CVApr 29, 2022Code
A Simple Method to Boost Human Pose Estimation Accuracy by Correcting the Joint Regressor for the Human3.6m DatasetEric Hedlin, Helge Rhodin, Kwang Moo Yi
Many human pose estimation methods estimate Skinned Multi-Person Linear (SMPL) models and regress the human joints from these SMPL estimates. In this work, we show that the most widely used SMPL-to-joint linear layer (joint regressor) is inaccurate, which may mislead pose evaluation results. To achieve a more accurate joint regressor, we propose a method to create pseudo-ground-truth SMPL poses, which can then be used to train an improved regressor. Specifically, we optimize SMPL estimates coming from a state-of-the-art method so that its projection matches the silhouettes of humans in the scene, as well as the ground-truth 2D joint locations. While the quality of this pseudo-ground-truth is challenging to assess due to the lack of actual ground-truth SMPL, with the Human 3.6m dataset, we qualitatively show that our joint locations are more accurate and that our regressor leads to improved pose estimations results on the test set without any need for retraining. We release our code and joint regressor at https://github.com/ubc-vision/joint-regressor-refinement
CVMay 3, 2022
DANBO: Disentangled Articulated Neural Body Representations via Graph Neural NetworksShih-Yang Su, Timur Bagautdinov, Helge Rhodin
Deep learning greatly improved the realism of animatable human models by learning geometry and appearance from collections of 3D scans, template meshes, and multi-view imagery. High-resolution models enable photo-realistic avatars but at the cost of requiring studio settings not available to end users. Our goal is to create avatars directly from raw images without relying on expensive studio setups and surface tracking. While a few such approaches exist, those have limited generalization capabilities and are prone to learning spurious (chance) correlations between irrelevant body parts, resulting in implausible deformations and missing body parts on unseen poses. We introduce a three-stage method that induces two inductive biases to better disentangled pose-dependent deformation. First, we model correlations of body parts explicitly with a graph neural network. Second, to further reduce the effect of chance correlations, we introduce localized per-bone features that use a factorized volumetric representation and a new aggregation function. We demonstrate that our model produces realistic body shapes under challenging unseen poses and shows high-quality image synthesis. Our proposed representation strikes a better trade-off between model capacity, expressiveness, and robustness than competing methods. Project website: https://lemonatsu.github.io/danbo.
CVApr 4, 2023
NPC: Neural Point Characters from VideoShih-Yang Su, Timur Bagautdinov, Helge Rhodin
High-fidelity human 3D models can now be learned directly from videos, typically by combining a template-based surface model with neural representations. However, obtaining a template surface requires expensive multi-view capture systems, laser scans, or strictly controlled conditions. Previous methods avoid using a template but rely on a costly or ill-posed mapping from observation to canonical space. We propose a hybrid point-based representation for reconstructing animatable characters that does not require an explicit surface model, while being generalizable to novel poses. For a given video, our method automatically produces an explicit set of 3D points representing approximate canonical geometry, and learns an articulated deformation model that produces pose-dependent point transformations. The points serve both as a scaffold for high-frequency neural features and an anchor for efficiently mapping between observation and canonical space. We demonstrate on established benchmarks that our representation overcomes limitations of prior work operating in either canonical or in observation space. Moreover, our automatic point extraction approach enables learning models of human and animal characters alike, matching the performance of the methods using rigged surface templates despite being more general. Project website: https://lemonatsu.github.io/npc/
CVMay 21, 2022
AutoLink: Self-supervised Learning of Human Skeletons and Object Outlines by Linking KeypointsXingzhe He, Bastian Wandt, Helge Rhodin
Structured representations such as keypoints are widely used in pose transfer, conditional image generation, animation, and 3D reconstruction. However, their supervised learning requires expensive annotation for each target domain. We propose a self-supervised method that learns to disentangle object structure from the appearance with a graph of 2D keypoints linked by straight edges. Both the keypoint location and their pairwise edge weights are learned, given only a collection of images depicting the same object class. The resulting graph is interpretable, for example, AutoLink recovers the human skeleton topology when applied to images showing people. Our key ingredients are i) an encoder that predicts keypoint locations in an input image, ii) a shared graph as a latent variable that links the same pairs of keypoints in every image, iii) an intermediate edge map that combines the latent graph edge weights and keypoint locations in a soft, differentiable manner, and iv) an inpainting objective on randomly masked images. Although simpler, AutoLink outperforms existing self-supervised methods on the established keypoint and pose estimation benchmarks and paves the way for structure-conditioned generative models on more diverse datasets. Project website: https://xingzhehe.github.io/autolink/.
CVNov 7, 2023
A Data Perspective on Enhanced Identity Preservation for Diffusion PersonalizationXingzhe He, Zhiwen Cao, Nicholas Kolkin et al.
Large text-to-image models have revolutionized the ability to generate imagery using natural language. However, particularly unique or personal visual concepts, such as pets and furniture, will not be captured by the original model. This has led to interest in how to personalize a text-to-image model. Despite significant progress, this task remains a formidable challenge, particularly in preserving the subject's identity. Most researchers attempt to address this issue by modifying model architectures. These methods are capable of keeping the subject structure and color but fail to preserve identity details. Towards this issue, our approach takes a data-centric perspective. We introduce a novel regularization dataset generation strategy on both the text and image level. This strategy enables the model to preserve fine details of the desired subjects, such as text and logos. Our method is architecture-agnostic and can be flexibly applied on various text-to-image models. We show on established benchmarks that our data-centric approach forms the new state of the art in terms of identity preservation and text alignment.
CVMar 30, 2023
Few-shot Geometry-Aware Keypoint LocalizationXingzhe He, Gaurav Bharaj, David Ferman et al.
Supervised keypoint localization methods rely on large manually labeled image datasets, where objects can deform, articulate, or occlude. However, creating such large keypoint labels is time-consuming and costly, and is often error-prone due to inconsistent labeling. Thus, we desire an approach that can learn keypoint localization with fewer yet consistently annotated images. To this end, we present a novel formulation that learns to localize semantically consistent keypoint definitions, even for occluded regions, for varying object categories. We use a few user-labeled 2D images as input examples, which are extended via self-supervision using a larger unlabeled dataset. Unlike unsupervised methods, the few-shot images act as semantic shape constraints for object localization. Furthermore, we introduce 3D geometry-aware constraints to uplift keypoints, achieving more accurate 2D localization. Our general-purpose formulation paves the way for semantically conditioned generative modeling and attains competitive or state-of-the-art accuracy on several datasets, including human faces, eyes, animals, cars, and never-before-seen mouth interior (teeth) localization tasks, not attempted by the previous few-shot methods. Project page: https://xingzhehe.github.io/FewShot3DKP/}{https://xingzhehe.github.io/FewShot3DKP/
CVJun 23, 2022
UNeRF: Time and Memory Conscious U-Shaped Network for Training Neural Radiance FieldsAbiramy Kuganesan, Shih-yang Su, James J. Little et al.
