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Juyong Zhang

Publications and source records attributed to Juyong Zhang.

At least 55 records · Page 3Linked to original sources

Oblique-MERF: Revisiting and Improving MERF for Oblique Photography

Neural implicit fields have established a new paradigm for scene representation, with subsequent work achieving high-quality real-time rendering. However, reconstructing 3D scenes from oblique aerial photography presents unique challenges, such as varying spatial scale distributions and a constrained range of tilt angles, often resulting in high memory consumption and reduced rendering quality at extrapolated viewpoints. In this paper, we enhance MERF to accommodate these data characteristics by introducing an innovative adaptive occupancy plane optimized during the volume rendering process and a smoothness regularization term for view-dependent color to address these issues. Our approach, termed Oblique-MERF, surpasses state-of-the-art real-time methods by approximately 0.7 dB, reduces VRAM usage by about 40%, and achieves higher rendering frame rates with more realistic rendering outcomes across most viewpoints.

cs.CV↗

Neural-ABC: Neural Parametric Models for Articulated Body with Clothes

In this paper, we introduce Neural-ABC, a novel parametric model based on neural implicit functions that can represent clothed human bodies with disentangled latent spaces for identity, clothing, shape, and pose. Traditional mesh-based representations struggle to represent articulated bodies with clothes due to the diversity of human body shapes and clothing styles, as well as the complexity of poses. Our proposed model provides a unified framework for parametric modeling, which can represent the identity, clothing, shape and pose of the clothed human body. Our proposed approach utilizes the power of neural implicit functions as the underlying representation and integrates well-designed structures to meet the necessary requirements. Specifically, we represent the underlying body as a signed distance function and clothing as an unsigned distance function, and they can be uniformly represented as unsigned distance fields. Different types of clothing do not require predefined topological structures or classifications, and can follow changes in the underlying body to fit the body. Additionally, we construct poses using a controllable articulated structure. The model is trained on both open and newly constructed datasets, and our decoupling strategy is carefully designed to ensure optimal performance. Our model excels at disentangling clothing and identity in different shape and poses while preserving the style of the clothing. We demonstrate that Neural-ABC fits new observations of different types of clothing. Compared to other state-of-the-art parametric models, Neural-ABC demonstrates powerful advantages in the reconstruction of clothed human bodies, as evidenced by fitting raw scans, depth maps and images. We show that the attributes of the fitted results can be further edited by adjusting their identities, clothing, shape and pose codes.

cs.CV↗

City-on-Web: Real-time Neural Rendering of Large-scale Scenes on the Web

Existing neural radiance field-based methods can achieve real-time rendering of small scenes on the web platform. However, extending these methods to large-scale scenes still poses significant challenges due to limited resources in computation, memory, and bandwidth. In this paper, we propose City-on-Web, the first method for real-time rendering of large-scale scenes on the web. We propose a block-based volume rendering method to guarantee 3D consistency and correct occlusion between blocks, and introduce a Level-of-Detail strategy combined with dynamic loading/unloading of resources to significantly reduce memory demands. Our system achieves real-time rendering of large-scale scenes at approximately 32FPS with RTX 3060 GPU on the web and maintains rendering quality comparable to the current state-of-the-art novel view synthesis methods.

cs.CV↗

FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding

We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this, we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions, proper initialization can help reduce the number of Gaussians, thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed. Project page: https://ustc3dv.github.io/FlashAvatar/

cs.CV↗

HeadRecon: High-Fidelity 3D Head Reconstruction from Monocular Video

Recently, the reconstruction of high-fidelity 3D head models from static portrait image has made great progress. However, most methods require multi-view or multi-illumination information, which therefore put forward high requirements for data acquisition. In this paper, we study the reconstruction of high-fidelity 3D head models from arbitrary monocular videos. Non-rigid structure from motion (NRSFM) methods have been widely used to solve such problems according to the two-dimensional correspondence between different frames. However, the inaccurate correspondence caused by high-complex hair structures and various facial expression changes would heavily influence the reconstruction accuracy. To tackle these problems, we propose a prior-guided dynamic implicit neural network. Specifically, we design a two-part dynamic deformation field to transform the current frame space to the canonical one. We further model the head geometry in the canonical space with a learnable signed distance field (SDF) and optimize it using the volumetric rendering with the guidance of two-main head priors to improve the reconstruction accuracy and robustness. Extensive ablation studies and comparisons with state-of-the-art methods demonstrate the effectiveness and robustness of our proposed method.

