No Arabic abstract
We develop a framework for extracting a concise representation of the shape information available from diffuse shading in a small image patch. This produces a mid-level scene descriptor, comprised of local shape distributions that are inferred separately at every image patch across multiple scales. The framework is based on a quadratic representation of local shape that, in the absence of noise, has guarantees on recovering accurate local shape and lighting. And when noise is present, the inferred local shape distributions provide useful shape information without over-committing to any particular image explanation. These local shape distributions naturally encode the fact that some smooth diffuse regions are more informative than others, and they enable efficient and robust reconstruction of object-scale shape. Experimental results show that this approach to surface reconstruction compares well against the state-of-art on both synthetic images and captured photographs.
In this work, we present a new learning-based pipeline for the generation of 3D shapes. We build our method on top of recent advances on the so called shape-from-spectrum paradigm, which aims at recovering the full 3D geometric structure of an object only from the eigenvalues of its Laplacian operator. In designing our learning strategy, we consider the spectrum as a natural and ready to use representation to encode variability of the shapes. Therefore, we propose a simple decoder-only architecture that directly maps spectra to 3D embeddings; in particular, we combine information from global and local spectra, the latter being obtained from localized variants of the manifold Laplacian. This combination captures the relations between the full shape and its local parts, leading to more accurate generation of geometric details and an improved semantic control in shape synthesis and novel editing applications. Our results confirm the improvement of the proposed approach in comparison to existing and alternative methods.
Recently, many methods have been proposed for face reconstruction from multiple images, most of which involve fundamental principles of Shape from Shading and Structure from motion. However, a majority of the methods just generate discrete surface model of face. In this paper, B-spline Shape from Motion and Shading (BsSfMS) is proposed to reconstruct continuous B-spline surface for multi-view face images, according to an assumption that shading and motion information in the images contain 1st- and 0th-order derivative of B-spline face respectively. Face surface is expressed as a B-spline surface that can be reconstructed by optimizing B-spline control points. Therefore, normals and 3D feature points computed from shading and motion of images respectively are used as the 1st- and 0th- order derivative information, to be jointly applied in optimizing the B-spline face. Additionally, an IMLS (iterative multi-least-square) algorithm is proposed to handle the difficult control point optimization. Furthermore, synthetic samples and LFW dataset are introduced and conducted to verify the proposed approach, and the experimental results demonstrate the effectiveness with different poses, illuminations, expressions etc., even with wild images.
We propose DeRenderNet, a deep neural network to decompose the albedo and latent lighting, and render shape-(in)dependent shadings, given a single image of an outdoor urban scene, trained in a self-supervised manner. To achieve this goal, we propose to use the albedo maps extracted from scenes in videogames as direct supervision and pre-compute the normal and shadow prior maps based on the depth maps provided as indirect supervision. Compared with state-of-the-art intrinsic image decomposition methods, DeRenderNet produces shadow-free albedo maps with clean details and an accurate prediction of shadows in the shape-independent shading, which is shown to be effective in re-rendering and improving the accuracy of high-level vision tasks for urban scenes.
The goal of this project is to learn a 3D shape representation that enables accurate surface reconstruction, compact storage, efficient computation, consistency for similar shapes, generalization across diverse shape categories, and inference from depth camera observations. Towards this end, we introduce Local Deep Implicit Functions (LDIF), a 3D shape representation that decomposes space into a structured set of learned implicit functions. We provide networks that infer the space decomposition and local deep implicit functions from a 3D mesh or posed depth image. During experiments, we find that it provides 10.3 points higher surface reconstruction accuracy (F-Score) than the state-of-the-art (OccNet), while requiring fewer than 1 percent of the network parameters. Experiments on posed depth image completion and generalization to unseen classes show 15.8 and 17.8 point improvements over the state-of-the-art, while producing a structured 3D representation for each input with consistency across diverse shape collections.
Depth scans acquired from different views may contain nuisances such as noise, occlusion, and varying point density. We propose a novel Signature of Geometric Centroids descriptor, supporting direct shape matching on the scans, without requiring any preprocessing such as scan denoising or converting into a mesh. First, we construct the descriptor by voxelizing the local shape within a uniquely defined local reference frame and concatenating geometric centroid and point density features extracted from each voxel. Second, we compare two descriptors by employing only corresponding voxels that are both non-empty, thus supporting matching incomplete local shape such as those close to scan boundary. Third, we propose a descriptor saliency measure and compute it from a descriptor-graph to improve shape matching performance. We demonstrate the descriptors robustness and effectiveness for shape matching by comparing it with three state-of-the-art descriptors, and applying it to object/scene reconstruction and 3D object recognition.