CVMar 29, 2022
Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain GenerationYifeng Jiang, Yuting Ye, Deepak Gopinath et al. · eth-zurich
Real-time human motion reconstruction from a sparse set of (e.g. six) wearable IMUs provides a non-intrusive and economic approach to motion capture. Without the ability to acquire position information directly from IMUs, recent works took data-driven approaches that utilize large human motion datasets to tackle this under-determined problem. Still, challenges remain such as temporal consistency, drifting of global and joint motions, and diverse coverage of motion types on various terrains. We propose a novel method to simultaneously estimate full-body motion and generate plausible visited terrain from only six IMU sensors in real-time. Our method incorporates 1. a conditional Transformer decoder model giving consistent predictions by explicitly reasoning prediction history, 2. a simple yet general learning target named "stationary body points" (SBPs) which can be stably predicted by the Transformer model and utilized by analytical routines to correct joint and global drifting, and 3. an algorithm to generate regularized terrain height maps from noisy SBP predictions which can in turn correct noisy global motion estimation. We evaluate our framework extensively on synthesized and real IMU data, and with real-time live demos, and show superior performance over strong baseline methods.
CVJul 4, 2023
Physics-based Motion Retargeting from Sparse InputsDaniele Reda, Jungdam Won, Yuting Ye et al. · eth-zurich
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.
CVSep 20, 2022
QuestSim: Human Motion Tracking from Sparse Sensors with Simulated AvatarsAlexander Winkler, Jungdam Won, Yuting Ye · eth-zurich
Real-time tracking of human body motion is crucial for interactive and immersive experiences in AR/VR. However, very limited sensor data about the body is available from standalone wearable devices such as HMDs (Head Mounted Devices) or AR glasses. In this work, we present a reinforcement learning framework that takes in sparse signals from an HMD and two controllers, and simulates plausible and physically valid full body motions. Using high quality full body motion as dense supervision during training, a simple policy network can learn to output appropriate torques for the character to balance, walk, and jog, while closely following the input signals. Our results demonstrate surprisingly similar leg motions to ground truth without any observations of the lower body, even when the input is only the 6D transformations of the HMD. We also show that a single policy can be robust to diverse locomotion styles, different body sizes, and novel environments.
CVMar 14, 2023
Learning to Transfer In-Hand Manipulations Using a Greedy Shape CurriculumYunbo Zhang, Alexander Clegg, Sehoon Ha et al. · gatech
In-hand object manipulation is challenging to simulate due to complex contact dynamics, non-repetitive finger gaits, and the need to indirectly control unactuated objects. Further adapting a successful manipulation skill to new objects with different shapes and physical properties is a similarly challenging problem. In this work, we show that natural and robust in-hand manipulation of simple objects in a dynamic simulation can be learned from a high quality motion capture example via deep reinforcement learning with careful designs of the imitation learning problem. We apply our approach on both single-handed and two-handed dexterous manipulations of diverse object shapes and motions. We then demonstrate further adaptation of the example motion to a more complex shape through curriculum learning on intermediate shapes morphed between the source and target object. While a naive curriculum of progressive morphs often falls short, we propose a simple greedy curriculum search algorithm that can successfully apply to a range of objects such as a teapot, bunny, bottle, train, and elephant.
GRJun 9, 2023
QuestEnvSim: Environment-Aware Simulated Motion Tracking from Sparse SensorsSunmin Lee, Sebastian Starke, Yuting Ye et al. · eth-zurich
Replicating a user's pose from only wearable sensors is important for many AR/VR applications. Most existing methods for motion tracking avoid environment interaction apart from foot-floor contact due to their complex dynamics and hard constraints. However, in daily life people regularly interact with their environment, e.g. by sitting on a couch or leaning on a desk. Using Reinforcement Learning, we show that headset and controller pose, if combined with physics simulation and environment observations can generate realistic full-body poses even in highly constrained environments. The physics simulation automatically enforces the various constraints necessary for realistic poses, instead of manually specifying them as in many kinematic approaches. These hard constraints allow us to achieve high-quality interaction motions without typical artifacts such as penetration or contact sliding. We discuss three features, the environment representation, the contact reward and scene randomization, crucial to the performance of the method. We demonstrate the generality of the approach through various examples, such as sitting on chairs, a couch and boxes, stepping over boxes, rocking a chair and turning an office chair. We believe these are some of the highest-quality results achieved for motion tracking from sparse sensor with scene interaction.
