new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Nov 13

SAGA: Surface-Aligned Gaussian Avatar

This paper presents a Surface-Aligned Gaussian representation for creating animatable human avatars from monocular videos,aiming at improving the novel view and pose synthesis performance while ensuring fast training and real-time rendering. Recently,3DGS has emerged as a more efficient and expressive alternative to NeRF, and has been used for creating dynamic human avatars. However,when applied to the severely ill-posed task of monocular dynamic reconstruction, the Gaussians tend to overfit the constantly changing regions such as clothes wrinkles or shadows since these regions cannot provide consistent supervision, resulting in noisy geometry and abrupt deformation that typically fail to generalize under novel views and poses.To address these limitations, we present SAGA,i.e.,Surface-Aligned Gaussian Avatar,which aligns the Gaussians with a mesh to enforce well-defined geometry and consistent deformation, thereby improving generalization under novel views and poses. Unlike existing strict alignment methods that suffer from limited expressive power and low realism,SAGA employs a two-stage alignment strategy where the Gaussians are first adhered on while then detached from the mesh, thus facilitating both good geometry and high expressivity. In the Adhered Stage, we improve the flexibility of Adhered-on-Mesh Gaussians by allowing them to flow on the mesh, in contrast to existing methods that rigidly bind Gaussians to fixed location. In the second Detached Stage, we introduce a Gaussian-Mesh Alignment regularization, which allows us to unleash the expressivity by detaching the Gaussians but maintain the geometric alignment by minimizing their location and orientation offsets from the bound triangles. Finally, since the Gaussians may drift outside the bound triangles during optimization, an efficient Walking-on-Mesh strategy is proposed to dynamically update the bound triangles.

  • 3 authors
·
Dec 1, 2024

Segmentation and Vascular Vectorization for Coronary Artery by Geometry-based Cascaded Neural Network

Segmentation of the coronary artery is an important task for the quantitative analysis of coronary computed tomography angiography (CCTA) images and is being stimulated by the field of deep learning. However, the complex structures with tiny and narrow branches of the coronary artery bring it a great challenge. Coupled with the medical image limitations of low resolution and poor contrast, fragmentations of segmented vessels frequently occur in the prediction. Therefore, a geometry-based cascaded segmentation method is proposed for the coronary artery, which has the following innovations: 1) Integrating geometric deformation networks, we design a cascaded network for segmenting the coronary artery and vectorizing results. The generated meshes of the coronary artery are continuous and accurate for twisted and sophisticated coronary artery structures, without fragmentations. 2) Different from mesh annotations generated by the traditional marching cube method from voxel-based labels, a finer vectorized mesh of the coronary artery is reconstructed with the regularized morphology. The novel mesh annotation benefits the geometry-based segmentation network, avoiding bifurcation adhesion and point cloud dispersion in intricate branches. 3) A dataset named CCA-200 is collected, consisting of 200 CCTA images with coronary artery disease. The ground truths of 200 cases are coronary internal diameter annotations by professional radiologists. Extensive experiments verify our method on our collected dataset CCA-200 and public ASOCA dataset, with a Dice of 0.778 on CCA-200 and 0.895 on ASOCA, showing superior results. Especially, our geometry-based model generates an accurate, intact and smooth coronary artery, devoid of any fragmentations of segmented vessels.

  • 6 authors
·
May 7, 2023

Microscale stress-geometry interactions in an additively manufactured NiTi cardiovascular stent: A synchrotron dual imaging tomography and diffraction study

This study explores cardiovascular stents fabricated using laser powder bed fusion (LPBF); an emerging method to offer patient-specific customisable parts. Here, the shape memory alloy NiTi, in a near equiatomic composition, was investigated to deconvolve the material response from macroscopic component effects. Specifically, stress-geometry interactions were revealed, in-situ, for a minaturised cardiovascular stent subjected to an externally applied cylindrical stress whilst acquiring synchrotron X-ray imaging and diffraction data. The approach enabled the collection of spatially resolved micromechanical deformation data; the formation of stress-induced martensite and R-phase was evident, occurring in locations near junctions between stent ligaments where stress concentrations exist. In the as-fabricated condition, hardness maps were obtained through nanoindentation, demonstrating that the localised deformation and deformation patterning is further controlled by porosity and microstructural heterogeneity. Electron backscatter diffraction (EBSD) supported these observations, showing a finer grain structure near stent junctions with higher associated lattice curvature. These features, combined with stress concentrations when loaded will initiate localised phase transformations. If the stent was subjected to repeated loading, representing in-vivo conditions, these regions would be susceptible to cyclic damage through transformation memory loss, leading to premature component failure. This study highlights the challenges that must be addressed for the post-processing treatment of LABF-processed stents for healthcare-related applications.

