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Jingyi Yu

Jingyi Yu contributes to research discovery and scholarly infrastructure.

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Published work

23 published item(s)

preprint2026arXiv

HairGPT: Strand-as-Language Autoregressive Modeling for Realistic 3D Hairstyle Synthesis

Hair is a rich medium of visual and cultural expression, yet its digital modeling remains challenging due to the duality of fluidity and structure. Many existing generative approaches rely primarily on continuous diffusion fields, which entangle global topology with local texture and obscure the semantic and structural organization of hairstyles. To address this, we propose HairGPT, a strand-centric framework that treats strands as generative primitives and formulates realistic 3D hairstyle synthesis as a dual-decoupled autoregressive sequence modeling problem. Our method applies spatial decoupling across semantic scalp regions and structural decoupling along a hierarchical strand representation, progressing from global layout to fine-grained style. We further introduce a geometric tokenizer and region-aware semantic annotations to guide strand-level generation, enabling compositional editing, synthesis of rare and complex hairstyles, and adaptation to stylized domains. By aligning generative modeling with the workflow of digital grooming, HairGPT turns hair generation from opaque texture synthesis into a structured and semantically controllable authoring process, supporting robust semantic conditioning and high-fidelity results across realistic and stylized domains. Project Page: https://haiminluo.github.io/hairgpt/

preprint2024arXiv

ScalableMap: Scalable Map Learning for Online Long-Range Vectorized HD Map Construction

We propose a novel end-to-end pipeline for online long-range vectorized high-definition (HD) map construction using on-board camera sensors. The vectorized representation of HD maps, employing polylines and polygons to represent map elements, is widely used by downstream tasks. However, previous schemes designed with reference to dynamic object detection overlook the structural constraints within linear map elements, resulting in performance degradation in long-range scenarios. In this paper, we exploit the properties of map elements to improve the performance of map construction. We extract more accurate bird's eye view (BEV) features guided by their linear structure, and then propose a hierarchical sparse map representation to further leverage the scalability of vectorized map elements and design a progressive decoding mechanism and a supervision strategy based on this representation. Our approach, ScalableMap, demonstrates superior performance on the nuScenes dataset, especially in long-range scenarios, surpassing previous state-of-the-art model by 6.5 mAP while achieving 18.3 FPS. Code is available at https://github.com/jingy1yu/ScalableMap.

preprint2022arXiv

Generative Deformable Radiance Fields for Disentangled Image Synthesis of Topology-Varying Objects

3D-aware generative models have demonstrated their superb performance to generate 3D neural radiance fields (NeRF) from a collection of monocular 2D images even for topology-varying object categories. However, these methods still lack the capability to separately control the shape and appearance of the objects in the generated radiance fields. In this paper, we propose a generative model for synthesizing radiance fields of topology-varying objects with disentangled shape and appearance variations. Our method generates deformable radiance fields, which builds the dense correspondence between the density fields of the objects and encodes their appearances in a shared template field. Our disentanglement is achieved in an unsupervised manner without introducing extra labels to previous 3D-aware GAN training. We also develop an effective image inversion scheme for reconstructing the radiance field of an object in a real monocular image and manipulating its shape and appearance. Experiments show that our method can successfully learn the generative model from unstructured monocular images and well disentangle the shape and appearance for objects (e.g., chairs) with large topological variance. The model trained on synthetic data can faithfully reconstruct the real object in a given single image and achieve high-quality texture and shape editing results.

preprint2022arXiv

HSC4D: Human-centered 4D Scene Capture in Large-scale Indoor-outdoor Space Using Wearable IMUs and LiDAR

