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Wenping Wang

Publications and source records attributed to Wenping Wang.

At least 109 records · Page 6Linked to original sources

Align3R: Aligned Monocular Depth Estimation for Dynamic Videos

Recent developments in monocular depth estimation methods enable high-quality depth estimation of single-view images but fail to estimate consistent video depth across different frames. Recent works address this problem by applying a video diffusion model to generate video depth conditioned on the input video, which is training-expensive and can only produce scale-invariant depth values without camera poses. In this paper, we propose a novel video-depth estimation method called Align3R to estimate temporal consistent depth maps for a dynamic video. Our key idea is to utilize the recent DUSt3R model to align estimated monocular depth maps of different timesteps. First, we fine-tune the DUSt3R model with additional estimated monocular depth as inputs for the dynamic scenes. Then, we apply optimization to reconstruct both depth maps and camera poses. Extensive experiments demonstrate that Align3R estimates consistent video depth and camera poses for a monocular video with superior performance than baseline methods.

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Multi-View Large Reconstruction Model via Geometry-Aware Positional Encoding and Attention

Despite recent advancements in the Large Reconstruction Model (LRM) demonstrating impressive results, when extending its input from single image to multiple images, it exhibits inefficiencies, subpar geometric and texture quality, as well as slower convergence speed than expected. It is attributed to that, LRM formulates 3D reconstruction as a naive images-to-3D translation problem, ignoring the strong 3D coherence among the input images. In this paper, we propose a Multi-view Large Reconstruction Model (M-LRM) designed to reconstruct high-quality 3D shapes from multi-views in a 3D-aware manner. Specifically, we introduce a multi-view consistent cross-attention scheme to enable M-LRM to accurately query information from the input images. Moreover, we employ the 3D priors of the input multi-view images to initialize the triplane tokens. Compared to previous methods, the proposed M-LRM can generate 3D shapes of high fidelity. Experimental studies demonstrate that our model achieves a significant performance gain and faster training convergence. Project page: \url{https://murphylmf.github.io/M-LRM/}.

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GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface Reconstruction

3D Gaussian Splatting has achieved impressive performance in novel view synthesis with real-time rendering capabilities. However, reconstructing high-quality surfaces with fine details using 3D Gaussians remains a challenging task. In this work, we introduce GausSurf, a novel approach to high-quality surface reconstruction by employing geometry guidance from multi-view consistency in texture-rich areas and normal priors in texture-less areas of a scene. We observe that a scene can be mainly divided into two primary regions: 1) texture-rich and 2) texture-less areas. To enforce multi-view consistency at texture-rich areas, we enhance the reconstruction quality by incorporating a traditional patch-match based Multi-View Stereo (MVS) approach to guide the geometry optimization in an iterative scheme. This scheme allows for mutual reinforcement between the optimization of Gaussians and patch-match refinement, which significantly improves the reconstruction results and accelerates the training process. Meanwhile, for the texture-less areas, we leverage normal priors from a pre-trained normal estimation model to guide optimization. Extensive experiments on the DTU and Tanks and Temples datasets demonstrate that our method surpasses state-of-the-art methods in terms of reconstruction quality and computation time.

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Era3D: High-Resolution Multiview Diffusion using Efficient Row-wise Attention

In this paper, we introduce Era3D, a novel multiview diffusion method that generates high-resolution multiview images from a single-view image. Despite significant advancements in multiview generation, existing methods still suffer from camera prior mismatch, inefficacy, and low resolution, resulting in poor-quality multiview images. Specifically, these methods assume that the input images should comply with a predefined camera type, e.g. a perspective camera with a fixed focal length, leading to distorted shapes when the assumption fails. Moreover, the full-image or dense multiview attention they employ leads to an exponential explosion of computational complexity as image resolution increases, resulting in prohibitively expensive training costs. To bridge the gap between assumption and reality, Era3D first proposes a diffusion-based camera prediction module to estimate the focal length and elevation of the input image, which allows our method to generate images without shape distortions. Furthermore, a simple but efficient attention layer, named row-wise attention, is used to enforce epipolar priors in the multiview diffusion, facilitating efficient cross-view information fusion. Consequently, compared with state-of-the-art methods, Era3D generates high-quality multiview images with up to a 512*512 resolution while reducing computation complexity by 12x times. Comprehensive experiments demonstrate that Era3D can reconstruct high-quality and detailed 3D meshes from diverse single-view input images, significantly outperforming baseline multiview diffusion methods. Project page: https://penghtyx.github.io/Era3D/.

