We present a method for reconstructing accurate and consistent 3D hands from a monocular video. We observe that detected 2D hand keypoints and the image texture provide important cues about the geometry and texture of the 3D hand, which can reduce or even eliminate the requirement on 3D hand annotation. Thus we propose ${\rm {S}^{2}HAND}$, a self-supervised 3D hand reconstruction model, that can jointly estimate pose, shape, texture, and the camera viewpoint from a single RGB input through the supervision of easily accessible 2D detected keypoints. We leverage the continuous hand motion information contained in the unlabeled video data and propose ${\rm {S}^{2}HAND(V)}$, which uses a set of weights shared ${\rm {S}^{2}HAND}$ to process each frame and exploits additional motion, texture, and shape consistency constrains to promote more accurate hand poses and more consistent shapes and textures. Experiments on benchmark datasets demonstrate that our self-supervised approach produces comparable hand reconstruction performance compared with the recent full-supervised methods in single-frame as input setup, and notably improves the reconstruction accuracy and consistency when using video training data.
We address the task of estimating 6D camera poses from sparse-view image sets (2-8 images). This task is a vital pre-processing stage for nearly all contemporary (neural) reconstruction algorithms but remains challenging given sparse views, especially for objects with visual symmetries and texture-less surfaces. We build on the recent RelPose framework which learns a network that infers distributions over relative rotations over image pairs. We extend this approach in two key ways; first, we use attentional transformer layers to process multiple images jointly, since additional views of an object may resolve ambiguous symmetries in any given image pair (such as the handle of a mug that becomes visible in a third view). Second, we augment this network to also report camera translations by defining an appropriate coordinate system that decouples the ambiguity in rotation estimation from translation prediction. Our final system results in large improvements in 6D pose prediction over prior art on both seen and unseen object categories and also enables pose estimation and 3D reconstruction for in-the-wild objects.
Texture mapping as a fundamental task in 3D modeling has been well established for well-acquired aerial assets under consistent illumination, yet it remains a challenge when it is scaled to large datasets with images under varying views and illuminations. A well-performed texture mapping algorithm must be able to efficiently select views, fuse and map textures from these views to mesh models, at the same time, achieve consistent radiometry over the entire model. Existing approaches achieve efficiency either by limiting the number of images to one view per face, or simplifying global inferences to only achieve local color consistency. In this paper, we break this tie by proposing a novel and efficient texture mapping framework that allows the use of multiple views of texture per face, at the same time to achieve global color consistency. The proposed method leverages a loopy belief propagation algorithm to perform an efficient and global-level probabilistic inferences to rank candidate views per face, which enables face-level multi-view texture fusion and blending. The texture fusion algorithm, being non-parametric, brings another advantage over typical parametric post color correction methods, due to its improved robustness to non-linear illumination differences. The experiments on three different types of datasets (i.e. satellite dataset, unmanned-aerial vehicle dataset and close-range dataset) show that the proposed method has produced visually pleasant and texturally consistent results in all scenarios, with an added advantage of consuming less running time as compared to the state of the art methods, especially for large-scale dataset such as satellite-derived models.
Point cloud data has been extensively studied due to its compact form and flexibility in representing complex 3D structures. The ability of point cloud data to accurately capture and represent intricate 3D geometry makes it an ideal choice for a wide range of applications, including computer vision, robotics, and autonomous driving, all of which require an understanding of the underlying spatial structures. Given the challenges associated with annotating large-scale point clouds, self-supervised point cloud representation learning has attracted increasing attention in recent years. This approach aims to learn generic and useful point cloud representations from unlabeled data, circumventing the need for extensive manual annotations. In this paper, we present a comprehensive survey of self-supervised point cloud representation learning using DNNs. We begin by presenting the motivation and general trends in recent research. We then briefly introduce the commonly used datasets and evaluation metrics. Following that, we delve into an extensive exploration of self-supervised point cloud representation learning methods based on these techniques. Finally, we share our thoughts on some of the challenges and potential issues that future research in self-supervised learning for pre-training 3D point clouds may encounter.
We propose a physically-motivated deep learning framework to solve a general version of the challenging indoor lighting estimation problem. Given a single LDR image with a depth map, our method predicts spatially consistent lighting at any given image position. Particularly, when the input is an LDR video sequence, our framework not only progressively refines the lighting prediction as it sees more regions, but also preserves temporal consistency by keeping the refinement smooth. Our framework reconstructs a spherical Gaussian lighting volume (SGLV) through a tailored 3D encoder-decoder, which enables spatially consistent lighting prediction through volume ray tracing, a hybrid blending network for detailed environment maps, an in-network Monte-Carlo rendering layer to enhance photorealism for virtual object insertion, and recurrent neural networks (RNN) to achieve temporally consistent lighting prediction with a video sequence as the input. For training, we significantly enhance the OpenRooms public dataset of photorealistic synthetic indoor scenes with around 360K HDR environment maps of much higher resolution and 38K video sequences, rendered with GPU-based path tracing. Experiments show that our framework achieves lighting prediction with higher quality compared to state-of-the-art single-image or video-based methods, leading to photorealistic AR applications such as object insertion.
