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Huan Fu

Publications and source records attributed to Huan Fu.

At least 19 recordsLinked to original sources

TOPOS: High-Fidelity and Efficient Industry-Grade 3D Head Generation

High-fidelity 3D head generation plays a crucial role in the film, animation and video game industries. In industrial pipelines, studios typically enforce a fixed reference topology across all head assets, as such a clean and uniform topology is a prerequisite for production-level rigging, skinning and animation. In this paper, we present TOPOS, a framework tailored for single image conditioned 3D head generation that jointly recovers geometry and appearance under such an industry-standard topology. In contrast to general 3D generative models which produce triangle meshes with inconsistent topology and numerous vertices, hindering semantic correspondence and asset-level reuse, TOPOS generates head meshes with a fixed, studio-style topology, enabling consistent vertex-level correspondence across all generated heads. To model heads under this unified topology, we proposed a novel variational autoencoder structure, termed TOPOS-VAE. Inspired by multi-model large language models (MLLMs), our TOPOS-VAE leverages the Perceiver Resampler to convert input pointclouds sampled from head meshes of diverse topologies into the target reference topology. Building upon TOPOS-VAE's structured latent space, we train a rectified flow transformer, TOPOS-DiT, to efficiently generate high-fidelity head meshes from a single image. We further present TOPOS-Texture, an end-to-end module that produces relightable UV texture maps from the same portrait image via fine-tuning a multimodal image generative model. The generated textures are spatially aligned with the underlying mesh geometry and faithfully preserve high-frequency appearance details. Extensive experiments demonstrate that TOPOS achieves state-of-the-art performance on 3D head generation, surpassing both classical face reconstruction methods and general 3D object generative models, highlighting its effectiveness for digital human creation.

cs.CV

High-Fidelity Single-Image Head Modeling with Industry-Grade Topology

We present a single-image head mesh reconstruction framework that addresses the longstanding challenge of simultaneously preserving facial identity and producing industry-grade topology. Our framework adopts a coarse-to-fine optimization pipeline that refines a rigged template across three stages -- rig, joint, and vertex -- achieving stable convergence and consistent topology. To mitigate the ill-posed nature of single-image 3D face reconstruction and ensure identity preservation, we employ a normal consistency objective jointly with landmark alignment. To further preserve local surface structure and enforce topological regularity, we introduce geometry-aware constraints based on Gaussian curvature and conformal consistency, along with auxiliary regularizations that correct fine artifacts such as lip seams and eyelid discontinuities. Our hierarchical optimization with geometry-aware regularization yields meshes with semantically meaningful edge flow and industry-grade topology. After geometry reconstruction, we extract UV-space texture and normal maps to preserve appearance details for visualization and downstream use. In a user study with 22 professional technical artists, our results were assessed as approaching industry-grade usability, and 95% of participants ranked our method as the top-performing approach, underscoring its effectiveness for real-world digital human production.

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PerformRecast: Expression and Head Pose Disentanglement for Portrait Video Editing

This paper primarily investigates the task of expression-only portrait video performance editing based on a driving video, which plays a crucial role in animation and film industries. Most existing research mainly focuses on portrait animation, which aims to animate a static portrait image according to the facial motion from the driving video. As a consequence, it remains challenging for them to disentangle the facial expression from head pose rotation and thus lack the ability to edit facial expression independently. In this paper, we propose PerformRecast, a versatile expression-only video editing method which is dedicated to recast the performance in existing film and animation. The key insight of our method comes from the characteristics of 3D Morphable Face Model (3DMM), which models the face identity, facial expression and head pose of 3D face mesh with separate parameters. Therefore, we improve the keypoints transformation formula in previous methods to make it more consistent with 3DMM model, which achieves a better disentanglement and provides users with much more fine-grained control. Furthermore, to avoid the misalignment around the boundary of face in generated results, we decouple the facial and non-facial regions of input portrait images and pre-train a teacher model to provide separate supervision for them. Extensive experiments show that our method produces high-quality results which are more faithful to the driving video, outperforming existing methods in both controllability and efficiency. Our code, data and trained models are available at https://youku-aigc.github.io/PerformRecast.

