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Minye Wu

Publications and source records attributed to Minye Wu.

35 records · Page 2Linked to original sources

Human Performance Modeling and Rendering via Neural Animated Mesh

We have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper, we present a comprehensive neural approach for high-quality reconstruction, compression, and rendering of human performances from dense multi-view videos. Our core intuition is to bridge the traditional animated mesh workflow with a new class of highly efficient neural techniques. We first introduce a neural surface reconstructor for high-quality surface generation in minutes. It marries the implicit volumetric rendering of the truncated signed distance field (TSDF) with multi-resolution hash encoding. We further propose a hybrid neural tracker to generate animated meshes, which combines explicit non-rigid tracking with implicit dynamic deformation in a self-supervised framework. The former provides the coarse warping back into the canonical space, while the latter implicit one further predicts the displacements using the 4D hash encoding as in our reconstructor. Then, we discuss the rendering schemes using the obtained animated meshes, ranging from dynamic texturing to lumigraph rendering under various bandwidth settings. To strike an intricate balance between quality and bandwidth, we propose a hierarchical solution by first rendering 6 virtual views covering the performer and then conducting occlusion-aware neural texture blending. We demonstrate the efficacy of our approach in a variety of mesh-based applications and photo-realistic free-view experiences on various platforms, i.e., inserting virtual human performances into real environments through mobile AR or immersively watching talent shows with VR headsets.

cs.GR↗

NeuralHOFusion: Neural Volumetric Rendering under Human-object Interactions

4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we propose NeuralHOFusion, a neural approach for volumetric human-object capture and rendering using sparse consumer RGBD sensors. It marries traditional non-rigid fusion with recent neural implicit modeling and blending advances, where the captured humans and objects are layerwise disentangled. For geometry modeling, we propose a neural implicit inference scheme with non-rigid key-volume fusion, as well as a template-aid robust object tracking pipeline. Our scheme enables detailed and complete geometry generation under complex interactions and occlusions. Moreover, we introduce a layer-wise human-object texture rendering scheme, which combines volumetric and image-based rendering in both spatial and temporal domains to obtain photo-realistic results. Extensive experiments demonstrate the effectiveness and efficiency of our approach in synthesizing photo-realistic free-view results under complex human-object interactions.

cs.CV↗

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.

cs.CV↗

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.

cs.CV↗

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.

cs.CV↗

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.

cs.CV↗

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.

cs.CV↗

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.

cs.CV↗

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.

cs.CV↗

Editable Free-viewpoint Video Using a Layered Neural Representation

Generating free-viewpoint videos is critical for immersive VR/AR experience but recent neural advances still lack the editing ability to manipulate the visual perception for large dynamic scenes. To fill this gap, in this paper we propose the first approach for editable photo-realistic free-viewpoint video generation for large-scale dynamic scenes using only sparse 16 cameras. The core of our approach is a new layered neural representation, where each dynamic entity including the environment itself is formulated into a space-time coherent neural layered radiance representation called ST-NeRF. Such layered representation supports fully perception and realistic manipulation of the dynamic scene whilst still supporting a free viewing experience in a wide range. In our ST-NeRF, the dynamic entity/layer is represented as continuous functions, which achieves the disentanglement of location, deformation as well as the appearance of the dynamic entity in a continuous and self-supervised manner. We propose a scene parsing 4D label map tracking to disentangle the spatial information explicitly, and a continuous deform module to disentangle the temporal motion implicitly. An object-aware volume rendering scheme is further introduced for the re-assembling of all the neural layers. We adopt a novel layered loss and motion-aware ray sampling strategy to enable efficient training for a large dynamic scene with multiple performers, Our framework further enables a variety of editing functions, i.e., manipulating the scale and location, duplicating or retiming individual neural layers to create numerous visual effects while preserving high realism. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality, photo-realistic, and editable free-viewpoint video generation for dynamic scenes.

cs.CV↗

Convolutional Neural Opacity Radiance Fields

Photo-realistic modeling and rendering of fuzzy objects with complex opacity are critical for numerous immersive VR/AR applications, but it suffers from strong view-dependent brightness, color. In this paper, we propose a novel scheme to generate opacity radiance fields with a convolutional neural renderer for fuzzy objects, which is the first to combine both explicit opacity supervision and convolutional mechanism into the neural radiance field framework so as to enable high-quality appearance and global consistent alpha mattes generation in arbitrary novel views. More specifically, we propose an efficient sampling strategy along with both the camera rays and image plane, which enables efficient radiance field sampling and learning in a patch-wise manner, as well as a novel volumetric feature integration scheme that generates per-patch hybrid feature embeddings to reconstruct the view-consistent fine-detailed appearance and opacity output. We further adopt a patch-wise adversarial training scheme to preserve both high-frequency appearance and opacity details in a self-supervised framework. We also introduce an effective multi-view image capture system to capture high-quality color and alpha maps for challenging fuzzy objects. Extensive experiments on existing and our new challenging fuzzy object dataset demonstrate that our method achieves photo-realistic, globally consistent, and fined detailed appearance and opacity free-viewpoint rendering for various fuzzy objects.