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MotionWavelet: Human Motion Prediction via Wavelet Manifold Learning

Modeling temporal characteristics and the non-stationary dynamics of body movement plays a significant role in predicting human future motions. However, it is challenging to capture these features due to the subtle transitions involved in the complex human motions. This paper introduces MotionWavelet, a human motion prediction framework that utilizes Wavelet Transformation and studies human motion patterns in the spatial-frequency domain. In MotionWavelet, a Wavelet Diffusion Model (WDM) learns a Wavelet Manifold by applying Wavelet Transformation on the motion data therefore encoding the intricate spatial and temporal motion patterns. Once the Wavelet Manifold is built, WDM trains a diffusion model to generate human motions from Wavelet latent vectors. In addition to the WDM, MotionWavelet also presents a Wavelet Space Shaping Guidance mechanism to refine the denoising process to improve conformity with the manifold structure. WDM also develops Temporal Attention-Based Guidance to enhance prediction accuracy. Extensive experiments validate the effectiveness of MotionWavelet, demonstrating improved prediction accuracy and enhanced generalization across various benchmarks. Our code and models will be released upon acceptance.

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EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion Generation

We introduce Efficient Motion Diffusion Model (EMDM) for fast and high-quality human motion generation. Current state-of-the-art generative diffusion models have produced impressive results but struggle to achieve fast generation without sacrificing quality. On the one hand, previous works, like motion latent diffusion, conduct diffusion within a latent space for efficiency, but learning such a latent space can be a non-trivial effort. On the other hand, accelerating generation by naively increasing the sampling step size, e.g., DDIM, often leads to quality degradation as it fails to approximate the complex denoising distribution. To address these issues, we propose EMDM, which captures the complex distribution during multiple sampling steps in the diffusion model, allowing for much fewer sampling steps and significant acceleration in generation. This is achieved by a conditional denoising diffusion GAN to capture multimodal data distributions among arbitrary (and potentially larger) step sizes conditioned on control signals, enabling fewer-step motion sampling with high fidelity and diversity. To minimize undesired motion artifacts, geometric losses are imposed during network learning. As a result, EMDM achieves real-time motion generation and significantly improves the efficiency of motion diffusion models compared to existing methods while achieving high-quality motion generation. Our code will be publicly available upon publication.

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Towards Voronoi Diagrams of Surface Patches

Extraction of a high-fidelity 3D medial axis is a crucial operation in CAD. When dealing with a polygonal model as input, ensuring accuracy and tidiness becomes challenging due to discretization errors inherent in the mesh surface. Commonly, existing approaches yield medial-axis surfaces with various artifacts, including zigzag boundaries, bumpy surfaces, unwanted spikes, and non-smooth stitching curves. Considering that the surface of a CAD model can be easily decomposed into a collection of surface patches, its 3D medial axis can be extracted by computing the Voronoi diagram of these surface patches, where each surface patch serves as a generator. However, no solver currently exists for accurately computing such an extended Voronoi diagram. Under the assumption that each generator defines a linear distance field over a sufficiently small range, our approach operates by tetrahedralizing the region of interest and computing the medial axis within each tetrahedral element. Just as SurfaceVoronoi computes surface-based Voronoi diagrams by cutting a 3D prism with 3D planes (each plane encodes a linear field in a triangle), the key operation in this paper is to conduct the hyperplane cutting process in 4D, where each hyperplane encodes a linear field in a tetrahedron. In comparison with the state-of-the-art, our algorithm produces better outcomes. Furthermore, it can also be used to compute the offset surface.

