Minh Vo

CV
h-index20
7papers
728citations
Novelty56%
AI Score34

7 Papers

2.6CVJul 12, 2022Code
Efficient Human Vision Inspired Action Recognition using Adaptive Spatiotemporal Sampling

Khoi-Nguyen C. Mac, Minh N. Do, Minh P. Vo

Adaptive sampling that exploits the spatiotemporal redundancy in videos is critical for always-on action recognition on wearable devices with limited computing and battery resources. The commonly used fixed sampling strategy is not context-aware and may under-sample the visual content, and thus adversely impacts both computation efficiency and accuracy. Inspired by the concepts of foveal vision and pre-attentive processing from the human visual perception mechanism, we introduce a novel adaptive spatiotemporal sampling scheme for efficient action recognition. Our system pre-scans the global scene context at low-resolution and decides to skip or request high-resolution features at salient regions for further processing. We validate the system on EPIC-KITCHENS and UCF-101 datasets for action recognition, and show that our proposed approach can greatly speed up inference with a tolerable loss of accuracy compared with those from state-of-the-art baselines. Source code is available in https://github.com/knmac/adaptive_spatiotemporal.

14.8CVAug 23, 2021Code
ODAM: Object Detection, Association, and Mapping using Posed RGB Video

Kejie Li, Daniel DeTone, Steven Chen et al.

Localizing objects and estimating their extent in 3D is an important step towards high-level 3D scene understanding, which has many applications in Augmented Reality and Robotics. We present ODAM, a system for 3D Object Detection, Association, and Mapping using posed RGB videos. The proposed system relies on a deep learning front-end to detect 3D objects from a given RGB frame and associate them to a global object-based map using a graph neural network (GNN). Based on these frame-to-model associations, our back-end optimizes object bounding volumes, represented as super-quadrics, under multi-view geometry constraints and the object scale prior. We validate the proposed system on ScanNet where we show a significant improvement over existing RGB-only methods.

27.6CVApr 15, 2021Code
ContactOpt: Optimizing Contact to Improve Grasps

Patrick Grady, Chengcheng Tang, Christopher D. Twigg et al.

Physical contact between hands and objects plays a critical role in human grasps. We show that optimizing the pose of a hand to achieve expected contact with an object can improve hand poses inferred via image-based methods. Given a hand mesh and an object mesh, a deep model trained on ground truth contact data infers desirable contact across the surfaces of the meshes. Then, ContactOpt efficiently optimizes the pose of the hand to achieve desirable contact using a differentiable contact model. Notably, our contact model encourages mesh interpenetration to approximate deformable soft tissue in the hand. In our evaluations, our methods result in grasps that better match ground truth contact, have lower kinematic error, and are significantly preferred by human participants. Code and models are available online.

21.4CVDec 23, 2020
ANR: Articulated Neural Rendering for Virtual Avatars

Amit Raj, Julian Tanke, James Hays et al.

The combination of traditional rendering with neural networks in Deferred Neural Rendering (DNR) provides a compelling balance between computational complexity and realism of the resulting images. Using skinned meshes for rendering articulating objects is a natural extension for the DNR framework and would open it up to a plethora of applications. However, in this case the neural shading step must account for deformations that are possibly not captured in the mesh, as well as alignment inaccuracies and dynamics -- which can confound the DNR pipeline. We present Articulated Neural Rendering (ANR), a novel framework based on DNR which explicitly addresses its limitations for virtual human avatars. We show the superiority of ANR not only with respect to DNR but also with methods specialized for avatar creation and animation. In two user studies, we observe a clear preference for our avatar model and we demonstrate state-of-the-art performance on quantitative evaluation metrics. Perceptually, we observe better temporal stability, level of detail and plausibility.

17.1CVAug 1, 2020
TexMesh: Reconstructing Detailed Human Texture and Geometry from RGB-D Video

Tiancheng Zhi, Christoph Lassner, Tony Tung et al.

We present TexMesh, a novel approach to reconstruct detailed human meshes with high-resolution full-body texture from RGB-D video. TexMesh enables high quality free-viewpoint rendering of humans. Given the RGB frames, the captured environment map, and the coarse per-frame human mesh from RGB-D tracking, our method reconstructs spatiotemporally consistent and detailed per-frame meshes along with a high-resolution albedo texture. By using the incident illumination we are able to accurately estimate local surface geometry and albedo, which allows us to further use photometric constraints to adapt a synthetically trained model to real-world sequences in a self-supervised manner for detailed surface geometry and high-resolution texture estimation. In practice, we train our models on a short example sequence for self-adaptation and the model runs at interactive framerate afterwards. We validate TexMesh on synthetic and real-world data, and show it outperforms the state of art quantitatively and qualitatively.

32.6CVJul 7, 2020Code
Long-term Human Motion Prediction with Scene Context

Zhe Cao, Hang Gao, Karttikeya Mangalam et al.

Human movement is goal-directed and influenced by the spatial layout of the objects in the scene. To plan future human motion, it is crucial to perceive the environment -- imagine how hard it is to navigate a new room with lights off. Existing works on predicting human motion do not pay attention to the scene context and thus struggle in long-term prediction. In this work, we propose a novel three-stage framework that exploits scene context to tackle this task. Given a single scene image and 2D pose histories, our method first samples multiple human motion goals, then plans 3D human paths towards each goal, and finally predicts 3D human pose sequences following each path. For stable training and rigorous evaluation, we contribute a diverse synthetic dataset with clean annotations. In both synthetic and real datasets, our method shows consistent quantitative and qualitative improvements over existing methods.

21.9CVMay 27, 2020
4D Visualization of Dynamic Events from Unconstrained Multi-View Videos

Aayush Bansal, Minh Vo, Yaser Sheikh et al.

We present a data-driven approach for 4D space-time visualization of dynamic events from videos captured by hand-held multiple cameras. Key to our approach is the use of self-supervised neural networks specific to the scene to compose static and dynamic aspects of an event. Though captured from discrete viewpoints, this model enables us to move around the space-time of the event continuously. This model allows us to create virtual cameras that facilitate: (1) freezing the time and exploring views; (2) freezing a view and moving through time; and (3) simultaneously changing both time and view. We can also edit the videos and reveal occluded objects for a given view if it is visible in any of the other views. We validate our approach on challenging in-the-wild events captured using up to 15 mobile cameras.