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Jing Liao

Publications and source records attributed to Jing Liao.

At least 73 records · Page 4Linked to original sources

Learning Neural Duplex Radiance Fields for Real-Time View Synthesis

Neural radiance fields (NeRFs) enable novel view synthesis with unprecedented visual quality. However, to render photorealistic images, NeRFs require hundreds of deep multilayer perceptron (MLP) evaluations - for each pixel. This is prohibitively expensive and makes real-time rendering infeasible, even on powerful modern GPUs. In this paper, we propose a novel approach to distill and bake NeRFs into highly efficient mesh-based neural representations that are fully compatible with the massively parallel graphics rendering pipeline. We represent scenes as neural radiance features encoded on a two-layer duplex mesh, which effectively overcomes the inherent inaccuracies in 3D surface reconstruction by learning the aggregated radiance information from a reliable interval of ray-surface intersections. To exploit local geometric relationships of nearby pixels, we leverage screen-space convolutions instead of the MLPs used in NeRFs to achieve high-quality appearance. Finally, the performance of the whole framework is further boosted by a novel multi-view distillation optimization strategy. We demonstrate the effectiveness and superiority of our approach via extensive experiments on a range of standard datasets.

cs.CV↗

3D Video Loops from Asynchronous Input

Looping videos are short video clips that can be looped endlessly without visible seams or artifacts. They provide a very attractive way to capture the dynamism of natural scenes. Existing methods have been mostly limited to 2D representations. In this paper, we take a step forward and propose a practical solution that enables an immersive experience on dynamic 3D looping scenes. The key challenge is to consider the per-view looping conditions from asynchronous input while maintaining view consistency for the 3D representation. We propose a novel sparse 3D video representation, namely Multi-Tile Video (MTV), which not only provides a view-consistent prior, but also greatly reduces memory usage, making the optimization of a 4D volume tractable. Then, we introduce a two-stage pipeline to construct the 3D looping MTV from completely asynchronous multi-view videos with no time overlap. A novel looping loss based on video temporal retargeting algorithms is adopted during the optimization to loop the 3D scene. Experiments of our framework have shown promise in successfully generating and rendering photorealistic 3D looping videos in real time even on mobile devices. The code, dataset, and live demos are available in https://limacv.github.io/VideoLoop3D_web/.

cs.CV↗

Weakly-Supervised 3D Medical Image Segmentation using Geometric Prior and Contrastive Similarity

Medical image segmentation is almost the most important pre-processing procedure in computer-aided diagnosis but is also a very challenging task due to the complex shapes of segments and various artifacts caused by medical imaging, (i.e., low-contrast tissues, and non-homogenous textures). In this paper, we propose a simple yet effective segmentation framework that incorporates the geometric prior and contrastive similarity into the weakly-supervised segmentation framework in a loss-based fashion. The proposed geometric prior built on point cloud provides meticulous geometry to the weakly-supervised segmentation proposal, which serves as better supervision than the inherent property of the bounding-box annotation (i.e., height and width). Furthermore, we propose contrastive similarity to encourage organ pixels to gather around in the contrastive embedding space, which helps better distinguish low-contrast tissues. The proposed contrastive embedding space can make up for the poor representation of the conventionally-used gray space. Extensive experiments are conducted to verify the effectiveness and the robustness of the proposed weakly-supervised segmentation framework. The proposed framework is superior to state-of-the-art weakly-supervised methods on the following publicly accessible datasets: LiTS 2017 Challenge, KiTS 2021 Challenge, and LPBA40. We also dissect our method and evaluate the performance of each component.

eess.IV↗

NeRF-Art: Text-Driven Neural Radiance Fields Stylization

As a powerful representation of 3D scenes, the neural radiance field (NeRF) enables high-quality novel view synthesis from multi-view images. Stylizing NeRF, however, remains challenging, especially on simulating a text-guided style with both the appearance and the geometry altered simultaneously. In this paper, we present NeRF-Art, a text-guided NeRF stylization approach that manipulates the style of a pre-trained NeRF model with a simple text prompt. Unlike previous approaches that either lack sufficient geometry deformations and texture details or require meshes to guide the stylization, our method can shift a 3D scene to the target style characterized by desired geometry and appearance variations without any mesh guidance. This is achieved by introducing a novel global-local contrastive learning strategy, combined with the directional constraint to simultaneously control both the trajectory and the strength of the target style. Moreover, we adopt a weight regularization method to effectively suppress cloudy artifacts and geometry noises which arise easily when the density field is transformed during geometry stylization. Through extensive experiments on various styles, we demonstrate that our method is effective and robust regarding both single-view stylization quality and cross-view consistency. The code and more results can be found in our project page: https://cassiepython.github.io/nerfart/.

