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Jingyi Yu

Publications and source records attributed to Jingyi Yu.

At least 181 records · Page 10Linked to original sources

HumanNeRF: Efficiently Generated Human Radiance Field from Sparse Inputs

Recent neural human representations can produce high-quality multi-view rendering but require using dense multi-view inputs and costly training. They are hence largely limited to static models as training each frame is infeasible. We present HumanNeRF - a generalizable neural representation - for high-fidelity free-view synthesis of dynamic humans. Analogous to how IBRNet assists NeRF by avoiding per-scene training, HumanNeRF employs an aggregated pixel-alignment feature across multi-view inputs along with a pose embedded non-rigid deformation field for tackling dynamic motions. The raw HumanNeRF can already produce reasonable rendering on sparse video inputs of unseen subjects and camera settings. To further improve the rendering quality, we augment our solution with an appearance blending module for combining the benefits of both neural volumetric rendering and neural texture blending. Extensive experiments on various multi-view dynamic human datasets demonstrate the generalizability and effectiveness of our approach in synthesizing photo-realistic free-view humans under challenging motions and with very sparse camera view inputs.

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NeReF: Neural Refractive Field for Fluid Surface Reconstruction and Implicit Representation

Existing neural reconstruction schemes such as Neural Radiance Field (NeRF) are largely focused on modeling opaque objects. We present a novel neural refractive field(NeReF) to recover wavefront of transparent fluids by simultaneously estimating the surface position and normal of the fluid front. Unlike prior arts that treat the reconstruction target as a single layer of the surface, NeReF is specifically formulated to recover a volumetric normal field with its corresponding density field. A query ray will be refracted by NeReF according to its accumulated refractive point and normal, and we employ the correspondences and uniqueness of refracted ray for NeReF optimization. We show NeReF, as a global optimization scheme, can more robustly tackle refraction distortions detrimental to traditional methods for correspondence matching. Furthermore, the continuous NeReF representation of wavefront enables view synthesis as well as normal integration. We validate our approach on both synthetic and real data and show it is particularly suitable for sparse multi-view acquisition. We hence build a small light field array and experiment on various surface shapes to demonstrate high fidelity NeReF reconstruction.

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Fourier PlenOctrees for Dynamic Radiance Field Rendering in Real-time

Implicit neural representations such as Neural Radiance Field (NeRF) have focused mainly on modeling static objects captured under multi-view settings where real-time rendering can be achieved with smart data structures, e.g., PlenOctree. In this paper, we present a novel Fourier PlenOctree (FPO) technique to tackle efficient neural modeling and real-time rendering of dynamic scenes captured under the free-view video (FVV) setting. The key idea in our FPO is a novel combination of generalized NeRF, PlenOctree representation, volumetric fusion and Fourier transform. To accelerate FPO construction, we present a novel coarse-to-fine fusion scheme that leverages the generalizable NeRF technique to generate the tree via spatial blending. To tackle dynamic scenes, we tailor the implicit network to model the Fourier coefficients of timevarying density and color attributes. Finally, we construct the FPO and train the Fourier coefficients directly on the leaves of a union PlenOctree structure of the dynamic sequence. We show that the resulting FPO enables compact memory overload to handle dynamic objects and supports efficient fine-tuning. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF and achieves over an order of magnitude acceleration over SOTA while preserving high visual quality for the free-viewpoint rendering of unseen dynamic scenes.

