CVFeb 14, 2023
ConceptFusion: Open-set Multimodal 3D MappingKrishna Murthy Jatavallabhula, Alihusein Kuwajerwala, Qiao Gu et al. · deepmind, mit
Building 3D maps of the environment is central to robot navigation, planning, and interaction with objects in a scene. Most existing approaches that integrate semantic concepts with 3D maps largely remain confined to the closed-set setting: they can only reason about a finite set of concepts, pre-defined at training time. Further, these maps can only be queried using class labels, or in recent work, using text prompts. We address both these issues with ConceptFusion, a scene representation that is (1) fundamentally open-set, enabling reasoning beyond a closed set of concepts and (ii) inherently multimodal, enabling a diverse range of possible queries to the 3D map, from language, to images, to audio, to 3D geometry, all working in concert. ConceptFusion leverages the open-set capabilities of today's foundation models pre-trained on internet-scale data to reason about concepts across modalities such as natural language, images, and audio. We demonstrate that pixel-aligned open-set features can be fused into 3D maps via traditional SLAM and multi-view fusion approaches. This enables effective zero-shot spatial reasoning, not needing any additional training or finetuning, and retains long-tailed concepts better than supervised approaches, outperforming them by more than 40% margin on 3D IoU. We extensively evaluate ConceptFusion on a number of real-world datasets, simulated home environments, a real-world tabletop manipulation task, and an autonomous driving platform. We showcase new avenues for blending foundation models with 3D open-set multimodal mapping. For more information, visit our project page https://concept-fusion.github.io or watch our 5-minute explainer video https://www.youtube.com/watch?v=rkXgws8fiDs
CVMay 31Code
Towards Interactive Video World Modeling: Frontiers, Challenges, Benchmarks, and Future TrendsJiuming Liu, Chaojun Ni, Mengmeng Liu et al.
With rapid development of large language models and diffusion-based content generation, world modeling has attracted increasing research attention, benefiting various downstream domains such as game engines, embodied AI, autonomous driving, etc. Through explicitly incorporating user actions into world state transition, recent literature empowers world modeling with interactivity in an action-conditioned video or 3D generation paradigm, further enhancing controllability over world evolutions and facilitating users to freely traverse, manipulate, navigate, and personalize the state evolution. In this paper, we aim to systematically review recent research trends, technical developments, evaluation benchmarks, and also propose future potential directions in interactive world modeling. Specifically, we first summarize recent efforts and trends in terms of application scenarios, world state evolution, and scene modality. Afterwards, we delve into three crucial technical challenges, including action-conditioned controllability, long-horizon interactions and memory, and action-following responsiveness for real-time interactivity. Furthermore, we also thoroughly compare existing benchmarks and metrics in four specific application fields: open-world exploration, game engine, autonomous driving, and robotics. Finally, we discuss several promising future directions in achieving next-generation interactive world modeling. The corresponding repository is publicly available at: https://github.com/liujiuming123/Awesome-Interactive-World-Model.
CVJul 22, 2022
Neural Groundplans: Persistent Neural Scene Representations from a Single ImagePrafull Sharma, Ayush Tewari, Yilun Du et al. · mit
We present a method to map 2D image observations of a scene to a persistent 3D scene representation, enabling novel view synthesis and disentangled representation of the movable and immovable components of the scene. Motivated by the bird's-eye-view (BEV) representation commonly used in vision and robotics, we propose conditional neural groundplans, ground-aligned 2D feature grids, as persistent and memory-efficient scene representations. Our method is trained self-supervised from unlabeled multi-view observations using differentiable rendering, and learns to complete geometry and appearance of occluded regions. In addition, we show that we can leverage multi-view videos at training time to learn to separately reconstruct static and movable components of the scene from a single image at test time. The ability to separately reconstruct movable objects enables a variety of downstream tasks using simple heuristics, such as extraction of object-centric 3D representations, novel view synthesis, instance-level segmentation, 3D bounding box prediction, and scene editing. This highlights the value of neural groundplans as a backbone for efficient 3D scene understanding models.
