CVAug 30, 2023Code
MedShapeNet -- A Large-Scale Dataset of 3D Medical Shapes for Computer VisionJianning Li, Zongwei Zhou, Jiancheng Yang et al.
Prior to the deep learning era, shape was commonly used to describe the objects. Nowadays, state-of-the-art (SOTA) algorithms in medical imaging are predominantly diverging from computer vision, where voxel grids, meshes, point clouds, and implicit surface models are used. This is seen from numerous shape-related publications in premier vision conferences as well as the growing popularity of ShapeNet (about 51,300 models) and Princeton ModelNet (127,915 models). For the medical domain, we present a large collection of anatomical shapes (e.g., bones, organs, vessels) and 3D models of surgical instrument, called MedShapeNet, created to facilitate the translation of data-driven vision algorithms to medical applications and to adapt SOTA vision algorithms to medical problems. As a unique feature, we directly model the majority of shapes on the imaging data of real patients. As of today, MedShapeNet includes 23 dataset with more than 100,000 shapes that are paired with annotations (ground truth). Our data is freely accessible via a web interface and a Python application programming interface (API) and can be used for discriminative, reconstructive, and variational benchmarks as well as various applications in virtual, augmented, or mixed reality, and 3D printing. Exemplary, we present use cases in the fields of classification of brain tumors, facial and skull reconstructions, multi-class anatomy completion, education, and 3D printing. In future, we will extend the data and improve the interfaces. The project pages are: https://medshapenet.ikim.nrw/ and https://github.com/Jianningli/medshapenet-feedback
CVApr 21, 2022
OSSO: Obtaining Skeletal Shape from OutsideMarilyn Keller, Silvia Zuffi, Michael J. Black et al.
We address the problem of inferring the anatomic skeleton of a person, in an arbitrary pose, from the 3D surface of the body; i.e. we predict the inside (bones) from the outside (skin). This has many applications in medicine and biomechanics. Existing state-of-the-art biomechanical skeletons are detailed but do not easily generalize to new subjects. Additionally, computer vision and graphics methods that predict skeletons are typically heuristic, not learned from data, do not leverage the full 3D body surface, and are not validated against ground truth. To our knowledge, our system, called OSSO (Obtaining Skeletal Shape from Outside), is the first to learn the mapping from the 3D body surface to the internal skeleton from real data. We do so using 1000 male and 1000 female dual-energy X-ray absorptiometry (DXA) scans. To these, we fit a parametric 3D body shape model (STAR) to capture the body surface and a novel part-based 3D skeleton model to capture the bones. This provides inside/outside training pairs. We model the statistical variation of full skeletons using PCA in a pose-normalized space. We then train a regressor from body shape parameters to skeleton shape parameters and refine the skeleton to satisfy constraints on physical plausibility. Given an arbitrary 3D body shape and pose, OSSO predicts a realistic skeleton inside. In contrast to previous work, we evaluate the accuracy of the skeleton shape quantitatively on held-out DXA scans, outperforming the state-of-the-art. We also show 3D skeleton prediction from varied and challenging 3D bodies. The code to infer a skeleton from a body shape is available for research at https://osso.is.tue.mpg.de/, and the dataset of paired outer surface (skin) and skeleton (bone) meshes is available as a Biobank Returned Dataset. This research has been conducted using the UK Biobank Resource.
CVJun 12, 2023
4DHumanOutfit: a multi-subject 4D dataset of human motion sequences in varying outfits exhibiting large displacementsMatthieu Armando, Laurence Boissieux, Edmond Boyer et al.
This work presents 4DHumanOutfit, a new dataset of densely sampled spatio-temporal 4D human motion data of different actors, outfits and motions. The dataset is designed to contain different actors wearing different outfits while performing different motions in each outfit. In this way, the dataset can be seen as a cube of data containing 4D motion sequences along 3 axes with identity, outfit and motion. This rich dataset has numerous potential applications for the processing and creation of digital humans, e.g. augmented reality, avatar creation and virtual try on. 4DHumanOutfit is released for research purposes at https://kinovis.inria.fr/4dhumanoutfit/. In addition to image data and 4D reconstructions, the dataset includes reference solutions for each axis. We present independent baselines along each axis that demonstrate the value of these reference solutions for evaluation tasks.
