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Jianke Zhu

Publications and source records attributed to Jianke Zhu.

At least 55 records · Page 3Linked to original sources

HVOFusion: Incremental Mesh Reconstruction Using Hybrid Voxel Octree

Incremental scene reconstruction is essential to the navigation in robotics. Most of the conventional methods typically make use of either TSDF (truncated signed distance functions) volume or neural networks to implicitly represent the surface. Due to the voxel representation or involving with time-consuming sampling, they have difficulty in balancing speed, memory storage, and surface quality. In this paper, we propose a novel hybrid voxel-octree approach to effectively fuse octree with voxel structures so that we can take advantage of both implicit surface and explicit triangular mesh representation. Such sparse structure preserves triangular faces in the leaf nodes and produces partial meshes sequentially for incremental reconstruction. This storage scheme allows us to naturally optimize the mesh in explicit 3D space to achieve higher surface quality. We iteratively deform the mesh towards the target and recovers vertex colors by optimizing a shading model. Experimental results on several datasets show that our proposed approach is capable of quickly and accurately reconstructing a scene with realistic colors.

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Not All Voxels Are Equal: Hardness-Aware Semantic Scene Completion with Self-Distillation

Semantic scene completion, also known as semantic occupancy prediction, can provide dense geometric and semantic information for autonomous vehicles, which attracts the increasing attention of both academia and industry. Unfortunately, existing methods usually formulate this task as a voxel-wise classification problem and treat each voxel equally in 3D space during training. As the hard voxels have not been paid enough attention, the performance in some challenging regions is limited. The 3D dense space typically contains a large number of empty voxels, which are easy to learn but require amounts of computation due to handling all the voxels uniformly for the existing models. Furthermore, the voxels in the boundary region are more challenging to differentiate than those in the interior. In this paper, we propose HASSC approach to train the semantic scene completion model with hardness-aware design. The global hardness from the network optimization process is defined for dynamical hard voxel selection. Then, the local hardness with geometric anisotropy is adopted for voxel-wise refinement. Besides, self-distillation strategy is introduced to make training process stable and consistent. Extensive experiments show that our HASSC scheme can effectively promote the accuracy of the baseline model without incurring the extra inference cost. Source code is available at: https://github.com/songw-zju/HASSC.

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Pyramid Deep Fusion Network for Two-Hand Reconstruction from RGB-D Images

Accurately recovering the dense 3D mesh of both hands from monocular images poses considerable challenges due to occlusions and projection ambiguity. Most of the existing methods extract features from color images to estimate the root-aligned hand meshes, which neglect the crucial depth and scale information in the real world. Given the noisy sensor measurements with limited resolution, depth-based methods predict 3D keypoints rather than a dense mesh. These limitations motivate us to take advantage of these two complementary inputs to acquire dense hand meshes on a real-world scale. In this work, we propose an end-to-end framework for recovering dense meshes for both hands, which employ single-view RGB-D image pairs as input. The primary challenge lies in effectively utilizing two different input modalities to mitigate the blurring effects in RGB images and noises in depth images. Instead of directly treating depth maps as additional channels for RGB images, we encode the depth information into the unordered point cloud to preserve more geometric details. Specifically, our framework employs ResNet50 and PointNet++ to derive features from RGB and point cloud, respectively. Additionally, we introduce a novel pyramid deep fusion network (PDFNet) to aggregate features at different scales, which demonstrates superior efficacy compared to previous fusion strategies. Furthermore, we employ a GCN-based decoder to process the fused features and recover the corresponding 3D pose and dense mesh. Through comprehensive ablation experiments, we have not only demonstrated the effectiveness of our proposed fusion algorithm but also outperformed the state-of-the-art approaches on publicly available datasets. To reproduce the results, we will make our source code and models publicly available at {https://github.com/zijinxuxu/PDFNet}.

