Georgios Pavlakos

CV
h-index54
48papers
9,599citations
Novelty55%
AI Score62

48 Papers

CVJun 1
HumanNOVA: Photorealistic, Universal and Rapid 3D Human Avatar Modeling from a Single Image

Hezhen Hu, Wangbo Zhao, Lanqing Guo et al.

In this paper, we present HumanNOVA, a photorealistic, universal, and rapid model for generating 3D human avatars from a single RGB image. Achieving both photorealism and generalization is challenging due to the scarcity of diverse, high-quality 3D human data. To address this, we build a scalable data generation pipeline that follows two strategies. The first one is to leverage existing rigged assets and animate them with extensive poses from daily life. The second strategy is to utilize existing multi-camera captures of humans and employ fitting to generate more diverse views for training. These two strategies enable us to scale up to 100k assets, significantly enhancing both the quantity and the diversity of data for robust model training. In terms of the architecture, HumanNOVA adopts a feed-forward, token-conditioned avatar modeling framework that allows fast inference in less than one second and requires no test-time optimization. Given an input image and an estimated simplified human mesh (SMPL) without detailed geometry or appearance, the model first encodes both inputs into compact token representations. These tokens then act as conditioning signals and are fused through cross-attention to construct a triplane-based 3D avatar representation. Extensive experiments on multiple benchmarks demonstrate the superiority of our approach, both quantitatively and qualitatively, as well as its robustness under diverse input image conditions. Project page at https://HumanNOVA.github.io .

CVFeb 24, 2023
Decoupling Human and Camera Motion from Videos in the Wild

Vickie Ye, Georgios Pavlakos, Jitendra Malik et al.

We propose a method to reconstruct global human trajectories from videos in the wild. Our optimization method decouples the camera and human motion, which allows us to place people in the same world coordinate frame. Most existing methods do not model the camera motion; methods that rely on the background pixels to infer 3D human motion usually require a full scene reconstruction, which is often not possible for in-the-wild videos. However, even when existing SLAM systems cannot recover accurate scene reconstructions, the background pixel motion still provides enough signal to constrain the camera motion. We show that relative camera estimates along with data-driven human motion priors can resolve the scene scale ambiguity and recover global human trajectories. Our method robustly recovers the global 3D trajectories of people in challenging in-the-wild videos, such as PoseTrack. We quantify our improvement over existing methods on 3D human dataset Egobody. We further demonstrate that our recovered camera scale allows us to reason about motion of multiple people in a shared coordinate frame, which improves performance of downstream tracking in PoseTrack. Code and video results can be found at https://vye16.github.io/slahmr.

CVApr 3, 2023
On the Benefits of 3D Pose and Tracking for Human Action Recognition

Jathushan Rajasegaran, Georgios Pavlakos, Angjoo Kanazawa et al.

In this work we study the benefits of using tracking and 3D poses for action recognition. To achieve this, we take the Lagrangian view on analysing actions over a trajectory of human motion rather than at a fixed point in space. Taking this stand allows us to use the tracklets of people to predict their actions. In this spirit, first we show the benefits of using 3D pose to infer actions, and study person-person interactions. Subsequently, we propose a Lagrangian Action Recognition model by fusing 3D pose and contextualized appearance over tracklets. To this end, our method achieves state-of-the-art performance on the AVA v2.2 dataset on both pose only settings and on standard benchmark settings. When reasoning about the action using only pose cues, our pose model achieves +10.0 mAP gain over the corresponding state-of-the-art while our fused model has a gain of +2.8 mAP over the best state-of-the-art model. Code and results are available at: https://brjathu.github.io/LART

CVJun 15, 2023
Generative Proxemics: A Prior for 3D Social Interaction from Images

Lea Müller, Vickie Ye, Georgios Pavlakos et al.

Social interaction is a fundamental aspect of human behavior and communication. The way individuals position themselves in relation to others, also known as proxemics, conveys social cues and affects the dynamics of social interaction. Reconstructing such interaction from images presents challenges because of mutual occlusion and the limited availability of large training datasets. To address this, we present a novel approach that learns a prior over the 3D proxemics two people in close social interaction and demonstrate its use for single-view 3D reconstruction. We start by creating 3D training data of interacting people using image datasets with contact annotations. We then model the proxemics using a novel denoising diffusion model called BUDDI that learns the joint distribution over the poses of two people in close social interaction. Sampling from our generative proxemics model produces realistic 3D human interactions, which we validate through a perceptual study. We use BUDDI in reconstructing two people in close proximity from a single image without any contact annotation via an optimization approach that uses the diffusion model as a prior. Our approach recovers accurate and plausible 3D social interactions from noisy initial estimates, outperforming state-of-the-art methods. Our code, data, and model are availableat our project website at: muelea.github.io/buddi.

CVApr 27, 2023
Learning Articulated Shape with Keypoint Pseudo-labels from Web Images

Anastasis Stathopoulos, Georgios Pavlakos, Ligong Han et al.

This paper shows that it is possible to learn models for monocular 3D reconstruction of articulated objects (e.g., horses, cows, sheep), using as few as 50-150 images labeled with 2D keypoints. Our proposed approach involves training category-specific keypoint estimators, generating 2D keypoint pseudo-labels on unlabeled web images, and using both the labeled and self-labeled sets to train 3D reconstruction models. It is based on two key insights: (1) 2D keypoint estimation networks trained on as few as 50-150 images of a given object category generalize well and generate reliable pseudo-labels; (2) a data selection mechanism can automatically create a "curated" subset of the unlabeled web images that can be used for training -- we evaluate four data selection methods. Coupling these two insights enables us to train models that effectively utilize web images, resulting in improved 3D reconstruction performance for several articulated object categories beyond the fully-supervised baseline. Our approach can quickly bootstrap a model and requires only a few images labeled with 2D keypoints. This requirement can be easily satisfied for any new object category. To showcase the practicality of our approach for predicting the 3D shape of arbitrary object categories, we annotate 2D keypoints on giraffe and bear images from COCO -- the annotation process takes less than 1 minute per image.

CVJul 28, 2022
The One Where They Reconstructed 3D Humans and Environments in TV Shows

Georgios Pavlakos, Ethan Weber, Matthew Tancik et al.

TV shows depict a wide variety of human behaviors and have been studied extensively for their potential to be a rich source of data for many applications. However, the majority of the existing work focuses on 2D recognition tasks. In this paper, we make the observation that there is a certain persistence in TV shows, i.e., repetition of the environments and the humans, which makes possible the 3D reconstruction of this content. Building on this insight, we propose an automatic approach that operates on an entire season of a TV show and aggregates information in 3D; we build a 3D model of the environment, compute camera information, static 3D scene structure and body scale information. Then, we demonstrate how this information acts as rich 3D context that can guide and improve the recovery of 3D human pose and position in these environments. Moreover, we show that reasoning about humans and their environment in 3D enables a broad range of downstream applications: re-identification, gaze estimation, cinematography and image editing. We apply our approach on environments from seven iconic TV shows and perform an extensive evaluation of the proposed system.