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ITS: Implicit Thin Shell for Polygonal Meshes

In computer graphics, simplifying a polygonal mesh surface~$\mathcal{M}$ into a geometric proxy that maintains close conformity to~$\mathcal{M}$ is crucial, as it can significantly reduce computational demands in various applications. In this paper, we introduce the Implicit Thin Shell~(ITS), a concept designed to implicitly represent the sandwich-walled space surrounding~$\mathcal{M}$, defined as~$\{\textbf{x}\in\mathbb{R}^3|ε_1\leq f(\textbf{x}) \leq ε_2, ε_1< 0, ε_2>0\}$. Here, $f$ is an approximation of the signed distance function~(SDF) of~$\mathcal{M}$, and we aim to minimize the thickness~$ε_2-ε_1$. To achieve a balance between mathematical simplicity and expressive capability in~$f$, we employ a tri-variate tensor-product B-spline to represent~$f$. This representation is coupled with adaptive knot grids that adapt to the inherent shape variations of~$\mathcal{M}$, while restricting~$f$'s basis functions to the first degree. In this manner, the analytical form of~$f$ can be rapidly determined by solving a sparse linear system. Moreover, the process of identifying the extreme values of~$f$ among the infinitely many points on~$\mathcal{M}$ can be simplified to seeking extremes among a finite set of candidate points. By exhausting the candidate points, we find the extreme values~$ε_1<0$ and $ε_2>0$ that minimize the thickness. The constructed ITS is guaranteed to wrap~$\mathcal{M}$ rigorously, without any intersections between the bounding surfaces and~$\mathcal{M}$. ITS offers numerous potential applications thanks to its rigorousness, tightness, expressiveness, and computational efficiency. We demonstrate the efficacy of ITS in rapid inside-outside tests and in mesh simplification through the control of global error.

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NASM: Neural Anisotropic Surface Meshing

This paper introduces a new learning-based method, NASM, for anisotropic surface meshing. Our key idea is to propose a graph neural network to embed an input mesh into a high-dimensional (high-d) Euclidean embedding space to preserve curvature-based anisotropic metric by using a dot product loss between high-d edge vectors. This can dramatically reduce the computational time and increase the scalability. Then, we propose a novel feature-sensitive remeshing on the generated high-d embedding to automatically capture sharp geometric features. We define a high-d normal metric, and then derive an automatic differentiation on a high-d centroidal Voronoi tessellation (CVT) optimization with the normal metric to simultaneously preserve geometric features and curvature anisotropy that exhibit in the original 3D shapes. To our knowledge, this is the first time that a deep learning framework and a large dataset are proposed to construct a high-d Euclidean embedding space for 3D anisotropic surface meshing. Experimental results are evaluated and compared with the state-of-the-art in anisotropic surface meshing on a large number of surface models from Thingi10K dataset as well as tested on extensive unseen 3D shapes from Multi-Garment Network dataset and FAUST human dataset.

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StyleAdapter: A Unified Stylized Image Generation Model

This work focuses on generating high-quality images with specific style of reference images and content of provided textual descriptions. Current leading algorithms, i.e., DreamBooth and LoRA, require fine-tuning for each style, leading to time-consuming and computationally expensive processes. In this work, we propose StyleAdapter, a unified stylized image generation model capable of producing a variety of stylized images that match both the content of a given prompt and the style of reference images, without the need for per-style fine-tuning. It introduces a two-path cross-attention (TPCA) module to separately process style information and textual prompt, which cooperate with a semantic suppressing vision model (SSVM) to suppress the semantic content of style images. In this way, it can ensure that the prompt maintains control over the content of the generated images, while also mitigating the negative impact of semantic information in style references. This results in the content of the generated image adhering to the prompt, and its style aligning with the style references. Besides, our StyleAdapter can be integrated with existing controllable synthesis methods, such as T2I-adapter and ControlNet, to attain a more controllable and stable generation process. Extensive experiments demonstrate the superiority of our method over previous works.

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Flatten Anything: Unsupervised Neural Surface Parameterization

Surface parameterization plays an essential role in numerous computer graphics and geometry processing applications. Traditional parameterization approaches are designed for high-quality meshes laboriously created by specialized 3D modelers, thus unable to meet the processing demand for the current explosion of ordinary 3D data. Moreover, their working mechanisms are typically restricted to certain simple topologies, thus relying on cumbersome manual efforts (e.g., surface cutting, part segmentation) for pre-processing. In this paper, we introduce the Flatten Anything Model (FAM), an unsupervised neural architecture to achieve global free-boundary surface parameterization via learning point-wise mappings between 3D points on the target geometric surface and adaptively-deformed UV coordinates within the 2D parameter domain. To mimic the actual physical procedures, we ingeniously construct geometrically-interpretable sub-networks with specific functionalities of surface cutting, UV deforming, unwrapping, and wrapping, which are assembled into a bi-directional cycle mapping framework. Compared with previous methods, our FAM directly operates on discrete surface points without utilizing connectivity information, thus significantly reducing the strict requirements for mesh quality and even applicable to unstructured point cloud data. More importantly, our FAM is fully-automated without the need for pre-cutting and can deal with highly-complex topologies, since its learning process adaptively finds reasonable cutting seams and UV boundaries. Extensive experiments demonstrate the universality, superiority, and inspiring potential of our proposed neural surface parameterization paradigm. Our code is available at https://github.com/keeganhk/FlattenAnything.

