Searcharxiv⌕ Search

arXiv subjects

Guofeng Zhang

Publications and source records attributed to Guofeng Zhang.

At least 163 records · Page 9Linked to original sources

Improving Feature-based Visual Localization by Geometry-Aided Matching

Feature matching is crucial in visual localization, where 2D-3D correspondence plays a major role in determining the accuracy of camera pose. A sufficient number of well-distributed 2D-3D correspondences is essential for accurate pose estimation due to noise. However, existing 2D-3D feature matching methods rely on finding nearest neighbors in the feature space and removing outliers using hand-crafted heuristics, which may lead to potential matches being missed or the correct matches being filtered out. In this work, we propose a novel method called Geometry-Aided Matching (GAM), which incorporates both appearance information and geometric context to address this issue and to improve 2D-3D feature matching. GAM can greatly boost the recall of 2D-3D matches while maintaining high precision. We apply GAM to a new hierarchical visual localization pipeline and show that GAM can effectively improve the robustness and accuracy of localization. Extensive experiments show that GAM can find more real matches than hand-crafted heuristics and learning baselines. Our proposed localization method achieves state-of-the-art results on multiple visual localization datasets. Experiments on Cambridge Landmarks dataset show that our method outperforms the existing state-of-the-art methods and is six times faster than the top-performed method. The source code is available at https://github.com/openxrlab/xrlocalization.

cs.CV↗

Generative Category-Level Shape and Pose Estimation with Semantic Primitives

Empowering autonomous agents with 3D understanding for daily objects is a grand challenge in robotics applications. When exploring in an unknown environment, existing methods for object pose estimation are still not satisfactory due to the diversity of object shapes. In this paper, we propose a novel framework for category-level object shape and pose estimation from a single RGB-D image. To handle the intra-category variation, we adopt a semantic primitive representation that encodes diverse shapes into a unified latent space, which is the key to establish reliable correspondences between observed point clouds and estimated shapes. Then, by using a SIM(3)-invariant shape descriptor, we gracefully decouple the shape and pose of an object, thus supporting latent shape optimization of target objects in arbitrary poses. Extensive experiments show that the proposed method achieves SOTA pose estimation performance and better generalization in the real-world dataset. Code and video are available at https://zju3dv.github.io/gCasp.

cs.CV↗

Vox-Surf: Voxel-based Implicit Surface Representation

Virtual content creation and interaction play an important role in modern 3D applications such as AR and VR. Recovering detailed 3D models from real scenes can significantly expand the scope of its applications and has been studied for decades in the computer vision and computer graphics community. We propose Vox-Surf, a voxel-based implicit surface representation. Our Vox-Surf divides the space into finite bounded voxels. Each voxel stores geometry and appearance information in its corner vertices. Vox-Surf is suitable for almost any scenario thanks to sparsity inherited from voxel representation and can be easily trained from multiple view images. We leverage the progressive training procedure to extract important voxels gradually for further optimization so that only valid voxels are preserved, which greatly reduces the number of sampling points and increases rendering speed.The fine voxels can also be considered as the bounding volume for collision detection.The experiments show that Vox-Surf representation can learn delicate surface details and accurate color with less memory and faster rendering speed than other methods.We also show that Vox-Surf can be more practical in scene editing and AR applications.

cs.CV↗

Hierarchical and Progressive Image Matting

Most matting researches resort to advanced semantics to achieve high-quality alpha mattes, and direct low-level features combination is usually explored to complement alpha details. However, we argue that appearance-agnostic integration can only provide biased foreground details and alpha mattes require different-level feature aggregation for better pixel-wise opacity perception. In this paper, we propose an end-to-end Hierarchical and Progressive Attention Matting Network (HAttMatting++), which can better predict the opacity of the foreground from single RGB images without additional input. Specifically, we utilize channel-wise attention to distill pyramidal features and employ spatial attention at different levels to filter appearance cues. This progressive attention mechanism can estimate alpha mattes from adaptive semantics and semantics-indicated boundaries. We also introduce a hybrid loss function fusing Structural SIMilarity (SSIM), Mean Square Error (MSE), Adversarial loss, and sentry supervision to guide the network to further improve the overall foreground structure. Besides, we construct a large-scale and challenging image matting dataset comprised of 59, 600 training images and 1000 test images (a total of 646 distinct foreground alpha mattes), which can further improve the robustness of our hierarchical and progressive aggregation model. Extensive experiments demonstrate that the proposed HAttMatting++ can capture sophisticated foreground structures and achieve state-of-the-art performance with single RGB images as input.

