A key challenge in the task of human pose and shape estimation is occlusion, including self-occlusions, object-human occlusions, and inter-person occlusions. The lack of diverse and accurate pose and shape training data becomes a major bottleneck, especially for scenes with occlusions in the wild. In this paper, we focus on the estimation of human pose and shape in the case of inter-person occlusions, while also handling object-human occlusions and self-occlusion. We propose a novel framework that synthesizes occlusion-aware silhouette and 2D keypoints data and directly regress to the SMPL pose and shape parameters. A neural 3D mesh renderer is exploited to enable silhouette supervision on the fly, which contributes to great improvements in shape estimation. In addition, keypoints-and-silhouette-driven training data in panoramic viewpoints are synthesized to compensate for the lack of viewpoint diversity in any existing dataset. Experimental results show that we are among the state-of-the-art on the 3DPW and 3DPW-Crowd datasets in terms of pose estimation accuracy. The proposed method evidently outperforms Mesh Transformer, 3DCrowdNet and ROMP in terms of shape estimation. Top performance is also achieved on SSP-3D in terms of shape prediction accuracy. Demo and code will be available at https://igame-lab.github.io/LASOR/.
Huazhong University of Science and Technology(华中科技大学);Adobe Research(Adobe研究院)
Partial occlusion effects are a phenomenon that blurry objects near a camera are semi-transparent, resulting in partial appearance of occluded background. However, it is challenging for existing bokeh rendering methods to simulate realistic partial occlusion effects due to the missing information of the occluded area in an all-in-focus image. Inspired by the learnable 3D scene representation, Multiplane Image (MPI), we attempt to address the partial occlusion by introducing a novel MPI-based high-resolution bokeh rendering framework, termed MPIB. To this end, we first present an analysis on ho…
Real-time occlusion handling is a major problem in outdoor mixed reality system because it requires great computational cost mainly due to the complexity of the scene. Using only segmentation, it is difficult to accurately render a virtual object occluded by complex objects such as trees, bushes etc. In this paper, we propose a novel occlusion handling method for real-time, outdoor, and omni-directional mixed reality system using only the information from a monocular image sequence. We first present a semantic segmentation scheme for predicting the amount of visibility for different type of ob…
Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splatting
Shanghai Artificial Intelligence Laboratory(上海人工智能实验室);Northwestern Polytechnical University(西北工业大学);Sichuan University(四川大学);Hong Kong University of Science and Technology(香港科技大学);Shanghai Jiao Tong University(上海交通大学)
OccluGaussian: Occlusion-Aware Gaussian Splatting for Large Scene Reconstruction and Rendering
Huawei Noah’s Ark Lab(华为诺亚实验室);The Chinese University of Hong Kong (Shenzhen)(香港中文大学(深圳));Shenzhen Institutes of Advanced Technology(深圳先进技术研究院);The University of Hong Kong(香港大学);Huawei Embodied Intelligence Lab(华为具身智能实验室)
Traditional computer graphics rendering pipeline is designed for procedurally generating 2D quality images from 3D shapes with high performance. The non-differentiability due to discrete operations such as visibility computation makes it hard to explicitly correlate rendering parameters and the resulting image, posing a significant challenge for inverse rendering tasks. Recent work on differentiable rendering achieves differentiability either by designing surrogate gradients for non-differentiable operations or via an approximate but differentiable renderer. These methods, however, are still l…
University of Tsukuba(筑波大学);Toyohashi University of Technology(丰桥技术科学大学)
Relighting of human images has various applications in image synthesis. For relighting, we must infer albedo, shape, and illumination from a human portrait. Previous techniques rely on human faces for this inference, based on spherical harmonics (SH) lighting. However, because they often ignore light occlusion, inferred shapes are biased and relit images are unnaturally bright particularly at hollowed regions such as armpits, crotches, or garment wrinkles. This paper introduces the first attempt to infer light occlusion in the SH formulation directly. Based on supervised learning using convolu…
In this work we introduce a differential rendering module which allows neural networks to efficiently process cluttered data. The module is composed of continuous piecewise differentiable functions defined as a sensor array of cells embedded in 3D space. Our module is learnable and can be easily integrated into neural networks allowing to optimize data rendering towards specific learning tasks using gradient based methods in an end-to-end fashion. Essentially, the module's sensor cells are allowed to transform independently and locally focus and sense different parts of the 3D data. Thus, thro…