cs.CV↗

Robust Point Cloud Segmentation with Noisy Annotations

Point cloud segmentation is a fundamental task in 3D. Despite recent progress on point cloud segmentation with the power of deep networks, current learning methods based on the clean label assumptions may fail with noisy labels. Yet, class labels are often mislabeled at both instance-level and boundary-level in real-world datasets. In this work, we take the lead in solving the instance-level label noise by proposing a Point Noise-Adaptive Learning (PNAL) framework. Compared to noise-robust methods on image tasks, our framework is noise-rate blind, to cope with the spatially variant noise rate specific to point clouds. Specifically, we propose a point-wise confidence selection to obtain reliable labels from the historical predictions of each point. A cluster-wise label correction is proposed with a voting strategy to generate the best possible label by considering the neighbor correlations. To handle boundary-level label noise, we also propose a variant ``PNAL-boundary " with a progressive boundary label cleaning strategy. Extensive experiments demonstrate its effectiveness on both synthetic and real-world noisy datasets. Even with $60\%$ symmetric noise and high-level boundary noise, our framework significantly outperforms its baselines, and is comparable to the upper bound trained on completely clean data. Moreover, we cleaned the popular real-world dataset ScanNetV2 for rigorous experiment. Our code and data is available at https://github.com/pleaseconnectwifi/PNAL.

cs.CV↗

3D Question Answering

Visual Question Answering (VQA) has witnessed tremendous progress in recent years. However, most efforts only focus on the 2D image question answering tasks. In this paper, we present the first attempt at extending VQA to the 3D domain, which can facilitate artificial intelligence's perception of 3D real-world scenarios. Different from image based VQA, 3D Question Answering (3DQA) takes the color point cloud as input and requires both appearance and 3D geometry comprehension ability to answer the 3D-related questions. To this end, we propose a novel transformer-based 3DQA framework "3DQA-TR", which consists of two encoders for exploiting the appearance and geometry information, respectively. The multi-modal information of appearance, geometry, and the linguistic question can finally attend to each other via a 3D-Linguistic Bert to predict the target answers. To verify the effectiveness of our proposed 3DQA framework, we further develop the first 3DQA dataset "ScanQA", which builds on the ScanNet dataset and contains $\sim$6K questions, $\sim$30K answers for $806$ scenes. Extensive experiments on this dataset demonstrate the obvious superiority of our proposed 3DQA framework over existing VQA frameworks, and the effectiveness of our major designs. Our code and dataset will be made publicly available to facilitate the research in this direction.

cs.CV↗

Improving Commonsense in Vision-Language Models via Knowledge Graph Riddles

This paper focuses on analyzing and improving the commonsense ability of recent popular vision-language (VL) models. Despite the great success, we observe that existing VL-models still lack commonsense knowledge/reasoning ability (e.g., "Lemons are sour"), which is a vital component towards artificial general intelligence. Through our analysis, we find one important reason is that existing large-scale VL datasets do not contain much commonsense knowledge, which motivates us to improve the commonsense of VL-models from the data perspective. Rather than collecting a new VL training dataset, we propose a more scalable strategy, i.e., "Data Augmentation with kNowledge graph linearization for CommonsensE capability" (DANCE). It can be viewed as one type of data augmentation technique, which can inject commonsense knowledge into existing VL datasets on the fly during training. More specifically, we leverage the commonsense knowledge graph (e.g., ConceptNet) and create variants of text description in VL datasets via bidirectional sub-graph sequentialization. For better commonsense evaluation, we further propose the first retrieval-based commonsense diagnostic benchmark. By conducting extensive experiments on some representative VL-models, we demonstrate that our DANCE technique is able to significantly improve the commonsense ability while maintaining the performance on vanilla retrieval tasks. The code and data are available at https://github.com/pleaseconnectwifi/DANCE