CVApr 17, 2023
Learning to Render Novel Views from Wide-Baseline Stereo PairsYilun Du, Cameron Smith, Ayush Tewari et al. · mit
We introduce a method for novel view synthesis given only a single wide-baseline stereo image pair. In this challenging regime, 3D scene points are regularly observed only once, requiring prior-based reconstruction of scene geometry and appearance. We find that existing approaches to novel view synthesis from sparse observations fail due to recovering incorrect 3D geometry and due to the high cost of differentiable rendering that precludes their scaling to large-scale training. We take a step towards resolving these shortcomings by formulating a multi-view transformer encoder, proposing an efficient, image-space epipolar line sampling scheme to assemble image features for a target ray, and a lightweight cross-attention-based renderer. Our contributions enable training of our method on a large-scale real-world dataset of indoor and outdoor scenes. We demonstrate that our method learns powerful multi-view geometry priors while reducing the rendering time. We conduct extensive comparisons on held-out test scenes across two real-world datasets, significantly outperforming prior work on novel view synthesis from sparse image observations and achieving multi-view-consistent novel view synthesis.
CVJun 20, 2023
Diffusion with Forward Models: Solving Stochastic Inverse Problems Without Direct SupervisionAyush Tewari, Tianwei Yin, George Cazenavette et al.
Denoising diffusion models are a powerful type of generative models used to capture complex distributions of real-world signals. However, their applicability is limited to scenarios where training samples are readily available, which is not always the case in real-world applications. For example, in inverse graphics, the goal is to generate samples from a distribution of 3D scenes that align with a given image, but ground-truth 3D scenes are unavailable and only 2D images are accessible. To address this limitation, we propose a novel class of denoising diffusion probabilistic models that learn to sample from distributions of signals that are never directly observed. Instead, these signals are measured indirectly through a known differentiable forward model, which produces partial observations of the unknown signal. Our approach involves integrating the forward model directly into the denoising process. This integration effectively connects the generative modeling of observations with the generative modeling of the underlying signals, allowing for end-to-end training of a conditional generative model over signals. During inference, our approach enables sampling from the distribution of underlying signals that are consistent with a given partial observation. We demonstrate the effectiveness of our method on three challenging computer vision tasks. For instance, in the context of inverse graphics, our model enables direct sampling from the distribution of 3D scenes that align with a single 2D input image.
CVJul 27, 2022
Neural Radiance Transfer Fields for Relightable Novel-view Synthesis with Global IlluminationLinjie Lyu, Ayush Tewari, Thomas Leimkuehler et al.
Given a set of images of a scene, the re-rendering of this scene from novel views and lighting conditions is an important and challenging problem in Computer Vision and Graphics. On the one hand, most existing works in Computer Vision usually impose many assumptions regarding the image formation process, e.g. direct illumination and predefined materials, to make scene parameter estimation tractable. On the other hand, mature Computer Graphics tools allow modeling of complex photo-realistic light transport given all the scene parameters. Combining these approaches, we propose a method for scene relighting under novel views by learning a neural precomputed radiance transfer function, which implicitly handles global illumination effects using novel environment maps. Our method can be solely supervised on a set of real images of the scene under a single unknown lighting condition. To disambiguate the task during training, we tightly integrate a differentiable path tracer in the training process and propose a combination of a synthesized OLAT and a real image loss. Results show that the recovered disentanglement of scene parameters improves significantly over the current state of the art and, thus, also our re-rendering results are more realistic and accurate.
CVJun 1, 2023
AvatarStudio: Text-driven Editing of 3D Dynamic Human Head AvatarsMohit Mendiratta, Xingang Pan, Mohamed Elgharib et al.