The University of Hong Kong(香港大学);Zhejiang University(浙江大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Cornell University(康奈尔大学);Texas A&M University(德州农工大学)
We present a new neural representation, called Neural Ray (NeuRay), for the novel view synthesis task. Recent works construct radiance fields from image features of input views to render novel view images, which enables the generalization to new scenes. However, due to occlusions, a 3D point may be invisible to some input views. On such a 3D point, these generalization methods will include inconsistent image features from invisible views, which interfere with the radiance field construction. To solve this problem, we predict the visibility of 3D points to input views within our NeuRay represen…
Technical University of Munich(慕尼黑工业大学);École Polytechnique Fédérale de Lausanne(洛桑联邦理工学院);Hong Kong University of Science and Technology(香港科技大学)
Finding accurate correspondences among different views is the Achilles' heel of unsupervised Multi-View Stereo (MVS). Existing methods are built upon the assumption that corresponding pixels share similar photometric features. However, multi-view images in real scenarios observe non-Lambertian surfaces and experience occlusions. In this work, we propose a novel approach with neural rendering (RC-MVSNet) to solve such ambiguity issues of correspondences among views. Specifically, we impose a depth rendering consistency loss to constrain the geometry features close to the object surface to allev…
Superior human pose and shape reconstruction from monocular images depends on removing the ambiguities caused by occlusions and shape variance. Recent works succeed in regression-based methods which estimate parametric models directly through a deep neural network supervised by 3D ground truth. However, 3D ground truth is neither in abundance nor can efficiently be obtained. In this paper, we introduce body part segmentation as critical supervision. Part segmentation not only indicates the shape of each body part but helps to infer the occlusions among parts as well. To improve the reconstruct…
We present a novel deep learning based technique for volumetric ambient occlusion in the context of direct volume rendering. Our proposed Deep Volumetric Ambient Occlusion (DVAO) approach can predict per-voxel ambient occlusion in volumetric data sets, while considering global information provided through the transfer function. The proposed neural network only needs to be executed upon change of this global information, and thus supports real-time volume interaction. Accordingly, we demonstrate DVAOs ability to predict volumetric ambient occlusion, such that it can be applied interactively wit…
We present HandAvatar, a novel representation for hand animation and rendering, which can generate smoothly compositional geometry and self-occlusion-aware texture. Specifically, we first develop a MANO-HD model as a high-resolution mesh topology to fit personalized hand shapes. Sequentially, we decompose hand geometry into per-bone rigid parts, and then re-compose paired geometry encodings to derive an across-part consistent occupancy field. As for texture modeling, we propose a self-occlusion-aware shading field (SelF). In SelF, drivable anchors are paved on the MANO-HD surface to record alb…
NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting
Digital Future Lab, Flanders Make, Hasselt University(数字未来实验室,弗拉芒制造,哈塞尔特大学);Computer Graphics Lab, TU Braunschweig(计算机图形学实验室,图林根工业大学);Physics and Astronomy, University of New Mexico(物理与天文学,新墨西哥大学)
ShanghaiTech University(上海科技大学);Tencent(腾讯);KU Leuven(鲁汶大学);Shanghai Engineering Research Center of Intelligent Vision and Imaging(上海智能视觉成像工程技术研究中心)
4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we propose NeuralHOFusion, a neural approach for volumetric human-object capture and rendering using sparse consumer RGBD sensors. It marries traditional non-rigid fusion with recent neural implicit modeling and blending advances, where the captured humans and objects are layerwise disentangled. For geometry modeling, we propose a neural implicit inference scheme wi…
Johns Hopkins University(约翰斯·霍普金斯大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);University of Freiburg(弗赖堡大学)
We consider the problem of category-level 6D pose estimation from a single RGB image. Our approach represents an object category as a cuboid mesh and learns a generative model of the neural feature activations at each mesh vertex to perform pose estimation through differentiable rendering. A common problem of rendering-based approaches is that they rely on bounding box proposals, which do not convey information about the 3D rotation of the object and are not reliable when objects are partially occluded. Instead, we introduce a coarse-to-fine optimization strategy that utilizes the rendering pr…
University of Electronic Science and Technology of China(电子科技大学);Google Research(谷歌研究院);Nuro Inc(Nuro公司)