cs.CV↗

Neural Parameterization for Dynamic Human Head Editing

Implicit radiance functions emerged as a powerful scene representation for reconstructing and rendering photo-realistic views of a 3D scene. These representations, however, suffer from poor editability. On the other hand, explicit representations such as polygonal meshes allow easy editing but are not as suitable for reconstructing accurate details in dynamic human heads, such as fine facial features, hair, teeth, and eyes. In this work, we present Neural Parameterization (NeP), a hybrid representation that provides the advantages of both implicit and explicit methods. NeP is capable of photo-realistic rendering while allowing fine-grained editing of the scene geometry and appearance. We first disentangle the geometry and appearance by parameterizing the 3D geometry into 2D texture space. We enable geometric editability by introducing an explicit linear deformation blending layer. The deformation is controlled by a set of sparse key points, which can be explicitly and intuitively displaced to edit the geometry. For appearance, we develop a hybrid 2D texture consisting of an explicit texture map for easy editing and implicit view and time-dependent residuals to model temporal and view variations. We compare our method to several reconstruction and editing baselines. The results show that the NeP achieves almost the same level of rendering accuracy while maintaining high editability.

cs.CV↗

Water Simulation and Rendering from a Still Photograph

We propose an approach to simulate and render realistic water animation from a single still input photograph. We first segment the water surface, estimate rendering parameters, and compute water reflection textures with a combination of neural networks and traditional optimization techniques. Then we propose an image-based screen space local reflection model to render the water surface overlaid on the input image and generate real-time water animation. Our approach creates realistic results with no user intervention for a wide variety of natural scenes containing large bodies of water with different lighting and water surface conditions. Since our method provides a 3D representation of the water surface, it naturally enables direct editing of water parameters and also supports interactive applications like adding synthetic objects to the scene.

cs.GR↗

UniColor: A Unified Framework for Multi-Modal Colorization with Transformer

We propose the first unified framework UniColor to support colorization in multiple modalities, including both unconditional and conditional ones, such as stroke, exemplar, text, and even a mix of them. Rather than learning a separate model for each type of condition, we introduce a two-stage colorization framework for incorporating various conditions into a single model. In the first stage, multi-modal conditions are converted into a common representation of hint points. Particularly, we propose a novel CLIP-based method to convert the text to hint points. In the second stage, we propose a Transformer-based network composed of Chroma-VQGAN and Hybrid-Transformer to generate diverse and high-quality colorization results conditioned on hint points. Both qualitative and quantitative comparisons demonstrate that our method outperforms state-of-the-art methods in every control modality and further enables multi-modal colorization that was not feasible before. Moreover, we design an interactive interface showing the effectiveness of our unified framework in practical usage, including automatic colorization, hybrid-control colorization, local recolorization, and iterative color editing. Our code and models are available at https://luckyhzt.github.io/unicolor.

cs.CV↗

DifferSketching: How Differently Do People Sketch 3D Objects?

Multiple sketch datasets have been proposed to understand how people draw 3D objects. However, such datasets are often of small scale and cover a small set of objects or categories. In addition, these datasets contain freehand sketches mostly from expert users, making it difficult to compare the drawings by expert and novice users, while such comparisons are critical in informing more effective sketch-based interfaces for either user groups. These observations motivate us to analyze how differently people with and without adequate drawing skills sketch 3D objects. We invited 70 novice users and 38 expert users to sketch 136 3D objects, which were presented as 362 images rendered from multiple views. This leads to a new dataset of 3,620 freehand multi-view sketches, which are registered with their corresponding 3D objects under certain views. Our dataset is an order of magnitude larger than the existing datasets. We analyze the collected data at three levels, i.e., sketch-level, stroke-level, and pixel-level, under both spatial and temporal characteristics, and within and across groups of creators. We found that the drawings by professionals and novices show significant differences at stroke-level, both intrinsically and extrinsically. We demonstrate the usefulness of our dataset in two applications: (i) freehand-style sketch synthesis, and (ii) posing it as a potential benchmark for sketch-based 3D reconstruction. Our dataset and code are available at https://chufengxiao.github.io/DifferSketching/.

cs.CV↗

FDNeRF: Few-shot Dynamic Neural Radiance Fields for Face Reconstruction and Expression Editing

