43-Issue 7
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Item Gaussian in the Dark: Real-Time View Synthesis From Inconsistent Dark Images Using Gaussian Splatting(The Eurographics Association and John Wiley & Sons Ltd., 2024) Ye, Sheng; Dong, Zhen-Hui; Hu, Yubin; Wen, Yu-Hui; Liu, Yong-Jin; Chen, Renjie; Ritschel, Tobias; Whiting, Emily3D Gaussian Splatting has recently emerged as a powerful representation that can synthesize remarkable novel views using consistent multi-view images as input. However, we notice that images captured in dark environments where the scenes are not fully illuminated can exhibit considerable brightness variations and multi-view inconsistency, which poses great challenges to 3D Gaussian Splatting and severely degrades its performance. To tackle this problem, we propose Gaussian-DK. Observing that inconsistencies are mainly caused by camera imaging, we represent a consistent radiance field of the physical world using a set of anisotropic 3D Gaussians, and design a camera response module to compensate for multi-view inconsistencies. We also introduce a step-based gradient scaling strategy to constrain Gaussians near the camera, which turn out to be floaters, from splitting and cloning. Experiments on our proposed benchmark dataset demonstrate that Gaussian-DK produces high-quality renderings without ghosting and floater artifacts and significantly outperforms existing methods. Furthermore, we can also synthesize light-up images by controlling exposure levels that clearly show details in shadow areas.Item A TransISP Based Image Enhancement Method for Visual Disbalance in Low-light Images(The Eurographics Association and John Wiley & Sons Ltd., 2024) Wu, Jiaqi; Guo, Jing; Jing, Rui; Zhang, Shihao; Tian, Zijian; Chen, Wei; Wang, Zehua; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyExisting image enhancement algorithms often fail to effectively address issues of visual disbalance, such as brightness unevenness and color distortion, in low-light images. To overcome these challenges, we propose a TransISP-based image enhancement method specifically designed for low-light images. To mitigate color distortion, we design dual encoders based on decoupled representation learning, which enable complete decoupling of the reflection and illumination components, thereby preventing mutual interference during the image enhancement process. To address brightness unevenness, we introduce CNNformer, a hybrid model combining CNN and Transformer. This model efficiently captures local details and long-distance dependencies between pixels, contributing to the enhancement of brightness features across various local regions. Additionally, we integrate traditional image signal processing algorithms to achieve efficient color correction and denoising of the reflection component. Furthermore, we employ a generative adversarial network (GAN) as the overarching framework to facilitate unsupervised learning. The experimental results show that, compared with six SOTA image enhancement algorithms, our method obtains significant improvement in evaluation indexes (e.g., on LOL, PSNR: 15.59%, SSIM: 9.77%, VIF: 9.65%), and it can improve visual disbalance defects in low-light images captured from real-world coal mine underground scenarios.Item Evolutive 3D Urban Data Representation through Timeline Design Space(The Eurographics Association and John Wiley & Sons Ltd., 2024) Gautier, Corentin Le Bihan; Delanoy, Johanna; Gesquière, Gilles; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyCities are constantly changing to adapt to new societal and environmental challenges. Understanding their evolution is thus essential to make informed decisions about their future. To capture these changes, cities are increasingly offering digital 3D snapshots of their territory over time. However, existing tools to visualise these data typically represent the city at a specific point in time, limiting a comprehensive analysis of its evolution. In this paper, we propose a new method for simultaneously visualising different versions of the city in a 3D space. We integrate the different versions of the city along a new way of 3D timeline that can take different shapes depending on the needs of the user and the dataset being visualised. We propose four different shapes of timelines and three ways to place the versions along it. Our method places the versions such that there is no visual overlap for the user by varying the parameters of the timelines, and offer options to ease the understanding of the scene by changing the orientation or scale of the versions. We evaluate our method on different datasets to demonstrate the advantages and limitations of the different shapes of timeline and provide recommendations so as to which shape to chose.Item Frequency-Aware Facial Image Shadow Removal through Skin Color and Texture Learning(The Eurographics Association and John Wiley & Sons Ltd., 2024) Zhang, Ling; Xie, Wenyang; Xiao, Chunxia; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyExisting facial image shadow removal methods predominantly rely on pre-extracted facial features. However, these methods often fail to capitalize on the full potential of these features, resorting to simplified utilization. Furthermore, they tend to overlook the importance of low-frequency information during the extraction of prior features, which can be easily compromised by noises. In our work, we propose a frequency-aware shadow removal network (FSRNet) for facial image shadow removal, which utilizes the skin color and texture information in the face to help recover illumination in shadow regions. Our FSRNet uses a