Neural Radiance Fields (NeRFs) increase reconstruction detail for novel view synthesis and scene reconstruction, with applications ranging from large static scenes to dynamic human motion. However, the increased resolution and model-free nature of such neural fields come at the cost of high training times and excessive memory requirements. Recent advances improve the inference time by using complementary data structures yet these methods are ill-suited for dynamic scenes and often increase memory consumption. Little has been done to reduce the resources required at training time. We propose a method to exploit the redundancy of NeRF's sample-based computations by partially sharing evaluations across neighboring sample points. Our UNeRF architecture is inspired by the UNet, where spatial resolution is reduced in the middle of the network and information is shared between adjacent samples. Although this change violates the strict and conscious separation of view-dependent appearance and view-independent density estimation in the NeRF method, we show that it improves novel view synthesis. We also introduce an alternative subsampling strategy which shares computation while minimizing any violation of view invariance. UNeRF is a plug-in module for the original NeRF network. Our major contributions include reduction of the memory footprint, improved accuracy, and reduced amortized processing time both during training and inference. With only weak assumptions on locality, we achieve improved resource utilization on a variety of neural radiance fields tasks. We demonstrate applications to the novel view synthesis of static scenes as well as dynamic human shape and motion.
CVMay 6, 2022
LatentKeypointGAN: Controlling Images via Latent Keypoints -- Extended AbstractXingzhe He, Bastian Wandt, Helge Rhodin
Generative adversarial networks (GANs) can now generate photo-realistic images. However, how to best control the image content remains an open challenge. We introduce LatentKeypointGAN, a two-stage GAN internally conditioned on a set of keypoints and associated appearance embeddings providing control of the position and style of the generated objects and their respective parts. A major difficulty that we address is disentangling the image into spatial and appearance factors with little domain knowledge and supervision signals. We demonstrate in a user study and quantitative experiments that LatentKeypointGAN provides an interpretable latent space that can be used to re-arrange the generated images by re-positioning and exchanging keypoint embeddings, such as generating portraits by combining the eyes, and mouth from different images. Notably, our method does not require labels as it is self-supervised and thereby applies to diverse application domains, such as editing portraits, indoor rooms, and full-body human poses.
CVAug 23, 2023
Pose Modulated Avatars from VideoChunjin Song, Bastian Wandt, Helge Rhodin
It is now possible to reconstruct dynamic human motion and shape from a sparse set of cameras using Neural Radiance Fields (NeRF) driven by an underlying skeleton. However, a challenge remains to model the deformation of cloth and skin in relation to skeleton pose. Unlike existing avatar models that are learned implicitly or rely on a proxy surface, our approach is motivated by the observation that different poses necessitate unique frequency assignments. Neglecting this distinction yields noisy artifacts in smooth areas or blurs fine-grained texture and shape details in sharp regions. We develop a two-branch neural network that is adaptive and explicit in the frequency domain. The first branch is a graph neural network that models correlations among body parts locally, taking skeleton pose as input. The second branch combines these correlation features to a set of global frequencies and then modulates the feature encoding. Our experiments demonstrate that our network outperforms state-of-the-art methods in terms of preserving details and generalization capabilities.
71.5CVApr 14
Grasp in Gaussians: Fast Monocular Reconstruction of Dynamic Hand-Object InteractionsAyce Idil Aytekin, Xu Chen, Zhengyang Shen et al.
We present Grasp in Gaussians (GraG), a fast and robust method for reconstructing dynamic 3D hand-object interactions from a single monocular video. Unlike recent approaches that optimize heavy neural representations, our method focuses on tracking the hand and the object efficiently, once initialized from pretrained large models. Our key insight is that accurate and temporally stable hand-object motion can be recovered using a compact Sum-of-Gaussians (SoG) representation, revived from classical tracking literature and integrated with generative Gaussian-based initializations. We initialize object pose and geometry using a video-adapted SAM3D pipeline, then convert the resulting dense Gaussian representation into a lightweight SoG via subsampling. This compact representation enables efficient and fast tracking while preserving geometric fidelity. For the hand, we adopt a complementary strategy: starting from off-the-shelf monocular hand pose initialization, we refine hand motion using simple yet effective 2D joint and depth alignment losses, avoiding per-frame refinement of a detailed 3D hand appearance model while maintaining stable articulation. Extensive experiments on public benchmarks demonstrate that GraG reconstructs temporally coherent hand-object interactions on long sequences 6.4x faster than prior work while improving object reconstruction by 13.4% and reducing hand's per-joint position error by over 65%.
CVNov 10, 2022
Scaling Neural Face Synthesis to High FPS and Low Latency by Neural CachingFrank Yu, Sid Fels, Helge Rhodin
Recent neural rendering approaches greatly improve image quality, reaching near photorealism. However, the underlying neural networks have high runtime, precluding telepresence and virtual reality applications that require high resolution at low latency. The sequential dependency of layers in deep networks makes their optimization difficult. We break this dependency by caching information from the previous frame to speed up the processing of the current one with an implicit warp. The warping with a shallow network reduces latency and the caching operations can further be parallelized to improve the frame rate. In contrast to existing temporal neural networks, ours is tailored for the task of rendering novel views of faces by conditioning on the change of the underlying surface mesh. We test the approach on view-dependent rendering of 3D portrait avatars, as needed for telepresence, on established benchmark sequences. Warping reduces latency by 70$\%$ (from 49.4ms to 14.9ms on commodity GPUs) and scales frame rates accordingly over multiple GPUs while reducing image quality by only 1$\%$, making it suitable as part of end-to-end view-dependent 3D teleconferencing applications. Our project page can be found at: https://yu-frank.github.io/lowlatency/.
CVSep 9, 2023
Mirror-Aware Neural HumansDaniel Ajisafe, James Tang, Shih-Yang Su et al.
