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Hujun Bao

Publications and source records attributed to Hujun Bao.

At least 91 records · Page 5Linked to original sources

GeneAvatar: Generic Expression-Aware Volumetric Head Avatar Editing from a Single Image

Recently, we have witnessed the explosive growth of various volumetric representations in modeling animatable head avatars. However, due to the diversity of frameworks, there is no practical method to support high-level applications like 3D head avatar editing across different representations. In this paper, we propose a generic avatar editing approach that can be universally applied to various 3DMM driving volumetric head avatars. To achieve this goal, we design a novel expression-aware modification generative model, which enables lift 2D editing from a single image to a consistent 3D modification field. To ensure the effectiveness of the generative modification process, we develop several techniques, including an expression-dependent modification distillation scheme to draw knowledge from the large-scale head avatar model and 2D facial texture editing tools, implicit latent space guidance to enhance model convergence, and a segmentation-based loss reweight strategy for fine-grained texture inversion. Extensive experiments demonstrate that our method delivers high-quality and consistent results across multiple expression and viewpoints. Project page: https://zju3dv.github.io/geneavatar/

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CG-SLAM: Efficient Dense RGB-D SLAM in a Consistent Uncertainty-aware 3D Gaussian Field

Recently neural radiance fields (NeRF) have been widely exploited as 3D representations for dense simultaneous localization and mapping (SLAM). Despite their notable successes in surface modeling and novel view synthesis, existing NeRF-based methods are hindered by their computationally intensive and time-consuming volume rendering pipeline. This paper presents an efficient dense RGB-D SLAM system, i.e., CG-SLAM, based on a novel uncertainty-aware 3D Gaussian field with high consistency and geometric stability. Through an in-depth analysis of Gaussian Splatting, we propose several techniques to construct a consistent and stable 3D Gaussian field suitable for tracking and mapping. Additionally, a novel depth uncertainty model is proposed to ensure the selection of valuable Gaussian primitives during optimization, thereby improving tracking efficiency and accuracy. Experiments on various datasets demonstrate that CG-SLAM achieves superior tracking and mapping performance with a notable tracking speed of up to 15 Hz. We will make our source code publicly available. Project page: https://zju3dv.github.io/cg-slam.

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Boosting Image Restoration via Priors from Pre-trained Models

Pre-trained models with large-scale training data, such as CLIP and Stable Diffusion, have demonstrated remarkable performance in various high-level computer vision tasks such as image understanding and generation from language descriptions. Yet, their potential for low-level tasks such as image restoration remains relatively unexplored. In this paper, we explore such models to enhance image restoration. As off-the-shelf features (OSF) from pre-trained models do not directly serve image restoration, we propose to learn an additional lightweight module called Pre-Train-Guided Refinement Module (PTG-RM) to refine restoration results of a target restoration network with OSF. PTG-RM consists of two components, Pre-Train-Guided Spatial-Varying Enhancement (PTG-SVE), and Pre-Train-Guided Channel-Spatial Attention (PTG-CSA). PTG-SVE enables optimal short- and long-range neural operations, while PTG-CSA enhances spatial-channel attention for restoration-related learning. Extensive experiments demonstrate that PTG-RM, with its compact size ($<$1M parameters), effectively enhances restoration performance of various models across different tasks, including low-light enhancement, deraining, deblurring, and denoising.

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Vox-Fusion++: Voxel-based Neural Implicit Dense Tracking and Mapping with Multi-maps

In this paper, we introduce Vox-Fusion++, a multi-maps-based robust dense tracking and mapping system that seamlessly fuses neural implicit representations with traditional volumetric fusion techniques. Building upon the concept of implicit mapping and positioning systems, our approach extends its applicability to real-world scenarios. Our system employs a voxel-based neural implicit surface representation, enabling efficient encoding and optimization of the scene within each voxel. To handle diverse environments without prior knowledge, we incorporate an octree-based structure for scene division and dynamic expansion. To achieve real-time performance, we propose a high-performance multi-process framework. This ensures the system's suitability for applications with stringent time constraints. Additionally, we adopt the idea of multi-maps to handle large-scale scenes, and leverage loop detection and hierarchical pose optimization strategies to reduce long-term pose drift and remove duplicate geometry. Through comprehensive evaluations, we demonstrate that our method outperforms previous methods in terms of reconstruction quality and accuracy across various scenarios. We also show that our Vox-Fusion++ can be used in augmented reality and collaborative mapping applications. Our source code will be publicly available at \url{https://github.com/zju3dv/Vox-Fusion_Plus_Plus}