CVNov 27, 2023
GART: Gaussian Articulated Template Models

Jiahui Lei, Yufu Wang, Georgios Pavlakos et al.

We introduce Gaussian Articulated Template Model GART, an explicit, efficient, and expressive representation for non-rigid articulated subject capturing and rendering from monocular videos. GART utilizes a mixture of moving 3D Gaussians to explicitly approximate a deformable subject's geometry and appearance. It takes advantage of a categorical template model prior (SMPL, SMAL, etc.) with learnable forward skinning while further generalizing to more complex non-rigid deformations with novel latent bones. GART can be reconstructed via differentiable rendering from monocular videos in seconds or minutes and rendered in novel poses faster than 150fps.

CVAug 23, 2024
Atlas Gaussians Diffusion for 3D Generation

Haitao Yang, Yuan Dong, Hanwen Jiang et al.

Using the latent diffusion model has proven effective in developing novel 3D generation techniques. To harness the latent diffusion model, a key challenge is designing a high-fidelity and efficient representation that links the latent space and the 3D space. In this paper, we introduce Atlas Gaussians, a novel representation for feed-forward native 3D generation. Atlas Gaussians represent a shape as the union of local patches, and each patch can decode 3D Gaussians. We parameterize a patch as a sequence of feature vectors and design a learnable function to decode 3D Gaussians from the feature vectors. In this process, we incorporate UV-based sampling, enabling the generation of a sufficiently large, and theoretically infinite, number of 3D Gaussian points. The large amount of 3D Gaussians enables the generation of high-quality details. Moreover, due to local awareness of the representation, the transformer-based decoding procedure operates on a patch level, ensuring efficiency. We train a variational autoencoder to learn the Atlas Gaussians representation, and then apply a latent diffusion model on its latent space for learning 3D Generation. Experiments show that our approach outperforms the prior arts of feed-forward native 3D generation. Project page: https://yanghtr.github.io/projects/atlas_gaussians.

CVMay 26
Natural Human Motion Recovery by Aligning High-Order Temporal Dynamics from Monocular Videos

Dingkun Wei, Zehong Shen, Yan Xia et al.

Human motion recovered from monocular videos often appears overly smooth or dynamically inconsistent, even when joint positions are numerically accurate. We observe that this limitation stems from the absence of reliable high-order temporal cues -- velocity and acceleration -- which are essential for reconstructing motion that exhibits realistic momentum, timing, and high-frequency detail. We introduce HTD-Refine, a post-processing framework that augments existing Human Motion Recovery (HMR) pipelines using explicitly estimated high-order temporal dynamics. At the core of our system is PVA-Net, a temporal transformer that infers per-joint 2D positions, 3D velocities, and 3D accelerations directly from a monocular video. These predicted dynamics serve as soft yet informative constraints in a global optimization procedure that refines world-space trajectories, significantly reducing jitter, suppressing over-smoothing, and restoring physically plausible motion. Extensive experiments on challenging in-the-wild benchmarks show that HTD-Refine consistently improves state-of-the-art HMR methods, yielding more accurate global trajectories and substantially more natural motion dynamics. Our results highlight the critical role of high-order temporal modeling in advancing monocular human motion recovery.

CVSep 6, 2024
Synergy and Synchrony in Couple Dances

Vongani Maluleke, Lea Müller, Jathushan Rajasegaran et al.

This paper asks to what extent social interaction influences one's behavior. We study this in the setting of two dancers dancing as a couple. We first consider a baseline in which we predict a dancer's future moves conditioned only on their past motion without regard to their partner. We then investigate the advantage of taking social information into account by conditioning also on the motion of their dancing partner. We focus our analysis on Swing, a dance genre with tight physical coupling for which we present an in-the-wild video dataset. We demonstrate that single-person future motion prediction in this context is challenging. Instead, we observe that prediction greatly benefits from considering the interaction partners' behavior, resulting in surprisingly compelling couple dance synthesis results (see supp. video). Our contributions are a demonstration of the advantages of socially conditioned future motion prediction and an in-the-wild, couple dance video dataset to enable future research in this direction. Video results are available on the project website: https://von31.github.io/synNsync

CVApr 12, 2022
Semantic keypoint-based pose estimation from single RGB frames

Karl Schmeckpeper, Philip R. Osteen, Yufu Wang et al.

This paper presents an approach to estimating the continuous 6-DoF pose of an object from a single RGB image. The approach combines semantic keypoints predicted by a convolutional network (convnet) with a deformable shape model. Unlike prior investigators, we are agnostic to whether the object is textured or textureless, as the convnet learns the optimal representation from the available training-image data. Furthermore, the approach can be applied to instance- and class-based pose recovery. Additionally, we accompany our main pipeline with a technique for semi-automatic data generation from unlabeled videos. This procedure allows us to train the learnable components of our method with minimal manual intervention in the labeling process. Empirically, we show that our approach can accurately recover the 6-DoF object pose for both instance- and class-based scenarios even against a cluttered background. We apply our approach both to several, existing, large-scale datasets - including PASCAL3D+, LineMOD-Occluded, YCB-Video, and TUD-Light - and, using our labeling pipeline, to a new dataset with novel object classes that we introduce here. Extensive empirical evaluations show that our approach is able to provide pose estimation results comparable to the state of the art.

CVJul 3, 2024
Expressive Gaussian Human Avatars from Monocular RGB Video

Hezhen Hu, Zhiwen Fan, Tianhao Wu et al.

Nuanced expressiveness, particularly through fine-grained hand and facial expressions, is pivotal for enhancing the realism and vitality of digital human representations. In this work, we focus on investigating the expressiveness of human avatars when learned from monocular RGB video; a setting that introduces new challenges in capturing and animating fine-grained details. To this end, we introduce EVA, a drivable human model that meticulously sculpts fine details based on 3D Gaussians and SMPL-X, an expressive parametric human model. Focused on enhancing expressiveness, our work makes three key contributions. First, we highlight the critical importance of aligning the SMPL-X model with RGB frames for effective avatar learning. Recognizing the limitations of current SMPL-X prediction methods for in-the-wild videos, we introduce a plug-and-play module that significantly ameliorates misalignment issues. Second, we propose a context-aware adaptive density control strategy, which is adaptively adjusting the gradient thresholds to accommodate the varied granularity across body parts. Last but not least, we develop a feedback mechanism that predicts per-pixel confidence to better guide the learning of 3D Gaussians. Extensive experiments on two benchmarks demonstrate the superiority of our framework both quantitatively and qualitatively, especially on the fine-grained hand and facial details. See the project website at \url{https://evahuman.github.io}

CVDec 8, 2023Code
Reconstructing Hands in 3D with Transformers

Georgios Pavlakos, Dandan Shan, Ilija Radosavovic et al.