cs.CV↗

DELTAR: Depth Estimation from a Light-weight ToF Sensor and RGB Image

Light-weight time-of-flight (ToF) depth sensors are small, cheap, low-energy and have been massively deployed on mobile devices for the purposes like autofocus, obstacle detection, etc. However, due to their specific measurements (depth distribution in a region instead of the depth value at a certain pixel) and extremely low resolution, they are insufficient for applications requiring high-fidelity depth such as 3D reconstruction. In this paper, we propose DELTAR, a novel method to empower light-weight ToF sensors with the capability of measuring high resolution and accurate depth by cooperating with a color image. As the core of DELTAR, a feature extractor customized for depth distribution and an attention-based neural architecture is proposed to fuse the information from the color and ToF domain efficiently. To evaluate our system in real-world scenarios, we design a data collection device and propose a new approach to calibrate the RGB camera and ToF sensor. Experiments show that our method produces more accurate depth than existing frameworks designed for depth completion and depth super-resolution and achieves on par performance with a commodity-level RGB-D sensor. Code and data are available at https://zju3dv.github.io/deltar/.

cs.CV↗

NeuralMarker: A Framework for Learning General Marker Correspondence

We tackle the problem of estimating correspondences from a general marker, such as a movie poster, to an image that captures such a marker. Conventionally, this problem is addressed by fitting a homography model based on sparse feature matching. However, they are only able to handle plane-like markers and the sparse features do not sufficiently utilize appearance information. In this paper, we propose a novel framework NeuralMarker, training a neural network estimating dense marker correspondences under various challenging conditions, such as marker deformation, harsh lighting, etc. Besides, we also propose a novel marker correspondence evaluation method circumstancing annotations on real marker-image pairs and create a new benchmark. We show that NeuralMarker significantly outperforms previous methods and enables new interesting applications, including Augmented Reality (AR) and video editing.

cs.CV↗

NeuMesh: Learning Disentangled Neural Mesh-based Implicit Field for Geometry and Texture Editing

Very recently neural implicit rendering techniques have been rapidly evolved and shown great advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionality, e.g., rigid transformation, or not applicable for fine-grained editing for general objects from daily lives. In this paper, we present a novel mesh-based representation by encoding the neural implicit field with disentangled geometry and texture codes on mesh vertices, which facilitates a set of editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations. To this end, we develop several techniques including learnable sign indicators to magnify spatial distinguishability of mesh-based representation, distillation and fine-tuning mechanism to make a steady convergence, and the spatial-aware optimization strategy to realize precise texture editing. Extensive experiments and editing examples on both real and synthetic data demonstrate the superiority of our method on representation quality and editing ability. Code is available on the project webpage: https://zju3dv.github.io/neumesh/.

cs.CV↗

Factorized and Controllable Neural Re-Rendering of Outdoor Scene for Photo Extrapolation

Expanding an existing tourist photo from a partially captured scene to a full scene is one of the desired experiences for photography applications. Although photo extrapolation has been well studied, it is much more challenging to extrapolate a photo (i.e., selfie) from a narrow field of view to a wider one while maintaining a similar visual style. In this paper, we propose a factorized neural re-rendering model to produce photorealistic novel views from cluttered outdoor Internet photo collections, which enables the applications including controllable scene re-rendering, photo extrapolation and even extrapolated 3D photo generation. Specifically, we first develop a novel factorized re-rendering pipeline to handle the ambiguity in the decomposition of geometry, appearance and illumination. We also propose a composited training strategy to tackle the unexpected occlusion in Internet images. Moreover, to enhance photo-realism when extrapolating tourist photographs, we propose a novel realism augmentation process to complement appearance details, which automatically propagates the texture details from a narrow captured photo to the extrapolated neural rendered image. The experiments and photo editing examples on outdoor scenes demonstrate the superior performance of our proposed method in both photo-realism and downstream applications.

cs.CV↗

CGiS-Net: Aggregating Colour, Geometry and Implicit Semantic Features for Indoor Place Recognition

We describe a novel approach to indoor place recognition from RGB point clouds based on aggregating low-level colour and geometry features with high-level implicit semantic features. It uses a 2-stage deep learning framework, in which the first stage is trained for the auxiliary task of semantic segmentation and the second stage uses features from layers in the first stage to generate discriminate descriptors for place recognition. The auxiliary task encourages the features to be semantically meaningful, hence aggregating the geometry and colour in the RGB point cloud data with implicit semantic information. We use an indoor place recognition dataset derived from the ScanNet dataset for training and evaluation, with a test set comprising 3,608 point clouds generated from 100 different rooms. Comparison with a traditional feature-based method and four state-of-the-art deep learning methods demonstrate that our approach significantly outperforms all five methods, achieving, for example, a top-3 average recall rate of 75% compared with 41% for the closest rival method. Our code is available at: https://github.com/YuhangMing/Semantic-Indoor-Place-Recognition

cs.CV↗

Efficient Depth Selection for the Implementation of Noisy Quantum Approximate Optimization Algorithm

