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Jingyi Yu

Publications and source records attributed to Jingyi Yu.

At least 109 records · Page 6Linked to original sources

V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians

Experiencing high-fidelity volumetric video as seamlessly as 2D videos is a long-held dream. However, current dynamic 3DGS methods, despite their high rendering quality, face challenges in streaming on mobile devices due to computational and bandwidth constraints. In this paper, we introduce V^3 (Viewing Volumetric Videos), a novel approach that enables high-quality mobile rendering through the streaming of dynamic Gaussians. Our key innovation is to view dynamic 3DGS as 2D videos, facilitating the use of hardware video codecs. Additionally, we propose a two-stage training strategy to reduce storage requirements with rapid training speed. The first stage employs hash encoding and shallow MLP to learn motion, then reduces the number of Gaussians through pruning to meet the streaming requirements, while the second stage fine tunes other Gaussian attributes using residual entropy loss and temporal loss to improve temporal continuity. This strategy, which disentangles motion and appearance, maintains high rendering quality with compact storage requirements. Meanwhile, we designed a multi-platform player to decode and render 2D Gaussian videos. Extensive experiments demonstrate the effectiveness of V^3, outperforming other methods by enabling high-quality rendering and streaming on common devices, which is unseen before. As the first to stream dynamic Gaussians on mobile devices, our companion player offers users an unprecedented volumetric video experience, including smooth scrolling and instant sharing. Our project page with source code is available at https://authoritywang.github.io/v3/.

cs.CV↗

Capturing the Unseen: Vision-Free Facial Motion Capture Using Inertial Measurement Units

We present Capturing the Unseen (CAPUS), a novel facial motion capture (MoCap) technique that operates without visual signals. CAPUS leverages miniaturized Inertial Measurement Units (IMUs) as a new sensing modality for facial motion capture. While IMUs have become essential in full-body MoCap for their portability and independence from environmental conditions, their application in facial MoCap remains underexplored. We address this by customizing micro-IMUs, small enough to be placed on the face, and strategically positioning them in alignment with key facial muscles to capture expression dynamics. CAPUS introduces the first facial IMU dataset, encompassing both IMU and visual signals from participants engaged in diverse activities such as multilingual speech, facial expressions, and emotionally intoned auditions. We train a Transformer Diffusion-based neural network to infer Blendshape parameters directly from IMU data. Our experimental results demonstrate that CAPUS reliably captures facial motion in conditions where visual-based methods struggle, including facial occlusions, rapid movements, and low-light environments. Additionally, by eliminating the need for visual inputs, CAPUS offers enhanced privacy protection, making it a robust solution for vision-free facial MoCap.

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LetsGo: Large-Scale Garage Modeling and Rendering via LiDAR-Assisted Gaussian Primitives

Large garages are ubiquitous yet intricate scenes that present unique challenges due to their monotonous colors, repetitive patterns, reflective surfaces, and transparent vehicle glass. Conventional Structure from Motion (SfM) methods for camera pose estimation and 3D reconstruction often fail in these environments due to poor correspondence construction. To address these challenges, we introduce LetsGo, a LiDAR-assisted Gaussian splatting framework for large-scale garage modeling and rendering. We develop a handheld scanner, Polar, equipped with IMU, LiDAR, and a fisheye camera, to facilitate accurate data acquisition. Using this Polar device, we present the GarageWorld dataset, consisting of eight expansive garage scenes with diverse geometric structures, which will be made publicly available for further research. Our approach demonstrates that LiDAR point clouds collected by the Polar device significantly enhance a suite of 3D Gaussian splatting algorithms for garage scene modeling and rendering. We introduce a novel depth regularizer that effectively eliminates floating artifacts in rendered images. Additionally, we propose a multi-resolution 3D Gaussian representation designed for Level-of-Detail (LOD) rendering. This includes adapted scaling factors for individual levels and a random-resolution-level training scheme to optimize the Gaussians across different resolutions. This representation enables efficient rendering of large-scale garage scenes on lightweight devices via a web-based renderer. Experimental results on our GarageWorld dataset, as well as on ScanNet++ and KITTI-360, demonstrate the superiority of our method in terms of rendering quality and resource efficiency.

