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Yanwen Guo

Publications and source records attributed to Yanwen Guo.

At least 37 records · Page 2Linked to original sources

Bernstein Bounds for Caustics

Systematically simulating specular light transport requires an exhaustive search for primitive tuples containing admissible paths. Given the extreme inefficiency of enumerating all combinations, we propose to significantly reduce the search domain by sampling such tuples. The challenge is to design proper sampling probabilities that keep the noise level controllable. Our key insight is that by bounding the range of irradiance contributed by each primitive tuple at a given position, we can sample a subset of primitive tuples with potentially high contributions. Although low-contribution tuples are assigned a negligible probability, the overall variance remains low. Therefore, we derive vertex position and irradiance bounds for each primitive tuple, introducing a bounding property of rational functions on the Bernstein basis. When formulating position and irradiance expressions into rational functions, we handle non-rational components through remainder variables to maintain validity. Finally, we carefully design the sampling probabilities by optimizing the upper bound of the variance, expressed only using the position and irradiance bound. The proposed primitive sampling is intrinsically unbiased. It can be seamlessly combined with various unbiased and biased root-finding techniques within a local primitive domain. Extensive evaluations show that our method enables fast and reliable rendering of complex caustic effects.

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GlossyGS: Inverse Rendering of Glossy Objects with 3D Gaussian Splatting

Reconstructing objects from posed images is a crucial and complex task in computer graphics and computer vision. While NeRF-based neural reconstruction methods have exhibited impressive reconstruction ability, they tend to be time-comsuming. Recent strategies have adopted 3D Gaussian Splatting (3D-GS) for inverse rendering, which have led to quick and effective outcomes. However, these techniques generally have difficulty in producing believable geometries and materials for glossy objects, a challenge that stems from the inherent ambiguities of inverse rendering. To address this, we introduce GlossyGS, an innovative 3D-GS-based inverse rendering framework that aims to precisely reconstruct the geometry and materials of glossy objects by integrating material priors. The key idea is the use of micro-facet geometry segmentation prior, which helps to reduce the intrinsic ambiguities and improve the decomposition of geometries and materials. Additionally, we introduce a normal map prefiltering strategy to more accurately simulate the normal distribution of reflective surfaces. These strategies are integrated into a hybrid geometry and material representation that employs both explicit and implicit methods to depict glossy objects. We demonstrate through quantitative analysis and qualitative visualization that the proposed method is effective to reconstruct high-fidelity geometries and materials of glossy objects, and performs favorably against state-of-the-arts.

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Spectral-GS: Taming 3D Gaussian Splatting with Spectral Entropy

Recently, 3D Gaussian Splatting (3D-GS) has achieved impressive results in novel view synthesis, demonstrating high fidelity and efficiency. However, it easily exhibits needle-like artifacts, especially when increasing the sampling rate. Mip-Splatting tries to remove these artifacts with a 3D smoothing filter for frequency constraints and a 2D Mip filter for approximated supersampling. Unfortunately, it tends to produce over-blurred results, and sometimes needle-like Gaussians still persist. Our spectral analysis of the covariance matrix during optimization and densification reveals that current 3D-GS lacks shape awareness, relying instead on spectral radius and view positional gradients to determine splitting. As a result, needle-like Gaussians with small positional gradients and low spectral entropy fail to split and overfit high-frequency details. Furthermore, both the filters used in 3D-GS and Mip-Splatting reduce the spectral entropy and increase the condition number during zooming in to synthesize novel view, causing view inconsistencies and more pronounced artifacts. Our Spectral-GS, based on spectral analysis, introduces 3D shape-aware splitting and 2D view-consistent filtering strategies, effectively addressing these issues, enhancing 3D-GS's capability to represent high-frequency details without noticeable artifacts, and achieving high-quality photorealistic rendering.

