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Di Kang

Publications and source records attributed to Di Kang.

At least 37 records · Page 2Linked to original sources

NEURAL MARIONETTE: A Transformer-based Multi-action Human Motion Synthesis System

We present a neural network-based system for long-term, multi-action human motion synthesis. The system, dubbed as NEURAL MARIONETTE, can produce high-quality and meaningful motions with smooth transitions from simple user input, including a sequence of action tags with expected action duration, and optionally a hand-drawn moving trajectory if the user specifies. The core of our system is a novel Transformer-based motion generation model, namely MARIONET, which can generate diverse motions given action tags. Different from existing motion generation models, MARIONET utilizes contextual information from the past motion clip and future action tag, dedicated to generating actions that can smoothly blend historical and future actions. Specifically, MARIONET first encodes target action tag and contextual information into an action-level latent code. The code is unfolded into frame-level control signals via a time unrolling module, which could be then combined with other frame-level control signals like the target trajectory. Motion frames are then generated in an auto-regressive way. By sequentially applying MARIONET, the system NEURAL MARIONETTE can robustly generate long-term, multi-action motions with the help of two simple schemes, namely "Shadow Start" and "Action Revision". Along with the novel system, we also present a new dataset dedicated to the multi-action motion synthesis task, which contains both action tags and their contextual information. Extensive experiments are conducted to study the action accuracy, naturalism, and transition smoothness of the motions generated by our system.

cs.CV↗

High-level Feature Guided Decoding for Semantic Segmentation

Existing pyramid-based upsamplers (e.g. SemanticFPN), although efficient, usually produce less accurate results compared to dilation-based models when using the same backbone. This is partially caused by the contaminated high-level features since they are fused and fine-tuned with noisy low-level features on limited data. To address this issue, we propose to use powerful pre-trained high-level features as guidance (HFG) so that the upsampler can produce robust results. Specifically, \emph{only} the high-level features from the backbone are used to train the class tokens, which are then reused by the upsampler for classification, guiding the upsampler features to more discriminative backbone features. One crucial design of the HFG is to protect the high-level features from being contaminated by using proper stop-gradient operations so that the backbone does not update according to the noisy gradient from the upsampler. To push the upper limit of HFG, we introduce a context augmentation encoder (CAE) that can efficiently and effectively operate on the low-resolution high-level feature, resulting in improved representation and thus better guidance. We named our complete solution as the High-Level Features Guided Decoder (HFGD). We evaluate the proposed HFGD on three benchmarks: Pascal Context, COCOStuff164k, and Cityscapes. HFGD achieves state-of-the-art results among methods that do not use extra training data, demonstrating its effectiveness and generalization ability.

cs.CV↗

PHRIT: Parametric Hand Representation with Implicit Template

We propose PHRIT, a novel approach for parametric hand mesh modeling with an implicit template that combines the advantages of both parametric meshes and implicit representations. Our method represents deformable hand shapes using signed distance fields (SDFs) with part-based shape priors, utilizing a deformation field to execute the deformation. The model offers efficient high-fidelity hand reconstruction by deforming the canonical template at infinite resolution. Additionally, it is fully differentiable and can be easily used in hand modeling since it can be driven by the skeleton and shape latent codes. We evaluate PHRIT on multiple downstream tasks, including skeleton-driven hand reconstruction, shapes from point clouds, and single-view 3D reconstruction, demonstrating that our approach achieves realistic and immersive hand modeling with state-of-the-art performance.

cs.CV↗

Get3DHuman: Lifting StyleGAN-Human into a 3D Generative Model using Pixel-aligned Reconstruction Priors

Fast generation of high-quality 3D digital humans is important to a vast number of applications ranging from entertainment to professional concerns. Recent advances in differentiable rendering have enabled the training of 3D generative models without requiring 3D ground truths. However, the quality of the generated 3D humans still has much room to improve in terms of both fidelity and diversity. In this paper, we present Get3DHuman, a novel 3D human framework that can significantly boost the realism and diversity of the generated outcomes by only using a limited budget of 3D ground-truth data. Our key observation is that the 3D generator can profit from human-related priors learned through 2D human generators and 3D reconstructors. Specifically, we bridge the latent space of Get3DHuman with that of StyleGAN-Human via a specially-designed prior network, where the input latent code is mapped to the shape and texture feature volumes spanned by the pixel-aligned 3D reconstructor. The outcomes of the prior network are then leveraged as the supervisory signals for the main generator network. To ensure effective training, we further propose three tailored losses applied to the generated feature volumes and the intermediate feature maps. Extensive experiments demonstrate that Get3DHuman greatly outperforms the other state-of-the-art approaches and can support a wide range of applications including shape interpolation, shape re-texturing, and single-view reconstruction through latent inversion.

