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Guandao Yang

Publications and source records attributed to Guandao Yang.

32 records · Page 2Linked to original sources

PhysAvatar: Learning the Physics of Dressed 3D Avatars from Visual Observations

Modeling and rendering photorealistic avatars is of crucial importance in many applications. Existing methods that build a 3D avatar from visual observations, however, struggle to reconstruct clothed humans. We introduce PhysAvatar, a novel framework that combines inverse rendering with inverse physics to automatically estimate the shape and appearance of a human from multi-view video data along with the physical parameters of the fabric of their clothes. For this purpose, we adopt a mesh-aligned 4D Gaussian technique for spatio-temporal mesh tracking as well as a physically based inverse renderer to estimate the intrinsic material properties. PhysAvatar integrates a physics simulator to estimate the physical parameters of the garments using gradient-based optimization in a principled manner. These novel capabilities enable PhysAvatar to create high-quality novel-view renderings of avatars dressed in loose-fitting clothes under motions and lighting conditions not seen in the training data. This marks a significant advancement towards modeling photorealistic digital humans using physically based inverse rendering with physics in the loop. Our project website is at: https://qingqing-zhao.github.io/PhysAvatar

cs.GR↗

NeRF Revisited: Fixing Quadrature Instability in Volume Rendering

Neural radiance fields (NeRF) rely on volume rendering to synthesize novel views. Volume rendering requires evaluating an integral along each ray, which is numerically approximated with a finite sum that corresponds to the exact integral along the ray under piecewise constant volume density. As a consequence, the rendered result is unstable w.r.t. the choice of samples along the ray, a phenomenon that we dub quadrature instability. We propose a mathematically principled solution by reformulating the sample-based rendering equation so that it corresponds to the exact integral under piecewise linear volume density. This simultaneously resolves multiple issues: conflicts between samples along different rays, imprecise hierarchical sampling, and non-differentiability of quantiles of ray termination distances w.r.t. model parameters. We demonstrate several benefits over the classical sample-based rendering equation, such as sharper textures, better geometric reconstruction, and stronger depth supervision. Our proposed formulation can be also be used as a drop-in replacement to the volume rendering equation of existing NeRF-based methods. Our project page can be found at pl-nerf.github.io.

cs.CV↗

GPT-4V(ision) is a Human-Aligned Evaluator for Text-to-3D Generation

Despite recent advances in text-to-3D generative methods, there is a notable absence of reliable evaluation metrics. Existing metrics usually focus on a single criterion each, such as how well the asset aligned with the input text. These metrics lack the flexibility to generalize to different evaluation criteria and might not align well with human preferences. Conducting user preference studies is an alternative that offers both adaptability and human-aligned results. User studies, however, can be very expensive to scale. This paper presents an automatic, versatile, and human-aligned evaluation metric for text-to-3D generative models. To this end, we first develop a prompt generator using GPT-4V to generate evaluating prompts, which serve as input to compare text-to-3D models. We further design a method instructing GPT-4V to compare two 3D assets according to user-defined criteria. Finally, we use these pairwise comparison results to assign these models Elo ratings. Experimental results suggest our metric strongly align with human preference across different evaluation criteria.

cs.CV↗

Learning a Diffusion Prior for NeRFs

Neural Radiance Fields (NeRFs) have emerged as a powerful neural 3D representation for objects and scenes derived from 2D data. Generating NeRFs, however, remains difficult in many scenarios. For instance, training a NeRF with only a small number of views as supervision remains challenging since it is an under-constrained problem. In such settings, it calls for some inductive prior to filter out bad local minima. One way to introduce such inductive priors is to learn a generative model for NeRFs modeling a certain class of scenes. In this paper, we propose to use a diffusion model to generate NeRFs encoded on a regularized grid. We show that our model can sample realistic NeRFs, while at the same time allowing conditional generations, given a certain observation as guidance.