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MGMap: Mask-Guided Learning for Online Vectorized HD Map Construction

Currently, high-definition (HD) map construction leans towards a lightweight online generation tendency, which aims to preserve timely and reliable road scene information. However, map elements contain strong shape priors. Subtle and sparse annotations make current detection-based frameworks ambiguous in locating relevant feature scopes and cause the loss of detailed structures in prediction. To alleviate these problems, we propose MGMap, a mask-guided approach that effectively highlights the informative regions and achieves precise map element localization by introducing the learned masks. Specifically, MGMap employs learned masks based on the enhanced multi-scale BEV features from two perspectives. At the instance level, we propose the Mask-activated instance (MAI) decoder, which incorporates global instance and structural information into instance queries by the activation of instance masks. At the point level, a novel position-guided mask patch refinement (PG-MPR) module is designed to refine point locations from a finer-grained perspective, enabling the extraction of point-specific patch information. Compared to the baselines, our proposed MGMap achieves a notable improvement of around 10 mAP for different input modalities. Extensive experiments also demonstrate that our approach showcases strong robustness and generalization capabilities. Our code can be found at https://github.com/xiaolul2/MGMap.

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HO-Gaussian: Hybrid Optimization of 3D Gaussian Splatting for Urban Scenes

The rapid growth of 3D Gaussian Splatting (3DGS) has revolutionized neural rendering, enabling real-time production of high-quality renderings. However, the previous 3DGS-based methods have limitations in urban scenes due to reliance on initial Structure-from-Motion(SfM) points and difficulties in rendering distant, sky and low-texture areas. To overcome these challenges, we propose a hybrid optimization method named HO-Gaussian, which combines a grid-based volume with the 3DGS pipeline. HO-Gaussian eliminates the dependency on SfM point initialization, allowing for rendering of urban scenes, and incorporates the Point Densitification to enhance rendering quality in problematic regions during training. Furthermore, we introduce Gaussian Direction Encoding as an alternative for spherical harmonics in the rendering pipeline, which enables view-dependent color representation. To account for multi-camera systems, we introduce neural warping to enhance object consistency across different cameras. Experimental results on widely used autonomous driving datasets demonstrate that HO-Gaussian achieves photo-realistic rendering in real-time on multi-camera urban datasets.

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Traj-LIO: A Resilient Multi-LiDAR Multi-IMU State Estimator Through Sparse Gaussian Process

Nowadays, sensor suits have been equipped with redundant LiDARs and IMUs to mitigate the risks associated with sensor failure. It is challenging for the previous discrete-time and IMU-driven kinematic systems to incorporate multiple asynchronized sensors, which are susceptible to abnormal IMU data. To address these limitations, we introduce a multi-LiDAR multi-IMU state estimator by taking advantage of Gaussian Process (GP) that predicts a non-parametric continuous-time trajectory to capture sensors' spatial-temporal movement with limited control states. Since the kinematic model driven by three types of linear time-invariant stochastic differential equations are independent of external sensor measurements, our proposed approach is capable of handling different sensor configurations and resilient to sensor failures. Moreover, we replace the conventional $\mathrm{SE}(3)$ state representation with the combination of $\mathrm{SO}(3)$ and vector space, which enables GP-based LiDAR-inertial system to fulfill the real-time requirement. Extensive experiments on the public datasets demonstrate the versatility and resilience of our proposed multi-LiDAR multi-IMU state estimator. To contribute to the community, we will make our source code publicly available.

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Mesh-LOAM: Real-time Mesh-Based LiDAR Odometry and Mapping

Despite having achieved real-time performance in mesh construction, most of the current LiDAR odometry and meshing methods may struggle to deal with complex scenes due to relying on explicit meshing schemes. They are usually sensitive to noise. To overcome these limitations, we propose a real-time mesh-based LiDAR odometry and mapping approach for large-scale scenes via implicit reconstruction and a parallel spatial-hashing scheme. To efficiently reconstruct triangular meshes, we suggest an incremental voxel meshing method that updates every scan by traversing each point once and compresses space via a scalable partition module. By taking advantage of rapid accessing triangular meshes at any time, we design point-to-mesh odometry with location and feature-based data association to estimate the poses between the incoming point clouds and the recovered triangular meshes. The experimental results on four datasets demonstrate the effectiveness of our proposed approach in generating accurate motion trajectories and environmental mesh maps.

