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Guanying Chen

Publications and source records attributed to Guanying Chen.

At least 37 records · Page 2Linked to original sources

DreamDissector: Learning Disentangled Text-to-3D Generation from 2D Diffusion Priors

Text-to-3D generation has recently seen significant progress. To enhance its practicality in real-world applications, it is crucial to generate multiple independent objects with interactions, similar to layer-compositing in 2D image editing. However, existing text-to-3D methods struggle with this task, as they are designed to generate either non-independent objects or independent objects lacking spatially plausible interactions. Addressing this, we propose DreamDissector, a text-to-3D method capable of generating multiple independent objects with interactions. DreamDissector accepts a multi-object text-to-3D NeRF as input and produces independent textured meshes. To achieve this, we introduce the Neural Category Field (NeCF) for disentangling the input NeRF. Additionally, we present the Category Score Distillation Sampling (CSDS), facilitated by a Deep Concept Mining (DCM) module, to tackle the concept gap issue in diffusion models. By leveraging NeCF and CSDS, we can effectively derive sub-NeRFs from the original scene. Further refinement enhances geometry and texture. Our experimental results validate the effectiveness of DreamDissector, providing users with novel means to control 3D synthesis at the object level and potentially opening avenues for various creative applications in the future.

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OMG: Occlusion-friendly Personalized Multi-concept Generation in Diffusion Models

Personalization is an important topic in text-to-image generation, especially the challenging multi-concept personalization. Current multi-concept methods are struggling with identity preservation, occlusion, and the harmony between foreground and background. In this work, we propose OMG, an occlusion-friendly personalized generation framework designed to seamlessly integrate multiple concepts within a single image. We propose a novel two-stage sampling solution. The first stage takes charge of layout generation and visual comprehension information collection for handling occlusions. The second one utilizes the acquired visual comprehension information and the designed noise blending to integrate multiple concepts while considering occlusions. We also observe that the initiation denoising timestep for noise blending is the key to identity preservation and layout. Moreover, our method can be combined with various single-concept models, such as LoRA and InstantID without additional tuning. Especially, LoRA models on civitai.com can be exploited directly. Extensive experiments demonstrate that OMG exhibits superior performance in multi-concept personalization.

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SphereHead: Stable 3D Full-head Synthesis with Spherical Tri-plane Representation

While recent advances in 3D-aware Generative Adversarial Networks (GANs) have aided the development of near-frontal view human face synthesis, the challenge of comprehensively synthesizing a full 3D head viewable from all angles still persists. Although PanoHead proves the possibilities of using a large-scale dataset with images of both frontal and back views for full-head synthesis, it often causes artifacts for back views. Based on our in-depth analysis, we found the reasons are mainly twofold. First, from network architecture perspective, we found each plane in the utilized tri-plane/tri-grid representation space tends to confuse the features from both sides, causing "mirroring" artifacts (e.g., the glasses appear in the back). Second, from data supervision aspect, we found that existing discriminator training in 3D GANs mainly focuses on the quality of the rendered image itself, and does not care much about its plausibility with the perspective from which it was rendered. This makes it possible to generate "face" in non-frontal views, due to its easiness to fool the discriminator. In response, we propose SphereHead, a novel tri-plane representation in the spherical coordinate system that fits the human head's geometric characteristics and efficiently mitigates many of the generated artifacts. We further introduce a view-image consistency loss for the discriminator to emphasize the correspondence of the camera parameters and the images. The combination of these efforts results in visually superior outcomes with significantly fewer artifacts. Our code and dataset are publicly available at https://lhyfst.github.io/spherehead.

