CVJun 16, 2022
Simple and Efficient Architectures for Semantic SegmentationDushyant Mehta, Andrii Skliar, Haitam Ben Yahia et al.
Though the state-of-the architectures for semantic segmentation, such as HRNet, demonstrate impressive accuracy, the complexity arising from their salient design choices hinders a range of model acceleration tools, and further they make use of operations that are inefficient on current hardware. This paper demonstrates that a simple encoder-decoder architecture with a ResNet-like backbone and a small multi-scale head, performs on-par or better than complex semantic segmentation architectures such as HRNet, FANet and DDRNets. Naively applying deep backbones designed for Image Classification to the task of Semantic Segmentation leads to sub-par results, owing to a much smaller effective receptive field of these backbones. Implicit among the various design choices put forth in works like HRNet, DDRNet, and FANet are networks with a large effective receptive field. It is natural to ask if a simple encoder-decoder architecture would compare favorably if comprised of backbones that have a larger effective receptive field, though without the use of inefficient operations like dilated convolutions. We show that with minor and inexpensive modifications to ResNets, enlarging the receptive field, very simple and competitive baselines can be created for Semantic Segmentation. We present a family of such simple architectures for desktop as well as mobile targets, which match or exceed the performance of complex models on the Cityscapes dataset. We hope that our work provides simple yet effective baselines for practitioners to develop efficient semantic segmentation models.
CVFeb 13, 2021
Learning Speech-driven 3D Conversational Gestures from VideoIkhsanul Habibie, Weipeng Xu, Dushyant Mehta et al.
We propose the first approach to automatically and jointly synthesize both the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN architecture that leverages the inherent correlation between facial expression and hand gestures. Synthesis of conversational body gestures is a multi-modal problem since many similar gestures can plausibly accompany the same input speech. To synthesize plausible body gestures in this setting, we train a Generative Adversarial Network (GAN) based model that measures the plausibility of the generated sequences of 3D body motion when paired with the input audio features. We also contribute a new way to create a large corpus of more than 33 hours of annotated body, hand, and face data from in-the-wild videos of talking people. To this end, we apply state-of-the-art monocular approaches for 3D body and hand pose estimation as well as dense 3D face performance capture to the video corpus. In this way, we can train on orders of magnitude more data than previous algorithms that resort to complex in-studio motion capture solutions, and thereby train more expressive synthesis algorithms. Our experiments and user study show the state-of-the-art quality of our speech-synthesized full 3D character animations.
CVJan 11, 2021
Neural Re-Rendering of Humans from a Single ImageKripasindhu Sarkar, Dushyant Mehta, Weipeng Xu et al.
Human re-rendering from a single image is a starkly under-constrained problem, and state-of-the-art algorithms often exhibit undesired artefacts, such as over-smoothing, unrealistic distortions of the body parts and garments, or implausible changes of the texture. To address these challenges, we propose a new method for neural re-rendering of a human under a novel user-defined pose and viewpoint, given one input image. Our algorithm represents body pose and shape as a parametric mesh which can be reconstructed from a single image and easily reposed. Instead of a colour-based UV texture map, our approach further employs a learned high-dimensional UV feature map to encode appearance. This rich implicit representation captures detailed appearance variation across poses, viewpoints, person identities and clothing styles better than learned colour texture maps. The body model with the rendered feature maps is fed through a neural image-translation network that creates the final rendered colour image. The above components are combined in an end-to-end-trained neural network architecture that takes as input a source person image, and images of the parametric body model in the source pose and desired target pose. Experimental evaluation demonstrates that our approach produces higher quality single image re-rendering results than existing methods.
LGDec 16, 2020
Distilling Optimal Neural Networks: Rapid Search in Diverse SpacesBert Moons, Parham Noorzad, Andrii Skliar et al.