We propose Human-centered 4D Scene Capture (HSC4D) to accurately and efficiently create a dynamic digital world, containing large-scale indoor-outdoor scenes, diverse human motions, and rich interactions between humans and environments. Using only body-mounted IMUs and LiDAR, HSC4D is space-free without any external devices' constraints and map-free without pre-built maps. Considering that IMUs can capture human poses but always drift for long-period use, while LiDAR is stable for global localization but rough for local positions and orientations, HSC4D makes both sensors complement each other by a joint optimization and achieves promising results for long-term capture. Relationships between humans and environments are also explored to make their interaction more realistic. To facilitate many down-stream tasks, like AR, VR, robots, autonomous driving, etc., we propose a dataset containing three large scenes (1k-5k $m^2$) with accurate dynamic human motions and locations. Diverse scenarios (climbing gym, multi-story building, slope, etc.) and challenging human activities (exercising, walking up/down stairs, climbing, etc.) demonstrate the effectiveness and the generalization ability of HSC4D. The dataset and code are available at http://www.lidarhumanmotion.net/hsc4d/.

preprint2022arXiv

HumanNeRF: Efficiently Generated Human Radiance Field from Sparse Inputs

Recent neural human representations can produce high-quality multi-view rendering but require using dense multi-view inputs and costly training. They are hence largely limited to static models as training each frame is infeasible. We present HumanNeRF - a generalizable neural representation - for high-fidelity free-view synthesis of dynamic humans. Analogous to how IBRNet assists NeRF by avoiding per-scene training, HumanNeRF employs an aggregated pixel-alignment feature across multi-view inputs along with a pose embedded non-rigid deformation field for tackling dynamic motions. The raw HumanNeRF can already produce reasonable rendering on sparse video inputs of unseen subjects and camera settings. To further improve the rendering quality, we augment our solution with an appearance blending module for combining the benefits of both neural volumetric rendering and neural texture blending. Extensive experiments on various multi-view dynamic human datasets demonstrate the generalizability and effectiveness of our approach in synthesizing photo-realistic free-view humans under challenging motions and with very sparse camera view inputs.

preprint2022arXiv

LiDARCap: Long-range Marker-less 3D Human Motion Capture with LiDAR Point Clouds

Existing motion capture datasets are largely short-range and cannot yet fit the need of long-range applications. We propose LiDARHuman26M, a new human motion capture dataset captured by LiDAR at a much longer range to overcome this limitation. Our dataset also includes the ground truth human motions acquired by the IMU system and the synchronous RGB images. We further present a strong baseline method, LiDARCap, for LiDAR point cloud human motion capture. Specifically, we first utilize PointNet++ to encode features of points and then employ the inverse kinematics solver and SMPL optimizer to regress the pose through aggregating the temporally encoded features hierarchically. Quantitative and qualitative experiments show that our method outperforms the techniques based only on RGB images. Ablation experiments demonstrate that our dataset is challenging and worthy of further research. Finally, the experiments on the KITTI Dataset and the Waymo Open Dataset show that our method can be generalized to different LiDAR sensor settings.

preprint2022arXiv

Light Field-Based Underwater 3D Reconstruction Via Angular Resampling

Recovering 3D geometry of underwater scenes is challenging because of non-linear refraction of light at the water-air interface caused by the camera housing. We present a light field-based approach that leverages properties of angular samples for high-quality underwater 3D reconstruction from a single viewpoint. Specifically, we resample the light field image to angular patches. As underwater scenes exhibit weak view-dependent specularity, an angular patch tends to have uniform intensity when sampled at the correct depth. We thus impose this angular uniformity as a constraint for depth estimation. For efficient angular resampling, we design a fast approximation algorithm based on multivariate polynomial regression to approximate nonlinear refraction paths. We further develop a light field calibration algorithm that estimates the water-air interface geometry along with the camera parameters. Comprehensive experiments on synthetic and real data show our method produces state-of-the-art reconstruction on static and dynamic underwater scenes.

