc: Visual Localization with Point-Based Neural Radiance Fields
abstract
Due to the ability to synthesize high-quality novel views, Neural Radiance Fields (NeRF) has been recently exploited to improve visual localization in a known environment. However, the existing methods mostly utilize NeRF for data augmentation to improve the regression model training, and their performances on novel viewpoints and appearances are still limited due to the lack of geometric constraints. In this paper, we propose a novel visual localization framework, i.e., PNeRFLoc, based on a unified point-based representation. On one hand, PNeRFLoc supports the initial pose estimation by matching 2D and 3D feature points as traditional structure-based methods; on the other hand, it also enables pose refinement with novel view synthesis using rendering-based optimization. Specifically, we propose a novel feature adaption module to close the gaps between the features for visual localization and neural rendering. To improve the efficacy and efficiency of neural rendering-based optimization, we also developed an efficient rendering-based framework with a warping loss function. Extensive experiments demonstrate that PNeRFLoc performs the best on the synthetic dataset when the 3D NeRF model can be well learned, and significantly outperforms all the NeRF-boosted localization methods with on-par SOTA performance on the real-world benchmark localization datasets. Project webpage: https://zju3dv.github.io/PNeRFLoc/.
Boming Zhao, Luwei Yang, Mao Mao, Hujun Bao, Zhaopeng Cui
AAAI4
2024 Relightable and Animatable Neural Avatar from Sparse-View Video
abstract
This paper tackles the problem of creating relightable and animatable neural avatars from sparse-view (or monocular) videos of dynamic humans under unknown illumination. Previous neural human reconstruction methods produce animatable avatars from sparse views using deformed Signed Distance Fields (SDF) but are non-relightable. While differentiable inverse rendering methods have succeeded in the material recovery of static objects, it is not straightforward to extend them to dynamic humans since it is computationally intensive to compute pixel-surface intersection and light visibility on deformed SDFs for relighting. To solve this challenge, we propose a Hierarchical Distance Query (HDQ) algorithm to approximate the world space SDF under arbitrary human poses. Specifically, we estimate coarse SDF based on a parametric human model and compute fine SDF by exploiting the invariance of SDF w.r.t. local deformation. Based on HDQ, we leverage sphere tracing to efficiently estimate the surface intersection and light visibility. This allows us to develop the first system to recover relightable and animatable neural avatars from sparse or monocular inputs. Experiments show that our approach produces superior results compared to state-of-the-art methods. Our project page is available at https://zju3dv.github.io/relightable_avatar.
Zhen Xu 0008, Sida Peng, Chen Geng 0001, Linzhan Mou, Jiaming Sun 0002, Hujun Bao, Xiaowei Zhou 0001
CVPR7
2024 4K4D: Real-Time 4D View Synthesis at 4K Resolution
abstract
This paper targets high-fidelity and real-time view synthe-sis of dynamic 3D scenes at 4K resolution. Recent methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and network pre-computation to enable unprecedented rendering speed with a high rendering quality. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30× faster than previous methods and achieves the state-of-the-art rendering quality. Our project page is available at https://ziu3dv.github.io/4k4d.
Zhen Xu 0008, Sida Peng, Haotong Lin, Guangzhao He, Jiaming Sun 0002, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001
CVPR7
2024 GeneAvatar: Generic Expression-Aware Volumetric Head Avatar Editing from a Single Image
abstract
Recently, we have witnessed the explosive growth of various volumetric representations in modeling animatable head avatars. However, due to the diversity of frameworks, there is no practical method to support high-level applications like 3D head avatar editing across different representations. In this paper, we propose a generic avatar editing approach that can be universally applied to various 3DMM-driving volumetric head avatars. To achieve this goal, we design a novel expression-aware modification generative model, which enables lift 2D editing from a single image to a consistent 3D modification field. To ensure the effectiveness of the generative modification process, we develop several techniques, including an expression-dependent modification distillation scheme to draw knowledge from the large-scale head avatar model and 2D facial texture editing tools, implicit latent space guidance to enhance model convergence, and a segmentation-based loss reweight strategy for fine-grained texture inversion. Extensive experiments demonstrate that our method delivers high-quality and consistent results across multiple expression and viewpoints. Project page: https://zju3dv.github.io/geneavatar/.
Chong Bao, Yinda Zhang 0001, Xiyu Zhang 0003, Bangbang Yang, Hujun Bao, Marc Pollefeys, Guofeng Zhang 0001, Zhaopeng Cui
CVPR6
2024 Generating Human Motion in 3D Scenes from Text Descriptions
abstract
Generating human motions from textual descriptions has gained growing research interest due to its wide range of applications. However, only a few works consider human- scene interactions together with text conditions, which is crucial for visual and physical realism. This paper fo-cuses on the task of generating human motions in 3D in-door scenes given text descriptions of the human-scene in-teractions. This task presents challenges due to the multi-modality nature of text, scene, and motion, as well as the need for spatial reasoning. To address these challenges, we propose a new approach that decomposes the complex prob-lem into two more manageable sub-problems: (1) language grounding of the target object and (2) object-centric motion generation. For language grounding of the target ob-ject, we leverage the power of large language models. For motion generation, we design an object-centric scene rep-resentation for the generative model to focus on the target object, thereby reducing the scene complexity and facilitating the modeling of the relationship between human motions and the object. Experiments demonstrate the better motion quality of our approach compared to baselines and validate our design choices. Code will be available at link.
Zhi Cen, Huaijin Pi, Sida Peng, Zehong Shen, Shuai Zhu, Hujun Bao, Xiaowei Zhou 0001
CVPR7
2024 Detector-Free Structure from Motion
abstract
We propose a structure-from-motion framework to recover accurate camera poses and point clouds from unordered images. Traditional SfM systems typically rely on the successful detection of repeatable keypoints across multiple views as the first step, which is difficult for texture-poor scenes, and poor keypoint detection may break down the whole SfM system. We propose a detector-free SfM framework to draw benefits from the recent success of detector-free matchers to avoid the early determination of keypoints, while solving the multi-view inconsistency issue of detector-free matchers. Specifically, our framework first reconstructs a coarse SfM model from quantized detector-free matches. Then, it refines the model by a novel iterative refinement pipeline, which iterates between an attention-based multi-view matching module to refine feature tracks and a geometry refinement module to improve the reconstruction accuracy. Experiments demonstrate that the proposed framework outperforms existing detector-based SfM systems on common benchmark datasets. We also collect a texture-poor SfM dataset to demonstrate the capa-bility of our framework to reconstruct texture-poor scenes. Based on this framework, we take the first place in Image Matching Challenge 2023 [9]. Project page: https://zju3dv.github.io/DetectorFreeSfM/.
Jiaming Sun 0002, Yifan Wang 0026, Sida Peng, Qixing Huang, Hujun Bao, Xiaowei Zhou 0001
CVPR6
2024 Boosting Image Restoration via Priors from Pre-Trained Models
abstract
Pre-trained models with large-scale training data, such as CLIP and Stable Diffusion, have demonstrated remarkable performance in various high-level computer vision tasks such as image understanding and generation from language descriptions. Yet, their potential for low-level tasks such as image restoration remains relatively unexplored. In this paper, we explore such models to enhance image restoration. As off-the-shelf features (OSF) from pre-trained models do not directly serve image restoration, we propose to learn an additional lightweight module called Pre-Train-Guided Refinement Module (PTG-RM) to refine restoration results of a target restoration network with OSF. PTG-RM consists of two components, Pre-Train-Guided Spatial-Varying Enhancement (PTG-SVE), and Pre-Train-Guided Channel-Spatial Attention (PTG-CSA). PTG-SVE enables optimal short- and long-range neural operations, while PTG-CSA enhances spatial-channel attention for restoration-related learning. Extensive experiments demonstrate that PTG-RM, with its compact size (<1M parameters), effectively enhances restoration performance of various models across different tasks, including low-light enhancement, deraining, deblurring, and denoising.
Xiaogang Xu 0002, Shu Kong, Tao Hu 0011, Zhe Liu 0001, Hujun Bao
CVPR5
2024 3D-SceneDreamer: Text-Driven 3D-Consistent Scene Generation
abstract
Text-driven 3D scene generation techniques have made rapid progress in recent years. Their success is mainly at-tributed to using existing generative models to iteratively perform image warping and inpainting to generate 3D scenes. However, these methods heavily rely on the out-puts of existing models, leading to error accumulation in geometry and appearance that prevent the models from being used in various scenarios (e.g., outdoor and unreal sce-narios). To address this limitation, we generatively refine the newly generated local views by querying and aggregating global 3D information, and then progressively generate the 3D scene. Specifically, we employ a tri-plane features-based NeRF as a unified representation of the 3D scene to constrain global 3D consistency, and propose a generative refinement network to synthesize new contents with higher quality by exploiting the natural image prior from 2D dif-fusion model as well as the global 3D information of the current scene. Our extensive experiments demonstrate that, in comparison to previous methods, our approach supports wide variety of scene generation and arbitrary camera tra-jectories with improved visual quality and 3D consistency.
Songchun Zhang, Quan Zheng 0004, Rui Ma 0011, Wei Hua 0002, Hujun Bao, Weiwei Xu 0003, Changqing Zou
CVPR6
2024 CG-SLAM: Efficient Dense RGB-D SLAM in a Consistent Uncertainty-Aware 3D Gaussian Field
Jiarui Hu 0004, Xianhao Chen, Boyin Feng, Guanglin Li 0005, Liangjing Yang, Hujun Bao, Guofeng Zhang 0001, Zhaopeng Cui
ECCV (25)6
2024 BlinkVision: A Benchmark for Optical Flow, Scene Flow and Point Tracking Estimation Using RGB Frames and Events
Yijin Li, Yichen Shen 0004, Weikang Bian, Xiaoyu Shi 0002, Fu-Yun Wang, Keqiang Sun, Hujun Bao, Zhaopeng Cui, Guofeng Zhang 0001, Hongsheng Li 0001
ECCV (67)9
2024 From Satellite to Ground: Satellite Assisted Visual Localization with Cross-view Semantic Matching
abstract
One of the key challenges of visual Simultaneous Localization and Mapping (SLAM) in large-scale environments is how to effectively use global localization to correct the cumulative errors from long-term tracking. This challenge presents itself in two main aspects: first, the difficulty for robots in revisiting previous locations to perform loop closure, and second, the considerable memory resources required to maintain point-cloud-based global maps. Recent solutions have resorted into neural networks, using satellite images as the references for ground-level localization. However, most of these methods merely provide cross-view patch-matching results, which leads to unfeasible in integration with the SLAM system. To address these issues, we present a semantic-based cross-view localization method. This approach combines semantic information with a reward and penalty mechanism, enabling us to obtain a global probability map and achieve precise 3-degree-of-freedom (3-DoF) localization. Based on that, we develop a SLAM system that capitalizes on satellite imagery for global localization. This strategy effectively bridges the gap between SLAM and real-world coordinates while also substantially reducing accumulated errors. Our experimental results demonstrate that our global localization method significantly outperforms existing satellite-based systems. Moreover, in scenarios where the robot struggles to find loop closures, employing our localization method improves the SLAM accuracy.
Xiyue Guo, Haocheng Peng, Junjie Hu 0003, Hujun Bao, Guofeng Zhang 0001
ICRA4
2024 Omnidirectional Dense SLAM for Back-to-back Fisheye Cameras
abstract
We propose a real-time visual-inertial dense SLAM system that utilizes the online data streams from back-to-back dual fisheye cameras setup, providing 360◦coverage of the environment. Firstly, we employ a sliding-window-based front-end to estimate real-time poses from the binocular fisheye images and IMU data. Then, we implement a lightweight panoramic depth completion network based on multi-basis depth representation. The network takes panoramic images (obtained by stitching dual-fisheye images with extrinsics and intrinsic parameters) and sparse depths (generated by the front-end local tracking) as input and predicts multiple depth bases along with corresponding confidence as output. The final dense depth is the linear combination of the multiple depth bases. Thanks to the multi-basis depth representation, we can continuously optimize the 360° depth with the traditional optimizer to achieve higher global consistency in depth. We conducted experiments on both simulated and real-world datasets to evaluate our method. The results demonstrate that the proposed method outperforms SoTA methods in terms of depth prediction and 3D reconstruction. In addition, we develop a demo that can run on a mobile to demonstrate the real-time capabilities of our method.
Weijian Xie, Guanyi Chu, Quanhao Qian, Yihao Yu, Shangjin Zhai, Danpeng Chen, Nan Wang 0020, Hujun Bao, Guofeng Zhang 0001
ICRA8
2024 Error-aware Sampling in Adaptive Shells for Neural Surface Reconstruction
Qi Wang 0111, Yuchi Huo, Qi Ye 0001, Rui Wang 0004, Hujun Bao
IJCAI5
2024 A Global Depth-Range-Free Multi-View Stereo Transformer Network with Pose Embedding
abstract
In this paper, we propose a novel multi-view stereo (MVS) framework that gets rid of the depth range prior. Unlike recent prior-free MVS methods that work in a pair-wise manner, our method simultaneously considers all the source images. Specifically, we introduce a Multi-view Disparity Attention (MDA) module to aggregate long-range context information within and across multi-view images. Considering the asymmetry of the epipolar disparity flow, the key to our method lies in accurately modeling multi-view geometric constraints. We integrate pose embedding to encapsulate information such as multi-view camera poses, providing implicit geometric constraints for multi-view disparity feature fusion dominated by attention. Additionally, we construct corresponding hidden states for each source image due to significant differences in the observation quality of the same pixel in the reference frame across multiple source frames. We explicitly estimate the quality of the current pixel corresponding to sampled points on the epipolar line of the source image and dynamically update hidden states through the uncertainty estimation module. Extensive results on the DTU dataset and Tanks\&Temple benchmark demonstrate the effectiveness of our method.
Yitong Dong, Yijin Li, Weikang Bian, Hujun Bao, Zhaopeng Cui, Hongsheng Li 0001, Guofeng Zhang 0001
NeurIPS6
2024 ETO: Efficient Transformer-based Local Feature Matching by Organizing Multiple Homography Hypotheses
abstract
We tackle the efficiency problem of learning local feature matching.Recent advancements have given rise to purely CNN-based and transformer-based approaches, each augmented with deep learning techniques. While CNN-based methods often excel in matching speed, transformer-based methods tend to provide more accurate matches. We propose an efficient transformer-based network architecture for local feature matching.This technique is built on constructing multiple homography hypotheses to approximate the continuous correspondence in the real world and uni-directional cross-attention to accelerate the refinement. On the YFCC100M dataset, our matching accuracy is competitive with LoFTR, a state-of-the-art transformer-based architecture, while the inference speed is boosted to 4 times, even outperforming the CNN-based methods.Comprehensive evaluations on other open datasets such as Megadepth, ScanNet, and HPatches demonstrate our method's efficacy, highlighting its potential to significantly enhance a wide array of downstream applications.
Junjie Ni, Guofeng Zhang 0001, Guanglin Li 0005, Yijin Li, Hujun Bao
NeurIPS7
2024 World-Grounded Human Motion Recovery via Gravity-View Coordinates
abstract
We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/.
Zehong Shen, Huaijin Pi, Yan Xia 0007, Zhi Cen, Sida Peng, Zechen Hu, Hujun Bao, Ruizhen Hu, Xiaowei Zhou 0001
SIGGRAPH Asia7
2024 PC-Planner: Physics-Constrained Self-Supervised Learning for Robust Neural Motion Planning with Shape-Aware Distance Function
abstract
Motion Planning (MP) is a critical challenge in robotics, especially pertinent with the burgeoning interest in embodied artificial intelligence. Traditional MP methods often struggle with high-dimensional complexities. Recently neural motion planners, particularly physics-informed neural planners based on the Eikonal equation, have been proposed to overcome the curse of dimensionality. However, these methods perform poorly in complex scenarios with shaped robots due to multiple solutions inherent in the Eikonal equation. To address these issues, this paper presents PC-Planner, a novel physics-constrained self-supervised learning framework for robot motion planning with various shapes in complex environments. To this end, we propose several physical constraints, including monotonic and optimal constraints, to stabilize the training process of the neural network with the Eikonal equation. Additionally, we introduce a novel shape-aware distance field that considers the robot's shape for efficient collision checking and Ground Truth (GT) speed computation. This field reduces the computational intensity, and facilitates adaptive motion planning at test time. Experiments in diverse scenarios with different robots demonstrate the superiority of the proposed method in efficiency and robustness for robot motion planning, particularly in complex environments.
Xujie Shen, Haocheng Peng, Zesong Yang, Juzhan Xu, Hujun Bao, Ruizhen Hu, Zhaopeng Cui
SIGGRAPH Asia5
2024 GauWN: Gaussian-smoothed Winding Number and its Derivatives
Jingkai Wang 0003, Hujun Bao, Jin Huang 0001
SIGGRAPH Asia3
2024 Neural Global Illumination via Superposed Deformable Feature Fields
Chuankun Zheng, Yuchi Huo, Hongxiang Huang, Hongtao Sheng, Junrong Huang, Rui Tang 0015, Hao Zhu 0004, Rui Wang 0004, Hujun Bao
SIGGRAPH Asia9
2024 Alternating size field optimizing and parameterization domain CAD model remeshing
Bochun Yang, Hujun Bao, Jin Huang 0001
Comput. Aided Geom. Des.3
2024 CPT: a pre-trained unbalanced transformer for both Chinese language understanding and generation
Yunfan Shao, Zhichao Geng, Yitao Liu, Junqi Dai, Hang Yan 0001, Li Zhe, Hujun Bao, Xipeng Qiu
Sci. China Inf. Sci.8
2024 Adaptive sampling and reconstruction for gradient-domain rendering
abstract
Gradient-domain rendering estimates finite difference gradients of image intensities and reconstructs the final result by solving a screened Poisson problem, which shows improvements over merely sampling pixel intensities. Adaptive sampling is another orthogonal research area that focuses on distributing samples adaptively in the primal domain. However, adaptive sampling in the gradient domain with low sampling budget has been less explored. Our idea is based on the observation that signals in the gradient domain are sparse, which provides more flexibility for adaptive sampling. We propose a deep-learning-based end-to-end sampling and reconstruction framework in gradient-domain rendering, enabling adaptive sampling gradient and the primal maps simultaneously. We conducted extensive experiments for evaluation and showed that our method produces better reconstruction quality than other methods in the test dataset.
Yuzhi Liang, Tao Liu 0016, Yuchi Huo, Rui Wang 0004, Hujun Bao
Comput. Vis. Media5
2024 Efficient High-Quality Vectorized Modeling of Large-Scale Scenes
Xiaojun Xiang, Hanqing Jiang, Yihao Yu, Donghui Shen, Jianan Zhen, Hujun Bao, Xiaowei Zhou 0001, Guofeng Zhang 0001
Int. J. Comput. Vis.6
2024 NeuralRecon: Real-Time Coherent 3D Scene Reconstruction From Monocular Video
abstract
We present a novel framework named NeuralRecon for real-time 3D scene reconstruction from a monocular video. Unlike previous methods that estimate single-view depth maps separately on each key-frame and fuse them later, we propose to directly reconstruct local surfaces represented as sparse TSDF volumes for each video fragment sequentially by a neural network. A learning-based TSDF fusion module based on gated recurrent units is used to guide the network to fuse features from previous fragments. This design allows the network to capture local smoothness prior and global shape prior of 3D surfaces when sequentially reconstructing the surfaces, resulting in accurate, coherent, and real-time surface reconstruction. The fused features can also be used to predict semantic labels, allowing our method to reconstruct and segment the 3D scene simultaneously. Furthermore, we purpose an efficient self-supervised fine-tuning scheme that refines scene geometry based on input images through differentiable volume rendering. This fine-tuning scheme improves reconstruction quality on the fine-tuned scenes, as well as the generalization to similar test scenes. The experiments on ScanNet, 7-Scenes and Replica datasets show that our system outperforms state-of-the-art methods in terms of both accuracy and speed.
Xi Chen 0079, Jiaming Sun 0002, Hujun Bao, Xiaowei Zhou 0001
IEEE Trans. Pattern Anal. Mach. Intell.4
2024 Neural 3D Scene Reconstruction With Indoor Planar Priors
abstract
This paper addresses the challenge of reconstructing 3D indoor scenes from multi-view images. Many previous works have shown impressive reconstruction results on textured objects, but they still have difficulty in handling low-textured planar regions, which are common in indoor scenes. An approach to solving this issue is to incorporate planar constraints into the depth map estimation in multi-view stereo-based methods, but the per-view plane estimation and depth optimization lack both efficiency and multi-view consistency. In this work, we show that the planar constraints can be conveniently integrated into the recent implicit neural representation-based reconstruction methods. Specifically, we use an MLP network to represent the signed distance function as the scene geometry. Based on the Manhattan-world assumption and the Atlanta-world assumption, planar constraints are employed to regularize the geometry in floor and wall regions predicted by a 2D semantic segmentation network. To resolve the inaccurate segmentation, we encode the semantics of 3D points with another MLP and design a novel loss that jointly optimizes the scene geometry and semantics in 3D space. Experiments on ScanNet and 7-Scenes datasets show that the proposed method outperforms previous methods by a large margin on 3D reconstruction quality.
Xiaowei Zhou 0001, Sida Peng, Yuxi Xiao, Haotong Lin, Qianqian Wang 0002, Guofeng Zhang 0001, Hujun Bao
IEEE Trans. Pattern Anal. Mach. Intell.8
2024 Animatable Implicit Neural Representations for Creating Realistic Avatars From Videos
abstract
This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. To improve the quality of human modeling, we further represent the human geometry as a signed distance field in the canonical space. Additionally, a neural point displacement field is introduced to enhance the capability of the blend weight field on modeling detailed human motions. Experiments show that our approach significantly outperforms recent human modeling methods.
Xiaowei Zhou 0001, Sida Peng, Zhen Xu 0008, Junting Dong, Qianqian Wang 0002, Shangzhan Zhang, Qing Shuai, Hujun Bao
IEEE Trans. Pattern Anal. Mach. Intell.8
2024 A Low-Cost and Scalable Framework to Build Large-Scale Localization Benchmark for Augmented Reality
abstract
Nowadays the application of AR is expanding from small or medium environments to large-scale environments, where the visual-based localization in the large-scale environments becomes a critical demand. Current visual-based localization techniques face robustness challenges in complex large-scale environments, requiring tremendous number of data with groundtruth localization for algorithm benchmarking or model training. The previous groundtruth solutions can only be used outdoors, or require high equipment/labor costs, so they cannot be scalable to large environments for both indoors and outdoors, nor can they produce large amounts of data at a feasible cost. In this work, we propose LSFB, a novel low-cost and scalable framework to build localization benchmark in large-scale indoor and outdoor environments. The key is to reconstruct an accurate HD map of the environment. For each visual-inertial sequence captured in the environment, the groundtruth poses are obtained by joint optimization taking both the HD map and visual-inertial constraints. The experiments demonstrate the obtained groundtruth poses have cm-level accuracy. We use the proposed method to collect a localization dataset by mobile phones and AR glasses in various environments with various motions, and release the dataset as the first large-scale localization benchmark for AR.
Haomin Liu, Linsheng Zhao, Weijian Xie, Mingxuan Jiang, Hongbin Zha, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Circuits Syst. Video Technol.7
2024 EC-SfM: Efficient Covisibility-Based Structure-From-Motion for Both Sequential and Unordered Images
abstract
Structure-from-Motion is a technology used to obtain scene structure through image collection, which is a fundamental problem in computer vision. For unordered Internet images, SfM is very slow due to the lack of prior knowledge about image overlap. For sequential images, knowing the large overlap between adjacent frames, SfM can adopt a variety of acceleration strategies, which are only applicable to sequential data. To further improve the reconstruction efficiency and break the gap of strategies between these two kinds of data, this paper presents an efficient covisibility-based incremental SfM. Different from previous methods, we exploit covisibility and registration dependency to describe the image connection which is suitable to any kind of data. Based on this general image connection, we propose a unified framework to efficiently reconstruct sequential images, unordered images, and the mixture of these two. Experiments on the unordered images and mixed data verify the effectiveness of the proposed method, which is three times faster than the state-of-the-art on feature matching, and an order of magnitude faster on reconstruction without sacrificing the accuracy. The source code is publicly available athttps://github.com/openxrlab/xrsfm.
Zhichao Ye, Chong Bao, Haomin Liu, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Circuits Syst. Video Technol.5
2024 Gaussian Surfel Splatting for Live Human Performance Capture
abstract
High-quality real-time rendering using user-affordable capture rigs is an essential property of human performance capture systems for real-world applications. However, state-of-the-art performance capture methods may not yield satisfactory rendering results under a very sparse (e.g., four) capture setting. Specifically, neural radiance field (NeRF)-based methods and 3D Gaussian Splatting (3DGS)-based methods tend to produce local geometry errors for unseen performers, while occupancy field (PIFu)-based methods often produce unrealistic rendering results. In this paper, we propose a novel generalizable neural approach to reconstruct and render the performers from very sparse RGBD streams in high quality. The core of our method is a novel point-based generalizable human (PGH) representation conditioned on the pixel-aligned RGBD features. The PGH representation learns a surface implicit function for the regression of surface points and a Gaussian implicit function for parameterizing the radiance fields of the regressed surface points with 2D Gaussian surfels, and uses surfel splatting for fast rendering. We learn this hybrid human representation via two novel networks. First, we propose a novel point-regressing network (PRNet) with a depth-guided point cloud initialization (DPI) method to regress an accurate surface point cloud based on the denoised depth information. Second, we propose a novel neural blending-based surfel splatting network (SPNet) to render high-quality geometries and appearances in novel views based on the regressed surface points and high-resolution RGBD features of adjacent views. Our method produces free-view human performance videos of 1K resolution at 12 fps on average. Experiments on two benchmarks show that our method outperforms state-of-the-art human performance capture methods.
Ke Xu 0010, Yaoan Gao, Hujun Bao, Weiwei Xu 0003, Rynson W. H. Lau
ACM Trans. Graph.4
2024 Neural Kernel Regression for Consistent Monte Carlo Denoising
abstract
Unbiased Monte Carlo path tracing that is extensively used in realistic rendering produces undesirable noise, especially with low samples per pixel (spp). Recently, several methods have coped with this problem by importing unbiased noisy images and auxiliary features to neural networks to either predict a fixed-sized kernel for convolution or directly predict the denoised result. Since it is impossible to produce arbitrarily high spp images as the training dataset, the network-based denoising fails to produce high-quality images under high spp. More specifically, network-based denoising is inconsistent and does not converge to the ground truth as the sampling rate increases. On the other hand, the post-correction estimators yield a blending coefficient for a pair of biased and unbiased images influenced by image errors or variances to ensure the consistency of the denoised image. As the sampling rate increases, the blending coefficient of the unbiased image converges to 1, that is, using the unbiased image as the denoised results. However, these estimators usually produce artifacts due to the difficulty of accurately predicting image errors or variances with low spp. To address the above problems, we take advantage of both kernel-predicting methods and post-correction denoisers. A novel kernel-based denoiser is proposed based on distribution-free kernel regression consistency theory, which does not explicitly combine the biased and unbiased results but constrain the kernel bandwidth to produce consistent results under high spp. Meanwhile, our kernel regression method explores bandwidth optimization in the robust auxiliary feature space instead of the noisy image space. This leads to consistent high-quality denoising at both low and high spp. Experiment results demonstrate that our method outperforms existing denoisers in accuracy and consistency.
Pengju Qiao, Qi Wang 0111, Yuchi Huo, Shiji Zhai, Wei Hua 0002, Hujun Bao, Tao Liu 0016
ACM Trans. Graph.7
2024 LightFormer: Light-Oriented Global Neural Rendering in Dynamic Scene
abstract
The generation of global illumination in real time has been a long-standing challenge in the graphics community, particularly in dynamic scenes with complex illumination. Recent neural rendering techniques have shown great promise by utilizing neural networks to represent the illumination of scenes and then decoding the final radiance. However, incorporating object parameters into the representation may limit their effectiveness in handling fully dynamic scenes. This work presents a neural rendering approach, dubbed LightFormer , that can generate realistic global illumination for fully dynamic scenes, including dynamic lighting, materials, cameras, and animated objects, in real time. Inspired by classic many-lights methods, the proposed approach focuses on the neural representation of light sources in the scene rather than the entire scene, leading to the overall better generalizability. The neural prediction is achieved by leveraging the virtual point lights and shading clues for each light. Specifically, two stages are explored. In the light encoding stage, each light generates a set of virtual point lights in the scene, which are then encoded into an implicit neural light representation, along with screen-space shading clues like visibility. In the light gathering stage, a pixel-light attention mechanism composites all light representations for each shading point. Given the geometry and material representation, in tandem with the composed light representations of all lights, a lightweight neural network predicts the final radiance. Experimental results demonstrate that the proposed LightFormer can yield reasonable and realistic global illumination in fully dynamic scenes with real-time performance.
Haocheng Ren, Yuchi Huo, Yifan Peng 0001, Hongtao Sheng, Weidong Xue, Hongxiang Huang, Jingzhen Lan, Rui Wang 0004, Hujun Bao
ACM Trans. Graph.9
2024 ReN Human: Learning Relightable Neural Implicit Surfaces for Animatable Human Rendering
abstract
Recently, implicit neural representation has been widely used to learn the appearance of human bodies in the canonical space, which can be further animated using a parametric human model. However, how to decompose the material properties from the implicit representation for relighting has not yet been investigated thoroughly. We propose to address this problem with a novel framework, ReN Human, that takes sparse or even monocular input videos collected in unconstrained lighting to produce a 3D human representation that can be rendered with novel views, poses, and lighting. Our method represents humans as deformable implicit neural representation and decomposes the geometry, material of humans as well as environment illumination for capturing a relightable and animatable human model. Moreover, we introduce a volumetric lighting grid consisting of spherical Gaussian mixtures to learn the spatially varying illumination and animatable visibility probes to model the dynamic self-occlusion caused by human motion. Specifically, we learn the material property fields and illumination using a physically-based rendering layer that uses Monte Carlo importance sampling to facilitate differentiation of the complex rendering integral. We demonstrate that our approach outperforms recent novel views and poses synthesis methods in a challenging benchmark with sparse videos, enabling high-fidelity human relighting.
Rengan Xie, In-Young Cho, Sen Yang 0008, Wei Chen 0001, Hujun Bao, Wenting Zheng, Yuchi Huo
ACM Trans. Graph.6
2024 Representing Long Volumetric Video with Temporal Gaussian Hierarchy
abstract
This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Moreover, we design a Compact Appearance Model that mixes diffuse and view-dependent Gaussians to further minimize the model size while maintaining the rendering quality. We also develop a rasterization pipeline of Gaussian primitives based on the hardware-accelerated technique to improve rendering speed. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling hours of volumetric video data while maintaining state-of-the-art rendering quality.
Zhen Xu 0008, Yinghao Xu 0001, Zhiyuan Yu 0006, Sida Peng, Jiaming Sun 0002, Hujun Bao, Xiaowei Zhou 0001
ACM Trans. Graph.6
2024 A Two-Part Transformer Network for Controllable Motion Synthesis
abstract
Although part-based motion synthesis networks have been investigated to reduce the complexity of modeling heterogeneous human motions, their computational cost remains prohibitive in interactive applications. To this end, we propose a novel two-part transformer network that aims to achieve high-quality, controllable motion synthesis results in real-time. Our network separates the skeleton into the upper and lower body parts, reducing the expensive cross-part fusion operations, and models the motions of each part separately through two streams of auto-regressive modules formed by multi-head attention layers. However, such a design might not sufficiently capture the correlations between the parts. We thus intentionally let the two parts share the features of the root joint and design a consistency loss to penalize the difference in the estimated root features and motions by these two auto-regressive modules, significantly improving the quality of synthesized motions. After training on our motion dataset, our network can synthesize a wide range of heterogeneous motions, like cartwheels and twists. Experimental and user study results demonstrate that our network is superior to state-of-the-art human motion synthesis networks in the quality of generated motions.
Shuaiying Hou, Hongyu Tao, Hujun Bao, Weiwei Xu 0003
IEEE Trans. Vis. Comput. Graph.3
2024 RD-VIO: Robust Visual-Inertial Odometry for Mobile Augmented Reality in Dynamic Environments
abstract
It is typically challenging for visual or visual-inertial odometry systems to handle the problems of dynamic scenes and pure rotation. In this work, we design a novel visual-inertial odometry (VIO) system called RD-VIO to handle both of these two problems. First, we propose an IMU-PARSAC algorithm which can robustly detect and match keypoints in a two-stage process. In the first state, landmarks are matched with new keypoints using visual and IMU measurements. We collect statistical information from the matching and then guide the intra-keypoint matching in the second stage. Second, to handle the problem of pure rotation, we detect the motion type and adapt the deferred-triangulation technique during the data-association process. We make the pure-rotational frames into the special subframes. When solving the visual-inertial bundle adjustment, they provide additional constraints to the pure-rotational motion. We evaluate the proposed VIO system on public datasets and online comparison. Experiments show the proposed RD-VIO has obvious advantages over other methods in dynamic environments.
Jinyu Li 0002, Xiaokun Pan, Nan Wang 0020, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.6
2024 Vox-Surf: Voxel-Based Implicit Surface Representation
abstract
Virtual content creation and interaction play an important role in modern 3D applications. Recovering detailed 3D models from real scenes can significantly expand the scope of its applications and has been studied for decades in the computer vision and computer graphics community. In this work, we propose Vox-Surf, a voxel-based implicit surface representation. Our Vox-Surf divides the space into finite sparse voxels, where each voxel is a basic geometry unit that stores geometry and appearance information on its corner vertices. Due to the sparsity inherited from the voxel representation, Vox-Surf is suitable for almost any scene and can be easily trained end-to-end from multiple view images. We utilize a progressive training process to gradually cull out empty voxels and keep only valid voxels for further optimization, which greatly reduces the number of sample points and improves inference speed. Experiments show that our Vox-Surf representation can learn fine surface details and accurate colors with less memory and faster rendering than previous methods. The resulting fine voxels can also be considered as the bounding volumes for collision detection, which is useful in 3D interactions. We also show the potential application of Vox-Surf in scene editing and augmented reality. The source code is publicly available at https://github.com/zju3dv/Vox-Surf.
Xingrui Yang 0001, Hongjia Zhai, Yuqian Liu, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.5
2024 Robust Collaborative Visual-Inertial SLAM for Mobile Augmented Reality
abstract
Achieving precise real-time localization and ensuring robustness are critical challenges in multi-user mobile AR applications. Leveraging collaborative information to augment tracking accuracy on lightweight devices and fortify overall system robustness emerges as a crucial necessity. In this paper, we propose a robust centralized collaborative rnulti-agent VI-SLAM system for mobile AR interaction and server-side efficient consistent mapping. The system deploys a lightweight VIO frontend on mobile devices for real-time tracking, and a backend running on a remote server to update multiple submaps. When overlapping areas between submaps across agents are detected, the system performs submap fusion to establish a globally consistent map. Additionally, we propose a map registration and fusion strategy based on covisibility areas for online registration and fusion in multi-agent scenarios. To improve the tracking accuracy of the frontend on agent, we introduce a strategy for updating the global map to the local map at a moderate frequency between the camera-rate pose estimation of the frontend VIO and the low-frequency global map optimization, using a tightly coupled strategy to achieve consistency of the multi-agent frontend poses estimation in the global map. The effectiveness of the proposed method is further confirmed by executing backend mapping on the server and deploying VIO frontends on multiple mobile devices for AR demostration. Additionally, we discuss the scalability of the proposed system by analyzing network traffic, synchronization frequency, and other factors at both the agent and server ends.
Xiaokun Pan, Jinyu Li 0002, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.5
2024 NIS-SLAM: Neural Implicit Semantic RGB-D SLAM for 3D Consistent Scene Understanding
abstract
In recent years, the paradigm of neural implicit representations has gained substantial attention in the field of Simultaneous Localization and Mapping (SLAM). However, a notable gap exists in the existing approaches when it comes to scene understanding. In this paper, we introduce NIS-SLAM, an efficient neural implicit semantic RGB-D SLAM system, that leverages a pre-trained 2D segmentation network to learn consistent semantic representations. Specifically, for high-fidelity surface reconstruction and spatial consistent scene understanding, we combine high-frequency multi-resolution tetrahedron-based features and low-frequency positional encoding as the implicit scene representations. Besides, to address the inconsistency of 2D segmentation results from multiple views, we propose a fusion strategy that integrates the semantic probabilities from previous non-keyframes into keyframes to achieve consistent semantic learning. Furthermore, we implement a confidence-based pixel sampling and progressive optimization weight function for robust camera tracking. Extensive experimental results on various datasets show the better or more competitive performance of our system when compared to other existing neural dense implicit RGB-D SLAM approaches. Finally, we also show that our approach can be used in augmented reality applications. Project page: https://zju3dv.github.io/nis_slam.