cs.CV↗

Polynomial Neural Fields for Subband Decomposition and Manipulation

Neural fields have emerged as a new paradigm for representing signals, thanks to their ability to do it compactly while being easy to optimize. In most applications, however, neural fields are treated like black boxes, which precludes many signal manipulation tasks. In this paper, we propose a new class of neural fields called polynomial neural fields (PNFs). The key advantage of a PNF is that it can represent a signal as a composition of a number of manipulable and interpretable components without losing the merits of neural fields representation. We develop a general theoretical framework to analyze and design PNFs. We use this framework to design Fourier PNFs, which match state-of-the-art performance in signal representation tasks that use neural fields. In addition, we empirically demonstrate that Fourier PNFs enable signal manipulation applications such as texture transfer and scale-space interpolation. Code is available at https://github.com/stevenygd/PNF.

cs.CV↗

Residual Aligned: Gradient Optimization for Non-Negative Image Synthesis

In this work, we address an important problem of optical see through (OST) augmented reality: non-negative image synthesis. Most of the image generation methods fail under this condition, since they assume full control over each pixel and cannot create darker pixels by adding light. In order to solve the non-negative image generation problem in AR image synthesis, prior works have attempted to utilize optical illusion to simulate human vision but fail to preserve lightness constancy well under situations such as high dynamic range. In our paper, we instead propose a method that is able to preserve lightness constancy at a local level, thus capturing high frequency details. Compared with existing work, our method shows strong performance in image-to-image translation tasks, particularly in scenarios such as large scale images, high resolution images, and high dynamic range image transfer.

cs.CV↗

Stay Positive: Non-Negative Image Synthesis for Augmented Reality

In applications such as optical see-through and projector augmented reality, producing images amounts to solving non-negative image generation, where one can only add light to an existing image. Most image generation methods, however, are ill-suited to this problem setting, as they make the assumption that one can assign arbitrary color to each pixel. In fact, naive application of existing methods fails even in simple domains such as MNIST digits, since one cannot create darker pixels by adding light. We know, however, that the human visual system can be fooled by optical illusions involving certain spatial configurations of brightness and contrast. Our key insight is that one can leverage this behavior to produce high quality images with negligible artifacts. For example, we can create the illusion of darker patches by brightening surrounding pixels. We propose a novel optimization procedure to produce images that satisfy both semantic and non-negativity constraints. Our approach can incorporate existing state-of-the-art methods, and exhibits strong performance in a variety of tasks including image-to-image translation and style transfer.

cs.CV↗

Learning Gradient Fields for Shape Generation

In this work, we propose a novel technique to generate shapes from point cloud data. A point cloud can be viewed as samples from a distribution of 3D points whose density is concentrated near the surface of the shape. Point cloud generation thus amounts to moving randomly sampled points to high-density areas. We generate point clouds by performing stochastic gradient ascent on an unnormalized probability density, thereby moving sampled points toward the high-likelihood regions. Our model directly predicts the gradient of the log density field and can be trained with a simple objective adapted from score-based generative models. We show that our method can reach state-of-the-art performance for point cloud auto-encoding and generation, while also allowing for extraction of a high-quality implicit surface. Code is available at https://github.com/RuojinCai/ShapeGF.

cs.CV↗

QPyTorch: A Low-Precision Arithmetic Simulation Framework

Low-precision training reduces computational cost and produces efficient models. Recent research in developing new low-precision training algorithms often relies on simulation to empirically evaluate the statistical effects of quantization while avoiding the substantial overhead of building specific hardware. To support this empirical research, we introduce QPyTorch, a low-precision arithmetic simulation framework. Built natively in PyTorch, QPyTorch provides a convenient interface that minimizes the efforts needed to reliably convert existing codes to study low-precision training. QPyTorch is general, and supports a variety of combinations of precisions, number formats, and rounding options. Additionally, it leverages an efficient fused-kernel approach to reduce simulator overhead, which enables simulation of large-scale, realistic problems. QPyTorch is publicly available at https://github.com/Tiiiger/QPyTorch.

