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Xiangyu Zhu

Publications and source records attributed to Xiangyu Zhu.

At least 91 records · Page 5Linked to original sources

3D Keypoint Estimation Using Implicit Representation Learning

In this paper, we tackle the challenging problem of 3D keypoint estimation of general objects using a novel implicit representation. Previous works have demonstrated promising results for keypoint prediction through direct coordinate regression or heatmap-based inference. However, these methods are commonly studied for specific subjects, such as human bodies and faces, which possess fixed keypoint structures. They also suffer in several practical scenarios where explicit or complete geometry is not given, including images and partial point clouds. Inspired by the recent success of advanced implicit representation in reconstruction tasks, we explore the idea of using an implicit field to represent keypoints. Specifically, our key idea is employing spheres to represent 3D keypoints, thereby enabling the learnability of the corresponding signed distance field. Explicit keypoints can be extracted subsequently by our algorithm based on the Hough transform. Quantitative and qualitative evaluations also show the superiority of our representation in terms of prediction accuracy.

cs.CV↗

MVP-Human Dataset for 3D Human Avatar Reconstruction from Unconstrained Frames

In this paper, we consider a novel problem of reconstructing a 3D human avatar from multiple unconstrained frames, independent of assumptions on camera calibration, capture space, and constrained actions. The problem should be addressed by a framework that takes multiple unconstrained images as inputs, and generates a shape-with-skinning avatar in the canonical space, finished in one feed-forward pass. To this end, we present 3D Avatar Reconstruction in the wild (ARwild), which first reconstructs the implicit skinning fields in a multi-level manner, by which the image features from multiple images are aligned and integrated to estimate a pixel-aligned implicit function that represents the clothed shape. To enable the training and testing of the new framework, we contribute a large-scale dataset, MVP-Human (Multi-View and multi-Pose 3D Human), which contains 400 subjects, each of which has 15 scans in different poses and 8-view images for each pose, providing 6,000 3D scans and 48,000 images in total. Overall, benefits from the specific network architecture and the diverse data, the trained model enables 3D avatar reconstruction from unconstrained frames and achieves state-of-the-art performance.

cs.CV↗

Towards 3D Face Reconstruction in Perspective Projection: Estimating 6DoF Face Pose from Monocular Image

In 3D face reconstruction, orthogonal projection has been widely employed to substitute perspective projection to simplify the fitting process. This approximation performs well when the distance between camera and face is far enough. However, in some scenarios that the face is very close to camera or moving along the camera axis, the methods suffer from the inaccurate reconstruction and unstable temporal fitting due to the distortion under the perspective projection. In this paper, we aim to address the problem of single-image 3D face reconstruction under perspective projection. Specifically, a deep neural network, Perspective Network (PerspNet), is proposed to simultaneously reconstruct 3D face shape in canonical space and learn the correspondence between 2D pixels and 3D points, by which the 6DoF (6 Degrees of Freedom) face pose can be estimated to represent perspective projection. Besides, we contribute a large ARKitFace dataset to enable the training and evaluation of 3D face reconstruction solutions under the scenarios of perspective projection, which has 902,724 2D facial images with ground-truth 3D face mesh and annotated 6DoF pose parameters. Experimental results show that our approach outperforms current state-of-the-art methods by a significant margin. The code and data are available at https://github.com/cbsropenproject/6dof_face.