Human motion capture either requires multi-camera systems or is unreliable when using single-view input due to depth ambiguities. Meanwhile, mirrors are readily available in urban environments and form an affordable alternative by recording two views with only a single camera. However, the mirror setting poses the additional challenge of handling occlusions of real and mirror image. Going beyond existing mirror approaches for 3D human pose estimation, we utilize mirrors for learning a complete body model, including shape and dense appearance. Our main contributions are extending articulated neural radiance fields to include a notion of a mirror, making it sample-efficient over potential occlusion regions. Together, our contributions realize a consumer-level 3D motion capture system that starts from off-the-shelf 2D poses by automatically calibrating the camera, estimating mirror orientation, and subsequently lifting 2D keypoint detections to 3D skeleton pose that is used to condition the mirror-aware NeRF. We empirically demonstrate the benefit of learning a body model and accounting for occlusion in challenging mirror scenes.
CVApr 17, 2025Code
Digital Twin Generation from Visual Data: A SurveyAndrew Melnik, Benjamin Alt, Giang Nguyen et al.
This survey explores recent developments in generating digital twins from videos. Such digital twins can be used for robotics application, media content creation, or design and construction works. We analyze various approaches, including 3D Gaussian Splatting, generative in-painting, semantic segmentation, and foundation models highlighting their advantages and limitations. Additionally, we discuss challenges such as occlusions, lighting variations, and scalability, as well as potential future research directions. This survey aims to provide a comprehensive overview of state-of-the-art methodologies and their implications for real-world applications. Awesome list: https://github.com/ndrwmlnk/awesome-digital-twins
CVMay 10, 2024Code
CasCalib: Cascaded Calibration for Motion Capture from Sparse Unsynchronized CamerasJames Tang, Shashwat Suri, Daniel Ajisafe et al.
It is now possible to estimate 3D human pose from monocular images with off-the-shelf 3D pose estimators. However, many practical applications require fine-grained absolute pose information for which multi-view cues and camera calibration are necessary. Such multi-view recordings are laborious because they require manual calibration, and are expensive when using dedicated hardware. Our goal is full automation, which includes temporal synchronization, as well as intrinsic and extrinsic camera calibration. This is done by using persons in the scene as the calibration objects. Existing methods either address only synchronization or calibration, assume one of the former as input, or have significant limitations. A common limitation is that they only consider single persons, which eases correspondence finding. We attain this generality by partitioning the high-dimensional time and calibration space into a cascade of subspaces and introduce tailored algorithms to optimize each efficiently and robustly. The outcome is an easy-to-use, flexible, and robust motion capture toolbox that we release to enable scientific applications, which we demonstrate on diverse multi-view benchmarks. Project website: https://github.com/jamestang1998/CasCalib.
CVFeb 28, 2022Code
Domain Knowledge-Informed Self-Supervised Representations for Workout Form AssessmentParitosh Parmar, Amol Gharat, Helge Rhodin
Maintaining proper form while exercising is important for preventing injuries and maximizing muscle mass gains. Detecting errors in workout form naturally requires estimating human's body pose. However, off-the-shelf pose estimators struggle to perform well on the videos recorded in gym scenarios due to factors such as camera angles, occlusion from gym equipment, illumination, and clothing. To aggravate the problem, the errors to be detected in the workouts are very subtle. To that end, we propose to learn exercise-oriented image and video representations from unlabeled samples such that a small dataset annotated by experts suffices for supervised error detection. In particular, our domain knowledge-informed self-supervised approaches (pose contrastive learning and motion disentangling) exploit the harmonic motion of the exercise actions, and capitalize on the large variances in camera angles, clothes, and illumination to learn powerful representations. To facilitate our self-supervised pretraining, and supervised finetuning, we curated a new exercise dataset, \emph{Fitness-AQA} (\url{https://github.com/ParitoshParmar/Fitness-AQA}), comprising of three exercises: BackSquat, BarbellRow, and OverheadPress. It has been annotated by expert trainers for multiple crucial and typically occurring exercise errors. Experimental results show that our self-supervised representations outperform off-the-shelf 2D- and 3D-pose estimators and several other baselines. We also show that our approaches can be applied to other domains/tasks such as pose estimation and dive quality assessment.
CVNov 27, 2020Code
PCLs: Geometry-aware Neural Reconstruction of 3D Pose with Perspective Crop LayersFrank Yu, Mathieu Salzmann, Pascal Fua et al.
Local processing is an essential feature of CNNs and other neural network architectures - it is one of the reasons why they work so well on images where relevant information is, to a large extent, local. However, perspective effects stemming from the projection in a conventional camera vary for different global positions in the image. We introduce Perspective Crop Layers (PCLs) - a form of perspective crop of the region of interest based on the camera geometry - and show that accounting for the perspective consistently improves the accuracy of state-of-the-art 3D pose reconstruction methods. PCLs are modular neural network layers, which, when inserted into existing CNN and MLP architectures, deterministically remove the location-dependent perspective effects while leaving end-to-end training and the number of parameters of the underlying neural network unchanged. We demonstrate that PCL leads to improved 3D human pose reconstruction accuracy for CNN architectures that use cropping operations, such as spatial transformer networks (STN), and, somewhat surprisingly, MLPs used for 2D-to-3D keypoint lifting. Our conclusion is that it is important to utilize camera calibration information when available, for classical and deep-learning-based computer vision alike. PCL offers an easy way to improve the accuracy of existing 3D reconstruction networks by making them geometry aware. Our code is publicly available at github.com/yu-frank/PerspectiveCropLayers.
CVNov 10, 2020Code
Ellipse Detection and Localization with Applications to Knots in Sawn Lumber ImagesShenyi Pan, Shuxian Fan, Samuel W. K. Wong et al.
While general object detection has seen tremendous progress, localization of elliptical objects has received little attention in the literature. Our motivating application is the detection of knots in sawn timber images, which is an important problem since the number and types of knots are visual characteristics that adversely affect the quality of sawn timber. We demonstrate how models can be tailored to the elliptical shape and thereby improve on general purpose detectors; more generally, elliptical defects are common in industrial production, such as enclosed air bubbles when casting glass or plastic. In this paper, we adapt the Faster R-CNN with its Region Proposal Network (RPN) to model elliptical objects with a Gaussian function, and extend the existing Gaussian Proposal Network (GPN) architecture by adding the region-of-interest pooling and regression branches, as well as using the Wasserstein distance as the loss function to predict the precise locations of elliptical objects. Our proposed method has promising results on the lumber knot dataset: knots are detected with an average intersection over union of 73.05%, compared to 63.63% for general purpose detectors. Specific to the lumber application, we also propose an algorithm to correct any misalignment in the raw timber images during scanning, and contribute the first open-source lumber knot dataset by labeling the elliptical knots in the preprocessed images.
51.3CVMar 20
Making Video Models Adhere to User Intent with Minor AdjustmentsDaniel Ajisafe, Eric Hedlin, Helge Rhodin et al.