Hongjia Zhai, Qirui Hu, Guanglin Li 0005, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.5
2024 100-Phones: A Large VI-SLAM Dataset for Augmented Reality Towards Mass Deployment on Mobile Phones
abstract
Visual-inertial SLAM (VI-SLAM) is a key technology for Augmented Reality (AR), which allows the AR device to recover its 6-DoF motion in real-time in order to render the virtual content with the corresponding pose. Nowadays, smartphones are still the mainstream devices for ordinary users to experience AR. However the current VI-SLAM methods, although performing well on high-end phones, still face robustness challenges when deployed on a larger stock of mid- and low-end phones. Existing VI-SLAM datasets use either very ideal sensors or only a limited number of devices for data collection, which cannot reflect the capability gaps that VI-SLAM methods need to solve when deployed on a large variety of phone models. This work proposes 100-Phones. the first VI-SLAM dataset covering a wide range of mainstream phones in the market. The dataset consists of 350 sequences collected by 100 different models of phones. Through analysis and experiments on the collected data, we conclude that the quality of visual-inertial data vary greatly among the mainstream phones, and the current open source VI-SLAM methods still have serious robustness issues when it comes to mass deployment on mobile phones. We release the dataset to facilitate the robustness improvement of VI-SLAM and to promote the mass popularization of AR. Project page: https://github.com/zju3dv/100-Phones.
Guofeng Zhang 0001, Haomin Liu, Zibin Wang, Hujun Bao
IEEE Trans. Vis. Comput. Graph.7
2024 Refined tri-directional path tracing with generated light portal
Xuchen Wei, Guiyang Pu, Yuchi Huo, Hujun Bao, Rui Wang 0004
Vis. Comput.4
2023 SINE: Semantic-driven Image-based NeRF Editing with Prior-guided Editing Field
abstract
Despite the great success in 2D editing using user-friendly tools, such as Photoshop, semantic strokes, or even text prompts, similar capabilities in 3D areas are still limited, either relying on 3D modeling skills or allowing editing within only a few categories. In this paper, we present a novel semantic-driven NeRF editing approach, which enables users to edit a neural radiance field with a single image, and faithfully delivers edited novel views with high fidelity and multi-view consistency. To achieve this goal, we propose a prior-guided editing field to encode fine-grained geometric and texture editing in 3D space, and develop a series of techniques to aid the editing process, including cyclic constraints with a proxy mesh to facilitate geometric supervision, a color compositing mechanism to stabilize semantic-driven texture editing, and a feature-cluster-based regularization to preserve the irrelevant content unchanged. Extensive experiments and editing examples on both real-world and synthetic data demonstrate that our method achieves photo-realistic 3D editing using only a single edited image, pushing the bound of semantic-driven editing in 3D real-world scenes.
Chong Bao, Yinda Zhang 0001, Bangbang Yang, Tianxing Fan, Zesong Yang, Hujun Bao, Guofeng Zhang 0001, Zhaopeng Cui
CVPR6
2023 Learning Neural Volumetric Representations of Dynamic Humans in Minutes
abstract
This paper addresses the challenge of efficiently reconstructing volumetric videos of dynamic humans from sparse multi-view videos. Some recent works represent a dynamic human as a canonical neural radiance field (NeRF) and a motion field, which are learned from input videos through differentiable rendering. But the per-scene optimization generally requires hours. Other generalizable NeRF models leverage learned prior from datasets to reduce the optimization time by only finetuning on new scenes at the cost of visual fidelity. In this paper, we propose a novel method for learning neural volumetric representations of dynamic humans in minutes with competitive visual quality. Specifically, we define a novel part-based voxelized human representation to better distribute the representational power of the network to different human parts. Furthermore, we propose a novel 2D motion parameterization scheme to increase the convergence rate of deformation field learning. Experiments demonstrate that our model can be learned 100 times faster than previous per-scene optimization methods while being competitive in the rendering quality. Training our model on a 512 × 512 video with 100 frames typically takes about 5 minutes on a single RTX 3090 GPU. The code is available on our project page: https://zju3dv.github.io/instant_nvr.
Chen Geng 0001, Sida Peng, Zhen Xu 0008, Hujun Bao, Xiaowei Zhou 0001
CVPR4
2023 PATS: Patch Area Transportation with Subdivision for Local Feature Matching
abstract
Local feature matching aims at establishing sparse correspondences between a pair of images. Recently, detector-free methods present generally better performance but are not satisfactory in image pairs with large scale differences. In this paper, we propose Patch Area Transportation with Subdivision (PATS) to tackle this issue. Instead of building an expensive image pyramid, we start by splitting the original image pair into equal-sized patches and gradually resizing and subdividing them into smaller patches with the same scale. However, estimating scale differences between these patches is non-trivial since the scale differences are determined by both relative camera poses and scene structures, and thus spatially varying over image pairs. Moreover, it is hard to obtain the ground truth for real scenes. To this end, we propose patch area transportation, which enables learning scale differences in a self-supervised manner. In contrast to bipartite graph matching, which only handles one-to-one matching, our patch area transportation can deal with many-to-many relationships. PATS improves both matching accuracy and coverage, and shows superior performance in downstream tasks, such as relative pose estimation, visual localization, and optical flow estimation. The source code is available at https://zju3dv.github.io/pats/.
Junjie Ni, Yijin Li, Hongsheng Li 0001, Hujun Bao, Zhaopeng Cui, Guofeng Zhang 0001
CVPR5
2023 Representing Volumetric Videos as Dynamic MLP Maps
abstract
This paper introduces a novel representation of volumetric videos for real-time view synthesis of dynamic scenes. Recent advances in neural scene representations demonstrate their remarkable capability to model and render complex static scenes, but extending them to represent dynamic scenes is not straightforward due to their slow rendering speed or high storage cost. To solve this problem, our key idea is to represent the radiance field of each frame as a set of shallow MLP networks whose parameters are stored in 2D grids, called MLP maps, and dynamically predicted by a 2D CNN decoder shared by all frames. Representing 3D scenes with shallow MLPs significantly improves the rendering speed, while dynamically predicting MLP parameters with a shared 2D CNN instead of explicitly storing them leads to low storage cost. Experiments show that the proposed approach achieves state-of-the-art rendering quality on the NHR and ZJU-MoCap datasets, while being efficient for real-time rendering with a speed of 41.7 fps for$512\times 512$images on an RTX 3090 GPU. The code is available at https://zju3dv.github.io/mlp_maps/.
Sida Peng, Yunzhi Yan, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001
CVPR4
2023 Learning Human Mesh Recovery in 3D Scenes
abstract
We present a novel method for recovering the absolute pose and shape of a human in a pre-scanned scene given a single image. Unlike previous methods that perform scene-aware mesh optimization, we propose to first estimate absolute position and dense scene contacts with a sparse 3D CNN, and later enhance a pretrained human mesh recovery network by cross-attention with the derived 3D scene cues. Joint learning on images and scene geometry enables our method to reduce the ambiguity caused by depth and occlusion, resulting in more reasonable global postures and contacts. Encoding scene-aware cues in the network also allows the proposed method to be optimization-free, and opens up the opportunity for real-time applications. The experiments show that the proposed network is capable of recovering accurate and physically-plausible meshes by a single forward pass and outperforms state-of-the-art methods in terms of both accuracy and speed. Code is available on our project page: https://zju3dv.github.io/sahmr/.
Zehong Shen, Zhi Cen, Sida Peng, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001
CVPR5
2023 AutoRecon: Automated 3D Object Discovery and Reconstruction
abstract
A fully automated object reconstruction pipeline is crucial for digital content creation. While the area of 3D reconstruction has witnessed profound developments, the removal of background to obtain a clean object model still relies on different forms of manual labor, such as bounding box labeling, mask annotations, and mesh manipulations. In this paper, we propose a novel framework named AutoRecon for the automated discovery and reconstruction of an object from multi-view images. We demonstrate that foreground objects can be robustly located and segmented from SfM point clouds by leveraging self-supervised 2D vision transformer features. Then, we reconstruct decomposed neural scene representations with dense supervision provided by the decomposed point clouds, resulting in accurate object reconstruction and segmentation. Experiments on the DTU, BlendedMVS and CO3D-V2 datasets demonstrate the effectiveness and robustness of AutoRecon. The code and supplementary material are available on the project page: https://zju3dv.github.io/autorecon/.
Yuang Wang, Sida Peng, Haotong Lin, Hujun Bao, Xiaowei Zhou 0001
CVPR5
2023 CF-Font: Content Fusion for Few-Shot Font Generation
abstract
Content and style disentanglement is an effective way to achieve few-shot font generation. It allows to transfer the style of the font image in a source domain to the style defined with a few reference images in a target domain. However, the content feature extracted using a representative font might not be optimal. In light of this, we propose a content fusion module (CFM) to project the content feature into a linear space defined by the content features of basis fonts, which can take the variation of content features caused by different fonts into consideration. Our method also allows to optimize the style representation vector of reference images through a lightweight iterative style-vector refinement (ISR) strategy. Moreover, we treat the 1D projection of a character image as a probability distribution and leverage the distance between two distributions as the reconstruction loss (namely projected character loss, PCL). Compared to L2 or L1 reconstruction loss, the distribution distance pays more attention to the global shape of characters. We have evaluated our method on a dataset of 300 fonts with 6.5k characters each. Experimental results verify that our method outperforms existing state-of-the-art few-shot font generation methods by a large margin. The source code can be found at https://github.com/wangchi95/CF-Font.
Chi Wang 0004, Tiezheng Ge, Yuning Jiang 0001, Hujun Bao, Weiwei Xu 0003
CVPR5
2023 PVO: Panoptic Visual Odometry
abstract
We present PVO, a novel panoptic visual odometry framework to achieve more comprehensive modeling of the scene motion, geometry, and panoptic segmentation information. Our PVO models visual odometry (VO) and video panoptic segmentation (VPS) in a unified view, which makes the two tasks mutually beneficial. Specifically, we introduce a panoptic update module into the VO Module with the guidance of image panoptic segmentation. This Panoptic-Enhanced VO Module can alleviate the impact of dynamic objects in the camera pose estimation with a panoptic-aware dynamic mask. On the other hand, the VO-Enhanced VPS Module also improves the segmentation accuracy by fusing the panoptic segmentation result of the current frame on the fly to the adjacent frames, using geometric information such as camera pose, depth, and optical flow obtained from the VO Module. These two modules contribute to each other through recurrent iterative optimization. Extensive experiments demonstrate that PVO outperforms state-of-the-art methods in both visual odometry and video panoptic segmentation tasks.
Weicai Ye, Xinyue Lan, Yuhang Ming 0001, Xingyuan Yu, Hujun Bao, Zhaopeng Cui, Guofeng Zhang 0001
CVPR6
2023 I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs
abstract
In this work, we present I2-SDF, a new method for intrinsic indoor scene reconstruction and editing using differentiable Monte Carlo raytracing on neural signed distance fields (SDFs). Our holistic neural SDF-based frame-work jointly recovers the underlying shapes, incident radiance and materials from multi-view images. We introduce a novel bubble loss for fine-grained small objects and error-guided adaptive sampling scheme to largely improve the reconstruction quality on large-scale indoor scenes. Further, we propose to decompose the neural radiance field into spatially-varying material of the scene as a neural field through surface-based, differentiable Monte Carlo raytracing and emitter semantic segmentations, which enables physically based and photorealistic scene relighting and editing applications. Through a number of qualitative and quantitative experiments, we demonstrate the superior quality of our method on indoor scene reconstruction, novel view synthesis, and scene editing compared to state-of-the-art baselines. Our project page is at https://jingsenzhu.github.io/i2-sdf.
Jingsen Zhu, Yuchi Huo, Qi Ye 0001, Fujun Luan, Jifan Li, Dianbing Xi, Lisha Wang, Rui Tang 0015, Wei Hua 0002, Hujun Bao, Rui Wang 0004
CVPR10
2023 Self-Distillation Hashing for Efficient Hamming Space Retrieval
abstract
Deep hashing-based approaches have become the optimal solutions for large-scale image retrieval task due to their high computational efficiency and low storage burden. Some methods leverage a large teacher network to improve the retrieval performance of the small student network through knowledge distillation, which incurs high computational and time costs. In this paper, we propose Self-Distillation Hashing (SeDH), which improves the image retrieval performance without introducing a complex teacher model and significantly reduces the overall computation costs. Specifically, we generate the soft targets via ensembling the logits of other similar images among the mini-batch. The ensembled soft targets can model the relations between different image samples, which can act as additional supervision for classification. Besides, to learn more compact features and accurate inter-sample similarities, we propose a similarity-preserving loss on the learned hashing features, which aligns the softened similarity distribution with the pairwise soft similarity. Extensive experiments demonstrate that our approach can yield state-of-the-art performance on deep supervised hashing retrieval.
Hongjia Zhai, Hanzhi Zhang, Hujun Bao, Guofeng Zhang 0001
ICASSP4
2023 Multi-Modal Neural Radiance Field for Monocular Dense SLAM with a Light-Weight ToF Sensor
abstract
Light-weight time-of-flight (ToF) depth sensors are compact and cost-efficient, and thus widely used on mobile devices for tasks such as autofocus and obstacle detection. However, due to the sparse and noisy depth measurements, these sensors have rarely been considered for dense geometry reconstruction. In this work, we present the first dense SLAM system with a monocular camera and a light-weight ToF sensor. Specifically, we propose a multi-modal implicit scene representation that supports rendering both the signals from the RGB camera and light-weight ToF sensor which drives the optimization by comparing with the raw sensor inputs. Moreover, in order to guarantee successful pose tracking and reconstruction, we exploit a predicted depth as an intermediate supervision and develop a coarse-to-fine optimization strategy for efficient learning of the implicit representation. At last, the temporal information is explicitly exploited to deal with the noisy signals from light-weight ToF sensors to improve the accuracy and robustness of the system. Experiments demonstrate that our system well exploits the signals of light-weight ToF sensors and achieves competitive results both on camera tracking and dense scene reconstruction. Project page: https://zju3dv.github.io/tof_slam/.
Yijin Li, Yanbin Teng, Hujun Bao, Guofeng Zhang 0001, Yinda Zhang 0001, Zhaopeng Cui
ICCV4
2023 Hierarchical Generation of Human-Object Interactions with Diffusion Probabilistic Models
abstract
This paper presents a novel approach to generating the 3D motion of a human interacting with a target object, with a focus on solving the challenge of synthesizing long-range and diverse motions, which could not be fulfilled by existing auto-regressive models or path planning-based methods. We propose a hierarchical generation framework to solve this challenge. Specifically, our framework first generates a set of milestones and then synthesizes the motion along them. Therefore, the long-range motion generation could be reduced to synthesizing several short motion sequences guided by milestones. The experiments on the NSM, COUCH, and SAMP datasets show that our approach outperforms previous methods by a large margin in both quality and diversity. The source code is available on our project page https://zju3dv.github.io/hghoi.
Huaijin Pi, Sida Peng, Xiaowei Zhou 0001, Hujun Bao
ICCV5
2023 DPS-Net: Deep Polarimetric Stereo Depth Estimation
abstract
Stereo depth estimation usually struggles to deal with textureless scenes for both traditional and learning-based methods due to the inherent dependence on image correspondence matching. In this paper, we propose a novel neural network, i.e., DPS-Net, to exploit both the prior geometric knowledge and polarimetric information for depth estimation with two polarimetric stereo images. Specifically, we construct both RGB and polarization correlation volumes to fully leverage the multi-domain similarity between polarimetric stereo images. Since inherent ambiguities exist in the polarization images, we introduce the iso-depth cost explicitly into the network to solve these ambiguities. Moreover, we design a cascaded dual-GRU architecture to recurrently update the disparity and effectively fuse both the multi-domain correlation features and the iso-depth cost. Besides, we present new synthetic and real polarimetric stereo datasets for evaluation. Experimental results demonstrate that our method outperforms the state-of-the-art stereo depth estimation methods.
Chaoran Tian, Weihong Pan, Zimo Wang, Mao Mao, Guofeng Zhang 0001, Hujun Bao, Ping Tan 0002, Zhaopeng Cui
ICCV6
2023 IntrinsicNeRF: Learning Intrinsic Neural Radiance Fields for Editable Novel View Synthesis
abstract
Existing inverse rendering combined with neural rendering methods can only perform editable novel view synthesis on object-specific scenes, while we present intrinsic neural radiance fields, dubbed IntrinsicNeRF, which introduce intrinsic decomposition into the NeRF-based neural rendering method and can extend its application to room-scale scenes. Since intrinsic decomposition is a fundamentally under-constrained inverse problem, we propose a novel distance-aware point sampling and adaptive reflectance iterative clustering optimization method, which enables IntrinsicNeRF with traditional intrinsic decomposition constraints to be trained in an unsupervised manner, resulting in multi-view consistent intrinsic decomposition results. To cope with the problem that different adjacent instances of similar reflectance in a scene are incorrectly clustered together, we further propose a hierarchical clustering method with coarse-to-fine optimization to obtain a fast hierarchical indexing representation. It supports compelling real-time augmented applications such as recoloring and illumination variation. Extensive experiments and editing samples on both object-specific/room-scale scenes and synthetic/real-word data demonstrate that we can obtain consistent intrinsic decomposition results and high-fidelity novel view synthesis even for challenging sequences.
Weicai Ye, Chong Bao, Hujun Bao, Marc Pollefeys, Zhaopeng Cui, Guofeng Zhang 0001
ICCV4
2023 Weakly Supervised Image Matting via Patch Clustering
Yunke Zhang, Chi Wang 0004, Hujun Bao, Weiwei Xu 0003
ICIG (1)4
2023 Perceiving Unseen 3D Objects by Poking the Objects
abstract
We present a novel approach to interactive 3D object perception for robots. Unlike previous perception algorithms that rely on known object models or a large amount of annotated training data, we propose a poking-based approach that automatically discovers and reconstructs 3D objects. The poking process not only enables the robot to discover unseen 3D objects but also produces multi-view observations for 3D reconstruction of the objects. The reconstructed objects are then memorized by neural networks with regular supervised learning and can be recognized in new test images. The experiments on real-world data show that our approach could unsupervisedly discover and reconstruct unseen 3D objects with high quality, and facilitate real-world applications such as robotic grasping. The code and supplementary materials are available at the project page: https://zju3dv.github.io/poking_perception/.
Yunzhou Song, Hujun Bao, Xiaowei Zhou 0001
ICRA3
2023 Descriptor Distillation for Efficient Multi-Robot SLAM
abstract
Performing accurate localization while maintaining the low-level communication bandwidth is an essential challenge of multi-robot simultaneous localization and mapping (MR-SLAM). In this paper, we tackle this problem by generating a compact yet discriminative feature descriptor with minimum inference time. We propose descriptor distillation that formulates the descriptor generation into a learning problem under the teacher-student framework. To achieve real-time descriptor generation, we design a compact student network and learn it by transferring the knowledge from a pre-trained large teacher model. To reduce the descriptor dimensions from the teacher to the student, we propose a novel loss function that enables the knowledge transfer between two different dimensional descriptors. The experimental results demonstrate that our model is 30% lighter than the state-of-the-art model and produces better descriptors in patch matching. Moreover, we build a MR-SLAM system based on the proposed method and show that our descriptor distillation can achieve higher localization performance for MR-SLAM with lower bandwidth.
Xiyue Guo, Junjie Hu 0003, Hujun Bao, Guofeng Zhang 0001
ICRA3
2023 BlinkFlow: A Dataset to Push the Limits of Event-Based Optical Flow Estimation
abstract
Event cameras provide high temporal precision, low data rates, and high dynamic range visual perception, which are well-suited for optical flow estimation. While data-driven optical flow estimation has obtained great success in RGB cameras, its generalization performance is seriously hindered in event cameras mainly due to the limited and biased training data. In this paper, we present a novel simulator, BlinkSim, for the fast generation of large-scale data for event-based optical flow. BlinkSim incorporates a configurable rendering engine alongside an event simulation suite. By leveraging the wealth of current 3D assets, the rendering engine enables us to automatically build up thousands of scenes with different objects, textures, and motion patterns and render very high-frequency images for realistic event data simulation. Based on BlinkSim, we construct a large training dataset and evaluation benchmark BlinkFlow that contains sufficient, diversiform, and challenging event data with optical flow ground truth. Experiments show that BlinkFlow improves the generalization performance of state-of-the-art methods by more than 40% on average and up to 90%. Moreover, we further propose an Event-based optical Flow transFormer (E-FlowFormer) architecture. Powered by our BlinkFlow, E-FlowFormer outperforms the SOTA methods by up to 91% on the MVSEC dataset and 14% on the DSEC dataset and presents the best generalization performance. The source code and data are available at https://zju3dv.github.io/blinkflow/.
Yijin Li, Xiaoyu Shi 0002, Hongsheng Li 0001, Hujun Bao, Zhaopeng Cui, Guofeng Zhang 0001
IROS6
2023 Mirror-NeRF: Learning Neural Radiance Fields for Mirrors with Whitted-Style Ray Tracing
abstract
Recently, Neural Radiance Fields (NeRF) has exhibited significant success in novel view synthesis, surface reconstruction, etc. However, since no physical reflection is considered in its rendering pipeline, NeRF mistakes the reflection in the mirror as a separate virtual scene, leading to the inaccurate reconstruction of the mirror and multi-view inconsistent reflections in the mirror. In this paper, we present a novel neural rendering framework, named Mirror-NeRF, which is able to learn accurate geometry and reflection of the mirror and support various scene manipulation applications with mirrors, such as adding new objects or mirrors into the scene and synthesizing the reflections of these new objects in mirrors, controlling mirror roughness, etc. To achieve this goal, we propose a unified radiance field by introducing the reflection probability and tracing rays following the light transport model of Whitted Ray Tracing, and also develop several techniques to facilitate the learning process. Experiments and comparisons on both synthetic and real datasets demonstrate the superiority of our method. The code and supplementary material are available on the project webpage: https://zju3dv.github.io/Mirror-NeRF/.
Chong Bao, Zilong Dong, Guofeng Zhang 0001, Hujun Bao, Zhaopeng Cui
ACM Multimedia6
2023 CP-SLAM: Collaborative Neural Point-based SLAM System
abstract
This paper presents a collaborative implicit neural simultaneous localization and mapping (SLAM) system with RGB-D image sequences, which consists of complete front-end and back-end modules including odometry, loop detection, sub-map fusion, and global refinement. In order to enable all these modules in a unified framework, we propose a novel neural point based 3D scene representation in which each point maintains a learnable neural feature for scene encoding and is associated with a certain keyframe. Moreover, a distributed-to-centralized learning strategy is proposed for the collaborative implicit SLAM to improve consistency and cooperation. A novel global optimization framework is also proposed to improve the system accuracy like traditional bundle adjustment. Experiments on various datasets demonstrate the superiority of the proposed method in both camera tracking and mapping.
Jiarui Hu 0004, Mao Mao, Hujun Bao, Guofeng Zhang 0001, Zhaopeng Cui
NeurIPS3
2023 Compact Neural Volumetric Video Representations with Dynamic Codebooks
abstract
This paper addresses the challenge of representing high-fidelity volumetric videos with low storage cost. Some recent feature grid-based methods have shown superior performance of fast learning implicit neural representations from input 2D images. However, such explicit representations easily lead to large model sizes when modeling dynamic scenes. To solve this problem, our key idea is reducing the spatial and temporal redundancy of feature grids, which intrinsically exist due to the self-similarity of scenes. To this end, we propose a novel neural representation, named dynamic codebook, which first merges similar features for the model compression and then compensates for the potential decline in rendering quality by a set of dynamic codes. Experiments on the NHR and DyNeRF datasets demonstrate that the proposed approach achieves state-of-the-art rendering quality, while being able to achieve more storage efficiency. The source code is available at https://github.com/zju3dv/compact_vv.
Sida Peng, Yunzhi Yan, Linzhan Mou, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001
NeurIPS6
2023 High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes
abstract
This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU. The code is available at https://zju3dv.github.io/im4d.
Haotong Lin, Sida Peng, Zhen Xu 0008, Hujun Bao, Xiaowei Zhou 0001
SIGGRAPH Asia6
2023 Neural Motion Graph
abstract
Deep learning techniques have been employed to design a controllable human motion synthesizer. Despite their potential, however, designing a neural network-based motion synthesis that enables flexible user interaction, fine-grained controllability, and the support of new types of motions at reduced time and space consumption costs remains a challenge. In this paper, we propose a novel approach, a neural motion graph, that addresses the challenge by enabling scalability to new motions while using compact neural networks. Our approach represents each type of motion with a separate neural node to reduce the cost of adding new motion types. In addition, designing a separate neural node for each motion type enables task-specific control strategies and has greater potential to achieve a high-quality synthesis of complex motions, such as the Mongolian dance. Furthermore, a single transition network, which acts as neural edges, is used to model the transition between two motion nodes. The transition network is designed with a lightweight control module to achieve a fine-grained response to user control signals. Overall, the design choice makes the neural motion graph highly controllable and scalable. In addition to being fully flexible to user interaction through high-level and fine-grained user-control signals, our experimental and subjective evaluation results demonstrate that our proposed approach, neural motion graph, outperforms state-of-the-art human motion synthesis methods in terms of the quality of controlled motion generation.
Hongyu Tao, Shuaiying Hou, Changqing Zou, Hujun Bao, Weiwei Xu 0003
SIGGRAPH Asia4
2023 Adaptive Recurrent Frame Prediction with Learnable Motion Vectors
abstract
The utilization of dedicated ray tracing graphics cards has revolutionized the production of stunning visual effects in real-time rendering. However, the demand for high frame rates and high resolutions remains a challenge. The pixel warping approach is a crucial technique for increasing frame rate and resolution by exploiting the spatio-temporal coherence. To this end, existing super-resolution and frame prediction methods rely heavily on motion vectors from rendering engine pipelines to track object movements. This work builds upon state-of-the-art heuristic approaches by exploring a novel adaptive recurrent frame prediction framework that integrates learnable motion vectors. Our framework supports the prediction of transparency, particles, and texture animations, with improved motion vectors that capture shading, reflections, and occlusions, in addition to geometry movements. In addition, we introduce a feature streaming neural network, dubbed FSNet, that allows for the adaptive prediction of one or multiple sequential frames. Extensive experiments against state-of-the-art methods demonstrate that FSNet can operate at lower latency with significant visual enhancements and can upscale frame rates by at least two times. This approach offers a flexible pipeline to improve the rendering frame rates of various graphics applications and devices.
Zhizhen Wu, Chenyu Zuo, Yuchi Huo, Yazhen Yuan, Yifan Peng 0001, Guiyang Pu, Rui Wang 0004, Hujun Bao
SIGGRAPH Asia8
2023 FuseSR: Super Resolution for Real-time Rendering through Efficient Multi-resolution Fusion
abstract
The workload of real-time rendering is steeply increasing as the demand for high resolution, high refresh rates, and high realism rises, overwhelming most graphics cards. To mitigate this problem, one of the most popular solutions is to render images at a low resolution to reduce rendering overhead, and then manage to accurately upsample the low-resolution rendered image to the target resolution, a.k.a. super-resolution techniques. Most existing methods focus on exploiting information from low-resolution inputs, such as historical frames. The absence of high frequency details in those LR inputs makes them hard to recover fine details in their high-resolution predictions. In this paper, we propose an efficient and effective super-resolution method that predicts high-quality upsampled reconstructions utilizing low-cost high-resolution auxiliary G-Buffers as additional input. With LR images and HR G-buffers as input, the network requires to align and fuse features at multi resolution levels. We introduce an efficient and effective H-Net architecture to solve this problem and significantly reduce rendering overhead without noticeable quality deterioration. Experiments show that our method is able to produce temporally consistent reconstructions in 4 × 4 and even challenging 8 × 8 upsampling cases at 4K resolution with real-time performance, with substantially improved quality and significant performance boost compared to existing works.Project page: https://isaac-paradox.github.io/FuseSR/
Jingsen Zhu, Yuxin Dai, Chuankun Zheng, Yuchi Huo, Hujun Bao, Rui Wang 0004
SIGGRAPH Asia7
2023 A causal convolutional neural network for multi-subject motion modeling and generation
abstract
Inspired by the success of WaveNet in multi-subject speech synthesis, we propose a novel neural network based on causal convolutions for multi-subject motion modeling and generation. The network can capture the intrinsic characteristics of the motion of different subjects, such as the influence of skeleton scale variation on motion style. Moreover, after fine-tuning the network using a small motion dataset for a novel skeleton that is not included in the training dataset, it is able to synthesize high-quality motions with a personalized style for the novel skeleton. The experimental results demonstrate that our network can model the intrinsic characteristics of motions well and can be applied to various motion modeling and synthesis tasks.
Shuaiying Hou, Congyi Wang, Wenlin Zhuang, Yangang Wang 0001, Hujun Bao, Jinxiang Chai, Weiwei Xu 0003
Comput. Vis. Media6
2023 RLP-VIO: Robust and lightweight plane-based visual-inertial odometry for augmented reality
abstract
Abstract We propose RLP‐VIO—a robust and lightweight monocular visual‐inertial odometry system using multiplane priors. With planes extracted from the point cloud, visual‐inertial‐plane PnP uses the plane information for fast localization. Depth estimation is susceptible to degenerated motion, so the planes are expanded in a reprojection consensus‐based way robust to depth errors. For sensor fusion, our sliding‐window optimization uses a novel structureless plane‐distance error cost, which prevents the fill‐in effect that poisons the BA problem's sparsity and permits the use of a smaller sliding window while maintaining good accuracy. The total computational cost is further reduced with our modified marginalization strategy. To further improve the tracking robustness, the landmark depths are constrained using the planes during degenerated motion. The whole system is parallelized with a three‐stage pipeline. Under controlled environments, this parallelization runs deterministically and produces consistent results. The resulting VIO system is tested on widely used datasets and compared with several state‐of‐the‐art systems. Our system achieves competitive accuracy and works robustly even on long and challenging sequences. To demonstrate the effectiveness of the proposed system, we also show the AR application running on mobile devices in real‐time.
Jinyu Li 0002, Bangbang Yang, Guofeng Zhang 0001, Xun Wang 0007, Hujun Bao
Comput. Animat. Virtual Worlds6
2023 Implicit Neural Representations With Structured Latent Codes for Human Body Modeling
abstract
This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. Furthermore, we combine Neural Body with implicit surface models to improve the learned geometry. To evaluate our approach, we perform experiments on both synthetic and real-world data, which show that our approach outperforms prior works by a large margin on novel view synthesis and 3D reconstruction. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset.
Sida Peng, Chen Geng 0001, Yuanqing Zhang, Yinghao Xu 0001, Qianqian Wang 0002, Qing Shuai, Xiaowei Zhou 0001, Hujun Bao
IEEE Trans. Pattern Anal. Mach. Intell.8
2023 Semi-Dense Feature Matching With Transformers and its Applications in Multiple-View Geometry
abstract
We present a novel method for local image feature matching. Instead of performing image feature detection, description, and matching sequentially, we propose to first establish pixel-wise dense matches at a coarse level and later refine the good matches at a fine level. In contrast to dense methods that use a cost volume to search correspondences, we use self and cross attention layers in Transformer to obtain feature descriptors that are conditioned on both images. The global receptive field provided by Transformer enables our method to produce dense matches in low-texture areas, where feature detectors usually struggle to produce repeatable interest points. The experiments on indoor and outdoor datasets show that LoFTR outperforms state-of-the-art methods by a large margin. We further adapt LoFTR to modern SfM systems and illustrate its application in multiple-view geometry. The proposed method demonstrates superior performance in Image Matching Challenge 2021 and ranks first on two public benchmarks of visual localization among the published methods. The code is available at https://zju3dv.github.io/loftr.
Zehong Shen, Jiaming Sun 0002, Yuang Wang, Hujun Bao, Xiaowei Zhou 0001
IEEE Trans. Pattern Anal. Mach. Intell.5
2023 Hybrid-MVS: Robust Multi-View Reconstruction With Hybrid Optimization of Visual and Depth Cues
abstract
Consumer-level RGB-D cameras have been widely used for dense 3D reconstruction of scenes. Especially for textureless or non-lambertian surfaces, consumer RGB-D cameras can ensure completeness of the reconstructed models at a low cost. However, the reconstruction quality relies heavily on the accuracy of the depth sensors. Digital cameras are also used popularly for capturing high-resolution pictures to achieve high-quality dense reconstruction of the scenes, but cannot handle textureless or non-lambertian regions well due to the visual ambiguity problem. To ensure both completeness and accuracy of the reconstructed 3D models, we propose a hybrid multi-view reconstruction pipeline named Hybrid-MVS, which combines the high-resolution images taken by a digital camera and the low-resolution RGB-D frames captured by a consumer RGB-D camera for robust reconstruction of complicated scenes with challenging textureless and non-lambertian surfaces. Unlike most existing multi-sensor systems which require explicit hardware calibration and synchronization of various sensors, the calibration and synchronization problems between the digital camera and RGB-D camera are implicitly solved for compositing reliable depth prior of the digital images in our pipeline. Especially, we propose a hybrid MVS framework for robust PatchMatch stereo and Delaunay meshing, which tightly couples both visual cues given by the digital images and depth cues from the RGB-D frames to maximize the complementary advantages. The experiments with quantitative and qualitative evaluations demonstrate the effectiveness of the proposed Hybrid-MVS framework, which can successfully achieve high-quality 3D reconstruction of complicated natural scenes with robustness to weakly textured and non-lambertian areas.
Liyang Zhou, Hanqing Jiang, Xiaojun Xiang, Qing Luan, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Circuits Syst. Video Technol.8
2023 Predicting Personalized Head Movement From Short Video and Speech Signal
abstract
Audio-driven talking face video generation has attracted much attention recently. However, few existing works pay attention to machine learning of talking head movement, especially based on the phonetic study. Observing that real-world talking faces often accompany natural head movement, in this paper, we model the relation between speech signal and talking head movement, which is a typical one-to-many mapping problem. To solve this problem, we propose a novel two-step mapping strategy: (1) in the first step, we train an encoder that predicts a head motion behavior pattern (modeled as a feature vector) from the head motion sequence of a short video of 10–15 seconds, and (2) in the second step, we train a decoder that predict a unique head motion sequence from both the motion behavior pattern and the auditory features of an arbitrary speech signal. Based on the proposed mapping strategy, we build a deep neural network model that takes a speech signal of a source person and a short video of a target person as input, and outputs a synthesized high-fidelity talking face video with personalized head pose. Extensive experiments and a user study show that our method can generate high-quality personalized head movement in synthesized talking face videos, and meanwhile, has comparable facial animation quality (e.g., lip synchronization and expression) with the state-of-the-art methods.
Ran Yi 0002, Zipeng Ye, Zhiyao Sun, Juyong Zhang, Guo-Xin Zhang, Pengfei Wan 0001, Hujun Bao, Yong-Jin Liu 0001
IEEE Trans. Multim.7
2023 SAILOR: Synergizing Radiance and Occupancy Fields for Live Human Performance Capture
abstract
Immersive user experiences in live VR/AR performances require a fast and accurate free-view rendering of the performers. Existing methods are mainly based on Pixel-aligned Implicit Functions (PIFu) or Neural Radiance Fields (NeRF). However, while PIFu-based methods usually fail to produce photorealistic view-dependent textures, NeRF-based methods typically lack local geometry accuracy and are computationally heavy ( e.g. , dense sampling of 3D points, additional fine-tuning, or pose estimation). In this work, we propose a novel generalizable method, named SAILOR, to create high-quality human free-view videos from very sparse RGBD live streams. To produce view-dependent textures while preserving locally accurate geometry, we integrate PIFu and NeRF such that they work synergistically by conditioning the PIFu on depth and then rendering view-dependent textures through NeRF. Specifically, we propose a novel network, named SRONet, for this hybrid representation. SRONet can handle unseen performers without fine-tuning. Besides, a neural blending-based ray interpolation approach, a tree-based voxel-denoising scheme, and a parallel computing pipeline are incorporated to reconstruct and render live free-view videos at 10 fps on average. To evaluate the rendering performance, we construct a real-captured RGBD benchmark from 40 performers. Experimental results show that SAILOR outperforms existing human reconstruction and performance capture methods.