We present an approach that can reconstruct hands in 3D from monocular input. Our approach for Hand Mesh Recovery, HaMeR, follows a fully transformer-based architecture and can analyze hands with significantly increased accuracy and robustness compared to previous work. The key to HaMeR's success lies in scaling up both the data used for training and the capacity of the deep network for hand reconstruction. For training data, we combine multiple datasets that contain 2D or 3D hand annotations. For the deep model, we use a large scale Vision Transformer architecture. Our final model consistently outperforms the previous baselines on popular 3D hand pose benchmarks. To further evaluate the effect of our design in non-controlled settings, we annotate existing in-the-wild datasets with 2D hand keypoint annotations. On this newly collected dataset of annotations, HInt, we demonstrate significant improvements over existing baselines. We make our code, data and models available on the project website: https://geopavlakos.github.io/hamer/.

CVAug 1, 2024
ExpertAF: Expert Actionable Feedback from Video

Kumar Ashutosh, Tushar Nagarajan, Georgios Pavlakos et al.

Feedback is essential for learning a new skill or improving one's current skill-level. However, current methods for skill-assessment from video only provide scores or compare demonstrations, leaving the burden of knowing what to do differently on the user. We introduce a novel method to generate actionable feedback (AF) from video of a person doing a physical activity, such as basketball or soccer. Our method takes a video demonstration and its accompanying 3D body pose and generates (1) free-form expert commentary describing what the person is doing well and what they could improve, and (2) a visual expert demonstration that incorporates the required corrections. We show how to leverage Ego-Exo4D's [29] videos of skilled activity and expert commentary together with a strong language model to create a weakly-supervised training dataset for this task, and we devise a multimodal video-language model to infer coaching feedback. Our method is able to reason across multi-modal input combinations to output full spectrum, actionable coaching-expert commentary, expert video retrieval, and expert pose generation-outperforming strong vision-language models on both established metrics and human preference studies.

CVDec 4, 2025
Age-Inclusive 3D Human Mesh Recovery for Action-Preserving Data Anonymization

Georgios Chatzichristodoulou, Niki Efthymiou, Panagiotis Filntisis et al.

While three-dimensional (3D) shape and pose estimation is a highly researched area that has yielded significant advances, the resulting methods, despite performing well for the adult population, generally fail to generalize effectively to children and infants. This paper addresses this challenge by introducing AionHMR, a comprehensive framework designed to bridge this domain gap. We propose an optimization-based method that extends a top-performing model by incorporating the SMPL-A body model, enabling the concurrent and accurate modeling of adults, children, and infants. Leveraging this approach, we generated pseudo-ground-truth annotations for publicly available child and infant image databases. Using these new training data, we then developed and trained a specialized transformer-based deep learning model capable of real-time 3D age-inclusive human reconstruction. Extensive experiments demonstrate that our methods significantly improve shape and pose estimation for children and infants without compromising accuracy on adults. Importantly, our reconstructed meshes serve as privacy-preserving substitutes for raw images, retaining essential action, pose, and geometry information while enabling anonymized datasets release. As a demonstration, we introduce the 3D-BabyRobot dataset, a collection of action-preserving 3D reconstructions of children interacting with robots. This work bridges a crucial domain gap and establishes a foundation for inclusive, privacy-aware, and age-diverse 3D human modeling.

CVApr 9, 2024Code
Reconstructing Hand-Held Objects in 3D from Images and Videos

Jane Wu, Georgios Pavlakos, Georgia Gkioxari et al.

Objects manipulated by the hand (i.e., manipulanda) are particularly challenging to reconstruct from Internet videos. Not only does the hand occlude much of the object, but also the object is often only visible in a small number of image pixels. At the same time, two strong anchors emerge in this setting: (1) estimated 3D hands help disambiguate the location and scale of the object, and (2) the set of manipulanda is small relative to all possible objects. With these insights in mind, we present a scalable paradigm for hand-held object reconstruction that builds on recent breakthroughs in large language/vision models and 3D object datasets. Given a monocular RGB video, we aim to reconstruct hand-held object geometry in 3D, over time. In order to obtain the best performing single frame model, we first present MCC-Hand-Object (MCC-HO), which jointly reconstructs hand and object geometry given a single RGB image and inferred 3D hand as inputs. Subsequently, we prompt a text-to-3D generative model using GPT-4(V) to retrieve a 3D object model that matches the object in the image(s); we call this alignment Retrieval-Augmented Reconstruction (RAR). RAR provides unified object geometry across all frames, and the result is rigidly aligned with both the input images and 3D MCC-HO observations in a temporally consistent manner. Experiments demonstrate that our approach achieves state-of-the-art performance on lab and Internet image/video datasets. We make our code and models available on the project website: https://janehwu.github.io/mcc-ho

ROOct 15, 2024
OKAMI: Teaching Humanoid Robots Manipulation Skills through Single Video Imitation

Jinhan Li, Yifeng Zhu, Yuqi Xie et al.

We study the problem of teaching humanoid robots manipulation skills by imitating from single video demonstrations. We introduce OKAMI, a method that generates a manipulation plan from a single RGB-D video and derives a policy for execution. At the heart of our approach is object-aware retargeting, which enables the humanoid robot to mimic the human motions in an RGB-D video while adjusting to different object locations during deployment. OKAMI uses open-world vision models to identify task-relevant objects and retarget the body motions and hand poses separately. Our experiments show that OKAMI achieves strong generalizations across varying visual and spatial conditions, outperforming the state-of-the-art baseline on open-world imitation from observation. Furthermore, OKAMI rollout trajectories are leveraged to train closed-loop visuomotor policies, which achieve an average success rate of 79.2% without the need for labor-intensive teleoperation. More videos can be found on our website https://ut-austin-rpl.github.io/OKAMI/.

CVMar 29, 2024
InstantSplat: Sparse-view Gaussian Splatting in Seconds

Zhiwen Fan, Wenyan Cong, Kairun Wen et al.

While neural 3D reconstruction has advanced substantially, its performance significantly degrades with sparse-view data, which limits its broader applicability, since SfM is often unreliable in sparse-view scenarios where feature matches are scarce. In this paper, we introduce InstantSplat, a novel approach for addressing sparse-view 3D scene reconstruction at lightning-fast speed. InstantSplat employs a self-supervised framework that optimizes 3D scene representation and camera poses by unprojecting 2D pixels into 3D space and aligning them using differentiable neural rendering. The optimization process is initialized with a large-scale trained geometric foundation model, which provides dense priors that yield initial points through model inference, after which we further optimize all scene parameters using photometric errors. To mitigate redundancy introduced by the prior model, we propose a co-visibility-based geometry initialization, and a Gaussian-based bundle adjustment is employed to rapidly adapt both the scene representation and camera parameters without relying on a complex adaptive density control process. Overall, InstantSplat is compatible with multiple point-based representations for view synthesis and surface reconstruction. It achieves an acceleration of over 30x in reconstruction and improves visual quality (SSIM) from 0.3755 to 0.7624 compared to traditional SfM with 3D-GS.

CVApr 18, 2024
MultiPhys: Multi-Person Physics-aware 3D Motion Estimation

Nicolas Ugrinovic, Boxiao Pan, Georgios Pavlakos et al.