Capturing and editing full head performances enables the creation of virtual characters with various applications such as extended reality and media production. The past few years witnessed a steep rise in the photorealism of human head avatars. Such avatars can be controlled through different input data modalities, including RGB, audio, depth, IMUs and others. While these data modalities provide effective means of control, they mostly focus on editing the head movements such as the facial expressions, head pose and/or camera viewpoint. In this paper, we propose AvatarStudio, a text-based method for editing the appearance of a dynamic full head avatar. Our approach builds on existing work to capture dynamic performances of human heads using neural radiance field (NeRF) and edits this representation with a text-to-image diffusion model. Specifically, we introduce an optimization strategy for incorporating multiple keyframes representing different camera viewpoints and time stamps of a video performance into a single diffusion model. Using this personalized diffusion model, we edit the dynamic NeRF by introducing view-and-time-aware Score Distillation Sampling (VT-SDS) following a model-based guidance approach. Our method edits the full head in a canonical space, and then propagates these edits to remaining time steps via a pretrained deformation network. We evaluate our method visually and numerically via a user study, and results show that our method outperforms existing approaches. Our experiments validate the design choices of our method and highlight that our edits are genuine, personalized, as well as 3D- and time-consistent.
CVJun 18, 2022
GAN2X: Non-Lambertian Inverse Rendering of Image GANsXingang Pan, Ayush Tewari, Lingjie Liu et al.
2D images are observations of the 3D physical world depicted with the geometry, material, and illumination components. Recovering these underlying intrinsic components from 2D images, also known as inverse rendering, usually requires a supervised setting with paired images collected from multiple viewpoints and lighting conditions, which is resource-demanding. In this work, we present GAN2X, a new method for unsupervised inverse rendering that only uses unpaired images for training. Unlike previous Shape-from-GAN approaches that mainly focus on 3D shapes, we take the first attempt to also recover non-Lambertian material properties by exploiting the pseudo paired data generated by a GAN. To achieve precise inverse rendering, we devise a specularity-aware neural surface representation that continuously models the geometry and material properties. A shading-based refinement technique is adopted to further distill information in the target image and recover more fine details. Experiments demonstrate that GAN2X can accurately decompose 2D images to 3D shape, albedo, and specular properties for different object categories, and achieves the state-of-the-art performance for unsupervised single-view 3D face reconstruction. We also show its applications in downstream tasks including real image editing and lifting 2D GANs to decomposed 3D GANs.
CVSep 30, 2023
Diffusion Posterior Illumination for Ambiguity-aware Inverse RenderingLinjie Lyu, Ayush Tewari, Marc Habermann et al.
Inverse rendering, the process of inferring scene properties from images, is a challenging inverse problem. The task is ill-posed, as many different scene configurations can give rise to the same image. Most existing solutions incorporate priors into the inverse-rendering pipeline to encourage plausible solutions, but they do not consider the inherent ambiguities and the multi-modal distribution of possible decompositions. In this work, we propose a novel scheme that integrates a denoising diffusion probabilistic model pre-trained on natural illumination maps into an optimization framework involving a differentiable path tracer. The proposed method allows sampling from combinations of illumination and spatially-varying surface materials that are, both, natural and explain the image observations. We further conduct an extensive comparative study of different priors on illumination used in previous work on inverse rendering. Our method excels in recovering materials and producing highly realistic and diverse environment map samples that faithfully explain the illumination of the input images.
CVAug 22, 2023
Approaching human 3D shape perception with neurally mappable modelsThomas P. O'Connell, Tyler Bonnen, Yoni Friedman et al.
Humans effortlessly infer the 3D shape of objects. What computations underlie this ability? Although various computational models have been proposed, none of them capture the human ability to match object shape across viewpoints. Here, we ask whether and how this gap might be closed. We begin with a relatively novel class of computational models, 3D neural fields, which encapsulate the basic principles of classic analysis-by-synthesis in a deep neural network (DNN). First, we find that a 3D Light Field Network (3D-LFN) supports 3D matching judgments well aligned to humans for within-category comparisons, adversarially-defined comparisons that accentuate the 3D failure cases of standard DNN models, and adversarially-defined comparisons for algorithmically generated shapes with no category structure. We then investigate the source of the 3D-LFN's ability to achieve human-aligned performance through a series of computational experiments. Exposure to multiple viewpoints of objects during training and a multi-view learning objective are the primary factors behind model-human alignment; even conventional DNN architectures come much closer to human behavior when trained with multi-view objectives. Finally, we find that while the models trained with multi-view learning objectives are able to partially generalize to new object categories, they fall short of human alignment. This work provides a foundation for understanding human shape inferences within neurally mappable computational architectures.