cs.CV↗

Grouped Knowledge Distillation for Deep Face Recognition

Compared with the feature-based distillation methods, logits distillation can liberalize the requirements of consistent feature dimension between teacher and student networks, while the performance is deemed inferior in face recognition. One major challenge is that the light-weight student network has difficulty fitting the target logits due to its low model capacity, which is attributed to the significant number of identities in face recognition. Therefore, we seek to probe the target logits to extract the primary knowledge related to face identity, and discard the others, to make the distillation more achievable for the student network. Specifically, there is a tail group with near-zero values in the prediction, containing minor knowledge for distillation. To provide a clear perspective of its impact, we first partition the logits into two groups, i.e., Primary Group and Secondary Group, according to the cumulative probability of the softened prediction. Then, we reorganize the Knowledge Distillation (KD) loss of grouped logits into three parts, i.e., Primary-KD, Secondary-KD, and Binary-KD. Primary-KD refers to distilling the primary knowledge from the teacher, Secondary-KD aims to refine minor knowledge but increases the difficulty of distillation, and Binary-KD ensures the consistency of knowledge distribution between teacher and student. We experimentally found that (1) Primary-KD and Binary-KD are indispensable for KD, and (2) Secondary-KD is the culprit restricting KD at the bottleneck. Therefore, we propose a Grouped Knowledge Distillation (GKD) that retains the Primary-KD and Binary-KD but omits Secondary-KD in the ultimate KD loss calculation. Extensive experimental results on popular face recognition benchmarks demonstrate the superiority of proposed GKD over state-of-the-art methods.

cs.CV↗

High-Fidelity Clothed Avatar Reconstruction from a Single Image

This paper presents a framework for efficient 3D clothed avatar reconstruction. By combining the advantages of the high accuracy of optimization-based methods and the efficiency of learning-based methods, we propose a coarse-to-fine way to realize a high-fidelity clothed avatar reconstruction (CAR) from a single image. At the first stage, we use an implicit model to learn the general shape in the canonical space of a person in a learning-based way, and at the second stage, we refine the surface detail by estimating the non-rigid deformation in the posed space in an optimization way. A hyper-network is utilized to generate a good initialization so that the convergence o f the optimization process is greatly accelerated. Extensive experiments on various datasets show that the proposed CAR successfully produces high-fidelity avatars for arbitrarily clothed humans in real scenes.

cs.CV↗

NerVE: Neural Volumetric Edges for Parametric Curve Extraction from Point Cloud

Extracting parametric edge curves from point clouds is a fundamental problem in 3D vision and geometry processing. Existing approaches mainly rely on keypoint detection, a challenging procedure that tends to generate noisy output, making the subsequent edge extraction error-prone. To address this issue, we propose to directly detect structured edges to circumvent the limitations of the previous point-wise methods. We achieve this goal by presenting NerVE, a novel neural volumetric edge representation that can be easily learned through a volumetric learning framework. NerVE can be seamlessly converted to a versatile piece-wise linear (PWL) curve representation, enabling a unified strategy for learning all types of free-form curves. Furthermore, as NerVE encodes rich structural information, we show that edge extraction based on NerVE can be reduced to a simple graph search problem. After converting NerVE to the PWL representation, parametric curves can be obtained via off-the-shelf spline fitting algorithms. We evaluate our method on the challenging ABC dataset. We show that a simple network based on NerVE can already outperform the previous state-of-the-art methods by a great margin. Project page: https://dongdu3.github.io/projects/2023/NerVE/.

cs.CV↗

OTAvatar: One-shot Talking Face Avatar with Controllable Tri-plane Rendering

Controllability, generalizability and efficiency are the major objectives of constructing face avatars represented by neural implicit field. However, existing methods have not managed to accommodate the three requirements simultaneously. They either focus on static portraits, restricting the representation ability to a specific subject, or suffer from substantial computational cost, limiting their flexibility. In this paper, we propose One-shot Talking face Avatar (OTAvatar), which constructs face avatars by a generalized controllable tri-plane rendering solution so that each personalized avatar can be constructed from only one portrait as the reference. Specifically, OTAvatar first inverts a portrait image to a motion-free identity code. Second, the identity code and a motion code are utilized to modulate an efficient CNN to generate a tri-plane formulated volume, which encodes the subject in the desired motion. Finally, volume rendering is employed to generate an image in any view. The core of our solution is a novel decoupling-by-inverting strategy that disentangles identity and motion in the latent code via optimization-based inversion. Benefiting from the efficient tri-plane representation, we achieve controllable rendering of generalized face avatar at $35$ FPS on A100. Experiments show promising performance of cross-identity reenactment on subjects out of the training set and better 3D consistency.