We introduce MultiPhys, a method designed for recovering multi-person motion from monocular videos. Our focus lies in capturing coherent spatial placement between pairs of individuals across varying degrees of engagement. MultiPhys, being physically aware, exhibits robustness to jittering and occlusions, and effectively eliminates penetration issues between the two individuals. We devise a pipeline in which the motion estimated by a kinematic-based method is fed into a physics simulator in an autoregressive manner. We introduce distinct components that enable our model to harness the simulator's properties without compromising the accuracy of the kinematic estimates. This results in final motion estimates that are both kinematically coherent and physically compliant. Extensive evaluations on three challenging datasets characterized by substantial inter-person interaction show that our method significantly reduces errors associated with penetration and foot skating, while performing competitively with the state-of-the-art on motion accuracy and smoothness. Results and code can be found on our project page (http://www.iri.upc.edu/people/nugrinovic/multiphys/).

CVDec 18, 2024
MegaSynth: Scaling Up 3D Scene Reconstruction with Synthesized Data

Hanwen Jiang, Zexiang Xu, Desai Xie et al.

We propose scaling up 3D scene reconstruction by training with synthesized data. At the core of our work is MegaSynth, a procedurally generated 3D dataset comprising 700K scenes - over 50 times larger than the prior real dataset DL3DV - dramatically scaling the training data. To enable scalable data generation, our key idea is eliminating semantic information, removing the need to model complex semantic priors such as object affordances and scene composition. Instead, we model scenes with basic spatial structures and geometry primitives, offering scalability. Besides, we control data complexity to facilitate training while loosely aligning it with real-world data distribution to benefit real-world generalization. We explore training LRMs with both MegaSynth and available real data. Experiment results show that joint training or pre-training with MegaSynth improves reconstruction quality by 1.2 to 1.8 dB PSNR across diverse image domains. Moreover, models trained solely on MegaSynth perform comparably to those trained on real data, underscoring the low-level nature of 3D reconstruction. Additionally, we provide an in-depth analysis of MegaSynth's properties for enhancing model capability, training stability, and generalization, as well as application to other tasks.

CVMay 1, 2025
RayZer: A Self-supervised Large View Synthesis Model

Hanwen Jiang, Hao Tan, Peng Wang et al.

We present RayZer, a self-supervised multi-view 3D Vision model trained without any 3D supervision, i.e., camera poses and scene geometry, while exhibiting emerging 3D awareness. Concretely, RayZer takes unposed and uncalibrated images as input, recovers camera parameters, reconstructs a scene representation, and synthesizes novel views. During training, RayZer relies solely on its self-predicted camera poses to render target views, eliminating the need for any ground-truth camera annotations and allowing RayZer to be trained with 2D image supervision. The emerging 3D awareness of RayZer is attributed to two key factors. First, we design a self-supervised framework, which achieves 3D-aware auto-encoding of input images by disentangling camera and scene representations. Second, we design a transformer-based model in which the only 3D prior is the ray structure, connecting camera, pixel, and scene simultaneously. RayZer demonstrates comparable or even superior novel view synthesis performance than ``oracle'' methods that rely on pose annotations in both training and testing. Project: https://hwjiang1510.github.io/RayZer/

CVMar 27, 2025
Reconstructing Humans with a Biomechanically Accurate Skeleton

Yan Xia, Xiaowei Zhou, Etienne Vouga et al.

In this paper, we introduce a method for reconstructing 3D humans from a single image using a biomechanically accurate skeleton model. To achieve this, we train a transformer that takes an image as input and estimates the parameters of the model. Due to the lack of training data for this task, we build a pipeline to produce pseudo ground truth model parameters for single images and implement a training procedure that iteratively refines these pseudo labels. Compared to state-of-the-art methods for 3D human mesh recovery, our model achieves competitive performance on standard benchmarks, while it significantly outperforms them in settings with extreme 3D poses and viewpoints. Additionally, we show that previous reconstruction methods frequently violate joint angle limits, leading to unnatural rotations. In contrast, our approach leverages the biomechanically plausible degrees of freedom making more realistic joint rotation estimates. We validate our approach across multiple human pose estimation benchmarks. We make the code, models and data available at: https://isshikihugh.github.io/HSMR/

CVDec 1, 2024
FIction: 4D Future Interaction Prediction from Video

Kumar Ashutosh, Georgios Pavlakos, Kristen Grauman

Anticipating how a person will interact with objects in an environment is essential for activity understanding, but existing methods are limited to the 2D space of video frames-capturing physically ungrounded predictions of "what" and ignoring the "where" and "how". We introduce FIction for 4D future interaction prediction from videos. Given an input video of a human activity, the goal is to predict which objects at what 3D locations the person will interact with in the next time period (e.g., cabinet, fridge), and how they will execute that interaction (e.g., poses for bending, reaching, pulling). Our novel model FIction fuses the past video observation of the person's actions and their environment to predict both the "where" and "how" of future interactions. Through comprehensive experiments on a variety of activities and real-world environments in EgoExo4D, we show that our proposed approach outperforms prior autoregressive and (lifted) 2D video models substantially, with more than 30% relative gains.

CVAug 13, 2025
Enhancing Monocular 3D Hand Reconstruction with Learned Texture Priors

Giorgos Karvounas, Nikolaos Kyriazis, Iason Oikonomidis et al.

We revisit the role of texture in monocular 3D hand reconstruction, not as an afterthought for photorealism, but as a dense, spatially grounded cue that can actively support pose and shape estimation. Our observation is simple: even in high-performing models, the overlay between predicted hand geometry and image appearance is often imperfect, suggesting that texture alignment may be an underused supervisory signal. We propose a lightweight texture module that embeds per-pixel observations into UV texture space and enables a novel dense alignment loss between predicted and observed hand appearances. Our approach assumes access to a differentiable rendering pipeline and a model that maps images to 3D hand meshes with known topology, allowing us to back-project a textured hand onto the image and perform pixel-based alignment. The module is self-contained and easily pluggable into existing reconstruction pipelines. To isolate and highlight the value of texture-guided supervision, we augment HaMeR, a high-performing yet unadorned transformer architecture for 3D hand pose estimation. The resulting system improves both accuracy and realism, demonstrating the value of appearance-guided alignment in hand reconstruction.

ROAug 2, 2025
COLLAGE: Adaptive Fusion-based Retrieval for Augmented Policy Learning

Sateesh Kumar, Shivin Dass, Georgios Pavlakos et al.