Ke Xu 0010, Yaoan Gao, Qilin Sun 0001, Hujun Bao, Weiwei Xu 0003, Rynson W. H. Lau
ACM Trans. Graph.5
2023 Data-driven Digital Lighting Design for Residential Indoor Spaces
abstract
Conventionally, interior lighting design is technically complex yet challenging and requires professional knowledge and aesthetic disciplines of designers. This article presents a new digital lighting design framework for virtual interior scenes, which allows novice users to automatically obtain lighting layouts and interior rendering images with visually pleasing lighting effects. The proposed framework utilizes neural networks to retrieve and learn underlying design guidelines and the principles beneath the existing lighting designs, e.g., a newly constructed dataset of 6k 3D interior scenes from professional designers with dense annotations of lights. With a 3D furniture-populated indoor scene as the input, the framework takes two stages to perform lighting design: (1) lights are iteratively placed in the room; (2) the colors and intensities of the lights are optimized by an adversarial scheme, resulting in lighting designs with aesthetic lighting effects. Quantitative and qualitative experiments show that the proposed framework effectively learns the guidelines and principles and generates lighting designs that are preferred over the rule-based baseline and comparable to those of professional human designers.
Haocheng Ren, Hangming Fan, Rui Wang 0004, Yuchi Huo, Rui Tang 0015, Hujun Bao
ACM Trans. Graph.7
2023 ScaNeRF: Scalable Bundle-Adjusting Neural Radiance Fields for Large-Scale Scene Rendering
abstract
High-quality large-scale scene rendering requires a scalable representation and accurate camera poses. This research combines tile-based hybrid neural fields with parallel distributive optimization to improve bundle-adjusting neural radiance fields. The proposed method scales with a divide-and-conquer strategy. We partition scenes into tiles, each with a multi-resolution hash feature grid and shallow chained diffuse and specular multilayer perceptrons (MLPs). Tiles unify foreground and background via a spatial contraction function that allows both distant objects in outdoor scenes and planar reflections as virtual images outside the tile. Decomposing appearance with the specular MLP allows a specular-aware warping loss to provide a second optimization path for camera poses. We apply the alternating direction method of multipliers (ADMM) to achieve consensus among camera poses while maintaining parallel tile optimization. Experimental results show that our method outperforms state-of-the-art neural scene rendering method quality by 5%--10% in PSNR, maintaining sharp distant objects and view-dependent reflections across six indoor and outdoor scenes.
Xiuchao Wu, Jiamin Xu, Hujun Bao, Qixing Huang, Yujun Shen, James Tompkin 0001, Weiwei Xu 0003
ACM Trans. Graph.4
2023 NeLT: Object-Oriented Neural Light Transfer
abstract
This article presents object-oriented neural light transfer (NeLT), a novel neural representation of the dynamic light transportation between an object and the environment. Our method disentangles the global illumination of a scene into individual objects’ light transportation represented via neural networks, then composes them explicitly. It therefore enables flexible rendering with dynamic lighting, cameras, materials, and objects. Our rendering features various important global illumination effects, such as diffuse illumination, glossy illumination, dynamic shadowing, and indirect illumination, which completes the capability of existing neural object representation. Experiments show that NeLT does not require path tracing or shading results as input but achieves rendering quality comparable to state-of-the-art rendering frameworks, including the recent deep learning based denoisers.
Chuankun Zheng, Yuchi Huo, Shaohua Mo, Zhizhen Wu, Wei Hua 0002, Rui Wang 0004, Hujun Bao
ACM Trans. Graph.8
2023 Metric-Driven 3D Frame Field Generation
abstract
Controlling the size and shear of elements is crucial in pure hex or hex-dominant meshing. To this end, non-orthonormal frame fields that are almost everywhere integrable (except for the singularities) can play a key role. However, it is often challenging or impossible to generate such a frame field under the tight control of a general Riemannian metric field. Therefore, we propose to solve a relatively weaker problem, i.e., generating such a frame field for a Riemannian metric field that is flat away from singularities. Such a metric field admits a local isometry to 3D Euclidean space. Applying Cartans first structural equation to the associated rotation field, i.e., the rotation part of the frame field, we show that the rotation field must have zero covariant derivatives under the 3D connection induced by the metric field. This observation leads to a metric-aware smoothness measure, equivalent to local integrability. The use of such a measure can be justified on meshes associated with locally flat metric fields. We also propose a method to generate smooth metric fields under a few intuitive constraints. On cuboid shapes, our method generates singularities aware of the metric fields, which makes the parameterization match the input metric fields better than the conventional methods. For generic shapes, while our method generates visually similar results to those using boundary frame fields to guide the metric field generation, the integrability and consistency of the metric fields are still improved, as reflected by the statistics.
Xianzhong Fang, Jin Huang 0001, Yiying Tong, Hujun Bao
IEEE Trans. Vis. Comput. Graph.4
2023 ImTooth: Neural Implicit Tooth for Dental Augmented Reality
abstract
The combination of augmented reality (AR) and medicine is an important trend in current research. The powerful display and interaction capabilities of the AR system can assist doctors to perform more complex operations. Since the tooth itself is an exposed rigid body structure, dental AR is a relatively hot research direction with application potential. However, none of the existing dental AR solutions are designed for wearable AR devices such as AR glasses. At the same time, these methods rely on high-precision scanning equipment or auxiliary positioning markers, which greatly increases the operational complexity and cost of clinical AR. In this work, we propose a simple and accurate neural-implicit model-driven dental AR system, named ImTooth, and adapted for AR glasses. Based on the modeling capabilities and differentiable optimization properties of state-of-the-art neural implicit representations, our system fuses reconstruction and registration in a single network, greatly simplifying the existing dental AR solutions and enabling reconstruction, registration, and interaction. Specifically, our method learns a scale-preserving voxel-based neural implicit model from multi-view images captured from a textureless plaster model of the tooth. Apart from color and surface, we also learn the consistent edge feature inside our representation. By leveraging the depth and edge information, our system can register the model to real images without additional training. In practice, our system uses a single Microsoft HoloLens 2 as the only sensor and display device. Experiments show that our method can reconstruct high-precision models and accomplish accurate registration. It is also robust to weak, repeating and inconsistent textures. We also show that our system can be easily integrated into dental diagnostic and therapeutic procedures, such as bracket placement guidance.
Hongjia Zhai, Xingrui Yang 0001, Zhirong Wu, Yihao Zheng 0001, Jianchao Wu, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.8
2023 Automatic Mesh and Shader Level of Detail
abstract
The level of detail (LOD) technique has been widely exploited as a key rendering optimization in many graphics applications. Numerous approaches have been proposed to automatically generate different kinds of LODs, such as geometric LOD or shader LOD. However, none of them have considered simplifying the geometry and shader at the same time. In this paper, we explore the observation that simplifications of geometric and shading details can be combined to provide a greater variety of tradeoffs between performance and quality. We present a new discrete multiresolution representation of objects, which consists of mesh and shader LODs. Each level of the representation could contain both simplified representations of shader and mesh. To create such LODs, we propose two automatic algorithms that pursue the best simplifications of meshes and shaders at adaptively selected distances. The results show that our mesh and shader LOD achieves better performance-quality tradeoffs than prior LOD representations, such as those that only consider simplified meshes or shaders.
Yuzhi Liang, Rui Wang 0004, Yuchi Huo, Hujun Bao
IEEE Trans. Vis. Comput. Graph.5
2023 Visualizing the Scripts of Data Wrangling With Somnus
abstract
Data workers use various scripting languages for data transformation, such as SAS, R, and Python. However, understanding intricate code pieces requires advanced programming skills, which hinders data workers from grasping the idea of data transformation at ease. Program visualization is beneficial for debugging and education and has the potential to illustrate transformations intuitively and interactively. In this article, we explore visualization design for demonstrating the semantics of code pieces in the context of data transformation. First, to depict individual data transformations, we structure a design space by two primary dimensions, i.e., key parameters to encode and possible visual channels to be mapped. Then, we derive a collection of 23 glyphs that visualize the semantics of transformations. Next, we design a pipeline, named Somnus, that provides an overview of the creation and evolution of data tables using a provenance graph. At the same time, it allows detailed investigation of individual transformations. User feedback on Somnus is positive. Our study participants achieved better accuracy with less time using Somnus, and preferred it over carefully-crafted textual description. Further, we provide two example applications to demonstrate the utility and versatility of Somnus.
Siwei Fu, Guoming Ding, Zhongsu Luo, Wei Chen 0001, Hujun Bao, Yingcai Wu
IEEE Trans. Vis. Comput. Graph.7
2022 Active Boundary Loss for Semantic Segmentation
abstract
This paper proposes a novel active boundary loss for semantic segmentation. It can progressively encourage the alignment between predicted boundaries and ground-truth boundaries during end-to-end training, which is not explicitly enforced in commonly used cross-entropy loss. Based on the predicted boundaries detected from the segmentation results using current network parameters, we formulate the boundary alignment problem as a differentiable direction vector prediction problem to guide the movement of predicted boundaries in each iteration. Our loss is model-agnostic and can be plugged in to the training of segmentation networks to improve the boundary details. Experimental results show that training with the active boundary loss can effectively improve the boundary F-score and mean Intersection-over-Union on challenging image and video object segmentation datasets.
Chi Wang 0004, Yunke Zhang, Miaomiao Cui, Peiran Ren, Yin Yang 0002, Xuansong Xie, Xian-Sheng Hua 0001, Hujun Bao, Weiwei Xu 0003
AAAI8
2022 Neural 3D Scene Reconstruction with the Manhattan-world Assumption
abstract
This paper addresses the challenge of reconstructing 3D indoor scenes from multi-view images. Many previous works have shown impressive reconstruction results on textured objects, but they still have difficulty in handling low-textured planar regions, which are common in indoor scenes. An approach to solving this issue is to incorporate planer constraints into the depth map estimation in multiview stereo-based methods, but the per-view plane estimation and depth optimization lack both efficiency and multiview consistency. In this work, we show that the planar constraints can be conveniently integrated into the recent implicit neural representation-based reconstruction methods. Specifically, we use an MLP network to represent the signed distance function as the scene geometry. Based on the Manhattan-world assumption, planar constraints are employed to regularize the geometry in floor and wall regions predicted by a 2D semantic segmentation network. To resolve the inaccurate segmentation, we encode the semantics of 3D points with another MLP and design a novel loss that jointly optimizes the scene geometry and semantics in 3D space. Experiments on ScanNet and 7-Scenes datasets show that the proposed method outperforms previous methods by a large margin on 3D reconstruction quality. The code and supplementary materials are available at https://zju3dv.github.io/manhattan_sdf.
Sida Peng, Haotong Lin, Qianqian Wang 0002, Guofeng Zhang 0001, Hujun Bao, Xiaowei Zhou 0001
CVPR6
2022 SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video
abstract
We propose SelfRecon, a clothed human body reconstruction method that combines implicit and explicit repre-sentations to recover space-time coherent geometries from a monocular self-rotating human video. Explicit methods require a predefined template mesh for a given sequence, while the template is hard to acquire for a specific subject. Meanwhile, the fixed topology limits the reconstruction accuracy and clothing types. Implicit representation supports arbitrary topology and can represent high-fidelity geometry shapes due to its continuous nature. However, it is difficult to integrate multi-frame information to produce a consistent registration sequence for downstream applications. We propose to combine the advantages of both representations. We utilize differential mask loss of the explicit mesh to obtain the coherent overall shape, while the details on the implicit surface are refined with the differentiable neural rendering. Meanwhile, the explicit mesh is updated periodically to adjust its topology changes, and a consistency loss is designed to match both representations. Compared with existing methods, SelfRecon can produce high-fidelity surfaces for arbitrary clothed humans with self-supervised optimization. Extensive experimental results demonstrate its effectiveness on real captured monocular videos. The source code is available at https://github.com/jby1993/SelfReconCode.
Boyi Jiang, Yang Hong 0003, Hujun Bao, Juyong Zhang
CVPR3
2022 NICE-SLAM: Neural Implicit Scalable Encoding for SLAM
abstract
Neural implicit representations have recently shown encouraging results in various domains, including promising progress in simultaneous localization and mapping (SLAM). Nevertheless, existing methods produce over- smoothed scene reconstructions and have difficulty scaling up to large scenes. These limitations are mainly due to their simple fully-connected network architecture that does not incorporate local information in the observations. In this paper, we present NICE-SLAM, a dense SLAM system that incorporates multi-level local information by introducing a hierarchical scene representation. Optimizing this representation with pre-trained geometric priors enables detailed reconstruction on large indoor scenes. Compared to recent neural implicit SLAM systems, our approach is more scalable, efficient, and robust. Experiments on five challenging datasets demonstrate competitive results of NICE-SLAM in both mapping and tracking quality. Project page: https://pengsongyou.github.io/nice-slam.
Zihan Zhu, Songyou Peng, Viktor Larsson, Weiwei Xu 0003, Hujun Bao, Zhaopeng Cui, Martin R. Oswald, Marc Pollefeys
CVPR5
2022 DELTAR: Depth Estimation from a Light-Weight ToF Sensor and RGB Image
Yijin Li, Wenqi Dong, Hujun Bao, Guofeng Zhang 0001, Yinda Zhang 0001, Zhaopeng Cui
ECCV (1)5
2022 NeuMesh: Learning Disentangled Neural Mesh-Based Implicit Field for Geometry and Texture Editing
Bangbang Yang, Chong Bao, Hujun Bao, Yinda Zhang 0001, Zhaopeng Cui, Guofeng Zhang 0001
ECCV (16)4
2022 TalkingFlow: Talking Facial Landmark Generation with Multi-Scale Normalizing Flow Network
abstract
Deterministic models dominate the field of talking facial land-mark generation by directly mapping speech signals to a certain lip-sync facial landmark sequence, which often suffer from regression to the mean face. In contrast, probability generative models are more beneficial to handle complex data space and generate diverse samples. In this work, we pro-pose a flow-based probabilistic network named TalkingFlow to generate natural talking facial landmark with head movements from speech data. It is implemented by a weighted multi-scale architecture to improve model representation capability and a conditional Temporal Convolutional Network module to fuse speech data. Extensive experiments results show that it can effectively generate diverse and natural facial landmark from speech data. All code will be made publicly available online.
Sen Liang, Zhize Zhou, Juyong Zhang, Hujun Bao
ICASSP5
2022 VIP-SLAM: An Efficient Tightly-Coupled RGB-D Visual Inertial Planar SLAM
abstract
In this paper, we propose a tightly-coupled SLAM system fused with RGB, Depth, IMU and structured plane information. Traditional sparse points based SLAM systems always maintain a mass of map points to model the environment. Huge number of map points bring us a high computational complexity, making it difficult to be deployed on mobile devices. On the other hand, planes are common structures in man-made environment especially in indoor environments. We usually can use a small number of planes to represent a large scene. So the main purpose of this article is to decrease the high complexity of sparse points based SLAM. We build a lightweight back-end map which consists of a few planes and map points to achieve efficient bundle adjustment (BA) with an equal or better accuracy. We use homography constraints to eliminate the parameters of numerous plane points in the optimization and reduce the complexity of BA. We separate the parameters and measurements in homography and point-to-plane constraints and compress the measurements part to further effectively im-prove the speed of BA. We also integrate the plane information into the whole system to realize robust planar feature extraction, data association, and global consistent planar reconstruction. Finally, we perform an ablation study and compare our method with similar methods in simulation and real environment data. Our system achieves obvious advantages in accuracy and efficiency. Even if the plane parameters are involved in the optimization, we effectively simplify the back-end map by using planar structures. The global bundle adjustment is nearly 2 times faster than the sparse points based SLAM algorithm.
Danpeng Chen, Weijian Xie, Shangjin Zhai, Nan Wang 0020, Hujun Bao, Guofeng Zhang 0001
ICRA6
2022 Crossview Mapping with Graph-based Geolocalization on City-Scale Street Maps
abstract
3D environment mapping has been actively stud-ied recently with the development of autonomous driving and augmented reality. Although many image-based methods are proposed due to their convenience and flexibility compared to other complex sensors, few works focus on fixing the inherent scale ambiguity of image-based methods and registering the reconstructed structure to the real-world 3D map, which is very important for autonomous driving. This paper presents a low-cost mapping solution that is able to refine and align the monocular reconstructed point cloud given a public street map. Specifically, we first find the association between the street map and the reconstructed point cloud structure by a novel graph-based geolocalization method. Then, optimized with the corresponding relationship, the map accuracy is significantly improved. The rich environment information can also be associated with the point cloud by the geographical location. Experiments show that our geolocalization algorithm can locate the scene on a gigantic city-scale map (173.46 km2) in two minutes and support 3D map reconstruction with absolute scale and rich environmental information from Internet videos.
Zhichao Ye, Chong Bao, Hujun Bao, Zhaopeng Cui, Guofeng Zhang 0001
ICRA4
2022 Factorized and Controllable Neural Re-Rendering of Outdoor Scene for Photo Extrapolation
abstract
Expanding an existing tourist photo from a partially captured scene to a full scene is one of the desired experiences for photography applications. Although photo extrapolation has been well studied, it is much more challenging to extrapolate a photo (i.e., selfie) from a narrow field of view to a wider one while maintaining a similar visual style. In this paper, we propose a factorized neural re-rendering model to produce photorealistic novel views from cluttered outdoor Internet photo collections, which enables the applications including controllable scene re-rendering, photo extrapolation and even extrapolated 3D photo generation. Specifically, we first develop a novel factorized re-rendering pipeline to handle the ambiguity in the decomposition of geometry, appearance and illumination. We also propose a composited training strategy to tackle the unexpected occlusion in Internet images. Moreover, to enhance photo-realism when extrapolating tourist photographs, we propose a novel realism augmentation process to complement appearance details, which automatically propagates the texture details from a narrow captured photo to the extrapolated neural rendered image. The experiments and photo editing examples on outdoor scenes demonstrate the superior performance of our proposed method in both photo-realism and downstream applications. Code and the supplementary material are available on the project webpage: https://zju3dv.github.io/neural_outdoor_rerender/.
Boming Zhao, Bangbang Yang, Zuoyue Li, Guofeng Zhang 0001, Jiashu Zhao, Dawei Yin 0001, Zhaopeng Cui, Hujun Bao
ACM Multimedia9
2022 Geometry-aware Two-scale PIFu Representation for Human Reconstruction
abstract
Although PIFu-based 3D human reconstruction methods are popular, the quality of recovered details is still unsatisfactory. In a sparse (e.g., 3 RGBD sensors) capture setting, the depth noise is typically amplified in the PIFu representation, resulting in flat facial surfaces and geometry-fallible bodies. In this paper, we propose a novel geometry-aware two-scale PIFu for 3D human reconstruction from sparse, noisy inputs. Our key idea is to exploit the complementary properties of depth denoising and 3D reconstruction, for learning a two-scale PIFu representation to reconstruct high-frequency facial details and consistent bodies separately. To this end, we first formulate depth denoising and 3D reconstruction as a multi-task learning problem. The depth denoising process enriches the local geometry information of the reconstruction features, while the reconstruction process enhances depth denoising with global topology information. We then propose to learn the two-scale PIFu representation using two MLPs based on the denoised depth and geometry-aware features. Extensive experiments demonstrate the effectiveness of our approach in reconstructing facial details and bodies of different poses and its superiority over state-of-the-art methods.
Ke Xu 0010, Ziheng Duan, Hujun Bao, Weiwei Xu 0003, Rynson W. H. Lau
NeurIPS4
2022 TotalSelfScan: Learning Full-body Avatars from Self-Portrait Videos of Faces, Hands, and Bodies
abstract
Recent advances in implicit neural representations make it possible to reconstruct a human-body model from a monocular self-rotation video. While previous works present impressive results of human body reconstruction, the quality of reconstructed face and hands are relatively low. The main reason is that the image region occupied by these parts is very small compared to the body. To solve this problem, we propose a new approach named TotalSelfScan, which reconstructs the full-body model from several monocular self-rotation videos that focus on the face, hands, and body, respectively. Compared to recording a single video, this setting has almost no additional cost but provides more details of essential parts. To learn the full-body model, instead of encoding the whole body in a single network, we propose a multi-part representation to model separate parts and then fuse the part-specific observations into a single unified human model. Once learned, the full-body model enables rendering photorealistic free-viewpoint videos under novel human poses. Experiments show that TotalSelfScan can significantly improve the reconstruction and rendering quality on the face and hands compared to the existing methods. The code is available at \url{https://zju3dv.github.io/TotalSelfScan}.
Junting Dong, Sida Peng, Qing Shuai, Xiaowei Zhou 0001, Hujun Bao
NeurIPS7
2022 OnePose++: Keypoint-Free One-Shot Object Pose Estimation without CAD Models
abstract
We propose a new method for object pose estimation without CAD models. The previous feature-matching-based method OnePose has shown promising results under a one-shot setting which eliminates the need for CAD models or object-specific training. However, OnePose relies on detecting repeatable image keypoints and is thus prone to failure on low-textured objects. We propose a keypoint-free pose estimation pipeline to remove the need for repeatable keypoint detection. Built upon the detector-free feature matching method LoFTR, we devise a new keypoint-free SfM method to reconstruct a semi-dense point-cloud model for the object. Given a query image for object pose estimation, a 2D-3D matching network directly establishes 2D-3D correspondences between the query image and the reconstructed point-cloud model without first detecting keypoints in the image. Experiments show that the proposed pipeline outperforms existing one-shot CAD-model-free methods by a large margin and is comparable to CAD-model-based methods on LINEMOD even for low-textured objects. We also collect a new dataset composed of 80 sequences of 40 low-textured objects to facilitate future research on one-shot object pose estimation. The supplementary material, code and dataset are available on the project page: https://zju3dv.github.io/oneposeplusplus/.
Jiaming Sun 0002, Yuang Wang, Hujun Bao, Xiaowei Zhou 0001
NeurIPS5
2022 Efficient Neural Radiance Fields for Interactive Free-viewpoint Video
abstract
This paper aims to tackle the challenge of efficiently producing interactive free-viewpoint videos. Some recent works equip neural radiance fields with image encoders, enabling them to generalize across scenes. When processing dynamic scenes, they can simply treat each video frame as an individual scene and perform novel view synthesis to generate free-viewpoint videos. However, their rendering process is slow and cannot support interactive applications. A major factor is that they sample lots of points in empty space when inferring radiance fields. We propose a novel scene representation, called ENeRF, for the fast creation of interactive free-viewpoint videos. Specifically, given multi-view images at one frame, we first build the cascade cost volume to predict the coarse geometry of the scene. The coarse geometry allows us to sample few points near the scene surface, thereby significantly improving the rendering speed. This process is fully differentiable, enabling us to jointly learn the depth prediction and radiance field networks from RGB images. Experiments on multiple benchmarks show that our approach exhibits competitive performance while being at least 60 times faster than previous generalizable radiance field methods.
Haotong Lin, Sida Peng, Zhen Xu 0008, Yunzhi Yan, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001
SIGGRAPH Asia6
2022 Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing
abstract
Indoor scenes typically exhibit complex, spatially-varying appearance from global illumination, making inverse rendering a challenging ill-posed problem. This work presents an end-to-end, learning-based inverse rendering framework incorporating differentiable Monte Carlo raytracing with importance sampling. The framework takes a single image as input to jointly recover the underlying geometry, spatially-varying lighting, and photorealistic materials. Specifically, we introduce a physically-based differentiable rendering layer with screen-space ray tracing, resulting in more realistic specular reflections that match the input photo. In addition, we create a large-scale, photorealistic indoor scene dataset with significantly richer details like complex furniture and dedicated decorations. Further, we design a novel out-of-view lighting network with uncertainty-aware refinement leveraging hypernetwork-based neural radiance fields to predict lighting outside the view of the input photo. Through extensive evaluations on common benchmark datasets, we demonstrate superior inverse rendering quality of our method compared to state-of-the-art baselines, enabling various applications such as complex object insertion and material editing with high fidelity. Code and data will be made available at https://jingsenzhu.github.io/invrend
Jingsen Zhu, Fujun Luan, Yuchi Huo, Zihao Lin 0007, Dianbing Xi, Rui Wang 0004, Hujun Bao, Jiaxiang Zheng, Rui Tang 0015
SIGGRAPH Asia8
2022 3D mesh cutting for high quality atlas packing
Jiong Chen 0001, Xifeng Gao, Hujun Bao, Jin Huang 0001
Comput. Aided Geom. Des.4
2022 Multirate Shading with Piecewise Interpolatory Approximation
abstract
Abstract Evaluating shading functions on geometry surfaces dominates the rendering computation. A high‐quality but time‐consuming estimate is usually achieved with a dense sampling rate for pixels or sub‐pixels. In this paper, we leverage sparsely sampled points on vertices of dynamically‐generated subdivision surfaces to approximate the ground‐truth shading signal by piecewise linear reconstruction. To control the introduced interpolation error at runtime, we analytically derive an L∞ error bound and compute the optimal subdivision surfaces based on a user‐specified error threshold. We apply our analysis on multiple shading functions including Lambertian, Blinn‐Phong, Microfacet BRDF and also extend it to handle textures, yielding easy‐to‐compute formulas. To validate our derivation, we design a forward multirate shading algorithm powered by hardware tessellator that moves shading computation at pixels to the vertices of subdivision triangles on the fly. We show our approach significantly reduces the sampling rates on various test cases, reaching a speedup ratio of 134% ~ 283% compared to dense per‐pixel shading in current graphics hardware.
Yazhen Yuan, Rui Wang 0004, Hujun Bao
Comput. Graph. Forum5
2022 MINERVAS: Massive INterior EnviRonments VirtuAl Synthesis
abstract
Abstract With the rapid development of data‐driven techniques, data has played an essential role in various computer vision tasks. Many realistic and synthetic datasets have been proposed to address different problems. However, there are lots of unresolved challenges: (1) the creation of dataset is usually a tedious process with manual annotations, (2) most datasets are only designed for a single specific task, (3) the modification or randomization of the 3D scene is difficult, and (4) the release of commercial 3D data may encounter copyright issue. This paper presents MINERVAS, a Massive INterior EnviRonments VirtuAl Synthesis system, to facilitate the 3D scene modification and the 2D image synthesis for various vision tasks. In particular, we design a programmable pipeline with Domain‐Specific Language, allowing users to select scenes from the commercial indoor scene database, synthesize scenes for different tasks with customized rules, and render various types of imagery data, such as color images, geometric structures, semantic labels. Our system eases the difficulty of customizing massive scenes for different tasks and relieves users from manipulating fine‐grained scene configurations by providing user‐controllable randomness using multilevel samplers. Most importantly, it empowers users to access commercial scene databases with millions of indoor scenes and protects the copyright of core data assets, e.g., 3D CAD models. We demonstrate the validity and flexibility of our system by using our synthesized data to improve the performance on different kinds of computer vision tasks. The project page is at https://coohom.github.io/MINERVAS .
Haocheng Ren, Jia Zheng 0002, Jiaxiang Zheng, Rui Tang 0015, Yuchi Huo, Hujun Bao, Rui Wang 0004
Comput. Graph. Forum7
2022 Efficient Texture Parameterization Driven by Perceptual-Loss-on-Screen
abstract
Abstract Texture mapping is a ubiquitous technique to enrich the visual effect of a mesh, which represents the desired signal (e.g. diffuse color) on the mesh to a texture image discretized by pixels through a bijective parameterization. To achieve high visual quality, large number of pixels are generally required, which brings big burden in storage, memory and transmission. We propose to use a perceptual model and a rendering procedure to measure the loss coming from the discretization, then optimize a parameterization to improve the efficiency, i.e. using fewer pixels under a comparable perceptual loss. The general perceptual model and rendering procedure can be very complicated, and non‐isotropic property rooted in the square shape of pixels make the problem more difficult to solve. We adopt a two‐stage strategy and use the Bayesian optimization in the triangle‐wise stage. With our carefully designed weighting scheme, the mesh‐wise optimization can take the triangle‐wise perceptual loss into consideration under a global conforming requirement. Comparing with many parameterizations manually designed, driven by interpolation error, or driven by isotropic energy, ours can use significantly fewer pixels with comparable perception loss or vise vesa.
Wenhai Wu, Hujun Bao, Jin Huang 0001
Comput. Graph. Forum5
2022 Efficient and Stable Simulation of Inextensible Cosserat Rods by a Compact Representation
abstract
Abstract Piecewise linear inextensible Cosserat rods are usually represented by Cartesian coordinates of vertices and quaternions on the segments. Such representations use excessive degrees of freedom (DOFs), and need many additional constraints, which causes unnecessary numerical difficulties and computational burden for simulation. We propose a simple yet compact representation that exactly matches the intrinsic DOFs and naturally satisfies all such constraints. Specifically, viewing a rod as a chain of rigid segments, we encode its shape as the Cartesian coordinates of its root vertex, and use axis‐angle representation for the material frame on each segment. Under our representation, the Hessian of the implicit time‐stepping has special non‐zero patterns. Exploiting such specialties, we can solve the associated linear equations in nearly linear complexity. Furthermore, we carefully designed a preconditioner, which is proved to be always symmetric positive‐definite and accelerates the PCG solver in one or two orders of magnitude compared with the widely used block‐diagonal one. Compared with other technical choices including Super‐Helices, a specially designed compact representation for inextensible Cosserat rods, our method achieves better performance and stability, and can simulate an inextensible Cosserat rod with hundreds of vertices and tens of collisions in real time under relatively large time steps.
Chongyao Zhao, Jinkeng Lin, Tianyu Wang 0019, Hujun Bao, Jin Huang 0001
Comput. Graph. Forum4
2022 Economic Upper Bound Estimation in Hausdorff Distance Computation for Triangle Meshes
abstract
Abstract The Hausdorff distance is one of the most fundamental metrics for comparing 3D shapes. To compute the Hausdorff distance efficiently from a triangular mesh to another triangular mesh , one needs to cull the unnecessary triangles on quickly. These triangles have no chance to improve the Hausdorff distance estimation, that is the parts with local upper bound smaller than the global lower bound. The local upper bound estimation should be tight, use fast distance computation, and involve a small number of triangles in during the reduction phase for efficiency. In this paper, we propose to use point‐triangle distance, and only involve at most four triangles in in the reduction phase. Comparing with the state‐of‐the‐art proposed by Tang et al. in 2009, which uses more costly triangle‐triangle distance and may involve a large number of triangles in reduction phase, our local upper bound estimation is faster, and with only a small impact on the tightness of the bound on error estimation. Such a more economic strategy boosts the overall performance significantly. Experiments on the Thingi10K dataset show that our method can achieve several (even over 20) times speedup on average. On a few models with different placements and resolutions, we show that close placement and large difference in resolution bring big challenges to Hausdorff distance computation, and explain why our method can achieve more significant speedup on challenging cases.
Yicun Zheng, Xinguo Liu, Hujun Bao, Jin Huang 0001
Comput. Graph. Forum4
2022 iMoCap: Motion Capture from Internet Videos
Junting Dong, Qing Shuai, Jingxiang Sun, Yuanqing Zhang, Hujun Bao, Xiaowei Zhou 0001
Int. J. Comput. Vis.5
2022 Shape Prior Guided Instance Disparity Estimation for 3D Object Detection
abstract
In this paper, we propose a novel system named Disp R-CNN for 3D object detection from stereo images. Many recent works solve this problem by first recovering point clouds with disparity estimation and then apply a 3D detector. The disparity map is computed for the entire image, which is costly and fails to leverage category-specific prior. In contrast, we design an instance disparity estimation network (iDispNet) that predicts disparity only for pixels on objects of interest and learns a category-specific shape prior for more accurate disparity estimation. To address the challenge from scarcity of disparity annotation in training, we propose to use a statistical shape model to generate dense disparity pseudo-ground-truth without the need of LiDAR point clouds, which makes our system more widely applicable. Experiments on the KITTI dataset show that, when LiDAR ground-truth is not used at training time, Disp R-CNN outperforms previous state-of-the-art methods based on stereo input by 20 percent in terms of average precision for all categories. The code and pseudo-ground-truth data are available at the project page: https://github.com/zju3dv/disprcnn.
Jiaming Sun 0002, Qing Shuai, Qinhong Jiang, Guofeng Zhang 0001, Hujun Bao, Xiaowei Zhou 0001
IEEE Trans. Pattern Anal. Mach. Intell.8
2022 Fast and Robust Multi-Person 3D Pose Estimation and Tracking From Multiple Views
abstract
This paper addresses the problem of reconstructing 3D poses of multiple people from a few calibrated camera views. The main challenge of this problem is to find the cross-view correspondences among noisy and incomplete 2D pose predictions. Most previous methods address this challenge by directly reasoning in 3D using a pictorial structure model, which is inefficient due to the huge state space. We propose a fast and robust approach to solve this problem. Our key idea is to use a multi-way matching algorithm to cluster the detected 2D poses in all views. Each resulting cluster encodes 2D poses of the same person across different views and consistent correspondences across the keypoints, from which the 3D pose of each person can be effectively inferred. The proposed convex optimization based multi-way matching algorithm is efficient and robust against missing and false detections, without knowing the number of people in the scene. Moreover, we propose to combine geometric and appearance cues for cross-view matching. Finally, an efficient tracking method is proposed to track the detected 3D poses across the multi-view video. The proposed approach achieves the state-of-the-art performance on the Campus and Shelf datasets, while being efficient for real-time applications.
Junting Dong, Wen Jiang 0008, Yurou Yang, Qixing Huang, Hujun Bao, Xiaowei Zhou 0001
IEEE Trans. Pattern Anal. Mach. Intell.6
2022 PVNet: Pixel-Wise Voting Network for 6DoF Object Pose Estimation
abstract
This paper addresses the problem of instance-level 6DoF object pose estimation from a single RGB image. Many recent works have shown that a two-stage approach, which first detects keypoints and then solves a Perspective-n-Point (PnP) problem for pose estimation, achieves remarkable performance. However, most of these methods only localize a set of sparse keypoints by regressing their image coordinates or heatmaps, which are sensitive to occlusion and truncation. Instead, we introduce a Pixel-wise Voting Network (PVNet) to regress pixel-wise vectors pointing to the keypoints and use these vectors to vote for keypoint locations. This creates a flexible representation for localizing occluded or truncated keypoints. Another important feature of this representation is that it provides uncertainties of keypoint locations that can be further leveraged by the PnP solver. Experiments show that the proposed approach outperforms the state of the art on the LINEMOD, Occluded LINEMOD, YCB-Video, and Tless datasets, while being efficient for real-time pose estimation. We further create a Truncated LINEMOD dataset to validate the robustness of our approach against truncation. The code is available at https://github.com/zju3dv/pvnet.
Sida Peng, Xiaowei Zhou 0001, Yuan Liu 0025, Haotong Lin, Qixing Huang, Hujun Bao
IEEE Trans. Pattern Anal. Mach. Intell.6
2022 TopoCut: fast and robust planar cutting of arbitrary domains
abstract
Given a complex three-dimensional domain delimited by a closed and non-degenerate input triangle mesh without any self-intersection, a common geometry processing task consists in cutting up the domain into cells through a set of planar cuts, creating a "cut-cell mesh", i.e., a volumetric decomposition of the domain amenable to visualization (e.g., exploded views), animation (e.g., virtual surgery), or simulation (finite volume computations). A large number of methods have proposed either efficient or robust solutions, sometimes restricting the cuts to form a regular or adaptive grid for simplicity; yet, none can guarantee both properties, severely limiting their usefulness in practice. At the core of the difficulty is the determination of topological relationships among large numbers of vertices, edges, faces and cells in order to assemble a proper cut-cell mesh: while exact geometric computations provide a robust solution to this issue, their high computational cost has prompted a number of faster solutions based on, e.g., local floating-point angle sorting to significantly accelerate the process --- but losing robustness in doing so. In this paper, we introduce a new approach to planar cutting of 3D domains that substitutes topological inference for numerical ordering through a novel mesh data structure, and revert to exact numerical evaluations only in the few rare cases where it is strictly necessary. We show that our novel concept of topological cuts exploits the inherent structure of cut-cell mesh generation to save computational time while still guaranteeing exactness for, and robustness to, arbitrary cuts and surface geometry. We demonstrate the superiority of our approach over state-of-the-art methods on almost 10,000 meshes with a wide range of geometric and topological complexity. We also provide an open source implementation.
Xianzhong Fang, Mathieu Desbrun, Hujun Bao, Jin Huang 0001
ACM Trans. Graph.3
2022 Scalable neural indoor scene rendering
abstract
We propose a scalable neural scene reconstruction and rendering method to support distributed training and interactive rendering of large indoor scenes. Our representation is based on tiles. Tile appearances are trained in parallel through a background sampling strategy that augments each tile with distant scene information via a proxy global mesh. Each tile has two low-capacity MLPs: one for view-independent appearance (diffuse color and shading) and one for view-dependent appearance (specular highlights, reflections). We leverage the phenomena that complex view-dependent scene reflections can be attributed to virtual lights underneath surfaces at the total ray distance to the source. This lets us handle sparse samplings of the input scene where reflection highlights do not always appear consistently in input images. We show interactive free-viewpoint rendering results from five scenes, one of which covers an area of more than 100 m 2 . Experimental results show that our method produces higher-quality renderings than a single large-capacity MLP and five recent neural proxy-geometry and voxel-based baseline methods. Our code and data are available at project webpage https://xchaowu.github.io/papers/scalable-nisr.