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Knowledge Base Enabled Semantic Communication: A Generative Perspective

Semantic communication is widely touted as a key technology for propelling the sixth-generation (6G) wireless networks. However, providing effective semantic representation is quite challenging in practice. To address this issue, this article takes a crack at exploiting semantic knowledge base (KB) to usher in a new era of generative semantic communication. Via semantic KB, source messages can be characterized in low-dimensional subspaces without compromising their desired meanings, thus significantly enhancing the communication efficiency. The fundamental principle of semantic KB is first introduced, and a generative semantic communication architecture is developed by presenting three sub-KBs, namely source, task, and channel KBs. Then, the detailed construction approaches for each sub-KB are described, followed by their utilization in terms of semantic coding and transmission. A case study is also provided to showcase the superiority of generative semantic communication over conventional syntactic communication and classical semantic communication. In a nutshell, this article establishes a scientific foundation for the exciting uncharted frontier of generative semantic communication.

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Aerial Lifting: Neural Urban Semantic and Building Instance Lifting from Aerial Imagery

We present a neural radiance field method for urban-scale semantic and building-level instance segmentation from aerial images by lifting noisy 2D labels to 3D. This is a challenging problem due to two primary reasons. Firstly, objects in urban aerial images exhibit substantial variations in size, including buildings, cars, and roads, which pose a significant challenge for accurate 2D segmentation. Secondly, the 2D labels generated by existing segmentation methods suffer from the multi-view inconsistency problem, especially in the case of aerial images, where each image captures only a small portion of the entire scene. To overcome these limitations, we first introduce a scale-adaptive semantic label fusion strategy that enhances the segmentation of objects of varying sizes by combining labels predicted from different altitudes, harnessing the novel-view synthesis capabilities of NeRF. We then introduce a novel cross-view instance label grouping strategy based on the 3D scene representation to mitigate the multi-view inconsistency problem in the 2D instance labels. Furthermore, we exploit multi-view reconstructed depth priors to improve the geometric quality of the reconstructed radiance field, resulting in enhanced segmentation results. Experiments on multiple real-world urban-scale datasets demonstrate that our approach outperforms existing methods, highlighting its effectiveness.

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RichDreamer: A Generalizable Normal-Depth Diffusion Model for Detail Richness in Text-to-3D

Lifting 2D diffusion for 3D generation is a challenging problem due to the lack of geometric prior and the complex entanglement of materials and lighting in natural images. Existing methods have shown promise by first creating the geometry through score-distillation sampling (SDS) applied to rendered surface normals, followed by appearance modeling. However, relying on a 2D RGB diffusion model to optimize surface normals is suboptimal due to the distribution discrepancy between natural images and normals maps, leading to instability in optimization. In this paper, recognizing that the normal and depth information effectively describe scene geometry and be automatically estimated from images, we propose to learn a generalizable Normal-Depth diffusion model for 3D generation. We achieve this by training on the large-scale LAION dataset together with the generalizable image-to-depth and normal prior models. In an attempt to alleviate the mixed illumination effects in the generated materials, we introduce an albedo diffusion model to impose data-driven constraints on the albedo component. Our experiments show that when integrated into existing text-to-3D pipelines, our models significantly enhance the detail richness, achieving state-of-the-art results. Our project page is https://aigc3d.github.io/richdreamer/.

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Forward Flow for Novel View Synthesis of Dynamic Scenes

This paper proposes a neural radiance field (NeRF) approach for novel view synthesis of dynamic scenes using forward warping. Existing methods often adopt a static NeRF to represent the canonical space, and render dynamic images at other time steps by mapping the sampled 3D points back to the canonical space with the learned backward flow field. However, this backward flow field is non-smooth and discontinuous, which is difficult to be fitted by commonly used smooth motion models. To address this problem, we propose to estimate the forward flow field and directly warp the canonical radiance field to other time steps. Such forward flow field is smooth and continuous within the object region, which benefits the motion model learning. To achieve this goal, we represent the canonical radiance field with voxel grids to enable efficient forward warping, and propose a differentiable warping process, including an average splatting operation and an inpaint network, to resolve the many-to-one and one-to-many mapping issues. Thorough experiments show that our method outperforms existing methods in both novel view rendering and motion modeling, demonstrating the effectiveness of our forward flow motion modeling. Project page: https://npucvr.github.io/ForwardFlowDNeRF