GRSep 24, 2023
DROP: Dynamics Responses from Human Motion Prior and Projective DynamicsYifeng Jiang, Jungdam Won, Yuting Ye et al.
Synthesizing realistic human movements, dynamically responsive to the environment, is a long-standing objective in character animation, with applications in computer vision, sports, and healthcare, for motion prediction and data augmentation. Recent kinematics-based generative motion models offer impressive scalability in modeling extensive motion data, albeit without an interface to reason about and interact with physics. While simulator-in-the-loop learning approaches enable highly physically realistic behaviors, the challenges in training often affect scalability and adoption. We introduce DROP, a novel framework for modeling Dynamics Responses of humans using generative mOtion prior and Projective dynamics. DROP can be viewed as a highly stable, minimalist physics-based human simulator that interfaces with a kinematics-based generative motion prior. Utilizing projective dynamics, DROP allows flexible and simple integration of the learned motion prior as one of the projective energies, seamlessly incorporating control provided by the motion prior with Newtonian dynamics. Serving as a model-agnostic plug-in, DROP enables us to fully leverage recent advances in generative motion models for physics-based motion synthesis. We conduct extensive evaluations of our model across different motion tasks and various physical perturbations, demonstrating the scalability and diversity of responses.
GROct 16, 2023
MOCHA: Real-Time Motion Characterization via Context MatchingDeok-Kyeong Jang, Yuting Ye, Jungdam Won et al.
Transforming neutral, characterless input motions to embody the distinct style of a notable character in real time is highly compelling for character animation. This paper introduces MOCHA, a novel online motion characterization framework that transfers both motion styles and body proportions from a target character to an input source motion. MOCHA begins by encoding the input motion into a motion feature that structures the body part topology and captures motion dependencies for effective characterization. Central to our framework is the Neural Context Matcher, which generates a motion feature for the target character with the most similar context to the input motion feature. The conditioned autoregressive model of the Neural Context Matcher can produce temporally coherent character features in each time frame. To generate the final characterized pose, our Characterizer network incorporates the characteristic aspects of the target motion feature into the input motion feature while preserving its context. This is achieved through a transformer model that introduces the adaptive instance normalization and context mapping-based cross-attention, effectively injecting the character feature into the source feature. We validate the performance of our framework through comparisons with prior work and an ablation study. Our framework can easily accommodate various applications, including characterization with only sparse input and real-time characterization. Additionally, we contribute a high-quality motion dataset comprising six different characters performing a range of motions, which can serve as a valuable resource for future research.
CVSep 20, 2024
HMD^2: Environment-aware Motion Generation from Single Egocentric Head-Mounted DeviceVladimir Guzov, Yifeng Jiang, Fangzhou Hong et al.
This paper investigates the generation of realistic full-body human motion using a single head-mounted device with an outward-facing color camera and the ability to perform visual SLAM. To address the ambiguity of this setup, we present HMD^2, a novel system that balances motion reconstruction and generation. From a reconstruction standpoint, it aims to maximally utilize the camera streams to produce both analytical and learned features, including head motion, SLAM point cloud, and image embeddings. On the generative front, HMD^2 employs a multi-modal conditional motion diffusion model with a Transformer backbone to maintain temporal coherence of generated motions, and utilizes autoregressive inpainting to facilitate online motion inference with minimal latency (0.17 seconds). We show that our system provides an effective and robust solution that scales to a diverse dataset of over 200 hours of motion in complex indoor and outdoor environments.
CVSep 26, 2024
EgoLM: Multi-Modal Language Model of Egocentric MotionsFangzhou Hong, Vladimir Guzov, Hyo Jin Kim et al.
As the prevalence of wearable devices, learning egocentric motions becomes essential to develop contextual AI. In this work, we present EgoLM, a versatile framework that tracks and understands egocentric motions from multi-modal inputs, e.g., egocentric videos and motion sensors. EgoLM exploits rich contexts for the disambiguation of egomotion tracking and understanding, which are ill-posed under single modality conditions. To facilitate the versatile and multi-modal framework, our key insight is to model the joint distribution of egocentric motions and natural languages using large language models (LLM). Multi-modal sensor inputs are encoded and projected to the joint latent space of language models, and used to prompt motion generation or text generation for egomotion tracking or understanding, respectively. Extensive experiments on large-scale multi-modal human motion dataset validate the effectiveness of EgoLM as a generalist model for universal egocentric learning.