Xiuchao Wu, Jiamin Xu, Zihan Zhu, Hujun Bao, Qixing Huang, James Tompkin 0001, Weiwei Xu 0003
ACM Trans. Graph.4
2022 Neural rendering in a room: amodal 3D understanding and free-viewpoint rendering for the closed scene composed of pre-captured objects
abstract
We, as human beings, can understand and picture a familiar scene from arbitrary viewpoints given a single image, whereas this is still a grand challenge for computers. We hereby present a novel solution to mimic such human perception capability based on a new paradigm of amodal 3D scene understanding with neural rendering for a closed scene. Specifically, we first learn the prior knowledge of the objects in a closed scene via an offline stage, which facilitates an online stage to understand the room with unseen furniture arrangement. During the online stage, given a panoramic image of the scene in different layouts, we utilize a holistic neural-rendering-based optimization framework to efficiently estimate the correct 3D scene layout and deliver realistic free-viewpoint rendering. In order to handle the domain gap between the offline and online stage, our method exploits compositional neural rendering techniques for data augmentation in the offline training. The experiments on both synthetic and real datasets demonstrate that our two-stage design achieves robust 3D scene understanding and outperforms competing methods by a large margin, and we also show that our realistic free-viewpoint rendering enables various applications, including scene touring and editing. Code and data are available on the project webpage: https://zju3dv.github.io/nr_in_a_room/.
Bangbang Yang, Yinda Zhang 0001, Yijin Li, Zhaopeng Cui, Sean Ryan Fanello, Hujun Bao, Guofeng Zhang 0001
ACM Trans. Graph.6
2022 A Compact Representation of Measured BRDFs Using Neural Processes
abstract
In this article, we introduce a compact representation for measured BRDFs by leveraging Neural Processes (NPs). Unlike prior methods that express those BRDFs as discrete high-dimensional matrices or tensors, our technique considers measured BRDFs as continuous functions and works in corresponding function spaces . Specifically, provided the evaluations of a set of BRDFs, such as ones in MERL and EPFL datasets, our method learns a low-dimensional latent space as well as a few neural networks to encode and decode these measured BRDFs or new BRDFs into and from this space in a non-linear fashion. Leveraging this latent space and the flexibility offered by the NPs formulation, our encoded BRDFs are highly compact and offer a level of accuracy better than prior methods. We demonstrate the practical usefulness of our approach via two important applications, BRDF compression and editing. Additionally, we design two alternative post-trained decoders to, respectively, achieve better compression ratio for individual BRDFs and enable importance sampling of BRDFs.
Chuankun Zheng, Ruzhang Zheng, Rui Wang 0004, Hujun Bao
ACM Trans. Graph.5
2022 Robust Tightly-Coupled Visual-Inertial Odometry with Pre-built Maps in High Latency Situations
abstract
In this paper, we present a novel monocular visual-inertial odometry system with pre-built maps deployed on the remote server, which can robustly run in real-time on a mobile device even in high latency situations. By tightly coupling VIO with geometric priors from pre-built maps, our system can tolerate the high latency and low frequency of global localization service, which is especially suitable for practical applications when the localization service is deployed on the remote server. Firstly, sparse point clouds are obtained from the dense mesh by the ray casting method according to the localization results. The dense mesh can be reconstructed from the point clouds generated by Structure-from-Motion. We directly use the sparse point clouds in feature tracking and state update to suppress drift. In the process of feature tracking, the high local accuracy of VIO is fully utilized to effectively remove outliers and make our system robust. The experiments on EurocMav datasets and simulation datasets show that compared with state-of-the-art methods, our method can achieve better results in terms of both precision and robustness. The effectiveness of the proposed method is further demonstrated through a real-time AR demo on a mobile phone with the aid of visual localization on the remote server.
Hujun Bao, Weijian Xie, Quanhao Qian, Danpeng Chen, Shangjin Zhai, Nan Wang 0020, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.1
2022 CoLi-BA: Compact Linearization based Solver for Bundle Adjustment
abstract
Bundle adjustment (BA) is widely used in SLAM and SfM, which are key technologies in Augmented Reality. For real-time SLAM and large-scale SfM, the efficiency of BA is of great importance. This paper proposes CoLi-BA, a novel and efficient BA solver that significantly improves the optimization speed by compact linearization and reordering. Specifically, for each reprojection function, the redundant matrix representation of Jacobian is replaced with a tiny 3D vector, by which the computational complexity, memory storage, and cache missing for Hessian matrix construction and Schur complement are significantly reduced. Besides, we also propose a novel reordering strategy to improve the cache efficiency for Schur complement. Experiments on diverse datasets show that the speed of the proposed CoLi-BA is five times that of Ceres and two times that of g2o without sacrificing accuracy. We further verify the effectiveness by porting CoLi-BA to the open-source SLAM and SfM systems. Even when running the proposed solver in a single thread, the local BA of SLAM only takes about 20ms on a desktop PC, and the reconstruction of SfM with seven thousand photos only takes half an hour. The source code is available on the webpage: https://github.com/zju3dv/CoLi-BA.
Zhichao Ye, Guanglin Li 0005, Haomin Liu, Zhaopeng Cui, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.5
2022 PowerNet: Learning-Based Real-Time Power-Budget Rendering
abstract
With the prevalence of embedded GPUs on mobile devices, power-efficient rendering has become a widespread concern for graphics applications. Reducing the power consumption of rendering applications is critical for extending battery life. In this paper, we present a new real-time power-budget rendering system to meet this need by selecting the optimal rendering settings that maximize visual quality for each frame under a given power budget. Our method utilizes two independent neural networks trained entirely by synthesized datasets to predict power consumption and image quality under various workloads. This approach spares time-consuming precomputation or runtime periodic refitting and additional error computation. We evaluate the performance of the proposed framework on different platforms, two desktop PCs and two smartphones. Results show that compared to the previous state of the art, our system has less overhead and better flexibility. Existing rendering engines can integrate our system with negligible costs.
Yunjin Zhang, Rui Wang 0004, Yuchi Huo, Wei Hua 0002, Hujun Bao
IEEE Trans. Vis. Comput. Graph.5
2022 Color Contrast Enhanced Rendering for Optical See-Through Head-Mounted Displays
abstract
Most commercially available optical see-through head-mounted displays (OST-HMDs) utilize optical combiners to simultaneously visualize the physical background and virtual objects. The displayed images perceived by users are a blend of rendered pixels and background colors. Enabling high fidelity color perception in mixed reality (MR) scenarios using OST-HMDs is an important but challenging task. We propose a real-time rendering scheme to enhance the color contrast between virtual objects and the surrounding background for OST-HMDs. Inspired by the discovery of color perception in psychophysics, we first formulate the color contrast enhancement as a constrained optimization problem. We then design an end-to-end algorithm to search the optimal complementary shift in both chromaticity and luminance of the displayed color. This aims at enhancing the contrast between virtual objects and the real background as well as keeping the consistency with the original displayed color. We assess the performance of our approach using a simulated OST-HMD environment and an off-the-shelf OST-HMD. Experimental results from objective evaluations and subjective user studies demonstrate that the proposed approach makes rendered virtual objects more distinguishable from the surrounding background, thereby bringing a better visual experience.
Yunjin Zhang, Rui Wang 0004, Yifan Peng 0001, Wei Hua 0002, Hujun Bao
IEEE Trans. Vis. Comput. Graph.5
2021 LatentHuman: Shape-and-Pose Disentangled Latent Representation for Human Bodies
abstract
3D representation and reconstruction of human bodies have been studied for a long time in computer vision. Traditional methods rely mostly on parametric statistical linear models, limiting the space of possible bodies to linear combinations. It is only recently that some approaches try to leverage neural implicit representations for human body modeling, and while demonstrating impressive results, they are either limited by representation capability or not physically meaningful and controllable. In this work, we propose a novel neural implicit representation for the human body, which is fully differentiable and optimizable with disentangled shape and pose latent spaces. Contrary to prior work, our representation is designed based on the kinematic model, which makes the representation controllable for tasks like pose animation, while simultaneously allowing the optimization of shape and pose for tasks like 3D fitting and pose tracking. Our model can be trained and fine-tuned directly on non-watertight raw data with well-designed losses. Experiments demonstrate the improved 3D reconstruction performance over SoTA approaches and show the applicability of our method to shape interpolation, model fitting, pose tracking, and motion retargeting.
Sandro Lombardi, Bangbang Yang, Tianxing Fan, Hujun Bao, Guofeng Zhang 0001, Marc Pollefeys, Zhaopeng Cui
3DV4
2021 StereoPIFu: Depth Aware Clothed Human Digitization via Stereo Vision
abstract
In this paper, we propose StereoPIFu, which integrates the geometric constraints of stereo vision with implicit function representation of PIFu, to recover the 3D shape of the clothed human from a pair of low-cost rectified images. First, we introduce the effective voxel-aligned features from a stereo vision-based network to enable depth-aware reconstruction. Moreover, the novel relative z-offset is employed to associate predicted high-fidelity human depth and occupancy inference, which helps restore fine-level surface de-tails. Second, a network structure that fully utilizes the geometry information from the stereo images is designed to improve the human body reconstruction quality. Consequently, our StereoPIFu can naturally infer the human body’s spatial location in camera space and maintain the correct relative position of different parts of the human body, which enables our method to capture human performance. Compared with previous works, our StereoPIFu significantly improves the robustness, completeness, and accuracy of the clothed human reconstruction, which is demonstrated by extensive experimental results.
Yang Hong 0003, Juyong Zhang, Boyi Jiang, Ligang Liu 0001, Hujun Bao
CVPR6
2021 Reconstructing 3D Human Pose by Watching Humans in the Mirror
abstract
In this paper, we introduce the new task of reconstructing 3D human pose from a single image in which we can see the person and the person’s image through a mirror. Compared to general scenarios of 3D pose estimation from a single view, the mirror reflection provides an additional view for resolving the depth ambiguity. We develop an optimization-based approach that exploits mirror symmetry constraints for accurate 3D pose reconstruction. We also provide a method to estimate the surface normal of the mirror from vanishing points in the single image. To validate the proposed approach, we collect a large-scale dataset named Mirrored-Human, which covers a large variety of human subjects, poses and backgrounds. The experiments demonstrate that, when trained on Mirrored-Human with our reconstructed 3D poses as pseudo ground-truth, the accuracy and generalizability of existing single-view 3D pose estimators can be largely improved. The code and dataset are available at https://zju3dv.github.io/Mirrored-Human/.
Qing Shuai, Junting Dong, Hujun Bao, Xiaowei Zhou 0001
CVPR4
2021 Recurrent Multi-View Alignment Network for Unsupervised Surface Registration
abstract
Learning non-rigid registration in an end-to-end manner is challenging due to the inherent high degrees of freedom and the lack of labeled training data. In this paper, we resolve these two challenges simultaneously. First, we propose to represent the non-rigid transformation with a point-wise combination of several rigid transformations. This representation not only makes the solution space well-constrained but also enables our method to be solved iteratively with a recurrent framework, which greatly reduces the difficulty of learning. Second, we introduce a differentiable loss function that measures the 3D shape similarity on the projected multi-view 2D depth images so that our full framework can be trained end-to-end without ground truth supervision. Extensive experiments on several different datasets demonstrate that our proposed method outperforms the previous state-of-the-art by a large margin.
Wanquan Feng, Juyong Zhang, Hongrui Cai, Haofei Xu, Junhui Hou, Hujun Bao
CVPR6
2021 VS-Net: Voting With Segmentation for Visual Localization
abstract
Visual localization is of great importance in robotics and computer vision. Recently, scene coordinate regression based methods have shown good performance in visual localization in small static scenes. However, it still estimates camera poses from many inferior scene coordinates. To address this problem, we propose a novel visual localization framework that establishes 2D-to-3D correspondences between the query image and the 3D map with a series of learnable scene-specific landmarks. In the landmark generation stage, the 3D surfaces of the target scene are over-segmented into mosaic patches whose centers are regarded as the scene-specific landmarks. To robustly and accurately recover the scene-specific landmarks, we propose the Voting with Segmentation Network (VS-Net) to segment the pixels into different landmark patches with a segmentation branch and estimate the landmark locations within each patch with a landmark location voting branch. Since the number of landmarks in a scene may reach up to 5000, training a segmentation network with such a large number of classes is both computation and memory costly for the commonly used cross-entropy loss. We propose a novel prototype-based triplet loss with hard negative mining, which is able to train semantic segmentation networks with a large number of labels efficiently. Our proposed VS-Net is extensively tested on multiple public benchmarks and can outperform stateof-the-art visual localization methods. Code and models are available at https://github.com/zju3dv/VS-Net.
Yijin Li, Bangbang Yang, Xiaowei Zhou 0001, Hujun Bao, Guofeng Zhang 0001, Hongsheng Li 0001
CVPR7
2021 Neural Body: Implicit Neural Representations With Structured Latent Codes for Novel View Synthesis of Dynamic Humans
abstract
This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. To evaluate our approach, we create a multi-view dataset named ZJU-MoCap that captures performers with complex motions. Experiments on ZJU-MoCap show that our approach outperforms prior works by a large margin in terms of novel view synthesis quality. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset.
Sida Peng, Yuanqing Zhang, Yinghao Xu 0001, Qianqian Wang 0002, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001
CVPR6
2021 LoFTR: Detector-Free Local Feature Matching With Transformers
abstract
We present a novel method for local image feature matching. Instead of performing image feature detection, description, and matching sequentially, we propose to first establish pixel-wise dense matches at a coarse level and later refine the good matches at a fine level. In contrast to dense methods that use a cost volume to search correspondences, we use self and cross attention layers in Transformer to obtain feature descriptors that are conditioned on both images. The global receptive field provided by Transformer enables our method to produce dense matches in low-texture areas, where feature detectors usually struggle to produce repeatable interest points. The experiments on indoor and outdoor datasets show that LoFTR outperforms state-of-the-art methods by a large margin. LoFTR also ranks first on two public benchmarks of visual localization among the published methods. Code is available at our project page: https://zju3dv.github.io/loftr/.
Jiaming Sun 0002, Zehong Shen, Yuang Wang, Hujun Bao, Xiaowei Zhou 0001
CVPR4
2021 NeuralRecon: Real-Time Coherent 3D Reconstruction From Monocular Video
abstract
We present a novel framework named NeuralRecon for real-time 3D scene reconstruction from a monocular video. Unlike previous methods that estimate single-view depth maps separately on each key-frame and fuse them later, we propose to directly reconstruct local surfaces represented as sparse TSDF volumes for each video fragment sequentially by a neural network. A learning-based TSDF fusion module based on gated recurrent units is used to guide the network to fuse features from previous fragments. This de-sign allows the network to capture local smoothness prior and global shape prior of 3D surfaces when sequentially reconstructing the surfaces, resulting in accurate, coherent, and real-time surface reconstruction. The experiments on ScanNet and 7-Scenes datasets show that our system outperforms state-of-the-art methods in terms of both ac-curacy and speed. To the best of our knowledge, this is the first learning-based system that is able to reconstruct dense coherent 3D geometry in real-time. Code is available at the project page: https://zju3dv.github.io/neuralrecon/.
Jiaming Sun 0002, Xiaowei Zhou 0001, Hujun Bao
CVPR5
2021 Location-aware Single Image Reflection Removal
abstract
This paper proposes a novel location-aware deep-learning-based single image reflection removal method. Our network has a reflection detection module to regress a probabilistic reflection confidence map, taking multi-scale Laplacian features as inputs. This probabilistic map tells if a region is reflection-dominated or transmission-dominated, and it is used as a cue for the network to control the feature flow when predicting the reflection and transmission layers. We design our network as a recurrent network to progressively refine reflection removal results at each iteration. The novelty is that we leverage Laplacian kernel parameters to emphasize the boundaries of strong reflections. It is beneficial to strong reflection detection and substantially improves the quality of reflection removal results. Extensive experiments verify the superior performance of the proposed method over state-of-the-art approaches. Our code and the pre-trained model can be found at https://github.com/zdlarr/Location-aware-SIRR.
Ke Xu 0010, Yin Yang 0002, Hujun Bao, Weiwei Xu 0003, Rynson W. H. Lau
ICCV4
2021 AD-NeRF: Audio Driven Neural Radiance Fields for Talking Head Synthesis
abstract
Generating high-fidelity talking head video by fitting with the input audio sequence is a challenging problem that receives considerable attentions recently. In this paper, we address this problem with the aid of neural scene representation networks. Our method is completely different from existing methods that rely on intermediate representations like 2D landmarks or 3D face models to bridge the gap between audio input and video output. Specifically, the feature of input audio signal is directly fed into a conditional implicit function to generate a dynamic neural radiance field, from which a high-fidelity talking-head video corresponding to the audio signal is synthesized using volume rendering. Another advantage of our framework is that not only the head (with hair) region is synthesized as previous methods did, but also the upper body is generated via two individual neural radiance fields. Experimental results demonstrate that our novel framework can (1) produce high-fidelity and natural results, and (2) support free adjustment of audio signals, viewing directions, and background images. Code is available at https://github.com/YudongGuo/AD-NeRF.
Sen Liang, Yong-Jin Liu 0001, Hujun Bao, Juyong Zhang
ICCV5
2021 Graph-based Asynchronous Event Processing for Rapid Object Recognition
abstract
Different from traditional video cameras, event cam- eras capture asynchronous events stream in which each event encodes pixel location, trigger time, and the polarity of the brightness changes. In this paper, we introduce a novel graph-based framework for event cameras, namely SlideGCN. Unlike some recent graph-based methods that use groups of events as input, our approach can efficiently process data event-by-event, unlock the low latency nature of events data while still maintaining the graph’s structure internally. For fast graph construction, we develop a radius search algorithm, which better exploits the partial regular structure of event cloud against k-d tree based generic methods. Experiments show that our method reduces the computational complexity up to 100 times with respect to current graph-based methods while keeping state-of-the-art performance on object recognition. Moreover, we verify the superiority of event-wise processing with our method. When the state becomes stable, we can give a prediction with high confidence, thus making an early recognition.
Yijin Li, Bangbang Yang, Zhaopeng Cui, Hujun Bao, Guofeng Zhang 0001
ICCV6
2021 Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies
abstract
This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce neural blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the learned blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. Experiments show that our approach significantly outperforms recent human synthesis methods. The code and supplementary materials are available at https://zju3dv.github.io/animatable_nerf/.
Sida Peng, Junting Dong, Qianqian Wang 0002, Shangzhan Zhang, Qing Shuai, Xiaowei Zhou 0001, Hujun Bao
ICCV7
2021 You Don't Only Look Once: Constructing Spatial-Temporal Memory for Integrated 3D Object Detection and Tracking
Jiaming Sun 0002, Guofeng Zhang 0001, Hujun Bao, Xiaowei Zhou 0001
ICCV6
2021 Learning Object-Compositional Neural Radiance Field for Editable Scene Rendering
abstract
Implicit neural rendering techniques have shown promising results for novel view synthesis. However, existing methods usually encode the entire scene as a whole, which is generally not aware of the object identity and limits the ability to the high-level editing tasks such as moving or adding furniture. In this paper, we present a novel neural scene rendering system, which learns an object-compositional neural radiance field and produces realistic rendering with editing capability for a clustered and real-world scene. Specifically, we design a novel two-pathway architecture, in which the scene branch encodes the scene geometry and appearance, and the object branch encodes each standalone object conditioned on learnable object activation codes. To survive the training in heavily cluttered scenes, we propose a scene-guided training strategy to solve the 3D space ambiguity in the occluded regions and learn sharp boundaries for each object. Extensive experiments demonstrate that our system not only achieves competitive performance for static scene novel-view synthesis, but also produces realistic rendering for object-level editing.
Bangbang Yang, Yinda Zhang 0001, Yinghao Xu 0001, Yijin Li, Hujun Bao, Guofeng Zhang 0001, Zhaopeng Cui
ICCV6
2021 DeepPanoContext: Panoramic 3D Scene Understanding with Holistic Scene Context Graph and Relation-based Optimization
abstract
Panorama images have a much larger field-of-view thus naturally encode enriched scene context information compared to standard perspective images, which however is not well exploited in the previous scene understanding methods. In this paper, we propose a novel method for panoramic 3D scene understanding which recovers the 3D room layout and the shape, pose, position, and semantic category for each object from a single full-view panorama image. In order to fully utilize the rich context information, we design a novel graph neural network based context model to predict the relationship among objects and room layout, and a differentiable relationship-based optimization module to optimize object arrangement with well-designed objective functions on-the-fly. Realizing the existing data are either with incomplete ground truth or overly-simplified scene, we present a new synthetic dataset with good diversity in room layout and furniture placement, and realistic image quality for total panoramic 3D scene understanding. Experiments demonstrate that our method outperforms existing methods on panoramic scene understanding in terms of both geometry accuracy and object arrangement. Code is available at https://chengzhag.github.io/publication/dpc.
Zhaopeng Cui, Cai Chen 0002, Shuaicheng Liu, Bing Zeng 0001, Hujun Bao, Yinda Zhang 0001
ICCV6
2021 Coxgraph: Multi-Robot Collaborative, Globally Consistent, Online Dense Reconstruction System
abstract
Real-time dense reconstruction has been extensively studied for its wide applications in computer vision and robotics, meanwhile much effort has been made for the multi-robot system which plays an irreplaceable role in complicated but time-critical scenarios, e.g., search and rescue tasks. In this paper, we propose an efficient system named Coxgraph for multi-robot collaborative dense reconstruction in real-time. In our system, each client performs volumetric mapping in a producer-consumer manner. To facilitate transmission, we propose a compact 3D representation which transforms the SDF submap to mesh packs. During the recovery of submaps from mesh packs, the system can perform loop closure outlier rejection based on geometry consistency, trajectory collision and fitness check. Then we develop a robust map fusion method through joint optimization of trajectories and submaps. Extensive experiments demonstrate that our system can produce a globally consistent dense map in real-time with less transmission load, which is available as open-source software1.
Weicai Ye, Chaoran Tian, Zhaopeng Cui, Hujun Bao, Guofeng Zhang 0001
IROS5
2021 RNIN-VIO: Robust Neural Inertial Navigation Aided Visual-Inertial Odometry in Challenging Scenes
abstract
In this work, we propose a tightly-coupled EKF framework for visual-inertial odometry with NIN (Neural Inertial Navigation) aided. Traditional VIO systems are fragile in challenging scenes with weak or confusing visual information, such as weak/repeated texture, dynamic environment, fast camera motion with serious motion blur, etc. It is extremely difficult for a vision-based algorithm to handle these problems. So we firstly design a robust deep learning based inertial network (called RNIN), using only IMU measurements as input. RNIN is significantly more robust in challenging scenes than traditional VIO systems. In order to take full advantage of vision-based algorithms in AR/VR areas, we further develop a multi-sensor fusion system RNIN-VIO, which tightly couples the visual, IMU and NIN measurements. Our system performs robustly in extremely challenging conditions, with high precision both in trajectories and AR effects. The experimental results of evaluation on dataset evaluation and online AR demo demonstrate the superiority of the proposed system in robustness and accuracy.
Danpeng Chen, Nan Wang 0020, Runsen Xu, Weijian Xie, Hujun Bao, Guofeng Zhang 0001
ISMAR5
2021 BDLoc: Global Localization from 2.5D Building Map
abstract
Robust and accurate global 6DoF localization is essential for many applications, i.e., augmented reality and autonomous driving. Most existing 6DoF visual localization approaches need to build a dense texture model in advance, which is computationally extensive and almost infeasible in the global range. In this work, we propose BDLoc, a hierarchical global localization framework via the 2.5D building map, which is able to estimate the accurate pose of the query street-view image without using detailed dense 3D model and texture information. Specifically speaking, we first extract the 3D building information from the street-view image and surrounding 2.5D building map, and then solve a coarse relative pose by local to global registration. In order to improve the feature extraction, we propose a novel SPG-Net which is able to capture both local and global features. Finally, an iterative semantic alignment is applied to obtain a finner result with the differentiable rendering and the cross-view semantic constraint. Except for a coarse longitude and latitude from GPS, BDLoc doesn’t need any additional information like altitude and orientation that are necessary for many previous works. We also create a large dataset to explore the performance of the 2.5D map-based localization task. Extensive experiments demonstrate the superior performance of our method.
Tianxing Fan, Hongjia Zhai, Zhaopeng Cui, Hujun Bao, Guofeng Zhang 0001
ISMAR5
2021 Attention-guided Temporally Coherent Video Object Matting
abstract
This paper proposes a novel deep learning-based video object matting method that can achieve temporally coherent matting results. Its key component is an attention-based temporal aggregation module that maximizes image matting networks' strength for video matting networks. This module computes temporal correlations for pixels adjacent to each other along the time axis in feature space, which is robust against motion noises. We also design a novel loss term to train the attention weights, which drastically boosts the video matting performance. Besides, we show how to effectively solve the trimap generation problem by fine-tuning a state-of-the-art video object segmentation network with a sparse set of user-annotated keyframes. To facilitate video matting and trimap generation networks' training, we construct a large-scale video matting dataset with 80 training and 28 validation foreground video clips with ground-truth alpha mattes. Experimental results show that our method can generate high-quality alpha mattes for various videos featuring appearance change, occlusion, and fast motion. Our code and dataset can be found at: https://github.com/yunkezhang/TCVOM
Yunke Zhang, Chi Wang 0004, Miaomiao Cui, Peiran Ren, Xuansong Xie, Xian-Sheng Hua 0001, Hujun Bao, Qixing Huang, Weiwei Xu 0003
ACM Multimedia7
2021 SuperPlane: 3D Plane Detection and Description from a Single Image
abstract
We present a novel end-to-end plane detection and description network named SuperPlane to detect and match planes in two RGB images. SuperPlane takes a single image as input and extracts 3D planes and generates corresponding descriptors simultaneously. A mask-attention module and an instance-triplet loss are proposed to improve the distinctiveness of the plane descriptor. For image matching, we also propose an area-aware Kullback-Leibler (KL) divergence retrieval method. Extensive experiments show that the proposed method outperforms state-of-the-art methods and retains good generalization capacity. The applications in image-based localization and augmented reality also demonstrate the effectiveness of SuperPlane.
Weicai Ye, Xiaowei Zhou 0001, Hujun Bao, Guofeng Zhang 0001
VR5
2021 Multi-resolution terrain rendering using summed-area tables
Chuankun Zheng, Rui Wang 0004, Yuchi Huo, Wenting Zheng, Hai Lin 0003, Hujun Bao
Comput. Graph.7
2021 Real-time Monte Carlo Denoising with Weight Sharing Kernel Prediction Network
abstract
Abstract Real‐time Monte Carlo denoising aims at removing severe noise under low samples per pixel (spp) in a strict time budget. Recently, kernel‐prediction methods use a neural network to predict each pixel's filtering kernel and have shown a great potential to remove Monte Carlo noise. However, the heavy computation overhead blocks these methods from real‐time applications. This paper expands the kernel‐prediction method and proposes a novel approach to denoise very low spp (e.g., 1‐spp) Monte Carlo path traced images at real‐time frame rates. Instead of using the neural network to directly predict the kernel map, i.e., the complete weights of each per‐pixel filtering kernel, we predict an encoding of the kernel map, followed by a high‐efficiency decoder with unfolding operations for a high‐quality reconstruction of the filtering kernels. The kernel map encoding yields a compact single‐channel representation of the kernel map, which can significantly reduce the kernel‐prediction network's throughput. In addition, we adopt a scalable kernel fusion module to improve denoising quality. The proposed approach preserves kernel prediction methods’ denoising quality while roughly halving its denoising time for 1‐spp noisy inputs. In addition, compared with the recent neural bilateral grid‐based real‐time denoiser, our approach benefits from the high parallelism of kernel‐based reconstruction and produces better denoising results at equal time.
Hangming Fan, Rui Wang 0004, Yuchi Huo, Hujun Bao
Comput. Graph. Forum4
2021 Scalable image-based indoor scene rendering with reflections
abstract
This paper proposes a novel scalable image-based rendering (IBR) pipeline for indoor scenes with reflections. We make substantial progress towards three sub-problems in IBR, namely, depth and reflection reconstruction, view selection for temporally coherent view-warping, and smooth rendering refinements. First, we introduce a global-mesh-guided alternating optimization algorithm that robustly extracts a two-layer geometric representation. The front and back layers encode the RGB-D reconstruction and the reflection reconstruction, respectively. This representation minimizes the image composition error under novel views, enabling accurate renderings of reflections. Second, we introduce a novel approach to select adjacent views and compute blending weights for smooth and temporal coherent renderings. The third contribution is a supersampling network with a motion vector rectification module that refines the rendering results to improve the final output's temporal coherence. These three contributions together lead to a novel system that produces highly realistic rendering results with various reflections. The rendering quality outperforms state-of-the-art IBR or neural rendering algorithms considerably.
Jiamin Xu, Xiuchao Wu, Zihan Zhu, Qixing Huang, Yin Yang 0002, Hujun Bao, Weiwei Xu 0003
ACM Trans. Graph.6
2021 Computational Design of Skinned Quad-Robots
abstract
We present a computational design system that assists users to model, optimize, and fabricate quad-robots with soft skins. Our system addresses the challenging task of predicting their physical behavior by fully integrating the multibody dynamics of the mechanical skeleton and the elastic behavior of the soft skin. The developed motion control strategy uses an alternating optimization scheme to avoid expensive full space time-optimization, interleaving space-time optimization for the skeleton, and frame-by-frame optimization for the full dynamics. The output are motor torques to drive the robot to achieve a user prescribed motion trajectory. We also provide a collection of convenient engineering tools and empirical manufacturing guidance to support the fabrication of the designed quad-robot. We validate the feasibility of designs generated with our system through physics simulations and with a physically-fabricated prototype.
Xudong Feng, Jiafeng Liu, Huamin Wang 0001, Yin Yang 0002, Hujun Bao, Bernd Bickel, Weiwei Xu 0003
IEEE Trans. Vis. Comput. Graph.5
2021 Mobile3DScanner: An Online 3D Scanner for High-quality Object Reconstruction with a Mobile Device
abstract
We present a novel online 3D scanning system for high-quality object reconstruction with a mobile device, called Mobile3DScanner. Using a mobile device equipped with an embedded RGBD camera, our system provides online 3D object reconstruction capability for users to acquire high-quality textured 3D object models. Starting with a simultaneous pose tracking and TSDF fusion module, our system allows users to scan an object with a mobile device to get a 3D model for real-time preview. After the real-time scanning process is completed, the scanned 3D model is globally optimized and mapped with multi-view textures as an efficient postprocess to get the final textured 3D model on the mobile device. Unlike most existing state-of-the-art systems which can only scan homeware objects such as toys with small dimensions due to the limited computation and memory resources of mobile platforms, our system can reconstruct objects with large dimensions such as statues. We propose a novel visual-inertial ICP approach to achieve real-time accurate 6DoF pose tracking of each incoming frame on the front end, while maintaining a keyframe pool on the back end where the keyframe poses are optimized by local BA. Simultaneously, the keyframe depth maps are fused by the optimized poses to a TSDF model in real-time. Especially, we propose a novel adaptive voxel resizing strategy to solve the out-of-memory problem of large dimension TSDF fusion on mobile platforms. In the post-process, the keyframe poses are globally optimized and the keyframe depth maps are optimized and fused to obtain a final object model with more accurate geometry. The experiments with quantitative and qualitative evaluation demonstrate the effectiveness of the proposed 3D scanning system based on a mobile device, which can successfully achieve online high-quality 3D reconstruction of natural objects with larger dimensions for efficient AR content creation.
Xiaojun Xiang, Hanqing Jiang, Guofeng Zhang 0001, Yihao Yu, Xingbin Yang, Danpeng Chen, Hujun Bao
IEEE Trans. Vis. Comput. Graph.8
2021 Multi-Scale Hybrid Micro-Appearance Modeling and Realtime Rendering of Thin Fabrics
abstract
Micro-appearance models offer state-of-the-art quality for cloth renderings. Unfortunately, they usually rely on 3D volumes or fiber meshes that are not only data-intensive but also expensive to render. Traditional surface-based models, on the other hand, are light-weight and fast to render but normally lack the fidelity and details important for design and prototyping applications. We introduce a multi-scale, hybrid model to bridge this gap for thin fabrics. Our model enjoys both the compactness and speedy rendering offered by traditional surface-based models and the rich details provided by the micro-appearance models. Further, we propose a new algorithm to convert state-of-the-art micro-appearance models into our representation while qualitatively preserving the detailed appearance. We demonstrate the effectiveness of our technique by integrating it into a real-time rendering system.
Rui Wang 0004, Hujun Bao
IEEE Trans. Vis. Comput. Graph.4
2021 Dynamic human body reconstruction and motion tracking with low-cost depth cameras
Kangkan Wang, Guofeng Zhang 0001, Jian Yang 0003, Hujun Bao
Vis. Comput.4
2020 Saliency Guided Subdivision for Single-View Mesh Reconstruction
abstract
In this paper, we present a novel deep architecture to recover a 3D shape in triangular mesh from a single image based on mesh deformation. Most existing deformation-based methods produce uniform mesh predictions by repeatedly applying global subdivision but fail to require the highlighted details due to the memory limits. To address this problem, we propose a novel saliency guided subdivision method to achieve the trade-off between detail generation and memory consumption. Instead of using local geometric cues such as curvature, we introduce a global point-based saliency voting operation to guide the adaptive mesh subdivision and deformation explicitly. Moreover, we propose the oriented chamfer loss to mitigate the mesh self-intersection problem in subdivision. We further make our network configurable and explore the best structure combination. Extensive experiments show that our method can both produce visually pleasing results with fine details and achieve better performance compared to other state-of-the-art methods.
Weicai Ye, Guofeng Zhang 0001, Sanyuan Zhang, Hujun Bao
3DV5
2020 Deep Snake for Real-Time Instance Segmentation
abstract
This paper introduces a novel contour-based approach named deep snake for real-time instance segmentation. Unlike some recent methods that directly regress the coordinates of the object boundary points from an image, deep snake uses a neural network to iteratively deform an initial contour to match the object boundary, which implements the classic idea of snake algorithms with a learning-based approach. For structured feature learning on the contour, we propose to use circular convolution in deep snake, which better exploits the cycle-graph structure of a contour compared against generic graph convolution. Based on deep snake, we develop a two-stage pipeline for instance segmentation: initial contour proposal and contour deformation, which can handle errors in object localization. Experiments show that the proposed approach achieves competitive performances on the Cityscapes, KINS, SBD and COCO datasets while being efficient for real-time applications with a speed of 32.3 fps for 512 × 512 images on a 1080Ti GPU. The code is available at https://github.com/zju3dv/snake/.
Sida Peng, Wen Jiang 0008, Huaijin Pi, Xiuli Li, Hujun Bao, Xiaowei Zhou 0001
CVPR5
2020 Disp R-CNN: Stereo 3D Object Detection via Shape Prior Guided Instance Disparity Estimation
abstract
In this paper, we propose a novel system named Disp R-CNN for 3D object detection from stereo images. Many recent works solve this problem by first recovering a point cloud with disparity estimation and then apply a 3D detector. The disparity map is computed for the entire image, which is costly and fails to leverage category-specific prior. In contrast, we design an instance disparity estimation network (iDispNet) that predicts disparity only for pixels on objects of interest and learns a category-specific shape prior for more accurate disparity estimation. To address the challenge from scarcity of disparity annotation in training, we propose to use a statistical shape model to generate dense disparity pseudo-ground-truth without the need of LiDAR point clouds, which makes our system more widely applicable. Experiments on the KITTI dataset show that, even when LiDAR ground-truth is not available at training time, Disp R-CNN achieves competitive performance and outperforms previous state-of-the-art methods by 20% in terms of average precision. The code will be available at https://github.com/zju3dv/disprcnn.
Jiaming Sun 0002, Qinhong Jiang, Xiaowei Zhou 0001, Hujun Bao
CVPR7
2020 Motion Capture from Internet Videos
Junting Dong, Qing Shuai, Yuanqing Zhang, Xiaowei Zhou 0001, Hujun Bao
ECCV (2)6
2020 BCNet: Learning Body and Cloth Shape from a Single Image
Boyi Jiang, Juyong Zhang, Yang Hong 0003, Jinhao Luo, Ligang Liu 0001, Hujun Bao
ECCV (20)6
2020 SMAP: Single-Shot Multi-person Absolute 3D Pose Estimation
Jianan Zhen, Jiaming Sun 0002, Wentao Liu 0002, Wei Jiang 0009, Hujun Bao, Xiaowei Zhou 0001
ECCV (15)6
2020 Efficient Covisibility-based Image Matching for Large-Scale SfM
abstract
Obtaining accurate and sufficient feature matches is crucial for robust large-scale Structure-from-Motion. For unordered image collections, a traditional feature matching method with geometric verification requires a huge cost to find sufficient feature matches. Although several methods have been proposed to speed up this stage, none of them makes full use of existing matches. In this paper, we propose a novel efficient image matching method by using the transitivity of region covisibility. The overlapping image pairs can be efficiently found in an iterative matching strategy even only with few inlier feauture matches. The experimental results on unordered image datasets demonstrate that the proposed method is three times faster than the state-of-the-art and the matching result is high-quality enough for robust SfM.