GROct 31, 2022
gCoRF: Generative Compositional Radiance FieldsMallikarjun BR, Ayush Tewari, Xingang Pan et al.
3D generative models of objects enable photorealistic image synthesis with 3D control. Existing methods model the scene as a global scene representation, ignoring the compositional aspect of the scene. Compositional reasoning can enable a wide variety of editing applications, in addition to enabling generalizable 3D reasoning. In this paper, we present a compositional generative model, where each semantic part of the object is represented as an independent 3D representation learned from only in-the-wild 2D data. We start with a global generative model (GAN) and learn to decompose it into different semantic parts using supervision from 2D segmentation masks. We then learn to composite independently sampled parts in order to create coherent global scenes. Different parts can be independently sampled while keeping the rest of the object fixed. We evaluate our method on a wide variety of objects and parts and demonstrate editing applications.
HCMay 11
How do people watch AI-generated videos of physical scenes?Danqing Shi, Lan Jiang, Katherine M. Collins et al.
The growing prevalence of realistic AI-generated videos on media platforms increasingly blurs the line between fact and fiction, eroding public trust. Understanding how people watch AI-generated videos offers a human-centered perspective for improving AI detection and guiding advancements in video generation. However, existing studies have not investigated human gaze behavior in response to AI-generated videos of physical scenes. Here, we collect and analyze the eye movements from 40 participants during video understanding and AI detection tasks involving a mix of real-world and AI-generated videos. We find that given the high realism of AI-generated videos, gaze behavior is driven less by the video's actual authenticity and more by the viewer's perception of its authenticity. Our results demonstrate that the mere awareness of potential AI generation may alter media consumption from passive viewing into an active search for anomalies.
CVSep 19, 2024
Manifold Sampling for Differentiable Uncertainty in Radiance FieldsLinjie Lyu, Ayush Tewari, Marc Habermann et al.
Radiance fields are powerful and, hence, popular models for representing the appearance of complex scenes. Yet, constructing them based on image observations gives rise to ambiguities and uncertainties. We propose a versatile approach for learning Gaussian radiance fields with explicit and fine-grained uncertainty estimates that impose only little additional cost compared to uncertainty-agnostic training. Our key observation is that uncertainties can be modeled as a low-dimensional manifold in the space of radiance field parameters that is highly amenable to Monte Carlo sampling. Importantly, our uncertainties are differentiable and, thus, allow for gradient-based optimization of subsequent captures that optimally reduce ambiguities. We demonstrate state-of-the-art performance on next-best-view planning tasks, including high-dimensional illumination planning for optimal radiance field relighting quality.
CVApr 19
ViPS: Video-informed Pose Spaces for Auto-Rigged MeshesHonglin Chen, Karran Pandey, Rundi Wu et al.
Kinematic rigs provide a structured interface for articulating 3D meshes, but they lack an inherent representation of the plausible manifold of joint configurations for a given asset. Without such a pose space, stochastic sampling or manual manipulation of raw rig parameters often leads to semantic or geometric violations, such as anatomical hyperextension and non-physical self-intersections. We propose Video-informed Pose Spaces (ViPS), a feed-forward framework that discovers the latent distribution of valid articulations for auto-rigged meshes by distilling motion priors from a pretrained video diffusion model. Unlike existing methods that rely on scarce artist-authored 4D datasets, ViPS transfers generative video priors into a universal distribution over a given rig parameterization. Differentiable geometric validators applied to the skinned mesh enforce asset-specific validity without requiring manual regularizers. Our model learns a smooth, compact, and controllable pose space that supports diverse sampling, manifold projection for inverse kinematics, and temporally coherent trajectories for keyframing. Furthermore, the distilled 3D pose samples serve as precise semantic proxies for guiding video diffusion, effectively closing the loop between generative 2D priors and structured 3D kinematic control. Our evaluations show that ViPS, trained solely on video priors, matches the performance of state-of-the-art methods trained on synthetic artist-created 4D data in both plausibility and diversity. Most importantly, as a universal model, ViPS demonstrates robust zero-shot generalization to out-of-distribution species and unseen skeletal topologies.