preprint2022arXiv

Mutual Adaptive Reasoning for Monocular 3D Multi-Person Pose Estimation

Inter-person occlusion and depth ambiguity make estimating the 3D poses of monocular multiple persons as camera-centric coordinates a challenging problem. Typical top-down frameworks suffer from high computational redundancy with an additional detection stage. By contrast, the bottom-up methods enjoy low computational costs as they are less affected by the number of humans. However, most existing bottom-up methods treat camera-centric 3D human pose estimation as two unrelated subtasks: 2.5D pose estimation and camera-centric depth estimation. In this paper, we propose a unified model that leverages the mutual benefits of both these subtasks. Within the framework, a robust structured 2.5D pose estimation is designed to recognize inter-person occlusion based on depth relationships. Additionally, we develop an end-to-end geometry-aware depth reasoning method that exploits the mutual benefits of both 2.5D pose and camera-centric root depths. This method first uses 2.5D pose and geometry information to infer camera-centric root depths in a forward pass, and then exploits the root depths to further improve representation learning of 2.5D pose estimation in a backward pass. Further, we designed an adaptive fusion scheme that leverages both visual perception and body geometry to alleviate inherent depth ambiguity issues. Extensive experiments demonstrate the superiority of our proposed model over a wide range of bottom-up methods. Our accuracy is even competitive with top-down counterparts. Notably, our model runs much faster than existing bottom-up and top-down methods.

preprint2022arXiv

NARRATE: A Normal Assisted Free-View Portrait Stylizer

In this work, we propose NARRATE, a novel pipeline that enables simultaneously editing portrait lighting and perspective in a photorealistic manner. As a hybrid neural-physical face model, NARRATE leverages complementary benefits of geometry-aware generative approaches and normal-assisted physical face models. In a nutshell, NARRATE first inverts the input portrait to a coarse geometry and employs neural rendering to generate images resembling the input, as well as producing convincing pose changes. However, inversion step introduces mismatch, bringing low-quality images with less facial details. As such, we further estimate portrait normal to enhance the coarse geometry, creating a high-fidelity physical face model. In particular, we fuse the neural and physical renderings to compensate for the imperfect inversion, resulting in both realistic and view-consistent novel perspective images. In relighting stage, previous works focus on single view portrait relighting but ignoring consistency between different perspectives as well, leading unstable and inconsistent lighting effects for view changes. We extend Total Relighting to fix this problem by unifying its multi-view input normal maps with the physical face model. NARRATE conducts relighting with consistent normal maps, imposing cross-view constraints and exhibiting stable and coherent illumination effects. We experimentally demonstrate that NARRATE achieves more photorealistic, reliable results over prior works. We further bridge NARRATE with animation and style transfer tools, supporting pose change, light change, facial animation, and style transfer, either separately or in combination, all at a photographic quality. We showcase vivid free-view facial animations as well as 3D-aware relightable stylization, which help facilitate various AR/VR applications like virtual cinematography, 3D video conferencing, and post-production.

preprint2022arXiv

NeReF: Neural Refractive Field for Fluid Surface Reconstruction and Implicit Representation

Existing neural reconstruction schemes such as Neural Radiance Field (NeRF) are largely focused on modeling opaque objects. We present a novel neural refractive field(NeReF) to recover wavefront of transparent fluids by simultaneously estimating the surface position and normal of the fluid front. Unlike prior arts that treat the reconstruction target as a single layer of the surface, NeReF is specifically formulated to recover a volumetric normal field with its corresponding density field. A query ray will be refracted by NeReF according to its accumulated refractive point and normal, and we employ the correspondences and uniqueness of refracted ray for NeReF optimization. We show NeReF, as a global optimization scheme, can more robustly tackle refraction distortions detrimental to traditional methods for correspondence matching. Furthermore, the continuous NeReF representation of wavefront enables view synthesis as well as normal integration. We validate our approach on both synthetic and real data and show it is particularly suitable for sparse multi-view acquisition. We hence build a small light field array and experiment on various surface shapes to demonstrate high fidelity NeReF reconstruction.

preprint2022arXiv

NeuralHOFusion: Neural Volumetric Rendering under Human-object Interactions

4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we propose NeuralHOFusion, a neural approach for volumetric human-object capture and rendering using sparse consumer RGBD sensors. It marries traditional non-rigid fusion with recent neural implicit modeling and blending advances, where the captured humans and objects are layerwise disentangled. For geometry modeling, we propose a neural implicit inference scheme with non-rigid key-volume fusion, as well as a template-aid robust object tracking pipeline. Our scheme enables detailed and complete geometry generation under complex interactions and occlusions. Moreover, we introduce a layer-wise human-object texture rendering scheme, which combines volumetric and image-based rendering in both spatial and temporal domains to obtain photo-realistic results. Extensive experiments demonstrate the effectiveness and efficiency of our approach in synthesizing photo-realistic free-view results under complex human-object interactions.