cs.CV↗

Graphics Capsule: Learning Hierarchical 3D Face Representations from 2D Images

The function of constructing the hierarchy of objects is important to the visual process of the human brain. Previous studies have successfully adopted capsule networks to decompose the digits and faces into parts in an unsupervised manner to investigate the similar perception mechanism of neural networks. However, their descriptions are restricted to the 2D space, limiting their capacities to imitate the intrinsic 3D perception ability of humans. In this paper, we propose an Inverse Graphics Capsule Network (IGC-Net) to learn the hierarchical 3D face representations from large-scale unlabeled images. The core of IGC-Net is a new type of capsule, named graphics capsule, which represents 3D primitives with interpretable parameters in computer graphics (CG), including depth, albedo, and 3D pose. Specifically, IGC-Net first decomposes the objects into a set of semantic-consistent part-level descriptions and then assembles them into object-level descriptions to build the hierarchy. The learned graphics capsules reveal how the neural networks, oriented at visual perception, understand faces as a hierarchy of 3D models. Besides, the discovered parts can be deployed to the unsupervised face segmentation task to evaluate the semantic consistency of our method. Moreover, the part-level descriptions with explicit physical meanings provide insight into the face analysis that originally runs in a black box, such as the importance of shape and texture for face recognition. Experiments on CelebA, BP4D, and Multi-PIE demonstrate the characteristics of our IGC-Net.

cs.CV↗

When Data Geometry Meets Deep Function: Generalizing Offline Reinforcement Learning

In offline reinforcement learning (RL), one detrimental issue to policy learning is the error accumulation of deep Q function in out-of-distribution (OOD) areas. Unfortunately, existing offline RL methods are often over-conservative, inevitably hurting generalization performance outside data distribution. In our study, one interesting observation is that deep Q functions approximate well inside the convex hull of training data. Inspired by this, we propose a new method, DOGE (Distance-sensitive Offline RL with better GEneralization). DOGE marries dataset geometry with deep function approximators in offline RL, and enables exploitation in generalizable OOD areas rather than strictly constraining policy within data distribution. Specifically, DOGE trains a state-conditioned distance function that can be readily plugged into standard actor-critic methods as a policy constraint. Simple yet elegant, our algorithm enjoys better generalization compared to state-of-the-art methods on D4RL benchmarks. Theoretical analysis demonstrates the superiority of our approach to existing methods that are solely based on data distribution or support constraints.

cs.LG↗

Deep Learning for Human Parsing: A Survey

Human parsing is a key topic in image processing with many applications, such as surveillance analysis, human-robot interaction, person search, and clothing category classification, among many others. Recently, due to the success of deep learning in computer vision, there are a number of works aimed at developing human parsing algorithms using deep learning models. As methods have been proposed, a comprehensive survey of this topic is of great importance. In this survey, we provide an analysis of state-of-the-art human parsing methods, covering a broad spectrum of pioneering works for semantic human parsing. We introduce five insightful categories: (1) structure-driven architectures exploit the relationship of different human parts and the inherent hierarchical structure of a human body, (2) graph-based networks capture the global information to achieve an efficient and complete human body analysis, (3) context-aware networks explore useful contexts across all pixel to characterize a pixel of the corresponding class, (4) LSTM-based methods can combine short-distance and long-distance spatial dependencies to better exploit abundant local and global contexts, and (5) combined auxiliary information approaches use related tasks or supervision to improve network performance. We also discuss the advantages/disadvantages of the methods in each category and the relationships between methods in different categories, examine the most widely used datasets, report performances, and discuss promising future research directions in this area.