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Skeleton2Stage: Reward-Guided Fine-Tuning for Physically Plausible Dance Generation

Despite advances in dance generation, most methods are trained in the skeletal domain and ignore mesh-level physical constraints. As a result, motions that look plausible as joint trajectories often exhibit body self-penetration and Foot-Ground Contact (FGC) anomalies when visualized with a human body mesh, reducing the aesthetic appeal of generated dances and limiting their real-world applications. We address this skeleton-to-mesh gap by deriving physics-based rewards from the body mesh and applying Reinforcement Learning Fine-Tuning (RLFT) to steer the diffusion model toward physically plausible motion synthesis under mesh visualization. Our reward design combines (i) an imitation reward that measures a motion's general plausibility by its imitability in a physical simulator (penalizing penetration and foot skating), and (ii) a Foot-Ground Deviation (FGD) reward with test-time FGD guidance to better capture the dynamic foot-ground interaction in dance. However, we find that the physics-based rewards tend to push the model to generate freezing motions for fewer physical anomalies and better imitability. To mitigate it, we propose an anti-freezing reward to preserve motion dynamics while maintaining physical plausibility. Experiments on multiple dance datasets consistently demonstrate that our method can significantly improve the physical plausibility of generated motions, yielding more realistic and aesthetically pleasing dances. The project page is available at: https://jjd1123.github.io/Skeleton2Stage/

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FreeInv: Free Lunch for Improving DDIM Inversion

Naive DDIM inversion process usually suffers from a trajectory deviation issue, i.e., the latent trajectory during reconstruction deviates from the one during inversion. To alleviate this issue, previous methods either learn to mitigate the deviation or design cumbersome compensation strategy to reduce the mismatch error, exhibiting substantial time and computation cost. In this work, we present a nearly free-lunch method (named FreeInv) to address the issue more effectively and efficiently. In FreeInv, we randomly transform the latent representation and keep the transformation the same between the corresponding inversion and reconstruction time-step. It is motivated from a statistical perspective that an ensemble of DDIM inversion processes for multiple trajectories yields a smaller trajectory mismatch error on expectation. Moreover, through theoretical analysis and empirical study, we show that FreeInv performs an efficient ensemble of multiple trajectories. FreeInv can be freely integrated into existing inversion-based image and video editing techniques. Especially for inverting video sequences, it brings more significant fidelity and efficiency improvements. Comprehensive quantitative and qualitative evaluation on PIE benchmark and DAVIS dataset shows that FreeInv remarkably outperforms conventional DDIM inversion, and is competitive among previous state-of-the-art inversion methods, with superior computation efficiency.

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ProtoGS: Efficient and High-Quality Rendering with 3D Gaussian Prototypes

3D Gaussian Splatting (3DGS) has made significant strides in novel view synthesis but is limited by the substantial number of Gaussian primitives required, posing challenges for deployment on lightweight devices. Recent methods address this issue by compressing the storage size of densified Gaussians, yet fail to preserve rendering quality and efficiency. To overcome these limitations, we propose ProtoGS to learn Gaussian prototypes to represent Gaussian primitives, significantly reducing the total Gaussian amount without sacrificing visual quality. Our method directly uses Gaussian prototypes to enable efficient rendering and leverage the resulting reconstruction loss to guide prototype learning. To further optimize memory efficiency during training, we incorporate structure-from-motion (SfM) points as anchor points to group Gaussian primitives. Gaussian prototypes are derived within each group by clustering of K-means, and both the anchor points and the prototypes are optimized jointly. Our experiments on real-world and synthetic datasets prove that we outperform existing methods, achieving a substantial reduction in the number of Gaussians, and enabling high rendering speed while maintaining or even enhancing rendering fidelity.

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Probabilistic Modeling of Disparity Uncertainty for Robust and Efficient Stereo Matching

Stereo matching plays a crucial role in various applications, where understanding uncertainty can enhance both safety and reliability. Despite this, the estimation and analysis of uncertainty in stereo matching have been largely overlooked. Previous works struggle to separate it into data (aleatoric) and model (epistemic) components and often provide limited interpretations of uncertainty. This interpretability is essential, as it allows for a clearer understanding of the underlying sources of error, enhancing both prediction confidence and decision-making processes. In this paper, we propose a new uncertainty-aware stereo matching framework. We adopt Bayes risk as the measurement of uncertainty and use it to separately estimate data and model uncertainty. We systematically analyze data uncertainty based on the probabilistic distribution of disparity and efficiently estimate model uncertainty without repeated model training. Experiments are conducted on four stereo benchmarks, and the results demonstrate that our method can estimate uncertainty accurately and efficiently, without sacrificing the disparity prediction accuracy.

