Photo-realistic free-viewpoint rendering of real-world scenes using classical computer graphics techniques is challenging, because it requires the difficult step of capturing detailed appearance and geometry models. Recent studies have demonstrated promising results by learning scene representations that implicitly encode both geometry and appearance without 3D supervision. However, existing approaches in practice often show blurry renderings caused by the limited network capacity or the difficulty in finding accurate intersections of camera rays with the scene geometry. Synthesizing high-resolution imagery from these representations often requires time-consuming optical ray marching. In this work, we introduce Neural Sparse Voxel Fields (NSVF), a new neural scene representation for fast and high-quality free-viewpoint rendering. NSVF defines a set of voxel-bounded implicit fields organized in a sparse voxel octree to model local properties in each cell. We progressively learn the underlying voxel structures with a diffentiable ray-marching operation from only a set of posed RGB images. With the sparse voxel octree structure, rendering novel views can be accelerated by skipping the voxels containing no relevant scene content. Our method is over 10 times faster than the state-of-the-art (namely, NeRF) at inference time while achieving higher quality results. Furthermore, by utilizing an explicit sparse voxel representation, our method can easily be applied to scene editing and scene composition. We also demonstrate several challenging tasks, including multi-scene learning, free-viewpoint rendering of a moving human, and large-scale scene rendering.
Text classification systems will help to solve the text clustering problem in the Azerbaijani language. There are some text-classification applications for foreign languages, but we tried to build a newly developed system to solve this problem for the Azerbaijani language. Firstly, we tried to find out potential practice areas. The system will be useful in a lot of areas. It will be mostly used in news feed categorization. News websites can automatically categorize news into classes such as sports, business, education, science, etc. The system is also used in sentiment analysis for product reviews. For example, the company shares a photo of a new product on Facebook and the company receives a thousand comments for new products. The systems classify the comments into categories like positive or negative. The system can also be applied in recommended systems, spam filtering, etc. Various machine learning techniques such as Naive Bayes, SVM, Decision Trees have been devised to solve the text classification problem in Azerbaijani language.
We propose a method for creating a matte -- the per-pixel foreground color and alpha -- of a person by taking photos or videos in an everyday setting with a handheld camera. Most existing matting methods require a green screen background or a manually created trimap to produce a good matte. Automatic, trimap-free methods are appearing, but are not of comparable quality. In our trimap free approach, we ask the user to take an additional photo of the background without the subject at the time of capture. This step requires a small amount of foresight but is far less time-consuming than creating a trimap. We train a deep network with an adversarial loss to predict the matte. We first train a matting network with supervised loss on ground truth data with synthetic composites. To bridge the domain gap to real imagery with no labeling, we train another matting network guided by the first network and by a discriminator that judges the quality of composites. We demonstrate results on a wide variety of photos and videos and show significant improvement over the state of the art.
Human free-hand sketches have been studied in various contexts including sketch recognition, synthesis and fine-grained sketch-based image retrieval (FG-SBIR). A fundamental challenge for sketch analysis is to deal with drastically different human drawing styles, particularly in terms of abstraction level. In this work, we propose the first stroke-level sketch abstraction model based on the insight of sketch abstraction as a process of trading off between the recognizability of a sketch and the number of strokes used to draw it. Concretely, we train a model for abstract sketch generation through reinforcement learning of a stroke removal policy that learns to predict which strokes can be safely removed without affecting recognizability. We show that our abstraction model can be used for various sketch analysis tasks including: (1) modeling stroke saliency and understanding the decision of sketch recognition models, (2) synthesizing sketches of variable abstraction for a given category, or reference object instance in a photo, and (3) training a FG-SBIR model with photos only, bypassing the expensive photo-sketch pair collection step.
Using printed photograph and replaying videos of biometric modalities, such as iris, fingerprint and face, are common attacks to fool the recognition systems for granting access as the genuine user. With the growing online person-to-person shopping (e.g., Ebay and Craigslist), such attacks also threaten those services, where the online photo illustration might not be captured from real items but from paper or digital screen. Thus, the study of anti-spoofing should be extended from modality-specific solutions to generic-object-based ones. In this work, we define and tackle the problem of Generic Object Anti-Spoofing (GOAS) for the first time. One significant cue to detect these attacks is the noise patterns introduced by the capture sensors and spoof mediums. Different sensor/medium combinations can result in diverse noise patterns. We propose a GAN-based architecture to synthesize and identify the noise patterns from seen and unseen medium/sensor combinations. We show that the procedure of synthesis and identification are mutually beneficial. We further demonstrate the learned GOAS models can directly contribute to modality-specific anti-spoofing without domain transfer. The code and GOSet dataset are available at cvlab.cse.msu.edu/project-goas.html.