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3D-SceneDreamer: Text-Driven 3D-Consistent Scene Generation

Text-driven 3D scene generation techniques have made rapid progress in recent years. Their success is mainly attributed to using existing generative models to iteratively perform image warping and inpainting to generate 3D scenes. However, these methods heavily rely on the outputs of existing models, leading to error accumulation in geometry and appearance that prevent the models from being used in various scenarios (e.g., outdoor and unreal scenarios). To address this limitation, we generatively refine the newly generated local views by querying and aggregating global 3D information, and then progressively generate the 3D scene. Specifically, we employ a tri-plane features-based NeRF as a unified representation of the 3D scene to constrain global 3D consistency, and propose a generative refinement network to synthesize new contents with higher quality by exploiting the natural image prior from 2D diffusion model as well as the global 3D information of the current scene. Our extensive experiments demonstrate that, in comparison to previous methods, our approach supports wide variety of scene generation and arbitrary camera trajectories with improved visual quality and 3D consistency.

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RD-VIO: Robust Visual-Inertial Odometry for Mobile Augmented Reality in Dynamic Environments

It is typically challenging for visual or visual-inertial odometry systems to handle the problems of dynamic scenes and pure rotation. In this work, we design a novel visual-inertial odometry (VIO) system called RD-VIO to handle both of these two problems. Firstly, we propose an IMU-PARSAC algorithm which can robustly detect and match keypoints in a two-stage process. In the first state, landmarks are matched with new keypoints using visual and IMU measurements. We collect statistical information from the matching and then guide the intra-keypoint matching in the second stage. Secondly, to handle the problem of pure rotation, we detect the motion type and adapt the deferred-triangulation technique during the data-association process. We make the pure-rotational frames into the special subframes. When solving the visual-inertial bundle adjustment, they provide additional constraints to the pure-rotational motion. We evaluate the proposed VIO system on public datasets and online comparison. Experiments show the proposed RD-VIO has obvious advantages over other methods in dynamic environments. The source code is available at: \href{https://github.com/openxrlab/xrslam}{{\fontfamily{pcr}\selectfont https://github.com/openxrlab/xrslam}}.

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PATS: Patch Area Transportation with Subdivision for Local Feature Matching

Local feature matching aims at establishing sparse correspondences between a pair of images. Recently, detector-free methods present generally better performance but are not satisfactory in image pairs with large scale differences. In this paper, we propose Patch Area Transportation with Subdivision (PATS) to tackle this issue. Instead of building an expensive image pyramid, we start by splitting the original image pair into equal-sized patches and gradually resizing and subdividing them into smaller patches with the same scale. However, estimating scale differences between these patches is non-trivial since the scale differences are determined by both relative camera poses and scene structures, and thus spatially varying over image pairs. Moreover, it is hard to obtain the ground truth for real scenes. To this end, we propose patch area transportation, which enables learning scale differences in a self-supervised manner. In contrast to bipartite graph matching, which only handles one-to-one matching, our patch area transportation can deal with many-to-many relationships. PATS improves both matching accuracy and coverage, and shows superior performance in downstream tasks, such as relative pose estimation, visual localization, and optical flow estimation. The source code is available at \url{https://zju3dv.github.io/pats/}.

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Multi-View Neural 3D Reconstruction of Micro-/Nanostructures with Atomic Force Microscopy

Atomic Force Microscopy (AFM) is a widely employed tool for micro-/nanoscale topographic imaging. However, conventional AFM scanning struggles to reconstruct complex 3D micro-/nanostructures precisely due to limitations such as incomplete sample topography capturing and tip-sample convolution artifacts. Here, we propose a multi-view neural-network-based framework with AFM (MVN-AFM), which accurately reconstructs surface models of intricate micro-/nanostructures. Unlike previous works, MVN-AFM does not depend on any specially shaped probes or costly modifications to the AFM system. To achieve this, MVN-AFM uniquely employs an iterative method to align multi-view data and eliminate AFM artifacts simultaneously. Furthermore, we pioneer the application of neural implicit surface reconstruction in nanotechnology and achieve markedly improved results. Extensive experiments show that MVN-AFM effectively eliminates artifacts present in raw AFM images and reconstructs various micro-/nanostructures including complex geometrical microstructures printed via Two-photon Lithography and nanoparticles such as PMMA nanospheres and ZIF-67 nanocrystals. This work presents a cost-effective tool for micro-/nanoscale 3D analysis.