With the recent drastic advancements in text-to-video diffusion models, controlling their generations has drawn interest. A popular way for control is through bounding boxes or layouts. However, enforcing adherence to these control inputs is still an open problem. In this work, we show that by slightly adjusting user-provided bounding boxes we can improve both the quality of generations and the adherence to the control inputs. This is achieved by simply optimizing the bounding boxes to better align with the internal attention maps of the video diffusion model while carefully balancing the focus on foreground and background. In a sense, we are modifying the bounding boxes to be at places where the model is familiar with. Surprisingly, we find that even with small modifications, the quality of generations can vary significantly. To do so, we propose a smooth mask to make the bounding box position differentiable and an attention-maximization objective that we use to alter the bounding boxes. We conduct thorough experiments, including a user study to validate the effectiveness of our method. Our code is made available on the project webpage to foster future research from the community.
CVDec 19, 2025
Re-Depth Anything: Test-Time Depth Refinement via Self-Supervised Re-lightingAnanta R. Bhattarai, Helge Rhodin
Monocular depth estimation remains challenging as recent foundation models, such as Depth Anything V2 (DA-V2), struggle with real-world images that are far from the training distribution. We introduce Re-Depth Anything, a test-time self-supervision framework that bridges this domain gap by fusing DA-V2 with the powerful priors of large-scale 2D diffusion models. Our method performs label-free refinement directly on the input image by re-lighting predicted depth maps and augmenting the input. This re-synthesis method replaces classical photometric reconstruction by leveraging shape from shading (SfS) cues in a new, generative context with Score Distillation Sampling (SDS). To prevent optimization collapse, our framework employs a targeted optimization strategy: rather than optimizing depth directly or fine-tuning the full model, we freeze the encoder and only update intermediate embeddings while also fine-tuning the decoder. Across diverse benchmarks, Re-Depth Anything yields substantial gains in depth accuracy and realism over the DA-V2, showcasing new avenues for self-supervision by augmenting geometric reasoning.
CVJan 11, 2024
Gaussian Shadow Casting for Neural CharactersLuis Bolanos, Shih-Yang Su, Helge Rhodin
Neural character models can now reconstruct detailed geometry and texture from video, but they lack explicit shadows and shading, leading to artifacts when generating novel views and poses or during relighting. It is particularly difficult to include shadows as they are a global effect and the required casting of secondary rays is costly. We propose a new shadow model using a Gaussian density proxy that replaces sampling with a simple analytic formula. It supports dynamic motion and is tailored for shadow computation, thereby avoiding the affine projection approximation and sorting required by the closely related Gaussian splatting. Combined with a deferred neural rendering model, our Gaussian shadows enable Lambertian shading and shadow casting with minimal overhead. We demonstrate improved reconstructions, with better separation of albedo, shading, and shadows in challenging outdoor scenes with direct sun light and hard shadows. Our method is able to optimize the light direction without any input from the user. As a result, novel poses have fewer shadow artifacts and relighting in novel scenes is more realistic compared to the state-of-the-art methods, providing new ways to pose neural characters in novel environments, increasing their applicability.
30.8CVApr 9
E-3DPSM: A State Machine for Event-Based Egocentric 3D Human Pose EstimationMayur Deshmukh, Hiroyasu Akada, Helge Rhodin et al.
Event cameras offer multiple advantages in monocular egocentric 3D human pose estimation from head-mounted devices, such as millisecond temporal resolution, high dynamic range, and negligible motion blur. Existing methods effectively leverage these properties, but suffer from low 3D estimation accuracy, insufficient in many applications (e.g., immersive VR/AR). This is due to the design not being fully tailored towards event streams (e.g., their asynchronous and continuous nature), leading to high sensitivity to self-occlusions and temporal jitter in the estimates. This paper rethinks the setting and introduces E-3DPSM, an event-driven continuous pose state machine for event-based egocentric 3D human pose estimation. E-3DPSM aligns continuous human motion with fine-grained event dynamics; it evolves latent states and predicts continuous changes in 3D joint positions associated with observed events, which are fused with direct 3D human pose predictions, leading to stable and drift-free final 3D pose reconstructions. E-3DPSM runs in real-time at 80 Hz on a single workstation and sets a new state of the art in experiments on two benchmarks, improving accuracy by up to 19% (MPJPE) and temporal stability by up to 2.7x. See our project page for the source code and trained models.
CVSep 23, 2025
Audio-Driven Universal Gaussian Head AvatarsKartik Teotia, Helge Rhodin, Mohit Mendiratta et al.
We introduce the first method for audio-driven universal photorealistic avatar synthesis, combining a person-agnostic speech model with our novel Universal Head Avatar Prior (UHAP). UHAP is trained on cross-identity multi-view videos. In particular, our UHAP is supervised with neutral scan data, enabling it to capture the identity-specific details at high fidelity. In contrast to previous approaches, which predominantly map audio features to geometric deformations only while ignoring audio-dependent appearance variations, our universal speech model directly maps raw audio inputs into the UHAP latent expression space. This expression space inherently encodes, both, geometric and appearance variations. For efficient personalization to new subjects, we employ a monocular encoder, which enables lightweight regression of dynamic expression variations across video frames. By accounting for these expression-dependent changes, it enables the subsequent model fine-tuning stage to focus exclusively on capturing the subject's global appearance and geometry. Decoding these audio-driven expression codes via UHAP generates highly realistic avatars with precise lip synchronization and nuanced expressive details, such as eyebrow movement, gaze shifts, and realistic mouth interior appearance as well as motion. Extensive evaluations demonstrate that our method is not only the first generalizable audio-driven avatar model that can account for detailed appearance modeling and rendering, but it also outperforms competing (geometry-only) methods across metrics measuring lip-sync accuracy, quantitative image quality, and perceptual realism.
CVAug 25, 2025
Follow My Hold: Hand-Object Interaction Reconstruction through Geometric GuidanceAyce Idil Aytekin, Helge Rhodin, Rishabh Dabral et al.
We propose a novel diffusion-based framework for reconstructing 3D geometry of hand-held objects from monocular RGB images by leveraging hand-object interaction as geometric guidance. Our method conditions a latent diffusion model on an inpainted object appearance and uses inference-time guidance to optimize the object reconstruction, while simultaneously ensuring plausible hand-object interactions. Unlike prior methods that rely on extensive post-processing or produce low-quality reconstructions, our approach directly generates high-quality object geometry during the diffusion process by introducing guidance with an optimization-in-the-loop design. Specifically, we guide the diffusion model by applying supervision to the velocity field while simultaneously optimizing the transformations of both the hand and the object being reconstructed. This optimization is driven by multi-modal geometric cues, including normal and depth alignment, silhouette consistency, and 2D keypoint reprojection. We further incorporate signed distance field supervision and enforce contact and non-intersection constraints to ensure physical plausibility of hand-object interaction. Our method yields accurate, robust and coherent reconstructions under occlusion while generalizing well to in-the-wild scenarios.