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Multiscale Representation for Real-Time Anti-Aliasing Neural Rendering

The rendering scheme in neural radiance field (NeRF) is effective in rendering a pixel by casting a ray into the scene. However, NeRF yields blurred rendering results when the training images are captured at non-uniform scales, and produces aliasing artifacts if the test images are taken in distant views. To address this issue, Mip-NeRF proposes a multiscale representation as a conical frustum to encode scale information. Nevertheless, this approach is only suitable for offline rendering since it relies on integrated positional encoding (IPE) to query a multilayer perceptron (MLP). To overcome this limitation, we propose mip voxel grids (Mip-VoG), an explicit multiscale representation with a deferred architecture for real-time anti-aliasing rendering. Our approach includes a density Mip-VoG for scene geometry and a feature Mip-VoG with a small MLP for view-dependent color. Mip-VoG encodes scene scale using the level of detail (LOD) derived from ray differentials and uses quadrilinear interpolation to map a queried 3D location to its features and density from two neighboring downsampled voxel grids. To our knowledge, our approach is the first to offer multiscale training and real-time anti-aliasing rendering simultaneously. We conducted experiments on multiscale datasets, and the results show that our approach outperforms state-of-the-art real-time rendering baselines.

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NeuDA: Neural Deformable Anchor for High-Fidelity Implicit Surface Reconstruction

This paper studies implicit surface reconstruction leveraging differentiable ray casting. Previous works such as IDR and NeuS overlook the spatial context in 3D space when predicting and rendering the surface, thereby may fail to capture sharp local topologies such as small holes and structures. To mitigate the limitation, we propose a flexible neural implicit representation leveraging hierarchical voxel grids, namely Neural Deformable Anchor (NeuDA), for high-fidelity surface reconstruction. NeuDA maintains the hierarchical anchor grids where each vertex stores a 3D position (or anchor) instead of the direct embedding (or feature). We optimize the anchor grids such that different local geometry structures can be adaptively encoded. Besides, we dig into the frequency encoding strategies and introduce a simple hierarchical positional encoding method for the hierarchical anchor structure to flexibly exploit the properties of high-frequency and low-frequency geometry and appearance. Experiments on both the DTU and BlendedMVS datasets demonstrate that NeuDA can produce promising mesh surfaces.

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3D Scene Creation and Rendering via Rough Meshes: A Lighting Transfer Avenue

This paper studies how to flexibly integrate reconstructed 3D models into practical 3D modeling pipelines such as 3D scene creation and rendering. Due to the technical difficulty, one can only obtain rough 3D models (R3DMs) for most real objects using existing 3D reconstruction techniques. As a result, physically-based rendering (PBR) would render low-quality images or videos for scenes that are constructed by R3DMs. One promising solution would be representing real-world objects as Neural Fields such as NeRFs, which are able to generate photo-realistic renderings of an object under desired viewpoints. However, a drawback is that the synthesized views through Neural Fields Rendering (NFR) cannot reflect the simulated lighting details on R3DMs in PBR pipelines, especially when object interactions in the 3D scene creation cause local shadows. To solve this dilemma, we propose a lighting transfer network (LighTNet) to bridge NFR and PBR, such that they can benefit from each other. LighTNet reasons about a simplified image composition model, remedies the uneven surface issue caused by R3DMs, and is empowered by several perceptual-motivated constraints and a new Lab angle loss which enhances the contrast between lighting strength and colors. Comparisons demonstrate that LighTNet is superior in synthesizing impressive lighting, and is promising in pushing NFR further in practical 3D modeling workflows.

