In deep multi-view stereo networks, cost regularization is crucial to achieve accurate depth estimation. Since 3D cost volume filtering is usually memory-consuming, recurrent 2D cost map regularization has recently become popular and has shown great potential in reconstructing 3D models of different scales. However, existing recurrent methods only model the local dependencies in the depth domain, which greatly limits the capability of capturing the global scene context along the depth dimension. To tackle this limitation, we propose a novel non-local recurrent regularization network for multi-view stereo, named NR2-Net. Specifically, we design a depth attention module to capture non-local depth interactions within a sliding depth block. Then, the global scene context between different blocks is modeled in a gated recurrent manner. This way, the long-range dependencies along the depth dimension are captured to facilitate the cost regularization. Moreover, we design a dynamic depth map fusion strategy to improve the algorithm robustness. Our method achieves state-of-the-art reconstruction results on both DTU and Tanks and Temples datasets.
For robotic interaction in an environment shared with multiple agents, accessing a volumetric and semantic map of the scene is crucial. However, such environments are inevitably subject to long-term changes, which the map representation needs to account for.To this end, we propose panoptic multi-TSDFs, a novel representation for multi-resolution volumetric mapping over long periods of time. By leveraging high-level information for 3D reconstruction, our proposed system allocates high resolution only where needed. In addition, through reasoning on the object level, semantic consistency over time is achieved. This enables to maintain up-to-date reconstructions with high accuracy while improving coverage by incorporating and fusing previous data. We show in thorough experimental validations that our map representation can be efficiently constructed, maintained, and queried during online operation, and that the presented approach can operate robustly on real depth sensors using non-optimized panoptic segmentation as input.
Narrated instructional videos often show and describe manipulations of similar objects, e.g., repairing a particular model of a car or laptop. In this work we aim to reconstruct such objects and to localize associated narrations in 3D. Contrary to the standard scenario of instance-level 3D reconstruction, where identical objects or scenes are present in all views, objects in different instructional videos may have large appearance variations given varying conditions and versions of the same product. Narrations may also have large variation in natural language expressions. We address these challenges by three contributions. First, we propose an approach for correspondence estimation combining learnt local features and dense flow. Second, we design a two-step divide and conquer reconstruction approach where the initial 3D reconstructions of individual videos are combined into a 3D alignment graph. Finally, we propose an unsupervised approach to ground natural language in obtained 3D reconstructions. We demonstrate the effectiveness of our approach for the domain of car maintenance. Given raw instructional videos and no manual supervision, our method successfully reconstructs engines of different car models and associates textual descriptions with corresponding objects in 3D.
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.
Finding local features that are repeatable across multiple views is a cornerstone of sparse 3D reconstruction. The classical image matching paradigm detects keypoints per-image once and for all, which can yield poorly-localized features and propagate large errors to the final geometry. In this paper, we refine two key steps of structure-from-motion by a direct alignment of low-level image information from multiple views: we first adjust the initial keypoint locations prior to any geometric estimation, and subsequently refine points and camera poses as a post-processing. This refinement is robust to large detection noise and appearance changes, as it optimizes a featuremetric error based on dense features predicted by a neural network. This significantly improves the accuracy of camera poses and scene geometry for a wide range of keypoint detectors, challenging viewing conditions, and off-the-shelf deep features. Our system easily scales to large image collections, enabling pixel-perfect crowd-sourced localization at scale. Our code is publicly available at https://github.com/cvg/pixel-perfect-sfm as an add-on to the popular SfM software COLMAP.
We address the novel task of jointly reconstructing the 3D shape, texture, and motion of an object from a single motion-blurred image. While previous approaches address the deblurring problem only in the 2D image domain, our proposed rigorous modeling of all object properties in the 3D domain enables the correct description of arbitrary object motion. This leads to significantly better image decomposition and sharper deblurring results. We model the observed appearance of a motion-blurred object as a combination of the background and a 3D object with constant translation and rotation. Our method minimizes a loss on reconstructing the input image via differentiable rendering with suitable regularizers. This enables estimating the textured 3D mesh of the blurred object with high fidelity. Our method substantially outperforms competing approaches on several benchmarks for fast moving objects deblurring. Qualitative results show that the reconstructed 3D mesh generates high-quality temporal super-resolution and novel views of the deblurred object.
