Abstract:Existing 3D occupancy networks demand significant hardware resources, hindering the deployment of edge devices. Binarized Neural Networks (BNN) offer substantially reduced computational and memory requirements. However, their performance decreases notably compared to full-precision networks. Moreover, it is challenging to enhance the performance of binarized models by increasing the number of binarized convolutional layers, which limits their practicability for 3D occupancy prediction. To bridge these gaps, we propose a novel binarized deep convolution (BDC) unit that effectively enhances performance while increasing the number of binarized convolutional layers. Firstly, through theoretical analysis, we demonstrate that 1 \times 1 binarized convolutions introduce minimal binarization errors. Therefore, additional binarized convolutional layers are constrained to 1 \times 1 in the BDC unit. Secondly, we introduce the per-channel weight branch to mitigate the impact of binarization errors from unimportant channel features on the performance of binarized models, thereby improving performance while increasing the number of binarized convolutional layers. Furthermore, we decompose the 3D occupancy network into four convolutional modules and utilize the proposed BDC unit to binarize these modules. Our BDC-Occ model is created by applying the proposed BDC unit to binarize the existing 3D occupancy networks. Comprehensive quantitative and qualitative experiments demonstrate that the proposed BDC-Occ is the state-of-the-art binarized 3D occupancy network algorithm.
Abstract:Rendering dynamic 3D human from monocular videos is crucial for various applications such as virtual reality and digital entertainment. Most methods assume the people is in an unobstructed scene, while various objects may cause the occlusion of body parts in real-life scenarios. Previous method utilizing NeRF for surface rendering to recover the occluded areas, but it requiring more than one day to train and several seconds to render, failing to meet the requirements of real-time interactive applications. To address these issues, we propose OccGaussian based on 3D Gaussian Splatting, which can be trained within 6 minutes and produces high-quality human renderings up to 160 FPS with occluded input. OccGaussian initializes 3D Gaussian distributions in the canonical space, and we perform occlusion feature query at occluded regions, the aggregated pixel-align feature is extracted to compensate for the missing information. Then we use Gaussian Feature MLP to further process the feature along with the occlusion-aware loss functions to better perceive the occluded area. Extensive experiments both in simulated and real-world occlusions, demonstrate that our method achieves comparable or even superior performance compared to the state-of-the-art method. And we improving training and inference speeds by 250x and 800x, respectively. Our code will be available for research purposes.