CVOct 12, 2022
Teeth3DS+: An Extended Benchmark for Intraoral 3D Scans AnalysisAchraf Ben-Hamadou, Nour Neifar, Ahmed Rekik et al.
Intraoral 3D scanning is now widely adopted in modern dentistry and plays a central role in supporting key tasks such as tooth segmentation, detection, labeling, and dental landmark identification. Accurate analysis of these scans is essential for orthodontic and restorative treatment planning, as it enables automated workflows and minimizes the need for manual intervention. However, the development of robust learning-based solutions remains challenging due to the limited availability of high-quality public datasets and standardized benchmarks. This article presents Teeth3DS+, an extended public benchmark dedicated to intraoral 3D scan analysis. Developed in the context of the MICCAI 3DTeethSeg and 3DTeethLand challenges, Teeth3DS+ supports multiple fundamental tasks, including tooth detection, segmentation, labeling, 3D modeling, and dental landmark identification. The dataset consists of rigorously curated intraoral scans acquired using state-of-the-art scanners and validated by experienced orthodontists and dental surgeons. In addition to the data, Teeth3DS+ provides standardized data splits and evaluation protocols to enable fair and reproducible comparison of methods, with the goal of fostering progress in learning-based analysis of 3D dental scans. Detailed instructions for accessing the dataset are available at https://crns-smartvision.github.io/teeth3ds
CVDec 9, 2025
Detecting Dental Landmarks from Intraoral 3D Scans: the 3DTeethLand challengeAchraf Ben-Hamadou, Nour Neifar, Ahmed Rekik et al.
Teeth landmark detection is a critical task in modern clinical orthodontics. Their precise identification enables advanced diagnostics, facilitates personalized treatment strategies, and supports more effective monitoring of treatment progress in clinical dentistry. However, several significant challenges may arise due to the intricate geometry of individual teeth and the substantial variations observed across different individuals. To address these complexities, the development of advanced techniques, especially through the application of deep learning, is essential for the precise and reliable detection of 3D tooth landmarks. In this context, the 3DTeethLand challenge was held in collaboration with the International Conference on Medical Image Computing and Computer-Assisted Intervention (MICCAI) in 2024, calling for algorithms focused on teeth landmark detection from intraoral 3D scans. This challenge introduced the first publicly available dataset for 3D teeth landmark detection, offering a valuable resource to assess the state-of-the-art methods in this task and encourage the community to provide methodological contributions towards the resolution of their problem with significant clinical implications.
CVMay 29, 2023Code
3DTeethSeg'22: 3D Teeth Scan Segmentation and Labeling ChallengeAchraf Ben-Hamadou, Oussama Smaoui, Ahmed Rekik et al.
Teeth localization, segmentation, and labeling from intra-oral 3D scans are essential tasks in modern dentistry to enhance dental diagnostics, treatment planning, and population-based studies on oral health. However, developing automated algorithms for teeth analysis presents significant challenges due to variations in dental anatomy, imaging protocols, and limited availability of publicly accessible data. To address these challenges, the 3DTeethSeg'22 challenge was organized in conjunction with the International Conference on Medical Image Computing and Computer Assisted Intervention (MICCAI) in 2022, with a call for algorithms tackling teeth localization, segmentation, and labeling from intraoral 3D scans. A dataset comprising a total of 1800 scans from 900 patients was prepared, and each tooth was individually annotated by a human-machine hybrid algorithm. A total of 6 algorithms were evaluated on this dataset. In this study, we present the evaluation results of the 3DTeethSeg'22 challenge. The 3DTeethSeg'22 challenge code can be accessed at: https://github.com/abenhamadou/3DTeethSeg22_challenge
GRSep 8, 2025
From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital HumansMarilyn Keller, Keenon Werling, Soyong Shin et al.
Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..