  • 11 authors
·
Dec 12, 2023

MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views

We present a novel appearance model that simultaneously realizes explicit high-quality 3D surface mesh recovery and photorealistic novel view synthesis from sparse view samples. Our key idea is to model the underlying scene geometry Mesh as an Atlas of Charts which we render with 2D Gaussian surfels (MAtCha Gaussians). MAtCha distills high-frequency scene surface details from an off-the-shelf monocular depth estimator and refines it through Gaussian surfel rendering. The Gaussian surfels are attached to the charts on the fly, satisfying photorealism of neural volumetric rendering and crisp geometry of a mesh model, i.e., two seemingly contradicting goals in a single model. At the core of MAtCha lies a novel neural deformation model and a structure loss that preserve the fine surface details distilled from learned monocular depths while addressing their fundamental scale ambiguities. Results of extensive experimental validation demonstrate MAtCha's state-of-the-art quality of surface reconstruction and photorealism on-par with top contenders but with dramatic reduction in the number of input views and computational time. We believe MAtCha will serve as a foundational tool for any visual application in vision, graphics, and robotics that require explicit geometry in addition to photorealism. Our project page is the following: https://anttwo.github.io/matcha/

  • 4 authors
·
Dec 9, 2024 2

Learning to Normalize on the SPD Manifold under Bures-Wasserstein Geometry

Covariance matrices have proven highly effective across many scientific fields. Since these matrices lie within the Symmetric Positive Definite (SPD) manifold - a Riemannian space with intrinsic non-Euclidean geometry, the primary challenge in representation learning is to respect this underlying geometric structure. Drawing inspiration from the success of Euclidean deep learning, researchers have developed neural networks on the SPD manifolds for more faithful covariance embedding learning. A notable advancement in this area is the implementation of Riemannian batch normalization (RBN), which has been shown to improve the performance of SPD network models. Nonetheless, the Riemannian metric beneath the existing RBN might fail to effectively deal with the ill-conditioned SPD matrices (ICSM), undermining the effectiveness of RBN. In contrast, the Bures-Wasserstein metric (BWM) demonstrates superior performance for ill-conditioning. In addition, the recently introduced Generalized BWM (GBWM) parameterizes the vanilla BWM via an SPD matrix, allowing for a more nuanced representation of vibrant geometries of the SPD manifold. Therefore, we propose a novel RBN algorithm based on the GBW geometry, incorporating a learnable metric parameter. Moreover, the deformation of GBWM by matrix power is also introduced to further enhance the representational capacity of GBWM-based RBN. Experimental results on different datasets validate the effectiveness of our proposed method.

  • 5 authors
·
Apr 1

Mesh-based Gaussian Splatting for Real-time Large-scale Deformation

Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).

  • 7 authors
·
Feb 7, 2024

Text2Control3D: Controllable 3D Avatar Generation in Neural Radiance Fields using Geometry-Guided Text-to-Image Diffusion Model

Recent advances in diffusion models such as ControlNet have enabled geometrically controllable, high-fidelity text-to-image generation. However, none of them addresses the question of adding such controllability to text-to-3D generation. In response, we propose Text2Control3D, a controllable text-to-3D avatar generation method whose facial expression is controllable given a monocular video casually captured with hand-held camera. Our main strategy is to construct the 3D avatar in Neural Radiance Fields (NeRF) optimized with a set of controlled viewpoint-aware images that we generate from ControlNet, whose condition input is the depth map extracted from the input video. When generating the viewpoint-aware images, we utilize cross-reference attention to inject well-controlled, referential facial expression and appearance via cross attention. We also conduct low-pass filtering of Gaussian latent of the diffusion model in order to ameliorate the viewpoint-agnostic texture problem we observed from our empirical analysis, where the viewpoint-aware images contain identical textures on identical pixel positions that are incomprehensible in 3D. Finally, to train NeRF with the images that are viewpoint-aware yet are not strictly consistent in geometry, our approach considers per-image geometric variation as a view of deformation from a shared 3D canonical space. Consequently, we construct the 3D avatar in a canonical space of deformable NeRF by learning a set of per-image deformation via deformation field table. We demonstrate the empirical results and discuss the effectiveness of our method.

  • 3 authors
·
Sep 7, 2023

DrawingSpinUp: 3D Animation from Single Character Drawings

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

  • 4 authors
·
Sep 13, 2024 2

Investigation of reinforcement learning for shape optimization of profile extrusion dies

Profile extrusion is a continuous production process for manufacturing plastic profiles from molten polymer. Especially interesting is the design of the die, through which the melt is pressed to attain the desired shape. However, due to an inhomogeneous velocity distribution at the die exit or residual stresses inside the extrudate, the final shape of the manufactured part often deviates from the desired one. To avoid these deviations, the shape of the die can be computationally optimized, which has already been investigated in the literature using classical optimization approaches. A new approach in the field of shape optimization is the utilization of Reinforcement Learning (RL) as a learning-based optimization algorithm. RL is based on trial-and-error interactions of an agent with an environment. For each action, the agent is rewarded and informed about the subsequent state of the environment. While not necessarily superior to classical, e.g., gradient-based or evolutionary, optimization algorithms for one single problem, RL techniques are expected to perform especially well when similar optimization tasks are repeated since the agent learns a more general strategy for generating optimal shapes instead of concentrating on just one single problem. In this work, we investigate this approach by applying it to two 2D test cases. The flow-channel geometry can be modified by the RL agent using so-called Free-Form Deformation, a method where the computational mesh is embedded into a transformation spline, which is then manipulated based on the control-point positions. In particular, we investigate the impact of utilizing different agents on the training progress and the potential of wall time saving by utilizing multiple environments during training.