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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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On the Error Analysis of 3D Gaussian Splatting and an Optimal Projection Strategy

3D Gaussian Splatting has garnered extensive attention and application in real-time neural rendering. Concurrently, concerns have been raised about the limitations of this technology in aspects such as point cloud storage, performance, and robustness in sparse viewpoints, leading to various improvements. However, there has been a notable lack of attention to the fundamental problem of projection errors introduced by the local affine approximation inherent in the splatting itself, and the consequential impact of these errors on the quality of photo-realistic rendering. This paper addresses the projection error function of 3D Gaussian Splatting, commencing with the residual error from the first-order Taylor expansion of the projection function. The analysis establishes a correlation between the error and the Gaussian mean position. Subsequently, leveraging function optimization theory, this paper analyzes the function's minima to provide an optimal projection strategy for Gaussian Splatting referred to Optimal Gaussian Splatting, which can accommodate a variety of camera models. Experimental validation further confirms that this projection methodology reduces artifacts, resulting in a more convincingly realistic rendering.

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FINER++: Building a Family of Variable-periodic Functions for Activating Implicit Neural Representation

Implicit Neural Representation (INR), which utilizes a neural network to map coordinate inputs to corresponding attributes, is causing a revolution in the field of signal processing. However, current INR techniques suffer from the "frequency"-specified spectral bias and capacity-convergence gap, resulting in imperfect performance when representing complex signals with multiple "frequencies". We have identified that both of these two characteristics could be handled by increasing the utilization of definition domain in current activation functions, for which we propose the FINER++ framework by extending existing periodic/non-periodic activation functions to variable-periodic ones. By initializing the bias of the neural network with different ranges, sub-functions with various frequencies in the variable-periodic function are selected for activation. Consequently, the supported frequency set can be flexibly tuned, leading to improved performance in signal representation. We demonstrate the generalization and capabilities of FINER++ with different activation function backbones (Sine, Gauss. and Wavelet) and various tasks (2D image fitting, 3D signed distance field representation, 5D neural radiance fields optimization and streamable INR transmission), and we show that it improves existing INRs. Project page: {https://liuzhen0212.github.io/finerpp/}

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Specular Polynomials

Finding valid light paths that involve specular vertices in Monte Carlo rendering requires solving many non-linear, transcendental equations in high-dimensional space. Existing approaches heavily rely on Newton iterations in path space, which are limited to obtaining at most a single solution each time and easily diverge when initialized with improper seeds. We propose specular polynomials, a Newton iteration-free methodology for finding a complete set of admissible specular paths connecting two arbitrary endpoints in a scene. The core is a reformulation of specular constraints into polynomial systems, which makes it possible to reduce the task to a univariate root-finding problem. We first derive bivariate systems utilizing rational coordinate mapping between the coordinates of consecutive vertices. Subsequently, we adopt the hidden variable resultant method for variable elimination, converting the problem into finding zeros of the determinant of univariate matrix polynomials. This can be effectively solved through Laplacian expansion for one bounce and a bisection solver for more bounces. Our solution is generic, completely deterministic, accurate for the case of one bounce, and GPU-friendly. We develop efficient CPU and GPU implementations and apply them to challenging glints and caustic rendering. Experiments on various scenarios demonstrate the superiority of specular polynomial-based solutions compared to Newton iteration-based counterparts.

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Semantic Human Mesh Reconstruction with Textures

The field of 3D detailed human mesh reconstruction has made significant progress in recent years. However, current methods still face challenges when used in industrial applications due to unstable results, low-quality meshes, and a lack of UV unwrapping and skinning weights. In this paper, we present SHERT, a novel pipeline that can reconstruct semantic human meshes with textures and high-precision details. SHERT applies semantic- and normal-based sampling between the detailed surface (e.g. mesh and SDF) and the corresponding SMPL-X model to obtain a partially sampled semantic mesh and then generates the complete semantic mesh by our specifically designed self-supervised completion and refinement networks. Using the complete semantic mesh as a basis, we employ a texture diffusion model to create human textures that are driven by both images and texts. Our reconstructed meshes have stable UV unwrapping, high-quality triangle meshes, and consistent semantic information. The given SMPL-X model provides semantic information and shape priors, allowing SHERT to perform well even with incorrect and incomplete inputs. The semantic information also makes it easy to substitute and animate different body parts such as the face, body, and hands. Quantitative and qualitative experiments demonstrate that SHERT is capable of producing high-fidelity and robust semantic meshes that outperform state-of-the-art methods.

