Learning Skeletal Graph Neural Networks for Hard 3D Pose EstimationAiling Zeng, Xiao Sun, Lei Yang et al.
Various deep learning techniques have been proposed to solve the single-view 2D-to-3D pose estimation problem. While the average prediction accuracy has been improved significantly over the years, the performance on hard poses with depth ambiguity, self-occlusion, and complex or rare poses is still far from satisfactory. In this work, we target these hard poses and present a novel skeletal GNN learning solution. To be specific, we propose a hop-aware hierarchical channel-squeezing fusion layer to effectively extract relevant information from neighboring nodes while suppressing undesired noises in GNN learning. In addition, we propose a temporal-aware dynamic graph construction procedure that is robust and effective for 3D pose estimation. Experimental results on the Human3.6M dataset show that our solution achieves 10.3\% average prediction accuracy improvement and greatly improves on hard poses over state-of-the-art techniques. We further apply the proposed technique on the skeleton-based action recognition task and also achieve state-of-the-art performance. Our code is available at https://github.com/ailingzengzzz/Skeletal-GNN.
AiOS: All-in-One-Stage Expressive Human Pose and Shape EstimationQingping Sun, Yanjun Wang, Ailing Zeng et al.
Expressive human pose and shape estimation (a.k.a. 3D whole-body mesh recovery) involves the human body, hand, and expression estimation. Most existing methods have tackled this task in a two-stage manner, first detecting the human body part with an off-the-shelf detection model and inferring the different human body parts individually. Despite the impressive results achieved, these methods suffer from 1) loss of valuable contextual information via cropping, 2) introducing distractions, and 3) lacking inter-association among different persons and body parts, inevitably causing performance degradation, especially for crowded scenes. To address these issues, we introduce a novel all-in-one-stage framework, AiOS, for multiple expressive human pose and shape recovery without an additional human detection step. Specifically, our method is built upon DETR, which treats multi-person whole-body mesh recovery task as a progressive set prediction problem with various sequential detection. We devise the decoder tokens and extend them to our task. Specifically, we first employ a human token to probe a human location in the image and encode global features for each instance, which provides a coarse location for the later transformer block. Then, we introduce a joint-related token to probe the human joint in the image and encoder a fine-grained local feature, which collaborates with the global feature to regress the whole-body mesh. This straightforward but effective model outperforms previous state-of-the-art methods by a 9% reduction in NMVE on AGORA, a 30% reduction in PVE on EHF, a 10% reduction in PVE on ARCTIC, and a 3% reduction in PVE on EgoBody.
27.3CVNov 28, 2024
Trajectory Attention for Fine-grained Video Motion ControlZeqi Xiao, Wenqi Ouyang, Yifan Zhou et al.
Recent advancements in video generation have been greatly driven by video diffusion models, with camera motion control emerging as a crucial challenge in creating view-customized visual content. This paper introduces trajectory attention, a novel approach that performs attention along available pixel trajectories for fine-grained camera motion control. Unlike existing methods that often yield imprecise outputs or neglect temporal correlations, our approach possesses a stronger inductive bias that seamlessly injects trajectory information into the video generation process. Importantly, our approach models trajectory attention as an auxiliary branch alongside traditional temporal attention. This design enables the original temporal attention and the trajectory attention to work in synergy, ensuring both precise motion control and new content generation capability, which is critical when the trajectory is only partially available. Experiments on camera motion control for images and videos demonstrate significant improvements in precision and long-range consistency while maintaining high-quality generation. Furthermore, we show that our approach can be extended to other video motion control tasks, such as first-frame-guided video editing, where it excels in maintaining content consistency over large spatial and temporal ranges.
9.6CVDec 5, 2024
RMD: A Simple Baseline for More General Human Motion Generation via Training-free Retrieval-Augmented Motion DiffuseZhouyingcheng Liao, Mingyuan Zhang, Wenjia Wang et al.
While motion generation has made substantial progress, its practical application remains constrained by dataset diversity and scale, limiting its ability to handle out-of-distribution scenarios. To address this, we propose a simple and effective baseline, RMD, which enhances the generalization of motion generation through retrieval-augmented techniques. Unlike previous retrieval-based methods, RMD requires no additional training and offers three key advantages: (1) the external retrieval database can be flexibly replaced; (2) body parts from the motion database can be reused, with an LLM facilitating splitting and recombination; and (3) a pre-trained motion diffusion model serves as a prior to improve the quality of motions obtained through retrieval and direct combination. Without any training, RMD achieves state-of-the-art performance, with notable advantages on out-of-distribution data.