Zhichao Ye, Guofeng Zhang 0001, Hujun Bao
ICRA3
2020 Learning Bipartite Graph Matching for Robust Visual Localization
abstract
2D-3D matching is an essential step for visual localization, where the accuracy of the camera pose is mainly determined by the quality of 2D-3D correspondences. The matching is typically achieved by the nearest neighbor search of local features. Many existing works have shown impressive results on both the efficiency and accuracy. Recently emerged learning-based features further improve the robustness compared to the traditional hand-crafted ones. However, it is still hard to establish enough correct matches in challenging scenes with illumination changes or repetitive patterns due to the intrinsic local properties of local features. In this work, we propose a novel method to deal with 2D-3D matching in a very robust way. We first establish as many potential correct matches as possible using the local similarity. Then we construct a bipartite graph and use a deep neural network, referred to as Bipartite Graph Network (BGNet), to extract the global geometric information. The network predicts the likelihood of being an inlier for each edge and outputs the globally optimal one-to-one correspondences with a Hungarian pooling layer. The experiments show that the proposed method can find more correct matches and improves localization on both the robustness and accuracy. The results on multiple visual localization datasets are obviously better than the existing state-of-the-arts, which demonstrates the effectiveness of the proposed method.
Hailin Yu, Weicai Ye, Youji Feng, Hujun Bao, Guofeng Zhang 0001
ISMAR4
2020 Spherical Gaussian-based Lightcuts for Glossy Interreflections
abstract
Abstract It is still challenging to render directional but non‐specular reflections in complex scenes. The SG‐based (Spherical Gaussian) many‐light framework provides a scalable solution but still requires a large number of glossy virtual lights to avoid spikes as well as reduce clamping errors. Directly gathering contributions from these glossy virtual lights to each pixel in a pairwise way is very inefficient. In this paper, we propose an adaptive algorithm with tighter error bounds to efficiently compute glossy interreflections from glossy virtual lights. This approach is an extension of the Lightcuts that builds hierarchies on both lights and pixels with new error bounds and new GPU‐based traversal methods between light and pixel hierarchies. Results demonstrate that our method is able to faithfully and efficiently compute glossy interreflections in scenes with highly glossy and spatial varying reflectance. Compared with the conventional Lightcuts method, our approach generates lightcuts with only one‐fourth to one‐fifth light nodes therefore exhibits better scalability. Additionally, after being implemented on GPU, our algorithms achieve a magnitude of faster performance than the previous method.
Yuchi Huo, Shihao Jin, Tao Liu 0016, Wei Hua 0002, Rui Wang 0004, Hujun Bao
Comput. Graph. Forum6
2020 Automatic Band-Limited Approximation of Shaders Using Mean-Variance Statistics in Clamped Domain
abstract
Abstract In this paper, we present a new shader smoothing method to improve the quality and generality of band‐limiting shader programs. Previous work [YB18] treats intermediate values in the program as random variables, and utilizes mean and variance statistics to smooth shader programs. In this work, we extend such a band‐limiting framework by exploring the observation that one intermediate value in the program is usually computed by a complex composition of functions, where the domain and range of composited functions heavily impact the statistics of smoothed programs. Accordingly, we propose three new shader smoothing rules for specific composition of functions by considering the domain and range, enabling better mean and variance statistics of approximations. Aside from continuous functions, the texture, such as color texture or normal map, is treated as a discrete function with limited domain and range, thereby can be processed similarly in the newly proposed framework. Experiments show that compared with previous work, our method is capable of generating better smoothness of shader programs as well as handling a broader set of shader programs.
Rui Wang 0004, Yuchi Huo, Wenting Zheng, Wei Hua 0002, Hujun Bao
Comput. Graph. Forum6
2020 Cosserat Rod with rh-Adaptive Discretization
abstract
Abstract Rod‐like one‐dimensional elastic objects often exhibit complex behaviors which pose great challenges to the discretization method for pursuing a faithful simulation. By only moving a small portion of material points, the Eulerian‐on‐Lagrangian (EoL) method already shows great adaptivity to handle sharp contact, but it is still far from enough to reproduce rich and complex geometry details arising in simulations. In this paper, we extend the discrete configuration space by unifying all Lagrangian and EoL nodes in representation for even more adaptivity with every sample being assigned with a dynamic material coordinate. However, this great extension will immediately bring in much more redundancy in the dynamic system. Therefore, we propose additional energy to control the spatial distribution of all material points, seeking to equally space them with respect to a curvature‐based density field as a monitor. This flexible approach can effectively constrain the motion of material points to resolve numerical degeneracy, while simultaneously enables them to notably slide inside the parametric domain to account for the shape parameterization. Besides, to accurately respond to sharp contact, our method can also insert or remove nodes online and adjust the energy stiffness to suppress possible jittering artifacts that could be excited in a stiff system. As a result of this hybrid rh‐adaption, our proposed method is capable of reproducing many realistic rod dynamics, such as excessive bending, twisting and knotting while only using a limited number of elements.
Jiong Chen 0001, Nobuyuki Umetani, Hujun Bao, Jin Huang 0001
Comput. Graph. Forum4
2020 Adaptive Incident Radiance Field Sampling and Reconstruction Using Deep Reinforcement Learning
abstract
Serious noise affects the rendering of global illumination using Monte Carlo (MC) path tracing when insufficient samples are used. The two common solutions to this problem are filtering noisy inputs to generate smooth but biased results and sampling the MC integrand with a carefully crafted probability distribution function (PDF) to produce unbiased results. Both solutions benefit from an efficient incident radiance field sampling and reconstruction algorithm. This study proposes a method for training quality and reconstruction networks (Q- and R-networks, respectively) with a massive offline dataset for the adaptive sampling and reconstruction of first-bounce incident radiance fields. The convolutional neural network (CNN)-based R-network reconstructs the incident radiance field in a 4D space, whereas the deep reinforcement learning (DRL)-based Q-network predicts and guides the adaptive sampling process. The approach is verified by comparing it with state-of-the-art unbiased path guiding methods and filtering methods. Results demonstrate improvements for unbiased path guiding and competitive performance in biased applications, including filtering and irradiance caching.
Yuchi Huo, Rui Wang 0004, Ruzahng Zheng, Hualin Xu, Hujun Bao, Sung-Eui Yoon
ACM Trans. Graph.5
2020 NIID-Net: Adapting Surface Normal Knowledge for Intrinsic Image Decomposition in Indoor Scenes
abstract
Intrinsic image decomposition, i.e., decomposing a natural image into a reflectance image and a shading image, is used in many augmented reality applications for achieving better visual coherence between virtual contents and real scenes. The main challenge is that the decomposition is ill-posed, especially in indoor scenes where lighting conditions are complicated, while real training data is inadequate. To solve this challenge, we propose NIID-Net, a novel learning-based framework that adapts surface normal knowledge for improving the decomposition. The knowledge learned from relatively more abundant data for surface normal estimation is integrated into intrinsic image decomposition in two novel ways. First, normal feature adapters are proposed to incorporate scene geometry features when decomposing the image. Secondly, a map of integrated lighting is proposed for propagating object contour and planarity information during shading rendering. Furthermore, this map is capable of representing spatially-varying lighting conditions indoors. Experiments show that NIID-Net achieves competitive performance in reflectance estimation and outperforms all previous methods in shading estimation quantitatively and qualitatively. The source code of our implementation is released at https://github.com/zju3dv/NIID-Net.
Jundan Luo, Yijin Li, Xiaowei Zhou 0001, Guofeng Zhang 0001, Hujun Bao
IEEE Trans. Vis. Comput. Graph.6
2020 Mobile3DRecon: Real-time Monocular 3D Reconstruction on a Mobile Phone
abstract
We present a real-time monocular 3D reconstruction system on a mobile phone, called Mobile3DRecon. Using an embedded monocular camera, our system provides an online mesh generation capability on back end together with real-time 6DoF pose tracking on front end for users to achieve realistic AR effects and interactions on mobile phones. Unlike most existing state-of-the-art systems which produce only point cloud based 3D models online or surface mesh offline, we propose a novel online incremental mesh generation approach to achieve fast online dense surface mesh reconstruction to satisfy the demand of real-time AR applications. For each keyframe of 6DoF tracking, we perform a robust monocular depth estimation, with a multi-view semi-global matching method followed by a depth refinement post-processing. The proposed mesh generation module incrementally fuses each estimated keyframe depth map to an online dense surface mesh, which is useful for achieving realistic AR effects such as occlusions and collisions. We verify our real-time reconstruction results on two mid-range mobile platforms. The experiments with quantitative and qualitative evaluation demonstrate the effectiveness of the proposed monocular 3D reconstruction system, which can handle the occlusions and collisions between virtual objects and real scenes to achieve realistic AR effects.
Xingbin Yang, Liyang Zhou, Hanqing Jiang, Zhongliang Tang, Hujun Bao, Guofeng Zhang 0001
IEEE Trans. Vis. Comput. Graph.6
2020 Tile Pair-Based Adaptive Multi-Rate Stereo Shading
abstract
This work proposes a new stereo shading architecture that enables adaptive shading rates and automatic shading reuse among triangles and between two views. The proposed pipeline presents several novel features. First, the present sort-middle/bin shading is extended to tile pair-based shading to rasterize and shade pixels at two views simultaneously. A new rasterization algorithm utilizing epipolar geometry is then proposed to schedule tile pairs and perform rasterization at stereo views efficiently. Second, this work presents an adaptive multi-rate shading framework to compute shading on pixels at different rates. A novel tile-based screen space cache and a new cache reuse shader are proposed to perform such multi-rate shading across triangles and views. The results show that the newly proposed method outperforms the standard sort-middle shading and the state-of-the-art multi-rate shading by achieving considerably lower shading cost and memory bandwidth.
Yazhen Yuan, Rui Wang 0004, Hujun Bao
IEEE Trans. Vis. Comput. Graph.3
2019 Fast and Robust Multi-Person 3D Pose Estimation From Multiple Views
abstract
This paper addresses the problem of 3D pose estimation for multiple people in a few calibrated camera views. The main challenge of this problem is to find the cross-view correspondences among noisy and incomplete 2D pose predictions. Most previous methods address this challenge by directly reasoning in 3D using a pictorial structure model, which is inefficient due to the huge state space. We propose a fast and robust approach to solve this problem. Our key idea is to use a multi-way matching algorithm to cluster the detected 2D poses in all views. Each resulting cluster encodes 2D poses of the same person across different views and consistent correspondences across the keypoints, from which the 3D pose of each person can be effectively inferred. The proposed convex optimization based multi-way matching algorithm is efficient and robust against missing and false detections, without knowing the number of people in the scene. Moreover, we propose to combine geometric and appearance cues for cross-view matching. The proposed approach achieves significant performance gains from the state-of-the-art (96.3% vs. 90.6% and 96.9% vs. 88% on the Campus and Shelf datasets, respectively), while being efficient for real-time applications.
Junting Dong, Wen Jiang 0008, Qixing Huang, Hujun Bao, Xiaowei Zhou 0001
CVPR4
2019 PVNet: Pixel-Wise Voting Network for 6DoF Pose Estimation
abstract
This paper addresses the challenge of 6DoF pose estimation from a single RGB image under severe occlusion or truncation. Many recent works have shown that a two-stage approach, which first detects keypoints and then solves a Perspective-n-Point (PnP) problem for pose estimation, achieves remarkable performance. However, most of these methods only localize a set of sparse keypoints by regressing their image coordinates or heatmaps, which are sensitive to occlusion and truncation. Instead, we introduce a Pixel-wise Voting Network (PVNet) to regress pixel-wise vectors pointing to the keypoints and use these vectors to vote for keypoint locations. This creates a flexible representation for localizing occluded or truncated keypoints. Another important feature of this representation is that it provides uncertainties of keypoint locations that can be further leveraged by the PnP solver. Experiments show that the proposed approach outperforms the state of the art on the LINEMOD, Occlusion LINEMOD and YCB-Video datasets by a large margin, while being efficient for real-time pose estimation. We further create a Truncation LINEMOD dataset to validate the robustness of our approach against truncation. The code is available at https://zju3dv.github.io/pvnet/.
Sida Peng, Yuan Liu 0025, Qixing Huang, Xiaowei Zhou 0001, Hujun Bao
CVPR5
2019 A Late Fusion CNN for Digital Matting
abstract
This paper studies the structure of a deep convolutional neural network to predict the foreground alpha matte by taking a single RGB image as input. Our network is fully convolutional with two decoder branches for the foreground and background classification respectively. Then a fusion branch is used to integrate the two classification results which gives rise to alpha values as the soft segmentation result. This design provides more degrees of freedom than a single decoder branch for the network to obtain better alpha values during training. The network can implicitly produce trimaps without user interaction, which is easy to use for novices without expertise in digital matting. Experimental results demonstrate that our network can achieve high-quality alpha mattes for various types of objects and outperform the state-of-the-art CNN-based image matting methods on the human image matting task.
Yunke Zhang, Lixue Gong, Lubin Fan, Peiran Ren, Qixing Huang, Hujun Bao, Weiwei Xu 0003
CVPR6
2019 Prior Guided Dropout for Robust Visual Localization in Dynamic Environments
abstract
Camera localization from monocular images has been a long-standing problem, but its robustness in dynamic environments is still not adequately addressed. Compared with classic geometric approaches, modern CNN-based methods (e.g. PoseNet) have manifested the reliability against illumination or viewpoint variations, but they still have the following limitations. First, foreground moving objects are not explicitly handled, which results in poor performance and instability in dynamic environments. Second, the output for each image is a point estimate without uncertainty quantification. In this paper, we propose a framework which can be generally applied to existing CNN-based pose regressors to improve their robustness in dynamic environments. The key idea is a prior guided dropout module coupled with a self-attention module which can guide CNNs to ignore foreground objects during both training and inference. Additionally, the dropout module enables the pose regressor to output multiple hypotheses from which the uncertainty of pose estimates can be quantified and leveraged in the following uncertainty-aware pose graph optimization to improve the robustness further. We achieve an average accuracy of 9.98m/3.63° on RobotCar dataset, which outperforms the state-of-the-art method by 62.97%/47.08%. The source code of our implementation is available at https://github.com/zju3dv/RVL-Dynamic.
Jianping Shi, Xiaowei Zhou 0001, Hujun Bao, Guofeng Zhang 0001
ICCV5
2019 Depth Completion From Sparse LiDAR Data With Depth-Normal Constraints
abstract
Depth completion aims to recover dense depth maps from sparse depth measurements. It is of increasing importance for autonomous driving and draws increasing attention from the vision community. Most of the current competitive methods directly train a network to learn a mapping from sparse depth inputs to dense depth maps, which has difficulties in utilizing the 3D geometric constraints and handling the practical sensor noises. In this paper, to regularize the depth completion and improve the robustness against noise, we propose a unified CNN framework that 1) models the geometric constraints between depth and surface normal in a diffusion module and 2) predicts the confidence of sparse LiDAR measurements to mitigate the impact of noise. Specifically, our encoder-decoder backbone predicts the surface normal, coarse depth and confidence of LiDAR inputs simultaneously, which are subsequently inputted into our diffusion refinement module to obtain the final completion results. Extensive experiments on KITTI depth completion dataset and NYU-Depth-V2 dataset demonstrate that our method achieves state-of-the-art performance. Further ablation study and analysis give more insights into the proposed components and demonstrate the generalization capability and stability of our model.
Xinge Zhu, Jianping Shi, Guofeng Zhang 0001, Hujun Bao, Hongsheng Li 0001
ICCV5
2019 Rapid and Robust Monocular Visual-Inertial Initialization with Gravity Estimation via Vertical Edges
abstract
Monocular visual-inertial tracking without good initialization easily fails due to its non-linear nature. Rapid and accurate metric initialization is crucial. In this paper, we propose a novel monocular visual-inertial initialization method which can initialize the IMU states, camera poses, and scale in a rapid and robust way. To avoid mixing gravity and accelerometer bias, we propose to use the detected vertical edges to estimate a better gravity. This improves the observability to the underlying problem even without sufficient movement, so we can solve all the states crucial for a good initialization. We evaluate our approach on EuRoC dataset and compare with existing state-of-the-art methods. The experimental results demonstrate the effectiveness of the proposed method.
Jinyu Li 0002, Hujun Bao, Guofeng Zhang 0001
IROS2
2019 GIFT: Learning Transformation-Invariant Dense Visual Descriptors via Group CNNs
abstract
Finding local correspondences between images with different viewpoints requires local descriptors that are robust against geometric transformations. An approach for transformation invariance is to integrate out the transformations by pooling the features extracted from transformed versions of an image. However, the feature pooling may sacrifice the distinctiveness of the resulting descriptors. In this paper, we introduce a novel visual descriptor named Group Invariant Feature Transform (GIFT), which is both discriminative and robust to geometric transformations. The key idea is that the features extracted from the transformed versions of an image can be viewed as a function defined on the group of the transformations. Instead of feature pooling, we use group convolutions to exploit underlying structures of the extracted features on the group, resulting in descriptors that are both discriminative and provably invariant to the group of transformations. Extensive experiments show that GIFT outperforms state-of-the-art methods on several benchmark datasets and practically improves the performance of relative pose estimation.
Yuan Liu 0025, Zehong Shen, Zhixuan Lin, Sida Peng, Hujun Bao, Xiaowei Zhou 0001
NeurIPS5
2019 Robust and Efficient Visual-Inertial Odometry with Multi-plane Priors
Jinyu Li 0002, Bangbang Yang, Guofeng Zhang 0001, Hujun Bao
PRCV (3)5
2019 Real-Time Rendering of Stereo-Consistent Contours
abstract
Line drawing is an important and concise method to depict the shape of an object. Stereo line drawing, a combination of line drawing and stereo rendering, not only efficiently conveys shape but also provides users with a visual experience of a stereoscopic 3D world. Contours are the most important lines to draw. However, contours must be rendered consistently for two eyes because of their view-dependent nature; otherwise, they cause binocular rivalry and viewing discomfort. This paper proposes a novel solution to draw stereo-consistent contours in real time. First, we extend the concept of epipolar-slidability and derive a new criterion to check epipolar-slidability by the monotonicity of the trajectory of the viewpoints of contour points. Then, we design an algorithm to test the epipolar-slidability of contours by conducting an image space search rather than sampling multiple viewpoints. Results show that the proposed method has a much lower cost than that of previous works, therefore enables the real-time rendering and editing of stereo-consistent contours for users, such as changing camera viewpoints, editing object geometry, tweaking parameters to show contours with different details, etc.
Dejing He, Rui Wang 0004, Hujun Bao
VR3
2019 Human Sensitivity to Slopes of Slanted Paths
abstract
Redirected walking allows users to walk naturally through a large immersive virtual environment while the physical space is limited. Previous studies have analyzed human sensitivity to redirected walking in a horizontal direction, but users also need to walk on slopes to change their height. In this work, we expand the vertical movement space by positioning users on virtual paths with slopes that are different from those of real paths. We conduct psychological experiments to explore human sensitivity to slope gains that describe the discrepancies between the slopes of paths in virtual and real environments. The investigation shows that humans can walk on virtual slopes that are higher or lower than the real position without detecting the slopes and establishes corresponding detection thresholds.
Luyao Hu, Yaorui Zhang, Rui Wang 0004, Zaifeng Gao, Hujun Bao, Wei Hua 0002
VR5
2019 A survey on fast simulation of elastic objects
Jin Huang 0001, Jiong Chen 0001, Weiwei Xu 0003, Hujun Bao
Frontiers Comput. Sci.4
2019 Material-adapted refinable basis functions for elasticity simulation
abstract
In this paper, we introduce a hierarchical construction of material-adapted refinable basis functions and associated wavelets to offer efficient coarse-graining of linear elastic objects. While spectral methods rely on global basis functions to restrict the number of degrees of freedom, our basis functions are locally supported; yet, unlike typical polynomial basis functions, they are adapted to the material inhomogeneity of the elastic object to better capture its physical properties and behavior. In particular, they share spectral approximation properties with eigenfunctions, offering a good compromise between computational complexity and accuracy. Their construction involves only linear algebra and follows a fine-to-coarse approach, leading to a block-diagonalization of the stiffness matrix where each block corresponds to an intermediate scale space of the elastic object. Once this hierarchy has been precomputed, we can simulate an object at runtime on very coarse resolution grids and still capture the correct physical behavior, with orders of magnitude speedup compared to a fine simulation. We show on a variety of heterogeneous materials that our approach outperforms all previous coarse-graining methods for elasticity.
Jiong Chen 0001, Max Budninskiy, Houman Owhadi, Hujun Bao, Jin Huang 0001, Mathieu Desbrun
ACM Trans. Graph.4
2019 Survey and evaluation of monocular visual-inertial SLAM algorithms for augmented reality
abstract
Although VSLAM/VISLAM has achieved great success, it is still difficult to quantitatively evaluate the localization results of different kinds of SLAM systems from the aspect of augmented reality due to the lack of an appropriate benchmark. For AR applications in practice, a variety of challenging situations (e.g., fast motion, strong rotation, serious motion blur, dynamic interference) may be easily encountered since a home user may not carefully move the AR device, and the real environment may be quite complex. In addition, the frequency of camera lost should be minimized and the recovery from the failure status should be fast and accurate for good AR experience. Existing SLAM datasets/benchmarks generally only provide the evaluation of pose accuracy and their camera motions are somehow simple and do not fit well the common cases in the mobile AR applications. With the above motivation, we build a new visual-inertial dataset as well as a series of evaluation criteria for AR. We also review the existing monocular VSLAM/VISLAM approaches with detailed analyses and comparisons. Especially, we select 8 representative monocular VSLAM/VISLAM approaches/systems and quantitatively evaluate them on our benchmark. Our dataset, sample code and corresponding evaluation tools are available at the benchmark website http://www.zjucvg.net/eval-vislam/.
Jinyu Li 0002, Bangbang Yang, Danpeng Chen, Nan Wang 0020, Guofeng Zhang 0001, Hujun Bao
Virtual Real. Intell. Hardw.6
2018 ICE-BA: Incremental, Consistent and Efficient Bundle Adjustment for Visual-Inertial SLAM
abstract
Modern visual-inertial SLAM (VI-SLAM) achieves higher accuracy and robustness than pure visual SLAM, thanks to the complementariness of visual features and inertial measurements. However, jointly using visual and inertial measurements to optimize SLAM objective functions is a problem of high computational complexity. In many VI-SLAM applications, the conventional optimization solvers can only use a very limited number of recent measurements for real time pose estimation, at the cost of suboptimal localization accuracy. In this work, we renovate the numerical solver for VI-SLAM. Compared to conventional solvers, our proposal provides an exact solution with significantly higher computational efficiency. Our solver allows us to use remarkably larger number of measurements to achieve higher accuracy and robustness. Furthermore, our method resolves the global consistency problem that is unaddressed by many state-of-the-art SLAM systems: to guarantee the minimization of re-projection function and inertial constraint function during loop closure. Experiments demonstrate our novel formulation renders lower localization error and more than 10x speedup compared to alternatives. We release the source code of our implementation to benefit the community1.
Haomin Liu, Mingyu Chen 0005, Guofeng Zhang 0001, Hujun Bao, Sid Ying-Ze Bao
CVPR4
2018 Online Global Non-rigid Registration for 3D Object Reconstruction Using Consumer-level Depth Cameras
abstract
Abstract We investigate how to obtain high‐quality 360‐degree 3D reconstructions of small objects using consumer‐level depth cameras. For many homeware objects such as shoes and toys with dimensions around 0.06 – 0.4 meters, their whole projections, in the hand‐held scanning process, occupy fewer than 20% pixels of the camera's image. We observe that existing 3D reconstruction algorithms like KinectFusion and other similar methods often fail in such cases even under the close‐range depth setting. To achieve high‐quality 3D object reconstruction results at this scale, our algorithm relies on an online global non‐rigid registration, where embedded deformation graph is employed to handle the drifting of camera tracking and the possible nonlinear distortion in the captured depth data. We perform an automatic target object extraction from RGBD frames to remove the unrelated depth data so that the registration algorithm can focus on minimizing the geometric and photogrammetric distances of the RGBD data of target objects. Our algorithm is implemented using CUDA for a fast non‐rigid registration. The experimental results show that the proposed method can reconstruct high‐quality 3D shapes of various small objects with textures.
Jiamin Xu, Weiwei Xu 0003, Yin Yang 0002, Zhigang Deng 0001, Hujun Bao
Comput. Graph. Forum5
2018 Runtime Shader Simplification via Instant Search in Reduced Optimization Space
abstract
Abstract Traditional automatic shader simplification simplifies shaders in an offline process, which is typically carried out in a context‐oblivious manner or with the use of some example contexts, e.g., certain hardware platforms, scenes, and uniform parameters, etc. As a result, these pre‐simplified shaders may fail at adapting to runtime changes of the rendering context that were not considered in the simplification process. In this paper, we propose a new automatic shader simplification technique, which explores two key aspects of a runtime simplification framework: the optimization space and the instant search for optimal simplified shaders with runtime context. The proposed technique still requires a preprocess stage to process the original shader. However, instead of directly computing optimal simplified shaders, the proposed preprocess generates a reduced shader optimization space. In particular, two heuristic estimates of the quality and performance of simplified shaders are presented to group similar variants into representative ones, which serve as basic graph nodes of the simplification dependency graph (SDG), a new representation of the optimization space. At the runtime simplification stage, a parallel discrete optimization algorithm is employed to instantly search in the SDG for optimal simplified shaders. New data‐driven cost models are proposed to predict the runtime quality and performance of simplified shaders on the basis of data collected during runtime. Results show that the selected simplifications of complex shaders achieve 1.6 to 2.5 times speedup and still retain high rendering quality.
Yazhen Yuan, Rui Wang 0004, Tianlei Hu, Hujun Bao
Comput. Graph. Forum4
2018 On-the-Fly Power-Aware Rendering
abstract
Abstract Power saving is a prevailing concern in desktop computers and, especially, in battery‐powered devices such as mobile phones. This is generating a growing demand for power‐aware graphics applications that can extend battery life, while preserving good quality. In this paper, we address this issue by presenting a real‐time power‐efficient rendering framework, able to dynamically select the rendering configuration with the best quality within a given power budget. Different from the current state of the art, our method does not require precomputation of the whole camera‐view space, nor Pareto curves to explore the vast power‐error space; as such, it can also handle dynamic scenes. Our algorithm is based on two key components: our novel power prediction model, and our runtime quality error estimation mechanism. These components allow us to search for the optimal rendering configuration at runtime, being transparent to the user. We demonstrate the performance of our framework on two different platforms: a desktop computer, and a mobile device. In both cases, we produce results close to the maximum quality, while achieving significant power savings.
Yunjin Zhang, Marta Ortín-Obón, Victor Arellano, Rui Wang 0004, Diego Gutierrez, Hujun Bao
Comput. Graph. Forum6
2018 UlTraMan: A Unified Platform for Big Trajectory Data Management and Analytics
abstract
Massive trajectory data is being generated by GPS-equipped devices, such as cars and mobile phones, which is used increasingly in transportation, location-based services, and urban computing. As a result, a variety of methods have been proposed for trajectory data management and analytics. However, traditional systems and methods are usually designed for very specific data management or analytics needs, which forces users to stitch together heterogeneous systems to analyze trajectory data in an inefficient manner. Targeting the overall data pipeline of big trajectory data management and analytics, we present a unified platform, termed as UlTraMan. In order to achieve scalability, efficiency, persistence , and flexibility , (i) we extend Apache Spark with respect to both data storage and computing by seamlessly integrating a key-value store, and (ii) we enhance the MapReduce paradigm to allow flexible optimizations based on random data access. We study the resulting system's flexibility using case studies on data retrieval, aggregation analyses, and pattern mining. Extensive experiments on real and synthetic trajectory data are reported to offer insight into the scalability and performance of UlTraMan.
Xin Ding 0002, Lu Chen 0001, Yunjun Gao, Christian S. Jensen, Hujun Bao
Proc. VLDB Endow.5
2018 Numerical coarsening using discontinuous shape functions
abstract
In this paper, an efficient and scalable approach for simulating inhomogeneous and non-linear elastic objects is introduced. Our numerical coarsening approach consists in optimizing non-conforming and matrix-valued shape functions to allow for predictive simulation of heterogeneous materials with non-linear constitutive laws even on coarse grids, thus saving orders of magnitude in computational time compared to traditional finite element computations. The set of local shape functions over coarse elements is carefully tailored in a preprocessing step to balance geometric continuity and local material stiffness. In particular, we do not impose continuity of our material-aware shape functions between neighboring elements to significantly reduce the fictitious numerical stiffness that conforming bases induce; however, we enforce crucial geometric and physical properties such as partition of unity and exact reproduction of representative fine displacements to eschew the use of discontinuous Galerkin methods. We demonstrate that we can simulate, with no parameter tuning, inhomogeneous and non-linear materials significantly better than previous approaches that traditionally try to homogenize the constitutive model instead.
Jiong Chen 0001, Hujun Bao, Tianyu Wang 0019, Mathieu Desbrun, Jin Huang 0001
ACM Trans. Graph.2
2018 Quadrangulation through morse-parameterization hybridization
abstract
We introduce an approach to quadrilateral meshing of arbitrary triangulated surfaces that combines the theoretical guarantees of Morse-based approaches with the practical advantages of parameterization methods. We first construct, through an eigensolver followed by a few Gauss-Newton iterations, a periodic four-dimensional vector field that aligns with a user-provided frame field and/or a set of features over the input mesh. A field-aligned parameterization is then greedily computed along a spanning tree based on the Dirichlet energy of the optimal periodic vector field, from which quad elements are efficiently extracted over most of the surface. The few regions not yet covered by elements are then upsampled and the first component of the periodic vector field is used as a Morse function to extract the remaining quadrangles. This hybrid parameterization- and Morse-based quad meshing method is not only fast (the parameterization is greedily constructed, and the Morse function only needs to be upsampled in the few uncovered patches), but is guaranteed to provide a feature-aligned quad mesh with non-degenerate cells that closely matches the input frame field over an arbitrary surface. We show that our approach is much faster than Morse-based techniques since it does not require a densely tessellated input mesh, and is significantly more robust than parameterization-based techniques on models with complex features.
Xianzhong Fang, Hujun Bao, Yiying Tong, Mathieu Desbrun, Jin Huang 0001
ACM Trans. Graph.2
2017 Robust stereo matching with surface normal prediction
abstract
Traditional stereo matching approaches generally have problems in handling textureless regions, strong occlusions and reflective regions that do not satisfy a Lambertian surface assumption. In this paper, we propose to combine the predicted surface normal by deep learning to overcome these inherent difficulties in stereo matching. With the selected reliable disparities from stereo matching method and effective edge fusion strategy, we can faithfully convert the predicted surface normal map to a disparity map by solving a least squares system which maintains discontinuity on object boundaries and continuity on other regions. Then we refine the disparity map iteratively by bilateral filtering-based completion and edge feature refinement. Experimental results on the Middlebury dataset and our own captured stereo sequences demonstrate the effectiveness of the proposed approach.
Shuangli Zhang, Weijian Xie, Guofeng Zhang 0001, Hujun Bao, Michael Kaess
ICRA4
2017 Real-Time Linear BRDF MIP-Mapping
abstract
Abstract We present a new technique to jointly MIP‐map BRDF and normal maps. Starting with generating an instant BRDF map, our technique builds its MIP‐mapped versions based on a highly efficient algorithm that interpolates von Mises‐Fisher (vMF) distributions. In our BRDF MIP‐maps, each pixel stores a vMF mixture approximating the average of all BRDF lobes from the finest level. Our method is capable of jointly MIP‐mapping BRDF and normal maps, even with high‐frequency variations, at real‐time while preserving high‐quality reflectance details. Further, it is very fast, easy to implement, and requires no precomputation.
Rui Wang 0004, Hujun Bao
Comput. Graph. Forum4
2017 ExploreTree: Interactive tree modeling in semantic trait space with online intent learning
Yinhui Yang, Rui Wang 0004, Hongxin Zhang 0001, Hujun Bao
Graph. Model.4
2017 Pedestrian recognition in multi-camera networks using multilevel important salient feature and multicategory incremental learning
Huiyan Wang 0002, Yixiang Yan, Jing Hua 0001, Yutao Yang, Xun Wang 0007, John R. Deller Jr., Guofeng Zhang 0001, Hujun Bao
Pattern Recognit.9
2017 Semantic annotation for complex video street views based on 2D-3D multi-feature fusion and aggregated boosting decision forests
Xun Wang 0007, Guoli Yan, Huiyan Wang 0002, Jianhai Fu, Jing Hua 0001, Yutao Yang, Guofeng Zhang 0001, Hujun Bao
Pattern Recognit.9
2017 Adaptively Exploring Population Mobility Patterns in Flow Visualization
abstract
Thanks to the ubiquitous cell phone use, we have never been so close to uncover population mobility patterns in urban area. While some researches utilize cellphone call records to mine population patterns, few works aim to depict population movement in adaptively spatial and temporal representations, i.e., from a community, a district in the city over an hour, a day to a week. In this paper, we construct a system which deciphers, transforms, queries, and visualizes the records from the millions of users in a city. In particular, we design a data structure, namely MobiHash, which collects phone call records over base stations and indexes them by utilizing a Voronoi division of the urban space. MobiHash supports responsive data queries so that users can interactively retrieve trajectories reflecting population flows in areas of interest. Moreover, population movement is represented as vector fields to reduce visual clutter and occlusions. Because of sparse moving points, a novel radiation model is proposed to interpolate population passing zones. Case studies and experts' feedback validate the utility and efficiency by comparing population moving patterns in different times by using our system.
Fei Wang 0016, Wei Chen 0001, Ye Zhao 0003, Tianyu Gu, Hujun Bao
IEEE Trans. Intell. Transp. Syst.6
2017 Cloth compression using local cylindrical coordinates
Jiong Chen 0001, Yicun Zheng, Hanqiu Sun, Hujun Bao, Jin Huang 0001
Vis. Comput.5
2016 Robust Keyframe-based Monocular SLAM for Augmented Reality
abstract
Keyframe-based SLAM has achieved great success in terms of accuracy, efficiency and scalability. However, due to parallax requirement and delay of map expansion, traditional keyframe-based methods easily encounter the robustness problem in the challenging cases especially for fast motion with strong rotation. For AR applications in practice, these challenging cases are easily encountered, since a home user may not carefully move the camera to avoid potential problems. With the above motivation, in this paper, we present RKSLAM, a robust keyframe-based monocular SLAM system that can reliably handle fast motion and strong rotation, ensuring good AR experiences. First, we propose a novel multihomography based feature tracking method which is robust and efficient for fast motion and strong rotation. Based on it, we propose a real-time local map expansion scheme to triangulate the observed 3D points immediately without delay. A sliding-window based camera pose optimization framework is proposed, which imposes the motion prior constraints between consecutive frames through simulated or real IMU data. Qualitative and quantitative comparisons with the state-of-the-art methods, and an AR application on mobile devices demonstrate the effectiveness of the proposed approach.
Haomin Liu, Guofeng Zhang 0001, Hujun Bao
ISMAR3
2016 Simplified and tessellated mesh for realtime high quality rendering
Yazhen Yuan, Rui Wang 0004, Jin Huang 0001, Yanming Jia, Hujun Bao
Comput. Graph.5
2016 Harmonic Functions for Rotational Symmetry Vector Fields
abstract
Abstract Representing rotational symmetry vector as a set of vectors is not suitable for design due to lacking of a consistent ordering for measurement. In this paper we introduce a spectral method to find rotation invariant harmonic functions for symmetry vector field design. This method is developed for 3D vector fields, but it is applicable in 2D. Given the finite symmetry group G of a symmetry vector fieldv(x) on a 3D domain Ω, we formulate the harmonic function h(s) as a stationary point of group G. Using the real spherical harmonic (SH) bases, we showed the coefficients of the harmonic functions are an eigenvector of the SH rotation matrices corresponding to group G. Instead of solving eigen problems to obtain the eigenvector, we developed a forward constructive method based on orthogonal group theory. The harmonic function found by our method is not only invariant under G, but also expressive and can distinguish different rotations with respect to G. At last, we demonstrate some vector field design results with tetrahedron‐symmetry, cube‐symmetry and dodecahedron‐symmetry groups.
