Human relighting is a highly desirable yet challenging task. Existing works either require expensive one-light-at-a-time (OLAT) captured data using light stage or cannot freely change the viewpoints of the rendered body. In this work, we propose a principled framework, Relighting4D, that enables free-viewpoints relighting from only human videos under unknown illuminations. Our key insight is that the space-time varying geometry and reflectance of the human body can be decomposed as a set of neural fields of normal, occlusion, diffuse, and specular maps. These neural fields are further integrated into reflectance-aware physically based rendering, where each vertex in the neural field absorbs and reflects the light from the environment. The whole framework can be learned from videos in a self-supervised manner, with physically informed priors designed for regularization. Extensive experiments on both real and synthetic datasets demonstrate that our framework is capable of relighting dynamic human actors with free-viewpoints. Codes are available at https://github.com/FrozenBurning/Relighting4D.
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We introduce a new approach to image forensics: placing physical refractive objects, which we call totems, into a scene so as to protect any photograph taken of that scene. Totems bend and redirect light rays, thus providing multiple, albeit distorted, views of the scene within a single image. A defender can use these distorted totem pixels to detect if an image has been manipulated. Our approach unscrambles the light rays passing through the totems by estimating their positions in the scene and using their known geometric and material properties. To verify a totem-protected image, we detect inconsistencies between the scene reconstructed from totem viewpoints and the scene’s appearance from the camera viewpoint. Such an approach makes the adversarial manipulation task more difficult, as the adversary must modify both the totem and image pixels in a geometrically consistent manner without knowing the physical properties of the totem. Unlike prior learning-based approaches, our method does not require training on datasets of specific manipulations, and instead uses physical properties of the scene and camera to solve the forensics problem.
Light has many properties that vision sensors can passively measure. Colour-band separated wavelength and intensity are arguably the most commonly used for monocular 6D object pose estimation. This paper explores how complementary polarisation information, i.e. the orientation of light wave oscillations, influences the accuracy of pose predictions. A hybrid model that leverages physical priors jointly with a data-driven learning strategy is designed and carefully tested on objects with different levels of photometric complexity. Our design significantly improves the pose accuracy compared to state-of-the-art photometric approaches and enables object pose estimation for highly reflective and transparent objects. A new multi-modal instance-level 6D object pose dataset with highly accurate pose annotations for multiple objects with varying photometric complexity is introduced as a benchmark.
High-quality structured data with rich annotations are critical components in intelligent vehicle systems dealing with road scenes. However, data curation and annotation require intensive investments and yield low-diversity scenarios. The recently growing interest in synthetic data raises questions about the scope of improvement in such systems and the amount of manual work still required to produce high volumes and variations of simulated data. This work proposes a synthetic data generation pipeline that utilizes existing datasets, like nuScenes, to address the difficulties and domain-gaps present in simulated datasets. We show that using annotations and visual cues from existing datasets, we can facilitate automated multi-modal data generation, mimicking real scene properties with high-fidelity, along with mechanisms to diversify samples in a physically meaningful way. We demonstrate improvements in mIoU metrics by presenting qualitative and quantitative experiments with real and synthetic data for semantic segmentation on the Cityscapes and KITTI-STEP datasets. All relevant code and data is released on github.