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Ray Priors through Reprojection: Improving Neural Radiance Fields for Novel View Extrapolation

Neural Radiance Fields (NeRF) have emerged as a potent paradigm for representing scenes and synthesizing photo-realistic images. A main limitation of conventional NeRFs is that they often fail to produce high-quality renderings under novel viewpoints that are significantly different from the training viewpoints. In this paper, instead of exploiting few-shot image synthesis, we study the novel view extrapolation setting that (1) the training images can well describe an object, and (2) there is a notable discrepancy between the training and test viewpoints' distributions. We present RapNeRF (RAy Priors) as a solution. Our insight is that the inherent appearances of a 3D surface's arbitrary visible projections should be consistent. We thus propose a random ray casting policy that allows training unseen views using seen views. Furthermore, we show that a ray atlas pre-computed from the observed rays' viewing directions could further enhance the rendering quality for extrapolated views. A main limitation is that RapNeRF would remove the strong view-dependent effects because it leverages the multi-view consistency property.

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Modeling Indirect Illumination for Inverse Rendering

Recent advances in implicit neural representations and differentiable rendering make it possible to simultaneously recover the geometry and materials of an object from multi-view RGB images captured under unknown static illumination. Despite the promising results achieved, indirect illumination is rarely modeled in previous methods, as it requires expensive recursive path tracing which makes the inverse rendering computationally intractable. In this paper, we propose a novel approach to efficiently recovering spatially-varying indirect illumination. The key insight is that indirect illumination can be conveniently derived from the neural radiance field learned from input images instead of being estimated jointly with direct illumination and materials. By properly modeling the indirect illumination and visibility of direct illumination, interreflection- and shadow-free albedo can be recovered. The experiments on both synthetic and real data demonstrate the superior performance of our approach compared to previous work and its capability to synthesize realistic renderings under novel viewpoints and illumination. Our code and data are available at https://zju3dv.github.io/invrender/.

cs.CV

Exploiting Diverse Characteristics and Adversarial Ambivalence for Domain Adaptive Segmentation

Adapting semantic segmentation models to new domains is an important but challenging problem. Recently enlightening progress has been made, but the performance of existing methods are unsatisfactory on real datasets where the new target domain comprises of heterogeneous sub-domains (e.g., diverse weather characteristics). We point out that carefully reasoning about the multiple modalities in the target domain can improve the robustness of adaptation models. To this end, we propose a condition-guided adaptation framework that is empowered by a special attentive progressive adversarial training (APAT) mechanism and a novel self-training policy. The APAT strategy progressively performs condition-specific alignment and attentive global feature matching. The new self-training scheme exploits the adversarial ambivalences of easy and hard adaptation regions and the correlations among target sub-domains effectively. We evaluate our method (DCAA) on various adaptation scenarios where the target images vary in weather conditions. The comparisons against baselines and the state-of-the-art approaches demonstrate the superiority of DCAA over the competitors.

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3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics

We introduce 3D-FRONT (3D Furnished Rooms with layOuts and semaNTics), a new, large-scale, and comprehensive repository of synthetic indoor scenes highlighted by professionally designed layouts and a large number of rooms populated by high-quality textured 3D models with style compatibility. From layout semantics down to texture details of individual objects, our dataset is freely available to the academic community and beyond. Currently, 3D-FRONT contains 18,968 rooms diversely furnished by 3D objects, far surpassing all publicly available scene datasets. In addition, the 13,151 furniture objects all come with high-quality textures. While the floorplans and layout designs are directly sourced from professional creations, the interior designs in terms of furniture styles, color, and textures have been carefully curated based on a recommender system we develop to attain consistent styles as expert designs. Furthermore, we release Trescope, a light-weight rendering tool, to support benchmark rendering of 2D images and annotations from 3D-FRONT. We demonstrate two applications, interior scene synthesis and texture synthesis, that are especially tailored to the strengths of our new dataset. The project page is at: https://tianchi.aliyun.com/specials/promotion/alibaba-3d-scene-dataset.