In this work, we study the problem of data retrieval for few-shot imitation learning: selecting data from a large dataset to train a performant policy for a specific task, given only a few target demonstrations. Prior methods retrieve data using a single-feature distance heuristic, assuming that the best demonstrations are those that most closely resemble the target examples in visual, semantic, or motion space. However, this approach captures only a subset of the relevant information and can introduce detrimental demonstrations, e.g., retrieving data from unrelated tasks due to similar scene layouts, or selecting similar motions from tasks with divergent goals. We present COLLAGE, a method for COLLective data AGgrEgation in few-shot imitation learning that uses an adaptive late fusion mechanism to guide the selection of relevant demonstrations based on a task-specific combination of multiple cues. COLLAGE follows a simple, flexible, and efficient recipe: it assigns weights to subsets of the dataset that are pre-selected using a single feature (e.g., appearance, shape, or language similarity), based on how well a policy trained on each subset predicts actions in the target demonstrations. These weights are then used to perform importance sampling during policy training, sampling data more densely or sparsely according to estimated relevance. COLLAGE is general and feature-agnostic, allowing it to combine any number of subsets selected by any retrieval heuristic, and to identify which subsets provide the greatest benefit for the target task. In extensive experiments, COLLAGE outperforms state-of-the-art retrieval and multi-task learning approaches by 5.1% in simulation across 10 tasks, and by 16.6% in the real world across 6 tasks, where we perform retrieval from the large-scale DROID dataset. More information at https://robin-lab.cs.utexas.edu/COLLAGE .

CVJun 12, 2024
Real3D: Scaling Up Large Reconstruction Models with Real-World Images

Hanwen Jiang, Qixing Huang, Georgios Pavlakos

The default strategy for training single-view Large Reconstruction Models (LRMs) follows the fully supervised route using large-scale datasets of synthetic 3D assets or multi-view captures. Although these resources simplify the training procedure, they are hard to scale up beyond the existing datasets and they are not necessarily representative of the real distribution of object shapes. To address these limitations, in this paper, we introduce Real3D, the first LRM system that can be trained using single-view real-world images. Real3D introduces a novel self-training framework that can benefit from both the existing synthetic data and diverse single-view real images. We propose two unsupervised losses that allow us to supervise LRMs at the pixel- and semantic-level, even for training examples without ground-truth 3D or novel views. To further improve performance and scale up the image data, we develop an automatic data curation approach to collect high-quality examples from in-the-wild images. Our experiments show that Real3D consistently outperforms prior work in four diverse evaluation settings that include real and synthetic data, as well as both in-domain and out-of-domain shapes. Code and model can be found here: https://hwjiang1510.github.io/Real3D/

CVJun 5, 2024
CoFie: Learning Compact Neural Surface Representations with Coordinate Fields

Hanwen Jiang, Haitao Yang, Georgios Pavlakos et al.

This paper introduces CoFie, a novel local geometry-aware neural surface representation. CoFie is motivated by the theoretical analysis of local SDFs with quadratic approximation. We find that local shapes are highly compressive in an aligned coordinate frame defined by the normal and tangent directions of local shapes. Accordingly, we introduce Coordinate Field, which is a composition of coordinate frames of all local shapes. The Coordinate Field is optimizable and is used to transform the local shapes from the world coordinate frame to the aligned shape coordinate frame. It largely reduces the complexity of local shapes and benefits the learning of MLP-based implicit representations. Moreover, we introduce quadratic layers into the MLP to enhance expressiveness concerning local shape geometry. CoFie is a generalizable surface representation. It is trained on a curated set of 3D shapes and works on novel shape instances during testing. When using the same amount of parameters with prior works, CoFie reduces the shape error by 48% and 56% on novel instances of both training and unseen shape categories. Moreover, CoFie demonstrates comparable performance to prior works when using only 70% fewer parameters.

CVMay 31, 2023
Humans in 4D: Reconstructing and Tracking Humans with Transformers

Shubham Goel, Georgios Pavlakos, Jathushan Rajasegaran et al.

We present an approach to reconstruct humans and track them over time. At the core of our approach, we propose a fully "transformerized" version of a network for human mesh recovery. This network, HMR 2.0, advances the state of the art and shows the capability to analyze unusual poses that have in the past been difficult to reconstruct from single images. To analyze video, we use 3D reconstructions from HMR 2.0 as input to a tracking system that operates in 3D. This enables us to deal with multiple people and maintain identities through occlusion events. Our complete approach, 4DHumans, achieves state-of-the-art results for tracking people from monocular video. Furthermore, we demonstrate the effectiveness of HMR 2.0 on the downstream task of action recognition, achieving significant improvements over previous pose-based action recognition approaches. Our code and models are available on the project website: https://shubham-goel.github.io/4dhumans/.

CVDec 8, 2021
Tracking People by Predicting 3D Appearance, Location & Pose

Jathushan Rajasegaran, Georgios Pavlakos, Angjoo Kanazawa et al.

In this paper, we present an approach for tracking people in monocular videos, by predicting their future 3D representations. To achieve this, we first lift people to 3D from a single frame in a robust way. This lifting includes information about the 3D pose of the person, his or her location in the 3D space, and the 3D appearance. As we track a person, we collect 3D observations over time in a tracklet representation. Given the 3D nature of our observations, we build temporal models for each one of the previous attributes. We use these models to predict the future state of the tracklet, including 3D location, 3D appearance, and 3D pose. For a future frame, we compute the similarity between the predicted state of a tracklet and the single frame observations in a probabilistic manner. Association is solved with simple Hungarian matching, and the matches are used to update the respective tracklets. We evaluate our approach on various benchmarks and report state-of-the-art results.

CVNov 15, 2021
Tracking People with 3D Representations

Jathushan Rajasegaran, Georgios Pavlakos, Angjoo Kanazawa et al.

We present a novel approach for tracking multiple people in video. Unlike past approaches which employ 2D representations, we focus on using 3D representations of people, located in three-dimensional space. To this end, we develop a method, Human Mesh and Appearance Recovery (HMAR) which in addition to extracting the 3D geometry of the person as a SMPL mesh, also extracts appearance as a texture map on the triangles of the mesh. This serves as a 3D representation for appearance that is robust to viewpoint and pose changes. Given a video clip, we first detect bounding boxes corresponding to people, and for each one, we extract 3D appearance, pose, and location information using HMAR. These embedding vectors are then sent to a transformer, which performs spatio-temporal aggregation of the representations over the duration of the sequence. The similarity of the resulting representations is used to solve for associations that assigns each person to a tracklet. We evaluate our approach on the Posetrack, MuPoTs and AVA datasets. We find that 3D representations are more effective than 2D representations for tracking in these settings, and we obtain state-of-the-art performance. Code and results are available at: https://brjathu.github.io/T3DP.

CVAug 26, 2021
Probabilistic Modeling for Human Mesh Recovery

Nikos Kolotouros, Georgios Pavlakos, Dinesh Jayaraman et al.

This paper focuses on the problem of 3D human reconstruction from 2D evidence. Although this is an inherently ambiguous problem, the majority of recent works avoid the uncertainty modeling and typically regress a single estimate for a given input. In contrast to that, in this work, we propose to embrace the reconstruction ambiguity and we recast the problem as learning a mapping from the input to a distribution of plausible 3D poses. Our approach is based on the normalizing flows model and offers a series of advantages. For conventional applications, where a single 3D estimate is required, our formulation allows for efficient mode computation. Using the mode leads to performance that is comparable with the state of the art among deterministic unimodal regression models. Simultaneously, since we have access to the likelihood of each sample, we demonstrate that our model is useful in a series of downstream tasks, where we leverage the probabilistic nature of the prediction as a tool for more accurate estimation. These tasks include reconstruction from multiple uncalibrated views, as well as human model fitting, where our model acts as a powerful image-based prior for mesh recovery. Our results validate the importance of probabilistic modeling, and indicate state-of-the-art performance across a variety of settings. Code and models are available at: https://www.seas.upenn.edu/~nkolot/projects/prohmr.