We present UrbanScene3D, a large-scale data platform for research of urban scene perception and reconstruction. UrbanScene3D contains over 128k high-resolution images covering 16 scenes including large-scale real urban regions and synthetic cities with 136 km2 area in total. The dataset also contains high-precision LiDAR scans and hundreds of image sets with different observation patterns, which provide a comprehensive benchmark to design and evaluate aerial path planning and 3D reconstruction algorithms. In addition, the dataset, which is built on Unreal Engine and Airsim simulator together with the manually annotated unique instance label for each building in the dataset, enables the generation of all kinds of data, e.g., 2D depth maps, 2D/3D bounding boxes, and 3D point cloud/mesh segmentations, etc. The simulator with physical engine and lighting system not only produce variety of data but also enable users to simulate cars or drones in the proposed urban environment for future research. The dataset with aerial path planning and 3D reconstruction benchmark is available at: https://vcc.tech/UrbanScene3
Recent advances in deep learning for event-driven applications with dynamic vision sensors (DVS) primarily rely on training over simulated data. However, most simulators ignore various physics-based characteristics of real DVS, such as the fidelity of event timestamps and comprehensive noise effects. We propose an event simulator, dubbed DVS-Voltmeter, to enable high-performance deep networks for DVS applications. DVS-Voltmeter incorporates the fundamental principle of physics - (1) voltage variations in a DVS circuit, (2) randomness caused by photon reception, and (3) noise effects caused by temperature and parasitic photocurrent - into a stochastic process. With the novel insight into the sensor design and physics, DVS-Voltmeter generates more realistic events, given high frame-rate videos. Qualitative and quantitative experiments show that the simulated events resemble real data. The evaluation on two tasks, i.e., semantic segmentation and intensity-image reconstruction, indicates that neural networks trained with DVS-Voltmeter generalize favorably on real events against state-of- the-art simulators.
Fourier Ptychographic Microscopy (FPM) is an imaging procedure that overcomes the traditional limit on Space-Bandwidth Product (SBP) of conventional microscopes through computational means. It utilizes multiple images captured using a low numerical aperture (NA) objective and enables high-resolution phase imaging through frequency domain stitching. Existing FPM reconstruction methods can be broadly categorized into two approaches: iterative optimization based methods, which are based on the physics of the forward imaging model, and data-driven methods which commonly employ a feed-forward deep learning framework. We propose a hybrid model-driven residual network that combines the knowledge of the forward imaging system with a deep data-driven network. Our proposed architecture, LWGNet, unrolls traditional Wirtinger flow optimization algorithm into a novel neural network design that enhances the gradient images through complex convolutional blocks. Unlike other conventional unrolling techniques, LWGNet uses fewer stages while performing at par or even better than existing traditional and deep learning techniques, particularly, for low-cost and low dynamic range CMOS sensors. This improvement in performance for low-bit depth and low-cost sensors has the potential to bring down the cost of FPM imaging setup significantly. Finally, we show consistently improved performance on our collected real data.
Event cameras demonstrate unique characteristics such as high temporal resolution, low latency, and high dynamic range to improve performance for various image enhancement tasks. However, event streams cannot be applied to neural networks directly due to their sparse nature. To integrate events into traditional computer vision algorithms, an appropriate event representation is desirable, while existing voxel grid and event stack representations are less effective in encoding motion and temporal information. This paper presents a novel event representation named Neural Event STack (NEST), which satisfies physical constraints and encodes comprehensive motion and temporal information sufficient for image enhancement. We apply our representation on multiple tasks, which achieves superior performance on image deblurring and image super-resolution than state-of-the-art methods on both synthetic and real datasets. And we further demonstrate the possibility to generate high frame rate videos with our novel event representation.
We present a method to edit complex indoor lighting from a single image with its predicted depth and light source segmentation masks. This is an extremely challenging problem that requires modeling complex light transport, and disentangling HDR lighting from material and geometry with only a partial LDR observation of the scene. We tackle this problem using two novel components: 1) a holistic scene reconstruction method that estimates scene reflectance and parametric 3D lighting, and 2) a neural rendering framework that re-renders the scene from our predictions. We use physically-based indoor light representations that allow for intuitive editing, and infer both visible and invisible light sources. Our neural rendering framework combines physically-based direct illumination and shadow rendering with deep networks to approximate global illumination. It can capture challenging lighting effects, such as soft shadows, directional lighting, specular materials, and interreflections. Previous single image inverse rendering methods usually entangle scene lighting and geometry and only support applications like object insertion. Instead, by combining parametric 3D lighting estimation with neural scene rendering, we demonstrate the first automatic method to achieve full scene relighting, including light source insertion, removal, and replacement, from a single image. All source code and data will be publicly released.
