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Hujun Bao

Publications and source records attributed to Hujun Bao.

At least 73 records · Page 4Linked to original sources

PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction

Recently, 3D Gaussian Splatting (3DGS) has attracted widespread attention due to its high-quality rendering, and ultra-fast training and rendering speed. However, due to the unstructured and irregular nature of Gaussian point clouds, it is difficult to guarantee geometric reconstruction accuracy and multi-view consistency simply by relying on image reconstruction loss. Although many studies on surface reconstruction based on 3DGS have emerged recently, the quality of their meshes is generally unsatisfactory. To address this problem, we propose a fast planar-based Gaussian splatting reconstruction representation (PGSR) to achieve high-fidelity surface reconstruction while ensuring high-quality rendering. Specifically, we first introduce an unbiased depth rendering method, which directly renders the distance from the camera origin to the Gaussian plane and the corresponding normal map based on the Gaussian distribution of the point cloud, and divides the two to obtain the unbiased depth. We then introduce single-view geometric, multi-view photometric, and geometric regularization to preserve global geometric accuracy. We also propose a camera exposure compensation model to cope with scenes with large illumination variations. Experiments on indoor and outdoor scenes show that our method achieves fast training and rendering while maintaining high-fidelity rendering and geometric reconstruction, outperforming 3DGS-based and NeRF-based methods.

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MoEE: Mixture of Emotion Experts for Audio-Driven Portrait Animation

The generation of talking avatars has achieved significant advancements in precise audio synchronization. However, crafting lifelike talking head videos requires capturing a broad spectrum of emotions and subtle facial expressions. Current methods face fundamental challenges: a) the absence of frameworks for modeling single basic emotional expressions, which restricts the generation of complex emotions such as compound emotions; b) the lack of comprehensive datasets rich in human emotional expressions, which limits the potential of models. To address these challenges, we propose the following innovations: 1) the Mixture of Emotion Experts (MoEE) model, which decouples six fundamental emotions to enable the precise synthesis of both singular and compound emotional states; 2) the DH-FaceEmoVid-150 dataset, specifically curated to include six prevalent human emotional expressions as well as four types of compound emotions, thereby expanding the training potential of emotion-driven models. Furthermore, to enhance the flexibility of emotion control, we propose an emotion-to-latents module that leverages multimodal inputs, aligning diverse control signals-such as audio, text, and labels-to ensure more varied control inputs as well as the ability to control emotions using audio alone. Through extensive quantitative and qualitative evaluations, we demonstrate that the MoEE framework, in conjunction with the DH-FaceEmoVid-150 dataset, excels in generating complex emotional expressions and nuanced facial details, setting a new benchmark in the field. These datasets will be publicly released.

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CFSynthesis: Controllable and Free-view 3D Human Video Synthesis

Human video synthesis aims to create lifelike characters in various environments, with wide applications in VR, storytelling, and content creation. While 2D diffusion-based methods have made significant progress, they struggle to generalize to complex 3D poses and varying scene backgrounds. To address these limitations, we introduce CFSynthesis, a novel framework for generating high-quality human videos with customizable attributes, including identity, motion, and scene configurations. Our method leverages a texture-SMPL-based representation to ensure consistent and stable character appearances across free viewpoints. Additionally, we introduce a novel foreground-background separation strategy that effectively decomposes the scene as foreground and background, enabling seamless integration of user-defined backgrounds. Experimental results on multiple datasets show that CFSynthesis not only achieves state-of-the-art performance in complex human animations but also adapts effectively to 3D motions in free-view and user-specified scenarios.

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Representing Long Volumetric Video with Temporal Gaussian Hierarchy

This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.

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A Global Depth-Range-Free Multi-View Stereo Transformer Network with Pose Embedding

In this paper, we propose a novel multi-view stereo (MVS) framework that gets rid of the depth range prior. Unlike recent prior-free MVS methods that work in a pair-wise manner, our method simultaneously considers all the source images. Specifically, we introduce a Multi-view Disparity Attention (MDA) module to aggregate long-range context information within and across multi-view images. Considering the asymmetry of the epipolar disparity flow, the key to our method lies in accurately modeling multi-view geometric constraints. We integrate pose embedding to encapsulate information such as multi-view camera poses, providing implicit geometric constraints for multi-view disparity feature fusion dominated by attention. Additionally, we construct corresponding hidden states for each source image due to significant differences in the observation quality of the same pixel in the reference frame across multiple source frames. We explicitly estimate the quality of the current pixel corresponding to sampled points on the epipolar line of the source image and dynamically update hidden states through the uncertainty estimation module. Extensive results on the DTU dataset and Tanks&Temple benchmark demonstrate the effectiveness of our method. The code is available at our project page: https://zju3dv.github.io/GD-PoseMVS/.

