Avinash Sharma

CV
h-index15
20papers
937citations
Novelty56%
AI Score31

20 Papers

11.2CVMay 24, 2022
SHARP: Shape-Aware Reconstruction of People in Loose Clothing

Sai Sagar Jinka, Astitva Srivastava, Chandradeep Pokhariya et al.

Recent advancements in deep learning have enabled 3D human body reconstruction from a monocular image, which has broad applications in multiple domains. In this paper, we propose SHARP (SHape Aware Reconstruction of People in loose clothing), a novel end-to-end trainable network that accurately recovers the 3D geometry and appearance of humans in loose clothing from a monocular image. SHARP uses a sparse and efficient fusion strategy to combine parametric body prior with a non-parametric 2D representation of clothed humans. The parametric body prior enforces geometrical consistency on the body shape and pose, while the non-parametric representation models loose clothing and handle self-occlusions as well. We also leverage the sparseness of the non-parametric representation for faster training of our network while using losses on 2D maps. Another key contribution is 3DHumans, our new life-like dataset of 3D human body scans with rich geometrical and textural details. We evaluate SHARP on 3DHumans and other publicly available datasets and show superior qualitative and quantitative performance than existing state-of-the-art methods.

14.6LGAug 7, 2022
N2NSkip: Learning Highly Sparse Networks using Neuron-to-Neuron Skip Connections

Arvind Subramaniam, Avinash Sharma

The over-parametrized nature of Deep Neural Networks leads to considerable hindrances during deployment on low-end devices with time and space constraints. Network pruning strategies that sparsify DNNs using iterative prune-train schemes are often computationally expensive. As a result, techniques that prune at initialization, prior to training, have become increasingly popular. In this work, we propose neuron-to-neuron skip connections, which act as sparse weighted skip connections, to enhance the overall connectivity of pruned DNNs. Following a preliminary pruning step, N2NSkip connections are randomly added between individual neurons/channels of the pruned network, while maintaining the overall sparsity of the network. We demonstrate that introducing N2NSkip connections in pruned networks enables significantly superior performance, especially at high sparsity levels, as compared to pruned networks without N2NSkip connections. Additionally, we present a heat diffusion-based connectivity analysis to quantitatively determine the connectivity of the pruned network with respect to the reference network. We evaluate the efficacy of our approach on two different preliminary pruning methods which prune at initialization, and consistently obtain superior performance by exploiting the enhanced connectivity resulting from N2NSkip connections.

8.1CVAug 27, 2022
xCloth: Extracting Template-free Textured 3D Clothes from a Monocular Image

Astitva Srivastava, Chandradeep Pokhariya, Sai Sagar Jinka et al.

Existing approaches for 3D garment reconstruction either assume a predefined template for the garment geometry (restricting them to fixed clothing styles) or yield vertex colored meshes (lacking high-frequency textural details). Our novel framework co-learns geometric and semantic information of garment surface from the input monocular image for template-free textured 3D garment digitization. More specifically, we propose to extend PeeledHuman representation to predict the pixel-aligned, layered depth and semantic maps to extract 3D garments. The layered representation is further exploited to UV parametrize the arbitrary surface of the extracted garment without any human intervention to form a UV atlas. The texture is then imparted on the UV atlas in a hybrid fashion by first projecting pixels from the input image to UV space for the visible region, followed by inpainting the occluded regions. Thus, we are able to digitize arbitrarily loose clothing styles while retaining high-frequency textural details from a monocular image. We achieve high-fidelity 3D garment reconstruction results on three publicly available datasets and generalization on internet images.

5.8CVJul 6
ICME 2026 Grand Challenge on Cross-Scenario Defect Detection and Fine-Grained Severity Grading for High-Precision Manufacturing

Wei Sun, Weixia Zhang, Linhan Cao et al.

This paper presents the IEEE International Conference on Multimedia and Expo (ICME) 2026 Grand Challenge on Cross-Scenario Defect Detection and Fine-Grained Severity Grading for High-Precision Manufacturing. The challenge is motivated by two key limitations of existing industrial defect inspection systems: (1) current deep learning-based methods often suffer significant performance degradation when deployed in unseen production scenarios, and (2) most benchmarks neglect severity-aware assessment, which is critical for risk control and yield optimization. To address these limitations, we design two complementary tracks: Track 1 (Cross-Scenario Defect Detection) targets accurate defect detection, localization, and classification across diverse unseen production environments; Track 2 (Fine-Grained Severity Grading) requires assigning each detected defect an industry-standard severity level, including Acceptable, Marginal NG, NG, and Gross NG. We construct a large-scale industrial dataset of high-resolution microscopic images spanning seven representative defect categories, comprising over 3,800 images with pixel-level instance annotations for Track 1 and over 2,600 images with severity-grade labels for Track 2. The challenge attracted 86 registered participants with 130 submissions; during the final testing phase, 21 teams submitted results and 12 teams provided models with technical reports. The resulting benchmark, together with the diverse and effective solutions contributed by participating teams, sets a new standard for industrial defect analysis research.