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REC-MV: REconstructing 3D Dynamic Cloth from Monocular Videos

Reconstructing dynamic 3D garment surfaces with open boundaries from monocular videos is an important problem as it provides a practical and low-cost solution for clothes digitization. Recent neural rendering methods achieve high-quality dynamic clothed human reconstruction results from monocular video, but these methods cannot separate the garment surface from the body. Moreover, despite existing garment reconstruction methods based on feature curve representation demonstrating impressive results for garment reconstruction from a single image, they struggle to generate temporally consistent surfaces for the video input. To address the above limitations, in this paper, we formulate this task as an optimization problem of 3D garment feature curves and surface reconstruction from monocular video. We introduce a novel approach, called REC-MV, to jointly optimize the explicit feature curves and the implicit signed distance field (SDF) of the garments. Then the open garment meshes can be extracted via garment template registration in the canonical space. Experiments on multiple casually captured datasets show that our approach outperforms existing methods and can produce high-quality dynamic garment surfaces. The source code is available at https://github.com/GAP-LAB-CUHK-SZ/REC-MV.

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MVImgNet: A Large-scale Dataset of Multi-view Images

Being data-driven is one of the most iconic properties of deep learning algorithms. The birth of ImageNet drives a remarkable trend of "learning from large-scale data" in computer vision. Pretraining on ImageNet to obtain rich universal representations has been manifested to benefit various 2D visual tasks, and becomes a standard in 2D vision. However, due to the laborious collection of real-world 3D data, there is yet no generic dataset serving as a counterpart of ImageNet in 3D vision, thus how such a dataset can impact the 3D community is unraveled. To remedy this defect, we introduce MVImgNet, a large-scale dataset of multi-view images, which is highly convenient to gain by shooting videos of real-world objects in human daily life. It contains 6.5 million frames from 219,188 videos crossing objects from 238 classes, with rich annotations of object masks, camera parameters, and point clouds. The multi-view attribute endows our dataset with 3D-aware signals, making it a soft bridge between 2D and 3D vision. We conduct pilot studies for probing the potential of MVImgNet on a variety of 3D and 2D visual tasks, including radiance field reconstruction, multi-view stereo, and view-consistent image understanding, where MVImgNet demonstrates promising performance, remaining lots of possibilities for future explorations. Besides, via dense reconstruction on MVImgNet, a 3D object point cloud dataset is derived, called MVPNet, covering 87,200 samples from 150 categories, with the class label on each point cloud. Experiments show that MVPNet can benefit the real-world 3D object classification while posing new challenges to point cloud understanding. MVImgNet and MVPNet will be publicly available, hoping to inspire the broader vision community.

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Efficient Large-scale Scene Representation with a Hybrid of High-resolution Grid and Plane Features

Existing neural radiance fields (NeRF) methods for large-scale scene modeling require days of training using multiple GPUs, hindering their applications in scenarios with limited computing resources. Despite fast optimization NeRF variants have been proposed based on the explicit dense or hash grid features, their effectivenesses are mainly demonstrated in object-scale scene representation. In this paper, we point out that the low feature resolution in explicit representation is the bottleneck for large-scale unbounded scene representation. To address this problem, we introduce a new and efficient hybrid feature representation for NeRF that fuses the 3D hash-grids and high-resolution 2D dense plane features. Compared with the dense-grid representation, the resolution of a dense 2D plane can be scaled up more efficiently. Based on this hybrid representation, we propose a fast optimization NeRF variant, called GP-NeRF, that achieves better rendering results while maintaining a compact model size. Extensive experiments on multiple large-scale unbounded scene datasets show that our model can converge in 1.5 hours using a single GPU while achieving results comparable to or even better than the existing method that requires about one day's training with 8 GPUs.