preprint2022arXiv

NeuVV: Neural Volumetric Videos with Immersive Rendering and Editing

Some of the most exciting experiences that Metaverse promises to offer, for instance, live interactions with virtual characters in virtual environments, require real-time photo-realistic rendering. 3D reconstruction approaches to rendering, active or passive, still require extensive cleanup work to fix the meshes or point clouds. In this paper, we present a neural volumography technique called neural volumetric video or NeuVV to support immersive, interactive, and spatial-temporal rendering of volumetric video contents with photo-realism and in real-time. The core of NeuVV is to efficiently encode a dynamic neural radiance field (NeRF) into renderable and editable primitives. We introduce two types of factorization schemes: a hyper-spherical harmonics (HH) decomposition for modeling smooth color variations over space and time and a learnable basis representation for modeling abrupt density and color changes caused by motion. NeuVV factorization can be integrated into a Video Octree (VOctree) analogous to PlenOctree to significantly accelerate training while reducing memory overhead. Real-time NeuVV rendering further enables a class of immersive content editing tools. Specifically, NeuVV treats each VOctree as a primitive and implements volume-based depth ordering and alpha blending to realize spatial-temporal compositions for content re-purposing. For example, we demonstrate positioning varied manifestations of the same performance at different 3D locations with different timing, adjusting color/texture of the performer's clothing, casting spotlight shadows and synthesizing distance falloff lighting, etc, all at an interactive speed. We further develop a hybrid neural-rasterization rendering framework to support consumer-level VR headsets so that the aforementioned volumetric video viewing and editing, for the first time, can be conducted immersively in virtual 3D space.

preprint2022arXiv

NIMBLE: A Non-rigid Hand Model with Bones and Muscles

Emerging Metaverse applications demand reliable, accurate, and photorealistic reproductions of human hands to perform sophisticated operations as if in the physical world. While real human hand represents one of the most intricate coordination between bones, muscle, tendon, and skin, state-of-the-art techniques unanimously focus on modeling only the skeleton of the hand. In this paper, we present NIMBLE, a novel parametric hand model that includes the missing key components, bringing 3D hand model to a new level of realism. We first annotate muscles, bones and skins on the recent Magnetic Resonance Imaging hand (MRI-Hand) dataset and then register a volumetric template hand onto individual poses and subjects within the dataset. NIMBLE consists of 20 bones as triangular meshes, 7 muscle groups as tetrahedral meshes, and a skin mesh. Via iterative shape registration and parameter learning, it further produces shape blend shapes, pose blend shapes, and a joint regressor. We demonstrate applying NIMBLE to modeling, rendering, and visual inference tasks. By enforcing the inner bones and muscles to match anatomic and kinematic rules, NIMBLE can animate 3D hands to new poses at unprecedented realism. To model the appearance of skin, we further construct a photometric HandStage to acquire high-quality textures and normal maps to model wrinkles and palm print. Finally, NIMBLE also benefits learning-based hand pose and shape estimation by either synthesizing rich data or acting directly as a differentiable layer in the inference network.

preprint2022arXiv

ProcK: Machine Learning for Knowledge-Intensive Processes

We present a novel methodology to build powerful predictive process models. Our method, denoted ProcK (Process & Knowledge), relies not only on sequential input data in the form of event logs, but can learn to use a knowledge graph to incorporate information about the attribute values of the events and their mutual relationships. The idea is realized by mapping event attributes to nodes of a knowledge graph and training a sequence model alongside a graph neural network in an end-to-end fashion. This hybrid approach substantially enhances the flexibility and applicability of predictive process monitoring, as both the static and dynamic information residing in the databases of organizations can be directly taken as input data. We demonstrate the potential of ProcK by applying it to a number of predictive process monitoring tasks, including tasks with knowledge graphs available as well as an existing process monitoring benchmark where no such graph is given. The experiments provide evidence that our methodology achieves state-of-the-art performance and improves predictive power when a knowledge graph is available.