Xianzhong Fang, Xinguo Liu, Hujun Bao, Jin Huang 0001
Comput. Graph. Forum4
2016 Symmetry and Orbit Detection via Lie-Algebra Voting
abstract
Abstract In this paper, we formulate an automatic approach to the detection of partial, local, and global symmetries and orbits in arbitrary 3D datasets. We improve upon existing voting‐based symmetry detection techniques by leveraging the Lie group structure of geometric transformations. In particular, we introduce a logarithmic mapping that ensures that orbits are mapped to linear subspaces, hence unifying and extending many existing mappings in a single Lie‐algebra voting formulation. Compared to previous work, our resulting method offers significantly improved robustness as it guarantees that our symmetry detection of an input model is frame, scale, and reflection invariant. As a consequence, we demonstrate that our approach efficiently and reliably discovers symmetries and orbits of geometric datasets without requiring heavy parameter tuning.
Zeyun Shi, Pierre Alliez, Mathieu Desbrun, Hujun Bao, Jin Huang 0001
Comput. Graph. Forum4
2016 Multi-Viewpoint Panorama Construction With Wide-Baseline Images
abstract
We present a novel image stitching approach, which can produce visually plausible panoramic images with input taken from different viewpoints. Unlike previous methods, our approach allows wide baselines between images and non-planar scene structures. Instead of 3D reconstruction, we design a mesh-based framework to optimize alignment and regularity in 2D. By solving a global objective function consisting of alignment and a set of prior constraints, we construct panoramic images, which are locally as perspective as possible and yet nearly orthogonal in the global view. We improve composition and achieve good performance on misaligned areas. Experimental results on challenging data demonstrate the effectiveness of the proposed method.
Guofeng Zhang 0001, Weifeng Chen 0002, Jiaya Jia, Hujun Bao
IEEE Trans. Image Process.5
2016 Efficient Non-Consecutive Feature Tracking for Robust Structure-From-Motion
abstract
Structure-from-motion (SfM) largely relies on feature tracking. In image sequences, if disjointed tracks caused by objects moving in and out of the field of view, occasional occlusion, or image noise are not handled well, corresponding SfM could be affected. This problem becomes severer for large-scale scenes, which typically requires to capture multiple sequences to cover the whole scene. In this paper, we propose an efficient non-consecutive feature tracking framework to match interrupted tracks distributed in different subsequences or even in different videos. Our framework consists of steps of solving the feature "dropout" problem when indistinctive structures, noise or large image distortion exists, and of rapidly recognizing and joining common features located in different subsequences. In addition, we contribute an effective segment-based coarse-to-fine SfM algorithm for robustly handling large data sets. Experimental results on challenging video data demonstrate the effectiveness of the proposed system.
Guofeng Zhang 0001, Haomin Liu, Zilong Dong, Jiaya Jia, Tien-Tsin Wong, Hujun Bao
IEEE Trans. Image Process.6
2016 Real-time rendering on a power budget
abstract
With recent advances on mobile computing, power consumption has become a significant limiting constraint for many graphics applications. As a result, rendering on a power budget arises as an emerging demand. In this paper, we present a real-time, power-optimal rendering framework to address this problem, by finding the optimal rendering settings that minimize power consumption while maximizing visual quality. We first introduce a novel power-error, multi-objective cost space, and formally formulate power saving as an optimization problem. Then, we develop a two-step algorithm to efficiently explore the vast power-error space and leverage optimal Pareto frontiers at runtime. Finally, we show that our rendering framework can be generalized across different platforms, desktop PC or mobile device, by demonstrating its performance on our own OpenGL rendering framework, as well as the commercially available Unreal Engine.
Rui Wang 0004, Julio Marco, Tianlei Hu, Diego Gutierrez, Hujun Bao
ACM Trans. Graph.6
2016 All-hex meshing using closed-form induced polycube
abstract
The polycube-based hexahedralization methods are robust to generate all-hex meshes without internal singularities. They avoid the difficulty to control the global singularity structure for a valid hexahedralization in frame-field based methods. To thoroughly utilize this advantage, we propose to use a frame field without internal singularities to guide the polycube construction. Theoretically, our method extends the vector fields associated with the polycube from exact forms to closed forms, which are curl free everywhere but may be not globally integrable. The closed forms give additional degrees of freedom to deal with the topological structure of high-genus models, and also provide better initial axis alignment for subsequent polycube generation. We demonstrate the advantages of our method on various models, ranging from genus-zero models to high-genus ones, and from single-boundary models to multiple-boundary ones.
Xianzhong Fang, Weiwei Xu 0003, Hujun Bao, Jin Huang 0001
ACM Trans. Graph.3
2016 Adaptive matrix column sampling and completion for rendering participating media
abstract
Several scalable many-light rendering methods have been proposed recently for the efficient computation of global illumination. However, gathering contributions of virtual lights in participating media remains an inefficient and time-consuming task. In this paper, we present a novel sparse sampling and reconstruction method to accelerate the gathering step of the many-light rendering for participating media. Our technique explores the observation that the scattered lightings are usually locally coherent and of low rank even in heterogeneous media. In particular, we first introduce a matrix formation with light segments as columns and eye ray segments as rows, and formulate the gathering step into a matrix sampling and reconstruction problem. We then propose an adaptive matrix column sampling and completion algorithm to efficiently reconstruct the matrix by only sampling a small number of elements. Experimental results show that our approach greatly improves the performance, and obtains up to one order of magnitude speedup compared with other state-of-the-art methods of many-light rendering for participating media.
Yuchi Huo, Rui Wang 0004, Tianlei Hu, Wei Hua 0002, Hujun Bao
ACM Trans. Graph.5
2015 Deformable Objects Collision Handling with Fast Convergence
abstract
We present a stable and efficient simulator for deformable objects with collisions and contacts. For stability, an optimization derived from the implicit time integrator is solved in each timestep under the inequality constraints coming from collisions. To achieve fast convergence, we extend the MPRGP based solver from handling box constraints only to handling general linear constraints and prove its convergence. This generalization introduces a cost of solving dense linear systems in each step, but these systems can be reduced into diagonal ones for efficiency without affecting the general stability via pruning redundant collisions. Our solver is an order of magnitude faster, especially for elastic objects under large deformation compared with iterative constraint anticipation method (ICA), a typical method for stability. The efficiency, robustness and stability are further verified by our results.
Siwang Li, Zherong Pan, Jin Huang 0001, Hujun Bao, Xiaogang Jin 0001
Comput. Graph. Forum4
2015 Geometrically Exact Simulation of Inextensible Ribbon
abstract
Narrow, inextensible, and naturally flat ribbons have some special and interesting phenomena under isometric deformations. Although a ribbon has a shape between rod and shell, directly applying the geometric representation designed for them imposes a challenge to faithfully reproduce interesting behaviors. We thus parameterize the ribbon surface as a developable ruled surface along its centerline and represent it using a framed centerline curve. Then the elastic and kinetic energy of the ribbon surface can be equivalently yet compactly described by the framed centerline curve only. To avoid numerical singularity when develop ability is violated, a finite Taylor series approximation to the potential energy is adopted. Under the observation that the off-centerline part of ribbon contributes little dynamic effect, the kinetic energy is simplified with respect to the centerline velocity only. For efficiency, each time step is separated into two stages: dynamically evolving the centerline, and then quasi-statically updating the ruling. We validate the method with qualitative analysis and ribbon specific phenomena comparisons with real-world scenarios. A set of comparisons to rod and shell model is also provided to demonstrate the advantages of our method.
Jin Huang 0001, Wei Chen 0001, Hujun Bao
Comput. Graph. Forum4
2015 Realtime Rendering Glossy to Glossy Reflections in Screen Space
abstract
Glossy to glossy reflections are lights bounced between glossy surfaces. Such directional light transports are important for humans to perceive glossy materials, but difficult to simulate. This paper proposes a new method for rendering screen-space glossy to glossy reflections in realtime. We use spherical von Mises-Fisher (vMF) distributions to model glossy BRDFs at surfaces, and employ screen space directional occlusion (SSDO) rendering framework to trace indirect light transports bounced in the screen space. As our main contributions, we derive a new parameterization of vMF distribution so as to convert the non-linear fit of multiple vMF distributions into a linear sum in the new space. Then, we present a new linear filtering technique to build MIP-maps on glossy BRDFs, which allows us to create filtered radiance transfer functions at runtime, and efficiently estimate indirect glossy to glossy reflections. We demonstrate our method in a realtime application for rendering scenes with dynamic glossy objects. Compared with screen space directional occlusion, our approach only requires one extra texture and has a negligible overhead, 3% ∼ 6% loss at frame rate, but enables glossy to glossy reflections.
Rui Wang 0004, Hujun Bao
Comput. Graph. Forum3
2015 A Robust Tracking System for Low Frame Rate Video
Xiaoqin Zhang 0002, Weiming Hu 0004, Nianhua Xie, Hujun Bao, Stephen J. Maybank
Int. J. Comput. Vis.4
2015 Erratum to: A Robust Tracking System for Low Frame Rate Video
Xiaoqin Zhang 0002, Weiming Hu 0004, Nianhua Xie, Hujun Bao, Stephen J. Maybank
Int. J. Comput. Vis.4
2015 Spatio-Temporal Video Segmentation of Static Scenes and Its Applications
abstract
Extracting spatio-temporally consistent segments from a video sequence is a challenging problem due to the complexity of color, motion and occlusions. Most existing spatio-temporal segmentation approaches have inherent difficulties in handling large displacement with significant occlusions . This paper presents a novel framework for spatio-temporal segmentation. With the estimated depth data beforehand by a multi-view stereo technique, we project the pixels to other frames for collecting the boundary and segmentation statistics in a video, and incorporate them into the segmentation energy for spatio-temporal optimization. In order to effectively solve this problem, we introduce an iterative optimization scheme by first initializing segmentation maps for each frame independently, and then link the correspondences among different frames and iteratively refine them with the collected statistics, so that a set of spatio-temporally consistent volume segments are finally achieved. The effectiveness and usefulness of our automatic framework are demonstrated via its applications for 3D reconstruction, video editing and semantic segmentation on a variety of challenging video examples.
Hanqing Jiang, Guofeng Zhang 0001, Huiyan Wang 0002, Hujun Bao
IEEE Trans. Multim.4
2015 A matrix sampling-and-recovery approach for many-lights rendering
abstract
Instead of computing on a large number of virtual point lights (VPLs), scalable many-lights rendering methods effectively simulate various illumination effects only using hundreds or thousands of representative VPLs. However, gathering illuminations from these representative VPLs, especially computing the visibility, is still a tedious and time-consuming task. In this paper, we propose a new matrix sampling-and-recovery scheme to efficiently gather illuminations by only sampling a small number of visibilities between representative VPLs and surface points. Our approach is based on the observation that the lighting matrix used in manylights rendering is of low-rank, so that it is possible to sparsely sample a small number of entries, and then numerically complete the entire matrix. We propose a three-step algorithm to explore this observation. First, we design a new VPL clustering algorithm to slice the rows and group the columns of the full lighting matrix into a number of reduced matrices, which are sampled and recovered individually. Second, we propose a novel prediction method that predicts visibility of matrix entries from sparsely and randomly sampled entries. Finally, we adapt the matrix separation technique to recover the entire reduced matrix and compute final shadings. Experimental results show that our method heavily reduces the required visibility sampling in the final gathering and achieves 3--7 times speedup compared with the state-of-the-art methods on test scenes.
Yuchi Huo, Rui Wang 0004, Shihao Jin, Xinguo Liu, Hujun Bao
ACM Trans. Graph.5
2015 Frame field generation through metric customization
abstract
This paper presents a new technique for frame field generation. As generic frame fields (with arbitrary anisotropy, orientation, and sizing) can be regarded as cross fields in a specific Riemannian metric, we tackle frame field design by first computing a discrete metric on the input surface that is compatible with a sparse or dense set of input constraints. The final frame field is then found by computing an optimal cross field in this customized metric. We propose frame field design constraints on alignment, size, and skewness at arbitrary locations on the mesh as well as along feature curves, offering much improved flexibility over previous approaches. We demonstrate the advantages of our frame field generation through the automatic quadrangulation of man-made and organic shapes with controllable anisotropy, robust handling of narrow surface strips, and precise feature alignment. We also extend our technique to the design of n -vector fields.
Tengfei Jiang, Xianzhong Fang, Jin Huang 0001, Hujun Bao, Yiying Tong, Mathieu Desbrun
ACM Trans. Graph.4
2015 Subspace dynamic simulation using rotation-strain coordinates
abstract
In this paper, we propose a full featured and efficient subspace simulation method in the rotation-strain (RS) space for elastic objects. Sharply different from previous methods using the rotation-strain space, except for the ability to handle non-linear elastic materials and external forces, our method correctly formulates the kinetic energy, centrifugal and Coriolis forces which significantly reduces the dynamic artifacts. We show many techniques used in the Euclidean space methods, such as modal derivatives, polynomial and cubature approximation, can be adapted to our RS simulator. Carefully designed experiments show that the equation of motion in RS space has less non-linearity than its Euclidean counterpart, and as a consequence, our method has great advantages of lower dimension and computational complexity than state-of-the-art methods in the Euclidean space.
Zherong Pan, Hujun Bao, Jin Huang 0001
ACM Trans. Graph.2
2014 High-Quality Depth Recovery via Interactive Multi-view Stereo
abstract
Although multi-view stereo has been extensively studied during the past decades, automatically computing high-quality dense depth information from captured images/videos is still quite difficult. Many factors, such as serious occlusion, large texture less regions and strong reflection, easily cause erroneous depth recovery. In this paper, we present a novel semi-automatic multi-view stereo system, which can quickly create and repair depth from a monocular sequence taken by a freely moving camera. One of our main contributions is that we propose a novel multi-view stereo model incorporating prior constraints indicated by user interaction, which makes it possible to even handle Non-Lambertian surface that surely violates the photo-consistency constraint. Users only need to provide a coarse segmentation and a few user interactions, our system can automatically correct depth and refine boundary. With other priors and occlusion handling, the erroneous depth can be effectively corrected even for very challenging examples that are difficult for state-of-the-art methods.
Weifeng Chen 0002, Guofeng Zhang 0001, Xiaojun Xiang, Jiaya Jia, Hujun Bao
3DV5
2014 Parallel and adaptive visibility sampling for rendering dynamic scenes with spatially varying reflectance
Rui Wang 0004, Minghao Pan, Weifeng Chen 0002, Hujun Bao
Comput. Graph.5
2014 Variational Tree Synthesis
abstract
Abstract Modelling trees according to desired shapes is important for many applications. Despite numerous methods having been proposed in tree modelling, it is still a non‐trivial task and challenging. In this paper, we present a new variational computing approach for generating realistic trees in specific shapes. Instead of directly modelling trees from symbolic rules, we formulate the tree modelling as an optimization process, in which a variational cost function is iteratively minimized. This cost function measures the difference between the guidance shape and the target tree crown. In addition, to faithfully capture the branch structure of trees, several botanical factors, including the minimum total branches volume and spatial branches patterns, are considered in the optimization to guide the tree modelling process. We demonstrate that our approach is applicable to generate trees with different shapes, from interactive design and complex polygonal meshes.
Rui Wang 0004, Yinhui Yang, Hongxin Zhang 0001, Hujun Bao
Comput. Graph. Forum4
2014 Preface
Hujun Bao
Graph. Model.2
2014 Efficient keyframe-based real-time camera tracking
Zilong Dong, Guofeng Zhang 0001, Jiaya Jia, Hujun Bao
Comput. Vis. Image Underst.4
2014 Procedural generation and real-time rendering of a marine ecosystem
abstract
Underwater scene is one of the most marvelous environments in the world. In this study, we present an efficient procedural modeling and rendering system to generate marine ecosystems for swim-through graphic applications. To produce realistic and natural underwater scenes, several techniques and algorithms have been presented and introduced. First, to distribute sealife naturally on a seabed, we employ an ecosystem simulation that considers the influence of the underwater environment. Second, we propose a two-level procedural modeling system to generate sealife with unique biological features. At the base level, a series of grammars are designed to roughly represent underwater sealife on a central processing unit (CPU). Then at the fine level, additional details of the sealife are created and rendered using graphic processing units (GPUs). Such a hybrid CPU-GPU framework best adopts sequential and parallel computation in modeling a marine ecosystem, and achieves a high level of performance. Third, the proposed system integrates dynamic simulations in the proposed procedural modeling process to support dynamic interactions between sealife and the underwater environment, where interactions and physical factors of the environment are formulated into parameters and control the geometric generation at the fine level. Results demonstrate that this system is capable of generating and rendering scenes with massive corals and sealife in real time.
Xin Ding 0002, Jun-hao Yu, Tian-yi Gao, Wenting Zheng, Rui Wang 0004, Hujun Bao
J. Zhejiang Univ. Sci. C7
2014 Video object matching across multiple non-overlapping camera views based on multi-feature fusion and incremental learning
Huiyan Wang 0002, Xun Wang 0007, Jia Zheng 0008, John R. Deller Jr., Haoyu Peng, Leqing Zhu, Weigang Chen, Riji Liu, Hujun Bao
Pattern Recognit.10
2014 A Regularized Approach for Geodesic-Based Semisupervised Multimanifold Learning
abstract
Geodesic distance, as an essential measurement for data dissimilarity, has been successfully used in manifold learning. However, most geodesic distance-based manifold learning algorithms have two limitations when applied to classification: 1) class information is rarely used in computing the geodesic distances between data points on manifolds and 2) little attention has been paid to building an explicit dimension reduction mapping for extracting the discriminative information hidden in the geodesic distances. In this paper, we regard geodesic distance as a kind of kernel, which maps data from linearly inseparable space to linear separable distance space. In doing this, a new semisupervised manifold learning algorithm, namely regularized geodesic feature learning algorithm, is proposed. The method consists of three techniques: a semisupervised graph construction method, replacement of original data points with feature vectors which are built by geodesic distances, and a new semisupervised dimension reduction method for feature vectors. Experiments on the MNIST, USPS handwritten digit data sets, MIT CBCL face versus nonface data set, and an intelligent traffic data set show the effectiveness of the proposed algorithm.
Mingyu Fan, Xiaoqin Zhang 0002, Zhouchen Lin, Zhongfei Zhang, Hujun Bao
IEEE Trans. Image Process.5
2014 Robust 3D Reconstruction With an RGB-D Camera
abstract
We present a novel 3D reconstruction approach using a low-cost RGB-D camera such as Microsoft Kinect. Compared with previous methods, our scanning system can work well in challenging cases where there are large repeated textures and significant depth missing problems. For robust registration, we propose to utilize both visual and geometry features and combine SFM technique to enhance the robustness of feature matching and camera pose estimation. In addition, a novel prior-based multicandidates RANSAC is introduced to efficiently estimate the model parameters and significantly speed up the camera pose estimation under multiple correspondence candidates. Even when serious depth missing occurs, our method still can successfully register all frames together. Loop closure also can be robustly detected and handled to eliminate the drift problem. The missing geometry can be completed by combining multiview stereo and mesh deformation techniques. A variety of challenging examples demonstrate the effectiveness of the proposed approach.
Kangkan Wang, Guofeng Zhang 0001, Hujun Bao
IEEE Trans. Image Process.3
2014 Automatic shader simplification using surface signal approximation
abstract
In this paper, we present a new automatic shader simplification method using surface signal approximation. We regard the entire multi-stage rendering pipeline as a process that generates signals on surfaces, and we formulate the simplification of the fragment shader as a global simplification problem across multi-shader stages. Three new shader simplification rules are proposed to solve the problem. First, the code transformation rule transforms fragment shader code to other shader stages in order to redistribute computations on pixels up to the level of geometry primitives. Second, the surface-wise approximation rule uses high-order polynomial basis functions on surfaces to approximate pixel-wise computations in the fragment shader. These approximations are pre-cached and simplify computations at runtime. Third, the surface subdivision rule tessellates surfaces into smaller patches. It combines with the previous two rules to approximate pixel-wise signals at different levels of tessellations with different computation times and visual errors. To evaluate simplified shaders using these simplification rules, we introduce a new cost model that includes the visual quality, rendering time and memory consumption. With these simplification rules and the cost model, we present an integrated shader simplification algorithm that is capable of automatically generating variants of simplified shaders and selecting a sequence of preferable shaders. Results show that the sequence of selected simplified shaders balance performance, accuracy and memory consumption well.
Rui Wang 0004, Xianjin Yang, Yazhen Yuan, Wei Chen 0001, Kavita Bala, Hujun Bao
ACM Trans. Graph.6
2014 ℓ1-Based Construction of Polycube Maps from Complex Shapes
abstract
Polycube maps of triangle meshes have proved useful in a wide range of applications, including texture mapping and hexahedral mesh generation. However, constructing either fully automatically or with limited user control a low-distortion polycube from a detailed surface remains challenging in practice. We propose a variational method for deforming an input triangle mesh into a polycube shape through minimization of the ℓ 1 -norm of the mesh normals, regularized via an as-rigid-as-possible volumetric distortion energy. Unlike previous work, our approach makes no assumption on the orientation, or on the presence of features in the input model. User-guided control over the resulting polycube map is also offered to increase design flexibility. We demonstrate the robustness, efficiency, and controllability of our method on a variety of examples, and explore applications in hexahedral remeshing and quadrangulation.
Jin Huang 0001, Tengfei Jiang, Zeyun Shi, Yiying Tong, Hujun Bao, Mathieu Desbrun
ACM Trans. Graph.5
2014 Space-time editing of elastic motion through material optimization and reduction
abstract
We present a novel method for elastic animation editing with space-time constraints. In a sharp departure from previous approaches, we not only optimize control forces added to a linearized dynamic model, but also optimize material properties to better match user constraints and provide plausible and consistent motion. Our approach achieves efficiency and scalability by performing all computations in a reduced rotation-strain (RS) space constructed with both cubature and geometric reduction, leading to two orders of magnitude improvement over the original RS method. We demonstrate the utility and versatility of our method in various applications, including motion editing, pose interpolation, and estimation of material parameters from existing animation sequences.
Siwang Li, Jin Huang 0001, Fernando de Goes, Xiaogang Jin 0001, Hujun Bao, Mathieu Desbrun
ACM Trans. Graph.5
2014 Spectral Quadrangulation with Feature Curve Alignment and Element Size Control
abstract
Existing methods for surface quadrangulation cannot ensure accurate alignment with feature or boundary curves and tight control of local element size, which are important requirements in many numerical applications (e.g., FEA). Some methods rely on a prescribed direction field to guide quadrangulation for feature alignment, but such a direction field may conflict with a desired density field, thus making it difficult to control the element size. We propose a new spectral method that achieves both accurate feature curve alignment and tight control of local element size according to a given density field. Specifically, the following three technical contributions are made. First, to make the quadrangulation align accurately with feature curves or surface boundary curves, we introduce novel boundary conditions for wave-like functions that satisfy the Helmholtz equation approximately in the least squares sense. Such functions, called quasi-eigenfunctions , are computed efficiently as the solutions to a variational problem. Second, the mesh element size is effectively controlled by locally modulating the Laplace operator in the Helmholtz equation according to a given density field. Third, to improve robustness, we propose a novel scheme to minimize the vibration difference of the quasi-eigenfunction in two orthogonal directions. It is demonstrated by extensive experiments that our method outperforms previous methods in generating feature-aligned quadrilateral meshes with tight control of local elememt size. We further present some preliminary results to show that our method can be extended to generating hex-dominant volume meshes.
Ruotian Ling, Jin Huang 0001, Bert Jüttler, Feng Sun 0006, Hujun Bao, Wenping Wang 0001
ACM Trans. Graph.5
2014 Frame Field Singularity Correctionfor Automatic Hexahedralization
abstract
We present an automatic hexahedralization tool, based on a systematic treatment that removes some of the singularities that would lead to degenerate volumetric parameterization. Such singularities could be abundant in automatically generated frame fields guiding the interior and boundary layouts of the hexahedra in an all hexahedral mesh. We first give the mathematical definitions of the inadmissible singularities prevalent in frame fields, including newly introduced surface singularity types. We then give a practical framework for adjusting singularity graphs by automatically modifying the rotational transition of frames between charts (cells of a tetrahedral mesh for the volume) to resolve the issues detected in the internal and boundary singularity graph. After applying an additional re-smoothing of the frame field with the modified transition conditions, we cut the volume into a topologically trivial domain, with the original topology encoded by the self-intersections of the boundary of the domain, and solve a mixed integer problem on this domain for a global parameterization. Finally, a properly connected hexahedral mesh is constructed from the integer isosurfaces of (u,v,w) in the parameterization. We demonstrate the applicability of the method on complex shapes, and discuss its limitations.
Tengfei Jiang, Jin Huang 0001, Yuanzhen Wang, Yiying Tong, Hujun Bao
IEEE Trans. Vis. Comput. Graph.5
2013 Robust monocular SLAM in dynamic environments
abstract
We present a novel real-time monocular SLAM system which can robustly work in dynamic environments. Different to the traditional methods, our system allows parts of the scene to be dynamic or the whole scene to gradually change. The key contribution is that we propose a novel online keyframe representation and updating method to adaptively model the dynamic environments, where the appearance or structure changes can be effectively detected and handled. We reliably detect the changed features by projecting them from the keyframes to current frame for appearance and structure comparison. The appearance change due to occlusions also can be reliably detected and handled. The keyframes with large changed areas will be replaced by newly selected frames. In addition, we propose a novel prior-based adaptive RANSAC algorithm (PARSAC) to efficiently remove outliers even when the inlier ratio is rather low, so that the camera pose can be reliably estimated even in very challenging situations. Experimental results demonstrate that the proposed system can robustly work in dynamic environments and outperforms the state-of-the-art SLAM systems (e.g. PTAM).
Haomin Liu, Zilong Dong, Guofeng Zhang 0001, Hujun Bao
ISMAR5
2013 Dimension estimation of image manifolds by minimal cover approximation
Mingyu Fan, Xiaoqin Zhang 0002, Shengyong Chen, Hujun Bao, Stephen J. Maybank
Neurocomputing4
2013 Robust Head Tracking Based on Multiple Cues Fusion in the Kernel-Bayesian Framework
abstract
This paper presents a robust head tracking algorithm based on multiple cues fusion in a kernel-Bayesian framework. In this algorithm, the object to be tracked is characterized using a spatial-constraint mixture of the Gaussians-based appearance model and a multichannel chamfer matching-based shape model. These two models complement each other and their combination is discriminative in distinguishing the object from the background. A selective updating technique for the appearance model is employed to accommodate appearance and illumination changes. Meantime, the kernel method-mean shift algorithm is embedded into the Bayesian framework to give a heuristic prediction in the hypotheses generation process. This alleviates the great computational load suffered by conventional Bayesian trackers. Experimental results demonstrate that the proposed algorithm is effective.
Xiaoqin Zhang 0002, Weiming Hu 0004, Hujun Bao, Stephen J. Maybank
IEEE Trans. Circuits Syst. Video Technol.3
2013 Interactive localized liquid motion editing
abstract
Animation techniques for controlling liquid simulation are challenging: they commonly require carefully setting initial and boundary conditions or performing a costly numerical optimization scheme against user-provided keyframes or animation sequences. Either way, the whole process is laborious and computationally expensive. We introduce a novel method to provide intuitive and interactive control of liquid simulation. Our method enables a user to locally edit selected keyframes and automatically propagates the editing in a nearby temporal region using geometric deformation. We formulate our local editing techniques as a small-scale nonlinear optimization problem which can be solved interactively. With this uniformed formulation, we propose three editing metaphors, including (i) sketching local fluid features using a few user strokes, (ii) dragging a local fluid region, and (iii) controlling a local shape with a small mesh patch. Finally, we use the edited liquid animation to guide an offline high-resolution simulation to recover more surface details. We demonstrate the intuitiveness and efficacy of our method in various practical scenarios.
Zherong Pan, Jin Huang 0001, Yiying Tong, Changxi Zheng, Hujun Bao
ACM Trans. Graph.5
2013 GPU-based out-of-core many-lights rendering
abstract
In this paper, we present a GPU-based out-of-core rendering approach under the many-lights rendering framework. Many-lights rendering is an efficient and scalable rendering framework for a large number of lights. But when the data sizes of lights and geometry are both beyond the in-core memory storage size, the data management of these two out-of-core data becomes critical and challenging. In our approach, we formulate such a data management as a graph traversal optimization problem that first builds out-of-core lights and geometry data into a graph, and then guides shading computations by finding a shortest path to visit all vertices in the graph. Based on the proposed data management, we develop a GPU-based out-of-GPU-core rendering algorithm that manages data between the CPU host memory and the GPU device memory. Two main steps are taken in the algorithm: the out-of-core data preparation to pack data into optimal data layouts for the many-lights rendering, and the out-of-core shading using graph-based data management. We demonstrate our algorithm on scenes with out-of-core detailed geometry and out-of-core lights. Results show that our approach generates complex global illumination effects with increased data access coherence and has one order of magnitude performance gain over the CPU-based approach.
Rui Wang 0004, Yuchi Huo, Yazhen Yuan, Kun Zhou 0001, Wei Hua 0002, Hujun Bao
ACM Trans. Graph.6
2013 Image-Space Texture-Based Output-Coherent Surface Flow Visualization
abstract
Image-space line integral convolution (LIC) is a popular scheme for visualizing surface vector fields due to its simplicity and high efficiency. To avoid inconsistencies or color blur during the user interactions, existing approaches employ surface parameterization or 3D volume texture schemes. However, they often require expensive computation or memory cost, and cannot achieve consistent results in terms of both the granularity and color distribution on different scales. This paper introduces a novel image-space surface flow visualization approach that preserves the coherence during user interactions. To make the noise texture under different viewpoints coherent, we propose to precompute a sequence of mipmap noise textures in a coarse-to-fine manner for consistent transition, and map the textures onto each triangle with randomly assigned and constant texture coordinates. Further, a standard image-space LIC is performed to generate the flow texture. The proposed approach is simple and GPU-friendly, and can be easily combined with various texture-based flow visualization techniques. By leveraging viewpoint-dependent backward tracing and mipmap noise phase, our method can be incorporated with the image-based flow visualization (IBFV) technique for coherent visualization of unsteady flows. We demonstrate consistent and highly efficient flow visualization on a variety of data sets.
Jin Huang 0001, Zherong Pan, Guoning Chen, Wei Chen 0001, Hujun Bao
IEEE Trans. Vis. Comput. Graph.5
2013 Analytic Double Product Integrals for All-Frequency Relighting
abstract
This paper presents a new technique for real-time relighting of static scenes with all-frequency shadows from complex lighting and highly specular reflections from spatially varying BRDFs. The key idea is to depict the boundaries of visible regions using piecewise linear functions, and convert the shading computation into double product integrals—the integral of the product of lighting and BRDF on visible regions. By representing lighting and BRDF with spherical Gaussians and approximating their product using Legendre polynomials locally in visible regions, we show that such double product integrals can be evaluated in an analytic form. Given the precomputed visibility, our technique computes the visibility boundaries on the fly at each shading point, and performs the analytic integral to evaluate the shading color. The result is a real-time all-frequency relighting technique for static scenes with dynamic, spatially varying BRDFs, which can generate more accurate shadows than the state-of-the-art real-time PRT methods.
Rui Wang 0004, Minghao Pan, Weifeng Chen 0002, Zhong Ren 0001, Kun Zhou 0001, Wei Hua 0002, Hujun Bao
IEEE Trans. Vis. Comput. Graph.7
2013 A Divide-and-Conquer Approach to Quad Remeshing
abstract
Many natural and man-made objects consist of simple primitives, similar components, and various symmetry structures. This paper presents a divide-and-conquer quadrangulation approach that exploits such global structural information. Given a model represented in triangular mesh, we first segment it into a set of submeshes, and compare them with some predefined quad mesh templates. For the submeshes that are similar to a predefined template, we remesh them as the template up to a number of subdivisions. For the others, we adopt the wave-based quadrangulation technique to remesh them with extensions to preserve symmetric structure and generate compatible quad mesh boundary. To ensure that the individually remeshed submeshes can be seamlessly stitched together, we formulate a mixed-integer optimization problem and design a heuristic solver to optimize the subdivision numbers and the size fields on the submesh boundaries. With this divider-and-conquer quadrangulation framework, we are able to process very large models that are very difficult for the previous techniques. Since the submeshes can be remeshed individually in any order, the remeshing procedure can run in parallel. Experimental results showed that the proposed method can preserve the high-level structures, and process large complex surfaces robustly and efficiently.
Muyang Zhang, Jin Huang 0001, Xinguo Liu, Hujun Bao
IEEE Trans. Vis. Comput. Graph.4
2013 Feature correspondences using Morse Smale complex
Jin Huang 0001, Hujun Bao
Vis. Comput.4
2012 Output-coherent image-space LIC for surface flow visualization
abstract
Image-space line integral convolution (LIC) is a popular approach for visualizing surface vector fields due to its simplicity and high efficiency. To avoid inconsistencies or color blur during the user interactions in the image-space approach, some methods use surface parameterization or 3D volume texture for the effect of smooth transition, which often require expensive computational or memory cost. Furthermore, those methods cannot achieve consistent LIC results in both granularity and color distribution on different scales. This paper introduces a novel image-space LIC for surface flows that preserves the texture coherence during user interactions. To make the noise textures under different viewpoints coherent, we propose a simple texture mapping technique that is local, robust and effective. Meanwhile, our approach pre-computes a sequence of mipmap noise textures in a coarse-to-fine manner, leading to consistent transition when the model is zoomed. Prior to perform LIC in the image space, the mipmap noise textures are mapped onto each triangle with randomly assigned texture coordinates. Then, a standard image-space LIC based on the projected vector fields is performed to generate the flow texture. The proposed approach is simple and very suitable for GPU acceleration. Our implementation demonstrates consistent and highly efficient LIC visualization on a variety of datasets.
Jin Huang 0001, Wenjie Pei, Chunfeng Wen, Guoning Chen, Wei Chen 0001, Hujun Bao
PacificVis6
2012 Consistent depth maps recovery from a trinocular video sequence
abstract
In this paper, we propose a novel dense depth recovery method for a trinocular video sequence. Specifically, we contribute a novel trinocular stereo matching model, which can effectively utilize the advantages of trinocular stereo images, and incorporate the visibility term with segmentation prior for robust depth estimate. In order to make the recovered depth maps more accurate and temporally consistent, we propose to first classify the pixels to static and dynamic ones, and then perform spatio-temporal depth optimization for them in different ways. Especially, we propose two motion models for handling dynamic pixels. The traditional bundle optimization model and our spatio-temporal optimization model are softly combined in a probabilistic way, so that the depths of both static and dynamic pixels can be effectively refined. Our automatic depth recovery approach is evaluated using a variety of challenging trinocular video sequences.
Wenzhuo Yang, Guofeng Zhang 0001, Hujun Bao
CVPR3
2012 3D Reconstruction of Dynamic Scenes with Multiple Handheld Cameras
Hanqing Jiang, Haomin Liu, Ping Tan 0002, Guofeng Zhang 0001, Hujun Bao
ECCV (2)5
2012 Geodesic Based Semi-supervised Multi-manifold Feature Extraction
abstract
Manifold learning is an important feature extraction approach in data mining. This paper presents a new semi-supervised manifold learning algorithm, called Multi-Manifold Discriminative Analysis (Multi-MDA). The proposed method is designed to explore the discriminative information hidden in geodesic distances. The main contributions of the proposed method are: 1) we propose a semi-supervised graph construction method which can effectively capture the multiple manifolds structure of the data, 2) each data point is replaced with an associated feature vector whose elements are the graph distances from it to the other data points. Information of the nonlinear structure is contained in the feature vectors which are helpful for classification, 3) we propose a new semi-supervised linear dimension reduction method for feature vectors which introduces the class information into the manifold learning process and establishes an explicit dimension reduction mapping. Experiments on benchmark data sets are conducted to show the effectiveness of the proposed method.
Mingyu Fan, Xiaoqin Zhang 0002, Zhouchen Lin, Zhongfei Zhang, Hujun Bao
ICDM5
2012 Semi-supervised Mesh Segmentation and Labeling
abstract
Abstract Recently, approaches have been put forward that focus on the recognition of mesh semantic meanings. These methods usually need prior knowledge learned from training dataset, but when the size of the training dataset is small, or the meshes are too complex, the segmentation performance will be greatly effected. This paper introduces an approach to the semantic mesh segmentation and labeling which incorporates knowledge imparted by both segmented, labeled meshes, and unsegmented, unlabeled meshes. A Conditional Random Fields (CRF) based objective function measuring the consistency of labels and faces, labels of neighbouring faces is proposed. To implant the information from the unlabeled meshes, we add an unlabeled conditional entropy into the objective function. With the entropy, the objective function is not convex and hard to optimize, so we modify the Virtual Evidence Boosting (VEB) to solve the semi‐supervised problem efficiently. Our approach yields better results than those methods which only use limited labeled meshes, especially when many unlabeled meshes exist. The approach reduces the overall system cost as well as the human labelling cost required during training. We also show that combining knowledge from labeled and unlabeled meshes outperforms using either type of meshes alone.