We propose a Few-shot Dynamic Neural Radiance Field (FDNeRF), the first NeRF-based method capable of reconstruction and expression editing of 3D faces based on a small number of dynamic images. Unlike existing dynamic NeRFs that require dense images as input and can only be modeled for a single identity, our method enables face reconstruction across different persons with few-shot inputs. Compared to state-of-the-art few-shot NeRFs designed for modeling static scenes, the proposed FDNeRF accepts view-inconsistent dynamic inputs and supports arbitrary facial expression editing, i.e., producing faces with novel expressions beyond the input ones. To handle the inconsistencies between dynamic inputs, we introduce a well-designed conditional feature warping (CFW) module to perform expression conditioned warping in 2D feature space, which is also identity adaptive and 3D constrained. As a result, features of different expressions are transformed into the target ones. We then construct a radiance field based on these view-consistent features and use volumetric rendering to synthesize novel views of the modeled faces. Extensive experiments with quantitative and qualitative evaluation demonstrate that our method outperforms existing dynamic and few-shot NeRFs on both 3D face reconstruction and expression editing tasks. Code is available at https://github.com/FDNeRF/FDNeRF.

cs.CV↗

Adaptive Joint Optimization for 3D Reconstruction with Differentiable Rendering

Due to inevitable noises introduced during scanning and quantization, 3D reconstruction via RGB-D sensors suffers from errors both in geometry and texture, leading to artifacts such as camera drifting, mesh distortion, texture ghosting, and blurriness. Given an imperfect reconstructed 3D model, most previous methods have focused on the refinement of either geometry, texture, or camera pose. Or different optimization schemes and objectives for optimizing each component have been used in previous joint optimization methods, forming a complicated system. In this paper, we propose a novel optimization approach based on differentiable rendering, which integrates the optimization of camera pose, geometry, and texture into a unified framework by enforcing consistency between the rendered results and the corresponding RGB-D inputs. Based on the unified framework, we introduce a joint optimization approach to fully exploit the inter-relationships between geometry, texture, and camera pose, and describe an adaptive interleaving strategy to improve optimization stability and efficiency. Using differentiable rendering, an image-level adversarial loss is applied to further improve the 3D model, making it more photorealistic. Experiments on synthetic and real data using quantitative and qualitative evaluation demonstrated the superiority of our approach in recovering both fine-scale geometry and high-fidelity texture.Code is available at https://adjointopti.github.io/adjoin.github.io/.

cs.CV↗

Poison Ink: Robust and Invisible Backdoor Attack

Recent research shows deep neural networks are vulnerable to different types of attacks, such as adversarial attack, data poisoning attack and backdoor attack. Among them, backdoor attack is the most cunning one and can occur in almost every stage of deep learning pipeline. Therefore, backdoor attack has attracted lots of interests from both academia and industry. However, most existing backdoor attack methods are either visible or fragile to some effortless pre-processing such as common data transformations. To address these limitations, we propose a robust and invisible backdoor attack called "Poison Ink". Concretely, we first leverage the image structures as target poisoning areas, and fill them with poison ink (information) to generate the trigger pattern. As the image structure can keep its semantic meaning during the data transformation, such trigger pattern is inherently robust to data transformations. Then we leverage a deep injection network to embed such trigger pattern into the cover image to achieve stealthiness. Compared to existing popular backdoor attack methods, Poison Ink outperforms both in stealthiness and robustness. Through extensive experiments, we demonstrate Poison Ink is not only general to different datasets and network architectures, but also flexible for different attack scenarios. Besides, it also has very strong resistance against many state-of-the-art defense techniques.

cs.CR↗

Bringing Old Films Back to Life

We present a learning-based framework, recurrent transformer network (RTN), to restore heavily degraded old films. Instead of performing frame-wise restoration, our method is based on the hidden knowledge learned from adjacent frames that contain abundant information about the occlusion, which is beneficial to restore challenging artifacts of each frame while ensuring temporal coherency. Moreover, contrasting the representation of the current frame and the hidden knowledge makes it possible to infer the scratch position in an unsupervised manner, and such defect localization generalizes well to real-world degradations. To better resolve mixed degradation and compensate for the flow estimation error during frame alignment, we propose to leverage more expressive transformer blocks for spatial restoration. Experiments on both synthetic dataset and real-world old films demonstrate the significant superiority of the proposed RTN over existing solutions. In addition, the same framework can effectively propagate the color from keyframes to the whole video, ultimately yielding compelling restored films. The implementation and model will be released at https://github.com/raywzy/Bringing-Old-Films-Back-to-Life.

