Hujun Bao

Hujun Bao

Auto-generated profile, based on publicly available information

Hujun Bao

State Key Lab of CAD&CG, Zhejiang University, Hangzhou, China

Research Focus & Metrics

Academic Career Length

34Years (1993-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
7 November 2024 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
DCDanpeng Chen
Danpeng Chen
HLHai Li
Hai Li
WYWeicai Ye
Weicai Ye
YWYifan Wang
Yifan Wang
WXWeijian Xie
Weijian Xie
GZGuofeng Zhang
Guofeng Zhang
Recently, 3D Gaussian Splatting (3DGS) has attracted widespread attention due to its high-quality rendering, and ultra-fast training and rendering speed. However, due to the unstructured and irregular nature of Gaussian point clouds, it is difficult to guarantee geometric reconstruction accuracy and multi-view consistency simply by relying on image reconstruction loss. Although many studies on surface reconstruction based on 3DGS have emerged recently, the quality of their meshes is generally unsatisfactory. To address this problem, we propose a fast planar-based Gaussian splatting reconstruction representation (PGSR) to achieve high-fidelity surface reconstruction while ensuring high-quality rendering. Specifically, we first introduce an unbiased depth rendering method, which directly renders the distance from the camera origin to the Gaussian plane and the corresponding normal map based on the Gaussian distribution of the point cloud, and divides the two to obtain the unbiased depth. We then introduce single-view geometric, multi-view photometric, and geometric regularization to preserve global geometric accuracy. We also propose a camera exposure compensation model to cope with scenes with large illumination variations. Experiments on indoor and outdoor scenes show that the proposed method achieves fast training and rendering while maintaining high-fidelity rendering and geometric reconstruction, outperforming 3DGS-based and NeRF-based methods. Our code will be made publicly available, and more information can be found on our project page (https://zju3dv.github.io/pgsr/).

25 December 2020 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Verified
Journal Article
Closed access
SPSida Peng
Sida Peng
XZXiaowei Zhou
Xiaowei Zhou
YLYuan Liu
Yuan Liu
HLHaotong Lin
Haotong Lin
QHQixing Huang
Qixing Huang
HBHujun Bao
Hujun Bao
This paper addresses the problem of instance-level 6DoF object pose estimation from a single RGB image. Many recent works have shown that a two-stage approach, which first detects keypoints and then solves a Perspective-n-Point (PnP) problem for pose estimation, achieves remarkable performance. However, most of these methods only localize a set of sparse keypoints by regressing their image coordinates or heatmaps, which are sensitive to occlusion and truncation. Instead, we introduce a Pixel-wise Voting Network (PVNet) to regress pixel-wise vectors pointing to the keypoints and use these vectors to vote for keypoint locations. This creates a flexible representation for localizing occluded or truncated keypoints. Another important feature of this representation is that it provides uncertainties of keypoint locations that can be further leveraged by the PnP solver. Experiments show that the proposed approach outperforms the state of the art on the LINEMOD, Occluded LINEMOD, YCB-Video, and Tless datasets, while being efficient for real-time pose estimation. We further create a Truncated LINEMOD dataset to validate the robustness of our approach against truncation. The code is available at https://github.com/zju3dv/pvnet.

20 July 2021 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Verified
Journal Article
Closed access
JDJunting Dong
Junting Dong
QFQi Fang
Qi Fang
WJWen Jiang
Wen Jiang
YYYurou Yang
Yurou Yang
QHQixing Huang
Qixing Huang
XZXiaowei Zhou
Xiaowei Zhou
This paper addresses the problem of reconstructing 3D poses of multiple people from a few calibrated camera views. The main challenge of this problem is to find the cross-view correspondences among noisy and incomplete 2D pose predictions. Most previous methods address this challenge by directly reasoning in 3D using a pictorial structure model, which is inefficient due to the huge state space. We propose a fast and robust approach to solve this problem. Our key idea is to use a multi-way matching algorithm to cluster the detected 2D poses in all views. Each resulting cluster encodes 2D poses of the same person across different views and consistent correspondences across the keypoints, from which the 3D pose of each person can be effectively inferred. The proposed convex optimization based multi-way matching algorithm is efficient and robust against missing and false detections, without knowing the number of people in the scene. Moreover, we propose to combine geometric and appearance cues for cross-view matching. Finally, an efficient tracking method is proposed to track the detected 3D poses across the multi-view video. The proposed approach achieves the state-of-the-art performance on the Campus and Shelf datasets, while being efficient for real-time applications.

2 December 2022 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
HLHai Li
Hai Li
XYXingrui Yang
Xingrui Yang
HZHongjia Zhai
Hongjia Zhai
YLYuqian Liu
Yuqian Liu
HBHujun Bao
Hujun Bao
GZGuofeng Zhang
Guofeng Zhang
Virtual content creation and interaction play an important role in modern 3D applications. Recovering detailed 3D models from real scenes can significantly expand the scope of its applications and has been studied for decades in the computer vision and computer graphics community. In this work, we propose Vox-Surf, a voxel-based implicit surface representation. Our Vox-Surf divides the space into finite sparse voxels, where each voxel is a basic geometry unit that stores geometry and appearance information on its corner vertices. Due to the sparsity inherited from the voxel representation, Vox-Surf is suitable for almost any scene and can be easily trained end-to-end from multiple view images. We utilize a progressive training process to gradually cull out empty voxels and keep only valid voxels for further optimization, which greatly reduces the number of sample points and improves inference speed. Experiments show that our Vox-Surf representation can learn fine surface details and accurate colors with less memory and faster rendering than previous methods. The resulting fine voxels can also be considered as the bounding volumes for collision detection, which is useful in 3D interactions. We also show the potential application of Vox-Surf in scene editing and augmented reality. The source code is publicly available at https://github.com/zju3dv/Vox-Surf .

26 October 2024
Verified
Book Chapter
Closed access
PDF file
JHJiarui Hu
Jiarui Hu
XCXianhao Chen
Xianhao Chen
BFBoyin Feng
Boyin Feng
GLGuanglin Li
Guanglin Li
LYLiangjing Yang
Liangjing Yang
ZCZhaopeng Cui
Zhaopeng Cui

21 September 2020 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
XYXingbin Yang
Xingbin Yang
LZLiyang Zhou
Liyang Zhou
HJHanqing Jiang
Hanqing Jiang
ZTZhongliang Tang
Zhongliang Tang
YWYuanbo Wang
Yuanbo Wang
GZGuofeng Zhang
Guofeng Zhang
We present a real-time monocular 3D reconstruction system on a mobile phone, called Mobile3DRecon. Using an embedded monocular camera, our system provides an online mesh generation capability on back end together with real-time 6DoF pose tracking on front end for users to achieve realistic AR effects and interactions on mobile phones. Unlike most existing state-of-the-art systems which produce only point cloud based 3D models online or surface mesh offline, we propose a novel online incremental mesh generation approach to achieve fast online dense surface mesh reconstruction to satisfy the demand of real-time AR applications. For each keyframe of 6DoF tracking, we perform a robust monocular depth estimation, with a multi-view semi-global matching method followed by a depth refinement post-processing. The proposed mesh generation module incrementally fuses each estimated keyframe depth map to an online dense surface mesh, which is useful for achieving realistic AR effects such as occlusions and collisions. We verify our real-time reconstruction results on two mid-range mobile platforms. The experiments with quantitative and qualitative evaluation demonstrate the effectiveness of the proposed monocular 3D reconstruction system, which can handle the occlusions and collisions between virtual objects and real scenes to achieve realistic AR effects.