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Weiquan Wang

Publications and source records attributed to Weiquan Wang.

4 recordsLinked to original sources

Uncertainty-Aware 4D Gaussian Splatting for Monocular Occluded Human Rendering

High-fidelity rendering of dynamic humans from monocular videos typically degrades catastrophically under occlusions. Existing solutions incorporate external priors-either hallucinating missing content via generative models, which induces severe temporal flickering, or imposing rigid geometric heuristics that fail to capture diverse appearances. To this end, we reformulate the task as a Maximum A Posteriori estimation problem under heteroscedastic observation noise. In this paper, we propose U-4DGS, a framework integrating a Probabilistic Deformation Network and a Joint Rasterization pipeline. This architecture renders pixel-aligned uncertainty maps that act as an adaptive gradient modulator, automatically attenuating artifacts from unreliable observations. Furthermore, to prevent geometric drift in regions lacking reliable visual cues, we enforce Confidence-Aware Regularizations, which leverage the learned uncertainty to selectively propagate spatial-temporal validity. Extensive experiments on the ZJU-MoCap and OcMotion datasets demonstrate that U-4DGS achieves state-of-the-art rendering fidelity and robustness.

cs.CV

Physically Plausible Human-Object Rendering from Sparse Views via 3D Gaussian Splatting

Rendering realistic human-object interactions (HOIs) from sparse-view inputs is a challenging yet crucial task for various real-world applications. Existing methods often struggle to simultaneously achieve high rendering quality, physical plausibility, and computational efficiency. To address these limitations, we propose HOGS (Human-Object Rendering via 3D Gaussian Splatting), a novel framework for efficient HOI rendering with physically plausible geometric constraints from sparse views. HOGS represents both humans and objects as dynamic 3D Gaussians. Central to HOGS is a novel optimization process that operates directly on these Gaussians to enforce geometric consistency (i.e., preventing inter-penetration or floating contacts) to achieve physical plausibility. To support this core optimization under sparse-view ambiguity, our framework incorporates two pre-trained modules: an optimization-guided Human Pose Refiner for robust estimation under sparse-view occlusions, and a Human-Object Contact Predictor that efficiently identifies interaction regions to guide our novel contact and separation losses. Extensive experiments on both human-object and hand-object interaction datasets demonstrate that HOGS achieves state-of-the-art rendering quality and maintains high computational efficiency.

cs.GR

Rendering Multi-Human and Multi-Object with 3D Gaussian Splatting

Reconstructing dynamic scenes with multiple interacting humans and objects from sparse-view inputs is a critical yet challenging task, essential for creating high-fidelity digital twins for robotics and VR/AR. This problem, which we term Multi-Human Multi-Object (MHMO) rendering, presents two significant obstacles: achieving view-consistent representations for individual instances under severe mutual occlusion, and explicitly modeling the complex and combinatorial dependencies that arise from their interactions. To overcome these challenges, we propose MM-GS, a novel hierarchical framework built upon 3D Gaussian Splatting. Our method first employs a Per-Instance Multi-View Fusion module to establish a robust and consistent representation for each instance by aggregating visual information across all available views. Subsequently, a Scene-Level Instance Interaction module operates on a global scene graph to reason about relationships between all participants, refining their attributes to capture subtle interaction effects. Extensive experiments on challenging datasets demonstrate that our method significantly outperforms strong baselines, producing state-of-the-art results with high-fidelity details and plausible inter-instance contacts.

cs.CV

$\text{Di}^2\text{Pose}$: Discrete Diffusion Model for Occluded 3D Human Pose Estimation

Continuous diffusion models have demonstrated their effectiveness in addressing the inherent uncertainty and indeterminacy in monocular 3D human pose estimation (HPE). Despite their strengths, the need for large search spaces and the corresponding demand for substantial training data make these models prone to generating biomechanically unrealistic poses. This challenge is particularly noticeable in occlusion scenarios, where the complexity of inferring 3D structures from 2D images intensifies. In response to these limitations, we introduce the Discrete Diffusion Pose ($\text{Di}^2\text{Pose}$), a novel framework designed for occluded 3D HPE that capitalizes on the benefits of a discrete diffusion model. Specifically, $\text{Di}^2\text{Pose}$ employs a two-stage process: it first converts 3D poses into a discrete representation through a \emph{pose quantization step}, which is subsequently modeled in latent space through a \emph{discrete diffusion process}. This methodological innovation restrictively confines the search space towards physically viable configurations and enhances the model's capability to comprehend how occlusions affect human pose within the latent space. Extensive evaluations conducted on various benchmarks (e.g., Human3.6M, 3DPW, and 3DPW-Occ) have demonstrated its effectiveness.

cs.CV