CVJul 11, 2024
WalkTheDog: Cross-Morphology Motion Alignment via Phase ManifoldsPeizhuo Li, Sebastian Starke, Yuting Ye et al.
We present a new approach for understanding the periodicity structure and semantics of motion datasets, independently of the morphology and skeletal structure of characters. Unlike existing methods using an overly sparse high-dimensional latent, we propose a phase manifold consisting of multiple closed curves, each corresponding to a latent amplitude. With our proposed vector quantized periodic autoencoder, we learn a shared phase manifold for multiple characters, such as a human and a dog, without any supervision. This is achieved by exploiting the discrete structure and a shallow network as bottlenecks, such that semantically similar motions are clustered into the same curve of the manifold, and the motions within the same component are aligned temporally by the phase variable. In combination with an improved motion matching framework, we demonstrate the manifold's capability of timing and semantics alignment in several applications, including motion retrieval, transfer and stylization. Code and pre-trained models for this paper are available at https://peizhuoli.github.io/walkthedog.
CVMar 19
NymeriaPlus: Enriching Nymeria Dataset with Additional Annotations and DataDaniel DeTone, Federica Bogo, Eric-Tuan Le et al.
The Nymeria Dataset, released in 2024, is a large-scale collection of in-the-wild human activities captured with multiple egocentric wearable devices that are spatially localized and temporally synchronized. It provides body-motion ground truth recorded with a motion-capture suit, device trajectories, semi-dense 3D point clouds, and in-context narrations. In this paper, we upgrade Nymeria and introduce NymeriaPlus. NymeriaPlus features: (1) improved human motion in Momentum Human Rig (MHR) and SMPL formats; (2) dense 3D and 2D bounding box annotations for indoor objects and structural elements; (3) instance-level 3D object reconstructions; and (4) additional modalities e.g., basemap recordings, audio, and wristband videos. By consolidating these complementary modalities and annotations into a single, coherent benchmark, NymeriaPlus strengthens Nymeria into a more powerful in-the-wild egocentric dataset. We expect NymeriaPlus to bridge a key gap in existing egocentric resources and to support a broader range of research, including unique explorations of multimodal learning for embodied AI.
LGMay 16, 2022
Ranking hierarchical multi-label classification results with mLPRsYuting Ye, Christine Ho, Ci-Ren Jiang et al.
Hierarchical multi-label classification (HMC) has gained considerable attention in recent decades. A seminal line of HMC research addresses the problem in two stages: first, training individual classifiers for each class, then integrating these classifiers to provide a unified set of classification results across classes while respecting the given hierarchy. In this article, we focus on the less attended second-stage question while adhering to the given class hierarchy. This involves addressing a key challenge: how to manage the hierarchical constraint and account for statistical differences in the first-stage classifier scores across different classes to make classification decisions that are optimal under a justifiable criterion. To address this challenge, we introduce a new objective function, called CATCH, to ensure reasonable classification performance. To optimize this function, we propose a decision strategy built on a novel metric, the multidimensional Local Precision Rate (mLPR), which reflects the membership chance of an object in a class given all classifier scores and the class hierarchy. Particularly, we demonstrate that, under certain conditions, transforming the classifier scores into mLPRs and comparing mLPR values for all objects against all classes can, in theory, ensure the class hierarchy and maximize CATCH. In practice, we propose an algorithm HierRank to rank estimated mLPRs under the hierarchical constraint, leading to a ranking that maximizes an empirical version of CATCH. Our approach was evaluated on a synthetic dataset and two real datasets, exhibiting superior performance compared to several state-of-the-art methods in terms of improved decision accuracy.
GRJan 5
Dancing Points: Synthesizing Ballroom Dancing with Three-Point InputsPeizhuo Li, Sebastian Starke, Yuting Ye et al.