Current state-of-the-art Neural Architecture Search (NAS) methods neither efficiently scale to multiple hardware platforms, nor handle diverse architectural search-spaces. To remedy this, we present DONNA (Distilling Optimal Neural Network Architectures), a novel pipeline for rapid, scalable and diverse NAS, that scales to many user scenarios. DONNA consists of three phases. First, an accuracy predictor is built using blockwise knowledge distillation from a reference model. This predictor enables searching across diverse networks with varying macro-architectural parameters such as layer types and attention mechanisms, as well as across micro-architectural parameters such as block repeats and expansion rates. Second, a rapid evolutionary search finds a set of pareto-optimal architectures for any scenario using the accuracy predictor and on-device measurements. Third, optimal models are quickly finetuned to training-from-scratch accuracy. DONNA is up to 100x faster than MNasNet in finding state-of-the-art architectures on-device. Classifying ImageNet, DONNA architectures are 20% faster than EfficientNet-B0 and MobileNetV2 on a Nvidia V100 GPU and 10% faster with 0.5% higher accuracy than MobileNetV2-1.4x on a Samsung S20 smartphone. In addition to NAS, DONNA is used for search-space extension and exploration, as well as hardware-aware model compression.
CVJul 1, 2019
XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB CameraDushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller et al.
We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.
LGMay 13, 2019
Implicit Filter Sparsification In Convolutional Neural NetworksDushyant Mehta, Kwang In Kim, Christian Theobalt
We show implicit filter level sparsity manifests in convolutional neural networks (CNNs) which employ Batch Normalization and ReLU activation, and are trained with adaptive gradient descent techniques and L2 regularization or weight decay. Through an extensive empirical study (Mehta et al., 2019) we hypothesize the mechanism behind the sparsification process, and find surprising links to certain filter sparsification heuristics proposed in literature. Emergence of, and the subsequent pruning of selective features is observed to be one of the contributing mechanisms, leading to feature sparsity at par or better than certain explicit sparsification / pruning approaches. In this workshop article we summarize our findings, and point out corollaries of selective-featurepenalization which could also be employed as heuristics for filter pruning
CVApr 5, 2019
In the Wild Human Pose Estimation Using Explicit 2D Features and Intermediate 3D RepresentationsIkhsanul Habibie, Weipeng Xu, Dushyant Mehta et al.
Convolutional Neural Network based approaches for monocular 3D human pose estimation usually require a large amount of training images with 3D pose annotations. While it is feasible to provide 2D joint annotations for large corpora of in-the-wild images with humans, providing accurate 3D annotations to such in-the-wild corpora is hardly feasible in practice. Most existing 3D labelled data sets are either synthetically created or feature in-studio images. 3D pose estimation algorithms trained on such data often have limited ability to generalize to real world scene diversity. We therefore propose a new deep learning based method for monocular 3D human pose estimation that shows high accuracy and generalizes better to in-the-wild scenes. It has a network architecture that comprises a new disentangled hidden space encoding of explicit 2D and 3D features, and uses supervision by a new learned projection model from predicted 3D pose. Our algorithm can be jointly trained on image data with 3D labels and image data with only 2D labels. It achieves state-of-the-art accuracy on challenging in-the-wild data.
LGNov 29, 2018
On Implicit Filter Level Sparsity in Convolutional Neural NetworksDushyant Mehta, Kwang In Kim, Christian Theobalt
We investigate filter level sparsity that emerges in convolutional neural networks (CNNs) which employ Batch Normalization and ReLU activation, and are trained with adaptive gradient descent techniques and L2 regularization or weight decay. We conduct an extensive experimental study casting our initial findings into hypotheses and conclusions about the mechanisms underlying the emergent filter level sparsity. This study allows new insight into the performance gap obeserved between adapative and non-adaptive gradient descent methods in practice. Further, analysis of the effect of training strategies and hyperparameters on the sparsity leads to practical suggestions in designing CNN training strategies enabling us to explore the tradeoffs between feature selectivity, network capacity, and generalization performance. Lastly, we show that the implicit sparsity can be harnessed for neural network speedup at par or better than explicit sparsification / pruning approaches, with no modifications to the typical training pipeline required.