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NeuVV: Neural Volumetric Videos with Immersive Rendering and Editing

Some of the most exciting experiences that Metaverse promises to offer, for instance, live interactions with virtual characters in virtual environments, require real-time photo-realistic rendering. 3D reconstruction approaches to rendering, active or passive, still require extensive cleanup work to fix the meshes or point clouds. In this paper, we present a neural volumography technique called neural volumetric video or NeuVV to support immersive, interactive, and spatial-temporal rendering of volumetric video contents with photo-realism and in real-time. The core of NeuVV is to efficiently encode a dynamic neural radiance field (NeRF) into renderable and editable primitives. We introduce two types of factorization schemes: a hyper-spherical harmonics (HH) decomposition for modeling smooth color variations over space and time and a learnable basis representation for modeling abrupt density and color changes caused by motion. NeuVV factorization can be integrated into a Video Octree (VOctree) analogous to PlenOctree to significantly accelerate training while reducing memory overhead. Real-time NeuVV rendering further enables a class of immersive content editing tools. Specifically, NeuVV treats each VOctree as a primitive and implements volume-based depth ordering and alpha blending to realize spatial-temporal compositions for content re-purposing. For example, we demonstrate positioning varied manifestations of the same performance at different 3D locations with different timing, adjusting color/texture of the performer's clothing, casting spotlight shadows and synthesizing distance falloff lighting, etc, all at an interactive speed. We further develop a hybrid neural-rasterization rendering framework to support consumer-level VR headsets so that the aforementioned volumetric video viewing and editing, for the first time, can be conducted immersively in virtual 3D space.

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Onsite Non-Line-of-Sight Imaging via Online Calibrations

There has been an increasing interest in deploying non-line-of-sight (NLOS) imaging systems for recovering objects behind an obstacle. Existing solutions generally pre-calibrate the system before scanning the hidden objects. Onsite adjustments of the occluder, object and scanning pattern require re-calibration. We present an online calibration technique that directly decouples the acquired transients at onsite scanning into the LOS and hidden components. We use the former to directly (re)calibrate the system upon changes of scene/obstacle configurations, scanning regions, and scanning patterns whereas the latter for hidden object recovery via spatial, frequency or learning based techniques. Our technique avoids using auxiliary calibration apparatus such as mirrors or checkerboards and supports both laboratory validations and real-world deployments.

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Neural Relighting and Expression Transfer On Video Portraits

Photo-realistic video portrait reenactment benefits virtual production and numerous VR/AR experiences. The task remains challenging as the reenacted expression should match the source while the lighting should be adjustable to new environments. We present a neural relighting and expression transfer technique to transfer the facial expressions from a source performer to a portrait video of a target performer while enabling dynamic relighting. Our approach employs 4D reflectance field learning, model-based facial performance capture and target-aware neural rendering. Specifically, given a short sequence of the target performer's OLAT, we apply a rendering-to-video translation network to first synthesize the OLAT result of new sequences with unseen expressions. We then design a semantic-aware facial normalization scheme along with a multi-frame multi-task learning strategy to encode the content, segmentation, and motion flows for reliably inferring the reflectance field. This allows us to simultaneously control facial expression and apply virtual relighting. Extensive experiments demonstrate that our technique can robustly handle challenging expressions and lighting environments and produce results at a cinematographic quality.

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Few-shot Neural Human Performance Rendering from Sparse RGBD Videos

Recent neural rendering approaches for human activities achieve remarkable view synthesis results, but still rely on dense input views or dense training with all the capture frames, leading to deployment difficulty and inefficient training overload. However, existing advances will be ill-posed if the input is both spatially and temporally sparse. To fill this gap, in this paper we propose a few-shot neural human rendering approach (FNHR) from only sparse RGBD inputs, which exploits the temporal and spatial redundancy to generate photo-realistic free-view output of human activities. Our FNHR is trained only on the key-frames which expand the motion manifold in the input sequences. We introduce a two-branch neural blending to combine the neural point render and classical graphics texturing pipeline, which integrates reliable observations over sparse key-frames. Furthermore, we adopt a patch-based adversarial training process to make use of the local redundancy and avoids over-fitting to the key-frames, which generates fine-detailed rendering results. Extensive experiments demonstrate the effectiveness of our approach to generate high-quality free view-point results for challenging human performances under the sparse setting.