16.4CVAug 1, 2025
DPoser-X: Diffusion Model as Robust 3D Whole-body Human Pose PriorJunzhe Lu, Jing Lin, Hongkun Dou et al.
We present DPoser-X, a diffusion-based prior model for 3D whole-body human poses. Building a versatile and robust full-body human pose prior remains challenging due to the inherent complexity of articulated human poses and the scarcity of high-quality whole-body pose datasets. To address these limitations, we introduce a Diffusion model as body Pose prior (DPoser) and extend it to DPoser-X for expressive whole-body human pose modeling. Our approach unifies various pose-centric tasks as inverse problems, solving them through variational diffusion sampling. To enhance performance on downstream applications, we introduce a novel truncated timestep scheduling method specifically designed for pose data characteristics. We also propose a masked training mechanism that effectively combines whole-body and part-specific datasets, enabling our model to capture interdependencies between body parts while avoiding overfitting to specific actions. Extensive experiments demonstrate DPoser-X's robustness and versatility across multiple benchmarks for body, hand, face, and full-body pose modeling. Our model consistently outperforms state-of-the-art alternatives, establishing a new benchmark for whole-body human pose prior modeling.
10.2CVJul 21, 2025
TokensGen: Harnessing Condensed Tokens for Long Video GenerationWenqi Ouyang, Zeqi Xiao, Danni Yang et al.
Generating consistent long videos is a complex challenge: while diffusion-based generative models generate visually impressive short clips, extending them to longer durations often leads to memory bottlenecks and long-term inconsistency. In this paper, we propose TokensGen, a novel two-stage framework that leverages condensed tokens to address these issues. Our method decomposes long video generation into three core tasks: (1) inner-clip semantic control, (2) long-term consistency control, and (3) inter-clip smooth transition. First, we train To2V (Token-to-Video), a short video diffusion model guided by text and video tokens, with a Video Tokenizer that condenses short clips into semantically rich tokens. Second, we introduce T2To (Text-to-Token), a video token diffusion transformer that generates all tokens at once, ensuring global consistency across clips. Finally, during inference, an adaptive FIFO-Diffusion strategy seamlessly connects adjacent clips, reducing boundary artifacts and enhancing smooth transitions. Experimental results demonstrate that our approach significantly enhances long-term temporal and content coherence without incurring prohibitive computational overhead. By leveraging condensed tokens and pre-trained short video models, our method provides a scalable, modular solution for long video generation, opening new possibilities for storytelling, cinematic production, and immersive simulations. Please see our project page at https://vicky0522.github.io/tokensgen-webpage/ .
20.4CVOct 14, 2021
Playing for 3D Human RecoveryZhongang Cai, Mingyuan Zhang, Jiawei Ren et al.
Image- and video-based 3D human recovery (i.e., pose and shape estimation) have achieved substantial progress. However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity. In this work, we obtain massive human sequences by playing the video game with automatically annotated 3D ground truths. Specifically, we contribute GTA-Human, a large-scale 3D human dataset generated with the GTA-V game engine, featuring a highly diverse set of subjects, actions, and scenarios. More importantly, we study the use of game-playing data and obtain five major insights. First, game-playing data is surprisingly effective. A simple frame-based baseline trained on GTA-Human outperforms more sophisticated methods by a large margin. For video-based methods, GTA-Human is even on par with the in-domain training set. Second, we discover that synthetic data provides critical complements to the real data that is typically collected indoor. Our investigation into domain gap provides explanations for our data mixture strategies that are simple yet useful. Third, the scale of the dataset matters. The performance boost is closely related to the additional data available. A systematic study reveals the model sensitivity to data density from multiple key aspects. Fourth, the effectiveness of GTA-Human is also attributed to the rich collection of strong supervision labels (SMPL parameters), which are otherwise expensive to acquire in real datasets. Fifth, the benefits of synthetic data extend to larger models such as deeper convolutional neural networks (CNNs) and Transformers, for which a significant impact is also observed. We hope our work could pave the way for scaling up 3D human recovery to the real world. Homepage: https://caizhongang.github.io/projects/GTA-Human/
5.8CVJul 17, 2020
Learn to Propagate Reliably on Noisy Affinity GraphsLei Yang, Qingqiu Huang, Huaiyi Huang et al.
Recent works have shown that exploiting unlabeled data through label propagation can substantially reduce the labeling cost, which has been a critical issue in developing visual recognition models. Yet, how to propagate labels reliably, especially on a dataset with unknown outliers, remains an open question. Conventional methods such as linear diffusion lack the capability of handling complex graph structures and may perform poorly when the seeds are sparse. Latest methods based on graph neural networks would face difficulties on performance drop as they scale out to noisy graphs. To overcome these difficulties, we propose a new framework that allows labels to be propagated reliably on large-scale real-world data. This framework incorporates (1) a local graph neural network to predict accurately on varying local structures while maintaining high scalability, and (2) a confidence-based path scheduler that identifies outliers and moves forward the propagation frontier in a prudent way. Experiments on both ImageNet and Ms-Celeb-1M show that our confidence guided framework can significantly improve the overall accuracies of the propagated labels, especially when the graph is very noisy.