Ballroom dancing is a structured yet expressive motion category. Its highly diverse movement and complex interactions between leader and follower dancers make the understanding and synthesis challenging. We demonstrate that the three-point trajectory available from a virtual reality (VR) device can effectively serve as a dancer's motion descriptor, simplifying the modeling and synthesis of interplay between dancers' full-body motions down to sparse trajectories. Thanks to the low dimensionality, we can employ an efficient MLP network to predict the follower's three-point trajectory directly from the leader's three-point input for certain types of ballroom dancing, addressing the challenge of modeling high-dimensional full-body interaction. It also prevents our method from overfitting thanks to its compact yet explicit representation. By leveraging the inherent structure of the movements and carefully planning the autoregressive procedure, we show a deterministic neural network is able to translate three-point trajectories into a virtual embodied avatar, which is typically considered under-constrained and requires generative models for common motions. In addition, we demonstrate this deterministic approach generalizes beyond small, structured datasets like ballroom dancing, and performs robustly on larger, more diverse datasets such as LaFAN. Our method provides a computationally- and data-efficient solution, opening new possibilities for immersive paired dancing applications. Code and pre-trained models for this paper are available at https://peizhuoli.github.io/dancing-points.
CVApr 7, 2025Code
From Sparse Signal to Smooth Motion: Real-Time Motion Generation with Rolling Prediction ModelsGerman Barquero, Nadine Bertsch, Manojkumar Marramreddy et al.
In extended reality (XR), generating full-body motion of the users is important to understand their actions, drive their virtual avatars for social interaction, and convey a realistic sense of presence. While prior works focused on spatially sparse and always-on input signals from motion controllers, many XR applications opt for vision-based hand tracking for reduced user friction and better immersion. Compared to controllers, hand tracking signals are less accurate and can even be missing for an extended period of time. To handle such unreliable inputs, we present Rolling Prediction Model (RPM), an online and real-time approach that generates smooth full-body motion from temporally and spatially sparse input signals. Our model generates 1) accurate motion that matches the inputs (i.e., tracking mode) and 2) plausible motion when inputs are missing (i.e., synthesis mode). More importantly, RPM generates seamless transitions from tracking to synthesis, and vice versa. To demonstrate the practical importance of handling noisy and missing inputs, we present GORP, the first dataset of realistic sparse inputs from a commercial virtual reality (VR) headset with paired high quality body motion ground truth. GORP provides >14 hours of VR gameplay data from 28 people using motion controllers (spatially sparse) and hand tracking (spatially and temporally sparse). We benchmark RPM against the state of the art on both synthetic data and GORP to highlight how we can bridge the gap for real-world applications with a realistic dataset and by handling unreliable input signals. Our code, pretrained models, and GORP dataset are available in the project webpage.
CVJun 14, 2024Code
Nymeria: A Massive Collection of Multimodal Egocentric Daily Motion in the WildLingni Ma, Yuting Ye, Fangzhou Hong et al.
We introduce Nymeria - a large-scale, diverse, richly annotated human motion dataset collected in the wild with multiple multimodal egocentric devices. The dataset comes with a) full-body ground-truth motion; b) multiple multimodal egocentric data from Project Aria devices with videos, eye tracking, IMUs and etc; and c) a third-person perspective by an additional observer. All devices are precisely synchronized and localized in on metric 3D world. We derive hierarchical protocol to add in-context language descriptions of human motion, from fine-grain motion narration, to simplified atomic action and high-level activity summarization. To the best of our knowledge, Nymeria dataset is the world's largest collection of human motion in the wild; first of its kind to provide synchronized and localized multi-device multimodal egocentric data; and the world's largest motion-language dataset. It provides 300 hours of daily activities from 264 participants across 50 locations, total travelling distance over 399Km. The language descriptions contain 301.5K sentences in 8.64M words from a vocabulary size of 6545. To demonstrate the potential of the dataset, we evaluate several SOTA algorithms for egocentric body tracking, motion synthesis, and action recognition. Data and code are open-sourced for research (c.f. https://www.projectaria.com/datasets/nymeria).
CVFeb 14, 2024
DivaTrack: Diverse Bodies and Motions from Acceleration-Enhanced Three-Point TrackersDongseok Yang, Jiho Kang, Lingni Ma et al.