The study of hand-object interaction requires generating viable grasp poses for high-dimensional multi-finger models, often relying on analytic grasp synthesis which tends to produce brittle and unnatural results. This paper presents Grasp’D, an approach to grasp synthesis by differentiable contact simulation that can work with both known models and visual inputs. We use gradient-based methods as an alternative to sampling-based grasp synthesis, which fails without simplifying assumptions, such as pre-specified contact locations and eigengrasps. Such assumptions limit grasp discovery and, in particular, exclude high-contact power grasps. In contrast, our simulation-based approach allows for stable, efficient, physically realistic, high-contact grasp synthesis, even for gripper morphologies with high-degrees of freedom. We identify and address challenges in making grasp simulation amenable to gradient-based optimization, such as non-smooth object surface geometry, contact sparsity, and a rugged optimization landscape. Grasp’D compares favorably to analytic grasp synthesis on human and robotic hand models, and resultant grasps achieve over 4× denser contact, leading to significantly higher grasp stability. Video and code available at: graspd-eccv22.github.io.
3D human pose estimation from a monocular video has recently seen significant improvements. However, most state-of-the-art methods are kinematics-based, which are prone to physically implausible motions with pronounced artifacts. Current dynamics-based methods can predict physically plausible motion but are restricted to simple scenarios with static camera view. In this work, we present D&D (Learning Human Dynamics from Dynamic Camera), which leverages the laws of physics to reconstruct 3D human motion from the in-the-wild videos with a moving camera. D&D introduces inertial force control (IFC) to explain the 3D human motion in the non-inertial local frame by considering the inertial forces of the dynamic camera. To learn the ground contact with limited annotations, we develop probabilistic contact torque (PCT), which is computed by differentiable sampling from contact probabilities and used to generate motions. The contact state can be weakly supervised by encouraging the model to generate correct motions. Furthermore, we propose an attentive PD controller that adjusts target pose states using temporal information to obtain smooth and accurate pose control. Our approach is entirely neural-based and runs without offline optimization or simulation in physics engines. Experiments on large-scale 3D human motion benchmarks demonstrate the effectiveness of D&D, where we exhibit superior performance against both state-of-the-art kinematics-based and dynamics-based methods. Code is available at https://github.com/Jeff-sjtu/DnD
This paper tackles the task of uncalibrated photometric stereo for 3D object reconstruction, where both the object shape, object reflectance, and lighting directions are unknown. This is an extremely difficult task, and the challenge is further compounded with the existence of the well-known generalized bas-relief (GBR) ambiguity in photometric stereo. Previous methods to resolve this ambiguity either rely on an overly simplified reflectance model, or assume special light distribution. We propose a new method that jointly optimizes object shape, light directions, and light intensities, all under general surfaces and lights assumptions. The specularities are used explicitly to resolve the GBR ambiguity via a neural inverse rendering process. We gradually fit specularities from shiny to rough using novel progressive specular bases. Our method leverages a physically based rendering equation by minimizing the reconstruction error on a per-object-basis. Our method demonstrates state-of-the-art accuracy in light estimation and shape recovery on real-world datasets.
S2Contact: Graph-Based Network for 3D Hand-Object Contact Estimation with Semi-Supervised Learning
PDF ↗Being able to reason about the physical contacts between hands and objects is crucial in understanding hand-object manipulation. However, despite the efforts in accurate 3D annotations in hand and object datasets, there still exist gaps in 3D hand and object reconstructions. Recent works leverage contact maps to refine inaccurate hand-object pose estimations and generate grasps given object models. However, they require explicit 3D supervision which is seldom available and therefore, are limited to constrained settings, e.g., where thermal cameras observe residual heat left on manipulated objects. In this paper, we propose a novel semi-supervised framework that allows us to learn contact from monocular videos. Specifically, we leverage visual and geometric consistency constraints in large-scale datasets for generating pseudo-labels in semi-supervised learning and propose an efficient graph-based network to infer contact. Our semi-supervised learning framework achieves a favourable improvement over the existing supervised learning methods trained on data with ‘limited’ annotations. Notably, our proposed model is able to achieve superior results with less than half the network parameters and memory access cost when compared with the commonly-used PointNet-based approach. We show benefits from using a contact map that rules hand-object interactions to produce more accurate reconstructions. We further demonstrate that training with pseudo-labels can extend contact map estimations to out-of-domain objects and generalise better across multiple datasets.