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360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming

3D Gaussian Splatting (3D-GS) has recently attracted great attention with real-time and photo-realistic renderings. This technique typically takes perspective images as input and optimizes a set of 3D elliptical Gaussians by splatting them onto the image planes, resulting in 2D Gaussians. However, applying 3D-GS to panoramic inputs presents challenges in effectively modeling the projection onto the spherical surface of ${360^\circ}$ images using 2D Gaussians. In practical applications, input panoramas are often sparse, leading to unreliable initialization of 3D Gaussians and subsequent degradation of 3D-GS quality. In addition, due to the under-constrained geometry of texture-less planes (e.g., walls and floors), 3D-GS struggles to model these flat regions with elliptical Gaussians, resulting in significant floaters in novel views. To address these issues, we propose 360-GS, a novel $360^{\circ}$ Gaussian splatting for a limited set of panoramic inputs. Instead of splatting 3D Gaussians directly onto the spherical surface, 360-GS projects them onto the tangent plane of the unit sphere and then maps them to the spherical projections. This adaptation enables the representation of the projection using Gaussians. We guide the optimization of 360-GS by exploiting layout priors within panoramas, which are simple to obtain and contain strong structural information about the indoor scene. Our experimental results demonstrate that 360-GS allows panoramic rendering and outperforms state-of-the-art methods with fewer artifacts in novel view synthesis, thus providing immersive roaming in indoor scenarios.

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FINER: Flexible spectral-bias tuning in Implicit NEural Representation by Variable-periodic Activation Functions

Implicit Neural Representation (INR), which utilizes a neural network to map coordinate inputs to corresponding attributes, is causing a revolution in the field of signal processing. However, current INR techniques suffer from a restricted capability to tune their supported frequency set, resulting in imperfect performance when representing complex signals with multiple frequencies. We have identified that this frequency-related problem can be greatly alleviated by introducing variable-periodic activation functions, for which we propose FINER. By initializing the bias of the neural network within different ranges, sub-functions with various frequencies in the variable-periodic function are selected for activation. Consequently, the supported frequency set of FINER can be flexibly tuned, leading to improved performance in signal representation. We demonstrate the capabilities of FINER in the contexts of 2D image fitting, 3D signed distance field representation, and 5D neural radiance fields optimization, and we show that it outperforms existing INRs.

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Manifold Path Guiding for Importance Sampling Specular Chains

Complex visual effects such as caustics are often produced by light paths containing multiple consecutive specular vertices (dubbed specular chains), which pose a challenge to unbiased estimation in Monte Carlo rendering. In this work, we study the light transport behavior within a sub-path that is comprised of a specular chain and two non-specular separators. We show that the specular manifolds formed by all the sub-paths could be exploited to provide coherence among sub-paths. By reconstructing continuous energy distributions from historical and coherent sub-paths, seed chains can be generated in the context of importance sampling and converge to admissible chains through manifold walks. We verify that importance sampling the seed chain in the continuous space reaches the goal of importance sampling the discrete admissible specular chain. Based on these observations and theoretical analyses, a progressive pipeline, manifold path guiding, is designed and implemented to importance sample challenging paths featuring long specular chains. To our best knowledge, this is the first general framework for importance sampling discrete specular chains in regular Monte Carlo rendering. Extensive experiments demonstrate that our method outperforms state-of-the-art unbiased solutions with up to 40x variance reduction, especially in typical scenes containing long specular chains and complex visibility.