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DATAP-SfM: Dynamic-Aware Tracking Any Point for Robust Structure from Motion in the Wild

This paper proposes a concise, elegant, and robust pipeline to estimate smooth camera trajectories and obtain dense point clouds for casual videos in the wild. Traditional frameworks, such as ParticleSfM~\cite{zhao2022particlesfm}, address this problem by sequentially computing the optical flow between adjacent frames to obtain point trajectories. They then remove dynamic trajectories through motion segmentation and perform global bundle adjustment. However, the process of estimating optical flow between two adjacent frames and chaining the matches can introduce cumulative errors. Additionally, motion segmentation combined with single-view depth estimation often faces challenges related to scale ambiguity. To tackle these challenges, we propose a dynamic-aware tracking any point (DATAP) method that leverages consistent video depth and point tracking. Specifically, our DATAP addresses these issues by estimating dense point tracking across the video sequence and predicting the visibility and dynamics of each point. By incorporating the consistent video depth prior, the performance of motion segmentation is enhanced. With the integration of DATAP, it becomes possible to estimate and optimize all camera poses simultaneously by performing global bundle adjustments for point tracking classified as static and visible, rather than relying on incremental camera registration. Extensive experiments on dynamic sequences, e.g., Sintel and TUM RGBD dynamic sequences, and on the wild video, e.g., DAVIS, demonstrate that the proposed method achieves state-of-the-art performance in terms of camera pose estimation even in complex dynamic challenge scenes.

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BlinkFlow: A Dataset to Push the Limits of Event-based Optical Flow Estimation

Event cameras provide high temporal precision, low data rates, and high dynamic range visual perception, which are well-suited for optical flow estimation. While data-driven optical flow estimation has obtained great success in RGB cameras, its generalization performance is seriously hindered in event cameras mainly due to the limited and biased training data. In this paper, we present a novel simulator, BlinkSim, for the fast generation of large-scale data for event-based optical flow. BlinkSim incorporates a configurable rendering engine alongside an event simulation suite. By leveraging the wealth of current 3D assets, the rendering engine enables us to automatically build up thousands of scenes with different objects, textures, and motion patterns and render very high-frequency images for realistic event data simulation. Based on BlinkSim, we construct a large training dataset and evaluation benchmark BlinkFlow that contains sufficient, diversiform, and challenging event data with optical flow ground truth. Experiments show that BlinkFlow improves the generalization performance of state-of-the-art methods by more than 40\% on average and up to 90\%. Moreover, we further propose an Event-based optical Flow transFormer (E-FlowFormer) architecture. Powered by our BlinkFlow, E-FlowFormer outperforms the SOTA methods by up to 91\% on the MVSEC dataset and 14\% on the DSEC dataset and presents the best generalization performance. The source code and data are available at https://zju3dv.github.io/blinkflow/.

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PC-Planner: Physics-Constrained Self-Supervised Learning for Robust Neural Motion Planning with Shape-Aware Distance Function

Motion Planning (MP) is a critical challenge in robotics, especially pertinent with the burgeoning interest in embodied artificial intelligence. Traditional MP methods often struggle with high-dimensional complexities. Recently neural motion planners, particularly physics-informed neural planners based on the Eikonal equation, have been proposed to overcome the curse of dimensionality. However, these methods perform poorly in complex scenarios with shaped robots due to multiple solutions inherent in the Eikonal equation. To address these issues, this paper presents PC-Planner, a novel physics-constrained self-supervised learning framework for robot motion planning with various shapes in complex environments. To this end, we propose several physical constraints, including monotonic and optimal constraints, to stabilize the training process of the neural network with the Eikonal equation. Additionally, we introduce a novel shape-aware distance field that considers the robot's shape for efficient collision checking and Ground Truth (GT) speed computation. This field reduces the computational intensity, and facilitates adaptive motion planning at test time. Experiments in diverse scenarios with different robots demonstrate the superiority of the proposed method in efficiency and robustness for robot motion planning, particularly in complex environments.