cs.CV↗

A universal and improved mutation strategy for iterative wavefront shaping

Recent advances in iterative wavefront shaping (WFS) techniques have made it possible to manipulate the light focusing and transport in scattering media. To improve the optimization performance, various optimization algorithms and improved strategies have been utilized. Here, a novel guided mutation (GM) strategy is proposed to improve optimization efficiency for iterative WFS. For both phase modulation and binary amplitude modulation, considerable improvements in optimization effect and rate have been obtained using multiple GM-enhanced algorithms. Due of its improvements and universality, GM is beneficial for applications ranging from controlling the transmission of light through disordered media to optical manipulation behind them.

physics.optics↗

High fidelity generation of complex optical field through scattering medium with iterative wavefront optimization

Light scattering within scattering media presents a substantial obstacle to optical transmission. A speckle pattern with random amplitude and phase distribution is observed when coherent light travels through strong scattering media. Fortunately, wavefront shaping has been successfully employed with a spatial light modulator to recover intensity targets after scattering media, such as a sharp focus point or specified two-dimensional patterns. There have, however, been few studies that attempted to separately manipulate the amplitude and phase of the focusing field. In this paper, we propose a feedback-based wavefront shaping method to generate complex optical fields through scattering medium. A reliable phase retrieval approach is introduced to provide the complex feedback information, i.e., the amplitude and phase of the focusing field. Accordingly, in order to modulate the speckle field into a desired complex structured optical field, a multi-objective genetic algorithm is used to find the best phase map. To demonstrate the proposed method's high performance, experimental tests have been carried out. High fidelity is demonstrated in the generation of diverse complex light fields, both in amplitude and phase. Our findings may facilitate the manipulation of light field through scattering medium, and are anticipated to further promote future applications such as optogenetics, vortex optical communication, and optical trapping through scattering media.

physics.optics↗

A Practical Two-stage Ranking Framework for Cross-market Recommendation

Cross-market recommendation aims to recommend products to users in a resource-scarce target market by leveraging user behaviors from similar rich-resource markets, which is crucial for E-commerce companies but receives less research attention. In this paper, we present our detailed solution adopted in the cross-market recommendation contest, i.e., WSDM CUP 2022. To better utilize collaborative signals and similarities between target and source markets, we carefully consider multiple features as well as stacking learning models consisting of deep graph recommendation models (Graph Neural Network, DeepWalk, etc.) and traditional recommendation models (ItemCF, UserCF, Swing, etc.). Furthermore, We adopt tree-based ensembling methods, e.g., LightGBM, which show superior performance in prediction task to generate final results. We conduct comprehensive experiments on the XMRec dataset, verifying the effectiveness of our model. The proposed solution of our team WSDM_Coggle_ is selected as the second place submission.

cs.IR↗

Model-Based Offline Planning with Trajectory Pruning

The recent offline reinforcement learning (RL) studies have achieved much progress to make RL usable in real-world systems by learning policies from pre-collected datasets without environment interaction. Unfortunately, existing offline RL methods still face many practical challenges in real-world system control tasks, such as computational restriction during agent training and the requirement of extra control flexibility. The model-based planning framework provides an attractive alternative. However, most model-based planning algorithms are not designed for offline settings. Simply combining the ingredients of offline RL with existing methods either provides over-restrictive planning or leads to inferior performance. We propose a new light-weighted model-based offline planning framework, namely MOPP, which tackles the dilemma between the restrictions of offline learning and high-performance planning. MOPP encourages more aggressive trajectory rollout guided by the behavior policy learned from data, and prunes out problematic trajectories to avoid potential out-of-distribution samples. Experimental results show that MOPP provides competitive performance compared with existing model-based offline planning and RL approaches.