preprint2020arXiv

A Neural Rendering Framework for Free-Viewpoint Relighting

We present a novel Relightable Neural Renderer (RNR) for simultaneous view synthesis and relighting using multi-view image inputs. Existing neural rendering (NR) does not explicitly model the physical rendering process and hence has limited capabilities on relighting. RNR instead models image formation in terms of environment lighting, object intrinsic attributes, and light transport function (LTF), each corresponding to a learnable component. In particular, the incorporation of a physically based rendering process not only enables relighting but also improves the quality of view synthesis. Comprehensive experiments on synthetic and real data show that RNR provides a practical and effective solution for conducting free-viewpoint relighting.

preprint2020arXiv

AutoSweep: Recovering 3D Editable Objectsfrom a Single Photograph

This paper presents a fully automatic framework for extracting editable 3D objects directly from a single photograph. Unlike previous methods which recover either depth maps, point clouds, or mesh surfaces, we aim to recover 3D objects with semantic parts and can be directly edited. We base our work on the assumption that most human-made objects are constituted by parts and these parts can be well represented by generalized primitives. Our work makes an attempt towards recovering two types of primitive-shaped objects, namely, generalized cuboids and generalized cylinders. To this end, we build a novel instance-aware segmentation network for accurate part separation. Our GeoNet outputs a set of smooth part-level masks labeled as profiles and bodies. Then in a key stage, we simultaneously identify profile-body relations and recover 3D parts by sweeping the recognized profile along their body contour and jointly optimize the geometry to align with the recovered masks. Qualitative and quantitative experiments show that our algorithm can recover high quality 3D models and outperforms existing methods in both instance segmentation and 3D reconstruction. The dataset and code of AutoSweep are available at https://chenxin.tech/AutoSweep.html.

preprint2020arXiv

Deep Eyes: Binocular Depth-from-Focus on Focal Stack Pairs

Human visual system relies on both binocular stereo cues and monocular focusness cues to gain effective 3D perception. In computer vision, the two problems are traditionally solved in separate tracks. In this paper, we present a unified learning-based technique that simultaneously uses both types of cues for depth inference. Specifically, we use a pair of focal stacks as input to emulate human perception. We first construct a comprehensive focal stack training dataset synthesized by depth-guided light field rendering. We then construct three individual networks: a Focus-Net to extract depth from a single focal stack, a EDoF-Net to obtain the extended depth of field (EDoF) image from the focal stack, and a Stereo-Net to conduct stereo matching. We show how to integrate them into a unified BDfF-Net to obtain high-quality depth maps. Comprehensive experiments show that our approach outperforms the state-of-the-art in both accuracy and speed and effectively emulates human vision systems.

preprint2020arXiv

Hair Segmentation on Time-of-Flight RGBD Images

Robust segmentation of hair from portrait images remains challenging: hair does not conform to a uniform shape, style or even color; dark hair in particular lacks features. We present a novel computational imaging solution that tackles the problem from both input and processing fronts. We explore using Time-of-Flight (ToF) RGBD sensors on recent mobile devices. We first conduct a comprehensive analysis to show that scattering and inter-reflection cause different noise patterns on hair vs. non-hair regions on ToF images, by changing the light path and/or combining multiple paths. We then develop a deep network based approach that employs both ToF depth map and the RGB gradient maps to produce an initial hair segmentation with labeled hair components. We then refine the result by imposing ToF noise prior under the conditional random field. We collect the first ToF RGBD hair dataset with 20k+ head images captured on 30 human subjects with a variety of hairstyles at different view angles. Comprehensive experiments show that our approach outperforms the RGB based techniques in accuracy and robustness and can handle traditionally challenging cases such as dark hair, similar hair/background, similar hair/foreground, etc.

preprint2020arXiv

LGNN: A Context-aware Line Segment Detector

We present a novel real-time line segment detection scheme called Line Graph Neural Network (LGNN). Existing approaches require a computationally expensive verification or postprocessing step. Our LGNN employs a deep convolutional neural network (DCNN) for proposing line segment directly, with a graph neural network (GNN) module for reasoning their connectivities. Specifically, LGNN exploits a new quadruplet representation for each line segment where the GNN module takes the predicted candidates as vertexes and constructs a sparse graph to enforce structural context. Compared with the state-of-the-art, LGNN achieves near real-time performance without compromising accuracy. LGNN further enables time-sensitive 3D applications. When a 3D point cloud is accessible, we present a multi-modal line segment classification technique for extracting a 3D wireframe of the environment robustly and efficiently.