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VistaDream: Sampling multiview consistent images for single-view scene reconstruction

In this paper, we propose VistaDream a novel framework to reconstruct a 3D scene from a single-view image. Recent diffusion models enable generating high-quality novel-view images from a single-view input image. Most existing methods only concentrate on building the consistency between the input image and the generated images while losing the consistency between the generated images. VistaDream addresses this problem by a two-stage pipeline. In the first stage, VistaDream begins with building a global coarse 3D scaffold by zooming out a little step with inpainted boundaries and an estimated depth map. Then, on this global scaffold, we use iterative diffusion-based RGB-D inpainting to generate novel-view images to inpaint the holes of the scaffold. In the second stage, we further enhance the consistency between the generated novel-view images by a novel training-free Multiview Consistency Sampling (MCS) that introduces multi-view consistency constraints in the reverse sampling process of diffusion models. Experimental results demonstrate that without training or fine-tuning existing diffusion models, VistaDream achieves consistent and high-quality novel view synthesis using just single-view images and outperforms baseline methods by a large margin. The code, videos, and interactive demos are available at https://vistadream-project-page.github.io/.

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Parameterize Structure with Differentiable Template for 3D Shape Generation

Structural representation is crucial for reconstructing and generating editable 3D shapes with part semantics. Recent 3D shape generation works employ complicated networks and structure definitions relying on hierarchical annotations and pay less attention to the details inside parts. In this paper, we propose the method that parameterizes the shared structure in the same category using a differentiable template and corresponding fixed-length parameters. Specific parameters are fed into the template to calculate cuboids that indicate a concrete shape. We utilize the boundaries of three-view drawings of each cuboid to further describe the inside details. Shapes are represented with the parameters and three-view details inside cuboids, from which the SDF can be calculated to recover the object. Benefiting from our fixed-length parameters and three-view details, our networks for reconstruction and generation are simple and effective to learn the latent space. Our method can reconstruct or generate diverse shapes with complicated details, and interpolate them smoothly. Extensive evaluations demonstrate the superiority of our method on reconstruction from point cloud, generation, and interpolation.

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Analysis and Benchmarking of Extending Blind Face Image Restoration to Videos

Recent progress in blind face restoration has resulted in producing high-quality restored results for static images. However, efforts to extend these advancements to video scenarios have been minimal, partly because of the absence of benchmarks that allow for a comprehensive and fair comparison. In this work, we first present a fair evaluation benchmark, in which we first introduce a Real-world Low-Quality Face Video benchmark (RFV-LQ), evaluate several leading image-based face restoration algorithms, and conduct a thorough systematical analysis of the benefits and challenges associated with extending blind face image restoration algorithms to degraded face videos. Our analysis identifies several key issues, primarily categorized into two aspects: significant jitters in facial components and noise-shape flickering between frames. To address these issues, we propose a Temporal Consistency Network (TCN) cooperated with alignment smoothing to reduce jitters and flickers in restored videos. TCN is a flexible component that can be seamlessly plugged into the most advanced face image restoration algorithms, ensuring the quality of image-based restoration is maintained as closely as possible. Extensive experiments have been conducted to evaluate the effectiveness and efficiency of our proposed TCN and alignment smoothing operation. Project page: https://wzhouxiff.github.io/projects/FIR2FVR/FIR2FVR.