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Joint Depth Estimation and Mixture of Rain Removal From a Single Image

Rainy weather significantly deteriorates the visibility of scene objects, particularly when images are captured through outdoor camera lenses or windshields. Through careful observation of numerous rainy photos, we have found that the images are generally affected by various rainwater artifacts such as raindrops, rain streaks, and rainy haze, which impact the image quality from both near and far distances, resulting in a complex and intertwined process of image degradation. However, current deraining techniques are limited in their ability to address only one or two types of rainwater, which poses a challenge in removing the mixture of rain (MOR). In this study, we propose an effective image deraining paradigm for Mixture of rain REmoval, called DEMore-Net, which takes full account of the MOR effect. Going beyond the existing deraining wisdom, DEMore-Net is a joint learning paradigm that integrates depth estimation and MOR removal tasks to achieve superior rain removal. The depth information can offer additional meaningful guidance information based on distance, thus better helping DEMore-Net remove different types of rainwater. Moreover, this study explores normalization approaches in image deraining tasks and introduces a new Hybrid Normalization Block (HNB) to enhance the deraining performance of DEMore-Net. Extensive experiments conducted on synthetic datasets and real-world MOR photos fully validate the superiority of the proposed DEMore-Net. Code is available at https://github.com/yz-wang/DEMore-Net.

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Local-to-Global Panorama Inpainting for Locale-Aware Indoor Lighting Prediction

Predicting panoramic indoor lighting from a single perspective image is a fundamental but highly ill-posed problem in computer vision and graphics. To achieve locale-aware and robust prediction, this problem can be decomposed into three sub-tasks: depth-based image warping, panorama inpainting and high-dynamic-range (HDR) reconstruction, among which the success of panorama inpainting plays a key role. Recent methods mostly rely on convolutional neural networks (CNNs) to fill the missing contents in the warped panorama. However, they usually achieve suboptimal performance since the missing contents occupy a very large portion in the panoramic space while CNNs are plagued by limited receptive fields. The spatially-varying distortion in the spherical signals further increases the difficulty for conventional CNNs. To address these issues, we propose a local-to-global strategy for large-scale panorama inpainting. In our method, a depth-guided local inpainting is first applied on the warped panorama to fill small but dense holes. Then, a transformer-based network, dubbed PanoTransformer, is designed to hallucinate reasonable global structures in the large holes. To avoid distortion, we further employ cubemap projection in our design of PanoTransformer. The high-quality panorama recovered at any locale helps us to capture spatially-varying indoor illumination with physically-plausible global structures and fine details.

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Self-NeRF: A Self-Training Pipeline for Few-Shot Neural Radiance Fields

Recently, Neural Radiance Fields (NeRF) have emerged as a potent method for synthesizing novel views from a dense set of images. Despite its impressive performance, NeRF is plagued by its necessity for numerous calibrated views and its accuracy diminishes significantly in a few-shot setting. To address this challenge, we propose Self-NeRF, a self-evolved NeRF that iteratively refines the radiance fields with very few number of input views, without incorporating additional priors. Basically, we train our model under the supervision of reference and unseen views simultaneously in an iterative procedure. In each iteration, we label unseen views with the predicted colors or warped pixels generated by the model from the preceding iteration. However, these expanded pseudo-views are afflicted by imprecision in color and warping artifacts, which degrades the performance of NeRF. To alleviate this issue, we construct an uncertainty-aware NeRF with specialized embeddings. Some techniques such as cone entropy regularization are further utilized to leverage the pseudo-views in the most efficient manner. Through experiments under various settings, we verified that our Self-NeRF is robust to input with uncertainty and surpasses existing methods when trained on limited training data.

