Search Results for author: Shi-Sheng Huang

Found 5 papers, 1 papers with code

Self-Supervised Depth Completion Guided by 3D Perception and Geometry Consistency

no code implementations23 Dec 2023 Yu Cai, Tianyu Shen, Shi-Sheng Huang, Hua Huang

Depth completion, aiming to predict dense depth maps from sparse depth measurements, plays a crucial role in many computer vision related applications.

Depth Completion

Sparse3D: Distilling Multiview-Consistent Diffusion for Object Reconstruction from Sparse Views

no code implementations27 Aug 2023 Zi-Xin Zou, Weihao Cheng, Yan-Pei Cao, Shi-Sheng Huang, Ying Shan, Song-Hai Zhang

While recent techniques employ image diffusion models for generating plausible images at novel viewpoints or for distilling pre-trained diffusion priors into 3D representations using score distillation sampling (SDS), these methods often struggle to simultaneously achieve high-quality, consistent, and detailed results for both novel-view synthesis (NVS) and geometry.

3D Reconstruction Novel View Synthesis +1

SC-NeuS: Consistent Neural Surface Reconstruction from Sparse and Noisy Views

no code implementations12 Jul 2023 Shi-Sheng Huang, Zi-Xin Zou, Yi-Chi Zhang, Hua Huang

The recent neural surface reconstruction by volume rendering approaches have made much progress by achieving impressive surface reconstruction quality, but are still limited to dense and highly accurate posed views.

Surface Reconstruction

MonoNeuralFusion: Online Monocular Neural 3D Reconstruction with Geometric Priors

no code implementations30 Sep 2022 Zi-Xin Zou, Shi-Sheng Huang, Yan-Pei Cao, Tai-Jiang Mu, Ying Shan, Hongbo Fu

This paper introduces a novel neural implicit scene representation with volume rendering for high-fidelity online 3D scene reconstruction from monocular videos.

3D Reconstruction 3D Scene Reconstruction

DI-Fusion: Online Implicit 3D Reconstruction with Deep Priors

1 code implementation CVPR 2021 Jiahui Huang, Shi-Sheng Huang, Haoxuan Song, Shi-Min Hu

Previous online 3D dense reconstruction methods struggle to achieve the balance between memory storage and surface quality, largely due to the usage of stagnant underlying geometry representation, such as TSDF (truncated signed distance functions) or surfels, without any knowledge of the scene priors.

3D Reconstruction

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