CVDec 17, 2020
Human Mesh Recovery from Multiple Shots

Georgios Pavlakos, Jitendra Malik, Angjoo Kanazawa

Videos from edited media like movies are a useful, yet under-explored source of information. The rich variety of appearance and interactions between humans depicted over a large temporal context in these films could be a valuable source of data. However, the richness of data comes at the expense of fundamental challenges such as abrupt shot changes and close up shots of actors with heavy truncation, which limits the applicability of existing human 3D understanding methods. In this paper, we address these limitations with an insight that while shot changes of the same scene incur a discontinuity between frames, the 3D structure of the scene still changes smoothly. This allows us to handle frames before and after the shot change as multi-view signal that provide strong cues to recover the 3D state of the actors. We propose a multi-shot optimization framework, which leads to improved 3D reconstruction and mining of long sequences with pseudo ground truth 3D human mesh. We show that the resulting data is beneficial in the training of various human mesh recovery models: for single image, we achieve improved robustness; for video we propose a pure transformer-based temporal encoder, which can naturally handle missing observations due to shot changes in the input frames. We demonstrate the importance of the insight and proposed models through extensive experiments. The tools we develop open the door to processing and analyzing in 3D content from a large library of edited media, which could be helpful for many downstream applications. Project page: https://geopavlakos.github.io/multishot

CVNov 24, 2020
Independent Sign Language Recognition with 3D Body, Hands, and Face Reconstruction

Agelos Kratimenos, Georgios Pavlakos, Petros Maragos

Independent Sign Language Recognition is a complex visual recognition problem that combines several challenging tasks of Computer Vision due to the necessity to exploit and fuse information from hand gestures, body features and facial expressions. While many state-of-the-art works have managed to deeply elaborate on these features independently, to the best of our knowledge, no work has adequately combined all three information channels to efficiently recognize Sign Language. In this work, we employ SMPL-X, a contemporary parametric model that enables joint extraction of 3D body shape, face and hands information from a single image. We use this holistic 3D reconstruction for SLR, demonstrating that it leads to higher accuracy than recognition from raw RGB images and their optical flow fed into the state-of-the-art I3D-type network for 3D action recognition and from 2D Openpose skeletons fed into a Recurrent Neural Network. Finally, a set of experiments on the body, face and hand features showed that neglecting any of these, significantly reduces the classification accuracy, proving the importance of jointly modeling body shape, facial expression and hand pose for Sign Language Recognition.

CVAug 20, 2020
Monocular Expressive Body Regression through Body-Driven Attention

Vasileios Choutas, Georgios Pavlakos, Timo Bolkart et al.

To understand how people look, interact, or perform tasks, we need to quickly and accurately capture their 3D body, face, and hands together from an RGB image. Most existing methods focus only on parts of the body. A few recent approaches reconstruct full expressive 3D humans from images using 3D body models that include the face and hands. These methods are optimization-based and thus slow, prone to local optima, and require 2D keypoints as input. We address these limitations by introducing ExPose (EXpressive POse and Shape rEgression), which directly regresses the body, face, and hands, in SMPL-X format, from an RGB image. This is a hard problem due to the high dimensionality of the body and the lack of expressive training data. Additionally, hands and faces are much smaller than the body, occupying very few image pixels. This makes hand and face estimation hard when body images are downscaled for neural networks. We make three main contributions. First, we account for the lack of training data by curating a dataset of SMPL-X fits on in-the-wild images. Second, we observe that body estimation localizes the face and hands reasonably well. We introduce body-driven attention for face and hand regions in the original image to extract higher-resolution crops that are fed to dedicated refinement modules. Third, these modules exploit part-specific knowledge from existing face- and hand-only datasets. ExPose estimates expressive 3D humans more accurately than existing optimization methods at a small fraction of the computational cost. Our data, model and code are available for research at https://expose.is.tue.mpg.de .

CVJun 15, 2020
Coherent Reconstruction of Multiple Humans from a Single Image

Wen Jiang, Nikos Kolotouros, Georgios Pavlakos et al.

In this work, we address the problem of multi-person 3D pose estimation from a single image. A typical regression approach in the top-down setting of this problem would first detect all humans and then reconstruct each one of them independently. However, this type of prediction suffers from incoherent results, e.g., interpenetration and inconsistent depth ordering between the people in the scene. Our goal is to train a single network that learns to avoid these problems and generate a coherent 3D reconstruction of all the humans in the scene. To this end, a key design choice is the incorporation of the SMPL parametric body model in our top-down framework, which enables the use of two novel losses. First, a distance field-based collision loss penalizes interpenetration among the reconstructed people. Second, a depth ordering-aware loss reasons about occlusions and promotes a depth ordering of people that leads to a rendering which is consistent with the annotated instance segmentation. This provides depth supervision signals to the network, even if the image has no explicit 3D annotations. The experiments show that our approach outperforms previous methods on standard 3D pose benchmarks, while our proposed losses enable more coherent reconstruction in natural images. The project website with videos, results, and code can be found at: https://jiangwenpl.github.io/multiperson

ROFeb 25, 2020
Technical Report: Reactive Semantic Planning in Unexplored Semantic Environments Using Deep Perceptual Feedback

Vasileios Vasilopoulos, Georgios Pavlakos, Sean L. Bowman et al.

This paper presents a reactive planning system that enriches the topological representation of an environment with a tightly integrated semantic representation, achieved by incorporating and exploiting advances in deep perceptual learning and probabilistic semantic reasoning. Our architecture combines object detection with semantic SLAM, affording robust, reactive logical as well as geometric planning in unexplored environments. Moreover, by incorporating a human mesh estimation algorithm, our system is capable of reacting and responding in real time to semantically labeled human motions and gestures. New formal results allow tracking of suitably non-adversarial moving targets, while maintaining the same collision avoidance guarantees. We suggest the empirical utility of the proposed control architecture with a numerical study including comparisons with a state-of-the-art dynamic replanning algorithm, and physical implementation on both a wheeled and legged platform in different settings with both geometric and semantic goals.

ROFeb 20, 2020
Reactive Navigation in Partially Familiar Planar Environments Using Semantic Perceptual Feedback

Vasileios Vasilopoulos, Georgios Pavlakos, Karl Schmeckpeper et al.

This paper solves the planar navigation problem by recourse to an online reactive scheme that exploits recent advances in SLAM and visual object recognition to recast prior geometric knowledge in terms of an offline catalogue of familiar objects. The resulting vector field planner guarantees convergence to an arbitrarily specified goal, avoiding collisions along the way with fixed but arbitrarily placed instances from the catalogue as well as completely unknown fixed obstacles so long as they are strongly convex and well separated. We illustrate the generic robustness properties of such deterministic reactive planners as well as the relatively modest computational cost of this algorithm by supplementing an extensive numerical study with physical implementation on both a wheeled and legged platform in different settings.