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DGNR: Density-Guided Neural Point Rendering of Large Driving Scenes

Despite the recent success of Neural Radiance Field (NeRF), it is still challenging to render large-scale driving scenes with long trajectories, particularly when the rendering quality and efficiency are in high demand. Existing methods for such scenes usually involve with spatial warping, geometric supervision from zero-shot normal or depth estimation, or scene division strategies, where the synthesized views are often blurry or fail to meet the requirement of efficient rendering. To address the above challenges, this paper presents a novel framework that learns a density space from the scenes to guide the construction of a point-based renderer, dubbed as DGNR (Density-Guided Neural Rendering). In DGNR, geometric priors are no longer needed, which can be intrinsically learned from the density space through volumetric rendering. Specifically, we make use of a differentiable renderer to synthesize images from the neural density features obtained from the learned density space. A density-based fusion module and geometric regularization are proposed to optimize the density space. By conducting experiments on a widely used autonomous driving dataset, we have validated the effectiveness of DGNR in synthesizing photorealistic driving scenes and achieving real-time capable rendering.

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Semantic-Preserved Point-based Human Avatar

To enable realistic experience in AR/VR and digital entertainment, we present the first point-based human avatar model that embodies the entirety expressive range of digital humans. We employ two MLPs to model pose-dependent deformation and linear skinning (LBS) weights. The representation of appearance relies on a decoder and the features that attached to each point. In contrast to alternative implicit approaches, the oriented points representation not only provides a more intuitive way to model human avatar animation but also significantly reduces both training and inference time. Moreover, we propose a novel method to transfer semantic information from the SMPL-X model to the points, which enables to better understand human body movements. By leveraging the semantic information of points, we can facilitate virtual try-on and human avatar composition through exchanging the points of same category across different subjects. Experimental results demonstrate the efficacy of our presented method.

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FastHuman: Reconstructing High-Quality Clothed Human in Minutes

We propose an approach for optimizing high-quality clothed human body shapes in minutes, using multi-view posed images. While traditional neural rendering methods struggle to disentangle geometry and appearance using only rendering loss, and are computationally intensive, our method uses a mesh-based patch warping technique to ensure multi-view photometric consistency, and sphere harmonics (SH) illumination to refine geometric details efficiently. We employ oriented point clouds' shape representation and SH shading, which significantly reduces optimization and rendering times compared to implicit methods. Our approach has demonstrated promising results on both synthetic and real-world datasets, making it an effective solution for rapidly generating high-quality human body shapes. Project page \href{https://l1346792580123.github.io/nccsfs/}{https://l1346792580123.github.io/nccsfs/}

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ECTLO: Effective Continuous-time Odometry Using Range Image for LiDAR with Small FoV

Prism-based LiDARs are more compact and cheaper than the conventional mechanical multi-line spinning LiDARs, which have become increasingly popular in robotics, recently. However, there are several challenges for these new LiDAR sensors, including small field of view, severe motion distortions, and irregular patterns, which hinder them from being widely used in LiDAR odometry, practically. To tackle these problems, we present an effective continuous-time LiDAR odometry (ECTLO) method for the Risley-prism-based LiDARs with non-repetitive scanning patterns. A single range image covering historical points in LiDAR's small FoV is adopted for efficient map representation. To account for the noisy data from occlusions after map updating, a filter-based point-to-plane Gaussian Mixture Model is used for robust registration. Moreover, a LiDAR-only continuous-time motion model is employed to relieve the inevitable distortions. Extensive experiments have been conducted on various testbeds using the prism-based LiDARs with different scanning patterns, whose promising results demonstrate the efficacy of our proposed approach.

