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Ping Tan

Publications and source records attributed to Ping Tan.

At least 91 records · Page 5Linked to original sources

High-Resolution Volumetric Reconstruction for Clothed Humans

We present a novel method for reconstructing clothed humans from a sparse set of, e.g., 1 to 6 RGB images. Despite impressive results from recent works employing deep implicit representation, we revisit the volumetric approach and demonstrate that better performance can be achieved with proper system design. The volumetric representation offers significant advantages in leveraging 3D spatial context through 3D convolutions, and the notorious quantization error is largely negligible with a reasonably large yet affordable volume resolution, e.g., 512. To handle memory and computation costs, we propose a sophisticated coarse-to-fine strategy with voxel culling and subspace sparse convolution. Our method starts with a discretized visual hull to compute a coarse shape and then focuses on a narrow band nearby the coarse shape for refinement. Once the shape is reconstructed, we adopt an image-based rendering approach, which computes the colors of surface points by blending input images with learned weights. Extensive experimental results show that our method significantly reduces the mean point-to-surface (P2S) precision of state-of-the-art methods by more than 50% to achieve approximately 2mm accuracy with a 512 volume resolution. Additionally, images rendered from our textured model achieve a higher peak signal-to-noise ratio (PSNR) compared to state-of-the-art methods.

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PanoContext-Former: Panoramic Total Scene Understanding with a Transformer

Panoramic image enables deeper understanding and more holistic perception of $360^\circ$ surrounding environment, which can naturally encode enriched scene context information compared to standard perspective image. Previous work has made lots of effort to solve the scene understanding task in a bottom-up form, thus each sub-task is processed separately and few correlations are explored in this procedure. In this paper, we propose a novel method using depth prior for holistic indoor scene understanding which recovers the objects' shapes, oriented bounding boxes and the 3D room layout simultaneously from a single panorama. In order to fully utilize the rich context information, we design a transformer-based context module to predict the representation and relationship among each component of the scene. In addition, we introduce a real-world dataset for scene understanding, including photo-realistic panoramas, high-fidelity depth images, accurately annotated room layouts, and oriented object bounding boxes and shapes. Experiments on the synthetic and real-world datasets demonstrate that our method outperforms previous panoramic scene understanding methods in terms of both layout estimation and 3D object detection.

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Compact Real-time Radiance Fields with Neural Codebook

Reconstructing neural radiance fields with explicit volumetric representations, demonstrated by Plenoxels, has shown remarkable advantages on training and rendering efficiency, while grid-based representations typically induce considerable overhead for storage and transmission. In this work, we present a simple and effective framework for pursuing compact radiance fields from the perspective of compression methodology. By exploiting intrinsic properties exhibiting in grid models, a non-uniform compression stem is developed to significantly reduce model complexity and a novel parameterized module, named Neural Codebook, is introduced for better encoding high-frequency details specific to per-scene models via a fast optimization. Our approach can achieve over 40 $\times$ reduction on grid model storage with competitive rendering quality. In addition, the method can achieve real-time rendering speed with 180 fps, realizing significant advantage on storage cost compared to real-time rendering methods.

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Learning Personalized High Quality Volumetric Head Avatars from Monocular RGB Videos

We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches.

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NeuMap: Neural Coordinate Mapping by Auto-Transdecoder for Camera Localization

This paper presents an end-to-end neural mapping method for camera localization, dubbed NeuMap, encoding a whole scene into a grid of latent codes, with which a Transformer-based auto-decoder regresses 3D coordinates of query pixels. State-of-the-art feature matching methods require each scene to be stored as a 3D point cloud with per-point features, consuming several gigabytes of storage per scene. While compression is possible, performance drops significantly at high compression rates. Conversely, coordinate regression methods achieve high compression by storing scene information in a neural network but suffer from reduced robustness. NeuMap combines the advantages of both approaches by utilizing 1) learnable latent codes for efficient scene representation and 2) a scene-agnostic Transformer-based auto-decoder to infer coordinates for query pixels. This scene-agnostic network design learns robust matching priors from large-scale data and enables rapid optimization of codes for new scenes while keeping the network weights fixed. Extensive evaluations on five benchmarks show that NeuMap significantly outperforms other coordinate regression methods and achieves comparable performance to feature matching methods while requiring a much smaller scene representation size. For example, NeuMap achieves 39.1% accuracy in the Aachen night benchmark with only 6MB of data, whereas alternative methods require 100MB or several gigabytes and fail completely under high compression settings. The codes are available at https://github.com/Tangshitao/NeuMap

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Learning Optical Flow from Event Camera with Rendered Dataset

