Ishaan Shah

CV
h-index3
4papers
78citations
Novelty44%
AI Score32

4 Papers

12.1CVJul 31, 2023
DiVa-360: The Dynamic Visual Dataset for Immersive Neural Fields

Cheng-You Lu, Peisen Zhou, Angela Xing et al. · stanford

Advances in neural fields are enabling high-fidelity capture of the shape and appearance of dynamic 3D scenes. However, their capabilities lag behind those offered by conventional representations such as 2D videos because of algorithmic challenges and the lack of large-scale multi-view real-world datasets. We address the dataset limitation with DiVa-360, a real-world 360 dynamic visual dataset that contains synchronized high-resolution and long-duration multi-view video sequences of table-scale scenes captured using a customized low-cost system with 53 cameras. It contains 21 object-centric sequences categorized by different motion types, 25 intricate hand-object interaction sequences, and 8 long-duration sequences for a total of 17.4 M image frames. In addition, we provide foreground-background segmentation masks, synchronized audio, and text descriptions. We benchmark the state-of-the-art dynamic neural field methods on DiVa-360 and provide insights about existing methods and future challenges on long-duration neural field capture.

16.1CVDec 4, 2023
MANUS: Markerless Grasp Capture using Articulated 3D Gaussians

Chandradeep Pokhariya, Ishaan N Shah, Angela Xing et al.

Understanding how we grasp objects with our hands has important applications in areas like robotics and mixed reality. However, this challenging problem requires accurate modeling of the contact between hands and objects. To capture grasps, existing methods use skeletons, meshes, or parametric models that does not represent hand shape accurately resulting in inaccurate contacts. We present MANUS, a method for Markerless Hand-Object Grasp Capture using Articulated 3D Gaussians. We build a novel articulated 3D Gaussians representation that extends 3D Gaussian splatting for high-fidelity representation of articulating hands. Since our representation uses Gaussian primitives, it enables us to efficiently and accurately estimate contacts between the hand and the object. For the most accurate results, our method requires tens of camera views that current datasets do not provide. We therefore build MANUS-Grasps, a new dataset that contains hand-object grasps viewed from 50+ cameras across 30+ scenes, 3 subjects, and comprising over 7M frames. In addition to extensive qualitative results, we also show that our method outperforms others on a quantitative contact evaluation method that uses paint transfer from the object to the hand.

26.1CVJun 5, 2025
On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images

Andreas Meuleman, Ishaan Shah, Alexandre Lanvin et al.

Radiance field methods such as 3D Gaussian Splatting (3DGS) allow easy reconstruction from photos, enabling free-viewpoint navigation. Nonetheless, pose estimation using Structure from Motion and 3DGS optimization can still each take between minutes and hours of computation after capture is complete. SLAM methods combined with 3DGS are fast but struggle with wide camera baselines and large scenes. We present an on-the-fly method to produce camera poses and a trained 3DGS immediately after capture. Our method can handle dense and wide-baseline captures of ordered photo sequences and large-scale scenes. To do this, we first introduce fast initial pose estimation, exploiting learned features and a GPU-friendly mini bundle adjustment. We then introduce direct sampling of Gaussian primitive positions and shapes, incrementally spawning primitives where required, significantly accelerating training. These two efficient steps allow fast and robust joint optimization of poses and Gaussian primitives. Our incremental approach handles large-scale scenes by introducing scalable radiance field construction, progressively clustering 3DGS primitives, storing them in anchors, and offloading them from the GPU. Clustered primitives are progressively merged, keeping the required scale of 3DGS at any viewpoint. We evaluate our solution on a variety of datasets and show that our solution can provide on-the-fly processing of all the capture scenarios and scene sizes we target while remaining competitive with other methods that only handle specific capture styles or scene sizes in speed, image quality, or both.

1.6LGSep 15, 2021
Convergence of a Human-in-the-Loop Policy-Gradient Algorithm With Eligibility Trace Under Reward, Policy, and Advantage Feedback

Ishaan Shah, David Halpern, Kavosh Asadi et al.

Fluid human-agent communication is essential for the future of human-in-the-loop reinforcement learning. An agent must respond appropriately to feedback from its human trainer even before they have significant experience working together. Therefore, it is important that learning agents respond well to various feedback schemes human trainers are likely to provide. This work analyzes the COnvergent Actor-Critic by Humans (COACH) algorithm under three different types of feedback-policy feedback, reward feedback, and advantage feedback. For these three feedback types, we find that COACH can behave sub-optimally. We propose a variant of COACH, episodic COACH (E-COACH), which we prove converges for all three types. We compare our COACH variant with two other reinforcement-learning algorithms: Q-learning and TAMER.