CVDec 9, 2017
Single-Shot Multi-Person 3D Pose Estimation From Monocular RGBDushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller et al.
We propose a new single-shot method for multi-person 3D pose estimation in general scenes from a monocular RGB camera. Our approach uses novel occlusion-robust pose-maps (ORPM) which enable full body pose inference even under strong partial occlusions by other people and objects in the scene. ORPM outputs a fixed number of maps which encode the 3D joint locations of all people in the scene. Body part associations allow us to infer 3D pose for an arbitrary number of people without explicit bounding box prediction. To train our approach we introduce MuCo-3DHP, the first large scale training data set showing real images of sophisticated multi-person interactions and occlusions. We synthesize a large corpus of multi-person images by compositing images of individual people (with ground truth from mutli-view performance capture). We evaluate our method on our new challenging 3D annotated multi-person test set MuPoTs-3D where we achieve state-of-the-art performance. To further stimulate research in multi-person 3D pose estimation, we will make our new datasets, and associated code publicly available for research purposes.
CVDec 4, 2017
GANerated Hands for Real-time 3D Hand Tracking from Monocular RGBFranziska Mueller, Florian Bernard, Oleksandr Sotnychenko et al.
We address the highly challenging problem of real-time 3D hand tracking based on a monocular RGB-only sequence. Our tracking method combines a convolutional neural network with a kinematic 3D hand model, such that it generalizes well to unseen data, is robust to occlusions and varying camera viewpoints, and leads to anatomically plausible as well as temporally smooth hand motions. For training our CNN we propose a novel approach for the synthetic generation of training data that is based on a geometrically consistent image-to-image translation network. To be more specific, we use a neural network that translates synthetic images to "real" images, such that the so-generated images follow the same statistical distribution as real-world hand images. For training this translation network we combine an adversarial loss and a cycle-consistency loss with a geometric consistency loss in order to preserve geometric properties (such as hand pose) during translation. We demonstrate that our hand tracking system outperforms the current state-of-the-art on challenging RGB-only footage.
CVAug 7, 2017
MonoPerfCap: Human Performance Capture from Monocular VideoWeipeng Xu, Avishek Chatterjee, Michael Zollhöfer et al.
We present the first marker-less approach for temporally coherent 3D performance capture of a human with general clothing from monocular video. Our approach reconstructs articulated human skeleton motion as well as medium-scale non-rigid surface deformations in general scenes. Human performance capture is a challenging problem due to the large range of articulation, potentially fast motion, and considerable non-rigid deformations, even from multi-view data. Reconstruction from monocular video alone is drastically more challenging, since strong occlusions and the inherent depth ambiguity lead to a highly ill-posed reconstruction problem. We tackle these challenges by a novel approach that employs sparse 2D and 3D human pose detections from a convolutional neural network using a batch-based pose estimation strategy. Joint recovery of per-batch motion allows to resolve the ambiguities of the monocular reconstruction problem based on a low dimensional trajectory subspace. In addition, we propose refinement of the surface geometry based on fully automatically extracted silhouettes to enable medium-scale non-rigid alignment. We demonstrate state-of-the-art performance capture results that enable exciting applications such as video editing and free viewpoint video, previously infeasible from monocular video. Our qualitative and quantitative evaluation demonstrates that our approach significantly outperforms previous monocular methods in terms of accuracy, robustness and scene complexity that can be handled.
CVMay 3, 2017
VNect: Real-time 3D Human Pose Estimation with a Single RGB CameraDushyant Mehta, Srinath Sridhar, Oleksandr Sotnychenko et al.