cs.CV↗

CosAvatar: Consistent and Animatable Portrait Video Tuning with Text Prompt

Recently, text-guided digital portrait editing has attracted more and more attentions. However, existing methods still struggle to maintain consistency across time, expression, and view or require specific data prerequisites. To solve these challenging problems, we propose CosAvatar, a high-quality and user-friendly framework for portrait tuning. With only monocular video and text instructions as input, we can produce animatable portraits with both temporal and 3D consistency. Different from methods that directly edit in the 2D domain, we employ a dynamic NeRF-based 3D portrait representation to model both the head and torso. We alternate between editing the video frames' dataset and updating the underlying 3D portrait until the edited frames reach 3D consistency. Additionally, we integrate the semantic portrait priors to enhance the edited results, allowing precise modifications in specified semantic areas. Extensive results demonstrate that our proposed method can not only accurately edit portrait styles or local attributes based on text instructions but also support expressive animation driven by a source video.

cs.CV↗

$L_0$-Sampler: An $L_{0}$ Model Guided Volume Sampling for NeRF

Since being proposed, Neural Radiance Fields (NeRF) have achieved great success in related tasks, mainly adopting the hierarchical volume sampling (HVS) strategy for volume rendering. However, the HVS of NeRF approximates distributions using piecewise constant functions, which provides a relatively rough estimation. Based on the observation that a well-trained weight function $w(t)$ and the $L_0$ distance between points and the surface have very high similarity, we propose $L_0$-Sampler by incorporating the $L_0$ model into $w(t)$ to guide the sampling process. Specifically, we propose to use piecewise exponential functions rather than piecewise constant functions for interpolation, which can not only approximate quasi-$L_0$ weight distributions along rays quite well but also can be easily implemented with few lines of code without additional computational burden. Stable performance improvements can be achieved by applying $L_0$-Sampler to NeRF and its related tasks like 3D reconstruction. Code is available at https://ustc3dv.github.io/L0-Sampler/ .

cs.CV↗

Fast and Robust Iterative Closest Point

The Iterative Closest Point (ICP) algorithm and its variants are a fundamental technique for rigid registration between two point sets, with wide applications in different areas from robotics to 3D reconstruction. The main drawbacks for ICP are its slow convergence as well as its sensitivity to outliers, missing data, and partial overlaps. Recent work such as Sparse ICP achieves robustness via sparsity optimization at the cost of computational speed. In this paper, we propose a new method for robust registration with fast convergence. First, we show that the classical point-to-point ICP can be treated as a majorization-minimization (MM) algorithm, and propose an Anderson acceleration approach to speed up its convergence. In addition, we introduce a robust error metric based on the Welsch's function, which is minimized efficiently using the MM algorithm with Anderson acceleration. On challenging datasets with noises and partial overlaps, we achieve similar or better accuracy than Sparse ICP while being at least an order of magnitude faster. Finally, we extend the robust formulation to point-to-plane ICP, and solve the resulting problem using a similar Anderson-accelerated MM strategy. Our robust ICP methods improve the registration accuracy on benchmark datasets while being competitive in computational time.

cs.CV↗

MetaHead: An Engine to Create Realistic Digital Head

Collecting and labeling training data is one important step for learning-based methods because the process is time-consuming and biased. For face analysis tasks, although some generative models can be used to generate face data, they can only achieve a subset of generation diversity, reconstruction accuracy, 3D consistency, high-fidelity visual quality, and easy editability. One recent related work is the graphics-based generative method, but it can only render low realism head with high computation cost. In this paper, we propose MetaHead, a unified and full-featured controllable digital head engine, which consists of a controllable head radiance field(MetaHead-F) to super-realistically generate or reconstruct view-consistent 3D controllable digital heads and a generic top-down image generation framework LabelHead to generate digital heads consistent with the given customizable feature labels. Experiments validate that our controllable digital head engine achieves the state-of-the-art generation visual quality and reconstruction accuracy. Moreover, the generated labeled data can assist real training data and significantly surpass the labeled data generated by graphics-based methods in terms of training effect.

cs.CV↗

IntrinsicNGP: Intrinsic Coordinate based Hash Encoding for Human NeRF

Recently, many works have been proposed to utilize the neural radiance field for novel view synthesis of human performers. However, most of these methods require hours of training, making them difficult for practical use. To address this challenging problem, we propose IntrinsicNGP, which can train from scratch and achieve high-fidelity results in few minutes with videos of a human performer. To achieve this target, we introduce a continuous and optimizable intrinsic coordinate rather than the original explicit Euclidean coordinate in the hash encoding module of instant-NGP. With this novel intrinsic coordinate, IntrinsicNGP can aggregate inter-frame information for dynamic objects with the help of proxy geometry shapes. Moreover, the results trained with the given rough geometry shapes can be further refined with an optimizable offset field based on the intrinsic coordinate.Extensive experimental results on several datasets demonstrate the effectiveness and efficiency of IntrinsicNGP. We also illustrate our approach's ability to edit the shape of reconstructed subjects.