Full-body avatar presence is crucial for immersive social and environmental interactions in digital reality. However, current devices only provide three six degrees of freedom (DOF) poses from the headset and two controllers (i.e. three-point trackers). Because it is a highly under-constrained problem, inferring full-body pose from these inputs is challenging, especially when supporting the full range of body proportions and use cases represented by the general population. In this paper, we propose a deep learning framework, DivaTrack, which outperforms existing methods when applied to diverse body sizes and activities. We augment the sparse three-point inputs with linear accelerations from Inertial Measurement Units (IMU) to improve foot contact prediction. We then condition the otherwise ambiguous lower-body pose with the predictions of foot contact and upper-body pose in a two-stage model. We further stabilize the inferred full-body pose in a wide range of configurations by learning to blend predictions that are computed in two reference frames, each of which is designed for different types of motions. We demonstrate the effectiveness of our design on a large dataset that captures 22 subjects performing challenging locomotion for three-point tracking, including lunges, hula-hooping, and sitting. As shown in a live demo using the Meta VR headset and Xsens IMUs, our method runs in real-time while accurately tracking a user's motion when they perform a diverse set of movements.
GRNov 19, 2025
MHR: Momentum Human RigAaron Ferguson, Ahmed A. A. Osman, Berta Bescos et al.
We present MHR, a parametric human body model that combines the decoupled skeleton/shape paradigm of ATLAS with a flexible, modern rig and pose corrective system inspired by the Momentum library. Our model enables expressive, anatomically plausible human animation, supporting non-linear pose correctives, and is designed for robust integration in AR/VR and graphics pipelines.
CVMay 30, 2023
AlteredAvatar: Stylizing Dynamic 3D Avatars with Fast Style AdaptationThu Nguyen-Phuoc, Gabriel Schwartz, Yuting Ye et al.
This paper presents a method that can quickly adapt dynamic 3D avatars to arbitrary text descriptions of novel styles. Among existing approaches for avatar stylization, direct optimization methods can produce excellent results for arbitrary styles but they are unpleasantly slow. Furthermore, they require redoing the optimization process from scratch for every new input. Fast approximation methods using feed-forward networks trained on a large dataset of style images can generate results for new inputs quickly, but tend not to generalize well to novel styles and fall short in quality. We therefore investigate a new approach, AlteredAvatar, that combines those two approaches using the meta-learning framework. In the inner loop, the model learns to optimize to match a single target style well; while in the outer loop, the model learns to stylize efficiently across many styles. After training, AlteredAvatar learns an initialization that can quickly adapt within a small number of update steps to a novel style, which can be given using texts, a reference image, or a combination of both. We show that AlteredAvatar can achieve a good balance between speed, flexibility and quality, while maintaining consistency across a wide range of novel views and facial expressions.
LGFeb 27, 2022
Towards Robust Off-policy Learning for Runtime UncertaintyDa Xu, Yuting Ye, Chuanwei Ruan et al.
Off-policy learning plays a pivotal role in optimizing and evaluating policies prior to the online deployment. However, during the real-time serving, we observe varieties of interventions and constraints that cause inconsistency between the online and offline settings, which we summarize and term as runtime uncertainty. Such uncertainty cannot be learned from the logged data due to its abnormality and rareness nature. To assert a certain level of robustness, we perturb the off-policy estimators along an adversarial direction in view of the runtime uncertainty. It allows the resulting estimators to be robust not only to observed but also unexpected runtime uncertainties. Leveraging this idea, we bring runtime-uncertainty robustness to three major off-policy learning methods: the inverse propensity score method, reward-model method, and doubly robust method. We theoretically justify the robustness of our methods to runtime uncertainty, and demonstrate their effectiveness using both the simulation and the real-world online experiments.
CVDec 27, 2021
Rethinking the Data Annotation Process for Multi-view 3D Pose Estimation with Active Learning and Self-TrainingQi Feng, Kun He, He Wen et al.
Pose estimation of the human body and hands is a fundamental problem in computer vision, and learning-based solutions require a large amount of annotated data. In this work, we improve the efficiency of the data annotation process for 3D pose estimation problems with Active Learning (AL) in a multi-view setting. AL selects examples with the highest value to annotate under limited annotation budgets (time and cost), but choosing the selection strategy is often nontrivial. We present a framework to efficiently extend existing single-view AL strategies. We then propose two novel AL strategies that make full use of multi-view geometry. Moreover, we demonstrate additional performance gains by incorporating pseudo-labels computed during the AL process, which is a form of self-training. Our system significantly outperforms simulated annotation baselines in 3D body and hand pose estimation on two large-scale benchmarks: CMU Panoptic Studio and InterHand2.6M. Notably, on CMU Panoptic Studio, we are able to reduce the turn-around time by 60% and annotation cost by 80% when compared to the conventional annotation process.