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Hard Example Generation by Texture Synthesis for Cross-domain Shape Similarity Learning

Image-based 3D shape retrieval (IBSR) aims to find the corresponding 3D shape of a given 2D image from a large 3D shape database. The common routine is to map 2D images and 3D shapes into an embedding space and define (or learn) a shape similarity measure. While metric learning with some adaptation techniques seems to be a natural solution to shape similarity learning, the performance is often unsatisfactory for fine-grained shape retrieval. In the paper, we identify the source of the poor performance and propose a practical solution to this problem. We find that the shape difference between a negative pair is entangled with the texture gap, making metric learning ineffective in pushing away negative pairs. To tackle this issue, we develop a geometry-focused multi-view metric learning framework empowered by texture synthesis. The synthesis of textures for 3D shape models creates hard triplets, which suppress the adverse effects of rich texture in 2D images, thereby push the network to focus more on discovering geometric characteristics. Our approach shows state-of-the-art performance on a recently released large-scale 3D-FUTURE[1] repository, as well as three widely studied benchmarks, including Pix3D[2], Stanford Cars[3], and Comp Cars[4]. Codes will be made publicly available at: https://github.com/3D-FRONT-FUTURE/IBSR-texture

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3D-FUTURE: 3D Furniture shape with TextURE

The 3D CAD shapes in current 3D benchmarks are mostly collected from online model repositories. Thus, they typically have insufficient geometric details and less informative textures, making them less attractive for comprehensive and subtle research in areas such as high-quality 3D mesh and texture recovery. This paper presents 3D Furniture shape with TextURE (3D-FUTURE): a richly-annotated and large-scale repository of 3D furniture shapes in the household scenario. At the time of this technical report, 3D-FUTURE contains 20,240 clean and realistic synthetic images of 5,000 different rooms. There are 9,992 unique detailed 3D instances of furniture with high-resolution textures. Experienced designers developed the room scenes, and the 3D CAD shapes in the scene are used for industrial production. Given the well-organized 3D-FUTURE, we provide baseline experiments on several widely studied tasks, such as joint 2D instance segmentation and 3D object pose estimation, image-based 3D shape retrieval, 3D object reconstruction from a single image, and texture recovery for 3D shapes, to facilitate related future researches on our database.

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Adaptive Context-Aware Multi-Modal Network for Depth Completion

Depth completion aims to recover a dense depth map from the sparse depth data and the corresponding single RGB image. The observed pixels provide the significant guidance for the recovery of the unobserved pixels' depth. However, due to the sparsity of the depth data, the standard convolution operation, exploited by most of existing methods, is not effective to model the observed contexts with depth values. To address this issue, we propose to adopt the graph propagation to capture the observed spatial contexts. Specifically, we first construct multiple graphs at different scales from observed pixels. Since the graph structure varies from sample to sample, we then apply the attention mechanism on the propagation, which encourages the network to model the contextual information adaptively. Furthermore, considering the mutli-modality of input data, we exploit the graph propagation on the two modalities respectively to extract multi-modal representations. Finally, we introduce the symmetric gated fusion strategy to exploit the extracted multi-modal features effectively. The proposed strategy preserves the original information for one modality and also absorbs complementary information from the other through learning the adaptive gating weights. Our model, named Adaptive Context-Aware Multi-Modal Network (ACMNet), achieves the state-of-the-art performance on two benchmarks, {\it i.e.}, KITTI and NYU-v2, and at the same time has fewer parameters than latest models. Our code is available at: \url{https://github.com/sshan-zhao/ACMNet}.

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Learning Depth from Monocular Videos Using Synthetic Data: A Temporally-Consistent Domain Adaptation Approach

Majority of state-of-the-art monocular depth estimation methods are supervised learning approaches. The success of such approaches heavily depends on the high-quality depth labels which are expensive to obtain. Some recent methods try to learn depth networks by leveraging unsupervised cues from monocular videos which are easier to acquire but less reliable. In this paper, we propose to resolve this dilemma by transferring knowledge from synthetic videos with easily obtainable ground-truth depth labels. Due to the stylish difference between synthetic and real images, we propose a temporally-consistent domain adaptation (TCDA) approach that simultaneously explores labels in the synthetic domain and temporal constraints in the videos to improve style transfer and depth prediction. Furthermore, we make use of the ground-truth optical flow and pose information in the synthetic data to learn moving mask and pose prediction networks. The learned moving masks can filter out moving regions that produces erroneous temporal constraints and the estimated poses provide better initializations for estimating temporal constraints. Experimental results demonstrate the effectiveness of our method and comparable performance against state-of-the-art.

cs.CV