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Label-efficient Segmentation via Affinity Propagation

Weakly-supervised segmentation with label-efficient sparse annotations has attracted increasing research attention to reduce the cost of laborious pixel-wise labeling process, while the pairwise affinity modeling techniques play an essential role in this task. Most of the existing approaches focus on using the local appearance kernel to model the neighboring pairwise potentials. However, such a local operation fails to capture the long-range dependencies and ignores the topology of objects. In this work, we formulate the affinity modeling as an affinity propagation process, and propose a local and a global pairwise affinity terms to generate accurate soft pseudo labels. An efficient algorithm is also developed to reduce significantly the computational cost. The proposed approach can be conveniently plugged into existing segmentation networks. Experiments on three typical label-efficient segmentation tasks, i.e. box-supervised instance segmentation, point/scribble-supervised semantic segmentation and CLIP-guided semantic segmentation, demonstrate the superior performance of the proposed approach.

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Traj-LO: In Defense of LiDAR-Only Odometry Using an Effective Continuous-Time Trajectory

LiDAR Odometry is an essential component in many robotic applications. Unlike the mainstreamed approaches that focus on improving the accuracy by the additional inertial sensors, this letter explores the capability of LiDAR-only odometry through a continuous-time perspective. Firstly, the measurements of LiDAR are regarded as streaming points continuously captured at high frequency. Secondly, the LiDAR movement is parameterized by a simple yet effective continuous-time trajectory. Therefore, our proposed Traj-LO approach tries to recover the spatial-temporal consistent movement of LiDAR by tightly coupling the geometric information from LiDAR points and kinematic constraints from trajectory smoothness. This framework is generalized for different kinds of LiDAR as well as multi-LiDAR systems. Extensive experiments on the public datasets demonstrate the robustness and effectiveness of our proposed LiDAR-only approach, even in scenarios where the kinematic state exceeds the IMU's measuring range. Our implementation is open-sourced on GitHub.

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Point2Mask: Point-supervised Panoptic Segmentation via Optimal Transport

Weakly-supervised image segmentation has recently attracted increasing research attentions, aiming to avoid the expensive pixel-wise labeling. In this paper, we present an effective method, namely Point2Mask, to achieve high-quality panoptic prediction using only a single random point annotation per target for training. Specifically, we formulate the panoptic pseudo-mask generation as an Optimal Transport (OT) problem, where each ground-truth (gt) point label and pixel sample are defined as the label supplier and consumer, respectively. The transportation cost is calculated by the introduced task-oriented maps, which focus on the category-wise and instance-wise differences among the various thing and stuff targets. Furthermore, a centroid-based scheme is proposed to set the accurate unit number for each gt point supplier. Hence, the pseudo-mask generation is converted into finding the optimal transport plan at a globally minimal transportation cost, which can be solved via the Sinkhorn-Knopp Iteration. Experimental results on Pascal VOC and COCO demonstrate the promising performance of our proposed Point2Mask approach to point-supervised panoptic segmentation. Source code is available at: https://github.com/LiWentomng/Point2Mask.

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LiDAR2Map: In Defense of LiDAR-Based Semantic Map Construction Using Online Camera Distillation