We present the first real-time method to capture the full global 3D skeletal pose of a human in a stable, temporally consistent manner using a single RGB camera. Our method combines a new convolutional neural network (CNN) based pose regressor with kinematic skeleton fitting. Our novel fully-convolutional pose formulation regresses 2D and 3D joint positions jointly in real time and does not require tightly cropped input frames. A real-time kinematic skeleton fitting method uses the CNN output to yield temporally stable 3D global pose reconstructions on the basis of a coherent kinematic skeleton. This makes our approach the first monocular RGB method usable in real-time applications such as 3D character control---thus far, the only monocular methods for such applications employed specialized RGB-D cameras. Our method's accuracy is quantitatively on par with the best offline 3D monocular RGB pose estimation methods. Our results are qualitatively comparable to, and sometimes better than, results from monocular RGB-D approaches, such as the Kinect. However, we show that our approach is more broadly applicable than RGB-D solutions, i.e. it works for outdoor scenes, community videos, and low quality commodity RGB cameras.
CVApr 7, 2017
Real-time Hand Tracking under Occlusion from an Egocentric RGB-D SensorFranziska Mueller, Dushyant Mehta, Oleksandr Sotnychenko et al.
We present an approach for real-time, robust and accurate hand pose estimation from moving egocentric RGB-D cameras in cluttered real environments. Existing methods typically fail for hand-object interactions in cluttered scenes imaged from egocentric viewpoints, common for virtual or augmented reality applications. Our approach uses two subsequently applied Convolutional Neural Networks (CNNs) to localize the hand and regress 3D joint locations. Hand localization is achieved by using a CNN to estimate the 2D position of the hand center in the input, even in the presence of clutter and occlusions. The localized hand position, together with the corresponding input depth value, is used to generate a normalized cropped image that is fed into a second CNN to regress relative 3D hand joint locations in real time. For added accuracy, robustness and temporal stability, we refine the pose estimates using a kinematic pose tracking energy. To train the CNNs, we introduce a new photorealistic dataset that uses a merged reality approach to capture and synthesize large amounts of annotated data of natural hand interaction in cluttered scenes. Through quantitative and qualitative evaluation, we show that our method is robust to self-occlusion and occlusions by objects, particularly in moving egocentric perspectives.
CVNov 29, 2016
Monocular 3D Human Pose Estimation In The Wild Using Improved CNN SupervisionDushyant Mehta, Helge Rhodin, Dan Casas et al.
We propose a CNN-based approach for 3D human body pose estimation from single RGB images that addresses the issue of limited generalizability of models trained solely on the starkly limited publicly available 3D pose data. Using only the existing 3D pose data and 2D pose data, we show state-of-the-art performance on established benchmarks through transfer of learned features, while also generalizing to in-the-wild scenes. We further introduce a new training set for human body pose estimation from monocular images of real humans that has the ground truth captured with a multi-camera marker-less motion capture system. It complements existing corpora with greater diversity in pose, human appearance, clothing, occlusion, and viewpoints, and enables an increased scope of augmentation. We also contribute a new benchmark that covers outdoor and indoor scenes, and demonstrate that our 3D pose dataset shows better in-the-wild performance than existing annotated data, which is further improved in conjunction with transfer learning from 2D pose data. All in all, we argue that the use of transfer learning of representations in tandem with algorithmic and data contributions is crucial for general 3D body pose estimation.
GRMar 19, 2016
Deep Shading: Convolutional Neural Networks for Screen-Space ShadingOliver Nalbach, Elena Arabadzhiyska, Dushyant Mehta et al.
In computer vision, convolutional neural networks (CNNs) have recently achieved new levels of performance for several inverse problems where RGB pixel appearance is mapped to attributes such as positions, normals or reflectance. In computer graphics, screen-space shading has recently increased the visual quality in interactive image synthesis, where per-pixel attributes such as positions, normals or reflectance of a virtual 3D scene are converted into RGB pixel appearance, enabling effects like ambient occlusion, indirect light, scattering, depth-of-field, motion blur, or anti-aliasing. In this paper we consider the diagonal problem: synthesizing appearance from given per-pixel attributes using a CNN. The resulting Deep Shading simulates various screen-space effects at competitive quality and speed while not being programmed by human experts but learned from example images.