frequencydomain image decomposition network to extract the low-frequency skin color map and high-frequency texture map from the face images, and applies a color-texture guided shadow removal network to produce final shadow removal result. Concretely, the designed fourier sparse attention block (FSABlock) can transform images from the spatial domain to the frequency domain and help the network focus on the key information. We also introduce a skin color fusion module (CFModule) and a texture fusion module (TFModule) to enhance the understanding and utilization of color and texture features, promoting high-quality result without color distortion and detail blurring. Extensive experiments demonstrate the superiority of the proposed method. The code is available at https://github.com/laoxie521/FSRNet.Item Pacific Graphics 2024 - CGF 43-7: Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2024) Chen, Renjie; Ritschel, Tobias; Whiting, Emily; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyItem GauLoc: 3D Gaussian Splatting-based Camera Relocalization(The Eurographics Association and John Wiley & Sons Ltd., 2024) Xin, Zhe; Dai, Chengkai; Li, Ying; Wu, Chenming; Chen, Renjie; Ritschel, Tobias; Whiting, Emily3D Gaussian Splatting (3DGS) has emerged as a promising representation for scene reconstruction and novel view synthesis for its explicit representation and real-time capabilities. This technique thus holds immense potential for use in mapping applications. Consequently, there is a growing need for an efficient and effective camera relocalization method to complement the advantages of 3DGS. This paper presents a camera relocalization method, namely GauLoc, in a scene represented by 3DGS. Unlike previous methods that rely on pose regression or photometric alignment, our proposed method leverages the differential rendering capability provided by 3DGS. The key insight of our work is the proposed implicit featuremetric alignment, which effectively optimizes the alignment between rendered keyframes and the query frames, and leverages the epipolar geometry to facilitate the convergence of camera poses conditioned explicit 3DGS representation. The proposed method significantly improves the relocalization accuracy even in complex scenarios with large initial camera rotation and translation deviations. Extensive experiments validate the effectiveness of our proposed method, showcasing its potential to be applied in many realworld applications. Source code will be released at https://github.com/xinzhe11/GauLoc.Item Variable Offsets and Processing of Implicit Forms Toward the Adaptive Synthesis and Analysis of Heterogeneous Conforming Microstructure(The Eurographics Association and John Wiley & Sons Ltd., 2024) Hong, Q. Youn; Antolin, Pablo; Elber, Gershon; Kim, Myung-Soo; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyThe synthesis of porous, lattice, or microstructure geometries has captured the attention of many researchers in recent years. Implicit forms, such as triply periodic minimal surfaces (TPMS) has captured a significant attention, recently, as tiles in lattices, partially because implicit forms have the potential for synthesizing with ease more complex topologies of tiles, compared to parametric forms. In this work, we show how variable offsets of implicit forms could be used in lattice design as well as lattice analysis, while graded wall and edge thicknesses could be fully controlled in the lattice and even vary within a single tile. As a result, (geometrically) heterogeneous lattices could be created and adapted to follow analysis results while maintaining continuity between adjacent tiles. We demonstrate this ability on several 3D models, including TPMS.Item GETr: A Geometric Equivariant Transformer for Point Cloud Registration(The Eurographics Association and John Wiley & Sons Ltd., 2024) Yu, Chang; Zhang, Sanguo; Shen, Li-Yong; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyAs a fundamental problem in computer vision, 3D point cloud registration (PCR) aims to seek the optimal transformation to align point cloud pairs. Meanwhile, the equivariance lies at the core of matching point clouds at arbitrary pose. In this paper, we propose GETr, a geometric equivariant transformer for PCR. By learning the point-wise orientations, we decouple the coordinate to the pose of the point clouds, which is the key to achieve equivariance in our framework. Then we utilize attention mechanism to learn the geometric features for superpoints matching, the proposed novel self-attention mechanism encodes the geometric information of point clouds. Finally, the coarse-to-fine manner is used to obtain high-quality correspondence for registration. Extensive experiments on both indoor and outdoor benchmarks demonstrate that our method outperforms various existing state-of-the-art methods.Item DSGI-Net: Density-based Selective Grouping Point Cloud Learning Network for Indoor Scene(The Eurographics Association and John Wiley & Sons Ltd., 2024) Wen, Xin; Duan, Yao; Xu, Kai; Zhu, Chenyang; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyIndoor scene point clouds exhibit diverse distributions and varying levels of sparsity, characterized by more intricate geometry and occlusion compared to outdoor scenes or individual objects. Despite recent advancements in 3D point cloud analysis introducing various network architectures, there remains a lack of frameworks tailored to the unique attributes of indoor scenarios. To address this, we propose DSGI-Net, a novel indoor scene point cloud learning network that can be integrated into existing models. The key innovation of this work is selectively grouping