  • 4 authors
·
Dec 23, 2022

DeformToon3D: Deformable 3D Toonification from Neural Radiance Fields

In this paper, we address the challenging problem of 3D toonification, which involves transferring the style of an artistic domain onto a target 3D face with stylized geometry and texture. Although fine-tuning a pre-trained 3D GAN on the artistic domain can produce reasonable performance, this strategy has limitations in the 3D domain. In particular, fine-tuning can deteriorate the original GAN latent space, which affects subsequent semantic editing, and requires independent optimization and storage for each new style, limiting flexibility and efficient deployment. To overcome these challenges, we propose DeformToon3D, an effective toonification framework tailored for hierarchical 3D GAN. Our approach decomposes 3D toonification into subproblems of geometry and texture stylization to better preserve the original latent space. Specifically, we devise a novel StyleField that predicts conditional 3D deformation to align a real-space NeRF to the style space for geometry stylization. Thanks to the StyleField formulation, which already handles geometry stylization well, texture stylization can be achieved conveniently via adaptive style mixing that injects information of the artistic domain into the decoder of the pre-trained 3D GAN. Due to the unique design, our method enables flexible style degree control and shape-texture-specific style swap. Furthermore, we achieve efficient training without any real-world 2D-3D training pairs but proxy samples synthesized from off-the-shelf 2D toonification models.

  • 8 authors
·
Sep 8, 2023

DiffFit: Disentangled Garment Warping and Texture Refinement for Virtual Try-On

Virtual try-on (VTON) aims to synthesize realistic images of a person wearing a target garment, with broad applications in e-commerce and digital fashion. While recent advances in latent diffusion models have substantially improved visual quality, existing approaches still struggle with preserving fine-grained garment details, achieving precise garment-body alignment, maintaining inference efficiency, and generalizing to diverse poses and clothing styles. To address these challenges, we propose DiffFit, a novel two-stage latent diffusion framework for high-fidelity virtual try-on. DiffFit adopts a progressive generation strategy: the first stage performs geometry-aware garment warping, aligning the garment with the target body through fine-grained deformation and pose adaptation. The second stage refines texture fidelity via a cross-modal conditional diffusion model that integrates the warped garment, the original garment appearance, and the target person image for high-quality rendering. By decoupling geometric alignment and appearance refinement, DiffFit effectively reduces task complexity and enhances both generation stability and visual realism. It excels in preserving garment-specific attributes such as textures, wrinkles, and lighting, while ensuring accurate alignment with the human body. Extensive experiments on large-scale VTON benchmarks demonstrate that DiffFit achieves superior performance over existing state-of-the-art methods in both quantitative metrics and perceptual evaluations.

  • 1 authors
·
Jun 29

Bridging 3D Gaussian and Mesh for Freeview Video Rendering

This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform alpha-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.

  • 9 authors
·
Mar 18, 2024

SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes

Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Project page: https://yihua7.github.io/SC-GS-web/

  • 6 authors
·
Dec 4, 2023

TailorNet: Predicting Clothing in 3D as a Function of Human Pose, Shape and Garment Style

In this paper, we present TailorNet, a neural model which predicts clothing deformation in 3D as a function of three factors: pose, shape and style (garment geometry), while retaining wrinkle detail. This goes beyond prior models, which are either specific to one style and shape, or generalize to different shapes producing smooth results, despite being style specific. Our hypothesis is that (even non-linear) combinations of examples smooth out high frequency components such as fine-wrinkles, which makes learning the three factors jointly hard. At the heart of our technique is a decomposition of deformation into a high frequency and a low frequency component. While the low-frequency component is predicted from pose, shape and style parameters with an MLP, the high-frequency component is predicted with a mixture of shape-style specific pose models. The weights of the mixture are computed with a narrow bandwidth kernel to guarantee that only predictions with similar high-frequency patterns are combined. The style variation is obtained by computing, in a canonical pose, a subspace of deformation, which satisfies physical constraints such as inter-penetration, and draping on the body. TailorNet delivers 3D garments which retain the wrinkles from the physics based simulations (PBS) it is learned from, while running more than 1000 times faster. In contrast to PBS, TailorNet is easy to use and fully differentiable, which is crucial for computer vision algorithms. Several experiments demonstrate TailorNet produces more realistic results than prior work, and even generates temporally coherent deformations on sequences of the AMASS dataset, despite being trained on static poses from a different dataset. To stimulate further research in this direction, we will make a dataset consisting of 55800 frames, as well as our model publicly available at https://virtualhumans.mpi-inf.mpg.de/tailornet.

  • 3 authors
·
Mar 10, 2020