As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.
We demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian splatting and position-based dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to Gaussian shader, we enhance each Gaussian kernel with an added normal, aligning the kernel's orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. For more information, please visit our project page at \url{https://amysteriouscat.github.io/GaussianSplashing/}.
The text-to-image synthesis by diffusion models has recently shown remarkable performance in generating high-quality images. Although performs well for simple texts, the models may get confused when faced with complex texts that contain multiple objects or spatial relationships. To get the desired images, a feasible way is to manually adjust the textual descriptions, i.e., narrating the texts or adding some words, which is labor-consuming. In this paper, we propose a framework to learn the proper textual descriptions for diffusion models through prompt learning. By utilizing the quality guidance and the semantic guidance derived from the pre-trained diffusion model, our method can effectively learn the prompts to improve the matches between the input text and the generated images. Extensive experiments and analyses have validated the effectiveness of the proposed method.
Landslide susceptibility assessment (LSA) is of paramount importance in mitigating landslide risks. Recently, there has been a surge in the utilization of data-driven methods for predicting landslide susceptibility due to the growing availability of aerial and satellite data. Nonetheless, the rapid oscillations within the landslide-inducing environment (LIE), primarily due to significant changes in external triggers such as rainfall, pose difficulties for contemporary data-driven LSA methodologies to accommodate LIEs over diverse timespans. This study presents dynamic landslide susceptibility mapping that simply employs multiple predictive models for annual LSA. In practice, this will inevitably encounter small sample problems due to the limited number of landslide samples in certain years. Another concern arises owing to the majority of the existing LSA approaches train black-box models to fit distinct datasets, yet often failing in generalization and providing comprehensive explanations concerning the interactions between input features and predictions. Accordingly, we proposed to meta-learn representations with fast adaptation ability using a few samples and gradient updates; and apply SHAP for each model interpretation and landslide feature permutation. Additionally, we applied MT-InSAR for LSA result enhancement and validation. The chosen study area is Lantau Island, Hong Kong, where we conducted a comprehensive dynamic LSA spanning from 1992 to 2019. The model interpretation results demonstrate that the primary factors responsible for triggering landslides in Lantau Island are terrain slope and extreme rainfall. The results also indicate that the variation in landslide causes can be primarily attributed to extreme rainfall events, which result from global climate change, and the implementation of the Landslip Prevention and Mitigation Programme (LPMitP) by the Hong Kong government.
The function of constructing the hierarchy of objects is important to the visual process of the human brain. Previous studies have successfully adopted capsule networks to decompose the digits and faces into parts in an unsupervised manner to investigate the similar perception mechanism of neural networks. However, their descriptions are restricted to the 2D space, limiting their capacities to imitate the intrinsic 3D perception ability of humans. In this paper, we propose an Inverse Graphics Capsule Network (IGC-Net) to learn the hierarchical 3D face representations from large-scale unlabeled images. The core of IGC-Net is a new type of capsule, named graphics capsule, which represents 3D primitives with interpretable parameters in computer graphics (CG), including depth, albedo, and 3D pose. Specifically, IGC-Net first decomposes the objects into a set of semantic-consistent part-level descriptions and then assembles them into object-level descriptions to build the hierarchy. The learned graphics capsules reveal how the neural networks, oriented at visual perception, understand faces as a hierarchy of 3D models. Besides, the discovered parts can be deployed to the unsupervised face segmentation task to evaluate the semantic consistency of our method. Moreover, the part-level descriptions with explicit physical meanings provide insight into the face analysis that originally runs in a black box, such as the importance of shape and texture for face recognition. Experiments on CelebA, BP4D, and Multi-PIE demonstrate the characteristics of our IGC-Net.
3D Morphable Model (3DMM) fitting has widely benefited face analysis due to its strong 3D priori. However, previous reconstructed 3D faces suffer from degraded visual verisimilitude due to the loss of fine-grained geometry, which is attributed to insufficient ground-truth 3D shapes, unreliable training strategies and limited representation power of 3DMM. To alleviate this issue, this paper proposes a complete solution to capture the personalized shape so that the reconstructed shape looks identical to the corresponding person. Specifically, given a 2D image as the input, we virtually render the image in several calibrated views to normalize pose variations while preserving the original image geometry. A many-to-one hourglass network serves as the encode-decoder to fuse multiview features and generate vertex displacements as the fine-grained geometry. Besides, the neural network is trained by directly optimizing the visual effect, where two 3D shapes are compared by measuring the similarity between the multiview images rendered from the shapes. Finally, we propose to generate the ground-truth 3D shapes by registering RGB-D images followed by pose and shape augmentation, providing sufficient data for network training. Experiments on several challenging protocols demonstrate the superior reconstruction accuracy of our proposal on the face shape.
Capsule networks are designed to present the objects by a set of parts and their relationships, which provide an insight into the procedure of visual perception. Although recent works have shown the success of capsule networks on simple objects like digits, the human faces with homologous structures, which are suitable for capsules to describe, have not been explored. In this paper, we propose a Hierarchical Parsing Capsule Network (HP-Capsule) for unsupervised face subpart-part discovery. When browsing large-scale face images without labels, the network first encodes the frequently observed patterns with a set of explainable subpart capsules. Then, the subpart capsules are assembled into part-level capsules through a Transformer-based Parsing Module (TPM) to learn the compositional relations between them. During training, as the face hierarchy is progressively built and refined, the part capsules adaptively encode the face parts with semantic consistency. HP-Capsule extends the application of capsule networks from digits to human faces and takes a step forward to show how the neural networks understand homologous objects without human intervention. Besides, HP-Capsule gives unsupervised face segmentation results by the covered regions of part capsules, enabling qualitative and quantitative evaluation. Experiments on BP4D and Multi-PIE datasets show the effectiveness of our method.
Mild traumatic brain injury (mTBI) is a complex syndrome that affects up to 600 per 100,000 individuals, with a particular concentration among military personnel. About half of all mTBI patients experience a diverse array of chronic symptoms which persist long after the acute injury. Hence, there is an urgent need for better understanding of the white matter and gray matter pathologies associated with mTBI to map which specific brain systems are impacted and identify courses of intervention. Previous works have linked mTBI to disruptions in white matter pathways and cortical surface abnormalities. Herein, we examine these hypothesized links in an exploratory study of joint structural connectivity and cortical surface changes associated with mTBI and its chronic symptoms. Briefly, we consider a cohort of 12 mTBI and 26 control subjects. A set of 588 cortical surface metrics and 4,753 structural connectivity metrics were extracted from cortical surface regions and diffusion weighted magnetic resonance imaging in each subject. Principal component analysis (PCA) was used to reduce the dimensionality of each metric set. We then applied independent component analysis (ICA) both to each PCA space individually and together in a joint ICA approach. We identified a stable independent component across the connectivity-only and joint ICAs which presented significant group differences in subject loadings (p<0.05, corrected). Additionally, we found that two mTBI symptoms, slowed thinking and forgetfulness, were significantly correlated (p<0.05, corrected) with mTBI subject loadings in a surface-only ICA. These surface-only loadings captured an increase in bilateral cortical thickness.