CVSep 30, 2021
Identity-Disentangled Neural Deformation Model for Dynamic MeshesBinbin Xu, Lingni Ma, Yuting Ye et al.
Neural shape models can represent complex 3D shapes with a compact latent space. When applied to dynamically deforming shapes such as the human hands, however, they would need to preserve temporal coherence of the deformation as well as the intrinsic identity of the subject. These properties are difficult to regularize with manually designed loss functions. In this paper, we learn a neural deformation model that disentangles the identity-induced shape variations from pose-dependent deformations using implicit neural functions. We perform template-free unsupervised learning on 3D scans without explicit mesh correspondence or semantic correspondences of shapes across subjects. We can then apply the learned model to reconstruct partial dynamic 4D scans of novel subjects performing unseen actions. We propose two methods to integrate global pose alignment with our neural deformation model. Experiments demonstrate the efficacy of our method in the disentanglement of identities and pose. Our method also outperforms traditional skeleton-driven models in reconstructing surface details such as palm prints or tendons without limitations from a fixed template.
LGMar 28, 2021
Understanding the role of importance weighting for deep learningDa Xu, Yuting Ye, Chuanwei Ruan
The recent paper by Byrd & Lipton (2019), based on empirical observations, raises a major concern on the impact of importance weighting for the over-parameterized deep learning models. They observe that as long as the model can separate the training data, the impact of importance weighting diminishes as the training proceeds. Nevertheless, there lacks a rigorous characterization of this phenomenon. In this paper, we provide formal characterizations and theoretical justifications on the role of importance weighting with respect to the implicit bias of gradient descent and margin-based learning theory. We reveal both the optimization dynamics and generalization performance under deep learning models. Our work not only explains the various novel phenomenons observed for importance weighting in deep learning, but also extends to the studies where the weights are being optimized as part of the model, which applies to a number of topics under active research.
CVJun 8, 2020
Fully Convolutional Mesh Autoencoder using Efficient Spatially Varying KernelsYi Zhou, Chenglei Wu, Zimo Li et al.
Learning latent representations of registered meshes is useful for many 3D tasks. Techniques have recently shifted to neural mesh autoencoders. Although they demonstrate higher precision than traditional methods, they remain unable to capture fine-grained deformations. Furthermore, these methods can only be applied to a template-specific surface mesh, and is not applicable to more general meshes, like tetrahedrons and non-manifold meshes. While more general graph convolution methods can be employed, they lack performance in reconstruction precision and require higher memory usage. In this paper, we propose a non-template-specific fully convolutional mesh autoencoder for arbitrary registered mesh data. It is enabled by our novel convolution and (un)pooling operators learned with globally shared weights and locally varying coefficients which can efficiently capture the spatially varying contents presented by irregular mesh connections. Our model outperforms state-of-the-art methods on reconstruction accuracy. In addition, the latent codes of our network are fully localized thanks to the fully convolutional structure, and thus have much higher interpolation capability than many traditional 3D mesh generation models.
LGAug 28, 2019
Bayes EMbedding (BEM): Refining Representation by Integrating Knowledge Graphs and Behavior-specific NetworksYuting Ye, Xuwu Wang, Jiangchao Yao et al.
Low-dimensional embeddings of knowledge graphs and behavior graphs have proved remarkably powerful in varieties of tasks, from predicting unobserved edges between entities to content recommendation. The two types of graphs can contain distinct and complementary information for the same entities/nodes. However, previous works focus either on knowledge graph embedding or behavior graph embedding while few works consider both in a unified way. Here we present BEM , a Bayesian framework that incorporates the information from knowledge graphs and behavior graphs. To be more specific, BEM takes as prior the pre-trained embeddings from the knowledge graph, and integrates them with the pre-trained embeddings from the behavior graphs via a Bayesian generative model. BEM is able to mutually refine the embeddings from both sides while preserving their own topological structures. To show the superiority of our method, we conduct a range of experiments on three benchmark datasets: node classification, link prediction, triplet classification on two small datasets related to Freebase, and item recommendation on a large-scale e-commerce dataset.