cs.CV↗

Neural Video Portrait Relighting in Real-time via Consistency Modeling

Video portraits relighting is critical in user-facing human photography, especially for immersive VR/AR experience. Recent advances still fail to recover consistent relit result under dynamic illuminations from monocular RGB stream, suffering from the lack of video consistency supervision. In this paper, we propose a neural approach for real-time, high-quality and coherent video portrait relighting, which jointly models the semantic, temporal and lighting consistency using a new dynamic OLAT dataset. We propose a hybrid structure and lighting disentanglement in an encoder-decoder architecture, which combines a multi-task and adversarial training strategy for semantic-aware consistency modeling. We adopt a temporal modeling scheme via flow-based supervision to encode the conjugated temporal consistency in a cross manner. We also propose a lighting sampling strategy to model the illumination consistency and mutation for natural portrait light manipulation in real-world. Extensive experiments demonstrate the effectiveness of our approach for consistent video portrait light-editing and relighting, even using mobile computing.

cs.CV↗

ChallenCap: Monocular 3D Capture of Challenging Human Performances using Multi-Modal References

Capturing challenging human motions is critical for numerous applications, but it suffers from complex motion patterns and severe self-occlusion under the monocular setting. In this paper, we propose ChallenCap -- a template-based approach to capture challenging 3D human motions using a single RGB camera in a novel learning-and-optimization framework, with the aid of multi-modal references. We propose a hybrid motion inference stage with a generation network, which utilizes a temporal encoder-decoder to extract the motion details from the pair-wise sparse-view reference, as well as a motion discriminator to utilize the unpaired marker-based references to extract specific challenging motion characteristics in a data-driven manner. We further adopt a robust motion optimization stage to increase the tracking accuracy, by jointly utilizing the learned motion details from the supervised multi-modal references as well as the reliable motion hints from the input image reference. Extensive experiments on our new challenging motion dataset demonstrate the effectiveness and robustness of our approach to capture challenging human motions.

cs.CV↗

NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering using RGB Cameras

4D reconstruction and rendering of human activities is critical for immersive VR/AR experience.Recent advances still fail to recover fine geometry and texture results with the level of detail present in the input images from sparse multi-view RGB cameras. In this paper, we propose NeuralHumanFVV, a real-time neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of human activities in arbitrary novel views. We propose a neural geometry generation scheme with a hierarchical sampling strategy for real-time implicit geometry inference, as well as a novel neural blending scheme to generate high resolution (e.g., 1k) and photo-realistic texture results in the novel views. Furthermore, we adopt neural normal blending to enhance geometry details and formulate our neural geometry and texture rendering into a multi-task learning framework. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and photo-realistic free view-point reconstruction for challenging human performances.

cs.CV↗

Generic Multiview Visual Tracking

Recent progresses in visual tracking have greatly improved the tracking performance. However, challenges such as occlusion and view change remain obstacles in real world deployment. A natural solution to these challenges is to use multiple cameras with multiview inputs, though existing systems are mostly limited to specific targets (e.g. human), static cameras, and/or camera calibration. To break through these limitations, we propose a generic multiview tracking (GMT) framework that allows camera movement, while requiring neither specific object model nor camera calibration. A key innovation in our framework is a cross-camera trajectory prediction network (TPN), which implicitly and dynamically encodes camera geometric relations, and hence addresses missing target issues such as occlusion. Moreover, during tracking, we assemble information across different cameras to dynamically update a novel collaborative correlation filter (CCF), which is shared among cameras to achieve robustness against view change. The two components are integrated into a correlation filter tracking framework, where the features are trained offline using existing single view tracking datasets. For evaluation, we first contribute a new generic multiview tracking dataset (GMTD) with careful annotations, and then run experiments on GMTD and the PETS2009 datasets. On both datasets, the proposed GMT algorithm shows clear advantages over state-of-the-art ones.

cs.CV↗

Deep Surface Light Fields

A surface light field represents the radiance of rays originating from any points on the surface in any directions. Traditional approaches require ultra-dense sampling to ensure the rendering quality. In this paper, we present a novel neural network based technique called deep surface light field or DSLF to use only moderate sampling for high fidelity rendering. DSLF automatically fills in the missing data by leveraging different sampling patterns across the vertices and at the same time eliminates redundancies due to the network's prediction capability. For real data, we address the image registration problem as well as conduct texture-aware remeshing for aligning texture edges with vertices to avoid blurring. Comprehensive experiments show that DSLF can further achieve high data compression ratio while facilitating real-time rendering on the GPU.

cs.CG↗

4D Human Body Correspondences from Panoramic Depth Maps

The availability of affordable 3D full body reconstruction systems has given rise to free-viewpoint video (FVV) of human shapes. Most existing solutions produce temporally uncorrelated point clouds or meshes with unknown point/vertex correspondences. Individually compressing each frame is ineffective and still yields to ultra-large data sizes. We present an end-to-end deep learning scheme to establish dense shape correspondences and subsequently compress the data. Our approach uses sparse set of "panoramic" depth maps or PDMs, each emulating an inward-viewing concentric mosaics. We then develop a learning-based technique to learn pixel-wise feature descriptors on PDMs. The results are fed into an autoencoder-based network for compression. Comprehensive experiments demonstrate our solution is robust and effective on both public and our newly captured datasets.

cs.CV↗