Monocular 3D detection has drawn much attention from the community due to its low cost and setup simplicity. It takes an RGB image as input and predicts 3D boxes in the 3D space. The most challenging sub-task lies in the instance depth estimation. Previous works usually use a direct estimation method. However, in this paper we point out that the instance depth on the RGB image is non-intuitive. It is coupled by visual depth clues and instance attribute clues, making it hard to be directly learned in the network. Therefore, we propose to reformulate the instance depth to the combination of the instance visual surface depth (visual depth) and the instance attribute depth (attribute depth). The visual depth is related to objects’ appearances and positions on the image. By contrast, the attribute depth relies on objects’ inherent attributes, which are invariant to the object affine transformation on the image. Correspondingly, we decouple the 3D location uncertainty into visual depth uncertainty and attribute depth uncertainty. By combining different types of depths and associated uncertainties, we can obtain the final instance depth. Furthermore, data augmentation in monocular 3D detection is usually limited due to the physical nature, hindering the boost of performance. Based on the proposed instance depth disentanglement strategy, we can alleviate this problem. Evaluated on KITTI, our method achieves new state-of-the-art results, and extensive ablation studies validate the effectiveness of each component in our method. The codes are released at https://github.com/SPengLiang/DID-M3D.
Monocular 3D object detection is of great significance for autonomous driving but remains challenging. The core challenge is to predict the distance of objects in the absence of explicit depth information. Unlike regressing the distance as a single variable in most existing methods, we propose a novel geometry-based distance decomposition to recover the distance by its factors. The decomposition factors the distance of objects into the most representative and stable variables, i.e. the physical height and the projected visual height in the image plane. Moreover, the decomposition maintains the self-consistency between the two heights, leading to robust distance prediction when both predicted heights are inaccurate. The decomposition also enables us to trace the causes of the distance uncertainty for different scenarios. Such decomposition makes the distance prediction interpretable, accurate, and robust. Our method directly predicts 3D bounding boxes from RGB images with a compact architecture, making the training and inference simple and efficient. The experimental results show that our method achieves the state-of-the-art performance on the monocular 3D Object Detection and Bird's Eye View tasks of the KITTI dataset, and can generalize to images with different camera intrinsics.
Recovering high-quality 3D human motion in complex scenes from monocular videos is important for many applications, ranging from AR/VR to robotics. However, capturing realistic human-scene interactions, while dealing with occlusions and partial views, is challenging; current approaches are still far from achieving compelling results. We address this problem by proposing LEMO: LEarning human MOtion priors for 4D human body capture. By leveraging the large-scale motion capture dataset AMASS, we introduce a novel motion smoothness prior, which strongly reduces the jitters exhibited by poses recovered over a sequence. Furthermore, to handle contacts and occlusions occurring frequently in body-scene interactions, we design a contact friction term and a contact-aware motion infiller obtained via per-instance self-supervised training. To prove the effectiveness of the proposed motion priors, we combine them into a novel pipeline for 4D human body capture in 3D scenes. With our pipeline, we demonstrate high-quality 4D human body capture, reconstructing smooth motions and physically plausible body-scene interactions. The code and data are available at https://sanweiliti.github.io/LEMO/LEMO.html.