Learning to Cluster Faces via Confidence and Connectivity EstimationLei Yang, Dapeng Chen, Xiaohang Zhan et al.
Face clustering is an essential tool for exploiting the unlabeled face data, and has a wide range of applications including face annotation and retrieval. Recent works show that supervised clustering can result in noticeable performance gain. However, they usually involve heuristic steps and require numerous overlapped subgraphs, severely restricting their accuracy and efficiency. In this paper, we propose a fully learnable clustering framework without requiring a large number of overlapped subgraphs. Instead, we transform the clustering problem into two sub-problems. Specifically, two graph convolutional networks, named GCN-V and GCN-E, are designed to estimate the confidence of vertices and the connectivity of edges, respectively. With the vertex confidence and edge connectivity, we can naturally organize more relevant vertices on the affinity graph and group them into clusters. Experiments on two large-scale benchmarks show that our method significantly improves clustering accuracy and thus performance of the recognition models trained on top, yet it is an order of magnitude more efficient than existing supervised methods.
SemanticAdv: Generating Adversarial Examples via Attribute-conditional Image EditingHaonan Qiu, Chaowei Xiao, Lei Yang et al.
Deep neural networks (DNNs) have achieved great success in various applications due to their strong expressive power. However, recent studies have shown that DNNs are vulnerable to adversarial examples which are manipulated instances targeting to mislead DNNs to make incorrect predictions. Currently, most such adversarial examples try to guarantee "subtle perturbation" by limiting the $L_p$ norm of the perturbation. In this paper, we aim to explore the impact of semantic manipulation on DNNs predictions by manipulating the semantic attributes of images and generate "unrestricted adversarial examples". In particular, we propose an algorithm \emph{SemanticAdv} which leverages disentangled semantic factors to generate adversarial perturbation by altering controlled semantic attributes to fool the learner towards various "adversarial" targets. We conduct extensive experiments to show that the semantic based adversarial examples can not only fool different learning tasks such as face verification and landmark detection, but also achieve high targeted attack success rate against \emph{real-world black-box} services such as Azure face verification service based on transferability. To further demonstrate the applicability of \emph{SemanticAdv} beyond face recognition domain, we also generate semantic perturbations on street-view images. Such adversarial examples with controlled semantic manipulation can shed light on further understanding about vulnerabilities of DNNs as well as potential defensive approaches.
Learning to Cluster Faces on an Affinity GraphLei Yang, Xiaohang Zhan, Dapeng Chen et al.
Face recognition sees remarkable progress in recent years, and its performance has reached a very high level. Taking it to a next level requires substantially larger data, which would involve prohibitive annotation cost. Hence, exploiting unlabeled data becomes an appealing alternative. Recent works have shown that clustering unlabeled faces is a promising approach, often leading to notable performance gains. Yet, how to effectively cluster, especially on a large-scale (i.e. million-level or above) dataset, remains an open question. A key challenge lies in the complex variations of cluster patterns, which make it difficult for conventional clustering methods to meet the needed accuracy. This work explores a novel approach, namely, learning to cluster instead of relying on hand-crafted criteria. Specifically, we propose a framework based on graph convolutional network, which combines a detection and a segmentation module to pinpoint face clusters. Experiments show that our method yields significantly more accurate face clusters, which, as a result, also lead to further performance gain in face recognition.
11.4CVJan 5, 2018
Accelerated Training for Massive Classification via Dynamic Class SelectionXingcheng Zhang, Lei Yang, Junjie Yan et al.
Massive classification, a classification task defined over a vast number of classes (hundreds of thousands or even millions), has become an essential part of many real-world systems, such as face recognition. Existing methods, including the deep networks that achieved remarkable success in recent years, were mostly devised for problems with a moderate number of classes. They would meet with substantial difficulties, e.g. excessive memory demand and computational cost, when applied to massive problems. We present a new method to tackle this problem. This method can efficiently and accurately identify a small number of "active classes" for each mini-batch, based on a set of dynamic class hierarchies constructed on the fly. We also develop an adaptive allocation scheme thereon, which leads to a better tradeoff between performance and cost. On several large-scale benchmarks, our method significantly reduces the training cost and memory demand, while maintaining competitive performance.