CVMar 20, 2025
DreamTexture: Shape from Virtual Texture with Analysis by AugmentationAnanta R. Bhattarai, Xingzhe He, Alla Sheffer et al.
DreamFusion established a new paradigm for unsupervised 3D reconstruction from virtual views by combining advances in generative models and differentiable rendering. However, the underlying multi-view rendering, along with supervision from large-scale generative models, is computationally expensive and under-constrained. We propose DreamTexture, a novel Shape-from-Virtual-Texture approach that leverages monocular depth cues to reconstruct 3D objects. Our method textures an input image by aligning a virtual texture with the real depth cues in the input, exploiting the inherent understanding of monocular geometry encoded in modern diffusion models. We then reconstruct depth from the virtual texture deformation with a new conformal map optimization, which alleviates memory-intensive volumetric representations. Our experiments reveal that generative models possess an understanding of monocular shape cues, which can be extracted by augmenting and aligning texture cues -- a novel monocular reconstruction paradigm that we call Analysis by Augmentation.
CVNov 5, 2024
Object and Contact Point Tracking in Demonstrations Using 3D Gaussian SplattingMichael Büttner, Jonathan Francis, Helge Rhodin et al.
This paper introduces a method to enhance Interactive Imitation Learning (IIL) by extracting touch interaction points and tracking object movement from video demonstrations. The approach extends current IIL systems by providing robots with detailed knowledge of both where and how to interact with objects, particularly complex articulated ones like doors and drawers. By leveraging cutting-edge techniques such as 3D Gaussian Splatting and FoundationPose for tracking, this method allows robots to better understand and manipulate objects in dynamic environments. The research lays the foundation for more effective task learning and execution in autonomous robotic systems.
CVJun 2, 2024
Representing Animatable Avatar via Factorized Neural FieldsChunjin Song, Zhijie Wu, Bastian Wandt et al.
For reconstructing high-fidelity human 3D models from monocular videos, it is crucial to maintain consistent large-scale body shapes along with finely matched subtle wrinkles. This paper explores the observation that the per-frame rendering results can be factorized into a pose-independent component and a corresponding pose-dependent equivalent to facilitate frame consistency. Pose adaptive textures can be further improved by restricting frequency bands of these two components. In detail, pose-independent outputs are expected to be low-frequency, while highfrequency information is linked to pose-dependent factors. We achieve a coherent preservation of both coarse body contours across the entire input video and finegrained texture features that are time variant with a dual-branch network with distinct frequency components. The first branch takes coordinates in canonical space as input, while the second branch additionally considers features outputted by the first branch and pose information of each frame. Our network integrates the information predicted by both branches and utilizes volume rendering to generate photo-realistic 3D human images. Through experiments, we demonstrate that our network surpasses the neural radiance fields (NeRF) based state-of-the-art methods in preserving high-frequency details and ensuring consistent body contours.
CVDec 22, 2021
Improved 2D Keypoint Detection in Out-of-Balance and Fall Situations -- combining input rotations and a kinematic modelMichael Zwölfer, Dieter Heinrich, Kurt Schindelwig et al.
Injury analysis may be one of the most beneficial applications of deep learning based human pose estimation. To facilitate further research on this topic, we provide an injury specific 2D dataset for alpine skiing, covering in total 533 images. We further propose a post processing routine, that combines rotational information with a simple kinematic model. We could improve detection results in fall situations by up to 21% regarding the PCK@0.2 metric.
CVDec 22, 2021
AdaptPose: Cross-Dataset Adaptation for 3D Human Pose Estimation by Learnable Motion GenerationMohsen Gholami, Bastian Wandt, Helge Rhodin et al.
This paper addresses the problem of cross-dataset generalization of 3D human pose estimation models. Testing a pre-trained 3D pose estimator on a new dataset results in a major performance drop. Previous methods have mainly addressed this problem by improving the diversity of the training data. We argue that diversity alone is not sufficient and that the characteristics of the training data need to be adapted to those of the new dataset such as camera viewpoint, position, human actions, and body size. To this end, we propose AdaptPose, an end-to-end framework that generates synthetic 3D human motions from a source dataset and uses them to fine-tune a 3D pose estimator. AdaptPose follows an adversarial training scheme. From a source 3D pose the generator generates a sequence of 3D poses and a camera orientation that is used to project the generated poses to a novel view. Without any 3D labels or camera information AdaptPose successfully learns to create synthetic 3D poses from the target dataset while only being trained on 2D poses. In experiments on the Human3.6M, MPI-INF-3DHP, 3DPW, and Ski-Pose datasets our method outperforms previous work in cross-dataset evaluations by 14% and previous semi-supervised learning methods that use partial 3D annotations by 16%.
CVDec 14, 2021
ElePose: Unsupervised 3D Human Pose Estimation by Predicting Camera Elevation and Learning Normalizing Flows on 2D PosesBastian Wandt, James J. Little, Helge Rhodin
Human pose estimation from single images is a challenging problem that is typically solved by supervised learning. Unfortunately, labeled training data does not yet exist for many human activities since 3D annotation requires dedicated motion capture systems. Therefore, we propose an unsupervised approach that learns to predict a 3D human pose from a single image while only being trained with 2D pose data, which can be crowd-sourced and is already widely available. To this end, we estimate the 3D pose that is most likely over random projections, with the likelihood estimated using normalizing flows on 2D poses. While previous work requires strong priors on camera rotations in the training data set, we learn the distribution of camera angles which significantly improves the performance. Another part of our contribution is to stabilize training with normalizing flows on high-dimensional 3D pose data by first projecting the 2D poses to a linear subspace. We outperform the state-of-the-art unsupervised human pose estimation methods on the benchmark datasets Human3.6M and MPI-INF-3DHP in many metrics.
CVDec 2, 2021
GANSeg: Learning to Segment by Unsupervised Hierarchical Image GenerationXingzhe He, Bastian Wandt, Helge Rhodin
Segmenting an image into its parts is a frequent preprocess for high-level vision tasks such as image editing. However, annotating masks for supervised training is expensive. Weakly-supervised and unsupervised methods exist, but they depend on the comparison of pairs of images, such as from multi-views, frames of videos, and image augmentation, which limits their applicability. To address this, we propose a GAN-based approach that generates images conditioned on latent masks, thereby alleviating full or weak annotations required in previous approaches. We show that such mask-conditioned image generation can be learned faithfully when conditioning the masks in a hierarchical manner on latent keypoints that define the position of parts explicitly. Without requiring supervision of masks or points, this strategy increases robustness to viewpoint and object positions changes. It also lets us generate image-mask pairs for training a segmentation network, which outperforms the state-of-the-art unsupervised segmentation methods on established benchmarks.
