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Changwoon Choi

Publications and source records attributed to Changwoon Choi.

14 recordsLinked to original sources

Image-Guided Geometric Stylization of 3D Meshes

Recent generative models can create visually plausible 3D representations of objects. However, the generation process often allows for implicit control signals, such as contextual descriptions, and rarely supports bold geometric distortions beyond existing data distributions. We propose a geometric stylization framework that deforms a 3D mesh, allowing it to express the style of an image. While style is inherently ambiguous, we utilize pre-trained diffusion models to extract an abstract representation of the provided image. Our coarse-to-fine stylization pipeline can drastically deform the input 3D model to express a diverse range of geometric variations while retaining the valid topology of the original mesh and part-level semantics. We also propose an approximate VAE encoder that provides efficient and reliable gradients from mesh renderings. Extensive experiments demonstrate that our method can create stylized 3D meshes that reflect unique geometric features of the pictured assets, such as expressive poses and silhouettes, thereby supporting the creation of distinctive artistic 3D creations. Project page: https://changwoonchoi.github.io/GeoStyle

cs.CV

ExCellGen: Fast, Controllable, Photorealistic 3D Scene Generation from a Single Real-World Exemplar

Photorealistic 3D scene generation is challenging due to the scarcity of large-scale, high-quality real-world 3D datasets and complex workflows requiring specialized expertise for manual modeling. These constraints often result in slow iteration cycles, where each modification demands substantial effort, ultimately stifling creativity. We propose a fast, exemplar-driven framework for generating 3D scenes from a single casual input, such as handheld video or drone footage. Our method first leverages 3D Gaussian Splatting (3DGS) to robustly reconstruct input scenes with a high-quality 3D appearance model. We then train a per-scene Generative Cellular Automaton (GCA) to produce a sparse volume of featurized voxels, effectively amortizing scene generation while enabling controllability. A subsequent patch-based remapping step composites the complete scene from the exemplar's initial 3D Gaussian splats, successfully recovering the appearance statistics of the input scene. The entire pipeline can be trained in less than 10 minutes for each exemplar and generates scenes in 0.5-2 seconds. Our method enables interactive creation with full user control, and we showcase complex 3D generation results from real-world exemplars within a self-contained interactive GUI.

cs.CV

Geometry-Aware Scene Configurations for Novel View Synthesis

We propose scene-adaptive strategies to efficiently allocate representation capacity for generating immersive experiences of indoor environments from incomplete observations. Indoor scenes with multiple rooms often exhibit irregular layouts with varying complexity, containing clutter, occlusion, and flat walls. We maximize the utilization of limited resources with guidance from geometric priors, which are often readily available after pre-processing stages. We record observation statistics on the estimated geometric scaffold and guide the optimal placement of bases, which greatly improves upon the uniform basis arrangements adopted by previous scalable Neural Radiance Field (NeRF) representations. We also suggest scene-adaptive virtual viewpoints to compensate for geometric deficiencies inherent in view configurations in the input trajectory and impose the necessary regularization. We present a comprehensive analysis and discussion regarding rendering quality and memory requirements in several large-scale indoor scenes, demonstrating significant enhancements compared to baselines that employ regular placements. Project page is available at: https://mkjjang3598.github.io/Geo-Scene-Config.

cs.CV

Recovering Dynamic 3D Sketches from Videos

Understanding 3D motion from videos presents inherent challenges due to the diverse types of movement, ranging from rigid and deformable objects to articulated structures. To overcome this, we propose Liv3Stroke, a novel approach for abstracting objects in motion with deformable 3D strokes. The detailed movements of an object may be represented by unstructured motion vectors or a set of motion primitives using a pre-defined articulation from a template model. Just as a free-hand sketch can intuitively visualize scenes or intentions with a sparse set of lines, we utilize a set of parametric 3D curves to capture a set of spatially smooth motion elements for general objects with unknown structures. We first extract noisy, 3D point cloud motion guidance from video frames using semantic features, and our approach deforms a set of curves to abstract essential motion features as a set of explicit 3D representations. Such abstraction enables an understanding of prominent components of motions while maintaining robustness to environmental factors. Our approach allows direct analysis of 3D object movements from video, tackling the uncertainty that typically occurs when translating real-world motion into recorded footage. The project page is accessible via: https://jaeah.me/liv3stroke_web

cs.CV

Humans as a Calibration Pattern: Dynamic 3D Scene Reconstruction from Unsynchronized and Uncalibrated Videos

Recent works on dynamic 3D neural field reconstruction assume the input from synchronized multi-view videos whose poses are known. The input constraints are often not satisfied in real-world setups, making the approach impractical. We show that unsynchronized videos from unknown poses can generate dynamic neural fields as long as the videos capture human motion. Humans are one of the most common dynamic subjects captured in videos, and their shapes and poses can be estimated using state-of-the-art libraries. While noisy, the estimated human shape and pose parameters provide a decent initialization point to start the highly non-convex and under-constrained problem of training a consistent dynamic neural representation. Given the shape and pose parameters of humans in individual frames, we formulate methods to calculate the time offsets between videos, followed by camera pose estimations that analyze the 3D joint positions. Then, we train the dynamic neural fields employing multiresolution grids while we concurrently refine both time offsets and camera poses. The setup still involves optimizing many parameters; therefore, we introduce a robust progressive learning strategy to stabilize the process. Experiments show that our approach achieves accurate spatio-temporal calibration and high-quality scene reconstruction in challenging conditions.