Jiajun Lv, Xinlei Chen, Jin Huang 0001, Hujun Bao
Comput. Graph. Forum4
2012 Wake Synthesis For Shallow Water Equation
abstract
Abstract In fluid animation, wake is one of the most important phenomena usually seen when an object is moving relative to the flow. However, in current shallow water simulation for interactive applications, this effect is greatly smeared out. In this paper, we present a method to efficiently synthesize these wakes. We adopt a generalized SPH method for shallow water simulation and two way solid fluid coupling. In addition, a 2D discrete vortex method is used to capture the detailed wake motions behind an obstacle, enriching the motion of SWE simulation. Our method is highly efficient since only 2D simulation is required. Moreover, by using a physically inspired procedural approach for particle seeding, DVM particles are only created in the wake region. Therefore, very few particles are required while still generating realistic wake patterns. When coupled with SWE, we show that these patterns can be seen using our method with marginal overhead.
Zherong Pan, Jin Huang 0001, Yiying Tong, Hujun Bao
Comput. Graph. Forum4
2012 Video-driven state-aware facial animation
abstract
ABSTRACT It is important in computer animation to synthesize expressive facial animation for avatars from videos. Some traditional methods track a set of semantic feature points on the face to drive the avatar. However, these methods usually suffer from inaccurate detection and sparseness of the feature points and fail to obtain high‐level understanding of facial expressions, leading to less expressive and even wrong expressions on the avatar. In this paper, we propose a state‐aware synthesis framework. Instead of simply fitting 3D face to the 2D feature points, we use expression states obtained by a set of low‐cost classifiers (based on local binary pattern and support vector machine) on the face texture to guide the face fitting procedure. Our experimental results show that the proposed hybrid framework enjoys the advantages of the original methods based on feature point and the awareness of the expression states of the classifiers and thus vivifies and enriches the face expressions of the avatar. Copyright © 2012 John Wiley & Sons, Ltd.
Ming Zeng 0008, Xinguo Liu, Hujun Bao
Comput. Animat. Virtual Worlds4
2012 Structure-Aware Lighting Design for Volume Visualization
abstract
Lighting design is a complex, but fundamental, problem in many fields. In volume visualization, direct volume rendering generates an informative image without external lighting, as each voxel itself emits radiance. However, external lighting further improves the shape and detail perception of features, and it also determines the effectiveness of the communication of feature information. The human visual system is highly effective in extracting structural information from images, and to assist it further, this paper presents an approach to structure-aware automatic lighting design by measuring the structural changes between the images with and without external lighting. Given a transfer function and a viewpoint, the optimal lighting parameters are those that provide the greatest enhancement to structural information - the shape and detail information of features are conveyed most clearly by the optimal lighting parameters. Besides lighting goodness, the proposed metric can also be used to evaluate lighting similarity and stability between two sets of lighting parameters. Lighting similarity can be used to optimize the selection of multiple light sources so that different light sources can reveal distinct structural information. Our experiments with several volume data sets demonstrate the effectiveness of the structure-aware lighting design approach. It is well suited to use by novices as it requires little technical understanding of the rendering parameters associated with direct volume rendering.
Yubo Tao, Hai Lin 0003, Feng Dong 0005, Chao Wang 0063, Gordon Clapworthy, Hujun Bao
IEEE Trans. Vis. Comput. Graph.6
2012 Compressing repeated content within large-scale remote sensing images
Wei Hua 0002, Rui Wang 0004, Xusheng Zeng, Ying Tang 0004, Huamin Wang 0001, Hujun Bao
Vis. Comput.6
2011 Sparse concept coding for visual analysis
abstract
We consider the problem of image representation for visual analysis. When representing images as vectors, the feature space is of very high dimensionality, which makes it difficult for applying statistical techniques for visual analysis. To tackle this problem, matrix factorization techniques, such as Singular Vector Decomposition (SVD) and Non-negative Matrix Factorization (NMF), received an increasing amount of interest in recent years. Matrix factorization is an unsupervised learning technique, which finds a basis set capturing high-level semantics in the data and learns coordinates in terms of the basis set. However, the representations obtained by them are highly dense and can not capture the intrinsic geometric structure in the data. In this paper, we propose a novel method, called Sparse Concept Coding (SCC), for image representation and analysis. Inspired from the recent developments on manifold learning and sparse coding, SCC provides a sparse representation which can capture the intrinsic geometric structure of the image space. Extensive experimental results on image clustering have shown that the proposed approach provides a better representation with respect to the semantic structure.
Deng Cai 0001, Hujun Bao, Xiaofei He 0001
CVPR2
2011 Non-negative local coordinate factorization for image representation
abstract
Recently Non-negative Matrix Factorization (NMF) has become increasingly popular for feature extraction in computer vision and pattern recognition. NMF seeks for two non-negative matrices whose product can best approximate the original matrix. The non-negativity constraints lead to sparse, parts-based representations which can be more robust than non-sparse, global features. To obtain more accurate control over the sparseness, in this paper, we propose a novel method called Non-negative Local Coordinate Factorization (NLCF) for feature extraction. NLCF adds a local coordinate constraint into the standard NMF objective function. Specifically, we require that the learned basis vectors be as close to the original data points as possible. In this way, each data point can be represented by a linear combination of only few nearby basis vectors, which naturally leads to sparse representation. Extensive experimental results suggest that the proposed approach provides a better representation and achieves higher accuracy in image clustering.
Hujun Bao, Xiaofei He 0001
CVPR2
2011 Simultaneous multi-body stereo and segmentation
abstract
This paper presents a novel multi-body multi-view stereo method to simultaneously recover dense depth maps and perform segmentation with the input of a monocular image sequence. Unlike traditional multi-view stereo approaches that generally handle a single static scene or an object, we show that depth estimation and segmentation can be jointly modeled and be globally solved in an energy minimization framework for ubiquitous scenes containing multiple independently moving rigid objects. Our major contribution includes a new multi-body stereo model, which integrates the color, geometry, and layer constraints for spatio-temporal depth recovery and automatic object segmentation. A two-pass optimization scheme is proposed to progressively update the estimates. Our method is applied to a variety of challenging examples.
Guofeng Zhang 0001, Jiaya Jia, Hujun Bao
ICCV3
2011 Keynote Abstracts
abstract
These keynote speeches discuss the following: Finding it Now: Stream Mining in Real Time; Patterns of Motion: Discovery and Generalized Representation; and 3D Structure Reconstruction from Videos.
Mihaela van der Schaar, Mubarak Shah, Hujun Bao
ICIG3
2011 Controllable highly regular triangulation
Jin Huang 0001, Muyang Zhang, Wenjie Pei, Wei Hua 0002, Hujun Bao
Sci. China Inf. Sci.5
2011 A Variance Minimization Criterion to Feature Selection Using Laplacian Regularization
abstract
In many information processing tasks, one is often confronted with very high-dimensional data. Feature selection techniques are designed to find the meaningful feature subset of the original features which can facilitate clustering, classification, and retrieval. In this paper, we consider the feature selection problem in unsupervised learning scenarios, which is particularly difficult due to the absence of class labels that would guide the search for relevant information. Based on Laplacian regularized least squares, which finds a smooth function on the data manifold and minimizes the empirical loss, we propose two novel feature selection algorithms which aim to minimize the expected prediction error of the regularized regression model. Specifically, we select those features such that the size of the parameter covariance matrix of the regularized regression model is minimized. Motivated from experimental design, we use trace and determinant operators to measure the size of the covariance matrix. Efficient computational schemes are also introduced to solve the corresponding optimization problems. Extensive experimental results over various real-life data sets have demonstrated the superiority of the proposed algorithms.
Xiaofei He 0001, Ming Ji, Chiyuan Zhang, Hujun Bao
IEEE Trans. Pattern Anal. Mach. Intell.4
2011 Robust Bilayer Segmentation and Motion/Depth Estimation with a Handheld Camera
abstract
Extracting high-quality dynamic foreground layers from a video sequence is a challenging problem due to the coupling of color, motion, and occlusion. Many approaches assume that the background scene is static or undergoes the planar perspective transformation. In this paper, we relax these restrictions and present a comprehensive system for accurately computing object motion, layer, and depth information. A novel algorithm that combines different clues to extract the foreground layer is proposed, where a voting-like scheme robust to outliers is employed in optimization. The system is capable of handling difficult examples in which the background is nonplanar and the camera freely moves during video capturing. Our work finds several applications, such as high-quality view interpolation and video editing.
Guofeng Zhang 0001, Jiaya Jia, Wei Hua 0002, Hujun Bao
IEEE Trans. Pattern Anal. Mach. Intell.4
2011 Laplacian Regularized Gaussian Mixture Model for Data Clustering
abstract
Gaussian Mixture Models (GMMs) are among the most statistically mature methods for clustering. Each cluster is represented by a Gaussian distribution. The clustering process thereby turns to estimate the parameters of the Gaussian mixture, usually by the Expectation-Maximization algorithm. In this paper, we consider the case where the probability distribution that generates the data is supported on a submanifold of the ambient space. It is natural to assume that if two points are close in the intrinsic geometry of the probability distribution, then their conditional probability distributions are similar. Specifically, we introduce a regularized probabilistic model based on manifold structure for data clustering, called Laplacian regularized Gaussian Mixture Model (LapGMM). The data manifold is modeled by a nearest neighbor graph, and the graph structure is incorporated in the maximum likelihood objective function. As a result, the obtained conditional probability distribution varies smoothly along the geodesics of the data manifold. Experimental results on real data sets demonstrate the effectiveness of the proposed approach.
Xiaofei He 0001, Deng Cai 0001, Yuanlong Shao, Hujun Bao, Jiawei Han 0001
IEEE Trans. Knowl. Data Eng.4
2011 Boundary aligned smooth 3D cross-frame field
abstract
In this paper, we present a method for constructing a 3D cross-frame field , a 3D extension of the 2D cross-frame field as applied to surfaces in applications such as quadrangulation and texture synthesis. In contrast to the surface cross-frame field (equivalent to a 4-Way Rotational-Symmetry vector field), symmetry for 3D cross-frame fields cannot be formulated by simple one-parameter 2D rotations in the tangent planes. To address this critical issue, we represent the 3D frames by spherical harmonics, in a manner invariant to combinations of rotations around any axis by multiples of π/2. With such a representation, we can formulate an efficient smoothness measure of the cross-frame field. Through minimization of this measure under certain boundary conditions, we can construct a smooth 3D cross-frame field that is aligned with the surface normal at the boundary. We visualize the resulting cross-frame field through restrictions to the boundary surface, streamline tracing in the volume, and singularities. We also demonstrate the application of the 3D cross-frame field to producing hexahedron-dominant meshes for given volumes, and discuss its potential in high-quality hexahedralization, much as its 2D counterpart has shown in quadrangulation.
Jin Huang 0001, Yiying Tong, Hongyu Wei, Hujun Bao
ACM Trans. Graph.4
2011 An Efficient Direct Volume Rendering Approach for Dichromats
abstract
Color vision deficiency (CVD) affects a high percentage of the population worldwide. When seeing a volume visualization result, persons with CVD may be incapable of discriminating the classification information expressed in the image if the color transfer function or the color blending used in the direct volume rendering is not appropriate. Conventional methods used to address this problem adopt advanced image recoloring techniques to enhance the rendering results frame-by-frame; unfortunately, problematic perceptual results may still be generated. This paper proposes an alternative solution that complements the image recoloring scheme by reconfiguring the components of the direct volume rendering (DVR) pipeline. Our approach optimizes the mapped colors of a transfer function to simulate CVD-friendly effect that is generated by applying the image recoloring to the results with the initial transfer function. The optimization process has a low computational complexity, and only needs to be performed once for a given transfer function. To achieve detail-preserving and perceptually natural semi-transparent effects, we introduce a new color composition mode that works in the color space of dichromats. Experimental results and a pilot study demonstrates that our approach can yield dichromats-friendly and consistent volume visualization in real-time.
Weifeng Chen 0002, Wei Chen 0001, Hujun Bao
IEEE Trans. Vis. Comput. Graph.3
2011 Interactive Shape Interpolation through Controllable Dynamic Deformation
abstract
In this paper, we introduce an interactive approach to generate physically based shape interpolation between poses. We extend linear modal analysis to offer an efficient and robust numerical technique to generate physically-plausible dynamics even for very large deformation. Our method also provides a rich set of intuitive editing tools with real-time feedback, including control over vibration frequencies, amplitudes, and damping of the resulting interpolation sequence. We demonstrate the versatility of our approach through a series of complex dynamic shape interpolations.
Jin Huang 0001, Yiying Tong, Kun Zhou 0001, Hujun Bao, Mathieu Desbrun
IEEE Trans. Vis. Comput. Graph.4
2011 Motion Imitation with a Handheld Camera
abstract
In this paper, we present a novel method to extract motion of a dynamic object from a video that is captured by a handheld camera, and apply it to a 3D character. Unlike the motion capture techniques, neither special sensors/trackers nor a controllable environment is required. Our system significantly automates motion imitation which is traditionally conducted by professional animators via manual keyframing. Given the input video sequence, we track the dynamic reference object to obtain trajectories of both 2D and 3D tracking points. With them as constraints, we then transfer the motion to the target 3D character by solving an optimization problem to maintain the motion gradients. We also provide a user-friendly editing environment for users to fine tune the motion details. As casual videos can be used, our system, therefore, greatly increases the supply source of motion data. Examples of imitating various types of animal motion are shown.
Guofeng Zhang 0001, Hanqing Jiang, Jin Huang 0001, Jiaya Jia, Tien-Tsin Wong, Kun Zhou 0001, Hujun Bao
IEEE Trans. Vis. Comput. Graph.7
2010 Efficient Non-consecutive Feature Tracking for Structure-from-Motion
Guofeng Zhang 0001, Zilong Dong, Jiaya Jia, Tien-Tsin Wong, Hujun Bao
ECCV (5)5
2010 Cage-based deformation transfer
Lu Chen 0001, Jin Huang 0001, Hanqiu Sun, Hujun Bao
Comput. Graph.4
2010 Foreword
Qunsheng Peng 0001, Hujun Bao
Comput. Graph.2
2010 GPU-based dynamic quad stream for forest rendering
Wei Hua 0002, Hujun Bao
Sci. China Inf. Sci.3
2010 Repairing topological inconsistency of mesh sequences
abstract
Abstract We propose a novel approach for repairing topological inconsistency of mesh sequences with a few user interactions. The main idea of our approach is to leverage curve skeletons to detect the inconsistency of a mesh sequence. The skeleton of one mesh in the sequence is edited by user, which produces a prototype skeleton. We propagate this prototype using graph matching in‐between frames. By using temporal coherence cues, the matching procedure can be dramatically accelerated. Finally, the mesh sequence is repaired according to the inconsistencies by comparing matched skeletons and original skeletons. As demonstrated in the results, our approach avoids manually editing in all meshes, and is able to output a mesh sequence with consistent topology. Copyright © 2010 John Wiley & Sons, Ltd.
Hongxin Zhang 0001, Jin Huang 0001, Caoyu Wang, Hujun Bao
Comput. Animat. Virtual Worlds5
2010 Harmonic coordinates for real-time image cloning
abstract
Traditional gradient domain seamless image cloning is a time consuming task, requiring the solving of Poisson’s equations whenever the shape or position of the cloned region changes. Recently, a more efficient alternative, the mean-value coordinates (MVCs) based approach, was proposed to interpolate interior pixels by a weighted combination of values along the boundary. However, this approach cannot faithfully preserve the gradient in the cloning region. In this paper, we introduce harmonic cloning, which uses harmonic coordinates (HCs) instead of MVCs in image cloning. Benefiting from the non-negativity and interior locality of HCs, our interpolation generates a more accurate harmonic field across the cloned region, to preserve the results with as high a quality as with Poisson cloning. Furthermore, with optimizations and implementation on a graphic processing unit (GPU), we demonstrate that, compared with the method using MVCs, our harmonic cloning gains better quality while retaining real-time performance.
Rui Wang 0004, Weifeng Chen 0002, Minghao Pan, Hujun Bao
J. Zhejiang Univ. Sci. C4
2010 A wave-based anisotropic quadrangulation method
abstract
This paper proposes a new method for remeshing a surface into anisotropically sized quads. The basic idea is to construct a special standing wave on the surface to generate the global quadrilateral structure. This wave based quadrangulation method is capable of controlling the quad size in two directions and precisely aligning the quads with feature lines. Similar to the previous methods, we augment the input surface with a vector field to guide the quad orientation. The anisotropic size control is achieved by using two size fields on the surface. In order to reduce singularity points, the size fields are optimized by a new curl minimization method. The experimental results show that the proposed method can successfully handle various quadrangulation requirements and complex shapes, which is difficult for the existing state-of-the-art methods.
Muyang Zhang, Jin Huang 0001, Xinguo Liu, Hujun Bao
ACM Trans. Graph.4
2010 Adaptive voxels: interactive rendering of massive 3D models
Fenglin Tian, Wei Hua 0002, Zilong Dong, Hujun Bao
Vis. Comput.4
2009 Structure-aware viewpoint selection for volume visualization
abstract
Viewpoint selection is becoming a useful part in the volume visualization pipeline, as it further improves the efficiency of data understanding by providing representative viewpoints. We present two structure-aware view descriptors, which are the shape view descriptor and the detail view descriptor, to select the optimal viewpoint with the maximum amount of the structural information. These two proposed structure-aware view descriptors are both based on the gradient direction, as the gradient is a well-defined measurement of boundary structures, which have been proved as features of interest in many applications. The shape view descriptor is designed to evaluate the overall orientation of features of interest. For estimating local details, we employ the bilateral filter to construct the shape volume. The bilateral filter is very effective in smoothing local details and preserving strong boundary structures at the same time. Therefore, large-scale global structures are in the shape volume, while small-scale local details still remain in the original volume. The detail view descriptor measures the amount of visible details on boundary structures in terms of variances in the local structure between the shape volume and the original volume. These two view descriptors can be integrated into a viewpoint selection framework, and this framework can emphasize global structures or local details with flexibility tailored to the user's specific situations. We performed experiments on various types of volume datasets. These experiments verify the effectiveness of our proposed view descriptors, and the proposed viewpoint selection framework actually locates the optimal viewpoints that show the maximum amount of the structural information.
Yubo Tao, Hai Lin 0003, Hujun Bao, Feng Dong 0005, Gordon Clapworthy
PacificVis3
2009 A unified active and semi-supervised learning framework for image compression
abstract
We consider the problem of lossy image compression from machine learning perspective. Typical image compression algorithms first transform the image from its spatial domain representation to frequency domain representation using some transform technique, such as discrete cosine transform and discrete wavelet transform, and then code the transformed values. Recently, instead of performing a frequency transformation, machine learning based approach has been proposed which uses the color information from a few representative pixels to learn a model which predicts color on the rest of the pixels. Selecting the most representative pixels is essentially an active learning problem, while colorization is a semi-supervised learning problem. In this paper, we propose a novel active learning algorithm, called graph regularized experimental design (GRED), which shares the same principle of the semi-supervised learning algorithm used for colorization. This way, active and semi-supervised learning is unified into a single framework for pixel selection and colorization. Our experimental results suggest that the proposed approach achieves higher compression ratio and image quality, while the compression time is significantly reduced.
Xiaofei He 0001, Ming Ji, Hujun Bao
CVPR3
2009 Keyframe-based real-time camera tracking
abstract
We present a novel keyframe selection and recognition method for robust markerless real-time camera tracking. Our system contains an offline module to select features from a group of reference images and an online module to match them to the input live video in order to quickly estimate the camera pose. The main contribution lies in constructing an optimal set of keyframes from the input reference images, which are required to approximately cover the entire space and at the same time minimize the content redundancy amongst the selected frames. This strategy not only greatly saves the computation, but also helps significantly reduce the number of repeated features so as to improve the camera tracking quality. Our system also employs a parallel-computing scheme with multi-CPU hardware architecture. Experimental results show that our method dramatically enhances the computation efficiency and eliminates the jittering artifacts.
Zilong Dong, Guofeng Zhang 0001, Jiaya Jia, Hujun Bao
ICCV4
2009 Locally Developable Constraint for Document Surface Reconstruction
abstract
This article presents a global optimization approach to reconstruct surfaces from a single document image. Instead of assuming globally developable in previous works which restricted the surface to be cylindrical, conical, etc, we use a free form parametric model which is simple yet expressive enough in the reconstruction task. We then apply developable constraints locally on sample points from extracted feature curves. And in order to further achieve better stability, the developable constraint we put on it is not so strong. Instead of isometric or conformal constraints used frequently in surface parametrization tasks, we use orthogonality. We show that even this is enough to reconstruct a wide class of document surfaces even with an uncalibrated camera.
Yuanlong Shao, Xinguo Liu, Xueying Qin, Hujun Bao
ICDAR5
2009 Locality Preserving Nonnegative Matrix Factorization
Deng Cai 0001, Xiaofei He 0001, Xuanhui Wang, Hujun Bao, Jiawei Han 0001
IJCAI4
2009 Graph Embedding with Constraints
Xiaofei He 0001, Ming Ji, Hujun Bao
IJCAI3
2009 Semi-supervised topic modeling for image annotation
abstract
We propose a novel technique for semi-supervised image annotation which introduces a harmonic regularizer based on the graph Laplacian of the data into the probabilistic semantic model for learning latent topics of the images. By using a probabilistic semantic model, we connect visual features and textual annotations of images by their latent topics. Meanwhile, we incorporate the manifold assumption into the model to say that the probabilities of latent topics of images are drawn from a manifold, so that for images sharing similar visual features or the same annotations, their probability distribution of latent topics should also be similar. We create a nearest neighbor graph to model the manifold and propose a regularized EM algorithm to simultaneously learn a generative model and assign probability density of latent topics to images discriminatively. In this way, databases with very few labeled images can be annotated better than previous works.
Yuanlong Shao, Xiaofei He 0001, Deng Cai 0001, Hujun Bao
ACM Multimedia5
2009 Efficient mesh deformation using tetrahedron control mesh
Jin Huang 0001, Lu Chen 0001, Xinguo Liu, Hujun Bao
Comput. Aided Geom. Des.4
2009 Live Video Montage with a Rotating Camera
abstract
Abstract High‐quality video editing usually requires accurate layer separation in order to resolve occlusions. However, most of the existing bilayer segmentation algorithms require either considerable user intervention or a simple stationary camera configuration with known background, which is difficult to meet for many real world online applications. This paper demonstrates that various visually appealing montage effects can be online created from a live video captured by a rotating camera, by accurately retrieving the camera state and segmenting out the dynamic foreground. The key contribution is that a novel fast bilayer segmentation method is proposed which can effectively extract the dynamic foreground under rotational camera configuration, and is robust to imperfect background estimation and complex background colors. Our system can create a variety of live visual effects, including but not limited to, realistic virtual object insertion, background substitution and blurring, non‐photorealistic rendering and camouflage effect. A variety of challenging examples demonstrate the effectiveness of our method.
Zilong Dong, Guofeng Zhang 0001, Qing Wang 0042, Hujun Bao
Comput. Graph. Forum5
2009 Fast, Sub-pixel Antialiased Shadow Maps
abstract
Abstract Solving aliasing artifacts is an essential problem in shadow mapping approaches. Many works have been proposed, however, most of them focused on removing the texel‐level aliasing that results from the limited resolution of shadow maps. Little work has been done to solve the pixel‐level shadow aliasing that is produced by the rasterization on the screen plane. In this paper, we propose a fast, sub‐pixel antialiased shadowing algorithm to solve the pixel aliasing problem. Our work is based on the alias‐free shadow maps, which is capable of computing accurate per‐pixel shadow, and only incurs little cost to extend to sub‐pixel accuracy. Instead of direct supersampling the screen space, we take facets to approximate pixels in shadow testing. The shadowed area of one facet is rapidly evaluated by projecting blocker geometry onto a supersampled 2D occlusion mask with bitmasks fusion. It provides a sub‐pixel occlusion sampling so as to capture fine shadow details and features. Furthermore, we introduce the silhouette mask map that limits visibility evaluation to pixels only on the silhouette, which greatly reduces the computation cost. Our algorithm runs entirely on the GPU, achieving real‐time performance and is an order of magnitude faster than the brute‐force supersampling method to produce comparable 32× antialiased shadows.
Minghao Pan, Rui Wang 0004, Weifeng Chen 0002, Kun Zhou 0001, Hujun Bao
Comput. Graph. Forum5
2009 Rigidity Constraints for Large Mesh Deformation
Yong Zhao 0004, Xinguo Liu, Qunsheng Peng 0001, Hujun Bao
J. Comput. Sci. Technol.4
2009 Real-time dynamics for geometric textures in shell
abstract
Abstract Embedding geometric textures in a shell space around an arbitrary surface has been a popular way to add highly detailed geometric details and enhance visual richness in graphics community, but the dynamic effects of geometric textures have not been modeled and simulated. In this paper, we introduce an efficient algorithm for deforming geometric textures with dynamic effects. The algorithm consists of two steps. First, it computes a deformed shell space by optimizing a material related energy function, which is then used to evaluate the equilibrium position of the geometric texture. Second, an explicit time integration scheme is applied for vibrating the geometric texture around its equilibrium position. Users can deform the geometric textures by dragging its vertices directly, and the dynamic behavior of the geometric textures can be changed by adjusting several material parameters. The dynamic simulation of geometric textures can be easily implemented on GPU and runs at real‐time rates. Copyright © 2009 John Wiley & Sons, Ltd.
Jin Huang 0001, Hanqiu Sun, Kun Zhou 0001, Hujun Bao
Comput. Animat. Virtual Worlds4
2009 Consistent Depth Maps Recovery from a Video Sequence
abstract
This paper presents a novel method for recovering consistent depth maps from a video sequence. We propose a bundle optimization framework to address the major difficulties in stereo reconstruction, such as dealing with image noise, occlusions, and outliers. Different from the typical multi-view stereo methods, our approach not only imposes the photo-consistency constraint, but also explicitly associates the geometric coherence with multiple frames in a statistical way. It thus can naturally maintain the temporal coherence of the recovered dense depth maps without over-smoothing. To make the inference tractable, we introduce an iterative optimization scheme by first initializing the disparity maps using a segmentation prior and then refining the disparities by means of bundle optimization. Instead of defining the visibility parameters, our method implicitly models the reconstruction noise as well as the probabilistic visibility. After bundle optimization, we introduce an efficient space-time fusion algorithm to further reduce the reconstruction noise. Our automatic depth recovery is evaluated using a variety of challenging video examples.
Guofeng Zhang 0001, Jiaya Jia, Tien-Tsin Wong, Hujun Bao
IEEE Trans. Pattern Anal. Mach. Intell.4
2009 Out-of-core multigrid solver for streaming meshes
abstract
We present an out-of-core multigrid for solving the Poisson equation defined over gigantic meshes. This enables gradient-domain operations on out-of-core meshes with irregular connectivity. Taking a streaming mesh and boundary constraints as input, our solver builds a multigrid hierarchy and refines the multigrid solution progressively by performing all operations as streaming computations. A set of rules are carefully designed to make neighboring multigrid nodes perform tasks cooperatively and efficiently. With a sublinear memory growth with respect to the number of mesh vertices, our approach handles meshes with 14M vertices using merely 84MB of memory, while an equivalent in-core multigrid implementation fails to fit into 2GB memory space.
Hujun Bao, Kun Zhou 0001
ACM Trans. Graph.2
2009 An efficient GPU-based approach for interactive global illumination
abstract
This paper presents a GPU-based method for interactive global illumination that integrates complex effects such as multi-bounce indirect lighting, glossy reflections, caustics, and arbitrary specular paths. Our method builds upon scattered data sampling and interpolation on the GPU. We start with raytraced shading points and partition them into coherent shading clusters using adaptive seeding followed by k-means. At each cluster center we apply final gather to evaluate its incident irradiance using GPU-based photon mapping. We approximate the entire photon tree as a compact illumination cut, thus reducing the final gather cost for each ray. The sampled irradiance values are then interpolated at all shading points to produce rendering. Our method exploits the spatial coherence of illumination to reduce sampling cost. We sample sparsely and the distribution of sample points conforms with the underlying illumination changes. Therefore our method is both fast and preserves high rendering quality. Although the same property has been exploited by previous caching and adaptive sampling methods, these methods typically require sequential computation of sample points, making them ill-suited for the GPU. In contrast, we select sample points adaptively in a single pass, enabling parallel computation. As a result, our algorithm runs entirely on the GPU, achieving interactive rates for scenes with complex illumination effects.
Rui Wang 0004, Rui Wang 0003, Kun Zhou 0001, Minghao Pan, Hujun Bao
ACM Trans. Graph.5
2009 Refilming with Depth-Inferred Videos
abstract
Compared to still image editing, content-based video editing faces the additional challenges of maintaining the spatiotemporal consistency with respect to geometry. This brings up difficulties of seamlessly modifying video content, for instance, inserting or removing an object. In this paper, we present a new video editing system for creating spatiotemporally consistent and visually appealing refilming effects. Unlike the typical filming practice, our system requires no labor-intensive construction of 3D models/surfaces mimicking the real scene. Instead, it is based on an unsupervised inference of view-dependent depth maps for all video frames. We provide interactive tools requiring only a small amount of user input to perform elementary video content editing, such as separating video layers, completing background scene, and extracting moving objects. These tools can be utilized to produce a variety of visual effects in our system, including but not limited to video composition, "predator" effect, bullet-time, depth-of-field, and fog synthesis. Some of the effects can be achieved in real time.
Guofeng Zhang 0001, Zilong Dong, Jiaya Jia, Tien-Tsin Wong, Hujun Bao
IEEE Trans. Vis. Comput. Graph.6
2009 Feature enhancement by volumetric unsharp masking
Yubo Tao, Hai Lin 0003, Hujun Bao, Feng Dong 0005, Gordon Clapworthy
Vis. Comput.3
2009 Video stabilization based on a 3D perspective camera model
Guofeng Zhang 0001, Wei Hua 0002, Xueying Qin, Yuanlong Shao, Hujun Bao
Vis. Comput.5
2008 Recovering consistent video depth maps via bundle optimization
abstract
This paper presents a novel method for reconstructing high-quality video depth maps. A bundle optimization model is proposed to address the key issues, including image noise and occlusions, in stereo reconstruction. Our method not only uses the color constancy constraint, but also explicitly incorporates the geometric coherence constraint associating multiple frames in a video, thus can naturally maintain the temporal coherence of the recovered video depths without introducing over-smoothing artifact. To make the inference problem tractable, we introduce an iterative optimization scheme by first initializing disparity maps using segmentation prior and then refining the disparities by means of bundle optimization. Unlike previous work estimating complex visibility parameters, our approach implicitly models the probabilistic visibility in a statistical way. The effectiveness of our automatic method is demonstrated using challenging video examples.
Guofeng Zhang 0001, Jiaya Jia, Tien-Tsin Wong, Hujun Bao
CVPR4
2008 Cutting and Fracturing Models without Remeshing
Chao Song 0001, Hongxin Zhang 0001, Hujun Bao
GMP4
2008 Space-Time Curve Analogies for Motion Editing
Hongxin Zhang 0001, Chao Song 0001, Hujun Bao
GMP4
2008 A streaming-based approach for remote interaction of the multi-channel display system for group users
abstract
Multi-channel display system is more suitable for collaboration applications than common desktop PC. In tradition, such multi-channel displays are used by a group of collocated users. In this paper, we propose one remote interaction system to allow a group of users to simultaneously access the multi-channel display on common PCs. Our system can achieve real time performance under mainstream network environment, which is difficult for the previous work even under the network testbed of high bandwidth. In the system, the multi-channel video generated on the server side is captured by synchronizing a group of capturing processes. For achieving real time performance, one hierarchical subtile-based approach is designed to represent and compress the multi-channel video using MPEG2. The system selectively streams the bitstream containing the region of visible pixels to the corresponding client. For controlling the multichannel application on client side, we refactor the architecture of VNC software, and integrate the enhanced version into our system. Experimental results show that our system achieves real time performance when simultaneously serving group users.
Zhongding Jiang, Junyi Tao, Lei Zhang 0076, Hai Lin 0003, Hujun Bao
ICME5
2008 Efficient mesh deformation using tetrahedron control mesh
abstract
It is a challenging problem to interactively deform densely sampled complex objects. This paper proposed an easy but efficient approach to it by using coarse control meshes to embed the target objects. The control mesh can be efficiently deformed by various existing methods, and then the target object can be accordingly deformed by interpolation. One of the most simplest interpolation methods is to use the barycentric coordinates, which however generates apparent first-order discontinuity artifacts across the boundary due to its piecewise linear property. To avoid such artifacts, this paper introduced a modified barycentric interpolation (modified-BI) technique. The central idea is to add a local transformation at each control vertex for interpolation, so that we can minimize the first-order discontinuity by optimizing the local transformations. We also minimize the second order derivatives of the interpolation function to avoid undesired vibrations. While focus on deforming 3D objects embedded in tetrahedron meshes, the proposed method is applicable to 2D image objects embed in planar triangular meshes. The experimental results in both 2D and 3D demonstrated the success and advantages of the proposed method.
Jin Huang 0001, Lu Chen 0001, Xinguo Liu, Hujun Bao
Symposium on Solid and Physical Modeling4
2008 Sketching MLS Image Deformations On the GPU
abstract
Abstract In this paper, we present an image editing tool that allows the user to deform images using a sketch‐based interface. The user simply sketches a set of source curves in the input image, and also some target curves that the source curves should be deformed to. Then the moving least squares (MLS) deformation technique [ SMW06 ] is adapted to produce realistic deformations while satisfying the curves' positional constraints. We also propose a scheme to reduce image fold‐overs in MLS deformations. Our system has a very intuitive user interface, generates physically plausible deformations, and can be easily implemented on the GPU for real‐time performance.
Yanlin Weng, Hujun Bao
Comput. Graph. Forum3
2008 Procedural modeling of urban zone by optimization
abstract
Abstract Procedural modeling technology may be applied for constructing a large‐scale urban scene. Most of the previous studies have exploited a grammar‐based modeling method to generate models. Nevertheless, we formulate the urban planning as a constrained layout optimization problem, propose an algorithm to solve the problem, and procedurally generate models of the urban zone. It produces an extensive urban virtual environment for computer games and simulations at low cost. We optimize a cost function to distribute buildings and roads subject to some urban planning constraints. We employ particle swarm optimization and two‐step path planning to find the optimal solution, which is further interpreted as the 2D blueprint of the urban zone. During the optimization, we adopt the spatial pattern tree structure to reduce the combinational search space greatly. 3D city models in large scale are then assembled according to the 2D blueprints. Experimental results prove that our method can efficiently produce the virtual urban scene similar to that designed by urban planners. Copyright © 2008 John Wiley & Sons, Ltd.
Wei Hua 0002, Hujun Bao
Comput. Animat. Virtual Worlds3
2008 Spectral quadrangulation with orientation and alignment control
abstract
This paper presents a new quadrangulation algorithm, extending the spectral surface quadrangulation approach where the coarse quadrangular structure is derived from the Morse-Smale complex of an eigenfunction of the Laplacian operator on the input mesh. In contrast to the original scheme, we provide flexible explicit controls of the shape, size, orientation and feature alignment of the quadrangular faces. We achieve this by proper selection of the optimal eigenvalue (shape), by adaption of the area term in the Laplacian operator (size), and by adding special constraints to the Laplace eigenproblem (orientation and alignment). By solving a generalized eigen-problem we can generate a scalar field on the mesh whose Morse-Smale complex is of high quality and satisfies all the user requirements. The final quadrilateral mesh is generated from the Morse-Smale complex by computing a globally smooth parametrization. Here we additionally introduce edge constraints to preserve user specified feature lines accurately.
Jin Huang 0001, Muyang Zhang, Xinguo Liu, Leif Kobbelt, Hujun Bao
ACM Trans. Graph.6
2008 Example-based dynamic skinning in real time
abstract
In this paper we present an approach to enrich skeleton-driven animations with physically-based secondary deformation in real time. To achieve this goal, we propose a novel, surface-based deformable model that can interactively emulate the dynamics of both low-and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, our dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, our approach can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time.
