Aayush Prakash

CV
h-index12
13papers
1,755citations
Novelty63%
AI Score48

13 Papers

CVApr 24, 2023
Towards Realistic Generative 3D Face Models

Aashish Rai, Hiresh Gupta, Ayush Pandey et al.

In recent years, there has been significant progress in 2D generative face models fueled by applications such as animation, synthetic data generation, and digital avatars. However, due to the absence of 3D information, these 2D models often struggle to accurately disentangle facial attributes like pose, expression, and illumination, limiting their editing capabilities. To address this limitation, this paper proposes a 3D controllable generative face model to produce high-quality albedo and precise 3D shape leveraging existing 2D generative models. By combining 2D face generative models with semantic face manipulation, this method enables editing of detailed 3D rendered faces. The proposed framework utilizes an alternating descent optimization approach over shape and albedo. Differentiable rendering is used to train high-quality shapes and albedo without 3D supervision. Moreover, this approach outperforms the state-of-the-art (SOTA) methods in the well-known NoW benchmark for shape reconstruction. It also outperforms the SOTA reconstruction models in recovering rendered faces' identities across novel poses by an average of 10%. Additionally, the paper demonstrates direct control of expressions in 3D faces by exploiting latent space leading to text-based editing of 3D faces.

CVAug 30, 2022
Controllable 3D Generative Adversarial Face Model via Disentangling Shape and Appearance

Fariborz Taherkhani, Aashish Rai, Quankai Gao et al.

3D face modeling has been an active area of research in computer vision and computer graphics, fueling applications ranging from facial expression transfer in virtual avatars to synthetic data generation. Existing 3D deep learning generative models (e.g., VAE, GANs) allow generating compact face representations (both shape and texture) that can model non-linearities in the shape and appearance space (e.g., scatter effects, specularities, etc.). However, they lack the capability to control the generation of subtle expressions. This paper proposes a new 3D face generative model that can decouple identity and expression and provides granular control over expressions. In particular, we propose using a pair of supervised auto-encoder and generative adversarial networks to produce high-quality 3D faces, both in terms of appearance and shape. Experimental results in the generation of 3D faces learned with holistic expression labels, or Action Unit labels, show how we can decouple identity and expression; gaining fine-control over expressions while preserving identity.

CVJul 17, 2024
Generalizable Human Gaussians for Sparse View Synthesis

Youngjoong Kwon, Baole Fang, Yixing Lu et al.

Recent progress in neural rendering has brought forth pioneering methods, such as NeRF and Gaussian Splatting, which revolutionize view rendering across various domains like AR/VR, gaming, and content creation. While these methods excel at interpolating {\em within the training data}, the challenge of generalizing to new scenes and objects from very sparse views persists. Specifically, modeling 3D humans from sparse views presents formidable hurdles due to the inherent complexity of human geometry, resulting in inaccurate reconstructions of geometry and textures. To tackle this challenge, this paper leverages recent advancements in Gaussian Splatting and introduces a new method to learn generalizable human Gaussians that allows photorealistic and accurate view-rendering of a new human subject from a limited set of sparse views in a feed-forward manner. A pivotal innovation of our approach involves reformulating the learning of 3D Gaussian parameters into a regression process defined on the 2D UV space of a human template, which allows leveraging the strong geometry prior and the advantages of 2D convolutions. In addition, a multi-scaffold is proposed to effectively represent the offset details. Our method outperforms recent methods on both within-dataset generalization as well as cross-dataset generalization settings.

CVSep 6, 2022
Unpaired Image Translation via Vector Symbolic Architectures

Justin Theiss, Jay Leverett, Daeil Kim et al.

Image-to-image translation has played an important role in enabling synthetic data for computer vision. However, if the source and target domains have a large semantic mismatch, existing techniques often suffer from source content corruption aka semantic flipping. To address this problem, we propose a new paradigm for image-to-image translation using Vector Symbolic Architectures (VSA), a theoretical framework which defines algebraic operations in a high-dimensional vector (hypervector) space. We introduce VSA-based constraints on adversarial learning for source-to-target translations by learning a hypervector mapping that inverts the translation to ensure consistency with source content. We show both qualitatively and quantitatively that our method improves over other state-of-the-art techniques.

CVFeb 26
PackUV: Packed Gaussian UV Maps for 4D Volumetric Video

Aashish Rai, Angela Xing, Anushka Agarwal et al.