cs.CV↗

FFHQ-UV: Normalized Facial UV-Texture Dataset for 3D Face Reconstruction

We present a large-scale facial UV-texture dataset that contains over 50,000 high-quality texture UV-maps with even illuminations, neutral expressions, and cleaned facial regions, which are desired characteristics for rendering realistic 3D face models under different lighting conditions. The dataset is derived from a large-scale face image dataset namely FFHQ, with the help of our fully automatic and robust UV-texture production pipeline. Our pipeline utilizes the recent advances in StyleGAN-based facial image editing approaches to generate multi-view normalized face images from single-image inputs. An elaborated UV-texture extraction, correction, and completion procedure is then applied to produce high-quality UV-maps from the normalized face images. Compared with existing UV-texture datasets, our dataset has more diverse and higher-quality texture maps. We further train a GAN-based texture decoder as the nonlinear texture basis for parametric fitting based 3D face reconstruction. Experiments show that our method improves the reconstruction accuracy over state-of-the-art approaches, and more importantly, produces high-quality texture maps that are ready for realistic renderings. The dataset, code, and pre-trained texture decoder are publicly available at https://github.com/csbhr/FFHQ-UV.

cs.CV↗

Consistent 3D Hand Reconstruction in Video via self-supervised Learning

We present a method for reconstructing accurate and consistent 3D hands from a monocular video. We observe that detected 2D hand keypoints and the image texture provide important cues about the geometry and texture of the 3D hand, which can reduce or even eliminate the requirement on 3D hand annotation. Thus we propose ${\rm {S}^{2}HAND}$, a self-supervised 3D hand reconstruction model, that can jointly estimate pose, shape, texture, and the camera viewpoint from a single RGB input through the supervision of easily accessible 2D detected keypoints. We leverage the continuous hand motion information contained in the unlabeled video data and propose ${\rm {S}^{2}HAND(V)}$, which uses a set of weights shared ${\rm {S}^{2}HAND}$ to process each frame and exploits additional motion, texture, and shape consistency constrains to promote more accurate hand poses and more consistent shapes and textures. Experiments on benchmark datasets demonstrate that our self-supervised approach produces comparable hand reconstruction performance compared with the recent full-supervised methods in single-frame as input setup, and notably improves the reconstruction accuracy and consistency when using video training data.

cs.CV↗

Skinned Motion Retargeting with Residual Perception of Motion Semantics & Geometry

A good motion retargeting cannot be reached without reasonable consideration of source-target differences on both the skeleton and shape geometry levels. In this work, we propose a novel Residual RETargeting network (R2ET) structure, which relies on two neural modification modules, to adjust the source motions to fit the target skeletons and shapes progressively. In particular, a skeleton-aware module is introduced to preserve the source motion semantics. A shape-aware module is designed to perceive the geometries of target characters to reduce interpenetration and contact-missing. Driven by our explored distance-based losses that explicitly model the motion semantics and geometry, these two modules can learn residual motion modifications on the source motion to generate plausible retargeted motion in a single inference without post-processing. To balance these two modifications, we further present a balancing gate to conduct linear interpolation between them. Extensive experiments on the public dataset Mixamo demonstrate that our R2ET achieves the state-of-the-art performance, and provides a good balance between the preservation of motion semantics as well as the attenuation of interpenetration and contact-missing. Code is available at https://github.com/Kebii/R2ET.