1.4CVOct 23, 2022
Facial De-occlusion Network for Virtual Telepresence Systems

Surabhi Gupta, Ashwath Shetty, Avinash Sharma

To see what is not in the image is one of the broader missions of computer vision. Technology to inpaint images has made significant progress with the coming of deep learning. This paper proposes a method to tackle occlusion specific to human faces. Virtual presence is a promising direction in communication and recreation for the future. However, Virtual Reality (VR) headsets occlude a significant portion of the face, hindering the photo-realistic appearance of the face in the virtual world. State-of-the-art image inpainting methods for de-occluding the eye region does not give usable results. To this end, we propose a working solution that gives usable results to tackle this problem enabling the use of the real-time photo-realistic de-occluded face of the user in VR settings.

16.1CVDec 4, 2023
MANUS: Markerless Grasp Capture using Articulated 3D Gaussians

Chandradeep Pokhariya, Ishaan N Shah, Angela Xing et al.

Understanding how we grasp objects with our hands has important applications in areas like robotics and mixed reality. However, this challenging problem requires accurate modeling of the contact between hands and objects. To capture grasps, existing methods use skeletons, meshes, or parametric models that does not represent hand shape accurately resulting in inaccurate contacts. We present MANUS, a method for Markerless Hand-Object Grasp Capture using Articulated 3D Gaussians. We build a novel articulated 3D Gaussians representation that extends 3D Gaussian splatting for high-fidelity representation of articulating hands. Since our representation uses Gaussian primitives, it enables us to efficiently and accurately estimate contacts between the hand and the object. For the most accurate results, our method requires tens of camera views that current datasets do not provide. We therefore build MANUS-Grasps, a new dataset that contains hand-object grasps viewed from 50+ cameras across 30+ scenes, 3 subjects, and comprising over 7M frames. In addition to extensive qualitative results, we also show that our method outperforms others on a quantitative contact evaluation method that uses paint transfer from the object to the hand.

3.7CVJan 6, 2024
Dress-Me-Up: A Dataset & Method for Self-Supervised 3D Garment Retargeting

Shanthika Naik, Kunwar Singh, Astitva Srivastava et al.

We propose a novel self-supervised framework for retargeting non-parameterized 3D garments onto 3D human avatars of arbitrary shapes and poses, enabling 3D virtual try-on (VTON). Existing self-supervised 3D retargeting methods only support parametric and canonical garments, which can only be draped over parametric body, e.g. SMPL. To facilitate the non-parametric garments and body, we propose a novel method that introduces Isomap Embedding based correspondences matching between the garment and the human body to get a coarse alignment between the two meshes. We perform neural refinement of the coarse alignment in a self-supervised setting. Further, we leverage a Laplacian detail integration method for preserving the inherent details of the input garment. For evaluating our 3D non-parametric garment retargeting framework, we propose a dataset of 255 real-world garments with realistic noise and topological deformations. The dataset contains $44$ unique garments worn by 15 different subjects in 5 distinctive poses, captured using a multi-view RGBD capture setup. We show superior retargeting quality on non-parametric garments and human avatars over existing state-of-the-art methods, acting as the first-ever baseline on the proposed dataset for non-parametric 3D garment retargeting.

2.6CVJan 7, 2022Code
Deep Generative Framework for Interactive 3D Terrain Authoring and Manipulation

Shanthika Naik, Aryamaan Jain, Avinash Sharma et al.

Automated generation and (user) authoring of the realistic virtual terrain is most sought for by the multimedia applications like VR models and gaming. The most common representation adopted for terrain is Digital Elevation Model (DEM). Existing terrain authoring and modeling techniques have addressed some of these and can be broadly categorized as: procedural modeling, simulation method, and example-based methods. In this paper, we propose a novel realistic terrain authoring framework powered by a combination of VAE and generative conditional GAN model. Our framework is an example-based method that attempts to overcome the limitations of existing methods by learning a latent space from a real-world terrain dataset. This latent space allows us to generate multiple variants of terrain from a single input as well as interpolate between terrains while keeping the generated terrains close to real-world data distribution. We also developed an interactive tool, that lets the user generate diverse terrains with minimalist inputs. We perform thorough qualitative and quantitative analysis and provide comparisons with other SOTA methods. We intend to release our code/tool to the academic community.