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Neural Rendering and Its Hardware Acceleration: A Review

Neural rendering is a new image and video generation method based on deep learning. It combines the deep learning model with the physical knowledge of computer graphics, to obtain a controllable and realistic scene model, and realize the control of scene attributes such as lighting, camera parameters, posture and so on. On the one hand, neural rendering can not only make full use of the advantages of deep learning to accelerate the traditional forward rendering process, but also provide new solutions for specific tasks such as inverse rendering and 3D reconstruction. On the other hand, the design of innovative hardware structures that adapt to the neural rendering pipeline breaks through the parallel computing and power consumption bottleneck of existing graphics processors, which is expected to provide important support for future key areas such as virtual and augmented reality, film and television creation and digital entertainment, artificial intelligence and the metaverse. In this paper, we review the technical connotation, main challenges, and research progress of neural rendering. On this basis, we analyze the common requirements of neural rendering pipeline for hardware acceleration and the characteristics of the current hardware acceleration architecture, and then discuss the design challenges of neural rendering processor architecture. Finally, the future development trend of neural rendering processor architecture is prospected.

cs.GR↗

PNeRFLoc: Visual Localization with Point-based Neural Radiance Fields

Due to the ability to synthesize high-quality novel views, Neural Radiance Fields (NeRF) have been recently exploited to improve visual localization in a known environment. However, the existing methods mostly utilize NeRFs for data augmentation to improve the regression model training, and the performance on novel viewpoints and appearances is still limited due to the lack of geometric constraints. In this paper, we propose a novel visual localization framework, \ie, PNeRFLoc, based on a unified point-based representation. On the one hand, PNeRFLoc supports the initial pose estimation by matching 2D and 3D feature points as traditional structure-based methods; on the other hand, it also enables pose refinement with novel view synthesis using rendering-based optimization. Specifically, we propose a novel feature adaption module to close the gaps between the features for visual localization and neural rendering. To improve the efficacy and efficiency of neural rendering-based optimization, we also develop an efficient rendering-based framework with a warping loss function. Furthermore, several robustness techniques are developed to handle illumination changes and dynamic objects for outdoor scenarios. Experiments demonstrate that PNeRFLoc performs the best on synthetic data when the NeRF model can be well learned and performs on par with the SOTA method on the visual localization benchmark datasets.

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Hybrid Tracker with Pixel and Instance for Video Panoptic Segmentation

Video Panoptic Segmentation (VPS) aims to generate coherent panoptic segmentation and track the identities of all pixels across video frames. Existing methods predominantly utilize the trained instance embedding to keep the consistency of panoptic segmentation. However, they inevitably struggle to cope with the challenges of small objects, similar appearance but inconsistent identities, occlusion, and strong instance contour deformations. To address these problems, we present HybridTracker, a lightweight and joint tracking model attempting to eliminate the limitations of the single tracker. HybridTracker performs pixel tracker and instance tracker in parallel to obtain the association matrices, which are fused into a matching matrix. In the instance tracker, we design a differentiable matching layer, ensuring the stability of inter-frame matching. In the pixel tracker, we compute the dice coefficient of the same instance of different frames given the estimated optical flow, forming the Intersection Over Union (IoU) matrix. We additionally propose mutual check and temporal consistency constraints during inference to settle the occlusion and contour deformation challenges. Comprehensive experiments show that HybridTracker achieves superior performance than state-of-the-art methods on Cityscapes-VPS and VIPER datasets.

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EasyVolcap: Accelerating Neural Volumetric Video Research

Volumetric video is a technology that digitally records dynamic events such as artistic performances, sporting events, and remote conversations. When acquired, such volumography can be viewed from any viewpoint and timestamp on flat screens, 3D displays, or VR headsets, enabling immersive viewing experiences and more flexible content creation in a variety of applications such as sports broadcasting, video conferencing, gaming, and movie productions. With the recent advances and fast-growing interest in neural scene representations for volumetric video, there is an urgent need for a unified open-source library to streamline the process of volumetric video capturing, reconstruction, and rendering for both researchers and non-professional users to develop various algorithms and applications of this emerging technology. In this paper, we present EasyVolcap, a Python & Pytorch library for accelerating neural volumetric video research with the goal of unifying the process of multi-view data processing, 4D scene reconstruction, and efficient dynamic volumetric video rendering. Our source code is available at https://github.com/zju3dv/EasyVolcap.

