Jonathan M. Taylor

CV
h-index38
8papers
553citations
Novelty47%
AI Score27

8 Papers

10.4CVAug 21, 2023
Spectral Graphormer: Spectral Graph-based Transformer for Egocentric Two-Hand Reconstruction using Multi-View Color Images

Tze Ho Elden Tse, Franziska Mueller, Zhengyang Shen et al.

We propose a novel transformer-based framework that reconstructs two high fidelity hands from multi-view RGB images. Unlike existing hand pose estimation methods, where one typically trains a deep network to regress hand model parameters from single RGB image, we consider a more challenging problem setting where we directly regress the absolute root poses of two-hands with extended forearm at high resolution from egocentric view. As existing datasets are either infeasible for egocentric viewpoints or lack background variations, we create a large-scale synthetic dataset with diverse scenarios and collect a real dataset from multi-calibrated camera setup to verify our proposed multi-view image feature fusion strategy. To make the reconstruction physically plausible, we propose two strategies: (i) a coarse-to-fine spectral graph convolution decoder to smoothen the meshes during upsampling and (ii) an optimisation-based refinement stage at inference to prevent self-penetrations. Through extensive quantitative and qualitative evaluations, we show that our framework is able to produce realistic two-hand reconstructions and demonstrate the generalisation of synthetic-trained models to real data, as well as real-time AR/VR applications.

11.6CVDec 22, 2023
MACS: Mass Conditioned 3D Hand and Object Motion Synthesis

Soshi Shimada, Franziska Mueller, Jan Bednarik et al.

The physical properties of an object, such as mass, significantly affect how we manipulate it with our hands. Surprisingly, this aspect has so far been neglected in prior work on 3D motion synthesis. To improve the naturalness of the synthesized 3D hand object motions, this work proposes MACS the first MAss Conditioned 3D hand and object motion Synthesis approach. Our approach is based on cascaded diffusion models and generates interactions that plausibly adjust based on the object mass and interaction type. MACS also accepts a manually drawn 3D object trajectory as input and synthesizes the natural 3D hand motions conditioned by the object mass. This flexibility enables MACS to be used for various downstream applications, such as generating synthetic training data for ML tasks, fast animation of hands for graphics workflows, and generating character interactions for computer games. We show experimentally that a small-scale dataset is sufficient for MACS to reasonably generalize across interpolated and extrapolated object masses unseen during the training. Furthermore, MACS shows moderate generalization to unseen objects, thanks to the mass-conditioned contact labels generated by our surface contact synthesis model ConNet. Our comprehensive user study confirms that the synthesized 3D hand-object interactions are highly plausible and realistic.

19.1IVMay 18, 2020
Deep Implicit Volume Compression

Danhang Tang, Saurabh Singh, Philip A. Chou et al.

We describe a novel approach for compressing truncated signed distance fields (TSDF) stored in 3D voxel grids, and their corresponding textures. To compress the TSDF, our method relies on a block-based neural network architecture trained end-to-end, achieving state-of-the-art rate-distortion trade-off. To prevent topological errors, we losslessly compress the signs of the TSDF, which also upper bounds the reconstruction error by the voxel size. To compress the corresponding texture, we designed a fast block-based UV parameterization, generating coherent texture maps that can be effectively compressed using existing video compression algorithms. We demonstrate the performance of our algorithms on two 4D performance capture datasets, reducing bitrate by 66% for the same distortion, or alternatively reducing the distortion by 50% for the same bitrate, compared to the state-of-the-art.

14.2CVMay 29, 2019
Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning

Rohit Pandey, Anastasia Tkach, Shuoran Yang et al.

Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.

23.4CVNov 12, 2018
LookinGood: Enhancing Performance Capture with Real-time Neural Re-Rendering

Ricardo Martin-Brualla, Rohit Pandey, Shuoran Yang et al.

Motivated by augmented and virtual reality applications such as telepresence, there has been a recent focus in real-time performance capture of humans under motion. However, given the real-time constraint, these systems often suffer from artifacts in geometry and texture such as holes and noise in the final rendering, poor lighting, and low-resolution textures. We take the novel approach to augment such real-time performance capture systems with a deep architecture that takes a rendering from an arbitrary viewpoint, and jointly performs completion, super resolution, and denoising of the imagery in real-time. We call this approach neural (re-)rendering, and our live system "LookinGood". Our deep architecture is trained to produce high resolution and high quality images from a coarse rendering in real-time. First, we propose a self-supervised training method that does not require manual ground-truth annotation. We contribute a specialized reconstruction error that uses semantic information to focus on relevant parts of the subject, e.g. the face. We also introduce a salient reweighing scheme of the loss function that is able to discard outliers. We specifically design the system for virtual and augmented reality headsets where the consistency between the left and right eye plays a crucial role in the final user experience. Finally, we generate temporally stable results by explicitly minimizing the difference between two consecutive frames. We tested the proposed system in two different scenarios: one involving a single RGB-D sensor, and upper body reconstruction of an actor, the second consisting of full body 360 degree capture. Through extensive experimentation, we demonstrate how our system generalizes across unseen sequences and subjects. The supplementary video is available at http://youtu.be/Md3tdAKoLGU.