Semantic map construction under bird's-eye view (BEV) plays an essential role in autonomous driving. In contrast to camera image, LiDAR provides the accurate 3D observations to project the captured 3D features onto BEV space inherently. However, the vanilla LiDAR-based BEV feature often contains many indefinite noises, where the spatial features have little texture and semantic cues. In this paper, we propose an effective LiDAR-based method to build semantic map. Specifically, we introduce a BEV feature pyramid decoder that learns the robust multi-scale BEV features for semantic map construction, which greatly boosts the accuracy of the LiDAR-based method. To mitigate the defects caused by lacking semantic cues in LiDAR data, we present an online Camera-to-LiDAR distillation scheme to facilitate the semantic learning from image to point cloud. Our distillation scheme consists of feature-level and logit-level distillation to absorb the semantic information from camera in BEV. The experimental results on challenging nuScenes dataset demonstrate the efficacy of our proposed LiDAR2Map on semantic map construction, which significantly outperforms the previous LiDAR-based methods over 27.9% mIoU and even performs better than the state-of-the-art camera-based approaches. Source code is available at: https://github.com/songw-zju/LiDAR2Map.

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FastMESH: Fast Surface Reconstruction by Hexagonal Mesh-based Neural Rendering

Despite the promising results of multi-view reconstruction, the recent neural rendering-based methods, such as implicit surface rendering (IDR) and volume rendering (NeuS), not only incur a heavy computational burden on training but also have the difficulties in disentangling the geometric and appearance. Although having achieved faster training speed than implicit representation and hash coding, the explicit voxel-based method obtains the inferior results on recovering surface. To address these challenges, we propose an effective mesh-based neural rendering approach, named FastMESH, which only samples at the intersection of ray and mesh. A coarse-to-fine scheme is introduced to efficiently extract the initial mesh by space carving. More importantly, we suggest a hexagonal mesh model to preserve surface regularity by constraining the second-order derivatives of vertices, where only low level of positional encoding is engaged for neural rendering. The experiments demonstrate that our approach achieves the state-of-the-art results on both reconstruction and novel view synthesis. Besides, we obtain 10-fold acceleration on training comparing to the implicit representation-based methods.

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BundleRecon: Ray Bundle-Based 3D Neural Reconstruction

With the growing popularity of neural rendering, there has been an increasing number of neural implicit multi-view reconstruction methods. While many models have been enhanced in terms of positional encoding, sampling, rendering, and other aspects to improve the reconstruction quality, current methods do not fully leverage the information among neighboring pixels during the reconstruction process. To address this issue, we propose an enhanced model called BundleRecon. In the existing approaches, sampling is performed by a single ray that corresponds to a single pixel. In contrast, our model samples a patch of pixels using a bundle of rays, which incorporates information from neighboring pixels. Furthermore, we design bundle-based constraints to further improve the reconstruction quality. Experimental results demonstrate that BundleRecon is compatible with the existing neural implicit multi-view reconstruction methods and can improve their reconstruction quality.

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End-to-end Weakly-supervised Single-stage Multiple 3D Hand Mesh Reconstruction from a Single RGB Image

In this paper, we consider the challenging task of simultaneously locating and recovering multiple hands from a single 2D image. Previous studies either focus on single hand reconstruction or solve this problem in a multi-stage way. Moreover, the conventional two-stage pipeline firstly detects hand areas, and then estimates 3D hand pose from each cropped patch. To reduce the computational redundancy in preprocessing and feature extraction, for the first time, we propose a concise but efficient single-stage pipeline for multi-hand reconstruction. Specifically, we design a multi-head auto-encoder structure, where each head network shares the same feature map and outputs the hand center, pose and texture, respectively. Besides, we adopt a weakly-supervised scheme to alleviate the burden of expensive 3D real-world data annotations. To this end, we propose a series of losses optimized by a stage-wise training scheme, where a multi-hand dataset with 2D annotations is generated based on the publicly available single hand datasets. In order to further improve the accuracy of the weakly supervised model, we adopt several feature consistency constraints in both single and multiple hand settings. Specifically, the keypoints of each hand estimated from local features should be consistent with the re-projected points predicted from global features. Extensive experiments on public benchmarks including FreiHAND, HO3D, InterHand2.6M and RHD demonstrate that our method outperforms the state-of-the-art model-based methods in both weakly-supervised and fully-supervised manners. The code and models are available at {https://github.com/zijinxuxu/SMHR}.

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