We present a new deep point cloud rendering pipeline through multi-plane projections. The input to the network is the raw point cloud of a scene and the output are image or image sequences from a novel view or along a novel camera trajectory. Unlike previous approaches that directly project features from 3D points onto 2D image domain, we propose to project these features into a layered volume of camera frustum. In this way, the visibility of 3D points can be automatically learnt by the network, such that ghosting effects due to false visibility check as well as occlusions caused by noise inte…
The University of Hong Kong(香港大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Texas A&M University(德州农工大学)
We present a novel neural surface reconstruction method, called NeuS, for reconstructing objects and scenes with high fidelity from 2D image inputs. Existing neural surface reconstruction approaches, such as DVR and IDR, require foreground mask as supervision, easily get trapped in local minima, and therefore struggle with the reconstruction of objects with severe self-occlusion or thin structures. Meanwhile, recent neural methods for novel view synthesis, such as NeRF and its variants, use volume rendering to produce a neural scene representation with robustness of optimization, even for high…
Endo-NeRF++: Uncertainty-Aware Neural Rendering with Multi-Resolution Hash Encoding for Dynamic Surgical Scene Reconstruction
Finnish Center for Artificial Intelligence (FCAI)(芬兰人工智能中心);ELLIS Unit Helsinki(欧洲学习与智能系统研究所赫尔辛基分部);University of Helsinki(赫尔辛基大学);Institute for Urban Studies (Urbaria)(城市研究所);Institute of Sustainability Science (HELSUS)(可持续发展科学研究所)
Sea AI Lab(Sea人工智能实验室);University of Washington(华盛顿大学);National University of Singapore(新加坡国立大学)
In this work we develop a generalizable and efficient Neural Radiance Field (NeRF) pipeline for high-fidelity free-viewpoint human body synthesis under settings with sparse camera views. Though existing NeRF-based methods can synthesize rather realistic details for human body, they tend to produce poor results when the input has self-occlusion, especially for unseen humans under sparse views. Moreover, these methods often require a large number of sampling points for rendering, which leads to low efficiency and limits their real-world applicability. To address these challenges, we propose a Ge…
Pose estimation is usually tackled as either a bin classification or a regression problem. In both cases, the idea is to directly predict the pose of an object. This is a non-trivial task due to appearance variations between similar poses and similarities between dissimilar poses. Instead, we follow the key idea that comparing two poses is easier than directly predicting one. Render-and-compare approaches have been employed to that end, however, they tend to be unstable, computationally expensive, and slow for real-time applications. We propose doing category-level pose estimation by learning …
In recent years, considerable progress has been made for the task of rigid object pose estimation from a single RGB-image, but achieving robustness to partial occlusions remains a challenging problem. Pose refinement via rendering has shown promise in order to achieve improved results, in particular, when data is scarce. In this paper we focus our attention on pose refinement, and show how to push the state-of-the-art further in the case of partial occlusions. The proposed pose refinement method leverages on a simplified learning task, where a CNN is trained to estimate the reprojection error …
ShanghaiTech University(上海科技大学);Shanghai Institute of Microsystem and Information Technology, Chinese Academy of Sciences(中国科学院上海微系统与信息技术研究所);University of Chinese Academy of Sciences(中国科学院大学)
4D reconstruction of human-object interaction is critical for immersive VR/AR experience and human activity understanding. Recent advances still fail to recover fine geometry and texture results from sparse RGB inputs, especially under challenging human-object interactions scenarios. In this paper, we propose a neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of both human and objects under challenging interaction scenarios in arbitrary novel views, from only sparse RGB streams. To deal with complex occlusions raised by hu…
University of Maryland College Park(马里兰大学帕克分校);Tsinghua University(清华大学)
We propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR), which synthesizes virtual human avatars from arbitrary poses efficiently and at high quality. First, we learn to encode articulated human motions on a dense UV manifold of the human body surface. To handle complicated motions (e.g., self-occlusions), we then leverage the encoded information on the UV manifold to construct a 3D volumetric representation based on a dynamic pose-conditioned neural radiance field. While this allows us to represent 3D geometry with changing topology, volumetric rendering is c…
Expanding an existing tourist photo from a partially captured scene to a full scene is one of the desired experiences for photography applications. Although photo extrapolation has been well studied, it is much more challenging to extrapolate a photo (i.e., selfie) from a narrow field of view to a wider one while maintaining a similar visual style. In this paper, we propose a factorized neural re-rendering model to produce photorealistic novel views from cluttered outdoor Internet photo collections, which enables the applications including controllable scene re-rendering, photo extrapolation a…