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Deep Face Video Inpainting via UV Mapping

This paper addresses the problem of face video inpainting. Existing video inpainting methods target primarily at natural scenes with repetitive patterns. They do not make use of any prior knowledge of the face to help retrieve correspondences for the corrupted face. They therefore only achieve sub-optimal results, particularly for faces under large pose and expression variations where face components appear very differently across frames. In this paper, we propose a two-stage deep learning method for face video inpainting. We employ 3DMM as our 3D face prior to transform a face between the image space and the UV (texture) space. In Stage I, we perform face inpainting in the UV space. This helps to largely remove the influence of face poses and expressions and makes the learning task much easier with well aligned face features. We introduce a frame-wise attention module to fully exploit correspondences in neighboring frames to assist the inpainting task. In Stage II, we transform the inpainted face regions back to the image space and perform face video refinement that inpaints any background regions not covered in Stage I and also refines the inpainted face regions. Extensive experiments have been carried out which show our method can significantly outperform methods based merely on 2D information, especially for faces under large pose and expression variations. Project page: https://ywq.github.io/FVIP

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PS-NeRF: Neural Inverse Rendering for Multi-view Photometric Stereo

Traditional multi-view photometric stereo (MVPS) methods are often composed of multiple disjoint stages, resulting in noticeable accumulated errors. In this paper, we present a neural inverse rendering method for MVPS based on implicit representation. Given multi-view images of a non-Lambertian object illuminated by multiple unknown directional lights, our method jointly estimates the geometry, materials, and lights. Our method first employs multi-light images to estimate per-view surface normal maps, which are used to regularize the normals derived from the neural radiance field. It then jointly optimizes the surface normals, spatially-varying BRDFs, and lights based on a shadow-aware differentiable rendering layer. After optimization, the reconstructed object can be used for novel-view rendering, relighting, and material editing. Experiments on both synthetic and real datasets demonstrate that our method achieves far more accurate shape reconstruction than existing MVPS and neural rendering methods. Our code and model can be found at https://ywq.github.io/psnerf.

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NeuralMPS: Non-Lambertian Multispectral Photometric Stereo via Spectral Reflectance Decomposition

Multispectral photometric stereo(MPS) aims at recovering the surface normal of a scene from a single-shot multispectral image captured under multispectral illuminations. Existing MPS methods adopt the Lambertian reflectance model to make the problem tractable, but it greatly limits their application to real-world surfaces. In this paper, we propose a deep neural network named NeuralMPS to solve the MPS problem under general non-Lambertian spectral reflectances. Specifically, we present a spectral reflectance decomposition(SRD) model to disentangle the spectral reflectance into geometric components and spectral components. With this decomposition, we show that the MPS problem for surfaces with a uniform material is equivalent to the conventional photometric stereo(CPS) with unknown light intensities. In this way, NeuralMPS reduces the difficulty of the non-Lambertian MPS problem by leveraging the well-studied non-Lambertian CPS methods. Experiments on both synthetic and real-world scenes demonstrate the effectiveness of our method.

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S$^3$-NeRF: Neural Reflectance Field from Shading and Shadow under a Single Viewpoint

In this paper, we address the "dual problem" of multi-view scene reconstruction in which we utilize single-view images captured under different point lights to learn a neural scene representation. Different from existing single-view methods which can only recover a 2.5D scene representation (i.e., a normal / depth map for the visible surface), our method learns a neural reflectance field to represent the 3D geometry and BRDFs of a scene. Instead of relying on multi-view photo-consistency, our method exploits two information-rich monocular cues, namely shading and shadow, to infer scene geometry. Experiments on multiple challenging datasets show that our method is capable of recovering 3D geometry, including both visible and invisible parts, of a scene from single-view images. Thanks to the neural reflectance field representation, our method is robust to depth discontinuities. It supports applications like novel-view synthesis and relighting. Our code and model can be found at https://ywq.github.io/s3nerf.