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SplatLoc: 3D Gaussian Splatting-based Visual Localization for Augmented Reality

Visual localization plays an important role in the applications of Augmented Reality (AR), which enable AR devices to obtain their 6-DoF pose in the pre-build map in order to render virtual content in real scenes. However, most existing approaches can not perform novel view rendering and require large storage capacities for maps. To overcome these limitations, we propose an efficient visual localization method capable of high-quality rendering with fewer parameters. Specifically, our approach leverages 3D Gaussian primitives as the scene representation. To ensure precise 2D-3D correspondences for pose estimation, we develop an unbiased 3D scene-specific descriptor decoder for Gaussian primitives, distilled from a constructed feature volume. Additionally, we introduce a salient 3D landmark selection algorithm that selects a suitable primitive subset based on the saliency score for localization. We further regularize key Gaussian primitives to prevent anisotropic effects, which also improves localization performance. Extensive experiments on two widely used datasets demonstrate that our method achieves superior or comparable rendering and localization performance to state-of-the-art implicit-based visual localization approaches. Project page: \href{https://zju3dv.github.io/splatloc}{https://zju3dv.github.io/splatloc}.

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World-Grounded Human Motion Recovery via Gravity-View Coordinates

We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/.

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D$^3$FlowSLAM: Self-Supervised Dynamic SLAM with Flow Motion Decomposition and DINO Guidance

In this paper, we introduce a self-supervised deep SLAM method that robustly operates in dynamic scenes while accurately identifying dynamic components. Our method leverages a dual-flow representation for static flow and dynamic flow, facilitating effective scene decomposition in dynamic environments. We propose a dynamic update module based on this representation and develop a dense SLAM system that excels in dynamic scenarios. In addition, we design a self-supervised training scheme using DINO as a prior, enabling label-free training. Our method achieves superior accuracy compared to other self-supervised methods. It also matches or even surpasses the performance of existing supervised methods in some cases. All code and data will be made publicly available upon acceptance.

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NIS-SLAM: Neural Implicit Semantic RGB-D SLAM for 3D Consistent Scene Understanding

In recent years, the paradigm of neural implicit representations has gained substantial attention in the field of Simultaneous Localization and Mapping (SLAM). However, a notable gap exists in the existing approaches when it comes to scene understanding. In this paper, we introduce NIS-SLAM, an efficient neural implicit semantic RGB-D SLAM system, that leverages a pre-trained 2D segmentation network to learn consistent semantic representations. Specifically, for high-fidelity surface reconstruction and spatial consistent scene understanding, we combine high-frequency multi-resolution tetrahedron-based features and low-frequency positional encoding as the implicit scene representations. Besides, to address the inconsistency of 2D segmentation results from multiple views, we propose a fusion strategy that integrates the semantic probabilities from previous non-keyframes into keyframes to achieve consistent semantic learning. Furthermore, we implement a confidence-based pixel sampling and progressive optimization weight function for robust camera tracking. Extensive experimental results on various datasets show the better or more competitive performance of our system when compared to other existing neural dense implicit RGB-D SLAM approaches. Finally, we also show that our approach can be used in augmented reality applications. Project page: \href{https://zju3dv.github.io/nis_slam}{https://zju3dv.github.io/nis\_slam}.

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GaussianPrediction: Dynamic 3D Gaussian Prediction for Motion Extrapolation and Free View Synthesis

Forecasting future scenarios in dynamic environments is essential for intelligent decision-making and navigation, a challenge yet to be fully realized in computer vision and robotics. Traditional approaches like video prediction and novel-view synthesis either lack the ability to forecast from arbitrary viewpoints or to predict temporal dynamics. In this paper, we introduce GaussianPrediction, a novel framework that empowers 3D Gaussian representations with dynamic scene modeling and future scenario synthesis in dynamic environments. GaussianPrediction can forecast future states from any viewpoint, using video observations of dynamic scenes. To this end, we first propose a 3D Gaussian canonical space with deformation modeling to capture the appearance and geometry of dynamic scenes, and integrate the lifecycle property into Gaussians for irreversible deformations. To make the prediction feasible and efficient, a concentric motion distillation approach is developed by distilling the scene motion with key points. Finally, a Graph Convolutional Network is employed to predict the motions of key points, enabling the rendering of photorealistic images of future scenarios. Our framework shows outstanding performance on both synthetic and real-world datasets, demonstrating its efficacy in predicting and rendering future environments.

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Generating Human Motion in 3D Scenes from Text Descriptions

Generating human motions from textual descriptions has gained growing research interest due to its wide range of applications. However, only a few works consider human-scene interactions together with text conditions, which is crucial for visual and physical realism. This paper focuses on the task of generating human motions in 3D indoor scenes given text descriptions of the human-scene interactions. This task presents challenges due to the multi-modality nature of text, scene, and motion, as well as the need for spatial reasoning. To address these challenges, we propose a new approach that decomposes the complex problem into two more manageable sub-problems: (1) language grounding of the target object and (2) object-centric motion generation. For language grounding of the target object, we leverage the power of large language models. For motion generation, we design an object-centric scene representation for the generative model to focus on the target object, thereby reducing the scene complexity and facilitating the modeling of the relationship between human motions and the object. Experiments demonstrate the better motion quality of our approach compared to baselines and validate our design choices.