cs.CV

I$^2$-SLAM: Inverting Imaging Process for Robust Photorealistic Dense SLAM

We present an inverse image-formation module that can enhance the robustness of existing visual SLAM pipelines for casually captured scenarios. Casual video captures often suffer from motion blur and varying appearances, which degrade the final quality of coherent 3D visual representation. We propose integrating the physical imaging into the SLAM system, which employs linear HDR radiance maps to collect measurements. Specifically, individual frames aggregate images of multiple poses along the camera trajectory to explain prevalent motion blur in hand-held videos. Additionally, we accommodate per-frame appearance variation by dedicating explicit variables for image formation steps, namely white balance, exposure time, and camera response function. Through joint optimization of additional variables, the SLAM pipeline produces high-quality images with more accurate trajectories. Extensive experiments demonstrate that our approach can be incorporated into recent visual SLAM pipelines using various scene representations, such as neural radiance fields or Gaussian splatting.

cs.CV

3Doodle: Compact Abstraction of Objects with 3D Strokes

While free-hand sketching has long served as an efficient representation to convey characteristics of an object, they are often subjective, deviating significantly from realistic representations. Moreover, sketches are not consistent for arbitrary viewpoints, making it hard to catch 3D shapes. We propose 3Dooole, generating descriptive and view-consistent sketch images given multi-view images of the target object. Our method is based on the idea that a set of 3D strokes can efficiently represent 3D structural information and render view-consistent 2D sketches. We express 2D sketches as a union of view-independent and view-dependent components. 3D cubic B ezier curves indicate view-independent 3D feature lines, while contours of superquadrics express a smooth outline of the volume of varying viewpoints. Our pipeline directly optimizes the parameters of 3D stroke primitives to minimize perceptual losses in a fully differentiable manner. The resulting sparse set of 3D strokes can be rendered as abstract sketches containing essential 3D characteristic shapes of various objects. We demonstrate that 3Doodle can faithfully express concepts of the original images compared with recent sketch generation approaches.

cs.CV

PICCOLO: Point Cloud-Centric Omnidirectional Localization

We present PICCOLO, a simple and efficient algorithm for omnidirectional localization. Given a colored point cloud and a 360 panorama image of a scene, our objective is to recover the camera pose at which the panorama image is taken. Our pipeline works in an off-the-shelf manner with a single image given as a query and does not require any training of neural networks or collecting ground-truth poses of images. Instead, we match each point cloud color to the holistic view of the panorama image with gradient-descent optimization to find the camera pose. Our loss function, called sampling loss, is point cloud-centric, evaluated at the projected location of every point in the point cloud. In contrast, conventional photometric loss is image-centric, comparing colors at each pixel location. With a simple change in the compared entities, sampling loss effectively overcomes the severe visual distortion of omnidirectional images, and enjoys the global context of the 360 view to handle challenging scenarios for visual localization. PICCOLO outperforms existing omnidirectional localization algorithms in both accuracy and stability when evaluated in various environments. Code is available at \url{https://github.com/82magnolia/panoramic-localization/}.

cs.CV

CPO: Change Robust Panorama to Point Cloud Localization

We present CPO, a fast and robust algorithm that localizes a 2D panorama with respect to a 3D point cloud of a scene possibly containing changes. To robustly handle scene changes, our approach deviates from conventional feature point matching, and focuses on the spatial context provided from panorama images. Specifically, we propose efficient color histogram generation and subsequent robust localization using score maps. By utilizing the unique equivariance of spherical projections, we propose very fast color histogram generation for a large number of camera poses without explicitly rendering images for all candidate poses. We accumulate the regional consistency of the panorama and point cloud as 2D/3D score maps, and use them to weigh the input color values to further increase robustness. The weighted color distribution quickly finds good initial poses and achieves stable convergence for gradient-based optimization. CPO is lightweight and achieves effective localization in all tested scenarios, showing stable performance despite scene changes, repetitive structures, or featureless regions, which are typical challenges for visual localization with perspective cameras. Code is available at \url{https://github.com/82magnolia/panoramic-localization/}.