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Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric Videos

Volumetric video represents a transformative advancement in visual media, enabling users to freely navigate immersive virtual experiences and narrowing the gap between digital and real worlds. However, the need for extensive manual intervention to stabilize mesh sequences and the generation of excessively large assets in existing workflows impedes broader adoption. In this paper, we present a novel Gaussian-based approach, dubbed \textit{DualGS}, for real-time and high-fidelity playback of complex human performance with excellent compression ratios. Our key idea in DualGS is to separately represent motion and appearance using the corresponding skin and joint Gaussians. Such an explicit disentanglement can significantly reduce motion redundancy and enhance temporal coherence. We begin by initializing the DualGS and anchoring skin Gaussians to joint Gaussians at the first frame. Subsequently, we employ a coarse-to-fine training strategy for frame-by-frame human performance modeling. It includes a coarse alignment phase for overall motion prediction as well as a fine-grained optimization for robust tracking and high-fidelity rendering. To integrate volumetric video seamlessly into VR environments, we efficiently compress motion using entropy encoding and appearance using codec compression coupled with a persistent codebook. Our approach achieves a compression ratio of up to 120 times, only requiring approximately 350KB of storage per frame. We demonstrate the efficacy of our representation through photo-realistic, free-view experiences on VR headsets, enabling users to immersively watch musicians in performance and feel the rhythm of the notes at the performers' fingertips.

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Implicit Neural Representation for Sparse-view Photoacoustic Computed Tomography

High-quality imaging in photoacoustic computed tomography (PACT) usually requires a high-channel count system for dense spatial sampling around the object to avoid aliasing-related artefacts. To reduce system complexity, various image reconstruction approaches, such as model-based (MB) and deep learning based methods, have been explored to mitigate the artefacts associated with sparse-view acquisition. However, the explored methods formulated the reconstruction problem in a discrete framework, making it prone to measurement errors, discretization errors, and the extend of the ill-poseness of the problem scales with the discretization resolution. In this work, an implicit neural representation (INR) framework is proposed for image reconstruction in PACT with ring transducer arrays to address these issues. pecially, the initial heat distribution is represented as a continuous function of spatial coordinates using a multi-layer perceptron (MLP). The weights of the MLP are then determined by a training process in a self-supervised manner, by minimizing the errors between the measured and model predicted PA signals. After training, PA images can be mapped by feeding the coordinates to the network. Simulation and phantom experiments showed that the INR method performed best in preserving image fidelity and in artefacts suppression for the same acquisition condition, compared to universal back-projection and MB methods.

eess.IV↗

SCOPE: Sign Language Contextual Processing with Embedding from LLMs

Sign languages, used by around 70 million Deaf individuals globally, are visual languages that convey visual and contextual information. Current methods in vision-based sign language recognition (SLR) and translation (SLT) struggle with dialogue scenes due to limited dataset diversity and the neglect of contextually relevant information. To address these challenges, we introduce SCOPE (Sign language Contextual Processing with Embedding from LLMs), a novel context-aware vision-based SLR and SLT framework. For SLR, we utilize dialogue contexts through a multi-modal encoder to enhance gloss-level recognition. For subsequent SLT, we further fine-tune a Large Language Model (LLM) by incorporating prior conversational context. We also contribute a new sign language dataset that contains 72 hours of Chinese sign language videos in contextual dialogues across various scenarios. Experimental results demonstrate that our SCOPE framework achieves state-of-the-art performance on multiple datasets, including Phoenix-2014T, CSL-Daily, and our SCOPE dataset. Moreover, surveys conducted with participants from the Deaf community further validate the robustness and effectiveness of our approach in real-world applications. Both our dataset and code will be open-sourced to facilitate further research.

cs.CV↗

StackFLOW: Monocular Human-Object Reconstruction by Stacked Normalizing Flow with Offset