cs.CV↗

Audio2Gestures: Generating Diverse Gestures from Audio

People may perform diverse gestures affected by various mental and physical factors when speaking the same sentences. This inherent one-to-many relationship makes co-speech gesture generation from audio particularly challenging. Conventional CNNs/RNNs assume one-to-one mapping, and thus tend to predict the average of all possible target motions, easily resulting in plain/boring motions during inference. So we propose to explicitly model the one-to-many audio-to-motion mapping by splitting the cross-modal latent code into shared code and motion-specific code. The shared code is expected to be responsible for the motion component that is more correlated to the audio while the motion-specific code is expected to capture diverse motion information that is more independent of the audio. However, splitting the latent code into two parts poses extra training difficulties. Several crucial training losses/strategies, including relaxed motion loss, bicycle constraint, and diversity loss, are designed to better train the VAE. Experiments on both 3D and 2D motion datasets verify that our method generates more realistic and diverse motions than previous state-of-the-art methods, quantitatively and qualitatively. Besides, our formulation is compatible with discrete cosine transformation (DCT) modeling and other popular backbones (\textit{i.e.} RNN, Transformer). As for motion losses and quantitative motion evaluation, we find structured losses/metrics (\textit{e.g.} STFT) that consider temporal and/or spatial context complement the most commonly used point-wise losses (\textit{e.g.} PCK), resulting in better motion dynamics and more nuanced motion details. Finally, we demonstrate that our method can be readily used to generate motion sequences with user-specified motion clips on the timeline.

cs.CV↗

Learning Audio-Driven Viseme Dynamics for 3D Face Animation

We present a novel audio-driven facial animation approach that can generate realistic lip-synchronized 3D facial animations from the input audio. Our approach learns viseme dynamics from speech videos, produces animator-friendly viseme curves, and supports multilingual speech inputs. The core of our approach is a novel parametric viseme fitting algorithm that utilizes phoneme priors to extract viseme parameters from speech videos. With the guidance of phonemes, the extracted viseme curves can better correlate with phonemes, thus more controllable and friendly to animators. To support multilingual speech inputs and generalizability to unseen voices, we take advantage of deep audio feature models pretrained on multiple languages to learn the mapping from audio to viseme curves. Our audio-to-curves mapping achieves state-of-the-art performance even when the input audio suffers from distortions of volume, pitch, speed, or noise. Lastly, a viseme scanning approach for acquiring high-fidelity viseme assets is presented for efficient speech animation production. We show that the predicted viseme curves can be applied to different viseme-rigged characters to yield various personalized animations with realistic and natural facial motions. Our approach is artist-friendly and can be easily integrated into typical animation production workflows including blendshape or bone based animation.

cs.GR↗

CARD: Semantic Segmentation with Efficient Class-Aware Regularized Decoder

Semantic segmentation has recently achieved notable advances by exploiting "class-level" contextual information during learning. However, these approaches simply concatenate class-level information to pixel features to boost the pixel representation learning, which cannot fully utilize intra-class and inter-class contextual information. Moreover, these approaches learn soft class centers based on coarse mask prediction, which is prone to error accumulation. To better exploit class level information, we propose a universal Class-Aware Regularization (CAR) approach to optimize the intra-class variance and inter-class distance during feature learning, motivated by the fact that humans can recognize an object by itself no matter which other objects it appears with. Moreover, we design a dedicated decoder for CAR (CARD), which consists of a novel spatial token mixer and an upsampling module, to maximize its gain for existing baselines while being highly efficient in terms of computational cost. Specifically, CAR consists of three novel loss functions. The first loss function encourages more compact class representations within each class, the second directly maximizes the distance between different class centers, and the third further pushes the distance between inter-class centers and pixels. Furthermore, the class center in our approach is directly generated from ground truth instead of from the error-prone coarse prediction. CAR can be directly applied to most existing segmentation models during training, and can largely improve their accuracy at no additional inference overhead. Extensive experiments and ablation studies conducted on multiple benchmark datasets demonstrate that the proposed CAR can boost the accuracy of all baseline models by up to 2.23% mIOU with superior generalization ability. CARD outperforms SOTA approaches on multiple benchmarks with a highly efficient architecture.

cs.CV↗

Semi-signed prioritized neural fitting for surface reconstruction from unoriented point clouds

Reconstructing 3D geometry from \emph{unoriented} point clouds can benefit many downstream tasks. Recent shape modeling methods mostly adopt implicit neural representation to fit a signed distance field (SDF) and optimize the network by \emph{unsigned} supervision. However, these methods occasionally have difficulty in finding the coarse shape for complicated objects, especially suffering from the ``ghost'' surfaces (\ie, fake surfaces that should not exist). To guide the network quickly fit the coarse shape, we propose to utilize the signed supervision in regions that are obviously outside the object and can be easily determined, resulting in our semi-signed supervision. To better recover high-fidelity details, a novel importance sampling based on tracked region losses and a progressive positional encoding (PE) prioritize the optimization towards underfitting and complicated regions. Specifically, we voxelize and partition the object space into \emph{sign-known} and \emph{sign-uncertain} regions, in which different supervisions are applied. Besides, we adaptively adjust the sampling rate of each voxel according to the tracked reconstruction loss, so that the network can focus more on the complicated under-fitting regions. To this end, we propose our semi-signed prioritized (SSP) neural fitting, and conduct extensive experiments to demonstrate that SSP achieves state-of-the-art performance on multiple datasets including the ABC subset and various challenging data. The code will be released upon the publication.