We study the problem of estimating optical flow from event cameras. One important issue is how to build a high-quality event-flow dataset with accurate event values and flow labels. Previous datasets are created by either capturing real scenes by event cameras or synthesizing from images with pasted foreground objects. The former case can produce real event values but with calculated flow labels, which are sparse and inaccurate. The later case can generate dense flow labels but the interpolated events are prone to errors. In this work, we propose to render a physically correct event-flow dataset using computer graphics models. In particular, we first create indoor and outdoor 3D scenes by Blender with rich scene content variations. Second, diverse camera motions are included for the virtual capturing, producing images and accurate flow labels. Third, we render high-framerate videos between images for accurate events. The rendered dataset can adjust the density of events, based on which we further introduce an adaptive density module (ADM). Experiments show that our proposed dataset can facilitate event-flow learning, whereas previous approaches when trained on our dataset can improve their performances constantly by a relatively large margin. In addition, event-flow pipelines when equipped with our ADM can further improve performances.

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Improving the Robustness of Deep Convolutional Neural Networks Through Feature Learning

Deep convolutional neural network (DCNN for short) models are vulnerable to examples with small perturbations. Adversarial training (AT for short) is a widely used approach to enhance the robustness of DCNN models by data augmentation. In AT, the DCNN models are trained with clean examples and adversarial examples (AE for short) which are generated using a specific attack method, aiming to gain ability to defend themselves when facing the unseen AEs. However, in practice, the trained DCNN models are often fooled by the AEs generated by the novel attack methods. This naturally raises a question: can a DCNN model learn certain features which are insensitive to small perturbations, and further defend itself no matter what attack methods are presented. To answer this question, this paper makes a beginning effort by proposing a shallow binary feature module (SBFM for short), which can be integrated into any popular backbone. The SBFM includes two types of layers, i.e., Sobel layer and threshold layer. In Sobel layer, there are four parallel feature maps which represent horizontal, vertical, and diagonal edge features, respectively. And in threshold layer, it turns the edge features learnt by Sobel layer to the binary features, which then are feeded into the fully connected layers for classification with the features learnt by the backbone. We integrate SBFM into VGG16 and ResNet34, respectively, and conduct experiments on multiple datasets. Experimental results demonstrate, under FGSM attack with $ε=8/255$, the SBFM integrated models can achieve averagely 35\% higher accuracy than the original ones, and in CIFAR-10 and TinyImageNet datasets, the SBFM integrated models can achieve averagely 75\% classification accuracy. The work in this paper shows it is promising to enhance the robustness of DCNN models through feature learning.

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DRO: Deep Recurrent Optimizer for Video to Depth

There are increasing interests of studying the video-to-depth (V2D) problem with machine learning techniques. While earlier methods directly learn a mapping from images to depth maps and camera poses, more recent works enforce multi-view geometry constraints through optimization embedded in the learning framework. This paper presents a novel optimization method based on recurrent neural networks to further exploit the potential of neural networks in V2D. Specifically, our neural optimizer alternately updates the depth and camera poses through iterations to minimize a feature-metric cost, and two gated recurrent units iteratively improve the results by tracing historical information. Extensive experimental results demonstrate that our method outperforms previous methods and is more efficient in computation and memory consumption than cost-volume-based methods. In particular, our self-supervised method outperforms previous supervised methods on the KITTI and ScanNet datasets. Our source code is available at https://github.com/aliyun/dro-sfm.

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Dense RGB SLAM with Neural Implicit Maps

There is an emerging trend of using neural implicit functions for map representation in Simultaneous Localization and Mapping (SLAM). Some pioneer works have achieved encouraging results on RGB-D SLAM. In this paper, we present a dense RGB SLAM method with neural implicit map representation. To reach this challenging goal without depth input, we introduce a hierarchical feature volume to facilitate the implicit map decoder. This design effectively fuses shape cues across different scales to facilitate map reconstruction. Our method simultaneously solves the camera motion and the neural implicit map by matching the rendered and input video frames. To facilitate optimization, we further propose a photometric warping loss in the spirit of multi-view stereo to better constrain the camera pose and scene geometry. We evaluate our method on commonly used benchmarks and compare it with modern RGB and RGB-D SLAM systems. Our method achieves favorable results than previous methods and even surpasses some recent RGB-D SLAM methods.The code is at poptree.github.io/DIM-SLAM/.