more informative neighbor points in sparse regions and promoting semantic consistency of the local area where different instances are in proximity but belong to distinct categories. Furthermore, our method encodes both semantic and spatial relationships between points in local regions to reduce the loss of local geometric details. Extensive experiments on the ScanNetv2, SUN RGB-D, and S3DIS indoor scene benchmarks demonstrate that our method is straightforward yet effective.Item Ray Tracing Animated Displaced Micro-Meshes(The Eurographics Association and John Wiley & Sons Ltd., 2024) Gruen, Holger; Benthin, Carsten; Kensler, Andrew; Barczak, Joshua; McAllister, David; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyWe present a new method that allows efficient ray tracing of virtually artefact-free animated displaced micro-meshes (DMMs) [MMT23] and preserves their low memory footprint and low BVH build and update cost. DMMs allow for compact representation of micro-triangle geometry through hierarchical encoding of displacements. Displacements are computed with respect to a coarse base mesh and are used to displace new vertices introduced during 1 : 4 subdivision of the base mesh. Applying non-rigid transformation to the base mesh can result in silhouette and normal artefacts (see Figure 1) during animation. We propose an approach which prevents these artefacts by interpolating transformation matrices before applying them to the DMM representation. Our interpolation-based algorithm does not change DMM data structures and it allows for efficient bounding of animated micro-triangle geometry which is essential for fast tessellation-free ray tracing of animated DMMs.Item Robust Diffusion-based Motion In-betweening(The Eurographics Association and John Wiley & Sons Ltd., 2024) Qin, Jia; Yan, Peng; An, Bo; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyThe emergence of learning-based motion in-betweening techniques offers animators a more efficient way to animate characters. However, existing non-generative methods either struggle to support long transition generation or produce results that lack diversity. Meanwhile, diffusion models have shown promising results in synthesizing diverse and high-quality motions driven by text and keyframes. However, in these methods, keyframes often serve as a guide rather than a strict constraint and can sometimes be ignored when keyframes are sparse. To address these issues, we propose a lightweight yet effective diffusionbased motion in-betweening framework that generates animations conforming to keyframe constraints.We incorporate keyframe constraints into the training phase to enhance robustness in handling various constraint densities. Moreover, we employ relative positional encoding to improve the model's generalization on long range in-betweening tasks. This approach enables the model to learn from short animations while generating realistic in-betweening motions spanning thousands of frames. We conduct extensive experiments to validate our framework using the newly proposed metrics K-FID, K-Diversity, and K-Error, designed to evaluate generative in-betweening methods. Results demonstrate that our method outperforms existing diffusion-based methods across various lengths and keyframe densities. We also show that our method can be applied to text-driven motion synthesis, offering fine-grained control over the generated results.Item A Hybrid Parametrization Method for B-Spline Curve Interpolation via Supervised Learning(The Eurographics Association and John Wiley & Sons Ltd., 2024) Song, Tianyu; Shen, Tong; Ge, Linlin; Feng, Jieqing; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyB-spline curve interpolation is a fundamental algorithm in computer-aided geometric design. Determining suitable parameters based on data points distribution has always been an important issue for high-quality interpolation curves generation. Various parameterization methods have been proposed. However, there is no universally satisfactory method that is applicable to data points with diverse distributions. In this work, a hybrid parametrization method is proposed to overcome the problem. For a given set of data points, a classifier via supervised learning identifies an optimal local parameterization method based on the local geometric distribution of four adjacent data points, and the optimal local parameters are computed using the selected optimal local parameterization method for the four adjacent data points. Then a merging method is employed to calculate global parameters which align closely with the local parameters. Experiments demonstrate that the proposed hybrid parameterization method well adapts the different distributions of data points statistically. The proposed method has a flexible and scalable framework, which can includes current and potential new parameterization methods as its components.Item PCLC-Net: Point Cloud Completion in Arbitrary Poses using Learnable Canonical Space(The Eurographics Association and John Wiley & Sons Ltd., 2024) Xu, Hanmo; Shuai, Qingyao; Chen, Xuejin; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyRecovering the complete structure from partial point clouds in arbitrary poses is challenging. Recently, many efforts have been made to address this problem by developing SO(3)-equivariant completion networks or aligning the partial point clouds with a predefined canonical space before completion. However, these approaches are limited to random rotations only or demand costly pose annotation for model training. In this paper, we present a novel Network for Point cloud Completion with Learnable Canonical space (PCLC-Net) to