In recent years, neural implicit representations gained popularity in 3D reconstruction due to their expressiveness and flexibility. However, the implicit nature of neural implicit representations results in slow inference time and requires careful initialization. In this paper, we revisit the classic yet ubiquitous point cloud representation and introduce a differentiable point-to-mesh layer using a differentiable formulation of Poisson Surface Reconstruction (PSR) that allows for a GPU-accelerated fast solution of the indicator function given an oriented point cloud. The differentiable PSR layer allows us to efficiently and differentiably bridge the explicit 3D point representation with the 3D mesh via the implicit indicator field, enabling end-to-end optimization of surface reconstruction metrics such as Chamfer distance. This duality between points and meshes hence allows us to represent shapes as oriented point clouds, which are explicit, lightweight and expressive. Compared to neural implicit representations, our Shape-As-Points (SAP) model is more interpretable, lightweight, and accelerates inference time by one order of magnitude. Compared to other explicit representations such as points, patches, and meshes, SAP produces topology-agnostic, watertight manifold surfaces. We demonstrate the effectiveness of SAP on the task of surface reconstruction from unoriented point clouds and learning-based reconstruction.
We present, for the first time, a comprehensive framework for egocentric interaction recognition using markerless 3D annotations of two hands manipulating objects. To this end, we propose a method to create a unified dataset for egocentric 3D interaction recognition. Our method produces annotations of the 3D pose of two hands and the 6D pose of the manipulated objects, along with their interaction labels for each frame. Our dataset, called H2O (2 Hands and Objects), provides synchronized multi-view RGB-D images, interaction labels, object classes, ground-truth 3D poses for left & right hands, 6D object poses, ground-truth camera poses, object meshes and scene point clouds. To the best of our knowledge, this is the first benchmark that enables the study of first-person actions with the use of the pose of both left and right hands manipulating objects and presents an unprecedented level of detail for egocentric 3D interaction recognition. We further propose the first method to predict interaction classes by estimating the 3D pose of two hands and the 6D pose of the manipulated objects, jointly from RGB images. Our method models both inter- and intra-dependencies between both hands and objects by learning the topology of a graph convolutional network that predicts interactions. We show that our method facilitated by this dataset establishes a strong baseline for joint hand-object pose estimation and achieves state-of-the-art accuracy for first person interaction recognition.
In this paper, we aim at improving the computational efficiency of graph convolutional networks (GCNs) for learning on point clouds. The basic graph convolution that is typically composed of a $K$-nearest neighbor (KNN) search and a multilayer perceptron (MLP) is examined. By mathematically analyzing the operations there, two findings to improve the efficiency of GCNs are obtained. (1) The local geometric structure information of 3D representations propagates smoothly across the GCN that relies on KNN search to gather neighborhood features. This motivates the simplification of multiple KNN searches in GCNs. (2) Shuffling the order of graph feature gathering and an MLP leads to equivalent or similar composite operations. Based on those findings, we optimize the computational procedure in GCNs. A series of experiments show that the optimized networks have reduced computational complexity, decreased memory consumption, and accelerated inference speed while maintaining comparable accuracy for learning on point clouds. Code will be available at \url{https://github.com/ofsoundof/EfficientGCN.git}.
Compared to feature point detection and description, detecting and matching line segments offer additional challenges. Yet, line features represent a promising complement to points for multi-view tasks. Lines are indeed well-defined by the image gradient, frequently appear even in poorly textured areas and offer robust structural cues. We thus hereby introduce the first joint detection and description of line segments in a single deep network. Thanks to a self-supervised training, our method does not require any annotated line labels and can therefore generalize to any dataset. Our detector offers repeatable and accurate localization of line segments in images, departing from the wireframe parsing approach. Leveraging the recent progresses in descriptor learning, our proposed line descriptor is highly discriminative, while remaining robust to viewpoint changes and occlusions. We evaluate our approach against previous line detection and description methods on several multi-view datasets created with homographic warps as well as real-world viewpoint changes. Our full pipeline yields higher repeatability, localization accuracy and matching metrics, and thus represents a first step to bridge the gap with learned feature points methods. Code and trained weights are available at https://github.com/cvg/SOLD2.