2.6CVDec 2, 2021
Attention based Occlusion Removal for Hybrid Telepresence Systems

Surabhi Gupta, Ashwath Shetty, Avinash Sharma

Traditionally, video conferencing is a widely adopted solution for telecommunication, but a lack of immersiveness comes inherently due to the 2D nature of facial representation. The integration of Virtual Reality (VR) in a communication/telepresence system through Head Mounted Displays (HMDs) promises to provide users a much better immersive experience. However, HMDs cause hindrance by blocking the facial appearance and expressions of the user. To overcome these issues, we propose a novel attention-enabled encoder-decoder architecture for HMD de-occlusion. We also propose to train our person-specific model using short videos (1-2 minutes) of the user, captured in varying appearances, and demonstrated generalization to unseen poses and appearances of the user. We report superior qualitative and quantitative results over state-of-the-art methods. We also present applications of this approach to hybrid video teleconferencing using existing animation and 3D face reconstruction pipelines.

8.7CVNov 30, 2021
Robust 3D Garment Digitization from Monocular 2D Images for 3D Virtual Try-On Systems

Sahib Majithia, Sandeep N. Parameswaran, Sadbhavana Babar et al.

In this paper, we develop a robust 3D garment digitization solution that can generalize well on real-world fashion catalog images with cloth texture occlusions and large body pose variations. We assumed fixed topology parametric template mesh models for known types of garments (e.g., T-shirts, Trousers) and perform mapping of high-quality texture from an input catalog image to UV map panels corresponding to the parametric mesh model of the garment. We achieve this by first predicting a sparse set of 2D landmarks on the boundary of the garments. Subsequently, we use these landmarks to perform Thin-Plate-Spline-based texture transfer on UV map panels. Subsequently, we employ a deep texture inpainting network to fill the large holes (due to view variations & self-occlusions) in TPS output to generate consistent UV maps. Furthermore, to train the supervised deep networks for landmark prediction & texture inpainting tasks, we generated a large set of synthetic data with varying texture and lighting imaged from various views with the human present in a wide variety of poses. Additionally, we manually annotated a small set of fashion catalog images crawled from online fashion e-commerce platforms to finetune. We conduct thorough empirical evaluations and show impressive qualitative results of our proposed 3D garment texture solution on fashion catalog images. Such 3D garment digitization helps us solve the challenging task of enabling 3D Virtual Try-on.

3.7CVJun 21, 2021
3D Shape Registration Using Spectral Graph Embedding and Probabilistic Matching

Avinash Sharma, Radu Horaud, Diana Mateus

We address the problem of 3D shape registration and we propose a novel technique based on spectral graph theory and probabilistic matching. The task of 3D shape analysis involves tracking, recognition, registration, etc. Analyzing 3D data in a single framework is still a challenging task considering the large variability of the data gathered with different acquisition devices. 3D shape registration is one such challenging shape analysis task. The main contribution of this chapter is to extend the spectral graph matching methods to very large graphs by combining spectral graph matching with Laplacian embedding. Since the embedded representation of a graph is obtained by dimensionality reduction we claim that the existing spectral-based methods are not easily applicable. We discuss solutions for the exact and inexact graph isomorphism problems and recall the main spectral properties of the combinatorial graph Laplacian; We provide a novel analysis of the commute-time embedding that allows us to interpret the latter in terms of the PCA of a graph, and to select the appropriate dimension of the associated embedded metric space; We derive a unit hyper-sphere normalization for the commute-time embedding that allows us to register two shapes with different samplings; We propose a novel method to find the eigenvalue-eigenvector ordering and the eigenvector signs using the eigensignature (histogram) which is invariant to the isometric shape deformations and fits well in the spectral graph matching framework, and we present a probabilistic shape matching formulation using an expectation maximization point registration algorithm which alternates between aligning the eigenbases and finding a vertex-to-vertex assignment.

4.7CVJun 9, 2021
Reconstruction of People in Loose Clothing

Sai Sagar Jinka, Rohan Chacko, Astitva Srivastava et al.

3D human body reconstruction from monocular images is an interesting and ill-posed problem in computer vision with wider applications in multiple domains. In this paper, we propose SHARP, a novel end-to-end trainable network that accurately recovers the detailed geometry and appearance of 3D people in loose clothing from a monocular image. We propose a sparse and efficient fusion of a parametric body prior with a non-parametric peeled depth map representation of clothed models. The parametric body prior constraints our model in two ways: first, the network retains geometrically consistent body parts that are not occluded by clothing, and second, it provides a body shape context that improves prediction of the peeled depth maps. This enables SHARP to recover fine-grained 3D geometrical details with just L1 losses on the 2D maps, given an input image. We evaluate SHARP on publicly available Cloth3D and THuman datasets and report superior performance to state-of-the-art approaches.