Modeling and capturing the 3D spatial arrangement of the human and the object is the key to perceiving 3D human-object interaction from monocular images. In this work, we propose to use the Human-Object Offset between anchors which are densely sampled from the surface of human mesh and object mesh to represent human-object spatial relation. Compared with previous works which use contact map or implicit distance filed to encode 3D human-object spatial relations, our method is a simple and efficient way to encode the highly detailed spatial correlation between the human and object. Based on this representation, we propose Stacked Normalizing Flow (StackFLOW) to infer the posterior distribution of human-object spatial relations from the image. During the optimization stage, we finetune the human body pose and object 6D pose by maximizing the likelihood of samples based on this posterior distribution and minimizing the 2D-3D corresponding reprojection loss. Extensive experimental results show that our method achieves impressive results on two challenging benchmarks, BEHAVE and InterCap datasets.

cs.CV↗

DPER: Diffusion Prior Driven Neural Representation for Limited Angle and Sparse View CT Reconstruction

Limited-angle and sparse-view computed tomography (LACT and SVCT) are crucial for expanding the scope of X-ray CT applications. However, they face challenges due to incomplete data acquisition, resulting in diverse artifacts in the reconstructed CT images. Emerging implicit neural representation (INR) techniques, such as NeRF, NeAT, and NeRP, have shown promise in under-determined CT imaging reconstruction tasks. However, the unsupervised nature of INR architecture imposes limited constraints on the solution space, particularly for the highly ill-posed reconstruction task posed by LACT and ultra-SVCT. In this study, we introduce the Diffusion Prior Driven Neural Representation (DPER), an advanced unsupervised framework designed to address the exceptionally ill-posed CT reconstruction inverse problems. DPER adopts the Half Quadratic Splitting (HQS) algorithm to decompose the inverse problem into data fidelity and distribution prior sub-problems. The two sub-problems are respectively addressed by INR reconstruction scheme and pre-trained score-based diffusion model. This combination first injects the implicit image local consistency prior from INR. Additionally, it effectively augments the feasibility of the solution space for the inverse problem through the generative diffusion model, resulting in increased stability and precision in the solutions. We conduct comprehensive experiments to evaluate the performance of DPER on LACT and ultra-SVCT reconstruction with two public datasets (AAPM and LIDC), an in-house clinical COVID-19 dataset and a public raw projection dataset created by Mayo Clinic. The results show that our method outperforms the state-of-the-art reconstruction methods on in-domain datasets, while achieving significant performance improvements on out-of-domain (OOD) datasets.

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Guidance with Spherical Gaussian Constraint for Conditional Diffusion

Recent advances in diffusion models attempt to handle conditional generative tasks by utilizing a differentiable loss function for guidance without the need for additional training. While these methods achieved certain success, they often compromise on sample quality and require small guidance step sizes, leading to longer sampling processes. This paper reveals that the fundamental issue lies in the manifold deviation during the sampling process when loss guidance is employed. We theoretically show the existence of manifold deviation by establishing a certain lower bound for the estimation error of the loss guidance. To mitigate this problem, we propose Diffusion with Spherical Gaussian constraint (DSG), drawing inspiration from the concentration phenomenon in high-dimensional Gaussian distributions. DSG effectively constrains the guidance step within the intermediate data manifold through optimization and enables the use of larger guidance steps. Furthermore, we present a closed-form solution for DSG denoising with the Spherical Gaussian constraint. Notably, DSG can seamlessly integrate as a plugin module within existing training-free conditional diffusion methods. Implementing DSG merely involves a few lines of additional code with almost no extra computational overhead, yet it leads to significant performance improvements. Comprehensive experimental results in various conditional generation tasks validate the superiority and adaptability of DSG in terms of both sample quality and time efficiency.

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Sparse-view Signal-domain Photoacoustic Tomography Reconstruction Method Based on Neural Representation

Photoacoustic tomography is a hybrid biomedical technology, which combines the advantages of acoustic and optical imaging. However, for the conventional image reconstruction method, the image quality is affected obviously by artifacts under the condition of sparse sampling. in this paper, a novel model-based sparse reconstruction method via implicit neural representation was proposed for improving the image quality reconstructed from sparse data. Specially, the initial acoustic pressure distribution was modeled as a continuous function of spatial coordinates, and parameterized by a multi-layer perceptron. The weights of multi-layer perceptron were determined by training the network in self-supervised manner. And the total variation regularization term was used to offer the prior knowledge. We compared our result with some ablation studies, and the results show that out method outperforms existing methods on simulation and experimental data. Under the sparse sampling condition, our method can suppress the artifacts and avoid the ill-posed problem effectively, which reconstruct images with higher signal-to-noise ratio and contrast-to-noise ratio than traditional methods. The high-quality results for sparse data make the proposed method hold the potential for further decreasing the hardware cost of photoacoustic tomography system.