cs.LG↗

PointFlow: 3D Point Cloud Generation with Continuous Normalizing Flows

As 3D point clouds become the representation of choice for multiple vision and graphics applications, the ability to synthesize or reconstruct high-resolution, high-fidelity point clouds becomes crucial. Despite the recent success of deep learning models in discriminative tasks of point clouds, generating point clouds remains challenging. This paper proposes a principled probabilistic framework to generate 3D point clouds by modeling them as a distribution of distributions. Specifically, we learn a two-level hierarchy of distributions where the first level is the distribution of shapes and the second level is the distribution of points given a shape. This formulation allows us to both sample shapes and sample an arbitrary number of points from a shape. Our generative model, named PointFlow, learns each level of the distribution with a continuous normalizing flow. The invertibility of normalizing flows enables the computation of the likelihood during training and allows us to train our model in the variational inference framework. Empirically, we demonstrate that PointFlow achieves state-of-the-art performance in point cloud generation. We additionally show that our model can faithfully reconstruct point clouds and learn useful representations in an unsupervised manner. The code will be available at https://github.com/stevenygd/PointFlow.

cs.CV↗

SWALP : Stochastic Weight Averaging in Low-Precision Training

Low precision operations can provide scalability, memory savings, portability, and energy efficiency. This paper proposes SWALP, an approach to low precision training that averages low-precision SGD iterates with a modified learning rate schedule. SWALP is easy to implement and can match the performance of full-precision SGD even with all numbers quantized down to 8 bits, including the gradient accumulators. Additionally, we show that SWALP converges arbitrarily close to the optimal solution for quadratic objectives, and to a noise ball asymptotically smaller than low precision SGD in strongly convex settings.

cs.LG↗

Deep Fundamental Matrix Estimation without Correspondences

Estimating fundamental matrices is a classic problem in computer vision. Traditional methods rely heavily on the correctness of estimated key-point correspondences, which can be noisy and unreliable. As a result, it is difficult for these methods to handle image pairs with large occlusion or significantly different camera poses. In this paper, we propose novel neural network architectures to estimate fundamental matrices in an end-to-end manner without relying on point correspondences. New modules and layers are introduced in order to preserve mathematical properties of the fundamental matrix as a homogeneous rank-2 matrix with seven degrees of freedom. We analyze performance of the proposed models using various metrics on the KITTI dataset, and show that they achieve competitive performance with traditional methods without the need for extracting correspondences.

cs.CV↗

Learning to Evaluate Image Captioning

Evaluation metrics for image captioning face two challenges. Firstly, commonly used metrics such as CIDEr, METEOR, ROUGE and BLEU often do not correlate well with human judgments. Secondly, each metric has well known blind spots to pathological caption constructions, and rule-based metrics lack provisions to repair such blind spots once identified. For example, the newly proposed SPICE correlates well with human judgments, but fails to capture the syntactic structure of a sentence. To address these two challenges, we propose a novel learning based discriminative evaluation metric that is directly trained to distinguish between human and machine-generated captions. In addition, we further propose a data augmentation scheme to explicitly incorporate pathological transformations as negative examples during training. The proposed metric is evaluated with three kinds of robustness tests and its correlation with human judgments. Extensive experiments show that the proposed data augmentation scheme not only makes our metric more robust toward several pathological transformations, but also improves its correlation with human judgments. Our metric outperforms other metrics on both caption level human correlation in Flickr 8k and system level human correlation in COCO. The proposed approach could be served as a learning based evaluation metric that is complementary to existing rule-based metrics.

cs.CV↗

Fast Reading Comprehension with ConvNets

State-of-the-art deep reading comprehension models are dominated by recurrent neural nets. Their sequential nature is a natural fit for language, but it also precludes parallelization within an instances and often becomes the bottleneck for deploying such models to latency critical scenarios. This is particularly problematic for longer texts. Here we present a convolutional architecture as an alternative to these recurrent architectures. Using simple dilated convolutional units in place of recurrent ones, we achieve results comparable to the state of the art on two question answering tasks, while at the same time achieving up to two orders of magnitude speedups for question answering.

cs.CL↗