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AGConv: Adaptive Graph Convolution on 3D Point Clouds

Convolution on 3D point clouds is widely researched yet far from perfect in geometric deep learning. The traditional wisdom of convolution characterises feature correspondences indistinguishably among 3D points, arising an intrinsic limitation of poor distinctive feature learning. In this paper, we propose Adaptive Graph Convolution (AGConv) for wide applications of point cloud analysis. AGConv generates adaptive kernels for points according to their dynamically learned features. Compared with the solution of using fixed/isotropic kernels, AGConv improves the flexibility of point cloud convolutions, effectively and precisely capturing the diverse relations between points from different semantic parts. Unlike the popular attentional weight schemes, AGConv implements the adaptiveness inside the convolution operation instead of simply assigning different weights to the neighboring points. Extensive evaluations clearly show that our method outperforms state-of-the-arts of point cloud classification and segmentation on various benchmark datasets.Meanwhile, AGConv can flexibly serve more point cloud analysis approaches to boost their performance. To validate its flexibility and effectiveness, we explore AGConv-based paradigms of completion, denoising, upsampling, registration and circle extraction, which are comparable or even superior to their competitors. Our code is available at https://github.com/hrzhou2/AdaptConv-master.

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UTOPIC: Uncertainty-aware Overlap Prediction Network for Partial Point Cloud Registration

High-confidence overlap prediction and accurate correspondences are critical for cutting-edge models to align paired point clouds in a partial-to-partial manner. However, there inherently exists uncertainty between the overlapping and non-overlapping regions, which has always been neglected and significantly affects the registration performance. Beyond the current wisdom, we propose a novel uncertainty-aware overlap prediction network, dubbed UTOPIC, to tackle the ambiguous overlap prediction problem; to our knowledge, this is the first to explicitly introduce overlap uncertainty to point cloud registration. Moreover, we induce the feature extractor to implicitly perceive the shape knowledge through a completion decoder, and present a geometric relation embedding for Transformer to obtain transformation-invariant geometry-aware feature representations. With the merits of more reliable overlap scores and more precise dense correspondences, UTOPIC can achieve stable and accurate registration results, even for the inputs with limited overlapping areas. Extensive quantitative and qualitative experiments on synthetic and real benchmarks demonstrate the superiority of our approach over state-of-the-art methods.

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GeoSegNet: Point Cloud Semantic Segmentation via Geometric Encoder-Decoder Modeling

Semantic segmentation of point clouds, aiming to assign each point a semantic category, is critical to 3D scene understanding.Despite of significant advances in recent years, most of existing methods still suffer from either the object-level misclassification or the boundary-level ambiguity. In this paper, we present a robust semantic segmentation network by deeply exploring the geometry of point clouds, dubbed GeoSegNet. Our GeoSegNet consists of a multi-geometry based encoder and a boundary-guided decoder. In the encoder, we develop a new residual geometry module from multi-geometry perspectives to extract object-level features. In the decoder, we introduce a contrastive boundary learning module to enhance the geometric representation of boundary points. Benefiting from the geometric encoder-decoder modeling, our GeoSegNet can infer the segmentation of objects effectively while making the intersections (boundaries) of two or more objects clear. Experiments show obvious improvements of our method over its competitors in terms of the overall segmentation accuracy and object boundary clearness. Code is available at https://github.com/Chen-yuiyui/GeoSegNet.

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Completing Partial Point Clouds with Outliers by Collaborative Completion and Segmentation

Most existing point cloud completion methods are only applicable to partial point clouds without any noises and outliers, which does not always hold in practice. We propose in this paper an end-to-end network, named CS-Net, to complete the point clouds contaminated by noises or containing outliers. In our CS-Net, the completion and segmentation modules work collaboratively to promote each other, benefited from our specifically designed cascaded structure. With the help of segmentation, more clean point cloud is fed into the completion module. We design a novel completion decoder which harnesses the labels obtained by segmentation together with FPS to purify the point cloud and leverages KNN-grouping for better generation. The completion and segmentation modules work alternately share the useful information from each other to gradually improve the quality of prediction. To train our network, we build a dataset to simulate the real case where incomplete point clouds contain outliers. Our comprehensive experiments and comparisons against state-of-the-art completion methods demonstrate our superiority. We also compare with the scheme of segmentation followed by completion and their end-to-end fusion, which also proves our efficacy.

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