Searcharxiv⌕ Search

arXiv subjects

Hujun Bao

Publications and source records attributed to Hujun Bao.

At least 145 records · Page 8Linked to original sources

Real-time Rendering and Editing of Scattering Effects for Translucent Objects

The photorealistic rendering of the transparent effect of translucent objects is a hot research topic in recent years. A real-time photorealistic rendering and material dynamic editing method for the diffuse scattering effect of translucent objects is proposed based on the bidirectional surface scattering reflectance function's (BSSRDF) Dipole approximation. The diffuse scattering material function in the Dipo le approximation is decomposed into the product form of the shape-related function and the translucent material-related function through principal component analysis; using this decomposition representation, under the real-time photorealistic rendering framework of pre-radiative transmission and the scattering transmission to realize real-time editing of translucent object materials under various light sources. In addition, a method for quadratic wavelet compression of precomputed radiative transfer data in the spatial domain is also proposed. Using the correlation of surface points in the spatial distribution position, on the premise of ensuring the rendering quality, the data is greatly compressed and the rendering is efficiently improved. The experimental results show that the method in this paper can generate a highly realistic translucent effect and ensure the real-time rendering speed.

cs.GR↗

Variational Hierarchical Directed Bounding Box Construction for Solid Mesh Models

Object oriented bounding box tree (OBB-Tree for short) has many applications in collision detection, real-time rendering, etc. It has a wide range of applications. The construction of the hierarchical directed bounding box of the solid mesh model is studied, and a new optimization solution method is proposed. But this part of the external space volume that does not belong to the solid mesh model is used as the error, and an error calculation method based on hardware acceleration is given. Secondly, the hierarchical bounding box construction problem is transformed into a variational approximation problem, and the optimal hierarchical directed bounding box is obtained by solving the global error minimum. In the optimization calculation, we propose that combining Lloyd clustering iteration in the same layer and MultiGrid-like reciprocating iteration between layers. Compared with previous results, this method can generate aired original solid mesh models are more tightly packed with hierarchical directed bounding box approximation. In the practical application of collision detection, the results constructed using this method can reduce the computational time of collision detection and improve detection efficiency.

cs.GR↗

Sparse Sampling and Completion for Light Transport in VPL-based Rendering

The many-light formulation provides a general framework for rendering various illumination effects using hundreds of thousands of virtual point lights (VPLs). To efficiently gather the contributions of the VPLs, lightcuts and its extensions cluster the VPLs, which implicitly approximates the lighting matrix with some representative blocks similar to vector quantization. In this paper, we propose a new approximation method based on the previous lightcut method and a low-rank matrix factorization model. As many researchers pointed out, the lighting matrix is low rank, which implies that it can be completed from a small set of known entries. We first generate a conservative global light cut with bounded error and partition the lighting matrix into slices by the coordinate and normal of the surface points using the method of lightslice. Then we perform two passes of randomly sampling on each matrix slice. In the first pass, uniformly distributed random entries are sampled to coarsen the global light cut, further clustering the similar light for the spatially localized surface points of the slices. In the second pass, more entries are sampled according to the possibility distribution function estimated from the first sampling result. Then each matrix slice is factorized into a product of two smaller low-rank matrices constrained by the sampled entries, which delivers a completion of the lighting matrix. The factorized form provides an additional speedup for adding up the matrix columns which is more GPU friendly. Compared with the previous lightcut based methods, we approximate the lighting matrix with some signal specialized bases via factorization. The experimental results shows that we can achieve significant acceleration than the state of the art many-light methods.

cs.GR↗

Normal and Visibility Estimation of Human Face from a Single Image

Recent work on the intrinsic image of humans starts to consider the visibility of incident illumination and encodes the light transfer function by spherical harmonics. In this paper, we show that such a light transfer function can be further decomposed into visibility and cosine terms related to surface normal. Such decomposition allows us to recover the surface normal in addition to visibility. We propose a deep learning-based approach with a reconstruction loss for training on real-world images. Results show that compared with previous works, the reconstruction of human face from our method better reveals the surface normal and shading details especially around regions where visibility effect is strong.