CVJul 6, 2021
NRST: Non-rigid Surface Tracking from Monocular VideoMarc Habermann, Weipeng Xu, Helge Rhodin et al.
We propose an efficient method for non-rigid surface tracking from monocular RGB videos. Given a video and a template mesh, our algorithm sequentially registers the template non-rigidly to each frame. We formulate the per-frame registration as an optimization problem that includes a novel texture term specifically tailored towards tracking objects with uniform texture but fine-scale structure, such as the regular micro-structural patterns of fabric. Our texture term exploits the orientation information in the micro-structures of the objects, e.g., the yarn patterns of fabrics. This enables us to accurately track uniformly colored materials that have these high frequency micro-structures, for which traditional photometric terms are usually less effective. The results demonstrate the effectiveness of our method on both general textured non-rigid objects and monochromatic fabrics.
CVMay 14, 2021
TriPose: A Weakly-Supervised 3D Human Pose Estimation via Triangulation from VideoMohsen Gholami, Ahmad Rezaei, Helge Rhodin et al.
Estimating 3D human poses from video is a challenging problem. The lack of 3D human pose annotations is a major obstacle for supervised training and for generalization to unseen datasets. In this work, we address this problem by proposing a weakly-supervised training scheme that does not require 3D annotations or calibrated cameras. The proposed method relies on temporal information and triangulation. Using 2D poses from multiple views as the input, we first estimate the relative camera orientations and then generate 3D poses via triangulation. The triangulation is only applied to the views with high 2D human joint confidence. The generated 3D poses are then used to train a recurrent lifting network (RLN) that estimates 3D poses from 2D poses. We further apply a multi-view re-projection loss to the estimated 3D poses and enforce the 3D poses estimated from multi-views to be consistent. Therefore, our method relaxes the constraints in practice, only multi-view videos are required for training, and is thus convenient for in-the-wild settings. At inference, RLN merely requires single-view videos. The proposed method outperforms previous works on two challenging datasets, Human3.6M and MPI-INF-3DHP. Codes and pretrained models will be publicly available.
CVMar 29, 2021
LatentKeypointGAN: Controlling Images via Latent KeypointsXingzhe He, Bastian Wandt, Helge Rhodin
Generative adversarial networks (GANs) have attained photo-realistic quality in image generation. However, how to best control the image content remains an open challenge. We introduce LatentKeypointGAN, a two-stage GAN which is trained end-to-end on the classical GAN objective with internal conditioning on a set of space keypoints. These keypoints have associated appearance embeddings that respectively control the position and style of the generated objects and their parts. A major difficulty that we address with suitable network architectures and training schemes is disentangling the image into spatial and appearance factors without domain knowledge and supervision signals. We demonstrate that LatentKeypointGAN provides an interpretable latent space that can be used to re-arrange the generated images by re-positioning and exchanging keypoint embeddings, such as generating portraits by combining the eyes, nose, and mouth from different images. In addition, the explicit generation of keypoints and matching images enables a new, GAN-based method for unsupervised keypoint detection.
CVFeb 11, 2021
A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and PoseShih-Yang Su, Frank Yu, Michael Zollhoefer et al.
While deep learning reshaped the classical motion capture pipeline with feed-forward networks, generative models are required to recover fine alignment via iterative refinement. Unfortunately, the existing models are usually hand-crafted or learned in controlled conditions, only applicable to limited domains. We propose a method to learn a generative neural body model from unlabelled monocular videos by extending Neural Radiance Fields (NeRFs). We equip them with a skeleton to apply to time-varying and articulated motion. A key insight is that implicit models require the inverse of the forward kinematics used in explicit surface models. Our reparameterization defines spatial latent variables relative to the pose of body parts and thereby overcomes ill-posed inverse operations with an overparameterization. This enables learning volumetric body shape and appearance from scratch while jointly refining the articulated pose; all without ground truth labels for appearance, pose, or 3D shape on the input videos. When used for novel-view-synthesis and motion capture, our neural model improves accuracy on diverse datasets. Project website: https://lemonatsu.github.io/anerf/ .
HCDec 22, 2020
AudioViewer: Learning to Visualize SoundsChunjin Song, Yuchi Zhang, Willis Peng et al.
A long-standing goal in the field of sensory substitution is to enable sound perception for deaf and hard of hearing (DHH) people by visualizing audio content. Different from existing models that translate to hand sign language, between speech and text, or text and images, we target immediate and low-level audio to video translation that applies to generic environment sounds as well as human speech. Since such a substitution is artificial, without labels for supervised learning, our core contribution is to build a mapping from audio to video that learns from unpaired examples via high-level constraints. For speech, we additionally disentangle content from style, such as gender and dialect. Qualitative and quantitative results, including a human study, demonstrate that our unpaired translation approach maintains important audio features in the generated video and that videos of faces and numbers are well suited for visualizing high-dimensional audio features that can be parsed by humans to match and distinguish between sounds and words. Code and models are available at https://chunjinsong.github.io/audioviewer
CVDec 9, 2020
Human Detection and Segmentation via Multi-view ConsensusIsinsu Katircioglu, Helge Rhodin, Jörg Spörri et al.
Self-supervised detection and segmentation of foreground objects aims for accuracy without annotated training data. However, existing approaches predominantly rely on restrictive assumptions on appearance and motion. For scenes with dynamic activities and camera motion, we propose a multi-camera framework in which geometric constraints are embedded in the form of multi-view consistency during training via coarse 3D localization in a voxel grid and fine-grained offset regression. In this manner, we learn a joint distribution of proposals over multiple views. At inference time, our method operates on single RGB images. We outperform state-of-the-art techniques both on images that visually depart from those of standard benchmarks and on those of the classical Human3.6M dataset.
CVDec 2, 2020
Temporal Representation Learning on Monocular Videos for 3D Human Pose EstimationSina Honari, Victor Constantin, Helge Rhodin et al.