DC-ShadowNet: Single-Image Hard and Soft Shadow Removal Using Unsupervised Domain-Classifier Guided Network
PDF ↗Shadow removal from a single image is generally still an open problem. Most existing learning-based methods use supervised learning and require a large number of paired images (shadow and corresponding non-shadow images) for training. A recent unsupervised method, Mask-ShadowGAN, addresses this limitation. However, it requires a binary mask to represent shadow regions, making it inapplicable to soft shadows. To address the problem, in this paper, we propose an unsupervised domain-classifier guided shadow removal network, DC-ShadowNet. Specifically, we propose to integrate a shadow/shadow-free domain classifier into a generator and its discriminator, enabling them to focus on shadow regions. To train our network, we introduce novel losses based on physics-based shadow-free chromaticity, shadow-robust perceptual features, and boundary smoothness. Moreover, we show that our network being unsupervised can be used for test-time training that further improves the results. Our experiments show that all these novel components allow our method to handle soft shadows, and also to perform better on hard shadows both quantitatively and qualitatively than the existing state-of-the-art shadow removal methods.
We present the first method capable of photorealistically reconstructing deformable scenes using photos/videos captured casually from mobile phones. Our approach augments neural radiance fields (NeRF) by optimizing an additional continuous volumetric deformation field that warps each observed point into a canonical 5D NeRF. We observe that these NeRF-like deformation fields are prone to local minima, and propose a coarse-to-fine optimization method for coordinate-based models that allows for more robust optimization. By adapting principles from geometry processing and physical simulation to NeRF-like models, we propose an elastic regularization of the deformation field that further improves robustness. We show that our method can turn casually captured selfie photos/videos into deformable NeRF models that allow for photorealistic renderings of the subject from arbitrary viewpoints, which we dub "nerfies." We evaluate our method by collecting time-synchronized data using a rig with two mobile phones, yielding train/validation images of the same pose at different viewpoints. We show that our method faithfully reconstructs non-rigidly deforming scenes and reproduces unseen views with high fidelity.
By estimating 3D shape and instances from a single view, we can capture information about the environment quickly, without the need for comprehensive scanning and multi-view fusion. Solving this task for composite scenes (such as object stacks) is challenging: occluded areas are not only ambiguous in shape but also in instance segmentation; multiple decompositions could be valid. We observe that physics constrains decomposition as well as shape in occluded regions and hypothesise that a latent space learned from scenes built under physics simulation can serve as a prior to better predict shape and instances in occluded regions. To this end we propose SIMstack, a depth-conditioned Variational Auto-Encoder (VAE), trained on a dataset of objects stacked under physics simulation. We formulate instance segmentation as a center voting task which allows for class-agnostic detection and doesn't require setting the maximum number of objects in the scene. At test time, our model can generate 3D shape and instance segmentation from a single depth view, probabilistically sampling proposals for the occluded region from the learned latent space. We argue that this method has practical applications in providing robots some of the ability humans have to make rapid intuitive inferences of partially observed scenes. We demonstrate an application for precise (non-disruptive) object grasping of unknown objects from a single depth view.
Examples that are close to the decision boundary---that we term hard examples, are essential to shape accurate classifiers. Extracting confident examples has been widely studied in the community of learning with noisy labels. However, it remains elusive how to extract hard confident examples from the noisy training data. In this paper, we propose a deep learning paradigm to solve this problem, which is built on the memorization effect of deep neural networks that they would first learn simple patterns, i.e., which are defined by these shared by multiple training examples. To extract hard confident examples that contain non-simple patterns and are entangled with the inaccurately labeled examples, we borrow the idea of momentum from physics. Specifically, we alternately update the confident examples and refine the classifier. Note that the extracted confident examples in the previous round can be exploited to learn a better classifier and that the better classifier will help identify better (and hard) confident examples. We call the approach the "Momentum of Memorization" (Me-Momentum). Empirical results on benchmark-simulated and real-world label-noise data illustrate the effectiveness of Me-Momentum for extracting hard confident examples, leading to better classification performance.