CVJul 11, 2024
GAURA: Generalizable Approach for Unified Restoration and Rendering of Arbitrary ViewsVinayak Gupta, Rongali Simhachala Venkata Girish, Mukund Varma T et al.
Neural rendering methods can achieve near-photorealistic image synthesis of scenes from posed input images. However, when the images are imperfect, e.g., captured in very low-light conditions, state-of-the-art methods fail to reconstruct high-quality 3D scenes. Recent approaches have tried to address this limitation by modeling various degradation processes in the image formation model; however, this limits them to specific image degradations. In this paper, we propose a generalizable neural rendering method that can perform high-fidelity novel view synthesis under several degradations. Our method, GAURA, is learning-based and does not require any test-time scene-specific optimization. It is trained on a synthetic dataset that includes several degradation types. GAURA outperforms state-of-the-art methods on several benchmarks for low-light enhancement, dehazing, deraining, and on-par for motion deblurring. Further, our model can be efficiently fine-tuned to any new incoming degradation using minimal data. We thus demonstrate adaptation results on two unseen degradations, desnowing and removing defocus blur. Code and video results are available at vinayak-vg.github.io/GAURA.
CVMay 12
3D-Belief: Embodied Belief Inference via Generative 3D World ModelingYifan Yin, Zehao Wen, Jieneng Chen et al.
Recent advances in visual generative models have highlighted the promise of learning generative world models. However, most existing approaches frame world modeling as novel-view synthesis or future-frame prediction, emphasizing visual realism rather than the structured uncertainty required by embodied agents acting under partial observability. In this work, we propose a different perspective: world modeling as embodied belief inference in 3D space. From this view, a world model should not merely render what may be seen, but maintain and update an agent's belief about the unobserved 3D world as new observations are acquired. We identify several key capabilities for such models, including spatially consistent scene memory, multi-hypothesis belief sampling, sequential belief updating, and semantically informed prediction of unseen regions. We instantiate these ideas in 3D-Belief, a generative 3D world model that infers explicit, actionable 3D beliefs from partial observations and updates them online over time. Unlike prior visual prediction models, 3D-Belief represents uncertainty directly in 3D, enabling embodied agents to imagine plausible scene completions and reason over partially observed environments. We evaluate 3D-Belief on 2D visual quality for scene memory and unobserved-scene imagination, object- and scene-level 3D imagination using our proposed 3D-CORE benchmark, and challenging object navigation tasks in both simulation and the real world. Experiments show that 3D-Belief improves 2D and 3D imagination quality and downstream embodied task performance compared to state-of-the-art methods.
CVOct 28, 2025Code
Understanding Multi-View TransformersMichal Stary, Julien Gaubil, Ayush Tewari et al.
Multi-view transformers such as DUSt3R are revolutionizing 3D vision by solving 3D tasks in a feed-forward manner. However, contrary to previous optimization-based pipelines, the inner mechanisms of multi-view transformers are unclear. Their black-box nature makes further improvements beyond data scaling challenging and complicates usage in safety- and reliability-critical applications. Here, we present an approach for probing and visualizing 3D representations from the residual connections of the multi-view transformers' layers. In this manner, we investigate a variant of the DUSt3R model, shedding light on the development of its latent state across blocks, the role of the individual layers, and suggest how it differs from methods with stronger inductive biases of explicit global pose. Finally, we show that the investigated variant of DUSt3R estimates correspondences that are refined with reconstructed geometry. The code used for the analysis is available at https://github.com/JulienGaubil/und3rstand .