cs.CV↗

Fast and Robust Non-Rigid Registration Using Accelerated Majorization-Minimization

Non-rigid 3D registration, which deforms a source 3D shape in a non-rigid way to align with a target 3D shape, is a classical problem in computer vision. Such problems can be challenging because of imperfect data (noise, outliers and partial overlap) and high degrees of freedom. Existing methods typically adopt the $\ell_p$ type robust norm to measure the alignment error and regularize the smoothness of deformation, and use a proximal algorithm to solve the resulting non-smooth optimization problem. However, the slow convergence of such algorithms limits their wide applications. In this paper, we propose a formulation for robust non-rigid registration based on a globally smooth robust norm for alignment and regularization, which can effectively handle outliers and partial overlaps. The problem is solved using the majorization-minimization algorithm, which reduces each iteration to a convex quadratic problem with a closed-form solution. We further apply Anderson acceleration to speed up the convergence of the solver, enabling the solver to run efficiently on devices with limited compute capability. Extensive experiments demonstrate the effectiveness of our method for non-rigid alignment between two shapes with outliers and partial overlaps, with quantitative evaluation showing that it outperforms state-of-the-art methods in terms of registration accuracy and computational speed. The source code is available at https://github.com/yaoyx689/AMM_NRR.

cs.CV↗

Flattening-Net: Deep Regular 2D Representation for 3D Point Cloud Analysis

Point clouds are characterized by irregularity and unstructuredness, which pose challenges in efficient data exploitation and discriminative feature extraction. In this paper, we present an unsupervised deep neural architecture called Flattening-Net to represent irregular 3D point clouds of arbitrary geometry and topology as a completely regular 2D point geometry image (PGI) structure, in which coordinates of spatial points are captured in colors of image pixels. \mr{Intuitively, Flattening-Net implicitly approximates a locally smooth 3D-to-2D surface flattening process while effectively preserving neighborhood consistency.} \mr{As a generic representation modality, PGI inherently encodes the intrinsic property of the underlying manifold structure and facilitates surface-style point feature aggregation.} To demonstrate its potential, we construct a unified learning framework directly operating on PGIs to achieve \mr{diverse types of high-level and low-level} downstream applications driven by specific task networks, including classification, segmentation, reconstruction, and upsampling. Extensive experiments demonstrate that our methods perform favorably against the current state-of-the-art competitors. We will make the code and data publicly available at https://github.com/keeganhk/Flattening-Net.

cs.CV↗

Neural Surface Reconstruction of Dynamic Scenes with Monocular RGB-D Camera

We propose Neural-DynamicReconstruction (NDR), a template-free method to recover high-fidelity geometry and motions of a dynamic scene from a monocular RGB-D camera. In NDR, we adopt the neural implicit function for surface representation and rendering such that the captured color and depth can be fully utilized to jointly optimize the surface and deformations. To represent and constrain the non-rigid deformations, we propose a novel neural invertible deforming network such that the cycle consistency between arbitrary two frames is automatically satisfied. Considering that the surface topology of dynamic scene might change over time, we employ a topology-aware strategy to construct the topology-variant correspondence for the fused frames. NDR also further refines the camera poses in a global optimization manner. Experiments on public datasets and our collected dataset demonstrate that NDR outperforms existing monocular dynamic reconstruction methods.

cs.CV↗

Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video

We present a novel semantic model for human head defined with neural radiance field. The 3D-consistent head model consist of a set of disentangled and interpretable bases, and can be driven by low-dimensional expression coefficients. Thanks to the powerful representation ability of neural radiance field, the constructed model can represent complex facial attributes including hair, wearings, which can not be represented by traditional mesh blendshape. To construct the personalized semantic facial model, we propose to define the bases as several multi-level voxel fields. With a short monocular RGB video as input, our method can construct the subject's semantic facial NeRF model with only ten to twenty minutes, and can render a photo-realistic human head image in tens of miliseconds with a given expression coefficient and view direction. With this novel representation, we apply it to many tasks like facial retargeting and expression editing. Experimental results demonstrate its strong representation ability and training/inference speed. Demo videos and released code are provided in our project page: https://ustc3dv.github.io/NeRFBlendShape/

cs.GR↗

SelfNeRF: Fast Training NeRF for Human from Monocular Self-rotating Video

In this paper, we propose SelfNeRF, an efficient neural radiance field based novel view synthesis method for human performance. Given monocular self-rotating videos of human performers, SelfNeRF can train from scratch and achieve high-fidelity results in about twenty minutes. Some recent works have utilized the neural radiance field for dynamic human reconstruction. However, most of these methods need multi-view inputs and require hours of training, making it still difficult for practical use. To address this challenging problem, we introduce a surface-relative representation based on multi-resolution hash encoding that can greatly improve the training speed and aggregate inter-frame information. Extensive experimental results on several different datasets demonstrate the effectiveness and efficiency of SelfNeRF to challenging monocular videos.