IVOct 23, 2021
Vertebrae localization, segmentation and identification using a graph optimization and an anatomic consistency cycleDi Meng, Edmond Boyer, Sergi Pujades
Vertebrae localization, segmentation and identification in CT images is key to numerous clinical applications. While deep learning strategies have brought to this field significant improvements over recent years, transitional and pathological vertebrae are still plaguing most existing approaches as a consequence of their poor representation in training datasets. Alternatively, proposed non-learning based methods take benefit of prior knowledge to handle such particular cases. In this work we propose to combine both strategies. To this purpose we introduce an iterative cycle in which individual vertebrae are recursively localized, segmented and identified using deep-networks, while anatomic consistency is enforced using statistical priors. In this strategy, the transitional vertebrae identification is handled by encoding their configurations in a graphical model that aggregates local deep-network predictions into an anatomically consistent final result. Our approach achieves state-of-the-art results on the VerSe20 challenge benchmark, and outperforms all methods on transitional vertebrae as well as the generalization to the VerSe19 challenge benchmark. Furthermore, our method can detect and report inconsistent spine regions that do not satisfy the anatomic consistency priors. Our code and model are openly available for research purposes.
CVJul 31, 2019
Learning to Dress 3D People in Generative ClothingQianli Ma, Jinlong Yang, Anurag Ranjan et al.
Three-dimensional human body models are widely used in the analysis of human pose and motion. Existing models, however, are learned from minimally-clothed 3D scans and thus do not generalize to the complexity of dressed people in common images and videos. Additionally, current models lack the expressive power needed to represent the complex non-linear geometry of pose-dependent clothing shapes. To address this, we learn a generative 3D mesh model of clothed people from 3D scans with varying pose and clothing. Specifically, we train a conditional Mesh-VAE-GAN to learn the clothing deformation from the SMPL body model, making clothing an additional term in SMPL. Our model is conditioned on both pose and clothing type, giving the ability to draw samples of clothing to dress different body shapes in a variety of styles and poses. To preserve wrinkle detail, our Mesh-VAE-GAN extends patchwise discriminators to 3D meshes. Our model, named CAPE, represents global shape and fine local structure, effectively extending the SMPL body model to clothing. To our knowledge, this is the first generative model that directly dresses 3D human body meshes and generalizes to different poses. The model, code and data are available for research purposes at https://cape.is.tue.mpg.de.
CVOct 17, 2018
Learning and Tracking the 3D Body Shape of Freely Moving Infants from RGB-D sequencesNikolas Hesse, Sergi Pujades, Michael J. Black et al.
Statistical models of the human body surface are generally learned from thousands of high-quality 3D scans in predefined poses to cover the wide variety of human body shapes and articulations. Acquisition of such data requires expensive equipment, calibration procedures, and is limited to cooperative subjects who can understand and follow instructions, such as adults. We present a method for learning a statistical 3D Skinned Multi-Infant Linear body model (SMIL) from incomplete, low-quality RGB-D sequences of freely moving infants. Quantitative experiments show that SMIL faithfully represents the RGB-D data and properly factorizes the shape and pose of the infants. To demonstrate the applicability of SMIL, we fit the model to RGB-D sequences of freely moving infants and show, with a case study, that our method captures enough motion detail for General Movements Assessment (GMA), a method used in clinical practice for early detection of neurodevelopmental disorders in infants. SMIL provides a new tool for analyzing infant shape and movement and is a step towards an automated system for GMA.
CVMar 13, 2017
Detailed, accurate, human shape estimation from clothed 3D scan sequencesChao Zhang, Sergi Pujades, Michael Black et al.
We address the problem of estimating human pose and body shape from 3D scans over time. Reliable estimation of 3D body shape is necessary for many applications including virtual try-on, health monitoring, and avatar creation for virtual reality. Scanning bodies in minimal clothing, however, presents a practical barrier to these applications. We address this problem by estimating body shape under clothing from a sequence of 3D scans. Previous methods that have exploited body models produce smooth shapes lacking personalized details. We contribute a new approach to recover a personalized shape of the person. The estimated shape deviates from a parametric model to fit the 3D scans. We demonstrate the method using high quality 4D data as well as sequences of visual hulls extracted from multi-view images. We also make available BUFF, a new 4D dataset that enables quantitative evaluation (http://buff.is.tue.mpg.de). Our method outperforms the state of the art in both pose estimation and shape estimation, qualitatively and quantitatively.