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MeshXL: Neural Coordinate Field for Generative 3D Foundation Models

The polygon mesh representation of 3D data exhibits great flexibility, fast rendering speed, and storage efficiency, which is widely preferred in various applications. However, given its unstructured graph representation, the direct generation of high-fidelity 3D meshes is challenging. Fortunately, with a pre-defined ordering strategy, 3D meshes can be represented as sequences, and the generation process can be seamlessly treated as an auto-regressive problem. In this paper, we validate the Neural Coordinate Field (NeurCF), an explicit coordinate representation with implicit neural embeddings, is a simple-yet-effective representation for large-scale sequential mesh modeling. After that, we present MeshXL, a family of generative pre-trained auto-regressive models, which addresses the process of 3D mesh generation with modern large language model approaches. Extensive experiments show that MeshXL is able to generate high-quality 3D meshes, and can also serve as foundation models for various down-stream applications.

cs.CV↗

DressCode: Autoregressively Sewing and Generating Garments from Text Guidance

Apparel's significant role in human appearance underscores the importance of garment digitalization for digital human creation. Recent advances in 3D content creation are pivotal for digital human creation. Nonetheless, garment generation from text guidance is still nascent. We introduce a text-driven 3D garment generation framework, DressCode, which aims to democratize design for novices and offer immense potential in fashion design, virtual try-on, and digital human creation. We first introduce SewingGPT, a GPT-based architecture integrating cross-attention with text-conditioned embedding to generate sewing patterns with text guidance. We then tailor a pre-trained Stable Diffusion to generate tile-based Physically-based Rendering (PBR) textures for the garments. By leveraging a large language model, our framework generates CG-friendly garments through natural language interaction. It also facilitates pattern completion and texture editing, streamlining the design process through user-friendly interaction. This framework fosters innovation by allowing creators to freely experiment with designs and incorporate unique elements into their work. With comprehensive evaluations and comparisons with other state-of-the-art methods, our method showcases superior quality and alignment with input prompts. User studies further validate our high-quality rendering results, highlighting its practical utility and potential in production settings. Our project page is https://IHe-KaiI.github.io/DressCode/.

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CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets

In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.

cs.CV↗

Implicit Swept Volume SDF: Enabling Continuous Collision-Free Trajectory Generation for Arbitrary Shapes

In the field of trajectory generation for objects, ensuring continuous collision-free motion remains a huge challenge, especially for non-convex geometries and complex environments. Previous methods either oversimplify object shapes, which results in a sacrifice of feasible space or rely on discrete sampling, which suffers from the "tunnel effect". To address these limitations, we propose a novel hierarchical trajectory generation pipeline, which utilizes the Swept Volume Signed Distance Field (SVSDF) to guide trajectory optimization for Continuous Collision Avoidance (CCA). Our interdisciplinary approach, blending techniques from graphics and robotics, exhibits outstanding effectiveness in solving this problem. We formulate the computation of the SVSDF as a Generalized Semi-Infinite Programming model, and we solve for the numerical solutions at query points implicitly, thereby eliminating the need for explicit reconstruction of the surface. Our algorithm has been validated in a variety of complex scenarios and applies to robots of various dynamics, including both rigid and deformable shapes. It demonstrates exceptional universality and superior CCA performance compared to typical algorithms. The code will be released at https://github.com/ZJU-FAST-Lab/Implicit-SVSDF-Planner for the benefit of the community.