Volumetric videos offer immersive 4D experiences, but remain difficult to reconstruct, store, and stream at scale. Existing Gaussian Splatting based methods achieve high-quality reconstruction but break down on long sequences, temporal inconsistency, and fail under large motions and disocclusions. Moreover, their outputs are typically incompatible with conventional video coding pipelines, preventing practical applications. We introduce PackUV, a novel 4D Gaussian representation that maps all Gaussian attributes into a sequence of structured, multi-scale UV atlas, enabling compact, image-native storage. To fit this representation from multi-view videos, we propose PackUV-GS, a temporally consistent fitting method that directly optimizes Gaussian parameters in the UV domain. A flow-guided Gaussian labeling and video keyframing module identifies dynamic Gaussians, stabilizes static regions, and preserves temporal coherence even under large motions and disocclusions. The resulting UV atlas format is the first unified volumetric video representation compatible with standard video codecs (e.g., FFV1) without losing quality, enabling efficient streaming within existing multimedia infrastructure. To evaluate long-duration volumetric capture, we present PackUV-2B, the largest multi-view video dataset to date, featuring more than 50 synchronized cameras, substantial motion, and frequent disocclusions across 100 sequences and 2B (billion) frames. Extensive experiments demonstrate that our method surpasses existing baselines in rendering fidelity while scaling to sequences up to 30 minutes with consistent quality.

CVOct 19, 2021Code
Self-Supervised Object Detection via Generative Image Synthesis

Siva Karthik Mustikovela, Shalini De Mello, Aayush Prakash et al.

We present SSOD, the first end-to-end analysis-by synthesis framework with controllable GANs for the task of self-supervised object detection. We use collections of real world images without bounding box annotations to learn to synthesize and detect objects. We leverage controllable GANs to synthesize images with pre-defined object properties and use them to train object detectors. We propose a tight end-to-end coupling of the synthesis and detection networks to optimally train our system. Finally, we also propose a method to optimally adapt SSOD to an intended target data without requiring labels for it. For the task of car detection, on the challenging KITTI and Cityscapes datasets, we show that SSOD outperforms the prior state-of-the-art purely image-based self-supervised object detection method Wetectron. Even without requiring any 3D CAD assets, it also surpasses the state-of-the-art rendering based method Meta-Sim2. Our work advances the field of self-supervised object detection by introducing a successful new paradigm of using controllable GAN-based image synthesis for it and by significantly improving the baseline accuracy of the task. We open-source our code at https://github.com/NVlabs/SSOD.

CVFeb 3, 2025
UVGS: Reimagining Unstructured 3D Gaussian Splatting using UV Mapping

Aashish Rai, Dilin Wang, Mihir Jain et al.

3D Gaussian Splatting (3DGS) has demonstrated superior quality in modeling 3D objects and scenes. However, generating 3DGS remains challenging due to their discrete, unstructured, and permutation-invariant nature. In this work, we present a simple yet effective method to overcome these challenges. We utilize spherical mapping to transform 3DGS into a structured 2D representation, termed UVGS. UVGS can be viewed as multi-channel images, with feature dimensions as a concatenation of Gaussian attributes such as position, scale, color, opacity, and rotation. We further find that these heterogeneous features can be compressed into a lower-dimensional (e.g., 3-channel) shared feature space using a carefully designed multi-branch network. The compressed UVGS can be treated as typical RGB images. Remarkably, we discover that typical VAEs trained with latent diffusion models can directly generalize to this new representation without additional training. Our novel representation makes it effortless to leverage foundational 2D models, such as diffusion models, to directly model 3DGS. Additionally, one can simply increase the 2D UV resolution to accommodate more Gaussians, making UVGS a scalable solution compared to typical 3D backbones. This approach immediately unlocks various novel generation applications of 3DGS by inherently utilizing the already developed superior 2D generation capabilities. In our experiments, we demonstrate various unconditional, conditional generation, and inpainting applications of 3DGS based on diffusion models, which were previously non-trivial.

CVApr 10, 2025
InteractAvatar: Modeling Hand-Face Interaction in Photorealistic Avatars with Deformable Gaussians

Kefan Chen, Sergiu Oprea, Justin Theiss et al.

With the rising interest from the community in digital avatars coupled with the importance of expressions and gestures in communication, modeling natural avatar behavior remains an important challenge across many industries such as teleconferencing, gaming, and AR/VR. Human hands are the primary tool for interacting with the environment and essential for realistic human behavior modeling, yet existing 3D hand and head avatar models often overlook the crucial aspect of hand-body interactions, such as between hand and face. We present InteracttAvatar, the first model to faithfully capture the photorealistic appearance of dynamic hand and non-rigid hand-face interactions. Our novel Dynamic Gaussian Hand model, combining template model and 3D Gaussian Splatting as well as a dynamic refinement module, captures pose-dependent change, e.g. the fine wrinkles and complex shadows that occur during articulation. Importantly, our hand-face interaction module models the subtle geometry and appearance dynamics that underlie common gestures. Through experiments of novel view synthesis, self reenactment and cross-identity reenactment, we demonstrate that InteracttAvatar can reconstruct hand and hand-face interactions from monocular or multiview videos with high-fidelity details and be animated with novel poses.