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Coin3D: Controllable and Interactive 3D Assets Generation with Proxy-Guided Conditioning

As humans, we aspire to create media content that is both freely willed and readily controlled. Thanks to the prominent development of generative techniques, we now can easily utilize 2D diffusion methods to synthesize images controlled by raw sketch or designated human poses, and even progressively edit/regenerate local regions with masked inpainting. However, similar workflows in 3D modeling tasks are still unavailable due to the lack of controllability and efficiency in 3D generation. In this paper, we present a novel controllable and interactive 3D assets modeling framework, named Coin3D. Coin3D allows users to control the 3D generation using a coarse geometry proxy assembled from basic shapes, and introduces an interactive generation workflow to support seamless local part editing while delivering responsive 3D object previewing within a few seconds. To this end, we develop several techniques, including the 3D adapter that applies volumetric coarse shape control to the diffusion model, proxy-bounded editing strategy for precise part editing, progressive volume cache to support responsive preview, and volume-SDS to ensure consistent mesh reconstruction. Extensive experiments of interactive generation and editing on diverse shape proxies demonstrate that our method achieves superior controllability and flexibility in the 3D assets generation task.

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CF-Font: Content Fusion for Few-shot Font Generation

Content and style disentanglement is an effective way to achieve few-shot font generation. It allows to transfer the style of the font image in a source domain to the style defined with a few reference images in a target domain. However, the content feature extracted using a representative font might not be optimal. In light of this, we propose a content fusion module (CFM) to project the content feature into a linear space defined by the content features of basis fonts, which can take the variation of content features caused by different fonts into consideration. Our method also allows to optimize the style representation vector of reference images through a lightweight iterative style-vector refinement (ISR) strategy. Moreover, we treat the 1D projection of a character image as a probability distribution and leverage the distance between two distributions as the reconstruction loss (namely projected character loss, PCL). Compared to L2 or L1 reconstruction loss, the distribution distance pays more attention to the global shape of characters. We have evaluated our method on a dataset of 300 fonts with 6.5k characters each. Experimental results verify that our method outperforms existing state-of-the-art few-shot font generation methods by a large margin. The source code can be found at https://github.com/wangchi95/CF-Font.

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Learning Human Motion from Monocular Videos via Cross-Modal Manifold Alignment

Learning 3D human motion from 2D inputs is a fundamental task in the realms of computer vision and computer graphics. Many previous methods grapple with this inherently ambiguous task by introducing motion priors into the learning process. However, these approaches face difficulties in defining the complete configurations of such priors or training a robust model. In this paper, we present the Video-to-Motion Generator (VTM), which leverages motion priors through cross-modal latent feature space alignment between 3D human motion and 2D inputs, namely videos and 2D keypoints. To reduce the complexity of modeling motion priors, we model the motion data separately for the upper and lower body parts. Additionally, we align the motion data with a scale-invariant virtual skeleton to mitigate the interference of human skeleton variations to the motion priors. Evaluated on AIST++, the VTM showcases state-of-the-art performance in reconstructing 3D human motion from monocular videos. Notably, our VTM exhibits the capabilities for generalization to unseen view angles and in-the-wild videos.

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Holistic Inverse Rendering of Complex Facade via Aerial 3D Scanning

In this work, we use multi-view aerial images to reconstruct the geometry, lighting, and material of facades using neural signed distance fields (SDFs). Without the requirement of complex equipment, our method only takes simple RGB images captured by a drone as inputs to enable physically based and photorealistic novel-view rendering, relighting, and editing. However, a real-world facade usually has complex appearances ranging from diffuse rocks with subtle details to large-area glass windows with specular reflections, making it hard to attend to everything. As a result, previous methods can preserve the geometry details but fail to reconstruct smooth glass windows or verse vise. In order to address this challenge, we introduce three spatial- and semantic-adaptive optimization strategies, including a semantic regularization approach based on zero-shot segmentation techniques to improve material consistency, a frequency-aware geometry regularization to balance surface smoothness and details in different surfaces, and a visibility probe-based scheme to enable efficient modeling of the local lighting in large-scale outdoor environments. In addition, we capture a real-world facade aerial 3D scanning image set and corresponding point clouds for training and benchmarking. The experiment demonstrates the superior quality of our method on facade holistic inverse rendering, novel view synthesis, and scene editing compared to state-of-the-art baselines.

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