CVOct 24, 2019
TexturePose: Supervising Human Mesh Estimation with Texture Consistency

Georgios Pavlakos, Nikos Kolotouros, Kostas Daniilidis

This work addresses the problem of model-based human pose estimation. Recent approaches have made significant progress towards regressing the parameters of parametric human body models directly from images. Because of the absence of images with 3D shape ground truth, relevant approaches rely on 2D annotations or sophisticated architecture designs. In this work, we advocate that there are more cues we can leverage, which are available for free in natural images, i.e., without getting more annotations, or modifying the network architecture. We propose a natural form of supervision, that capitalizes on the appearance constancy of a person among different frames (or viewpoints). This seemingly insignificant and often overlooked cue goes a long way for model-based pose estimation. The parametric model we employ allows us to compute a texture map for each frame. Assuming that the texture of the person does not change dramatically between frames, we can apply a novel texture consistency loss, which enforces that each point in the texture map has the same texture value across all frames. Since the texture is transferred in this common texture map space, no camera motion computation is necessary, or even an assumption of smoothness among frames. This makes our proposed supervision applicable in a variety of settings, ranging from monocular video, to multi-view images. We benchmark our approach against strong baselines that require the same or even more annotations that we do and we consistently outperform them. Simultaneously, we achieve state-of-the-art results among model-based pose estimation approaches in different benchmarks. The project website with videos, results, and code can be found at https://seas.upenn.edu/~pavlakos/projects/texturepose.

CVSep 27, 2019
Learning to Reconstruct 3D Human Pose and Shape via Model-fitting in the Loop

Nikos Kolotouros, Georgios Pavlakos, Michael J. Black et al.

Model-based human pose estimation is currently approached through two different paradigms. Optimization-based methods fit a parametric body model to 2D observations in an iterative manner, leading to accurate image-model alignments, but are often slow and sensitive to the initialization. In contrast, regression-based methods, that use a deep network to directly estimate the model parameters from pixels, tend to provide reasonable, but not pixel accurate, results while requiring huge amounts of supervision. In this work, instead of investigating which approach is better, our key insight is that the two paradigms can form a strong collaboration. A reasonable, directly regressed estimate from the network can initialize the iterative optimization making the fitting faster and more accurate. Similarly, a pixel accurate fit from iterative optimization can act as strong supervision for the network. This is the core of our proposed approach SPIN (SMPL oPtimization IN the loop). The deep network initializes an iterative optimization routine that fits the body model to 2D joints within the training loop, and the fitted estimate is subsequently used to supervise the network. Our approach is self-improving by nature, since better network estimates can lead the optimization to better solutions, while more accurate optimization fits provide better supervision for the network. We demonstrate the effectiveness of our approach in different settings, where 3D ground truth is scarce, or not available, and we consistently outperform the state-of-the-art model-based pose estimation approaches by significant margins. The project website with videos, results, and code can be found at https://seas.upenn.edu/~nkolot/projects/spin.

CVMay 8, 2019
Convolutional Mesh Regression for Single-Image Human Shape Reconstruction

Nikos Kolotouros, Georgios Pavlakos, Kostas Daniilidis

This paper addresses the problem of 3D human pose and shape estimation from a single image. Previous approaches consider a parametric model of the human body, SMPL, and attempt to regress the model parameters that give rise to a mesh consistent with image evidence. This parameter regression has been a very challenging task, with model-based approaches underperforming compared to nonparametric solutions in terms of pose estimation. In our work, we propose to relax this heavy reliance on the model's parameter space. We still retain the topology of the SMPL template mesh, but instead of predicting model parameters, we directly regress the 3D location of the mesh vertices. This is a heavy task for a typical network, but our key insight is that the regression becomes significantly easier using a Graph-CNN. This architecture allows us to explicitly encode the template mesh structure within the network and leverage the spatial locality the mesh has to offer. Image-based features are attached to the mesh vertices and the Graph-CNN is responsible to process them on the mesh structure, while the regression target for each vertex is its 3D location. Having recovered the complete 3D geometry of the mesh, if we still require a specific model parametrization, this can be reliably regressed from the vertices locations. We demonstrate the flexibility and the effectiveness of our proposed graph-based mesh regression by attaching different types of features on the mesh vertices. In all cases, we outperform the comparable baselines relying on model parameter regression, while we also achieve state-of-the-art results among model-based pose estimation approaches.

CVApr 11, 2019
Expressive Body Capture: 3D Hands, Face, and Body from a Single Image

Georgios Pavlakos, Vasileios Choutas, Nima Ghorbani et al.

To facilitate the analysis of human actions, interactions and emotions, we compute a 3D model of human body pose, hand pose, and facial expression from a single monocular image. To achieve this, we use thousands of 3D scans to train a new, unified, 3D model of the human body, SMPL-X, that extends SMPL with fully articulated hands and an expressive face. Learning to regress the parameters of SMPL-X directly from images is challenging without paired images and 3D ground truth. Consequently, we follow the approach of SMPLify, which estimates 2D features and then optimizes model parameters to fit the features. We improve on SMPLify in several significant ways: (1) we detect 2D features corresponding to the face, hands, and feet and fit the full SMPL-X model to these; (2) we train a new neural network pose prior using a large MoCap dataset; (3) we define a new interpenetration penalty that is both fast and accurate; (4) we automatically detect gender and the appropriate body models (male, female, or neutral); (5) our PyTorch implementation achieves a speedup of more than 8x over Chumpy. We use the new method, SMPLify-X, to fit SMPL-X to both controlled images and images in the wild. We evaluate 3D accuracy on a new curated dataset comprising 100 images with pseudo ground-truth. This is a step towards automatic expressive human capture from monocular RGB data. The models, code, and data are available for research purposes at https://smpl-x.is.tue.mpg.de.

CVMay 10, 2018
Ordinal Depth Supervision for 3D Human Pose Estimation

Georgios Pavlakos, Xiaowei Zhou, Kostas Daniilidis

Our ability to train end-to-end systems for 3D human pose estimation from single images is currently constrained by the limited availability of 3D annotations for natural images. Most datasets are captured using Motion Capture (MoCap) systems in a studio setting and it is difficult to reach the variability of 2D human pose datasets, like MPII or LSP. To alleviate the need for accurate 3D ground truth, we propose to use a weaker supervision signal provided by the ordinal depths of human joints. This information can be acquired by human annotators for a wide range of images and poses. We showcase the effectiveness and flexibility of training Convolutional Networks (ConvNets) with these ordinal relations in different settings, always achieving competitive performance with ConvNets trained with accurate 3D joint coordinates. Additionally, to demonstrate the potential of the approach, we augment the popular LSP and MPII datasets with ordinal depth annotations. This extension allows us to present quantitative and qualitative evaluation in non-studio conditions. Simultaneously, these ordinal annotations can be easily incorporated in the training procedure of typical ConvNets for 3D human pose. Through this inclusion we achieve new state-of-the-art performance for the relevant benchmarks and validate the effectiveness of ordinal depth supervision for 3D human pose.