cs.CV↗

Learning to Construct 3D Building Wireframes from 3D Line Clouds

Line clouds, though under-investigated in the previous work, potentially encode more compact structural information of buildings than point clouds extracted from multi-view images. In this work, we propose the first network to process line clouds for building wireframe abstraction. The network takes a line cloud as input , i.e., a nonstructural and unordered set of 3D line segments extracted from multi-view images, and outputs a 3D wireframe of the underlying building, which consists of a sparse set of 3D junctions connected by line segments. We observe that a line patch, i.e., a group of neighboring line segments, encodes sufficient contour information to predict the existence and even the 3D position of a potential junction, as well as the likelihood of connectivity between two query junctions. We therefore introduce a two-layer Line-Patch Transformer to extract junctions and connectivities from sampled line patches to form a 3D building wireframe model. We also introduce a synthetic dataset of multi-view images with ground-truth 3D wireframe. We extensively justify that our reconstructed 3D wireframe models significantly improve upon multiple baseline building reconstruction methods. The code and data can be found at https://github.com/Luo1Cheng/LC2WF.

cs.CV↗

REALY: Rethinking the Evaluation of 3D Face Reconstruction

The evaluation of 3D face reconstruction results typically relies on a rigid shape alignment between the estimated 3D model and the ground-truth scan. We observe that aligning two shapes with different reference points can largely affect the evaluation results. This poses difficulties for precisely diagnosing and improving a 3D face reconstruction method. In this paper, we propose a novel evaluation approach with a new benchmark REALY, consists of 100 globally aligned face scans with accurate facial keypoints, high-quality region masks, and topology-consistent meshes. Our approach performs region-wise shape alignment and leads to more accurate, bidirectional correspondences during computing the shape errors. The fine-grained, region-wise evaluation results provide us detailed understandings about the performance of state-of-the-art 3D face reconstruction methods. For example, our experiments on single-image based reconstruction methods reveal that DECA performs the best on nose regions, while GANFit performs better on cheek regions. Besides, a new and high-quality 3DMM basis, HIFI3D++, is further derived using the same procedure as we construct REALY to align and retopologize several 3D face datasets. We will release REALY, HIFI3D++, and our new evaluation pipeline at https://realy3dface.com.

cs.CV↗

CAR: Class-aware Regularizations for Semantic Segmentation

Recent segmentation methods, such as OCR and CPNet, utilizing "class level" information in addition to pixel features, have achieved notable success for boosting the accuracy of existing network modules. However, the extracted class-level information was simply concatenated to pixel features, without explicitly being exploited for better pixel representation learning. Moreover, these approaches learn soft class centers based on coarse mask prediction, which is prone to error accumulation. In this paper, aiming to use class level information more effectively, we propose a universal Class-Aware Regularization (CAR) approach to optimize the intra-class variance and inter-class distance during feature learning, motivated by the fact that humans can recognize an object by itself no matter which other objects it appears with. Three novel loss functions are proposed. The first loss function encourages more compact class representations within each class, the second directly maximizes the distance between different class centers, and the third further pushes the distance between inter-class centers and pixels. Furthermore, the class center in our approach is directly generated from ground truth instead of from the error-prone coarse prediction. Our method can be easily applied to most existing segmentation models during training, including OCR and CPNet, and can largely improve their accuracy at no additional inference overhead. Extensive experiments and ablation studies conducted on multiple benchmark datasets demonstrate that the proposed CAR can boost the accuracy of all baseline models by up to 2.23% mIOU with superior generalization ability. The complete code is available at https://github.com/edwardyehuang/CAR.

cs.CV↗

Comparing Unit Trains versus Manifest Trains for the Risk of Rail Transport of Hazardous Materials -- Part I: Risk Analysis Methodology