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Neural Deformable Voxel Grid for Fast Optimization of Dynamic View Synthesis

Recently, Neural Radiance Fields (NeRF) is revolutionizing the task of novel view synthesis (NVS) for its superior performance. In this paper, we propose to synthesize dynamic scenes. Extending the methods for static scenes to dynamic scenes is not straightforward as both the scene geometry and appearance change over time, especially under monocular setup. Also, the existing dynamic NeRF methods generally require a lengthy per-scene training procedure, where multi-layer perceptrons (MLP) are fitted to model both motions and radiance. In this paper, built on top of the recent advances in voxel-grid optimization, we propose a fast deformable radiance field method to handle dynamic scenes. Our method consists of two modules. The first module adopts a deformation grid to store 3D dynamic features, and a light-weight MLP for decoding the deformation that maps a 3D point in the observation space to the canonical space using the interpolated features. The second module contains a density and a color grid to model the geometry and density of the scene. The occlusion is explicitly modeled to further improve the rendering quality. Experimental results show that our method achieves comparable performance to D-NeRF using only 20 minutes for training, which is more than 70x faster than D-NeRF, clearly demonstrating the efficiency of our proposed method.

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Towards High-Fidelity Single-view Holistic Reconstruction of Indoor Scenes

We present a new framework to reconstruct holistic 3D indoor scenes including both room background and indoor objects from single-view images. Existing methods can only produce 3D shapes of indoor objects with limited geometry quality because of the heavy occlusion of indoor scenes. To solve this, we propose an instance-aligned implicit function (InstPIFu) for detailed object reconstruction. Combining with instance-aligned attention module, our method is empowered to decouple mixed local features toward the occluded instances. Additionally, unlike previous methods that simply represents the room background as a 3D bounding box, depth map or a set of planes, we recover the fine geometry of the background via implicit representation. Extensive experiments on the SUN RGB-D, Pix3D, 3D-FUTURE, and 3D-FRONT datasets demonstrate that our method outperforms existing approaches in both background and foreground object reconstruction. Our code and model will be made publicly available.

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JIFF: Jointly-aligned Implicit Face Function for High Quality Single View Clothed Human Reconstruction

This paper addresses the problem of single view 3D human reconstruction. Recent implicit function based methods have shown impressive results, but they fail to recover fine face details in their reconstructions. This largely degrades user experience in applications like 3D telepresence. In this paper, we focus on improving the quality of face in the reconstruction and propose a novel Jointly-aligned Implicit Face Function (JIFF) that combines the merits of the implicit function based approach and model based approach. We employ a 3D morphable face model as our shape prior and compute space-aligned 3D features that capture detailed face geometry information. Such space-aligned 3D features are combined with pixel-aligned 2D features to jointly predict an implicit face function for high quality face reconstruction. We further extend our pipeline and introduce a coarse-to-fine architecture to predict high quality texture for our detailed face model. Extensive evaluations have been carried out on public datasets and our proposed JIFF has demonstrates superior performance (both quantitatively and qualitatively) over existing state-of-the-arts.

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HDR Video Reconstruction: A Coarse-to-fine Network and A Real-world Benchmark Dataset

High dynamic range (HDR) video reconstruction from sequences captured with alternating exposures is a very challenging problem. Existing methods often align low dynamic range (LDR) input sequence in the image space using optical flow, and then merge the aligned images to produce HDR output. However, accurate alignment and fusion in the image space are difficult due to the missing details in the over-exposed regions and noise in the under-exposed regions, resulting in unpleasing ghosting artifacts. To enable more accurate alignment and HDR fusion, we introduce a coarse-to-fine deep learning framework for HDR video reconstruction. Firstly, we perform coarse alignment and pixel blending in the image space to estimate the coarse HDR video. Secondly, we conduct more sophisticated alignment and temporal fusion in the feature space of the coarse HDR video to produce better reconstruction. Considering the fact that there is no publicly available dataset for quantitative and comprehensive evaluation of HDR video reconstruction methods, we collect such a benchmark dataset, which contains $97$ sequences of static scenes and 184 testing pairs of dynamic scenes. Extensive experiments show that our method outperforms previous state-of-the-art methods. Our dataset, code and model will be made publicly available.

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