CVDec 22, 2020Code
Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular VideoEdgar Tretschk, Ayush Tewari, Vladislav Golyanik et al.
We present Non-Rigid Neural Radiance Fields (NR-NeRF), a reconstruction and novel view synthesis approach for general non-rigid dynamic scenes. Our approach takes RGB images of a dynamic scene as input (e.g., from a monocular video recording), and creates a high-quality space-time geometry and appearance representation. We show that a single handheld consumer-grade camera is sufficient to synthesize sophisticated renderings of a dynamic scene from novel virtual camera views, e.g. a `bullet-time' video effect. NR-NeRF disentangles the dynamic scene into a canonical volume and its deformation. Scene deformation is implemented as ray bending, where straight rays are deformed non-rigidly. We also propose a novel rigidity network to better constrain rigid regions of the scene, leading to more stable results. The ray bending and rigidity network are trained without explicit supervision. Our formulation enables dense correspondence estimation across views and time, and compelling video editing applications such as motion exaggeration. Our code will be open sourced.
CVApr 23, 2024
FlowMap: High-Quality Camera Poses, Intrinsics, and Depth via Gradient DescentCameron Smith, David Charatan, Ayush Tewari et al.
This paper introduces FlowMap, an end-to-end differentiable method that solves for precise camera poses, camera intrinsics, and per-frame dense depth of a video sequence. Our method performs per-video gradient-descent minimization of a simple least-squares objective that compares the optical flow induced by depth, intrinsics, and poses against correspondences obtained via off-the-shelf optical flow and point tracking. Alongside the use of point tracks to encourage long-term geometric consistency, we introduce differentiable re-parameterizations of depth, intrinsics, and pose that are amenable to first-order optimization. We empirically show that camera parameters and dense depth recovered by our method enable photo-realistic novel view synthesis on 360-degree trajectories using Gaussian Splatting. Our method not only far outperforms prior gradient-descent based bundle adjustment methods, but surprisingly performs on par with COLMAP, the state-of-the-art SfM method, on the downstream task of 360-degree novel view synthesis (even though our method is purely gradient-descent based, fully differentiable, and presents a complete departure from conventional SfM).
CVJan 14
Efficient Camera-Controlled Video Generation of Static Scenes via Sparse Diffusion and 3D RenderingJieying Chen, Jeffrey Hu, Joan Lasenby et al.
Modern video generative models based on diffusion models can produce very realistic clips, but they are computationally inefficient, often requiring minutes of GPU time for just a few seconds of video. This inefficiency poses a critical barrier to deploying generative video in applications that require real-time interactions, such as embodied AI and VR/AR. This paper explores a new strategy for camera-conditioned video generation of static scenes: using diffusion-based generative models to generate a sparse set of keyframes, and then synthesizing the full video through 3D reconstruction and rendering. By lifting keyframes into a 3D representation and rendering intermediate views, our approach amortizes the generation cost across hundreds of frames while enforcing geometric consistency. We further introduce a model that predicts the optimal number of keyframes for a given camera trajectory, allowing the system to adaptively allocate computation. Our final method, SRENDER, uses very sparse keyframes for simple trajectories and denser ones for complex camera motion. This results in video generation that is more than 40 times faster than the diffusion-based baseline in generating 20 seconds of video, while maintaining high visual fidelity and temporal stability, offering a practical path toward efficient and controllable video synthesis.
CVApr 30
Faster 3D Gaussian Splatting Convergence via Structure-Aware DensificationLinjie Lyu, Ayush Tewari, Jianchun Chen et al.