cs.CV↗

The Tianlai dish array low-z surveys forecasts

We present the science case for surveys with the Tianlai dish array interferometer tuned to the $\left[ 1300, 1400 \right] \mathrm{MHz}$ frequency range. Starting from a realistic generation of mock visibility data according to the survey strategy, we reconstruct a map of the sky and perform a foreground subtraction. We show that a survey of the North Celestial Polar cap during a year of observing time and covering an area of $150 \, \mathrm{deg^2}$ would reach a sensitivity of $ 1.5-2 \, \mathrm{mK} $ per $1 \, \mathrm{MHz} \times 0.25^2 \, \mathrm{deg^2 }$ voxel and be marginally impacted by mode-mixing. Tianlai would be able to detect a handful $(\sim 10)$ of nearby massive \HI clumps as well as a very strong cross-correlation signal of 21\,cm intensity maps with the North Celestial Cap Survey optical galaxies. We have also studied the performance of a mid-latitude survey, covering $\sim 1500 \, \mathrm{deg^2}$ centered on a declination of $δ=55^\circ$, which overlaps the Sloan Digital Sky Survey footprint. Despite a higher noise level for the mid-latitude survey, as well as significant distortions due to mode mixing, Tianlai would be able to detect a highly significant cross-correlation between the 21\,cm signal and the Sloan spectroscopic galaxy sample. Using the extragalactic signals from either or both of these surveys, it will be possible to assess the impact of calibration uncertainties, antenna pattern uncertainties, sources of noise, and mode mixing for future surveys requiring higher sensitivity.

astro-ph.CO↗

HeadNeRF: A Real-time NeRF-based Parametric Head Model

In this paper, we propose HeadNeRF, a novel NeRF-based parametric head model that integrates the neural radiance field to the parametric representation of the human head. It can render high fidelity head images in real-time on modern GPUs, and supports directly controlling the generated images' rendering pose and various semantic attributes. Different from existing related parametric models, we use the neural radiance fields as a novel 3D proxy instead of the traditional 3D textured mesh, which makes that HeadNeRF is able to generate high fidelity images. However, the computationally expensive rendering process of the original NeRF hinders the construction of the parametric NeRF model. To address this issue, we adopt the strategy of integrating 2D neural rendering to the rendering process of NeRF and design novel loss terms. As a result, the rendering speed of HeadNeRF can be significantly accelerated, and the rendering time of one frame is reduced from 5s to 25ms. The well designed loss terms also improve the rendering accuracy, and the fine-level details of the human head, such as the gaps between teeth, wrinkles, and beards, can be represented and synthesized by HeadNeRF. Extensive experimental results and several applications demonstrate its effectiveness. The trained parametric model is available at https://github.com/CrisHY1995/headnerf.

cs.CV↗

Sketch2PQ: Freeform Planar Quadrilateral Mesh Design via a Single Sketch

The freeform architectural modeling process often involves two important stages: concept design and digital modeling. In the first stage, architects usually sketch the overall 3D shape and the panel layout on a physical or digital paper briefly. In the second stage, a digital 3D model is created using the sketch as a reference. The digital model needs to incorporate geometric requirements for its components, such as the planarity of panels due to consideration of construction costs, which can make the modeling process more challenging. In this work, we present a novel sketch-based system to bridge the concept design and digital modeling of freeform roof-like shapes represented as planar quadrilateral (PQ) meshes. Our system allows the user to sketch the surface boundary and contour lines under axonometric projection and supports the sketching of occluded regions. In addition, the user can sketch feature lines to provide directional guidance to the PQ mesh layout. Given the 2D sketch input, we propose a deep neural network to infer in real-time the underlying surface shape along with a dense conjugate direction field, both of which are used to extract the final PQ mesh. To train and validate our network, we generate a large synthetic dataset that mimics architect sketching of freeform quadrilateral patches. The effectiveness and usability of our system are demonstrated with quantitative and qualitative evaluation as well as user studies.

cs.GR↗