preprint2020arXiv

Light Field Super-resolution via Attention-Guided Fusion of Hybrid Lenses

This paper explores the problem of reconstructing high-resolution light field (LF) images from hybrid lenses, including a high-resolution camera surrounded by multiple low-resolution cameras. To tackle this challenge, we propose a novel end-to-end learning-based approach, which can comprehensively utilize the specific characteristics of the input from two complementary and parallel perspectives. Specifically, one module regresses a spatially consistent intermediate estimation by learning a deep multidimensional and cross-domain feature representation; the other one constructs another intermediate estimation, which maintains the high-frequency textures, by propagating the information of the high-resolution view. We finally leverage the advantages of the two intermediate estimations via the learned attention maps, leading to the final high-resolution LF image. Extensive experiments demonstrate the significant superiority of our approach over state-of-the-art ones. That is, our method not only improves the PSNR by more than 2 dB, but also preserves the LF structure much better. To the best of our knowledge, this is the first end-to-end deep learning method for reconstructing a high-resolution LF image with a hybrid input. We believe our framework could potentially decrease the cost of high-resolution LF data acquisition and also be beneficial to LF data storage and transmission. The code is available at https://github.com/jingjin25/LFhybridSR-Fusion.

preprint2020arXiv

OSLNet: Deep Small-Sample Classification with an Orthogonal Softmax Layer

A deep neural network of multiple nonlinear layers forms a large function space, which can easily lead to overfitting when it encounters small-sample data. To mitigate overfitting in small-sample classification, learning more discriminative features from small-sample data is becoming a new trend. To this end, this paper aims to find a subspace of neural networks that can facilitate a large decision margin. Specifically, we propose the Orthogonal Softmax Layer (OSL), which makes the weight vectors in the classification layer remain orthogonal during both the training and test processes. The Rademacher complexity of a network using the OSL is only $\frac{1}{K}$, where $K$ is the number of classes, of that of a network using the fully connected classification layer, leading to a tighter generalization error bound. Experimental results demonstrate that the proposed OSL has better performance than the methods used for comparison on four small-sample benchmark datasets, as well as its applicability to large-sample datasets. Codes are available at: https://github.com/dongliangchang/OSLNet.

preprint2020arXiv

PIV-Based 3D Fluid Flow Reconstruction Using Light Field Camera

Particle Imaging Velocimetry (PIV) estimates the flow of fluid by analyzing the motion of injected particles. The problem is challenging as the particles lie at different depths but have similar appearance and tracking a large number of particles is particularly difficult. In this paper, we present a PIV solution that uses densely sampled light field to reconstruct and track 3D particles. We exploit the refocusing capability and focal symmetry constraint of the light field for reliable particle depth estimation. We further propose a new motion-constrained optical flow estimation scheme by enforcing local motion rigidity and the Navier-Stoke constraint. Comprehensive experiments on synthetic and real experiments show that using a single light field camera, our technique can recover dense and accurate 3D fluid flows in small to medium volumes.

preprint2020arXiv

Spatial-Angular Interaction for Light Field Image Super-Resolution

Light field (LF) cameras record both intensity and directions of light rays, and capture scenes from a number of viewpoints. Both information within each perspective (i.e., spatial information) and among different perspectives (i.e., angular information) is beneficial to image super-resolution (SR). In this paper, we propose a spatial-angular interactive network (namely, LF-InterNet) for LF image SR. Specifically, spatial and angular features are first separately extracted from input LFs, and then repetitively interacted to progressively incorporate spatial and angular information. Finally, the interacted features are fused to superresolve each sub-aperture image. Experimental results demonstrate the superiority of LF-InterNet over the state-of-the-art methods, i.e., our method can achieve high PSNR and SSIM scores with low computational cost, and recover faithful details in the reconstructed images.