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A causal convolutional neural network for multi-subject motion modeling and generation

Inspired by the success of WaveNet in multi-subject speech synthesis, we propose a novel neural network based on causal convolutions for multi-subject motion modeling and generation. The network can capture the intrinsic characteristics of the motion of different subjects, such as the influence of skeleton scale variation on motion style. Moreover, after fine-tuning the network using a small motion dataset for a novel skeleton that is not included in the training dataset, it is able to synthesize high-quality motions with a personalized style for the novel skeleton. The experimental results demonstrate that our network can model the intrinsic characteristics of motions well and can be applied to various motion modeling and synthesis tasks.

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CP-SLAM: Collaborative Neural Point-based SLAM System

This paper presents a collaborative implicit neural simultaneous localization and mapping (SLAM) system with RGB-D image sequences, which consists of complete front-end and back-end modules including odometry, loop detection, sub-map fusion, and global refinement. In order to enable all these modules in a unified framework, we propose a novel neural point based 3D scene representation in which each point maintains a learnable neural feature for scene encoding and is associated with a certain keyframe. Moreover, a distributed-to-centralized learning strategy is proposed for the collaborative implicit SLAM to improve consistency and cooperation. A novel global optimization framework is also proposed to improve the system accuracy like traditional bundle adjustment. Experiments on various datasets demonstrate the superiority of the proposed method in both camera tracking and mapping.

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4K4D: Real-Time 4D View Synthesis at 4K Resolution

This paper targets high-fidelity and real-time view synthesis of dynamic 3D scenes at 4K resolution. Recently, some methods on dynamic view synthesis have shown impressive rendering quality. However, their speed is still limited when rendering high-resolution images. To overcome this problem, we propose 4K4D, a 4D point cloud representation that supports hardware rasterization and enables unprecedented rendering speed. Our representation is built on a 4D feature grid so that the points are naturally regularized and can be robustly optimized. In addition, we design a novel hybrid appearance model that significantly boosts the rendering quality while preserving efficiency. Moreover, we develop a differentiable depth peeling algorithm to effectively learn the proposed model from RGB videos. Experiments show that our representation can be rendered at over 400 FPS on the DNA-Rendering dataset at 1080p resolution and 80 FPS on the ENeRF-Outdoor dataset at 4K resolution using an RTX 4090 GPU, which is 30x faster than previous methods and achieves the state-of-the-art rendering quality. Our project page is available at https://zju3dv.github.io/4k4d/.

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FuseSR: Super Resolution for Real-time Rendering through Efficient Multi-resolution Fusion

The workload of real-time rendering is steeply increasing as the demand for high resolution, high refresh rates, and high realism rises, overwhelming most graphics cards. To mitigate this problem, one of the most popular solutions is to render images at a low resolution to reduce rendering overhead, and then manage to accurately upsample the low-resolution rendered image to the target resolution, a.k.a. super-resolution techniques. Most existing methods focus on exploiting information from low-resolution inputs, such as historical frames. The absence of high frequency details in those LR inputs makes them hard to recover fine details in their high-resolution predictions. In this paper, we propose an efficient and effective super-resolution method that predicts high-quality upsampled reconstructions utilizing low-cost high-resolution auxiliary G-Buffers as additional input. With LR images and HR G-buffers as input, the network requires to align and fuse features at multi resolution levels. We introduce an efficient and effective H-Net architecture to solve this problem and significantly reduce rendering overhead without noticeable quality deterioration. Experiments show that our method is able to produce temporally consistent reconstructions in $4 \times 4$ and even challenging $8 \times 8$ upsampling cases at 4K resolution with real-time performance, with substantially improved quality and significant performance boost compared to existing works.

cs.GR↗

Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes

This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.

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Hierarchical Generation of Human-Object Interactions with Diffusion Probabilistic Models

This paper presents a novel approach to generating the 3D motion of a human interacting with a target object, with a focus on solving the challenge of synthesizing long-range and diverse motions, which could not be fulfilled by existing auto-regressive models or path planning-based methods. We propose a hierarchical generation framework to solve this challenge. Specifically, our framework first generates a set of milestones and then synthesizes the motion along them. Therefore, the long-range motion generation could be reduced to synthesizing several short motion sequences guided by milestones. The experiments on the NSM, COUCH, and SAMP datasets show that our approach outperforms previous methods by a large margin in both quality and diversity. The source code is available on our project page https://zju3dv.github.io/hghoi.

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