cs.CV↗

Real-time Monte Carlo Denoising with Weight Sharing Kernel Prediction Network

Real-time Monte Carlo denoising aims at removing severe noise under low samples per pixel (spp) in a strict time budget. Recently, kernel-prediction methods use a neural network to predict each pixel's filtering kernel and have shown a great potential to remove Monte Carlo noise. However, the heavy computation overhead blocks these methods from real-time applications. This paper expands the kernel-prediction method and proposes a novel approach to denoise very low spp (e.g., 1-spp) Monte Carlo path traced images at real-time frame rates. Instead of using the neural network to directly predict the kernel map, i.e., the complete weights of each per-pixel filtering kernel, we predict an encoding of the kernel map, followed by a high-efficiency decoder with unfolding operations for a high-quality reconstruction of the filtering kernels. The kernel map encoding yields a compact single-channel representation of the kernel map, which can significantly reduce the kernel-prediction network's throughput. In addition, we adopt a scalable kernel fusion module to improve denoising quality. The proposed approach preserves kernel prediction methods' denoising quality while roughly halving its denoising time for 1-spp noisy inputs. In addition, compared with the recent neural bilateral grid-based real-time denoiser, our approach benefits from the high parallelism of kernel-based reconstruction and produces better denoising results at equal time.

cs.GR↗

SelfVoxeLO: Self-supervised LiDAR Odometry with Voxel-based Deep Neural Networks

Recent learning-based LiDAR odometry methods have demonstrated their competitiveness. However, most methods still face two substantial challenges: 1) the 2D projection representation of LiDAR data cannot effectively encode 3D structures from the point clouds; 2) the needs for a large amount of labeled data for training limit the application scope of these methods. In this paper, we propose a self-supervised LiDAR odometry method, dubbed SelfVoxeLO, to tackle these two difficulties. Specifically, we propose a 3D convolution network to process the raw LiDAR data directly, which extracts features that better encode the 3D geometric patterns. To suit our network to self-supervised learning, we design several novel loss functions that utilize the inherent properties of LiDAR point clouds. Moreover, an uncertainty-aware mechanism is incorporated in the loss functions to alleviate the interference of moving objects/noises. We evaluate our method's performances on two large-scale datasets, i.e., KITTI and Apollo-SouthBay. Our method outperforms state-of-the-art unsupervised methods by 27%/32% in terms of translational/rotational errors on the KITTI dataset and also performs well on the Apollo-SouthBay dataset. By including more unlabelled training data, our method can further improve performance comparable to the supervised methods.

cs.CV↗

Active Boundary Loss for Semantic Segmentation

This paper proposes a novel active boundary loss for semantic segmentation. It can progressively encourage the alignment between predicted boundaries and ground-truth boundaries during end-to-end training, which is not explicitly enforced in commonly used cross-entropy loss. Based on the predicted boundaries detected from the segmentation results using current network parameters, we formulate the boundary alignment problem as a differentiable direction vector prediction problem to guide the movement of predicted boundaries in each iteration. Our loss is model-agnostic and can be plugged in to the training of segmentation networks to improve the boundary details. Experimental results show that training with the active boundary loss can effectively improve the boundary F-score and mean Intersection-over-Union on challenging image and video object segmentation datasets.

cs.CV↗

LatentHuman: Shape-and-Pose Disentangled Latent Representation for Human Bodies

3D representation and reconstruction of human bodies have been studied for a long time in computer vision. Traditional methods rely mostly on parametric statistical linear models, limiting the space of possible bodies to linear combinations. It is only recently that some approaches try to leverage neural implicit representations for human body modeling, and while demonstrating impressive results, they are either limited by representation capability or not physically meaningful and controllable. In this work, we propose a novel neural implicit representation for the human body, which is fully differentiable and optimizable with disentangled shape and pose latent spaces. Contrary to prior work, our representation is designed based on the kinematic model, which makes the representation controllable for tasks like pose animation, while simultaneously allowing the optimization of shape and pose for tasks like 3D fitting and pose tracking. Our model can be trained and fine-tuned directly on non-watertight raw data with well-designed losses. Experiments demonstrate the improved 3D reconstruction performance over SoTA approaches and show the applicability of our method to shape interpolation, model fitting, pose tracking, and motion retargeting.

cs.CV↗

Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies

This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce neural blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the learned blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. Experiments show that our approach significantly outperforms recent human synthesis methods. The code and supplementary materials are available at https://zju3dv.github.io/animatable_nerf/.