Transporting hazardous materials (hazmats) using tank cars has more significant economic benefits than other transportation modes. Although railway transportation is roughly four times more fuel-efficient than roadway transportation, a train derailment has greater potential to cause more disastrous consequences than a truck incident. Train types, such as unit train or manifest train (also called mixed train), can influence transport risks in several ways. For example, unit trains only experience risks on mainlines and when arriving at or departing from terminals, while manifest trains experience additional switching risks in yards. Based on prior studies and various data sources covering the years 1996-2018, this paper constructs event chains for line-haul risks on mainlines (for both unit trains and manifest trains), arrival/departure risks in terminals (for unit trains) and yards (for manifest trains), and yard switching risks for manifest trains using various probabilistic models, and finally determines expected casualties as the consequences of a potential train derailment and release incident. This is the first analysis to quantify the total risks a train may encounter throughout the shipment process, either on mainlines or in yards/terminals, distinguishing train types. It provides a methodology applicable to any train to calculate the expected risks (quantified as expected casualties in this paper) from an origin to a destination.

stat.AP↗

Comparing Unit Trains versus Manifest Trains for the Risk of Rail Transport of Hazardous Materials -- Part II: Application and Case Study

Built upon the risk analysis methodology (presented in the part I paper), this part II paper focuses on applying this methodology. Five illustrative scenarios were used to analyze the best or worst cases and compare the transportation risk differences between service options using unit trains and manifest trains. The comparison results indicate that if all tank cars are placed at the positions with the lowest probability of derailing and if switching tank cars alone in classification yards, it could provide the lowest risk estimate given the same transportation demand (i.e., number of tank cars to transport). This paper also shows that based on the data and parameters in the case study, risks during arrival/departure events and yard switching events could be as significant as risks that on mainlines. This paper provides a way to use the risk analysis methodology for rail safety decisions. The methodology and its application can be tailored to specific infrastructure and rolling stock characteristics.

stat.AP↗

NeRFReN: Neural Radiance Fields with Reflections

Neural Radiance Fields (NeRF) has achieved unprecedented view synthesis quality using coordinate-based neural scene representations. However, NeRF's view dependency can only handle simple reflections like highlights but cannot deal with complex reflections such as those from glass and mirrors. In these scenarios, NeRF models the virtual image as real geometries which leads to inaccurate depth estimation, and produces blurry renderings when the multi-view consistency is violated as the reflected objects may only be seen under some of the viewpoints. To overcome these issues, we introduce NeRFReN, which is built upon NeRF to model scenes with reflections. Specifically, we propose to split a scene into transmitted and reflected components, and model the two components with separate neural radiance fields. Considering that this decomposition is highly under-constrained, we exploit geometric priors and apply carefully-designed training strategies to achieve reasonable decomposition results. Experiments on various self-captured scenes show that our method achieves high-quality novel view synthesis and physically sound depth estimation results while enabling scene editing applications.

cs.CV↗

Searching for Singularities in Navier-Stokes Flows Based on the Ladyzhenskaya-Prodi-Serrin Conditions

In this investigation we perform a systematic computational search for potential singularities in 3D Navier-Stokes flows based on the Ladyzhenskaya-Prodi-Serrin conditions. They assert that if the quantity $\int_0^T \| \mathbf{u}(t) \|_{L^q(Ω)}^p \, dt$, where $2/p+3/q \le 1$, $q > 3$, is bounded, then the solution $\mathbf{u}(t)$ of the Navier-Stokes system is smooth on the interval $[0,T]$. In other words, if a singularity should occur at some time $t \in [0,T]$, then this quantity must be unbounded. We have probed this condition by studying a family of variational PDE optimization problems where initial conditions $\mathbf{u}_0$ are sought to maximize $\int_0^T \| \mathbf{u}(t) \|_{L^4(Ω)}^8 \, dt$ for different $T$ subject to suitable constraints. These problems are solved numerically using a large-scale adjoint-based gradient approach. Even in the flows corresponding to the optimal initial conditions determined in this way no evidence has been found for singularity formation, which would be manifested by unbounded growth of $\| \mathbf{u}(t) \|_{L^4(Ω)}$. However, the maximum enstrophy attained in these extreme flows scales in proportion to $\mathcal{E}_0^{3/2}$, the same as found by Kang et al. (2020) when maximizing the finite-time growth of enstrophy. In addition, we also consider sharpness of an a priori estimate on the time evolution of $\| \mathbf{u}(t) \|_{L^4(Ω)}$ by solving another PDE optimization problem and demonstrate that the upper bound in this estimate could be improved.

math.AP↗