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Non-line-of-Sight Imaging via Neural Transient Fields

We present a neural modeling framework for Non-Line-of-Sight (NLOS) imaging. Previous solutions have sought to explicitly recover the 3D geometry (e.g., as point clouds) or voxel density (e.g., within a pre-defined volume) of the hidden scene. In contrast, inspired by the recent Neural Radiance Field (NeRF) approach, we use a multi-layer perceptron (MLP) to represent the neural transient field or NeTF. However, NeTF measures the transient over spherical wavefronts rather than the radiance along lines. We therefore formulate a spherical volume NeTF reconstruction pipeline, applicable to both confocal and non-confocal setups. Compared with NeRF, NeTF samples a much sparser set of viewpoints (scanning spots) and the sampling is highly uneven. We thus introduce a Monte Carlo technique to improve the robustness in the reconstruction. Comprehensive experiments on synthetic and real datasets demonstrate NeTF provides higher quality reconstruction and preserves fine details largely missing in the state-of-the-art.

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MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo

We present MVSNeRF, a novel neural rendering approach that can efficiently reconstruct neural radiance fields for view synthesis. Unlike prior works on neural radiance fields that consider per-scene optimization on densely captured images, we propose a generic deep neural network that can reconstruct radiance fields from only three nearby input views via fast network inference. Our approach leverages plane-swept cost volumes (widely used in multi-view stereo) for geometry-aware scene reasoning, and combines this with physically based volume rendering for neural radiance field reconstruction. We train our network on real objects in the DTU dataset, and test it on three different datasets to evaluate its effectiveness and generalizability. Our approach can generalize across scenes (even indoor scenes, completely different from our training scenes of objects) and generate realistic view synthesis results using only three input images, significantly outperforming concurrent works on generalizable radiance field reconstruction. Moreover, if dense images are captured, our estimated radiance field representation can be easily fine-tuned; this leads to fast per-scene reconstruction with higher rendering quality and substantially less optimization time than NeRF.

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GNeRF: GAN-based Neural Radiance Field without Posed Camera

We introduce GNeRF, a framework to marry Generative Adversarial Networks (GAN) with Neural Radiance Field (NeRF) reconstruction for the complex scenarios with unknown and even randomly initialized camera poses. Recent NeRF-based advances have gained popularity for remarkable realistic novel view synthesis. However, most of them heavily rely on accurate camera poses estimation, while few recent methods can only optimize the unknown camera poses in roughly forward-facing scenes with relatively short camera trajectories and require rough camera poses initialization. Differently, our GNeRF only utilizes randomly initialized poses for complex outside-in scenarios. We propose a novel two-phases end-to-end framework. The first phase takes the use of GANs into the new realm for optimizing coarse camera poses and radiance fields jointly, while the second phase refines them with additional photometric loss. We overcome local minima using a hybrid and iterative optimization scheme. Extensive experiments on a variety of synthetic and natural scenes demonstrate the effectiveness of GNeRF. More impressively, our approach outperforms the baselines favorably in those scenes with repeated patterns or even low textures that are regarded as extremely challenging before.

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iButter: Neural Interactive Bullet Time Generator for Human Free-viewpoint Rendering

Generating ``bullet-time'' effects of human free-viewpoint videos is critical for immersive visual effects and VR/AR experience. Recent neural advances still lack the controllable and interactive bullet-time design ability for human free-viewpoint rendering, especially under the real-time, dynamic and general setting for our trajectory-aware task. To fill this gap, in this paper we propose a neural interactive bullet-time generator (iButter) for photo-realistic human free-viewpoint rendering from dense RGB streams, which enables flexible and interactive design for human bullet-time visual effects. Our iButter approach consists of a real-time preview and design stage as well as a trajectory-aware refinement stage. During preview, we propose an interactive bullet-time design approach by extending the NeRF rendering to a real-time and dynamic setting and getting rid of the tedious per-scene training. To this end, our bullet-time design stage utilizes a hybrid training set, light-weight network design and an efficient silhouette-based sampling strategy. During refinement, we introduce an efficient trajectory-aware scheme within 20 minutes, which jointly encodes the spatial, temporal consistency and semantic cues along the designed trajectory, achieving photo-realistic bullet-time viewing experience of human activities. Extensive experiments demonstrate the effectiveness of our approach for convenient interactive bullet-time design and photo-realistic human free-viewpoint video generation.