In this paper we propose an unsupervised feature extraction method to capture temporal information on monocular videos, where we detect and encode subject of interest in each frame and leverage contrastive self-supervised (CSS) learning to extract rich latent vectors. Instead of simply treating the latent features of nearby frames as positive pairs and those of temporally-distant ones as negative pairs as in other CSS approaches, we explicitly disentangle each latent vector into a time-variant component and a time-invariant one. We then show that applying contrastive loss only to the time-variant features and encouraging a gradual transition on them between nearby and away frames while also reconstructing the input, extract rich temporal features, well-suited for human pose estimation. Our approach reduces error by about 50% compared to the standard CSS strategies, outperforms other unsupervised single-view methods and matches the performance of multi-view techniques. When 2D pose is available, our approach can extract even richer latent features and improve the 3D pose estimation accuracy, outperforming other state-of-the-art weakly supervised methods.
CVNov 30, 2020
CanonPose: Self-Supervised Monocular 3D Human Pose Estimation in the WildBastian Wandt, Marco Rudolph, Petrissa Zell et al.
Human pose estimation from single images is a challenging problem in computer vision that requires large amounts of labeled training data to be solved accurately. Unfortunately, for many human activities (\eg outdoor sports) such training data does not exist and is hard or even impossible to acquire with traditional motion capture systems. We propose a self-supervised approach that learns a single image 3D pose estimator from unlabeled multi-view data. To this end, we exploit multi-view consistency constraints to disentangle the observed 2D pose into the underlying 3D pose and camera rotation. In contrast to most existing methods, we do not require calibrated cameras and can therefore learn from moving cameras. Nevertheless, in the case of a static camera setup, we present an optional extension to include constant relative camera rotations over multiple views into our framework. Key to the success are new, unbiased reconstruction objectives that mix information across views and training samples. The proposed approach is evaluated on two benchmark datasets (Human3.6M and MPII-INF-3DHP) and on the in-the-wild SkiPose dataset.
CVNov 11, 2020
Self-supervised Segmentation via Background InpaintingIsinsu Katircioglu, Helge Rhodin, Victor Constantin et al.
While supervised object detection and segmentation methods achieve impressive accuracy, they generalize poorly to images whose appearance significantly differs from the data they have been trained on. To address this when annotating data is prohibitively expensive, we introduce a self-supervised detection and segmentation approach that can work with single images captured by a potentially moving camera. At the heart of our approach lies the observation that object segmentation and background reconstruction are linked tasks, and that, for structured scenes, background regions can be re-synthesized from their surroundings, whereas regions depicting the moving object cannot. We encode this intuition into a self-supervised loss function that we exploit to train a proposal-based segmentation network. To account for the discrete nature of the proposals, we develop a Monte Carlo-based training strategy that allows the algorithm to explore the large space of object proposals. We apply our method to human detection and segmentation in images that visually depart from those of standard benchmarks and outperform existing self-supervised methods.
CVJan 23, 2020
Deformation-aware Unpaired Image Translation for Pose Estimation on Laboratory AnimalsSiyuan Li, Semih Günel, Mirela Ostrek et al.
Our goal is to capture the pose of neuroscience model organisms, without using any manual supervision, to be able to study how neural circuits orchestrate behaviour. Human pose estimation attains remarkable accuracy when trained on real or simulated datasets consisting of millions of frames. However, for many applications simulated models are unrealistic and real training datasets with comprehensive annotations do not exist. We address this problem with a new sim2real domain transfer method. Our key contribution is the explicit and independent modeling of appearance, shape and poses in an unpaired image translation framework. Our model lets us train a pose estimator on the target domain by transferring readily available body keypoint locations from the source domain to generated target images. We compare our approach with existing domain transfer methods and demonstrate improved pose estimation accuracy on Drosophila melanogaster (fruit fly), Caenorhabditis elegans (worm) and Danio rerio (zebrafish), without requiring any manual annotation on the target domain and despite using simplistic off-the-shelf animal characters for simulation, or simple geometric shapes as models. Our new datasets, code, and trained models will be published to support future neuroscientific studies.
CVDec 23, 2019
Front2Back: Single View 3D Shape Reconstruction via Front to Back PredictionYuan Yao, Nico Schertler, Enrique Rosales et al.
Reconstruction of a 3D shape from a single 2D image is a classical computer vision problem, whose difficulty stems from the inherent ambiguity of recovering occluded or only partially observed surfaces. Recent methods address this challenge through the use of largely unstructured neural networks that effectively distill conditional mapping and priors over 3D shape. In this work, we induce structure and geometric constraints by leveraging three core observations: (1) the surface of most everyday objects is often almost entirely exposed from pairs of typical opposite views; (2) everyday objects often exhibit global reflective symmetries which can be accurately predicted from single views; (3) opposite orthographic views of a 3D shape share consistent silhouettes. Following these observations, we first predict orthographic 2.5D visible surface maps (depth, normal and silhouette) from perspective 2D images, and detect global reflective symmetries in this data; second, we predict the back facing depth and normal maps using as input the front maps and, when available, the symmetric reflections of these maps; and finally, we reconstruct a 3D mesh from the union of these maps using a surface reconstruction method best suited for this data. Our experiments demonstrate that our framework outperforms state-of-the art approaches for 3D shape reconstructions from 2D and 2.5D data in terms of input fidelity and details preservation. Specifically, we achieve 12% better performance on average in ShapeNet benchmark dataset, and up to 19% for certain classes of objects (e.g., chairs and vessels).
CVDec 18, 2019
ActiveMoCap: Optimized Viewpoint Selection for Active Human Motion CaptureSena Kiciroglu, Helge Rhodin, Sudipta N. Sinha et al.
The accuracy of monocular 3D human pose estimation depends on the viewpoint from which the image is captured. While freely moving cameras, such as on drones, provide control over this viewpoint, automatically positioning them at the location which will yield the highest accuracy remains an open problem. This is the problem that we address in this paper. Specifically, given a short video sequence, we introduce an algorithm that predicts which viewpoints should be chosen to capture future frames so as to maximize 3D human pose estimation accuracy. The key idea underlying our approach is a method to estimate the uncertainty of the 3D body pose estimates. We integrate several sources of uncertainty, originating from deep learning based regressors and temporal smoothness. Our motion planner yields improved 3D body pose estimates and outperforms or matches existing ones that are based on person following and orbiting.
CVSep 5, 2019
Gravity as a Reference for Estimating a Person's Height from VideoDidier Bieler, Semih Günel, Pascal Fua et al.