cs.CV↗

Learning Object-Compositional Neural Radiance Field for Editable Scene Rendering

Implicit neural rendering techniques have shown promising results for novel view synthesis. However, existing methods usually encode the entire scene as a whole, which is generally not aware of the object identity and limits the ability to the high-level editing tasks such as moving or adding furniture. In this paper, we present a novel neural scene rendering system, which learns an object-compositional neural radiance field and produces realistic rendering with editing capability for a clustered and real-world scene. Specifically, we design a novel two-pathway architecture, in which the scene branch encodes the scene geometry and appearance, and the object branch encodes each standalone object conditioned on learnable object activation codes. To survive the training in heavily cluttered scenes, we propose a scene-guided training strategy to solve the 3D space ambiguity in the occluded regions and learn sharp boundaries for each object. Extensive experiments demonstrate that our system not only achieves competitive performance for static scene novel-view synthesis, but also produces realistic rendering for object-level editing.

cs.CV↗

DeepPanoContext: Panoramic 3D Scene Understanding with Holistic Scene Context Graph and Relation-based Optimization

Panorama images have a much larger field-of-view thus naturally encode enriched scene context information compared to standard perspective images, which however is not well exploited in the previous scene understanding methods. In this paper, we propose a novel method for panoramic 3D scene understanding which recovers the 3D room layout and the shape, pose, position, and semantic category for each object from a single full-view panorama image. In order to fully utilize the rich context information, we design a novel graph neural network based context model to predict the relationship among objects and room layout, and a differentiable relationship-based optimization module to optimize object arrangement with well-designed objective functions on-the-fly. Realizing the existing data are either with incomplete ground truth or overly-simplified scene, we present a new synthetic dataset with good diversity in room layout and furniture placement, and realistic image quality for total panoramic 3D scene understanding. Experiments demonstrate that our method outperforms existing methods on panoramic scene understanding in terms of both geometry accuracy and object arrangement. Code is available at https://chengzhag.github.io/publication/dpc.

cs.CV↗

Location-aware Single Image Reflection Removal

This paper proposes a novel location-aware deep-learning-based single image reflection removal method. Our network has a reflection detection module to regress a probabilistic reflection confidence map, taking multi-scale Laplacian features as inputs. This probabilistic map tells if a region is reflection-dominated or transmission-dominated, and it is used as a cue for the network to control the feature flow when predicting the reflection and transmission layers. We design our network as a recurrent network to progressively refine reflection removal results at each iteration. The novelty is that we leverage Laplacian kernel parameters to emphasize the boundaries of strong reflections. It is beneficial to strong reflection detection and substantially improves the quality of reflection removal results. Extensive experiments verify the superior performance of the proposed method over state-of-the-art approaches. Our code and the pre-trained model can be found at https://github.com/zdlarr/Location-aware-SIRR.

cs.CV↗

AD-NeRF: Audio Driven Neural Radiance Fields for Talking Head Synthesis

Generating high-fidelity talking head video by fitting with the input audio sequence is a challenging problem that receives considerable attentions recently. In this paper, we address this problem with the aid of neural scene representation networks. Our method is completely different from existing methods that rely on intermediate representations like 2D landmarks or 3D face models to bridge the gap between audio input and video output. Specifically, the feature of input audio signal is directly fed into a conditional implicit function to generate a dynamic neural radiance field, from which a high-fidelity talking-head video corresponding to the audio signal is synthesized using volume rendering. Another advantage of our framework is that not only the head (with hair) region is synthesized as previous methods did, but also the upper body is generated via two individual neural radiance fields. Experimental results demonstrate that our novel framework can (1) produce high-fidelity and natural results, and (2) support free adjustment of audio signals, viewing directions, and background images. Code is available at https://github.com/YudongGuo/AD-NeRF.