Carnegie Mellon University(卡内基梅隆大学);Tokyo Institute of Technology(东京工业大学)
We present RePOSE, a fast iterative refinement method for 6D object pose estimation. Prior methods perform refinement by feeding zoomed-in input and rendered RGB images into a CNN and directly regressing an update of a refined pose. Their runtime is slow due to the computational cost of CNN, which is especially prominent in multiple-object pose refinement. To overcome this problem, RePOSE leverages image rendering for fast feature extraction using a 3D model with a learnable texture. We call this deep texture rendering, which uses a shallow multi-layer perceptron to directly regress a view-inv…
Reconstruction of the soft tissues in robotic surgery from endoscopic stereo videos is important for many applications such as intra-operative navigation and image-guided robotic surgery automation. Previous works on this task mainly rely on SLAM-based approaches, which struggle to handle complex surgical scenes. Inspired by recent progress in neural rendering, we present a novel framework for deformable tissue reconstruction from binocular captures in robotic surgery under the single-viewpoint setting. Our framework adopts dynamic neural radiance fields to represent deformable surgical scenes…
Rendering Multi-Human and Multi-Object with 3D Gaussian Splatting
State Key Lab of CAD&CG, College of Computer Science, Zhejiang University(浙江大学计算机科学与技术学院计算机辅助设计与图形学国家重点实验室);Department of Computer Science and Engineering, The Hong Kong University of Science and Technology(香港科技大学计算机科学与工程系)
MonoPartNeRF:Human Reconstruction from Monocular Video via Part-Based Neural Radiance Fields
The School of Computer Science and Information Security, Guilin University of Electronic Technology(桂林电子科技大学计算机科学与信息安全学院);Metaverse Application Engineering Center(元宇宙应用工程中心)
We present a method for composing photorealistic scenes from captured images of objects. Our work builds upon neural radiance fields (NeRFs), which implicitly model the volumetric density and directionally-emitted radiance of a scene. While NeRFs synthesize realistic pictures, they only model static scenes and are closely tied to specific imaging conditions. This property makes NeRFs hard to generalize to new scenarios, including new lighting or new arrangements of objects. Instead of learning a scene radiance field as a NeRF does, we propose to learn object-centric neural scattering functions…
We present a differentiable rendering framework for material and lighting estimation from multi-view images and a reconstructed geometry. In the framework, we represent scene lightings as the Neural Incident Light Field (NeILF) and material properties as the surface BRDF modelled by multi-layer perceptrons. Compared with recent approaches that approximate scene lightings as the 2D environment map, NeILF is a fully 5D light field that is capable of modelling illuminations of any static scenes. In addition, occlusions and indirect lights can be handled naturally by the NeILF representation witho…
One-shot Human Motion Transfer via Occlusion-Robust Flow Prediction and Neural Texturing
School of Computer Science and Technology, Guangdong University of Technology(广东工业大学计算机科学与技术学院);University of Oxford(牛津大学);College of Computing and Data Science, Nanyang Technological University(南洋理工大学计算与数据科学学院)
GeoSplatting: Towards Geometry Guided Gaussian Splatting for Physically-based Inverse Rendering
School of Intelligence Science and Technology, Peking University(北京大学智能科学与技术学院);School of Computer Science and Engineering, Sun Yat-sen University(中山大学计算机科学与工程学院);Wangxuan Institute of Computer Technology, Peking University(北京大学王轩计算机技术研究所);State Key Laboratory of Multimedia Information Processing, Peking University(北京大学多媒体信息处理国家重点实验室);State Key Laboratory of General Artificial Intelligence, Peking University(北京大学通用人工智能国家重点实验室)
Physically Plausible Human-Object Rendering from Sparse Views via 3D Gaussian Splatting
College of Computer Science, Zhejiang University(浙江大学计算机科学与技术学院);Department of Computer Science and Engineering, The Hong Kong University of Science and Technology(香港科技大学计算机科学与工程系)
Tsinghua University(清华大学);BNRist(北京国家信息科学与技术研究中心);Google Inc.(谷歌公司);Technical University of Munich(慕尼黑工业大学)
6D object pose estimation is a fundamental yet challenging problem in computer vision. Convolutional Neural Networks (CNNs) have recently proven to be capable of predicting reliable 6D pose estimates even under monocular settings. Nonetheless, CNNs are identified as being extremely data-driven, and acquiring adequate annotations is oftentimes very time-consuming and labor intensive. To overcome this limitation, we propose a novel monocular 6D pose estimation approach by means of self-supervised learning, removing the need for real annotations. After training our proposed network fully supervis…