cs.CV

IBL-NeRF: Image-Based Lighting Formulation of Neural Radiance Fields

We propose IBL-NeRF, which decomposes the neural radiance fields (NeRF) of large-scale indoor scenes into intrinsic components. Recent approaches further decompose the baked radiance of the implicit volume into intrinsic components such that one can partially approximate the rendering equation. However, they are limited to representing isolated objects with a shared environment lighting, and suffer from computational burden to aggregate rays with Monte Carlo integration. In contrast, our prefiltered radiance field extends the original NeRF formulation to capture the spatial variation of lighting within the scene volume, in addition to surface properties. Specifically, the scenes of diverse materials are decomposed into intrinsic components for rendering, namely, albedo, roughness, surface normal, irradiance, and prefiltered radiance. All of the components are inferred as neural images from MLP, which can model large-scale general scenes. Especially the prefiltered radiance effectively models the volumetric light field, and captures spatial variation beyond a single environment light. The prefiltering aggregates rays in a set of predefined neighborhood sizes such that we can replace the costly Monte Carlo integration of global illumination with a simple query from a neural image. By adopting NeRF, our approach inherits superior visual quality and multi-view consistency for synthesized images as well as the intrinsic components. We demonstrate the performance on scenes with complex object layouts and light configurations, which could not be processed in any of the previous works.

cs.CV

LDL: Line Distance Functions for Panoramic Localization

We introduce LDL, a fast and robust algorithm that localizes a panorama to a 3D map using line segments. LDL focuses on the sparse structural information of lines in the scene, which is robust to illumination changes and can potentially enable efficient computation. While previous line-based localization approaches tend to sacrifice accuracy or computation time, our method effectively observes the holistic distribution of lines within panoramic images and 3D maps. Specifically, LDL matches the distribution of lines with 2D and 3D line distance functions, which are further decomposed along principal directions of lines to increase the expressiveness. The distance functions provide coarse pose estimates by comparing the distributional information, where the poses are further optimized using conventional local feature matching. As our pipeline solely leverages line geometry and local features, it does not require costly additional training of line-specific features or correspondence matching. Nevertheless, our method demonstrates robust performance on challenging scenarios including object layout changes, illumination shifts, and large-scale scenes, while exhibiting fast pose search terminating within a matter of milliseconds. We thus expect our method to serve as a practical solution for line-based localization, and complement the well-established point-based paradigm. The code for LDL is available through the following link: https://github.com/82magnolia/panoramic-localization.

cs.CV

Balanced Spherical Grid for Egocentric View Synthesis

We present EgoNeRF, a practical solution to reconstruct large-scale real-world environments for VR assets. Given a few seconds of casually captured 360 video, EgoNeRF can efficiently build neural radiance fields which enable high-quality rendering from novel viewpoints. Motivated by the recent acceleration of NeRF using feature grids, we adopt spherical coordinate instead of conventional Cartesian coordinate. Cartesian feature grid is inefficient to represent large-scale unbounded scenes because it has a spatially uniform resolution, regardless of distance from viewers. The spherical parameterization better aligns with the rays of egocentric images, and yet enables factorization for performance enhancement. However, the naïve spherical grid suffers from irregularities at two poles, and also cannot represent unbounded scenes. To avoid singularities near poles, we combine two balanced grids, which results in a quasi-uniform angular grid. We also partition the radial grid exponentially and place an environment map at infinity to represent unbounded scenes. Furthermore, with our resampling technique for grid-based methods, we can increase the number of valid samples to train NeRF volume. We extensively evaluate our method in our newly introduced synthetic and real-world egocentric 360 video datasets, and it consistently achieves state-of-the-art performance.

cs.CV

Probabilistic Implicit Scene Completion

We propose a probabilistic shape completion method extended to the continuous geometry of large-scale 3D scenes. Real-world scans of 3D scenes suffer from a considerable amount of missing data cluttered with unsegmented objects. The problem of shape completion is inherently ill-posed, and high-quality result requires scalable solutions that consider multiple possible outcomes. We employ the Generative Cellular Automata that learns the multi-modal distribution and transform the formulation to process large-scale continuous geometry. The local continuous shape is incrementally generated as a sparse voxel embedding, which contains the latent code for each occupied cell. We formally derive that our training objective for the sparse voxel embedding maximizes the variational lower bound of the complete shape distribution and therefore our progressive generation constitutes a valid generative model. Experiments show that our model successfully generates diverse plausible scenes faithful to the input, especially when the input suffers from a significant amount of missing data. We also demonstrate that our approach outperforms deterministic models even in less ambiguous cases with a small amount of missing data, which infers that probabilistic formulation is crucial for high-quality geometry completion on input scans exhibiting any levels of completeness.

cs.CV

Learning to Generate 3D Shapes with Generative Cellular Automata

We present a probabilistic 3D generative model, named Generative Cellular Automata, which is able to produce diverse and high quality shapes. We formulate the shape generation process as sampling from the transition kernel of a Markov chain, where the sampling chain eventually evolves to the full shape of the learned distribution. The transition kernel employs the local update rules of cellular automata, effectively reducing the search space in a high-resolution 3D grid space by exploiting the connectivity and sparsity of 3D shapes. Our progressive generation only focuses on the sparse set of occupied voxels and their neighborhood, thus enabling the utilization of an expressive sparse convolutional network. We propose an effective training scheme to obtain the local homogeneous rule of generative cellular automata with sequences that are slightly different from the sampling chain but converge to the full shapes in the training data. Extensive experiments on probabilistic shape completion and shape generation demonstrate that our method achieves competitive performance against recent methods.

cs.CV