CVDec 4, 2024
Multi-view Image Diffusion via Coordinate Noise and Fourier Attention

Justin Theiss, Norman Müller, Daeil Kim et al.

Recently, text-to-image generation with diffusion models has made significant advancements in both higher fidelity and generalization capabilities compared to previous baselines. However, generating holistic multi-view consistent images from prompts still remains an important and challenging task. To address this challenge, we propose a diffusion process that attends to time-dependent spatial frequencies of features with a novel attention mechanism as well as novel noise initialization technique and cross-attention loss. This Fourier-based attention block focuses on features from non-overlapping regions of the generated scene in order to better align the global appearance. Our noise initialization technique incorporates shared noise and low spatial frequency information derived from pixel coordinates and depth maps to induce noise correlations across views. The cross-attention loss further aligns features sharing the same prompt across the scene. Our technique improves SOTA on several quantitative metrics with qualitatively better results when compared to other state-of-the-art approaches for multi-view consistency.

CVNov 30, 2020
Self-Supervised Real-to-Sim Scene Generation

Aayush Prakash, Shoubhik Debnath, Jean-Francois Lafleche et al.

Synthetic data is emerging as a promising solution to the scalability issue of supervised deep learning, especially when real data are difficult to acquire or hard to annotate. Synthetic data generation, however, can itself be prohibitively expensive when domain experts have to manually and painstakingly oversee the process. Moreover, neural networks trained on synthetic data often do not perform well on real data because of the domain gap. To solve these challenges, we propose Sim2SG, a self-supervised automatic scene generation technique for matching the distribution of real data. Importantly, Sim2SG does not require supervision from the real-world dataset, thus making it applicable in situations for which such annotations are difficult to obtain. Sim2SG is designed to bridge both the content and appearance gaps, by matching the content of real data, and by matching the features in the source and target domains. We select scene graph (SG) generation as the downstream task, due to the limited availability of labeled datasets. Experiments demonstrate significant improvements over leading baselines in reducing the domain gap both qualitatively and quantitatively, on several synthetic datasets as well as the real-world KITTI dataset.

CVApr 25, 2019
Meta-Sim: Learning to Generate Synthetic Datasets

Amlan Kar, Aayush Prakash, Ming-Yu Liu et al.

Training models to high-end performance requires availability of large labeled datasets, which are expensive to get. The goal of our work is to automatically synthesize labeled datasets that are relevant for a downstream task. We propose Meta-Sim, which learns a generative model of synthetic scenes, and obtain images as well as its corresponding ground-truth via a graphics engine. We parametrize our dataset generator with a neural network, which learns to modify attributes of scene graphs obtained from probabilistic scene grammars, so as to minimize the distribution gap between its rendered outputs and target data. If the real dataset comes with a small labeled validation set, we additionally aim to optimize a meta-objective, i.e. downstream task performance. Experiments show that the proposed method can greatly improve content generation quality over a human-engineered probabilistic scene grammar, both qualitatively and quantitatively as measured by performance on a downstream task.

CVOct 23, 2018
Structured Domain Randomization: Bridging the Reality Gap by Context-Aware Synthetic Data

Aayush Prakash, Shaad Boochoon, Mark Brophy et al.

We present structured domain randomization (SDR), a variant of domain randomization (DR) that takes into account the structure and context of the scene. In contrast to DR, which places objects and distractors randomly according to a uniform probability distribution, SDR places objects and distractors randomly according to probability distributions that arise from the specific problem at hand. In this manner, SDR-generated imagery enables the neural network to take the context around an object into consideration during detection. We demonstrate the power of SDR for the problem of 2D bounding box car detection, achieving competitive results on real data after training only on synthetic data. On the KITTI easy, moderate, and hard tasks, we show that SDR outperforms other approaches to generating synthetic data (VKITTI, Sim 200k, or DR), as well as real data collected in a different domain (BDD100K). Moreover, synthetic SDR data combined with real KITTI data outperforms real KITTI data alone.

CVApr 18, 2018
Training Deep Networks with Synthetic Data: Bridging the Reality Gap by Domain Randomization

Jonathan Tremblay, Aayush Prakash, David Acuna et al.

We present a system for training deep neural networks for object detection using synthetic images. To handle the variability in real-world data, the system relies upon the technique of domain randomization, in which the parameters of the simulator$-$such as lighting, pose, object textures, etc.$-$are randomized in non-realistic ways to force the neural network to learn the essential features of the object of interest. We explore the importance of these parameters, showing that it is possible to produce a network with compelling performance using only non-artistically-generated synthetic data. With additional fine-tuning on real data, the network yields better performance than using real data alone. This result opens up the possibility of using inexpensive synthetic data for training neural networks while avoiding the need to collect large amounts of hand-annotated real-world data or to generate high-fidelity synthetic worlds$-$both of which remain bottlenecks for many applications. The approach is evaluated on bounding box detection of cars on the KITTI dataset.