9.6CVDec 19, 2020
GlocalNet: Class-aware Long-term Human Motion Synthesis

Neeraj Battan, Yudhik Agrawal, Veeravalli Saisooryarao et al.

Synthesis of long-term human motion skeleton sequences is essential to aid human-centric video generation with potential applications in Augmented Reality, 3D character animations, pedestrian trajectory prediction, etc. Long-term human motion synthesis is a challenging task due to multiple factors like, long-term temporal dependencies among poses, cyclic repetition across poses, bi-directional and multi-scale dependencies among poses, variable speed of actions, and a large as well as partially overlapping space of temporal pose variations across multiple class/types of human activities. This paper aims to address these challenges to synthesize a long-term (> 6000 ms) human motion trajectory across a large variety of human activity classes (>50). We propose a two-stage activity generation method to achieve this goal, where the first stage deals with learning the long-term global pose dependencies in activity sequences by learning to synthesize a sparse motion trajectory while the second stage addresses the generation of dense motion trajectories taking the output of the first stage. We demonstrate the superiority of the proposed method over SOTA methods using various quantitative evaluation metrics on publicly available datasets.

5.2IVOct 4, 2020Code
AFN: Attentional Feedback Network based 3D Terrain Super-Resolution

Ashish Kubade, Diptiben Patel, Avinash Sharma et al.

Terrain, representing features of an earth surface, plays a crucial role in many applications such as simulations, route planning, analysis of surface dynamics, computer graphics-based games, entertainment, films, to name a few. With recent advancements in digital technology, these applications demand the presence of high-resolution details in the terrain. In this paper, we propose a novel fully convolutional neural network-based super-resolution architecture to increase the resolution of low-resolution Digital Elevation Model (LRDEM) with the help of information extracted from the corresponding aerial image as a complementary modality. We perform the super-resolution of LRDEM using an attention-based feedback mechanism named 'Attentional Feedback Network' (AFN), which selectively fuses the information from LRDEM and aerial image to enhance and infuse the high-frequency features and to produce the terrain realistically. We compare the proposed architecture with existing state-of-the-art DEM super-resolution methods and show that the proposed architecture outperforms enhancing the resolution of input LRDEM accurately and in a realistic manner.

3.7IVJul 3, 2020
Feedback Neural Network based Super-resolution of DEM for generating high fidelity features

Ashish Kubade, Avinash Sharma, K S Rajan

High resolution Digital Elevation Models(DEMs) are an important requirement for many applications like modelling water flow, landslides, avalanches etc. Yet publicly available DEMs have low resolution for most parts of the world. Despite tremendous success in image super resolution task using deep learning solutions, there are very few works that have used these powerful systems on DEMs to generate HRDEMs. Motivated from feedback neural networks, we propose a novel neural network architecture that learns to add high frequency details iteratively to low resolution DEM, turning it into a high resolution DEM without compromising its fidelity. Our experiments confirm that without any additional modality such as aerial images(RGB), our network DSRFB achieves RMSEs of 0.59 to 1.27 across 4 different datasets.

8.5CVFeb 27, 2020
Action Quality Assessment using Siamese Network-Based Deep Metric Learning

Hiteshi Jain, Gaurav Harit, Avinash Sharma

Automated vision-based score estimation models can be used as an alternate opinion to avoid judgment bias. In the past works the score estimation models were learned by regressing the video representations to the ground truth score provided by the judges. However such regression-based solutions lack interpretability in terms of giving reasons for the awarded score. One solution to make the scores more explicable is to compare the given action video with a reference video. This would capture the temporal variations w.r.t. the reference video and map those variations to the final score. In this work, we propose a new action scoring system as a two-phase system: (1) A Deep Metric Learning Module that learns similarity between any two action videos based on their ground truth scores given by the judges; (2) A Score Estimation Module that uses the first module to find the resemblance of a video to a reference video in order to give the assessment score. The proposed scoring model has been tested for Olympics Diving and Gymnastic vaults and the model outperforms the existing state-of-the-art scoring models.

7.9CVFeb 16, 2020
PeeledHuman: Robust Shape Representation for Textured 3D Human Body Reconstruction

Sai Sagar Jinka, Rohan Chacko, Avinash Sharma et al.