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Batch DropBlock Network for Person Re-identification and Beyond

Since the person re-identification task often suffers from the problem of pose changes and occlusions, some attentive local features are often suppressed when training CNNs. In this paper, we propose the Batch DropBlock (BDB) Network which is a two branch network composed of a conventional ResNet-50 as the global branch and a feature dropping branch. The global branch encodes the global salient representations. Meanwhile, the feature dropping branch consists of an attentive feature learning module called Batch DropBlock, which randomly drops the same region of all input feature maps in a batch to reinforce the attentive feature learning of local regions. The network then concatenates features from both branches and provides a more comprehensive and spatially distributed feature representation. Albeit simple, our method achieves state-of-the-art on person re-identification and it is also applicable to general metric learning tasks. For instance, we achieve 76.4% Rank-1 accuracy on the CUHK03-Detect dataset and 83.0% Recall-1 score on the Stanford Online Products dataset, outperforming the existing works by a large margin (more than 6%).

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Cluster Contrast for Unsupervised Person Re-Identification

State-of-the-art unsupervised re-ID methods train the neural networks using a memory-based non-parametric softmax loss. Instance feature vectors stored in memory are assigned pseudo-labels by clustering and updated at instance level. However, the varying cluster sizes leads to inconsistency in the updating progress of each cluster. To solve this problem, we present Cluster Contrast which stores feature vectors and computes contrast loss at the cluster level. Our approach employs a unique cluster representation to describe each cluster, resulting in a cluster-level memory dictionary. In this way, the consistency of clustering can be effectively maintained throughout the pipline and the GPU memory consumption can be significantly reduced. Thus, our method can solve the problem of cluster inconsistency and be applicable to larger data sets. In addition, we adopt different clustering algorithms to demonstrate the robustness and generalization of our framework. The application of Cluster Contrast to a standard unsupervised re-ID pipeline achieves considerable improvements of 9.9%, 8.3%, 12.1% compared to state-of-the-art purely unsupervised re-ID methods and 5.5%, 4.8%, 4.4% mAP compared to the state-of-the-art unsupervised domain adaptation re-ID methods on the Market, Duke, and MSMT17 datasets. Code is available at https://github.com/alibaba/cluster-contrast.

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CondLaneNet: a Top-to-down Lane Detection Framework Based on Conditional Convolution

Modern deep-learning-based lane detection methods are successful in most scenarios but struggling for lane lines with complex topologies. In this work, we propose CondLaneNet, a novel top-to-down lane detection framework that detects the lane instances first and then dynamically predicts the line shape for each instance. Aiming to resolve lane instance-level discrimination problem, we introduce a conditional lane detection strategy based on conditional convolution and row-wise formulation. Further, we design the Recurrent Instance Module(RIM) to overcome the problem of detecting lane lines with complex topologies such as dense lines and fork lines. Benefit from the end-to-end pipeline which requires little post-process, our method has real-time efficiency. We extensively evaluate our method on three benchmarks of lane detection. Results show that our method achieves state-of-the-art performance on all three benchmark datasets. Moreover, our method has the coexistence of accuracy and efficiency, e.g. a 78.14 F1 score and 220 FPS on CULane. Our code is available at https://github.com/aliyun/conditional-lane-detection.

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GB-CosFace: Rethinking Softmax-based Face Recognition from the Perspective of Open Set Classification

State-of-the-art face recognition methods typically take the multi-classification pipeline and adopt the softmax-based loss for optimization. Although these methods have achieved great success, the softmax-based loss has its limitation from the perspective of open set classification: the multi-classification objective in the training phase does not strictly match the objective of open set classification testing. In this paper, we derive a new loss named global boundary CosFace (GB-CosFace). Our GB-CosFace introduces an adaptive global boundary to determine whether two face samples belong to the same identity so that the optimization objective is aligned with the testing process from the perspective of open set classification. Meanwhile, since the loss formulation is derived from the softmax-based loss, our GB-CosFace retains the excellent properties of the softmax-based loss, and CosFace is proved to be a special case of the proposed loss. We analyze and explain the proposed GB-CosFace geometrically. Comprehensive experiments on multiple face recognition benchmarks indicate that the proposed GB-CosFace outperforms current state-of-the-art face recognition losses in mainstream face recognition tasks. Compared to CosFace, our GB-CosFace improves 1.58%, 0.57%, and 0.28% at TAR@FAR=1e-6, 1e-5, 1e-4 on IJB-C benchmark.