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TightCap: 3D Human Shape Capture with Clothing Tightness Field

In this paper, we present TightCap, a data-driven scheme to capture both the human shape and dressed garments accurately with only a single 3D human scan, which enables numerous applications such as virtual try-on, biometrics and body evaluation. To break the severe variations of the human poses and garments, we propose to model the clothing tightness - the displacements from the garments to the human shape implicitly in the global UV texturing domain. To this end, we utilize an enhanced statistical human template and an effective multi-stage alignment scheme to map the 3D scan into a hybrid 2D geometry image. Based on this 2D representation, we propose a novel framework to predicted clothing tightness via a novel tightness formulation, as well as an effective optimization scheme to further reconstruct multi-layer human shape and garments under various clothing categories and human postures. We further propose a new clothing tightness dataset (CTD) of human scans with a large variety of clothing styles, poses and corresponding ground-truth human shapes to stimulate further research. Extensive experiments demonstrate the effectiveness of our TightCap to achieve high-quality human shape and dressed garments reconstruction, as well as the further applications for clothing segmentation, retargeting and animation.

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SofGAN: A Portrait Image Generator with Dynamic Styling

Recently, Generative Adversarial Networks (GANs)} have been widely used for portrait image generation. However, in the latent space learned by GANs, different attributes, such as pose, shape, and texture style, are generally entangled, making the explicit control of specific attributes difficult. To address this issue, we propose a SofGAN image generator to decouple the latent space of portraits into two subspaces: a geometry space and a texture space. The latent codes sampled from the two subspaces are fed to two network branches separately, one to generate the 3D geometry of portraits with canonical pose, and the other to generate textures. The aligned 3D geometries also come with semantic part segmentation, encoded as a semantic occupancy field (SOF). The SOF allows the rendering of consistent 2D semantic segmentation maps at arbitrary views, which are then fused with the generated texture maps and stylized to a portrait photo using our semantic instance-wise (SIW) module. Through extensive experiments, we show that our system can generate high quality portrait images with independently controllable geometry and texture attributes. The method also generalizes well in various applications such as appearance-consistent facial animation and dynamic styling.

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Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactions

4D reconstruction of human-object interaction is critical for immersive VR/AR experience and human activity understanding. Recent advances still fail to recover fine geometry and texture results from sparse RGB inputs, especially under challenging human-object interactions scenarios. In this paper, we propose a neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of both human and objects under challenging interaction scenarios in arbitrary novel views, from only sparse RGB streams. To deal with complex occlusions raised by human-object interactions, we adopt a layer-wise scene decoupling strategy and perform volumetric reconstruction and neural rendering of the human and object. Specifically, for geometry reconstruction, we propose an interaction-aware human-object capture scheme that jointly considers the human reconstruction and object reconstruction with their correlations. Occlusion-aware human reconstruction and robust human-aware object tracking are proposed for consistent 4D human-object dynamic reconstruction. For neural texture rendering, we propose a layer-wise human-object rendering scheme, which combines direction-aware neural blending weight learning and spatial-temporal texture completion to provide high-resolution and photo-realistic texture results in the occluded scenarios. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and texture reconstruction in free viewpoints for challenging human-object interactions.