We propose a novel Edge guided Generative Adversarial Network (EdgeGAN) for photo-realistic image synthesis from semantic layouts. Although considerable improvement has been achieved, the quality of synthesized images is far from satisfactory due to two largely unresolved challenges. First, the semantic labels do not provide detailed structural information, making it difficult to synthesize local details and structures. Second, the widely adopted CNN operations such as convolution, down-sampling and normalization usually cause spatial resolution loss and thus are unable to fully preserve the original semantic information, leading to semantically inconsistent results (e.g., missing small objects). To tackle the first challenge, we propose to use the edge as an intermediate representation which is further adopted to guide image generation via a proposed attention guided edge transfer module. Edge information is produced by a convolutional generator and introduces detailed structure information. Further, to preserve the semantic information, we design an effective module to selectively highlight class-dependent feature maps according to the original semantic layout. Extensive experiments on two challenging datasets show that the proposed EdgeGAN can generate significantly better results than state-of-the-art methods. The source code and trained models are available at https://github.com/Ha0Tang/EdgeGAN.
Game character customization is one of the core features of many recent Role-Playing Games (RPGs), where players can edit the appearance of their in-game characters with their preferences. This paper studies the problem of automatically creating in-game characters with a single photo. In recent literature on this topic, neural networks are introduced to make game engine differentiable and the self-supervised learning is used to predict facial customization parameters. However, in previous methods, the expression parameters and facial identity parameters are highly coupled with each other, making it difficult to model the intrinsic facial features of the character. Besides, the neural network based renderer used in previous methods is also difficult to be extended to multi-view rendering cases. In this paper, considering the above problems, we propose a novel method named "PokerFace-GAN" for neutral face game character auto-creation. We first build a differentiable character renderer which is more flexible than the previous methods in multi-view rendering cases. We then take advantage of the adversarial training to effectively disentangle the expression parameters from the identity parameters and thus generate player-preferred neutral face (expression-less) characters. Since all components of our method are differentiable, our method can be easily trained under a multi-task self-supervised learning paradigm. Experiment results show that our method can generate vivid neutral face game characters that are highly similar to the input photos. The effectiveness of our method is verified by comparison results and ablation studies.
Structure from motion (SfM) is an essential computer vision problem which has not been well handled by deep learning. One of the promising trends is to apply explicit structural constraint, e.g. 3D cost volume, into the network.In this work, we design a physical driven architecture, namely DeepSFM, inspired by traditional Bundle Adjustment (BA), which consists of two cost volume based architectures for depth and pose estimation respectively, iteratively running to improve both.In each cost volume, we encode not only photo-metric consistency across multiple input images, but also geometric consistency to ensure that depths from multiple views agree with each other.The explicit constraints on both depth (structure) and pose (motion), when combined with the learning components, bring the merit from both traditional BA and emerging deep learning technology.Extensive experiments on various datasets show that our model achieves the state-of-the-art performance on both depth and pose estimation with superior robustness against less number of inputs and the noise in initialization.
We propose a new task towards more practical application for image generation - high-quality image synthesis from salient object layout. This new setting allows users to provide the layout of salient objects only (i.e., foreground bounding boxes and categories), and lets the model complete the drawing with an invented background and a matching foreground. Two main challenges spring from this new task: (i) how to generate fine-grained details and realistic textures without segmentation map input; and (ii) how to create a background and weave it seamlessly into standalone objects. To tackle this, we propose Background Hallucination Generative Adversarial Network (BachGAN), which first selects a set of segmentation maps from a large candidate pool via a background retrieval module, then encodes these candidate layouts via a background fusion module to hallucinate a suitable background for the given objects. By generating the hallucinated background representation dynamically, our model can synthesize high-resolution images with both photo-realistic foreground and integral background. Experiments on Cityscapes and ADE20K datasets demonstrate the advantage of BachGAN over existing methods, measured on both visual fidelity of generated images and visual alignment between output images and input layouts.