reduce the need for pose annotations and extract SE(3)-invariant geometry features to improve the completion quality in arbitrary poses. Without pose annotations, our PCLC-Net utilizes self-supervised pose estimation to align the input partial point clouds to a canonical space that is learnable for an object category and subsequently performs shape completion in the learned canonical space. Our PCLC-Net can complete partial point clouds with arbitrary SE(3) poses without requiring pose annotations for supervision. Our PCLC-Net achieves state-of-the-art results on shape completion with arbitrary SE(3) poses on both synthetic and real scanned data. To the best of our knowledge, our method is the first to achieve shape completion in arbitrary poses without pose annotations during network training.Item A Surface-based Appearance Model for Pennaceous Feathers(The Eurographics Association and John Wiley & Sons Ltd., 2024) Padrón-Griffe, Juan Raúl; Lanza, Dario; Jarabo, Adrian; Muñoz, Adolfo; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyThe appearance of a real-world feather results from the complex interaction of light with its multi-scale biological structure, including the central shaft, branching barbs, and interlocking barbules on those barbs. In this work, we propose a practical surface-based appearance model for feathers. We represent the far-field appearance of feathers using a BSDF that implicitly represents the light scattering from the main biological structures of a feather, such as the shaft, barb and barbules. Our model accounts for the particular characteristics of feather barbs such as the non-cylindrical cross-sections and the scattering media via a numerically-based BCSDF. To model the relative visibility between barbs and barbules, we derive a masking term for the differential projected areas of the different components of the feather's microgeometry, which allows us to analytically compute the masking between barbs and barbules. As opposed to previous works, our model uses a lightweight representation of the geometry based on a 2D texture, and does not require explicitly representing the barbs as curves. We show the flexibility and potential of our appearance model approach to represent the most important visual features of several pennaceous feathers.Item Digital Garment Alteration(The Eurographics Association and John Wiley & Sons Ltd., 2024) Eggler, Anna Maria; Falque, Raphael; Liu, Mark; Vidal-Calleja, Teresa; Sorkine-Hornung, Olga; Pietroni, Nico; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyGarment alteration is a practical technique to adapt an existing garment to fit a target body shape. Typically executed by skilled tailors, this process involves a series of strategic fabric operations-removing or adding material-to achieve the desired fit on a target body. We propose an innovative approach to automate this process by computing a set of practically feasible modifications that adapt an existing garment to fit a different body shape. We first assess the garment's fit on a reference body; then, we replicate this fit on the target by deriving a set of pattern modifications via a linear program. We compute these alterations by employing an iterative process that alternates between global geometric optimization and physical simulation. Our method utilizes geometry-based simulation of woven fabric's anisotropic behavior, accounts for tailoring details like seam matching, and incorporates elements such as darts or gussets. We validate our technique by producing digital and physical garments, demonstrating practical and achievable alterations.Item Palette-Based Recolouring of Gradient Meshes(The Eurographics Association and John Wiley & Sons Ltd., 2024) Houssaije, Willard A. Verschoore de la; Echevarria, Jose; Kosinka, Jirí; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyGradient meshes are a vector graphics primitive formed by a regular grid of bicubic quad patches. They allow for the creation of complex geometries and colour gradients, with recent extensions supporting features such as local refinement and sharp colour transitions. While many methods exist for recolouring raster images, often achieved by modifying an automatically detected palette of the image, gradient meshes have not received the same amount of attention when it comes to global colour editing. We present a novel method that allows for real-time palette-based recolouring of gradient meshes, including gradient meshes constructed using local refinement and containing sharp colour transitions. We demonstrate the utility of our method on synthetic illustrative examples as well as on complex gradient meshes.Item Inverse Garment and Pattern Modeling with a Differentiable Simulator(The Eurographics Association and John Wiley & Sons Ltd., 2024) Yu, Boyang; Cordier, Frederic; Seo, Hyewon; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyThe capability to generate simulation-ready garment models from 3D shapes of clothed people will significantly enhance the interpretability of captured geometry of real garments, as well as their faithful reproduction in the digital world. This will have notable impact on fields like shape capture in social VR, and virtual try-on in the fashion industry. To align with the garment modeling process standardized by the fashion industry and cloth simulation software, it is required to recover 2D patterns, which are then placed around the wearer's body model and seamed prior to the draping simulation. This involves an inverse garment design problem, which is the focus of our work here: Starting with an arbitrary target garment geometry, our system estimates