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RAGO: Recurrent Graph Optimizer For Multiple Rotation Averaging

This paper proposes a deep recurrent Rotation Averaging Graph Optimizer (RAGO) for Multiple Rotation Averaging (MRA). Conventional optimization-based methods usually fail to produce accurate results due to corrupted and noisy relative measurements. Recent learning-based approaches regard MRA as a regression problem, while these methods are sensitive to initialization due to the gauge freedom problem. To handle these problems, we propose a learnable iterative graph optimizer minimizing a gauge-invariant cost function with an edge rectification strategy to mitigate the effect of inaccurate measurements. Our graph optimizer iteratively refines the global camera rotations by minimizing each node's single rotation objective function. Besides, our approach iteratively rectifies relative rotations to make them more consistent with the current camera orientations and observed relative rotations. Furthermore, we employ a gated recurrent unit to improve the result by tracing the temporal information of the cost graph. Our framework is a real-time learning-to-optimize rotation averaging graph optimizer with a tiny size deployed for real-world applications. RAGO outperforms previous traditional and deep methods on real-world and synthetic datasets. The code is available at https://github.com/sfu-gruvi-3dv/RAGO

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Domain Randomization-Enhanced Depth Simulation and Restoration for Perceiving and Grasping Specular and Transparent Objects

Commercial depth sensors usually generate noisy and missing depths, especially on specular and transparent objects, which poses critical issues to downstream depth or point cloud-based tasks. To mitigate this problem, we propose a powerful RGBD fusion network, SwinDRNet, for depth restoration. We further propose Domain Randomization-Enhanced Depth Simulation (DREDS) approach to simulate an active stereo depth system using physically based rendering and generate a large-scale synthetic dataset that contains 130K photorealistic RGB images along with their simulated depths carrying realistic sensor noises. To evaluate depth restoration methods, we also curate a real-world dataset, namely STD, that captures 30 cluttered scenes composed of 50 objects with different materials from specular, transparent, to diffuse. Experiments demonstrate that the proposed DREDS dataset bridges the sim-to-real domain gap such that, trained on DREDS, our SwinDRNet can seamlessly generalize to other real depth datasets, e.g. ClearGrasp, and outperform the competing methods on depth restoration with a real-time speed. We further show that our depth restoration effectively boosts the performance of downstream tasks, including category-level pose estimation and grasping tasks. Our data and code are available at https://github.com/PKU-EPIC/DREDS

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Streaming Radiance Fields for 3D Video Synthesis

We present an explicit-grid based method for efficiently reconstructing streaming radiance fields for novel view synthesis of real world dynamic scenes. Instead of training a single model that combines all the frames, we formulate the dynamic modeling problem with an incremental learning paradigm in which per-frame model difference is trained to complement the adaption of a base model on the current frame. By exploiting the simple yet effective tuning strategy with narrow bands, the proposed method realizes a feasible framework for handling video sequences on-the-fly with high training efficiency. The storage overhead induced by using explicit grid representations can be significantly reduced through the use of model difference based compression. We also introduce an efficient strategy to further accelerate model optimization for each frame. Experiments on challenging video sequences demonstrate that our approach is capable of achieving a training speed of 15 seconds per-frame with competitive rendering quality, which attains $1000 \times$ speedup over the state-of-the-art implicit methods. Code is available at https://github.com/AlgoHunt/StreamRF.

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DART: Articulated Hand Model with Diverse Accessories and Rich Textures

Hand, the bearer of human productivity and intelligence, is receiving much attention due to the recent fever of digital twins. Among different hand morphable models, MANO has been widely used in vision and graphics community. However, MANO disregards textures and accessories, which largely limits its power to synthesize photorealistic hand data. In this paper, we extend MANO with Diverse Accessories and Rich Textures, namely DART. DART is composed of 50 daily 3D accessories which varies in appearance and shape, and 325 hand-crafted 2D texture maps covers different kinds of blemishes or make-ups. Unity GUI is also provided to generate synthetic hand data with user-defined settings, e.g., pose, camera, background, lighting, textures, and accessories. Finally, we release DARTset, which contains large-scale (800K), high-fidelity synthetic hand images, paired with perfect-aligned 3D labels. Experiments demonstrate its superiority in diversity. As a complement to existing hand datasets, DARTset boosts the generalization in both hand pose estimation and mesh recovery tasks. Raw ingredients (textures, accessories), Unity GUI, source code and DARTset are publicly available at dart2022.github.io

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A Real World Dataset for Multi-view 3D Reconstruction

We present a dataset of 998 3D models of everyday tabletop objects along with their 847,000 real world RGB and depth images. Accurate annotations of camera poses and object poses for each image are performed in a semi-automated fashion to facilitate the use of the dataset for myriad 3D applications like shape reconstruction, object pose estimation, shape retrieval etc. We primarily focus on learned multi-view 3D reconstruction due to the lack of appropriate real world benchmark for the task and demonstrate that our dataset can fill that gap. The entire annotated dataset along with the source code for the annotation tools and evaluation baselines is available at http://www.ocrtoc.org/3d-reconstruction.html.

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