Jiaming Sun

Jiaming Sun

Auto-generated profile, based on publicly available information

Jiaming Sun

DV.ai, Hangzhou, China

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

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

Representative Publications

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19 November 2024 in ACM Transactions on Graphics
Verified
Journal Article
Open access
ZXZhen Xu
Zhen Xu
YXYinghao Xu
Yinghao Xu
ZYZhiyuan Yu
Zhiyuan Yu
SPSida Peng
Sida Peng
JSJiaming Sun
Jiaming Sun
XZXiaowei Zhou
Xiaowei Zhou
This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Moreover, we design a Compact Appearance Model that mixes diffuse and view-dependent Gaussians to further minimize the model size while maintaining the rendering quality. We also develop a rasterization pipeline of Gaussian primitives based on the hardware-accelerated technique to improve rendering speed. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling hours of volumetric video data while maintaining state-of-the-art rendering quality.

24 April 2024 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Verified
Journal Article
Closed access
XCXi Chen
Xi Chen
JSJiaming Sun
Jiaming Sun
YXYiming Xie
Yiming Xie
HBHujun Bao
Hujun Bao
XZXiaowei Zhou
Xiaowei Zhou
We present a novel framework named NeuralRecon for real-time 3D scene reconstruction from a monocular video. Unlike previous methods that estimate single-view depth maps separately on each key-frame and fuse them later, we propose to directly reconstruct local surfaces represented as sparse TSDF volumes for each video fragment sequentially by a neural network. A learning-based TSDF fusion module based on gated recurrent units is used to guide the network to fuse features from previous fragments. This design allows the network to capture local smoothness prior and global shape prior of 3D surfaces when sequentially reconstructing the surfaces, resulting in accurate, coherent, and real-time surface reconstruction. The fused features can also be used to predict semantic labels, allowing our method to reconstruct and segment the 3D scene simultaneously. Furthermore, we purpose an efficient self-supervised fine-tuning scheme that refines scene geometry based on input images through differentiable volume rendering. This fine-tuning scheme improves reconstruction quality on the fine-tuned scenes, as well as the generalization to similar test scenes. The experiments on ScanNet, 7-Scenes and Replica datasets show that our system outperforms state-of-the-art methods in terms of both accuracy and speed.

16 June 2024
Verified
Conference Paper
Closed access
ZXZhen Xu
Zhen Xu
SPSida Peng
Sida Peng
CGChen Geng
Chen Geng
LMLinzhan Mou
Linzhan Mou
ZYZihan Yan
Zihan Yan
XZXiaowei Zhou
Xiaowei Zhou
This paper tackles the problem of creating relightable and animatable neural avatars from sparse-view (or monocular) videos of dynamic humans under unknown illumination. Previous neural human reconstruction methods produce animatable avatars from sparse views using deformed Signed Distance Fields (SDF) but are non-relightable. While differentiable inverse rendering methods have succeeded in the material recovery of static objects, it is not straightforward to extend them to dynamic humans since it is computationally intensive to compute pixel-surface intersection and light visibility on deformed SDFs for relighting. To solve this challenge, we propose a Hierarchical Distance Query (HDQ) algorithm to approximate the world space SDF under arbitrary human poses. Specifically, we estimate coarse SDF based on a parametric human model and compute fine SDF by exploiting the invariance of SDF w.r.t. local deformation. Based on HDQ, we leverage sphere tracing to efficiently estimate the surface intersection and light visibility. This allows us to develop the first system to recover relightable and animatable neural avatars from sparse or monocular inputs. Experiments show that our approach produces superior results compared to state-of-the-art methods. Our project page is available at https://zju3dv.github.io/relightable_avatar.

21 November 2022 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Verified
Journal Article
Closed access
ZSZehong Shen
Zehong Shen
JSJiaming Sun
Jiaming Sun
YWYuang Wang
Yuang Wang
XHXingyi He
Xingyi He
HBHujun Bao
Hujun Bao
XZXiaowei Zhou
Xiaowei Zhou
We present a novel method for local image feature matching. Instead of performing image feature detection, description, and matching sequentially, we propose to first establish pixel-wise dense matches at a coarse level and later refine the good matches at a fine level. In contrast to dense methods that use a cost volume to search correspondences, we use self and cross attention layers in Transformer to obtain feature descriptors that are conditioned on both images. The global receptive field provided by Transformer enables our method to produce dense matches in low-texture areas, where feature detectors usually struggle to produce repeatable interest points. The experiments on indoor and outdoor datasets show that LoFTR outperforms state-of-the-art methods by a large margin. We further adapt LoFTR to modern SfM systems and illustrate its application in multiple-view geometry. The proposed method demonstrates superior performance in Image Matching Challenge 2021 and ranks first on two public benchmarks of visual localization among the published methods. The code is available at https://zju3dv.github.io/loftr .

29 April 2021 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Verified
Journal Article
Closed access
LCLinghao Chen
Linghao Chen
JSJiaming Sun
Jiaming Sun
YXYiming Xie
Yiming Xie
SZSiyu Zhang
Siyu Zhang
QSQing Shuai
Qing Shuai
XZXiaowei Zhou
Xiaowei Zhou
In this paper, we propose a novel system named Disp R-CNN for 3D object detection from stereo images. Many recent works solve this problem by first recovering point clouds with disparity estimation and then apply a 3D detector. The disparity map is computed for the entire image, which is costly and fails to leverage category-specific prior. In contrast, we design an instance disparity estimation network (iDispNet) that predicts disparity only for pixels on objects of interest and learns a category-specific shape prior for more accurate disparity estimation. To address the challenge from scarcity of disparity annotation in training, we propose to use a statistical shape model to generate dense disparity pseudo-ground-truth without the need of LiDAR point clouds, which makes our system more widely applicable. Experiments on the KITTI dataset show that, when LiDAR ground-truth is not used at training time, Disp R-CNN outperforms previous state-of-the-art methods based on stereo input by 20% in terms of average precision for all categories. The code and pseudo-ground-truth data are available at the project page: https://github.com/zju3dv/disprcnn.

13 February 2017
Verified
Conference Paper
Closed access
GLGongjin Lan
Gongjin Lan
JSJiaming Sun
Jiaming Sun
CLChengyang Li
Chengyang Li
ZOZebin Ou
Zebin Ou
ZLZiyun Luo
Ziyun Luo
QHQi Hao
Qi Hao
This paper proposes two methods for developing UAV based virtual reality (VR) systems: (1) using a head tracking system and (2) using a panoramic 360 degrees' field of view (FoV) camera array. The former can be used to achieve real-time virtual reality experiences for users. The latter can be used to generate off-line VR contents. This work focuses on developing three techniques: (1) head-camera synchronization, (2) camera array design and (3) flight paths planning. The developed two methods have been validated through experiments that can either provide users with satisfactory real-time VR experiences or convert outdoor scenes into VR contents with high efficiency.