its animatable replica along with its corresponding 2D pattern. Built upon a differentiable cloth simulator, it runs an optimization process that is directed towards minimizing the deviation of the simulated garment shape from the target geometry, while maintaining desirable properties such as left-to-right symmetry. Experimental results on various real-world and synthetic data show that our method outperforms state-of-the-art methods in producing both high-quality garment models and accurate 2D patterns.Item LGSur-Net: A Local Gaussian Surface Representation Network for Upsampling Highly Sparse Point Cloud(The Eurographics Association and John Wiley & Sons Ltd., 2024) Xiao, Zijian; Zhou, Tianchen; Yao, Li; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyWe introduce LGSur-Net, an end-to-end deep learning architecture, engineered for the upsampling of sparse point clouds. LGSur-Net harnesses a trainable Gaussian local representation by positioning a series of Gaussian functions on an oriented plane, complemented by the optimization of individual covariance matrices. The integration of parametric factors allows for the encoding of the plane's rotational dynamics and Gaussian weightings into a linear transformation matrix. Then we extract the feature maps from the point cloud and its adjoining edges and learn the local Gaussian depictions to accurately model the shape's local geometry through an attention-based network. The Gaussian representation's inherent high-order continuity endows LGSur-Net with the natural ability to predict surface normals and support upsampling to any specified resolution. Comprehensive experiments validate that LGSur-Net efficiently learns from sparse data inputs, surpassing the performance of existing state-of-the-art upsampling methods. Our code is publicly available at https://github.com/Rangiant5b72/LGSur-Net.Item SCARF: Scalable Continual Learning Framework for Memory-efficiency Multiple Neural Radiance Fields(The Eurographics Association and John Wiley & Sons Ltd., 2024) Wang, Yuze; Wang, Junyi; Wang, Chen; Duan, Wantong; Bao, Yongtang; Qi, Yue; Chen, Renjie; Ritschel, Tobias; Whiting, EmilyThis paper introduces a novel continual learning framework for synthesising novel views of multiple scenes, learning multiple 3D scenes incrementally, and updating the network parameters only with the training data of the upcoming new scene. We build on Neural Radiance Fields (NeRF), which uses multi-layer perceptron to model the density and radiance field of a scene as the implicit function. While NeRF and its extensions have shown a powerful capability of rendering photo-realistic novel views in a single 3D scene, managing these growing 3D NeRF assets efficiently is a new scientific problem. Very few works focus on the efficient representation or continuous learning capability of multiple scenes, which is crucial for the practical applications of NeRF. To achieve these goals, our key idea is to represent multiple scenes as the linear combination of a cross-scene weight matrix and a set of scene-specific weight matrices generated from a global parameter generator. Furthermore, we propose an uncertain surface knowledge distillation strategy to transfer the radiance field knowledge of previous scenes to the new model. Representing multiple 3D scenes with such weight matrices significantly reduces memory requirements. At the same time, the uncertain surface distillation strategy greatly overcomes the catastrophic forgetting problem and maintains the photo-realistic rendering quality of previous scenes. Experiments show that the proposed approach achieves state-of-the-art rendering quality of continual learning NeRF on NeRF-Synthetic, LLFF, and TanksAndTemples datasets while preserving extra low storage cost.Item FSH3D: 3D Representation via Fibonacci Spherical Harmonics(The Eurographics Association and John Wiley & Sons Ltd., 2024) Li, Zikuan; Huang, Anyi; Jia, Wenru; Wu, Qiaoyun; Wei, Mingqiang; Wang, Jun; Chen, Renjie; Ritschel, Tobias; Whiting, EmilySpherical harmonics are a favorable technique for 3D representation, employing a frequency-based approach through the spherical harmonic transform (SHT). Typically, SHT is performed using equiangular sampling grids. However, these grids are non-uniform on spherical surfaces and exhibit local anisotropy, a common limitation in existing spherical harmonic decomposition methods. This paper proposes a 3D representation method using Fibonacci Spherical Harmonics (FSH3D). We introduce a spherical Fibonacci grid (SFG), which is more uniform than equiangular grids for SHT in the frequency domain. Our method employs analytical weights for SHT on SFG, effectively assigning sampling errors to spherical harmonic degrees higher than the recovered band-limited function. This provides a novel solution for spherical harmonic transformation on non-equiangular grids. The key advantages of our FSH3D method include: 1) With the same number of sampling points, SFG captures more features without bias compared to equiangular grids; 2) The root mean square error of 32-degree spherical harmonic coefficients is reduced by approximately 34.6% for SFG compared to equiangular grids; and 3) FSH3D offers more stable frequency domain representations, especially for rotating functions. FSH3D enhances the stability of frequency domain representations under rotational transformations. Its application in 3D shape reconstruction and 3D shape classification results in more accurate and robust representations. Our code is publicly available at https://github.com/Miraclelzk/Fibonacci-Spherical-Harmonics.
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