Kun Zhou 0001, Yiying Tong, Mathieu Desbrun, Hujun Bao, Baining Guo
ACM Trans. Graph.5
2008 Inverse texture synthesis
abstract
The quality and speed of most texture synthesis algorithms depend on a 2D input sample that is small and contains enough texture variations. However, little research exists on how to acquire such sample. For homogeneous patterns this can be achieved via manual cropping, but no adequate solution exists for inhomogeneous or globally varying textures, i.e. patterns that are local but not stationary, such as rusting over an iron statue with appearance conditioned on varying moisture levels. We present inverse texture synthesis to address this issue. Our inverse synthesis runs in the opposite direction with respect to traditional forward synthesis: given a large globally varying texture, our algorithm automatically produces a small texture compaction that best summarizes the original. This small compaction can be used to reconstruct the original texture or to re-synthesize new textures under user-supplied controls. More important, our technique allows real-time synthesis of globally varying textures on a GPU, where the texture memory is usually too small for large textures. We propose an optimization framework for inverse texture synthesis, ensuring that each input region is properly encoded in the output compaction. Our optimization process also automatically computes orientation fields for anisotropic textures containing both low- and high-frequency regions, a situation difficult to handle via existing techniques.
Li-Yi Wei, Jianwei Han, Kun Zhou 0001, Hujun Bao, Baining Guo, Harry Shum
ACM Trans. Graph.4
2008 Real-time smoke rendering using compensated ray marching
abstract
We present a real-time algorithm calledcompensated ray marchingfor rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition of the input smoke animation, represented as a sequence of volumetric density fields, into a set of radial basis functions (RBFs) and a sequence of residual fields. To expedite rendering, the source radiance distribution within the smoke is computed from only the low-frequency RBF approximation of the density fields, since the high-frequency residuals have little impact on global illumination under low-frequency environment lighting. Furthermore, in computing source radiances the contributions from single and multiple scattering are evaluated at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. A slice-based integration of these source radiances along each view ray is then performed to render the final image. The high-frequency residual fields, which are a critical component in the local appearance of smoke, are compensated back into the radiance integral during this ray march to generate images of high detail. The runtime algorithm, which includes both light transfer simulation and ray marching, can be easily implemented on the GPU, and thus allows for real-time manipulation of viewpoint and lighting, as well as interactive editing of smoke attributes such as extinction cross section, scattering albedo, and phase function. Only moderate preprocessing time and storage is needed. This approach provides the first method for real-time smoke rendering that includes single and multiple scattering while generating results comparable in quality to offline algorithms like ray tracing.
Kun Zhou 0001, Zhong Ren 0001, Stephen Lin 0001, Hujun Bao, Baining Guo, Harry Shum
ACM Trans. Graph.4
2008 Caustic spot light for rendering caustics
abstract
It is difficult to render caustic patterns at interactive frame rates. This paper introduces new rendering techniques that relax current constraints, allowing scenes with moving, non-rigid scene objects, rigid caustic objects, and rotating directional light sources to be rendered in real-time with GPU hardware acceleration. Because our algorithm estimates the intensity and the direction of caustic light, rendering of non-Lambertian surfaces is supported. Previous caustics algorithms have separated the problem into pre-rendering and rendering phases, storing intermediate results in data structures such as photon maps or radiance transfer functions. Our central idea is to use specially parameterized spot lights, called caustic spot lights (CSLs), as the intermediate representation of a two-phase algorithm. CSLs are flexible enough that a small number can approximate the light leaving a caustic object, yet simple enough that they can be efficiently evaluated by a pixel shader program during accelerated rendering.We extend our approach to support changing lighting direction by further dividing the pre-rendering phase into per-scene and per-frame components: the per-frame phase computes frame-specific CSLs by interpolating between CSLs that were pre-computed with differing light directions.
Xinguo Liu, Zhao Dong 0001, Hujun Bao, Qunsheng Peng 0001
Vis. Comput.3
2008 Real-time editing and relighting of homogeneous translucent materials
Rui Wang 0004, Ewen Cheslack-Postava, Rui Wang 0003, David P. Luebke, Qianyong Chen, Wei Hua 0002, Qunsheng Peng 0001, Hujun Bao
Vis. Comput.8
2008 Material-aware differential mesh deformation using sketching interface
Hongxin Zhang 0001, Dong Xu 0001, Hujun Bao
Vis. Comput.3
2007 Robust Metric Reconstruction from Challenging Video Sequences
abstract
Although camera self-calibration and metric reconstruction have been extensively studied during the past decades, automatic metric reconstruction from long video sequences with varying focal length is still very challenging. Several critical issues in practical implementations are not adequately addressed. For example, how to select the initial frames for initializing the projective reconstruction? What criteria should be used? How to handle the large zooming problem? How to choose an appropriate moment for upgrading the projective reconstruction to a metric one? This paper gives a careful investigation of all these issues. Practical and effective approaches are proposed. In particular, we show that existing image-based distance is not an adequate measurement for selecting the initial frames. We propose a novel measurement to take into account the zoom degree, the self-calibration quality, as well as image-based distance. We then introduce a new strategy to decide when to upgrade the projective reconstruction to a metric one. Finally, to alleviate the heavy computational cost in the bundle adjustment, a local on-demand approach is proposed. Our method is also extensively compared with the state-of-the-art commercial software to evidence its robustness and stability.
Guofeng Zhang 0001, Xueying Qin, Wei Hua 0002, Tien-Tsin Wong, Pheng-Ann Heng, Hujun Bao
CVPR6
2007 Moving Object Extraction with a Hand-held Camera
abstract
This paper presents a new method to detect and accurately extract the moving object from a video sequence taken by a hand-held camera. In order to extract the high quality moving foreground, previous approaches usually assume that the background is static or through only planar-perspective transformation. In our method, based on the robust motion estimation, we are capable of handling challenging videos where the background contains complex depth and the camera undergoes unknown motions. We propose the appearance and structure consistency constraint in 3D warping to robustly model the background, which greatly improves the foreground separation even on the object boundary. The estimated dense motion field and the bi- layer segmentation result are iteratively refined where continuous and discrete optimizations are alternatively used. Experimental results of high quality moving object extraction from challenging videos demonstrate the effectiveness of our method.
Guofeng Zhang 0001, Jiaya Jia, Tien-Tsin Wong, Pheng-Ann Heng, Hujun Bao
ICCV6
2007 Locality Sensitive Discriminant Analysis
Deng Cai 0001, Xiaofei He 0001, Kun Zhou 0001, Jiawei Han 0001, Hujun Bao
IJCAI5
2007 Semiautomatic Rule Assist Architecture Modeling
Hongxin Zhang 0001, Hujun Bao
ICEC3
2007 Procedural Modeling of Residential Zone Subject to Urban Planning Constraints
Wei Hua 0002, Hujun Bao
ICEC3
2007 Splines in the parameter domain of surfaces and their application in filament winding
Hujun Bao
Comput. Aided Des.3
2007 Adaptive patch-based mesh fitting for reverse engineering
Wei Chen 0001, Hujun Bao
Comput. Aided Des.3
2007 Generating strictly non-self-overlapping structured quadrilateral grids
Kai Tang 0001, Ajay Joneja, Hujun Bao
Comput. Aided Des.4
2007 Precomputed Radiance Transfer Field for Rendering Interreflections in Dynamic Scenes
abstract
Abstract In this paper, we introduce a new representation – radiance transfer fields (RTF) – for rendering interreflections in dynamic scenes under low frequency illumination. The RTF describes the radiance transferred by an individual object to its surrounding space as a function of the incident radiance. An important property of RTF is its independence of the scene configuration, enabling interreflection computation in dynamic scenes. Secondly, RTFs naturally fit in with the rendering framework of precomputed shadow fields, incurring negligible cost to add interreflection effects. In addition, RTFs can be used to compute interreflections for both diffuse and glossy objects. We also show that RTF data can be highly compressed by clustered principal component analysis (CPCA), which not only reduces the memory cost but also accelerates rendering. Finally, we present some experimental results demonstrating our techniques.
Minghao Pan, Rui Wang 0004, Xinguo Liu, Qunsheng Peng 0001, Hujun Bao
Comput. Graph. Forum5
2007 Gradient-based shell generation and deformation
abstract
Abstract Shell becomes popular in a variety of modeling techniques for representing small‐scale features and increasing visual complexity. Current shell generation algorithms do not measure the volume distortion for geometric texture mapping. And when the object deforms, it is very challenging for existing algorithms to wrap the space inside the shell without large artifacts. We propose an approach to these problems by minimizing the difference between the deformation gradient of the space in the shell and the rotation component of it. Because the shell space is warped as rigid as possible, small features embedded in the shell can be preserved well. Furthermore, our algorithm can achieve shell‐like object deformation. We introduce a novel hierarchical dimension reduction method to solve the involved nonlinear optimization problem efficiently. Finally, several examples are presented to demonstrate the usefulness of our algorithm. Copyright © 2007 John Wiley & Sons, Ltd.
Jin Huang 0001, Xinguo Liu, Haiyang Jiang 0011, Qing Wang 0042, Hujun Bao
Comput. Animat. Virtual Worlds5
2007 Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
abstract
We present mesh puppetry , a variational framework for detail-preserving mesh manipulation through a set of high-level, intuitive, and interactive design tools. Our approach builds upon traditional rigging by optimizing skeleton position and vertex weights in an integrated manner. New poses and animations are created by specifying a few desired constraints on vertex positions, balance of the character, length and rigidity preservation, joint limits, and/or self-collision avoidance. Our algorithm then adjusts the skeleton and solves for the deformed mesh simultaneously through a novel cascading optimization procedure, allowing realtime manipulation of meshes with 50 K + vertices for fast design of pleasing and realistic poses. We demonstrate the potential of our framework through an interactive deformation platform and various applications such as deformation transfer and motion retargeting.
Kun Zhou 0001, Yiying Tong, Mathieu Desbrun, Hujun Bao, Baining Guo
ACM Trans. Graph.5
2007 Stereoscopic Video Synthesis from a Monocular Video
abstract
This paper presents an automatic and robust approach to synthesize stereoscopic videos from ordinary monocular videos acquired by commodity video cameras. Instead of recovering the depth map, the proposed method synthesizes the binocular parallax in stereoscopic video directly from the motion parallax in monocular video. The synthesis is formulated as an optimization problem via introducing a cost function of the stereoscopic effects, the similarity, and the smoothness constraints. The optimization selects the most suitable frames in the input video for generating the stereoscopic video frames. With the optimized selection, convincing and smooth stereoscopic video can be synthesized even by simple constant-depth warping. No user interaction is required. We demonstrate the visually plausible results obtained given the input clips acquired by ordinary handheld video camera.
Guofeng Zhang 0001, Wei Hua 0002, Xueying Qin, Tien-Tsin Wong, Hujun Bao
IEEE Trans. Vis. Comput. Graph.5
2006 Non-uniform Differential Mesh Deformation
Dong Xu 0001, Hongxin Zhang 0001, Hujun Bao
Computer Graphics International3
2006 An efficient large deformation method using domain decomposition
Jin Huang 0001, Xinguo Liu, Hujun Bao, Baining Guo, Harry Shum
Comput. Graph.3
2006 Poisson shape interpolation
Dong Xu 0001, Hongxin Zhang 0001, Qing Wang 0042, Hujun Bao
Graph. Model.4
2006 Digital Differential Geometry Processing
Xinguo Liu, Hujun Bao, Qunsheng Peng 0001
J. Comput. Sci. Technol.2
2006 Bernoulli Embedding Model and Its Application in Texture Mapping
Hongxin Zhang 0001, Ying Tang 0004, Hujun Bao
J. Comput. Sci. Technol.4
2006 Interactive mesh deformation with pseudo material effects
abstract
Abstract This paper presents a novel interactive mesh deformation method that can achieve various dynamic material effects, including elastic membrane and cloth effects. In our framework, a mesh is encoded by some differential quantities based on edge length and dihedral angle; and the deformation is formulated as a least square problem for preserving the edge length and dihedral angle via the differential quantities. In order to obtain anisotropic material effects, we further propose an edge‐weighting scheme based on a user‐specified vector field. To avoid specifying the local transformations, we set up an iterative scheme for solving the deformation. At last, several examples are presented to show that our approach can interactively generate visually pleasing deformations. Copyright © 2006 John Wiley & Sons, Ltd.
Jin Huang 0001, Hongxin Zhang 0001, Xinguo Liu, Hujun Bao
Comput. Animat. Virtual Worlds5
2006 Fast display of large-scale forest with fidelity
abstract
Abstract We propose a new hierarchical representation for a forest model, namely hierarchical layered depth mosaics (HLDM). Each node in the HLDM comprises a number of discrete textured quadrilaterals, called depth mosaics (DMs). The DMs are generated from the sampled depth images of the polygonal tree models. Meanwhile, their textures are compressed by a new approach accounting for occlusion. Our rendering procedure traverses the HLDM and renders the appropriate nodes according to a view‐dependent selection criterion. A blending scheme is adopted to mitigate the visual ‘popping’ caused by the transition of levels of detail. The experiment demonstrates that the viewer could interactively walk or fly above the forest with fidelity. Copyright © 2006 John Wiley & Sons, Ltd.
Huaisheng Zhang, Wei Hua 0002, Qing Wang 0042, Hujun Bao
Comput. Animat. Virtual Worlds4
2006 As-consistent-As-possible compositing of virtual objects and video sequences
abstract
Abstract We present an efficient approach that merges the virtual objects into video sequences taken by a freely moving camera in a realistic manner. The composition is visually and geometrically consistent through three main steps. First, a robust camera tracking algorithm based on key frames is proposed, which precisely recovers the focal length with a novel multi‐frame strategy. Next, the concerned 3D models of the real scenes are reconstructed by means of an extended multi‐baseline algorithm. Finally, the virtual objects in the form of 3D models are integrated into the real scenes, with special cares on the interaction consistency including shadow casting, occlusions, and object animation. A variety of experiments have been implemented, which demonstrate the robustness and efficiency of our approach. Copyright © 2006 John Wiley & Sons, Ltd.
Guofeng Zhang 0001, Xueying Qin, Xiaobo An, Wei Chen 0001, Hujun Bao
Comput. Animat. Virtual Worlds5
2006 Subspace gradient domain mesh deformation
abstract
In this paper we present a general framework for performing constrained mesh deformation tasks with gradient domain techniques. We present a gradient domain technique that works well with a wide variety of linear and nonlinear constraints. The constraints we introduce include the nonlinear volume constraint for volume preservation, the nonlinear skeleton constraint for maintaining the rigidity of limb segments of articulated figures, and the projection constraint for easy manipulation of the mesh without having to frequently switch between multiple viewpoints. To handle nonlinear constraints, we cast mesh deformation as a nonlinear energy minimization problem and solve the problem using an iterative algorithm. The main challenges in solving this nonlinear problem are the slow convergence and numerical instability of the iterative solver. To address these issues, we develop a subspace technique that builds a coarse control mesh around the original mesh and projects the deformation energy and constraints onto the control mesh vertices using the mean value interpolation. The energy minimization is then carried out in the subspace formed by the control mesh vertices. Running in this subspace, our energy minimization solver is both fast and stable and it provides interactive responses. We demonstrate our deformation constraints and subspace deformation technique with a variety of constrained deformation examples.
Jin Huang 0001, Xinguo Liu, Kun Zhou 0001, Li-Yi Wei, Shang-Hua Teng, Hujun Bao, Baining Guo, Harry Shum
ACM Trans. Graph.7
2006 Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
abstract
Previous methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-frequency light sources where such integration is impractical. Our method operates on vectors representing low-frequency visibility of blockers in the spherical harmonic basis. Blocking geometry is modeled as a set of spheres; relatively few spheres capture the low-frequency blocking effect of complicated geometry. At each receiver point, we compute the product of visibility vectors for these blocker spheres as seen from the point. Instead of computing an expensive SH product per blocker as in previous work, we perform inexpensive vector sums to accumulate the log of blocker visibility. SH exponentiation then yields the product visibility vector over all blockers. We show how the SH exponentiation required can be approximated accurately and efficiently for low-order SH, accelerating previous CPU-based methods by a factor of 10 or more, depending on blocker complexity, and allowing real-time GPU implementation.
Zhong Ren 0001, Rui Wang 0004, John M. Snyder, Kun Zhou 0001, Xinguo Liu, Peter-Pike J. Sloan, Hujun Bao, Qunsheng Peng 0001, Baining Guo
ACM Trans. Graph.8
2006 Appearance manifolds for modeling time-variant appearance of materials
abstract
We present a visual simulation technique called appearance manifolds for modeling the time-variant surface appearance of a material from data captured at a single instant in time. In modeling time-variant appearance, our method takes advantage of the key observation that concurrent variations in appearance over a surface represent different degrees of weathering. By reorganizing these various appearances in a manner that reveals their relative order with respect to weathering degree, our method infers spatial and temporal appearance properties of the material's weathering process that can be used to convincingly generate its weathered appearance at different points in time. Results with natural non-linear reflectance variations are demonstrated in applications such as visual simulation of weathering on 3D models, increasing and decreasing the weathering of real objects, and material transfer with weathering effects.
Jiaping Wang, Xin Tong 0001, Stephen Lin 0001, Minghao Pan, Chao Wang 0063, Hujun Bao, Baining Guo, Harry Shum
ACM Trans. Graph.6
2006 Fast example-based surface texture synthesis via discrete optimization
Jianwei Han, Kun Zhou 0001, Li-Yi Wei, Minmin Gong, Hujun Bao, Xinming Zhang 0001, Baining Guo
Vis. Comput.5
2006 Geometrically based potential energy for simulating deformable objects
Jin Huang 0001, Xinguo Liu, Kun Zhou 0001, Baining Guo, Hujun Bao
Vis. Comput.6
2006 Synthesizing trees by plantons
Rui Wang 0004, Wei Hua 0002, Zilong Dong, Qunsheng Peng 0001, Hujun Bao
Vis. Comput.5
2006 Variational sphere set approximation for solid objects
Rui Wang 0004, Kun Zhou 0001, John Snyder, Xinguo Liu, Hujun Bao, Qunsheng Peng 0001, Baining Guo
Vis. Comput.5
2006 Multi-level differential surface representation based on local transformations
Dong Xu 0001, Wei Chen 0001, Hongxin Zhang 0001, Hujun Bao
Vis. Comput.4
2005 Regular Bezier curve: some geometric conditions and a necessary and sufficient condition
abstract
The regularity is an important algebraic property for the parametric curve and surface, which depends on their parameterizations. Therefore, determining the regularity of parametric curves or surfaces is a basic problem in evaluating the quality of their parameterizations. In this paper, we present the necessary and sufficient condition for the regular Bezier curve using the Sturm's theorem. Moreover, we also give some geometric discriminant conditions, which reveal the geometric properties of the regular Bezier curve.
Hujun Bao
CAD/Graphics2
2005 Importance-driven texture encoding based on samples
abstract
In this paper, we present an importance-driven texture encoding algorithm based on samples. Our algorithm determines a set of samples from source texture based on combined criteria which include compression ratio, visual attention and parameterization distortion. The sample set is used to encode the majority parts of the texture. The remaining regions are then encoded by traditional compression algorithm such as vector quantization. Our method can preserve details of important areas and be extended to dynamic textures. The decoding procedure is performed entirely in programmable graphics hardware, yielding real-time frame rates. Experimental results demonstrate the efficiency and performance of our algorithm.
Ying Tang 0004, Hongxin Zhang 0001, Qing Wang 0042, Hujun Bao
Computer Graphics International4
2005 Interactive 3D Editing on Tiled Display Wall
Xiuhui Wang, Wei Hua 0002, Hujun Bao
ICCSA (3)3
2005 Oriented Poisson matting
abstract
Matting is of great importance in image editing, which evaluates the opacity value with dependence on the provided foreground and background information. How to keep the subtle details is the main focus in soft matting. In this paper, we extend the previous Poisson matting approach in three points. An acquisition of subtle details is proposed, which is employed for the input to matting procedure. The modification to Poisson equation from divergence-based to eigenvector-based makes the matting more faithful to the details. Moreover, the construction of simultaneous equations is presented. By these improvements, Poisson matting could be finished in one procedure and extract the delicate matte. We name the proposed method as Oriented Poisson Matting. The demonstrations show that ours outperforms previous Poisson matting.
Zhenlong Du, Hai Lin 0003, Xueying Qin, Hujun Bao
ICIP (2)4
2005 Clustering method for fast deformation with constraints
abstract
We present a fast deformation method for flexible objects. The deformation of the object is physically modeled using a linear elasticity model with a displacement based finite elements method, yielding a linear system at each time step of simulation. We solve this linear system using a precomputed force-displacement matrix, which describes the object response in terms of displacement accelerations to the forces acting on each vertex. We exploit the spatial coherence to effectively compress the force-displacement matrix to make this method practical and efficient by applying the clustered principal component analysis method. And we developed a method to efficiently handle the additional constraints for interactive user manipulation. At last large deformations are addressed based upon the compressed force-displacement matrix by combining a domain decomposition method and tracking the rotational motions. The experimental results demonstrate fast performances on complex large scale objects under interactive user manipulations.
Jin Huang 0001, Xinguo Liu, Hujun Bao, Baining Guo, Harry Shum
Symposium on Solid and Physical Modeling3
2005 Poisson shape interpolation
abstract
In this paper, we propose a novel shape interpolation approach based on Poisson equation. We formulate the trajectory problem of shape interpolation as solving Poisson equations defined on a domain mesh. A non-linear gradient field interpolation method is proposed to take both vertex coordinates and surface orientation into account. With proper boundary conditions, the in-between shapes are reconstructed implicitly from the interpolated gradient fields, while traditional methods usually manipulate vertex coordinates directly. Besides of global shape interpolation, our method is also applicable to local shape interpolation, and can be further enhanced by incorporating with deformation. Our approach can generate visual pleasing and physical plausible morphing sequences with stable area and volume changes. Experimental results demonstrate that our technique can avoid the shrinkage problem appeared in linear shape interpolation.
Dong Xu 0001, Hongxin Zhang 0001, Qing Wang 0042, Hujun Bao
Symposium on Solid and Physical Modeling4
2005 A New Interpolatory Subdivision for Quadrilateral Meshes
abstract
Abstract This paper presents a new interpolatory subdivision scheme for quadrilateral meshes based on a 1–4 splitting operator. The scheme generates surfaces coincident with those of the Kobbelt interpolatory subdivision scheme for regular meshes. A new group of rules are designed for computing newly inserted vertices around extraordinary vertices. As an extension of the regular masks,the new rules are derived based on a reinterpretation of the regular masks. Eigen‐structure analysis demonstrates that subdivision surfaces generated using the new scheme are C1continuous and, in addition, have bounded curvature.
Guiqing Li, Weiyin Ma, Hujun Bao
Comput. Graph. Forum3
2005 Visual simulation of weathering by gamma-ton tracing
abstract
Weathering modeling introduces blemishes such as dirt, rust, cracks and scratches to virtual scenery. In this paper we present a visual stimulation technique that works well for a wide variety of weathering phenomena. Our technique, called γ-ton tracing, is based on a type of aging-inducing particles called γ-tons. Modeling a weathering effect with γ-ton tracing involves tracing a large number of γ-tons through the scene in a way similar to photon tracing and then generating the weathering effect using the recorded γ-ton transport information. With this technique, we can produce weathering effects that are customized to the scene geometry and tailored to the weathering sources. Several effects that are challenging for existing techniques can be readily captured by γ-ton tracing. These include global transport effects. or "stainbleeding". γ-ton tracing also enables visual simulations of complex multi-weathering effects. Lastly γ-ton tracing can generate weathering effects that not only involve texture changes but also large-scale geometry changes. We demonstrate our technique with a variety of examples.
Yanyun Chen, Lin Xia, Tien-Tsin Wong, Xin Tong 0001, Hujun Bao, Baining Guo, Harry Shum
ACM Trans. Graph.5
2005 Large mesh deformation using the volumetric graph Laplacian
abstract
We present a novel technique for large deformations on 3D meshes using the volumetric graph Laplacian. We first construct a graph representing the volume inside the input mesh. The graph need not form a solid meshing of the input mesh's interior; its edges simply connect nearby points in the volume. This graph's Laplacian encodes volumetric details as the difference between each point in the graph and the average of its neighbors. Preserving these volumetric details during deformation imposes a volumetric constraint that prevents unnatural changes in volume. We also include in the graph points a short distance outside the mesh to avoid local self-intersections. Volumetric detail preservation is represented by a quadric energy function. Minimizing it preserves details in a least-squares sense, distributing error uniformly over the whole deformed mesh. It can also be combined with conventional constraints involving surface positions, details or smoothness, and efficiently minimized by solving a sparse linear system.We apply this technique in a 2D curve-based deformation system allowing novice users to create pleasing deformations with little effort. A novel application of this system is to apply nonrigid and exaggerated deformations of 2D cartoon characters to 3D meshes. We demonstrate our system's potential with several examples.
Kun Zhou 0001, Jin Huang 0001, John M. Snyder, Xinguo Liu, Hujun Bao, Baining Guo, Harry Shum
ACM Trans. Graph.5
2005 Intersection fields for interactive global illumination
Zhong Ren 0001, Wei Hua 0002, Lu Chen 0001, Hujun Bao
Vis. Comput.4
2004 Interpolatory v2-Subdivision Surfaces
abstract
This paper presents a new interpolatory subdivision for quadrilateral meshes. The proposed scheme employs a /spl radic/2 split operator to refine a given control mesh such that the face number of the refined mesh is doubled after each refinement. For regular meshes, the smallest mask is chosen to calculate newly inserted vertices and special rules are developed to compute the F-vertices for irregular faces based on the Fourier analysis of block circulant matrices. Numerical analysis manifests that the scheme yields globally C1 continuous limit surfaces. Finally, an extension to arbitrary polygonal meshes is considered.
Guiqing Li, Weiyin Ma, Hujun Bao
GMP3
2004 Generalized NURBS Curves and Surfaces
abstract
A representation, the generalized NURBS (G-NURBS), is proposed for modeling parametric curves and surfaces. G-NURBS provides a unified framework for traditional parametric curve and surface. G-NURBS surface based on arbitrary irregular mesh can represent closed surface or trimmed surface with only one surface patch.
Qing Wang 0042, Wei Hua 0002, Guiqing Li, Hujun Bao
GMP4
2004 Real-time Voxelization for Complex Polygonal Models
abstract
In this paper, we present an efficient voxelization algorithm for complex polygonal models by exploiting newest programmable graphics hardware. We first convert the model into three discrete voxel spaces according to its surface orientation. The resultant voxels are encoded as 2D textures and stored in three intermediate sheet buffers called directional sheet buffers. These buffers are finally synthesized into one worksheet, which records the volumetric representation of the target. The whole algorithm traverses the geometric model only once and is accomplished entirely in GPU (graphics processing unit), achieving real-time frame rate for models with up to 2 million triangles.
Zhao Dong 0001, Wei Chen 0001, Hujun Bao, Hongxin Zhang 0001, Qunsheng Peng 0001
PG3
2004 Interactive collision detection for complex and deformable models using programmable graphics hardware
abstract
In this paper we present an interactive collision detection algorithm for complex and deformable objects. For two target models, our approach rapidly calculates their region of interests (ROI), which is the overlapping of their axis aligned bounding boxes (AABBs), in CPU. The surfaces of both models inside the ROI are then voxelized using a novel GPU-based real-time voxelization method. The resultant volumes are represented by two 2D textures in video memory. The collision query is efficiently accomplished by comparing these 2D textures in GPU. The algorithm is robust to handle arbitrary shapes, no matter geometric models are convex or concave, closed or open, rigid or deformable. Our preliminary implementation achieves interactive frame rate for complex models with up to one million triangles on commodity desktop PCs.
Wei Chen 0001, Huagen Wan, Hongxin Zhang 0001, Hujun Bao, Qunsheng Peng 0001
VRST4
2004 Huge texture mapping for real-time visualization of large-scale terrain
abstract
Texture mapping greatly influences the performance of visualization in many 3D applications. Sometimes the texture data is so large that it has to be stored in slower external storage, rather than fast texture memory or host memory. In these circumstances, texture mapping becomes the performance bottleneck. In this paper, we present a compact multiresolution model, Texture Mipmap Quadtree (TMQ), to represent large-scale textures. It facilitates fast loading and pre-filtering of textures from slower external storage. Integrating continuous LOD model of terrain geometry, we present a criterion to select proper textures from TMQ according to viewing parameters during rendering stage. By exploiting temporal coherence, a dynamic texture management scheme is devised based on two-level cache hierarchy to further increase the performance of texture mapping.
Wei Hua 0002, Huaisheng Zhang, Yanqing Lu, Hujun Bao, Qunsheng Peng 0001
VRST4
2004 3D surface filtering using spherical harmonics
Kun Zhou 0001, Hujun Bao, Jiaoying Shi
Comput. Aided Des.2
2004 A unified approach for fairing arbitrary polygonal meshes
Guiqing Li, Hujun Bao, Weiyin Ma
Graph. Model.2
2004 Geometric Signal Compression
Kun Zhou 0001, Hujun Bao, Jiaoying Shi, Qunsheng Peng 0001
J. Comput. Sci. Technol.2
2004 Mesh editing with poisson-based gradient field manipulation
abstract
In this paper, we introduce a novel approach to mesh editing with the Poisson equation as the theoretical foundation. The most distinctive feature of this approach is that it modifies the original mesh geometry implicitly through gradient field manipulation. Our approach can produce desirable and pleasing results for both global and local editing operations, such as deformation, object merging, and smoothing. With the help from a few novel interactive tools, these operations can be performed conveniently with a small amount of user interaction. Our technique has three key components, a basic mesh solver based on the Poisson equation, a gradient field manipulation scheme using local transforms, and a generalized boundary condition representation based on local frames. Experimental results indicate that our framework can outperform previous related mesh editing techniques.
Yizhou Yu, Kun Zhou 0001, Dong Xu 0001, Hujun Bao, Baining Guo, Harry Shum
ACM Trans. Graph.5
2004 v2 Subdivision for quadrilateral meshes
Guiqing Li, Weiyin Ma, Hujun Bao
Vis. Comput.3
2003 Practical Super-Resolution from Dynamic Video Sequences
abstract
This paper introduces a practical approach for superresolution, the process of reconstructing a high-resolution image from the low-resolution input ones. The emphasis of our work is to super-resolve frames from dynamic video sequences, which may contain significant object occlusion or scene changes. As the quality of super-resolved images highly relies on the correctness of image alignment between consecutive frames, we employ the robust optical flow method to accurately estimate motion between the image pair. An efficient and reliable scheme is designed to detect and discard incorrect matchings, which may degrade the output quality. We also introduce the usage of elliptical weighted average (EWA) filter to model the spatially variant point spread function (PSF) of acquisition system in order to improve accuracy of the model. A number of complex and dynamic video sequences are tested to demonstrate the applicability and reliability of our algorithm.
Zhongding Jiang, Tien-Tsin Wong, Hujun Bao
CVPR (2)3
2003 RBF-based constrained texture mapping
Ying Tang 0004, Hujun Bao, Qunsheng Peng 0001
Comput. Graph.3
2003 Real-Time Ray Casting Rendering of Volume Clipping in Medical Visualization
Wei Chen 0001, Wei Hua 0002, Hujun Bao, Qunsheng Peng 0001
J. Comput. Sci. Technol.3
2003 A Super-Resolution Method with EWA - Elliptical Weighted Average
Zhongding Jiang, Hai Lin 0003, Hujun Bao, Lizhuang Ma
J. Comput. Sci. Technol.3
2002 A Morphing with Geometric Continuity between Two Arbitrary Planar Polygons
abstract
This paper introduces the geometric continuity equations of the closed planar polygons and gives the definition of a morphing with geometric continuity between two arbitrary planar polygons, including simple, non-3 and even degenerated polygons. A simple morphing technique based on linear interpolation of the geometric continuity equations is proposed. The closureness of the in-between polygons is precisely achieved. Two global invariants: rotation indexes and winding numbers are introduced to describe the most general polygons. The demo shows that this technique is efficient and natural for morphing between polygons with arbitrary rotation indexes and winding numbers.
Hujun Bao
PG2
2002 The global occlusion map: a new occlusion culling approach
abstract
Occlusion culling is an important technique to speed up the rendering process for walkthroughs in a complex environment. In this paper, we present a new approach for occlusion culling with respect to a view cell. A compact representation, the Global Occlusion Map (GOM), is proposed for storing the global visibility information of general 3D models with respect to the view cell. The GOM provides a collection of Directional Visibility Barriers (DVB), which are virtual occluding planes aligned with the main axes of the world coordinates that act as occluders to reject invisible objects lying behind them in every direction from a view cell. Since the GOM is a two-dimensional array, its size is bounded, depending only on the number of the sampled viewing directions. Furthermore, it is easy to conservatively compress the GOM by treating it as a depth image. Due to the axial orientations of the DVBs, both the computational and storage costs for occlusion culling based on the GOM is minimized. Our implementation shows the Global Occlusion Map is effective and efficient in urban walkthrough applications.
Wei Hua 0002, Hujun Bao, Qunsheng Peng 0001, A. Robin Forrest
VRST2
2002 Rendering of virtual environments based on polygonal & point-based models
abstract
Real-time rendering for large-scale, complex dynamic virtual scenes is a challenging problem in computer graphics. In this paper, we propose a hybrid rendering algorithm of dynamic virtual environments that seamlessly fuses the point-based scheme and polygon-based scheme. In our algorithm, the scene is organized into a BSP-tree. Objects in the leaf-nodes of the BSP tree are further subdivided into a quad-tree hierarchy, which contains both the sample points and polygon rendering information at each level. The accelerated rendering algorithm integrates the hierarchical occlusion map technique, image caching technique and BSP technique to fast render complex dynamic scenes. During navigation, our system adaptively determines the rendering mode and the level of details of objects, and achieves smooth transition between the two rendering modes by effectively controlling the rendering precision. The dynamic objects can be processed in the system uniformly. Our experimental results have demonstrated the satisfactory performance of the proposed hybrid-rendering scheme for the dynamic virtual environments.
Wenting Zheng, Hanqiu Sun, Hujun Bao, Qunsheng Peng 0001
VRST3
2002 BRDC: binary representation of displacement code for line
Lanfang Miao, Xinguo Liu, Qunsheng Peng 0001, Hujun Bao
Comput. Graph.4
2002 A Novel Volume Constrained Smoothing Method for Meshes
Xinguo Liu, Hujun Bao, Harry Shum, Qunsheng Peng 0001
Graph. Model.2
2002 Automatic Image-Based Pencil Sketch Rendering
Hujun Bao, Qunsheng Peng 0001, Ying-Qing Xu
J. Comput. Sci. Technol.2
2001 Cubic algebraic curves based on geometric constraints
Sanyuan Zhang, Hujun Bao, Baogang Wei
Comput. Aided Geom. Des.2
2001 Continuous field based free-form surface modeling and morphing
Hujun Bao, Pheng-Ann Heng, Tien-Tsin Wong, Qunsheng Peng 0001
Comput. Graph.2
2001 Constrained Fairing for Meshes
abstract
In this paper, we present a novel fairing algorithm for the removal of noise from uniform triangular meshes without shrinkage and serious distortion. The key feature of this algorithm is to keep all triangle centers invariant at each smoothing step by including some constraints in the energy minimization functional. The constrained functional is then minimized efficiently using an iterative method. Further, we apply this smoothing technique to a multiresolution representation to remove arbitrary levels of detail. A volume‐preserving decimation algorithm is presented to generate the multiresolution representation. The experimental results demonstrate the combined algorithm's stability and efficiency.
Xinguo Liu, Hujun Bao, Qunsheng Peng 0001, Pheng-Ann Heng, Tien-Tsin Wong
Comput. Graph. Forum2
2001 An Algorithm for LOD by Merging Near Coplanar Faces Based on Gauss Sphere
Cao Weiqun, Hujun Bao, Qunsheng Peng 0001
J. Comput. Sci. Technol.2
2000 Progressive Geometry Compression for Meshes
abstract
A novel progressive geometry compression scheme is presented in this paper. In this scheme, a mesh is represented as a base mesh followed by some groups of vertex split operations using an improved simplification method in which each level of the mesh can be refined into the next level by carrying out a group of vertex split operations in any order. Consequently, the progressive mesh (PM) representation can be effectively encoded by permuting the vertex split operations in each group. Meanwhile, a geometry predictor using the Laplacian operator is designed to predict each new vertex position using its neighbours. The correction is quantized and encoded using a Huffman coding scheme. Experimental results show that our algorithm obtains higher compression ratios than previous work. It is very suitable for the progressive transmission of geometric models over the Internet.
Xinguo Liu, Hujun Bao, Qunsheng Peng 0001, Pheng-Ann Heng, Tien-Tsin Wong, Hanqiu Sun
PG2