CVMay 10, 2018
Learning to Estimate 3D Human Pose and Shape from a Single Color Image

Georgios Pavlakos, Luyang Zhu, Xiaowei Zhou et al.

This work addresses the problem of estimating the full body 3D human pose and shape from a single color image. This is a task where iterative optimization-based solutions have typically prevailed, while Convolutional Networks (ConvNets) have suffered because of the lack of training data and their low resolution 3D predictions. Our work aims to bridge this gap and proposes an efficient and effective direct prediction method based on ConvNets. Central part to our approach is the incorporation of a parametric statistical body shape model (SMPL) within our end-to-end framework. This allows us to get very detailed 3D mesh results, while requiring estimation only of a small number of parameters, making it friendly for direct network prediction. Interestingly, we demonstrate that these parameters can be predicted reliably only from 2D keypoints and masks. These are typical outputs of generic 2D human analysis ConvNets, allowing us to relax the massive requirement that images with 3D shape ground truth are available for training. Simultaneously, by maintaining differentiability, at training time we generate the 3D mesh from the estimated parameters and optimize explicitly for the surface using a 3D per-vertex loss. Finally, a differentiable renderer is employed to project the 3D mesh to the image, which enables further refinement of the network, by optimizing for the consistency of the projection with 2D annotations (i.e., 2D keypoints or masks). The proposed approach outperforms previous baselines on this task and offers an attractive solution for direct prediction of 3D shape from a single color image.

CVApr 17, 2018
Human Motion Capture Using a Drone

Xiaowei Zhou, Sikang Liu, Georgios Pavlakos et al.

Current motion capture (MoCap) systems generally require markers and multiple calibrated cameras, which can be used only in constrained environments. In this work we introduce a drone-based system for 3D human MoCap. The system only needs an autonomously flying drone with an on-board RGB camera and is usable in various indoor and outdoor environments. A reconstruction algorithm is developed to recover full-body motion from the video recorded by the drone. We argue that, besides the capability of tracking a moving subject, a flying drone also provides fast varying viewpoints, which is beneficial for motion reconstruction. We evaluate the accuracy of the proposed system using our new DroCap dataset and also demonstrate its applicability for MoCap in the wild using a consumer drone.

CVApr 16, 2017
Harvesting Multiple Views for Marker-less 3D Human Pose Annotations

Georgios Pavlakos, Xiaowei Zhou, Konstantinos G. Derpanis et al.

Recent advances with Convolutional Networks (ConvNets) have shifted the bottleneck for many computer vision tasks to annotated data collection. In this paper, we present a geometry-driven approach to automatically collect annotations for human pose prediction tasks. Starting from a generic ConvNet for 2D human pose, and assuming a multi-view setup, we describe an automatic way to collect accurate 3D human pose annotations. We capitalize on constraints offered by the 3D geometry of the camera setup and the 3D structure of the human body to probabilistically combine per view 2D ConvNet predictions into a globally optimal 3D pose. This 3D pose is used as the basis for harvesting annotations. The benefit of the annotations produced automatically with our approach is demonstrated in two challenging settings: (i) fine-tuning a generic ConvNet-based 2D pose predictor to capture the discriminative aspects of a subject's appearance (i.e.,"personalization"), and (ii) training a ConvNet from scratch for single view 3D human pose prediction without leveraging 3D pose groundtruth. The proposed multi-view pose estimator achieves state-of-the-art results on standard benchmarks, demonstrating the effectiveness of our method in exploiting the available multi-view information.

CVMar 14, 2017
6-DoF Object Pose from Semantic Keypoints

Georgios Pavlakos, Xiaowei Zhou, Aaron Chan et al.

This paper presents a novel approach to estimating the continuous six degree of freedom (6-DoF) pose (3D translation and rotation) of an object from a single RGB image. The approach combines semantic keypoints predicted by a convolutional network (convnet) with a deformable shape model. Unlike prior work, we are agnostic to whether the object is textured or textureless, as the convnet learns the optimal representation from the available training image data. Furthermore, the approach can be applied to instance- and class-based pose recovery. Empirically, we show that the proposed approach can accurately recover the 6-DoF object pose for both instance- and class-based scenarios with a cluttered background. For class-based object pose estimation, state-of-the-art accuracy is shown on the large-scale PASCAL3D+ dataset.

CVJan 9, 2017
MonoCap: Monocular Human Motion Capture using a CNN Coupled with a Geometric Prior

Xiaowei Zhou, Menglong Zhu, Georgios Pavlakos et al.

Recovering 3D full-body human pose is a challenging problem with many applications. It has been successfully addressed by motion capture systems with body worn markers and multiple cameras. In this paper, we address the more challenging case of not only using a single camera but also not leveraging markers: going directly from 2D appearance to 3D geometry. Deep learning approaches have shown remarkable abilities to discriminatively learn 2D appearance features. The missing piece is how to integrate 2D, 3D and temporal information to recover 3D geometry and account for the uncertainties arising from the discriminative model. We introduce a novel approach that treats 2D joint locations as latent variables whose uncertainty distributions are given by a deep fully convolutional neural network. The unknown 3D poses are modeled by a sparse representation and the 3D parameter estimates are realized via an Expectation-Maximization algorithm, where it is shown that the 2D joint location uncertainties can be conveniently marginalized out during inference. Extensive evaluation on benchmark datasets shows that the proposed approach achieves greater accuracy over state-of-the-art baselines. Notably, the proposed approach does not require synchronized 2D-3D data for training and is applicable to "in-the-wild" images, which is demonstrated with the MPII dataset.

CVNov 23, 2016
Coarse-to-Fine Volumetric Prediction for Single-Image 3D Human Pose

Georgios Pavlakos, Xiaowei Zhou, Konstantinos G. Derpanis et al.

This paper addresses the challenge of 3D human pose estimation from a single color image. Despite the general success of the end-to-end learning paradigm, top performing approaches employ a two-step solution consisting of a Convolutional Network (ConvNet) for 2D joint localization and a subsequent optimization step to recover 3D pose. In this paper, we identify the representation of 3D pose as a critical issue with current ConvNet approaches and make two important contributions towards validating the value of end-to-end learning for this task. First, we propose a fine discretization of the 3D space around the subject and train a ConvNet to predict per voxel likelihoods for each joint. This creates a natural representation for 3D pose and greatly improves performance over the direct regression of joint coordinates. Second, to further improve upon initial estimates, we employ a coarse-to-fine prediction scheme. This step addresses the large dimensionality increase and enables iterative refinement and repeated processing of the image features. The proposed approach outperforms all state-of-the-art methods on standard benchmarks achieving a relative error reduction greater than 30% on average. Additionally, we investigate using our volumetric representation in a related architecture which is suboptimal compared to our end-to-end approach, but is of practical interest, since it enables training when no image with corresponding 3D groundtruth is available, and allows us to present compelling results for in-the-wild images.