CVApr 16, 2019
Disentangling Pose from Appearance in Monochrome Hand ImagesYikang Li, Chris Twigg, Yuting Ye et al.
Hand pose estimation from the monocular 2D image is challenging due to the variation in lighting, appearance, and background. While some success has been achieved using deep neural networks, they typically require collecting a large dataset that adequately samples all the axes of variation of hand images. It would, therefore, be useful to find a representation of hand pose which is independent of the image appearance~(like hand texture, lighting, background), so that we can synthesize unseen images by mixing pose-appearance combinations. In this paper, we present a novel technique that disentangles the representation of pose from a complementary appearance factor in 2D monochrome images. We supervise this disentanglement process using a network that learns to generate images of hand using specified pose+appearance features. Unlike previous work, we do not require image pairs with a matching pose; instead, we use the pose annotations already available and introduce a novel use of cycle consistency to ensure orthogonality between the factors. Experimental results show that our self-disentanglement scheme successfully decomposes the hand image into the pose and its complementary appearance features of comparable quality as the method using paired data. Additionally, training the model with extra synthesized images with unseen hand-appearance combinations by re-mixing pose and appearance factors from different images can improve the 2D pose estimation performance.
MLOct 18, 2018
HierLPR: Decision making in hierarchical multi-label classification with local precision ratesChristine Ho, Yuting Ye, Ci-Ren Jiang et al.
In this article we propose a novel ranking algorithm, referred to as HierLPR, for the multi-label classification problem when the candidate labels follow a known hierarchical structure. HierLPR is motivated by a new metric called eAUC that we design to assess the ranking of classification decisions. This metric, associated with the hit curve and local precision rate, emphasizes the accuracy of the first calls. We show that HierLPR optimizes eAUC under the tree constraint and some light assumptions on the dependency between the nodes in the hierarchy. We also provide a strategy to make calls for each node based on the ordering produced by HierLPR, with the intent of controlling FDR or maximizing F-score. The performance of our proposed methods is demonstrated on synthetic datasets as well as a real example of disease diagnosis using NCBI GEO datasets. In these cases, HierLPR shows a favorable result over competing methods in the early part of the precision-recall curve.
CVApr 13, 2018
Learning Warped Guidance for Blind Face RestorationXiaoming Li, Ming Liu, Yuting Ye et al.
This paper studies the problem of blind face restoration from an unconstrained blurry, noisy, low-resolution, or compressed image (i.e., degraded observation). For better recovery of fine facial details, we modify the problem setting by taking both the degraded observation and a high-quality guided image of the same identity as input to our guided face restoration network (GFRNet). However, the degraded observation and guided image generally are different in pose, illumination and expression, thereby making plain CNNs (e.g., U-Net) fail to recover fine and identity-aware facial details. To tackle this issue, our GFRNet model includes both a warping subnetwork (WarpNet) and a reconstruction subnetwork (RecNet). The WarpNet is introduced to predict flow field for warping the guided image to correct pose and expression (i.e., warped guidance), while the RecNet takes the degraded observation and warped guidance as input to produce the restoration result. Due to that the ground-truth flow field is unavailable, landmark loss together with total variation regularization are incorporated to guide the learning of WarpNet. Furthermore, to make the model applicable to blind restoration, our GFRNet is trained on the synthetic data with versatile settings on blur kernel, noise level, downsampling scale factor, and JPEG quality factor. Experiments show that our GFRNet not only performs favorably against the state-of-the-art image and face restoration methods, but also generates visually photo-realistic results on real degraded facial images.
CVFeb 7, 2018
Going Deeper in Spiking Neural Networks: VGG and Residual ArchitecturesAbhronil Sengupta, Yuting Ye, Robert Wang et al.
Over the past few years, Spiking Neural Networks (SNNs) have become popular as a possible pathway to enable low-power event-driven neuromorphic hardware. However, their application in machine learning have largely been limited to very shallow neural network architectures for simple problems. In this paper, we propose a novel algorithmic technique for generating an SNN with a deep architecture, and demonstrate its effectiveness on complex visual recognition problems such as CIFAR-10 and ImageNet. Our technique applies to both VGG and Residual network architectures, with significantly better accuracy than the state-of-the-art. Finally, we present analysis of the sparse event-driven computations to demonstrate reduced hardware overhead when operating in the spiking domain.