Estimating the metric height of a person from monocular imagery without additional assumptions is ill-posed. Existing solutions either require manual calibration of ground plane and camera geometry, special cameras, or reference objects of known size. We focus on motion cues and exploit gravity on earth as an omnipresent reference 'object' to translate acceleration, and subsequently height, measured in image-pixels to values in meters. We require videos of motion as input, where gravity is the only external force. This limitation is different to those of existing solutions that recover a person's height and, therefore, our method opens up new application fields. We show theoretically and empirically that a simple motion trajectory analysis suffices to translate from pixel measurements to the person's metric height, reaching a MAE of up to 3.9 cm on jumping motions, and that this works without camera and ground plane calibration.
CVAug 30, 2019
Motion Capture from Pan-Tilt Cameras with Unknown OrientationRoman Bachmann, Jörg Spörri, Pascal Fua et al.
In sports, such as alpine skiing, coaches would like to know the speed and various biomechanical variables of their athletes and competitors. Existing methods use either body-worn sensors, which are cumbersome to setup, or manual image annotation, which is time consuming. We propose a method for estimating an athlete's global 3D position and articulated pose using multiple cameras. By contrast to classical markerless motion capture solutions, we allow cameras to rotate freely so that large capture volumes can be covered. In a first step, tight crops around the skier are predicted and fed to a 2D pose estimator network. The 3D pose is then reconstructed using a bundle adjustment method. Key to our solution is the rotation estimation of Pan-Tilt cameras in a joint optimization with the athlete pose and conditioning on relative background motion computed with feature tracking. Furthermore, we created a new alpine skiing dataset and annotated it with 2D pose labels, to overcome shortcomings of existing ones. Our method estimates accurate global 3D poses from images only and provides coaches with an automatic and fast tool for measuring and improving an athlete's performance.
CVJul 18, 2019
Self-supervised Training of Proposal-based Segmentation via Background PredictionIsinsu Katircioglu, Helge Rhodin, Victor Constantin et al.
While supervised object detection methods achieve impressive accuracy, they generalize poorly to images whose appearance significantly differs from the data they have been trained on. To address this in scenarios where annotating data is prohibitively expensive, we introduce a self-supervised approach to object detection and segmentation, able to work with monocular images captured with a moving camera. At the heart of our approach lies the observation that segmentation and background reconstruction are linked tasks, and the idea that, because we observe a structured scene, background regions can be re-synthesized from their surroundings, whereas regions depicting the object cannot. We therefore encode this intuition as a self-supervised loss function that we exploit to train a proposal-based segmentation network. To account for the discrete nature of object proposals, we develop a Monte Carlo-based training strategy that allows us to explore the large space of object proposals. Our experiments demonstrate that our approach yields accurate detections and segmentations in images that visually depart from those of standard benchmarks, outperforming existing self-supervised methods and approaching weakly supervised ones that exploit large annotated datasets.
CVJul 1, 2019
XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB CameraDushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller et al.
We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.
CVMar 13, 2019
Neural Scene Decomposition for Multi-Person Motion CaptureHelge Rhodin, Victor Constantin, Isinsu Katircioglu et al.
Learning general image representations has proven key to the success of many computer vision tasks. For example, many approaches to image understanding problems rely on deep networks that were initially trained on ImageNet, mostly because the learned features are a valuable starting point to learn from limited labeled data. However, when it comes to 3D motion capture of multiple people, these features are only of limited use. In this paper, we therefore propose an approach to learning features that are useful for this purpose. To this end, we introduce a self-supervised approach to learning what we call a neural scene decomposition (NSD) that can be exploited for 3D pose estimation. NSD comprises three layers of abstraction to represent human subjects: spatial layout in terms of bounding-boxes and relative depth; a 2D shape representation in terms of an instance segmentation mask; and subject-specific appearance and 3D pose information. By exploiting self-supervision coming from multiview data, our NSD model can be trained end-to-end without any 2D or 3D supervision. In contrast to previous approaches, it works for multiple persons and full-frame images. Because it encodes 3D geometry, NSD can then be effectively leveraged to train a 3D pose estimation network from small amounts of annotated data.
CVMay 25, 2018
What Face and Body Shapes Can Tell About HeightSemih Günel, Helge Rhodin, Pascal Fua
Recovering a person's height from a single image is important for virtual garment fitting, autonomous driving and surveillance, however, it is also very challenging due to the absence of absolute scale information. We tackle the rarely addressed case, where camera parameters and scene geometry is unknown. To nevertheless resolve the inherent scale ambiguity, we infer height from statistics that are intrinsic to human anatomy and can be estimated from images directly, such as articulated pose, bone length proportions, and facial features. Our contribution is twofold. First, we experiment with different machine learning models to capture the relation between image content and human height. Second, we show that performance is predominantly limited by dataset size and create a new dataset that is three magnitudes larger, by mining explicit height labels and propagating them to additional images through face recognition and assignment consistency. Our evaluation shows that monocular height estimation is possible with a MAE of 5.56cm.
CVApr 3, 2018
Unsupervised Geometry-Aware Representation for 3D Human Pose EstimationHelge Rhodin, Mathieu Salzmann, Pascal Fua
Modern 3D human pose estimation techniques rely on deep networks, which require large amounts of training data. While weakly-supervised methods require less supervision, by utilizing 2D poses or multi-view imagery without annotations, they still need a sufficiently large set of samples with 3D annotations for learning to succeed. In this paper, we propose to overcome this problem by learning a geometry-aware body representation from multi-view images without annotations. To this end, we use an encoder-decoder that predicts an image from one viewpoint given an image from another viewpoint. Because this representation encodes 3D geometry, using it in a semi-supervised setting makes it easier to learn a mapping from it to 3D human pose. As evidenced by our experiments, our approach significantly outperforms fully-supervised methods given the same amount of labeled data, and improves over other semi-supervised methods while using as little as 1% of the labeled data.
CVMar 15, 2018
Mo2Cap2: Real-time Mobile 3D Motion Capture with a Cap-mounted Fisheye CameraWeipeng Xu, Avishek Chatterjee, Michael Zollhoefer et al.
We propose the first real-time approach for the egocentric estimation of 3D human body pose in a wide range of unconstrained everyday activities. This setting has a unique set of challenges, such as mobility of the hardware setup, and robustness to long capture sessions with fast recovery from tracking failures. We tackle these challenges based on a novel lightweight setup that converts a standard baseball cap to a device for high-quality pose estimation based on a single cap-mounted fisheye camera. From the captured egocentric live stream, our CNN based 3D pose estimation approach runs at 60Hz on a consumer-level GPU. In addition to the novel hardware setup, our other main contributions are: 1) a large ground truth training corpus of top-down fisheye images and 2) a novel disentangled 3D pose estimation approach that takes the unique properties of the egocentric viewpoint into account. As shown by our evaluation, we achieve lower 3D joint error as well as better 2D overlay than the existing baselines.