The introduction of multiple viewpoints in video scenes inevitably increases the bitrates required for storage and transmission. To reduce bitrates, researchers have developed methods to skip intermediate viewpoints during compression and delivery, and ultimately reconstruct them using Side Information (SI). Typically, depth maps are used to construct SI. However, their methods suffer from inaccuracies in reconstruction and inherently high bitrates. In this paper, we propose a novel multi-view video coding method that leverages the image generation capabilities of Generative Adversarial Network (GAN) to improve the reconstruction accuracy of SI. Additionally, we consider incorporating information from adjacent temporal and spatial viewpoints to further reduce SI redundancy. At the encoder, we construct a spatio-temporal Epipolar Plane Image (EPI) and further utilize a convolutional network to extract the latent code of a GAN as SI. At the decoder side, we combine the SI and adjacent viewpoints to reconstruct intermediate views using the GAN generator. Specifically, we establish a joint encoder constraint for reconstruction cost and SI entropy to achieve an optimal trade-off between reconstruction quality and bitrates overhead. Experiments demonstrate significantly improved Rate-Distortion (RD) performance compared with state-of-the-art methods.
In this paper, we propose a novel Feature Decomposition and Reconstruction Learning (FDRL) method for effective facial expression recognition. We view the expression information as the combination of the shared information (expression similarities) across different expressions and the unique information (expression-specific variations) for each expression. More specifically, FDRL mainly consists of two crucial networks: a Feature Decomposition Network (FDN) and a Feature Reconstruction Network (FRN). In particular, FDN first decomposes the basic features extracted from a backbone network into a set of facial action-aware latent features to model expression similarities. Then, FRN captures the intra-feature and inter-feature relationships for latent features to characterize expression-specific variations, and reconstructs the expression feature. To this end, two modules including an intra-feature relation modeling module and an inter-feature relation modeling module are developed in FRN. Experimental results on both the in-the-lab databases (including CK+, MMI, and Oulu-CASIA) and the in-the-wild databases (including RAF-DB and SFEW) show that the proposed FDRL method consistently achieves higher recognition accuracy than several state-of-the-art methods. This clearly highlights the benefit of feature decomposition and reconstruction for classifying expressions.
Self-supervised learning has been widely used to obtain transferrable representations from unlabeled images. Especially, recent contrastive learning methods have shown impressive performances on downstream image classification tasks. While these contrastive methods mainly focus on generating invariant global representations at the image-level under semantic-preserving transformations, they are prone to overlook spatial consistency of local representations and therefore have a limitation in pretraining for localization tasks such as object detection and instance segmentation. Moreover, aggressively cropped views used in existing contrastive methods can minimize representation distances between the semantically different regions of a single image. In this paper, we propose a spatially consistent representation learning algorithm (SCRL) for multi-object and location-specific tasks. In particular, we devise a novel self-supervised objective that tries to produce coherent spatial representations of a randomly cropped local region according to geometric translations and zooming operations. On various downstream localization tasks with benchmark datasets, the proposed SCRL shows significant performance improvements over the image-level supervised pretraining as well as the state-of-the-art self-supervised learning methods.
We present self-supervised geometric perception (SGP), the first general framework to learn a feature descriptor for correspondence matching without any ground-truth geometric model labels (e.g., camera poses, rigid transformations). Our first contribution is to formulate geometric perception as an optimization problem that jointly optimizes the feature descriptor and the geometric models given a large corpus of visual measurements (e.g., images, point clouds). Under this optimization formulation, we show that two important streams of research in vision, namely robust model fitting and deep feature learning, correspond to optimizing one block of the unknown variables while fixing the other block. This analysis naturally leads to our second contribution -- the SGP algorithm that performs alternating minimization to solve the joint optimization. SGP iteratively executes two meta-algorithms: a teacher that performs robust model fitting given learned features to generate geometric pseudo-labels, and a student that performs deep feature learning under noisy supervision of the pseudo-labels. As a third contribution, we apply SGP to two perception problems on large-scale real datasets, namely relative camera pose estimation on MegaDepth and point cloud registration on 3DMatch. We demonstrate that SGP achieves state-of-the-art performance that is on-par or superior to the supervised oracles trained using ground-truth labels.
This work addresses a novel and challenging problem of estimating the full 3D hand shape and pose from a single RGB image. Most current methods in 3D hand analysis from monocular RGB images only focus on estimating the 3D locations of hand keypoints, which cannot fully express the 3D shape of hand. In contrast, we propose a Graph Convolutional Neural Network (Graph CNN) based method to reconstruct a full 3D mesh of hand surface that contains richer information of both 3D hand shape and pose. To train networks with full supervision, we create a large-scale synthetic dataset containing both ground truth 3D meshes and 3D poses. When fine-tuning the networks on real-world datasets without 3D ground truth, we propose a weakly-supervised approach by leveraging the depth map as a weak supervision in training. Through extensive evaluations on our proposed new datasets and two public datasets, we show that our proposed method can produce accurate and reasonable 3D hand mesh, and can achieve superior 3D hand pose estimation accuracy when compared with state-of-the-art methods.
Dialogue systems have attracted more and more attention. Recent advances on dialogue systems are overwhelmingly contributed by deep learning techniques, which have been employed to enhance a wide range of big data applications such as computer vision, natural language processing, and recommender systems. For dialogue systems, deep learning can leverage a massive amount of data to learn meaningful feature representations and response generation strategies, while requiring a minimum amount of hand-crafting. In this article, we give an overview to these recent advances on dialogue systems from various perspectives and discuss some possible research directions. In particular, we generally divide existing dialogue systems into task-oriented and non-task-oriented models, then detail how deep learning techniques help them with representative algorithms and finally discuss some appealing research directions that can bring the dialogue system research into a new frontier.