We introduce PeeledHuman - a novel shape representation of the human body that is robust to self-occlusions. PeeledHuman encodes the human body as a set of Peeled Depth and RGB maps in 2D, obtained by performing ray-tracing on the 3D body model and extending each ray beyond its first intersection. This formulation allows us to handle self-occlusions efficiently compared to other representations. Given a monocular RGB image, we learn these Peeled maps in an end-to-end generative adversarial fashion using our novel framework - PeelGAN. We train PeelGAN using a 3D Chamfer loss and other 2D losses to generate multiple depth values per-pixel and a corresponding RGB field per-vertex in a dual-branch setup. In our simple non-parametric solution, the generated Peeled Depth maps are back-projected to 3D space to obtain a complete textured 3D shape. The corresponding RGB maps provide vertex-level texture details. We compare our method with current parametric and non-parametric methods in 3D reconstruction and find that we achieve state-of-the-art-results. We demonstrate the effectiveness of our representation on publicly available BUFF and MonoPerfCap datasets as well as loose clothing data collected by our calibrated multi-Kinect setup.

8.5CVAug 19, 2019
HumanMeshNet: Polygonal Mesh Recovery of Humans

Abbhinav Venkat, Chaitanya Patel, Yudhik Agrawal et al.

3D Human Body Reconstruction from a monocular image is an important problem in computer vision with applications in virtual and augmented reality platforms, animation industry, en-commerce domain, etc. While several of the existing works formulate it as a volumetric or parametric learning with complex and indirect reliance on re-projections of the mesh, we would like to focus on implicitly learning the mesh representation. To that end, we propose a novel model, HumanMeshNet, that regresses a template mesh's vertices, as well as receives a regularization by the 3D skeletal locations in a multi-branch, multi-task setup. The image to mesh vertex regression is further regularized by the neighborhood constraint imposed by mesh topology ensuring smooth surface reconstruction. The proposed paradigm can theoretically learn local surface deformations induced by body shape variations and can therefore learn high-resolution meshes going ahead. We show comparable performance with SoA (in terms of surface and joint error) with far lesser computational complexity, modeling cost and therefore real-time reconstructions on three publicly available datasets. We also show the generalizability of the proposed paradigm for a similar task of predicting hand mesh models. Given these initial results, we would like to exploit the mesh topology in an explicit manner going ahead.

2.6CVAug 15, 2019
DeepHuMS: Deep Human Motion Signature for 3D Skeletal Sequences

Neeraj Battan, Abbhinav Venkat, Avinash Sharma

3D Human Motion Indexing and Retrieval is an interesting problem due to the rise of several data-driven applications aimed at analyzing and/or re-utilizing 3D human skeletal data, such as data-driven animation, analysis of sports bio-mechanics, human surveillance etc. Spatio-temporal articulations of humans, noisy/missing data, different speeds of the same motion etc. make it challenging and several of the existing state of the art methods use hand-craft features along with optimization based or histogram based comparison in order to perform retrieval. Further, they demonstrate it only for very small datasets and few classes. We make a case for using a learned representation that should recognize the motion as well as enforce a discriminative ranking. To that end, we propose, a 3D human motion descriptor learned using a deep network. Our learned embedding is generalizable and applicable to real-world data - addressing the aforementioned challenges and further enables sub-motion searching in its embedding space using another network. Our model exploits the inter-class similarity using trajectory cues, and performs far superior in a self-supervised setting. State of the art results on all these fronts is shown on two large scale 3D human motion datasets - NTU RGB+D and HDM05.

7.3CVSep 18, 2018
Deep Textured 3D Reconstruction of Human Bodies

Abbhinav Venkat, Sai Sagar Jinka, Avinash Sharma

Recovering textured 3D models of non-rigid human body shapes is challenging due to self-occlusions caused by complex body poses and shapes, clothing obstructions, lack of surface texture, background clutter, sparse set of cameras with non-overlapping fields of view, etc. Further, a calibration-free environment adds additional complexity to both - reconstruction and texture recovery. In this paper, we propose a deep learning based solution for textured 3D reconstruction of human body shapes from a single view RGB image. This is achieved by first recovering the volumetric grid of the non-rigid human body given a single view RGB image followed by orthographic texture view synthesis using the respective depth projection of the reconstructed (volumetric) shape and input RGB image. We propose to co-learn the depth information readily available with affordable RGBD sensors (e.g., Kinect) while showing multiple views of the same object during the training phase. We show superior reconstruction performance in terms of quantitative and qualitative results, on both, publicly available datasets (by simulating the depth channel with virtual Kinect) as well as real RGBD data collected with our calibrated multi Kinect setup.