Noise on near-term quantum devices will inevitably limit the performance of Quantum Approximate Optimization Algorithm (QAOA). One significant consequence is that the performance of QAOA may fail to monotonically improve with depth. In particular, optimal depth can be found at a certain point where the noise effects just outweigh the benefits brought by increasing the depth. In this work, we propose to use the model selection algorithm to identify the optimal depth with a few iterations of regularization parameters. Numerical experiments show that the algorithm can efficiently locate the optimal depth under relaxation and dephasing noises.

quant-ph↗

VIP-SLAM: An Efficient Tightly-Coupled RGB-D Visual Inertial Planar SLAM

In this paper, we propose a tightly-coupled SLAM system fused with RGB, Depth, IMU and structured plane information. Traditional sparse points based SLAM systems always maintain a mass of map points to model the environment. Huge number of map points bring us a high computational complexity, making it difficult to be deployed on mobile devices. On the other hand, planes are common structures in man-made environment especially in indoor environments. We usually can use a small number of planes to represent a large scene. So the main purpose of this article is to decrease the high complexity of sparse points based SLAM. We build a lightweight back-end map which consists of a few planes and map points to achieve efficient bundle adjustment (BA) with an equal or better accuracy. We use homography constraints to eliminate the parameters of numerous plane points in the optimization and reduce the complexity of BA. We separate the parameters and measurements in homography and point-to-plane constraints and compress the measurements part to further effectively improve the speed of BA. We also integrate the plane information into the whole system to realize robust planar feature extraction, data association, and global consistent planar reconstruction. Finally, we perform an ablation study and compare our method with similar methods in simulation and real environment data. Our system achieves obvious advantages in accuracy and efficiency. Even if the plane parameters are involved in the optimization, we effectively simplify the back-end map by using planar structures. The global bundle adjustment is nearly 2 times faster than the sparse points based SLAM algorithm.

cs.RO↗

Flying-Qubit Control via a Three-level Atom with Tunable Waveguide Couplings

The control of flying qubits is at the core of quantum networks. As often carried by single-photon fields, the flying-qubit control involves not only their logical states but also their shapes. In this paper, we explore a variety of flying-qubit control problems using a three-level atom with time-varying tunable couplings to two input-output channels. It is shown that one can tune the couplings of a $Λ$-type atom to distribute a single photon into the two channels with arbitrary shapes, or use a $V$-type atom to catch an arbitrary-shape distributed single photon. The $Λ$-type atom can also be designed to transfer a flying qubit from one channel to the other, with both the central frequency and the photon shape being converted. With a $Ξ$-type atom, one can use the tunable coupling to shape a pair of correlated photons via cascaded emission. In all cases, analytical formulas are derived for the coupling functions to fulfil these control tasks, and their physical limitations are discussed as well. These results provide useful control protocols for high-fidelity quantum information transmission over complex quantum networks.

quant-ph↗

Linear quantum systems: a tutorial

The purpose of this tutorial is to give a brief introduction to linear quantum control systems. The mathematical model of linear quantum control systems is presented first, then some fundamental control-theoretic notions such as stability, controllability and observability are given, which are closely related to several important concepts in quantum information science such as decoherence-free subsystems, quantum non-demolition variables, and back-action evasion measurements. After that, quantum Gaussian states are introduced, in particular, an information-theoretic uncertainty relation is presented which often gives a better bound for mixed Gaussian states than the well-known Heisenberg uncertainty relation. The quantum Kalman filter is presented for quantum linear systems, which is the quantum analogy of the Kalman filter for classical (namely, non-quantum-mechanical) linear systems. The quantum Kalman canonical decomposition for quantum linear systems is recorded, and its application is illustrated by means of a recent experiment. As single- and multi-photon states are useful resources in quantum information technology, the response of quantum linear systems to these types of input is presented. Finally, coherent feedback control of quantum linear systems is briefly introduced, and a recent experiment is used to demonstrate the effectiveness of quantum linear systems and networks theory.dback control of quantum linear systems is briefly introduced, and a recent experiment is used to demonstrate the effectiveness of quantum linear systems and networks theory.

quant-ph↗

OnePose: One-Shot Object Pose Estimation without CAD Models

We propose a new method named OnePose for object pose estimation. Unlike existing instance-level or category-level methods, OnePose does not rely on CAD models and can handle objects in arbitrary categories without instance- or category-specific network training. OnePose draws the idea from visual localization and only requires a simple RGB video scan of the object to build a sparse SfM model of the object. Then, this model is registered to new query images with a generic feature matching network. To mitigate the slow runtime of existing visual localization methods, we propose a new graph attention network that directly matches 2D interest points in the query image with the 3D points in the SfM model, resulting in efficient and robust pose estimation. Combined with a feature-based pose tracker, OnePose is able to stably detect and track 6D poses of everyday household objects in real-time. We also collected a large-scale dataset that consists of 450 sequences of 150 objects.