cs.AI↗

Weakly Aligned Feature Fusion for Multimodal Object Detection

To achieve accurate and robust object detection in the real-world scenario, various forms of images are incorporated, such as color, thermal, and depth. However, multimodal data often suffer from the position shift problem, i.e., the image pair is not strictly aligned, making one object has different positions in different modalities. For the deep learning method, this problem makes it difficult to fuse multimodal features and puzzles the convolutional neural network (CNN) training. In this article, we propose a general multimodal detector named aligned region CNN (AR-CNN) to tackle the position shift problem. First, a region feature (RF) alignment module with adjacent similarity constraint is designed to consistently predict the position shift between two modalities and adaptively align the cross-modal RFs. Second, we propose a novel region of interest (RoI) jitter strategy to improve the robustness to unexpected shift patterns. Third, we present a new multimodal feature fusion method that selects the more reliable feature and suppresses the less useful one via feature reweighting. In addition, by locating bounding boxes in both modalities and building their relationships, we provide novel multimodal labeling named KAIST-Paired. Extensive experiments on 2-D and 3-D object detection, RGB-T, and RGB-D datasets demonstrate the effectiveness and robustness of our method.

cs.CV↗

Beyond 3DMM: Learning to Capture High-fidelity 3D Face Shape

3D Morphable Model (3DMM) fitting has widely benefited face analysis due to its strong 3D priori. However, previous reconstructed 3D faces suffer from degraded visual verisimilitude due to the loss of fine-grained geometry, which is attributed to insufficient ground-truth 3D shapes, unreliable training strategies and limited representation power of 3DMM. To alleviate this issue, this paper proposes a complete solution to capture the personalized shape so that the reconstructed shape looks identical to the corresponding person. Specifically, given a 2D image as the input, we virtually render the image in several calibrated views to normalize pose variations while preserving the original image geometry. A many-to-one hourglass network serves as the encode-decoder to fuse multiview features and generate vertex displacements as the fine-grained geometry. Besides, the neural network is trained by directly optimizing the visual effect, where two 3D shapes are compared by measuring the similarity between the multiview images rendered from the shapes. Finally, we propose to generate the ground-truth 3D shapes by registering RGB-D images followed by pose and shape augmentation, providing sufficient data for network training. Experiments on several challenging protocols demonstrate the superior reconstruction accuracy of our proposal on the face shape.

cs.CV↗

Constraints Penalized Q-learning for Safe Offline Reinforcement Learning

We study the problem of safe offline reinforcement learning (RL), the goal is to learn a policy that maximizes long-term reward while satisfying safety constraints given only offline data, without further interaction with the environment. This problem is more appealing for real world RL applications, in which data collection is costly or dangerous. Enforcing constraint satisfaction is non-trivial, especially in offline settings, as there is a potential large discrepancy between the policy distribution and the data distribution, causing errors in estimating the value of safety constraints. We show that naïve approaches that combine techniques from safe RL and offline RL can only learn sub-optimal solutions. We thus develop a simple yet effective algorithm, Constraints Penalized Q-Learning (CPQ), to solve the problem. Our method admits the use of data generated by mixed behavior policies. We present a theoretical analysis and demonstrate empirically that our approach can learn robustly across a variety of benchmark control tasks, outperforming several baselines.

cs.LG↗

DeepThermal: Combustion Optimization for Thermal Power Generating Units Using Offline Reinforcement Learning

Optimizing the combustion efficiency of a thermal power generating unit (TPGU) is a highly challenging and critical task in the energy industry. We develop a new data-driven AI system, namely DeepThermal, to optimize the combustion control strategy for TPGUs. At its core, is a new model-based offline reinforcement learning (RL) framework, called MORE, which leverages historical operational data of a TGPU to solve a highly complex constrained Markov decision process problem via purely offline training. In DeepThermal, we first learn a data-driven combustion process simulator from the offline dataset. The RL agent of MORE is then trained by combining real historical data as well as carefully filtered and processed simulation data through a novel restrictive exploration scheme. DeepThermal has been successfully deployed in four large coal-fired thermal power plants in China. Real-world experiments show that DeepThermal effectively improves the combustion efficiency of TPGUs. We also report the superior performance of MORE by comparing with the state-of-the-art algorithms on the standard offline RL benchmarks.

cs.LG↗