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Yuan-Chen Guo

Publications and source records attributed to Yuan-Chen Guo.

42 records · Page 3Linked to original sources

NeRFReN: Neural Radiance Fields with Reflections

Neural Radiance Fields (NeRF) has achieved unprecedented view synthesis quality using coordinate-based neural scene representations. However, NeRF's view dependency can only handle simple reflections like highlights but cannot deal with complex reflections such as those from glass and mirrors. In these scenarios, NeRF models the virtual image as real geometries which leads to inaccurate depth estimation, and produces blurry renderings when the multi-view consistency is violated as the reflected objects may only be seen under some of the viewpoints. To overcome these issues, we introduce NeRFReN, which is built upon NeRF to model scenes with reflections. Specifically, we propose to split a scene into transmitted and reflected components, and model the two components with separate neural radiance fields. Considering that this decomposition is highly under-constrained, we exploit geometric priors and apply carefully-designed training strategies to achieve reasonable decomposition results. Experiments on various self-captured scenes show that our method achieves high-quality novel view synthesis and physically sound depth estimation results while enabling scene editing applications.

cs.CV↗

Enhancing Multi-Scale Implicit Learning in Image Super-Resolution with Integrated Positional Encoding

Is the center position fully capable of representing a pixel? There is nothing wrong to represent pixels with their centers in a discrete image representation, but it makes more sense to consider each pixel as the aggregation of signals from a local area in an image super-resolution (SR) context. Despite the great capability of coordinate-based implicit representation in the field of arbitrary-scale image SR, this area's nature of pixels is not fully considered. To this end, we propose integrated positional encoding (IPE), extending traditional positional encoding by aggregating frequency information over the pixel area. We apply IPE to the state-of-the-art arbitrary-scale image super-resolution method: local implicit image function (LIIF), presenting IPE-LIIF. We show the effectiveness of IPE-LIIF by quantitative and qualitative evaluations, and further demonstrate the generalization ability of IPE to larger image scales and multiple implicit-based methods. Code will be released.

eess.IV↗

Deep Image Synthesis from Intuitive User Input: A Review and Perspectives

In many applications of computer graphics, art and design, it is desirable for a user to provide intuitive non-image input, such as text, sketch, stroke, graph or layout, and have a computer system automatically generate photo-realistic images that adhere to the input content. While classic works that allow such automatic image content generation have followed a framework of image retrieval and composition, recent advances in deep generative models such as generative adversarial networks (GANs), variational autoencoders (VAEs), and flow-based methods have enabled more powerful and versatile image generation tasks. This paper reviews recent works for image synthesis given intuitive user input, covering advances in input versatility, image generation methodology, benchmark datasets, and evaluation metrics. This motivates new perspectives on input representation and interactivity, cross pollination between major image generation paradigms, and evaluation and comparison of generation methods.

cs.CV↗

Learning Implicit Glyph Shape Representation

In this paper, we present a novel implicit glyph shape representation, which models glyphs as shape primitives enclosed by quadratic curves, and naturally enables generating glyph images at arbitrary high resolutions. Experiments on font reconstruction and interpolation tasks verified that this structured implicit representation is suitable for describing both structure and style features of glyphs. Furthermore, based on the proposed representation, we design a simple yet effective disentangled network for the challenging one-shot font style transfer problem, and achieve the best results comparing to state-of-the-art alternatives in both quantitative and qualitative comparisons. Benefit from this representation, our generated glyphs have the potential to be converted to vector fonts through post-processing, reducing the gap between rasterized images and vector graphics. We hope this work can provide a powerful tool for 2D shape analysis and synthesis, and inspire further exploitation in implicit representations for 2D shape modeling.

cs.CV↗

Sketch2Model: View-Aware 3D Modeling from Single Free-Hand Sketches

We investigate the problem of generating 3D meshes from single free-hand sketches, aiming at fast 3D modeling for novice users. It can be regarded as a single-view reconstruction problem, but with unique challenges, brought by the variation and conciseness of sketches. Ambiguities in poorly-drawn sketches could make it hard to determine how the sketched object is posed. In this paper, we address the importance of viewpoint specification for overcoming such ambiguities, and propose a novel view-aware generation approach. By explicitly conditioning the generation process on a given viewpoint, our method can generate plausible shapes automatically with predicted viewpoints, or with specified viewpoints to help users better express their intentions. Extensive evaluations on various datasets demonstrate the effectiveness of our view-aware design in solving sketch ambiguities and improving reconstruction quality.

cs.CV↗

Style-compatible Object Recommendation for Multi-room Indoor Scene Synthesis

Traditional indoor scene synthesis methods often take a two-step approach: object selection and object arrangement. Current state-of-the-art object selection approaches are based on convolutional neural networks (CNNs) and can produce realistic scenes for a single room. However, they cannot be directly extended to synthesize style-compatible scenes for multiple rooms with different functions. To address this issue, we treat the object selection problem as combinatorial optimization based on a Labeled LDA (L-LDA) model. We first calculate occurrence probability distribution of object categories according to a topic model, and then sample objects from each category considering their function diversity along with style compatibility, while regarding not only separate rooms, but also associations among rooms. User study shows that our method outperforms the baselines by incorporating multi-function and multi-room settings with style constraints, and sometimes even produces plausible scenes comparable to those produced by professional designers.

cs.GR↗