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Disentangled Clothed Avatar Generation from Text Descriptions

In this paper, we introduce a novel text-to-avatar generation method that separately generates the human body and the clothes and allows high-quality animation on the generated avatar. While recent advancements in text-to-avatar generation have yielded diverse human avatars from text prompts, these methods typically combine all elements-clothes, hair, and body-into a single 3D representation. Such an entangled approach poses challenges for downstream tasks like editing or animation. To overcome these limitations, we propose a novel disentangled 3D avatar representation named Sequentially Offset-SMPL (SO-SMPL), building upon the SMPL model. SO-SMPL represents the human body and clothes with two separate meshes but associates them with offsets to ensure the physical alignment between the body and the clothes. Then, we design a Score Distillation Sampling (SDS)-based distillation framework to generate the proposed SO-SMPL representation from text prompts. Our approach not only achieves higher texture and geometry quality and better semantic alignment with text prompts, but also significantly improves the visual quality of character animation, virtual try-on, and avatar editing. Project page: https://shanemankiw.github.io/SO-SMPL/.

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MATTopo: Topology-preserving Medial Axis Transform with Restricted Power Diagram

We present a novel topology-preserving 3D medial axis computation framework based on volumetric restricted power diagram (RPD), while preserving the medial features and geometric convergence simultaneously, for both 3D CAD and organic shapes. The volumetric RPD discretizes the input 3D volume into sub-regions given a set of medial spheres. With this intermediate structure, we convert the homotopy equivalency between the generated medial mesh and the input 3D shape into a localized contractibility checking for each restricted element (power cell, power face, power edge), by checking their connected components and Euler characteristics. We further propose a fractional Euler characteristic algorithm for efficient GPU-based computation of Euler characteristic for each restricted element on the fly while computing the volumetric RPD. Compared with existing voxel-based or point-cloud-based methods, our approach is the first to adaptively and directly revise the medial mesh without globally modifying the dependent structure, such as voxel size or sampling density, while preserving its topology and medial features. In comparison with the feature preservation method MATFP, our method provides geometrically comparable results with fewer spheres and more robustly captures the topology of the input 3D shape.

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PVP-Recon: Progressive View Planning via Warping Consistency for Sparse-View Surface Reconstruction

Neural implicit representations have revolutionized dense multi-view surface reconstruction, yet their performance significantly diminishes with sparse input views. A few pioneering works have sought to tackle the challenge of sparse-view reconstruction by leveraging additional geometric priors or multi-scene generalizability. However, they are still hindered by the imperfect choice of input views, using images under empirically determined viewpoints to provide considerable overlap. We propose PVP-Recon, a novel and effective sparse-view surface reconstruction method that progressively plans the next best views to form an optimal set of sparse viewpoints for image capturing. PVP-Recon starts initial surface reconstruction with as few as 3 views and progressively adds new views which are determined based on a novel warping score that reflects the information gain of each newly added view. This progressive view planning progress is interleaved with a neural SDF-based reconstruction module that utilizes multi-resolution hash features, enhanced by a progressive training scheme and a directional Hessian loss. Quantitative and qualitative experiments on three benchmark datasets show that our framework achieves high-quality reconstruction with a constrained input budget and outperforms existing baselines.

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NESI: Shape Representation via Neural Explicit Surface Intersection

Compressed representations of 3D shapes that are compact, accurate, and can be processed efficiently directly in compressed form, are extremely useful for digital media applications. Recent approaches in this space focus on learned implicit or parametric representations. While implicits are well suited for tasks such as in-out queries, they lack natural 2D parameterization, complicating tasks such as texture or normal mapping. Conversely, parametric representations support the latter tasks but are ill-suited for occupancy queries. We propose a novel learned alternative to these approaches, based on intersections of localized explicit, or height-field, surfaces. Since explicits can be trivially expressed both implicitly and parametrically, NESI directly supports a wider range of processing operations than implicit alternatives, including occupancy queries and parametric access. We represent input shapes using a collection of differently oriented height-field bounded half-spaces combined using volumetric Boolean intersections. We first tightly bound each input using a pair of oppositely oriented height-fields, forming a Double Height-Field (DHF) Hull. We refine this hull by intersecting it with additional localized height-fields (HFs) that capture surface regions in its interior. We minimize the number of HFs necessary to accurately capture each input and compactly encode both the DHF hull and the local HFs as neural functions defined over subdomains of R^2. This reduced dimensionality encoding delivers high-quality compact approximations. Given similar parameter count, or storage capacity, NESI significantly reduces approximation error compared to the state of the art, especially at lower parameter counts.

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