cs.CV↗

Attention-guided Temporally Coherent Video Object Matting

This paper proposes a novel deep learning-based video object matting method that can achieve temporally coherent matting results. Its key component is an attention-based temporal aggregation module that maximizes image matting networks' strength for video matting networks. This module computes temporal correlations for pixels adjacent to each other along the time axis in feature space, which is robust against motion noises. We also design a novel loss term to train the attention weights, which drastically boosts the video matting performance. Besides, we show how to effectively solve the trimap generation problem by fine-tuning a state-of-the-art video object segmentation network with a sparse set of user-annotated keyframes. To facilitate video matting and trimap generation networks' training, we construct a large-scale video matting dataset with 80 training and 28 validation foreground video clips with ground-truth alpha mattes. Experimental results show that our method can generate high-quality alpha mattes for various videos featuring appearance change, occlusion, and fast motion. Our code and dataset can be found at: https://github.com/yunkezhang/TCVOM

cs.CV↗

VS-Net: Voting with Segmentation for Visual Localization

Visual localization is of great importance in robotics and computer vision. Recently, scene coordinate regression based methods have shown good performance in visual localization in small static scenes. However, it still estimates camera poses from many inferior scene coordinates. To address this problem, we propose a novel visual localization framework that establishes 2D-to-3D correspondences between the query image and the 3D map with a series of learnable scene-specific landmarks. In the landmark generation stage, the 3D surfaces of the target scene are over-segmented into mosaic patches whose centers are regarded as the scene-specific landmarks. To robustly and accurately recover the scene-specific landmarks, we propose the Voting with Segmentation Network (VS-Net) to segment the pixels into different landmark patches with a segmentation branch and estimate the landmark locations within each patch with a landmark location voting branch. Since the number of landmarks in a scene may reach up to 5000, training a segmentation network with such a large number of classes is both computation and memory costly for the commonly used cross-entropy loss. We propose a novel prototype-based triplet loss with hard negative mining, which is able to train semantic segmentation networks with a large number of labels efficiently. Our proposed VS-Net is extensively tested on multiple public benchmarks and can outperform state-of-the-art visual localization methods. Code and models are available at \href{https://github.com/zju3dv/VS-Net}{https://github.com/zju3dv/VS-Net}.

cs.CV↗

Recurrent Multi-view Alignment Network for Unsupervised Surface Registration

Learning non-rigid registration in an end-to-end manner is challenging due to the inherent high degrees of freedom and the lack of labeled training data. In this paper, we resolve these two challenges simultaneously. First, we propose to represent the non-rigid transformation with a point-wise combination of several rigid transformations. This representation not only makes the solution space well-constrained but also enables our method to be solved iteratively with a recurrent framework, which greatly reduces the difficulty of learning. Second, we introduce a differentiable loss function that measures the 3D shape similarity on the projected multi-view 2D depth images so that our full framework can be trained end-to-end without ground truth supervision. Extensive experiments on several different datasets demonstrate that our proposed method outperforms the previous state-of-the-art by a large margin. The source codes are available at https://github.com/WanquanF/RMA-Net.

cs.CV↗

StereoPIFu: Depth Aware Clothed Human Digitization via Stereo Vision

In this paper, we propose StereoPIFu, which integrates the geometric constraints of stereo vision with implicit function representation of PIFu, to recover the 3D shape of the clothed human from a pair of low-cost rectified images. First, we introduce the effective voxel-aligned features from a stereo vision-based network to enable depth-aware reconstruction. Moreover, the novel relative z-offset is employed to associate predicted high-fidelity human depth and occupancy inference, which helps restore fine-level surface details. Second, a network structure that fully utilizes the geometry information from the stereo images is designed to improve the human body reconstruction quality. Consequently, our StereoPIFu can naturally infer the human body's spatial location in camera space and maintain the correct relative position of different parts of the human body, which enables our method to capture human performance. Compared with previous works, our StereoPIFu significantly improves the robustness, completeness, and accuracy of the clothed human reconstruction, which is demonstrated by extensive experimental results.

cs.CV↗

Reconstructing 3D Human Pose by Watching Humans in the Mirror

In this paper, we introduce the new task of reconstructing 3D human pose from a single image in which we can see the person and the person's image through a mirror. Compared to general scenarios of 3D pose estimation from a single view, the mirror reflection provides an additional view for resolving the depth ambiguity. We develop an optimization-based approach that exploits mirror symmetry constraints for accurate 3D pose reconstruction. We also provide a method to estimate the surface normal of the mirror from vanishing points in the single image. To validate the proposed approach, we collect a large-scale dataset named Mirrored-Human, which covers a large variety of human subjects, poses and backgrounds. The experiments demonstrate that, when trained on Mirrored-Human with our reconstructed 3D poses as pseudo ground-truth, the accuracy and generalizability of existing single-view 3D pose estimators can be largely improved.

cs.CV↗