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Bangbang Yang

Publications and source records attributed to Bangbang Yang.

21 records · Page 2Linked to original sources

LatentHuman: Shape-and-Pose Disentangled Latent Representation for Human Bodies

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.

cs.CV↗

Learning Object-Compositional Neural Radiance Field for Editable Scene Rendering

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.

cs.CV↗

VS-Net: Voting with Segmentation for Visual Localization

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 state-of-the-art visual localization methods. Code and models are available at \href{https://github.com/zju3dv/VS-Net}{https://github.com/zju3dv/VS-Net}.

cs.CV↗