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SportsCap: Monocular 3D Human Motion Capture and Fine-grained Understanding in Challenging Sports Videos

Markerless motion capture and understanding of professional non-daily human movements is an important yet unsolved task, which suffers from complex motion patterns and severe self-occlusion, especially for the monocular setting. In this paper, we propose SportsCap -- the first approach for simultaneously capturing 3D human motions and understanding fine-grained actions from monocular challenging sports video input. Our approach utilizes the semantic and temporally structured sub-motion prior in the embedding space for motion capture and understanding in a data-driven multi-task manner. To enable robust capture under complex motion patterns, we propose an effective motion embedding module to recover both the implicit motion embedding and explicit 3D motion details via a corresponding mapping function as well as a sub-motion classifier. Based on such hybrid motion information, we introduce a multi-stream spatial-temporal Graph Convolutional Network(ST-GCN) to predict the fine-grained semantic action attributes, and adopt a semantic attribute mapping block to assemble various correlated action attributes into a high-level action label for the overall detailed understanding of the whole sequence, so as to enable various applications like action assessment or motion scoring. Comprehensive experiments on both public and our proposed datasets show that with a challenging monocular sports video input, our novel approach not only significantly improves the accuracy of 3D human motion capture, but also recovers accurate fine-grained semantic action attributes.

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IREM: High-Resolution Magnetic Resonance (MR) Image Reconstruction via Implicit Neural Representation

For collecting high-quality high-resolution (HR) MR image, we propose a novel image reconstruction network named IREM, which is trained on multiple low-resolution (LR) MR images and achieve an arbitrary up-sampling rate for HR image reconstruction. In this work, we suppose the desired HR image as an implicit continuous function of the 3D image spatial coordinate and the thick-slice LR images as several sparse discrete samplings of this function. Then the super-resolution (SR) task is to learn the continuous volumetric function from a limited observations using an fully-connected neural network combined with Fourier feature positional encoding. By simply minimizing the error between the network prediction and the acquired LR image intensity across each imaging plane, IREM is trained to represent a continuous model of the observed tissue anatomy. Experimental results indicate that IREM succeeds in representing high frequency image feature, and in real scene data collection, IREM reduces scan time and achieves high-quality high-resolution MR imaging in terms of SNR and local image detail.

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PIANO: A Parametric Hand Bone Model from Magnetic Resonance Imaging

Hand modeling is critical for immersive VR/AR, action understanding, or human healthcare. Existing parametric models account only for hand shape, pose, or texture, without modeling the anatomical attributes like bone, which is essential for realistic hand biomechanics analysis. In this paper, we present PIANO, the first parametric bone model of human hands from MRI data. Our PIANO model is biologically correct, simple to animate, and differentiable, achieving more anatomically precise modeling of the inner hand kinematic structure in a data-driven manner than the traditional hand models based on the outer surface only. Furthermore, our PIANO model can be applied in neural network layers to enable training with a fine-grained semantic loss, which opens up the new task of data-driven fine-grained hand bone anatomic and semantic understanding from MRI or even RGB images. We make our model publicly available.

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MirrorNeRF: One-shot Neural Portrait Radiance Field from Multi-mirror Catadioptric Imaging

Photo-realistic neural reconstruction and rendering of the human portrait are critical for numerous VR/AR applications. Still, existing solutions inherently rely on multi-view capture settings, and the one-shot solution to get rid of the tedious multi-view synchronization and calibration remains extremely challenging. In this paper, we propose MirrorNeRF - a one-shot neural portrait free-viewpoint rendering approach using a catadioptric imaging system with multiple sphere mirrors and a single high-resolution digital camera, which is the first to combine neural radiance field with catadioptric imaging so as to enable one-shot photo-realistic human portrait reconstruction and rendering, in a low-cost and casual capture setting. More specifically, we propose a light-weight catadioptric system design with a sphere mirror array to enable diverse ray sampling in the continuous 3D space as well as an effective online calibration for the camera and the mirror array. Our catadioptric imaging system can be easily deployed with a low budget and the casual capture ability for convenient daily usages. We introduce a novel neural warping radiance field representation to learn a continuous displacement field that implicitly compensates for the misalignment due to our flexible system setting. We further propose a density regularization scheme to leverage the inherent geometry information from the catadioptric data in a self-supervision manner, which not only improves the training efficiency but also provides more effective density supervision for higher rendering quality. Extensive experiments demonstrate the effectiveness and robustness of our scheme to achieve one-shot photo-realistic and high-quality appearance free-viewpoint rendering for human portrait scenes.

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