cs.CV↗

Neural 3D Scene Reconstruction with the Manhattan-world Assumption

This paper addresses the challenge of reconstructing 3D indoor scenes from multi-view images. Many previous works have shown impressive reconstruction results on textured objects, but they still have difficulty in handling low-textured planar regions, which are common in indoor scenes. An approach to solving this issue is to incorporate planer constraints into the depth map estimation in multi-view stereo-based methods, but the per-view plane estimation and depth optimization lack both efficiency and multi-view consistency. In this work, we show that the planar constraints can be conveniently integrated into the recent implicit neural representation-based reconstruction methods. Specifically, we use an MLP network to represent the signed distance function as the scene geometry. Based on the Manhattan-world assumption, planar constraints are employed to regularize the geometry in floor and wall regions predicted by a 2D semantic segmentation network. To resolve the inaccurate segmentation, we encode the semantics of 3D points with another MLP and design a novel loss that jointly optimizes the scene geometry and semantics in 3D space. Experiments on ScanNet and 7-Scenes datasets show that the proposed method outperforms previous methods by a large margin on 3D reconstruction quality. The code is available at https://zju3dv.github.io/manhattan_sdf.

cs.CV↗

On the Dynamics of the Tavis-Cummings Model

The purpose of this paper is to present a comprehensive study of the Tavis-Cummings model from a system-theoretic perspective. A typical form of the Tavis-Cummings model is composed of an ensemble of non-interacting two-level systems (TLSs) that are collectively coupled to a common cavity resonator. The associated quantum linear passive system is proposed, whose canonical form reveals typical features of the Tavis-Cummings model, including $\sqrt{N}$- scaling, dark states, bright states, single-excitation superradiant and subradiant states. The passivity of this linear system is related to the vacuum Rabi mode splitting phenomenon in Tavis-Cummings systems. On the basis of the linear model, an analytic form is presented for the steady-state output state of the Tavis-Cummings model driven by a single-photon state. Master equations are used to study the excitation properties of the Tavis-Cummings model in the multi-excitation scenario. Finally, in terms of the transition matrix for a linear time-varying system, a computational framework is proposed for calculating the state of the Tavis-Cummings model, which is applicable to the multi-excitation case.

quant-ph↗

Neural Rendering in a Room: Amodal 3D Understanding and Free-Viewpoint Rendering for the Closed Scene Composed of Pre-Captured Objects

We, as human beings, can understand and picture a familiar scene from arbitrary viewpoints given a single image, whereas this is still a grand challenge for computers. We hereby present a novel solution to mimic such human perception capability based on a new paradigm of amodal 3D scene understanding with neural rendering for a closed scene. Specifically, we first learn the prior knowledge of the objects in a closed scene via an offline stage, which facilitates an online stage to understand the room with unseen furniture arrangement. During the online stage, given a panoramic image of the scene in different layouts, we utilize a holistic neural-rendering-based optimization framework to efficiently estimate the correct 3D scene layout and deliver realistic free-viewpoint rendering. In order to handle the domain gap between the offline and online stage, our method exploits compositional neural rendering techniques for data augmentation in the offline training. The experiments on both synthetic and real datasets demonstrate that our two-stage design achieves robust 3D scene understanding and outperforms competing methods by a large margin, and we also show that our realistic free-viewpoint rendering enables various applications, including scene touring and editing. Code and data are available on the project webpage: https://zju3dv.github.io/nr_in_a_room/.

cs.CV↗

RNNPose: Recurrent 6-DoF Object Pose Refinement with Robust Correspondence Field Estimation and Pose Optimization

6-DoF object pose estimation from a monocular image is challenging, and a post-refinement procedure is generally needed for high-precision estimation. In this paper, we propose a framework based on a recurrent neural network (RNN) for object pose refinement, which is robust to erroneous initial poses and occlusions. During the recurrent iterations, object pose refinement is formulated as a non-linear least squares problem based on the estimated correspondence field (between a rendered image and the observed image). The problem is then solved by a differentiable Levenberg-Marquardt (LM) algorithm enabling end-to-end training. The correspondence field estimation and pose refinement are conducted alternatively in each iteration to recover the object poses. Furthermore, to improve the robustness to occlusion, we introduce a consistency-check mechanism based on the learned descriptors of the 3D model and observed 2D images, which downweights the unreliable correspondences during pose optimization. Extensive experiments on LINEMOD, Occlusion-LINEMOD, and YCB-Video datasets validate the effectiveness of our method and demonstrate state-of-the-art performance.

cs.CV↗