cs.CV↗

Deblur-NeRF: Neural Radiance Fields from Blurry Images

Neural Radiance Field (NeRF) has gained considerable attention recently for 3D scene reconstruction and novel view synthesis due to its remarkable synthesis quality. However, image blurriness caused by defocus or motion, which often occurs when capturing scenes in the wild, significantly degrades its reconstruction quality. To address this problem, We propose Deblur-NeRF, the first method that can recover a sharp NeRF from blurry input. We adopt an analysis-by-synthesis approach that reconstructs blurry views by simulating the blurring process, thus making NeRF robust to blurry inputs. The core of this simulation is a novel Deformable Sparse Kernel (DSK) module that models spatially-varying blur kernels by deforming a canonical sparse kernel at each spatial location. The ray origin of each kernel point is jointly optimized, inspired by the physical blurring process. This module is parameterized as an MLP that has the ability to be generalized to various blur types. Jointly optimizing the NeRF and the DSK module allows us to restore a sharp NeRF. We demonstrate that our method can be used on both camera motion blur and defocus blur: the two most common types of blur in real scenes. Evaluation results on both synthetic and real-world data show that our method outperforms several baselines. The synthetic and real datasets along with the source code is publicly available at https://limacv.github.io/deblurnerf/

cs.CV↗

E2Style: Improve the Efficiency and Effectiveness of StyleGAN Inversion

This paper studies the problem of StyleGAN inversion, which plays an essential role in enabling the pretrained StyleGAN to be used for real image editing tasks. The goal of StyleGAN inversion is to find the exact latent code of the given image in the latent space of StyleGAN. This problem has a high demand for quality and efficiency. Existing optimization-based methods can produce high-quality results, but the optimization often takes a long time. On the contrary, forward-based methods are usually faster but the quality of their results is inferior. In this paper, we present a new feed-forward network "E2Style" for StyleGAN inversion, with significant improvement in terms of efficiency and effectiveness. In our inversion network, we introduce: 1) a shallower backbone with multiple efficient heads across scales; 2) multi-layer identity loss and multi-layer face parsing loss to the loss function; and 3) multi-stage refinement. Combining these designs together forms an effective and efficient method that exploits all benefits of optimization-based and forward-based methods. Quantitative and qualitative results show that our E2Style performs better than existing forward-based methods and comparably to state-of-the-art optimization-based methods while maintaining the high efficiency as well as forward-based methods. Moreover, a number of real image editing applications demonstrate the efficacy of our E2Style. Our code is available at \url{https://github.com/wty-ustc/e2style}

cs.CV↗

CLIP-NeRF: Text-and-Image Driven Manipulation of Neural Radiance Fields

We present CLIP-NeRF, a multi-modal 3D object manipulation method for neural radiance fields (NeRF). By leveraging the joint language-image embedding space of the recent Contrastive Language-Image Pre-Training (CLIP) model, we propose a unified framework that allows manipulating NeRF in a user-friendly way, using either a short text prompt or an exemplar image. Specifically, to combine the novel view synthesis capability of NeRF and the controllable manipulation ability of latent representations from generative models, we introduce a disentangled conditional NeRF architecture that allows individual control over both shape and appearance. This is achieved by performing the shape conditioning via applying a learned deformation field to the positional encoding and deferring color conditioning to the volumetric rendering stage. To bridge this disentangled latent representation to the CLIP embedding, we design two code mappers that take a CLIP embedding as input and update the latent codes to reflect the targeted editing. The mappers are trained with a CLIP-based matching loss to ensure the manipulation accuracy. Furthermore, we propose an inverse optimization method that accurately projects an input image to the latent codes for manipulation to enable editing on real images. We evaluate our approach by extensive experiments on a variety of text prompts and exemplar images and also provide an intuitive interface for interactive editing. Our implementation is available at https://cassiepython.github.io/clipnerf/

cs.CV↗