cs.RO↗

BOTH2Hands: Inferring 3D Hands from Both Text Prompts and Body Dynamics

The recently emerging text-to-motion advances have spired numerous attempts for convenient and interactive human motion generation. Yet, existing methods are largely limited to generating body motions only without considering the rich two-hand motions, let alone handling various conditions like body dynamics or texts. To break the data bottleneck, we propose BOTH57M, a novel multi-modal dataset for two-hand motion generation. Our dataset includes accurate motion tracking for the human body and hands and provides pair-wised finger-level hand annotations and body descriptions. We further provide a strong baseline method, BOTH2Hands, for the novel task: generating vivid two-hand motions from both implicit body dynamics and explicit text prompts. We first warm up two parallel body-to-hand and text-to-hand diffusion models and then utilize the cross-attention transformer for motion blending. Extensive experiments and cross-validations demonstrate the effectiveness of our approach and dataset for generating convincing two-hand motions from the hybrid body-and-textual conditions. Our dataset and code will be disseminated to the community for future research.

cs.CV↗

A Unified Diffusion Framework for Scene-aware Human Motion Estimation from Sparse Signals

Estimating full-body human motion via sparse tracking signals from head-mounted displays and hand controllers in 3D scenes is crucial to applications in AR/VR. One of the biggest challenges to this task is the one-to-many mapping from sparse observations to dense full-body motions, which endowed inherent ambiguities. To help resolve this ambiguous problem, we introduce a new framework to combine rich contextual information provided by scenes to benefit full-body motion tracking from sparse observations. To estimate plausible human motions given sparse tracking signals and 3D scenes, we develop $\text{S}^2$Fusion, a unified framework fusing \underline{S}cene and sparse \underline{S}ignals with a conditional dif\underline{Fusion} model. $\text{S}^2$Fusion first extracts the spatial-temporal relations residing in the sparse signals via a periodic autoencoder, and then produces time-alignment feature embedding as additional inputs. Subsequently, by drawing initial noisy motion from a pre-trained prior, $\text{S}^2$Fusion utilizes conditional diffusion to fuse scene geometry and sparse tracking signals to generate full-body scene-aware motions. The sampling procedure of $\text{S}^2$Fusion is further guided by a specially designed scene-penetration loss and phase-matching loss, which effectively regularizes the motion of the lower body even in the absence of any tracking signals, making the generated motion much more plausible and coherent. Extensive experimental results have demonstrated that our $\text{S}^2$Fusion outperforms the state-of-the-art in terms of estimation quality and smoothness.

cs.CV↗

HOI-M3:Capture Multiple Humans and Objects Interaction within Contextual Environment

Humans naturally interact with both others and the surrounding multiple objects, engaging in various social activities. However, recent advances in modeling human-object interactions mostly focus on perceiving isolated individuals and objects, due to fundamental data scarcity. In this paper, we introduce HOI-M3, a novel large-scale dataset for modeling the interactions of Multiple huMans and Multiple objects. Notably, it provides accurate 3D tracking for both humans and objects from dense RGB and object-mounted IMU inputs, covering 199 sequences and 181M frames of diverse humans and objects under rich activities. With the unique HOI-M3 dataset, we introduce two novel data-driven tasks with companion strong baselines: monocular capture and unstructured generation of multiple human-object interactions. Extensive experiments demonstrate that our dataset is challenging and worthy of further research about multiple human-object interactions and behavior analysis. Our HOI-M3 dataset, corresponding codes, and pre-trained models will be disseminated to the community for future research.

cs.CV↗

I'M HOI: Inertia-aware Monocular Capture of 3D Human-Object Interactions

We are living in a world surrounded by diverse and "smart" devices with rich modalities of sensing ability. Conveniently capturing the interactions between us humans and these objects remains far-reaching. In this paper, we present I'm-HOI, a monocular scheme to faithfully capture the 3D motions of both the human and object in a novel setting: using a minimal amount of RGB camera and object-mounted Inertial Measurement Unit (IMU). It combines general motion inference and category-aware refinement. For the former, we introduce a holistic human-object tracking method to fuse the IMU signals and the RGB stream and progressively recover the human motions and subsequently the companion object motions. For the latter, we tailor a category-aware motion diffusion model, which is conditioned on both the raw IMU observations and the results from the previous stage under over-parameterization representation. It significantly refines the initial results and generates vivid body, hand, and object motions. Moreover, we contribute a large dataset with ground truth human and object motions, dense RGB inputs, and rich object-mounted IMU measurements. Extensive experiments demonstrate the effectiveness of I'm-HOI under a hybrid capture setting. Our dataset and code will be released to the community.

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