4.3LGDec 2, 2016
Summary - TerpreT: A Probabilistic Programming Language for Program Induction

Alexander L. Gaunt, Marc Brockschmidt, Rishabh Singh et al.

We study machine learning formulations of inductive program synthesis; that is, given input-output examples, synthesize source code that maps inputs to corresponding outputs. Our key contribution is TerpreT, a domain-specific language for expressing program synthesis problems. A TerpreT model is composed of a specification of a program representation and an interpreter that describes how programs map inputs to outputs. The inference task is to observe a set of input-output examples and infer the underlying program. From a TerpreT model we automatically perform inference using four different back-ends: gradient descent (thus each TerpreT model can be seen as defining a differentiable interpreter), linear program (LP) relaxations for graphical models, discrete satisfiability solving, and the Sketch program synthesis system. TerpreT has two main benefits. First, it enables rapid exploration of a range of domains, program representations, and interpreter models. Second, it separates the model specification from the inference algorithm, allowing proper comparisons between different approaches to inference. We illustrate the value of TerpreT by developing several interpreter models and performing an extensive empirical comparison between alternative inference algorithms on a variety of program models. To our knowledge, this is the first work to compare gradient-based search over program space to traditional search-based alternatives. Our key empirical finding is that constraint solvers dominate the gradient descent and LP-based formulations. This is a workshop summary of a longer report at arXiv:1608.04428

24.5LGAug 15, 2016
TerpreT: A Probabilistic Programming Language for Program Induction

Alexander L. Gaunt, Marc Brockschmidt, Rishabh Singh et al.

We study machine learning formulations of inductive program synthesis; given input-output examples, we try to synthesize source code that maps inputs to corresponding outputs. Our aims are to develop new machine learning approaches based on neural networks and graphical models, and to understand the capabilities of machine learning techniques relative to traditional alternatives, such as those based on constraint solving from the programming languages community. Our key contribution is the proposal of TerpreT, a domain-specific language for expressing program synthesis problems. TerpreT is similar to a probabilistic programming language: a model is composed of a specification of a program representation (declarations of random variables) and an interpreter describing how programs map inputs to outputs (a model connecting unknowns to observations). The inference task is to observe a set of input-output examples and infer the underlying program. TerpreT has two main benefits. First, it enables rapid exploration of a range of domains, program representations, and interpreter models. Second, it separates the model specification from the inference algorithm, allowing like-to-like comparisons between different approaches to inference. From a single TerpreT specification we automatically perform inference using four different back-ends. These are based on gradient descent, linear program (LP) relaxations for graphical models, discrete satisfiability solving, and the Sketch program synthesis system. We illustrate the value of TerpreT by developing several interpreter models and performing an empirical comparison between alternative inference algorithms. Our key empirical finding is that constraint solvers dominate the gradient descent and LP-based formulations. We conclude with suggestions for the machine learning community to make progress on program synthesis.

6.7CVJul 27, 2016
Adaptive foveated single-pixel imaging with dynamic super-sampling

David B. Phillips, Ming-Jie Sun, Jonathan M. Taylor et al.

As an alternative to conventional multi-pixel cameras, single-pixel cameras enable images to be recorded using a single detector that measures the correlations between the scene and a set of patterns. However, to fully sample a scene in this way requires at least the same number of correlation measurements as there are pixels in the reconstructed image. Therefore single-pixel imaging systems typically exhibit low frame-rates. To mitigate this, a range of compressive sensing techniques have been developed which rely on a priori knowledge of the scene to reconstruct images from an under-sampled set of measurements. In this work we take a different approach and adopt a strategy inspired by the foveated vision systems found in the animal kingdom - a framework that exploits the spatio-temporal redundancy present in many dynamic scenes. In our single-pixel imaging system a high-resolution foveal region follows motion within the scene, but unlike a simple zoom, every frame delivers new spatial information from across the entire field-of-view. Using this approach we demonstrate a four-fold reduction in the time taken to record the detail of rapidly evolving features, whilst simultaneously accumulating detail of more slowly evolving regions over several consecutive frames. This tiered super-sampling technique enables the reconstruction of video streams in which both the resolution and the effective exposure-time spatially vary and adapt dynamically in response to the evolution of the scene. The methods described here can complement existing compressive sensing approaches and may be applied to enhance a variety of computational imagers that rely on sequential correlation measurements.