3D Gaussian Splatting has emerged as a powerful scene representation for real-time novel-view synthesis. However, its standard adaptive density control relies on screen-space positional gradients, which do not distinguish between geometric misplacement and frequency aliasing, often leading to either over-blurred high-frequency textures or inefficient over-densification. We present a structure-aware densification framework. Our key insight is that the decision to subdivide a Gaussian should be driven by an explicit comparison between its projected screen-space extent and the local structure of the texture it seeks to represent. We introduce a multi-scale frequency analysis combining structure tensors with Laplacian scale space analysis to estimate the dominant frequency at each pixel, enabling robust supervision across varying texture scales. Based on this analysis, we define $η$, a per-Gaussian, per-axis frequency violation metric that indicates when a primitive may be under-resolving local texture details. Unlike methods that perform isotropic splitting (e.g., splitting each Gaussian into two smaller ones with uniform shape), our approach performs anisotropic splitting. For each axis with high $η$, we compute a split factor to better resolve the local frequency content. We further introduce a multiview consistency criterion that aggregates $η$ observations across multiple views. By performing densification early and faster, we skip the lengthy iterative densification phases required by baseline methods and achieve significantly faster convergence. Experiments on standard benchmarks demonstrate that our method also achieves superior reconstruction quality, particularly in high-frequency regions.
CVDec 11, 2025
VDAWorld: World Modelling via VLM-Directed Abstraction and SimulationFelix O'Mahony, Roberto Cipolla, Ayush Tewari
Generative video models, a leading approach to world modeling, face fundamental limitations. They often violate physical and logical rules, lack interactivity, and operate as opaque black boxes ill-suited for building structured, queryable worlds. To overcome these challenges, we propose a new paradigm focused on distilling an image caption pair into a tractable, abstract representation optimized for simulation. We introduce VDAWorld, a framework where a Vision-Language Model (VLM) acts as an intelligent agent to orchestrate this process. The VLM autonomously constructs a grounded (2D or 3D) scene representation by selecting from a suite of vision tools, and accordingly chooses a compatible physics simulator (e.g., rigid body, fluid) to act upon it. VDAWorld can then infer latent dynamics from the static scene to predict plausible future states. Our experiments show that this combination of intelligent abstraction and adaptive simulation results in a versatile world model capable of producing high quality simulations across a wide range of dynamic scenarios.
CVNov 17, 2024
PickScan: Object discovery and reconstruction from handheld interactionsVincent van der Brugge, Marc Pollefeys, Joshua B. Tenenbaum et al.
Reconstructing compositional 3D representations of scenes, where each object is represented with its own 3D model, is a highly desirable capability in robotics and augmented reality. However, most existing methods rely heavily on strong appearance priors for object discovery, therefore only working on those classes of objects on which the method has been trained, or do not allow for object manipulation, which is necessary to scan objects fully and to guide object discovery in challenging scenarios. We address these limitations with a novel interaction-guided and class-agnostic method based on object displacements that allows a user to move around a scene with an RGB-D camera, hold up objects, and finally outputs one 3D model per held-up object. Our main contribution to this end is a novel approach to detecting user-object interactions and extracting the masks of manipulated objects. On a custom-captured dataset, our pipeline discovers manipulated objects with 78.3% precision at 100% recall and reconstructs them with a mean chamfer distance of 0.90cm. Compared to Co-Fusion, the only comparable interaction-based and class-agnostic baseline, this corresponds to a reduction in chamfer distance of 73% while detecting 99% fewer false positives.
CVMay 31, 2023
FlowCam: Training Generalizable 3D Radiance Fields without Camera Poses via Pixel-Aligned Scene FlowCameron Smith, Yilun Du, Ayush Tewari et al.
Reconstruction of 3D neural fields from posed images has emerged as a promising method for self-supervised representation learning. The key challenge preventing the deployment of these 3D scene learners on large-scale video data is their dependence on precise camera poses from structure-from-motion, which is prohibitively expensive to run at scale. We propose a method that jointly reconstructs camera poses and 3D neural scene representations online and in a single forward pass. We estimate poses by first lifting frame-to-frame optical flow to 3D scene flow via differentiable rendering, preserving locality and shift-equivariance of the image processing backbone. SE(3) camera pose estimation is then performed via a weighted least-squares fit to the scene flow field. This formulation enables us to jointly supervise pose estimation and a generalizable neural scene representation via re-rendering the input video, and thus, train end-to-end and fully self-supervised on real-world video datasets. We demonstrate that our method performs robustly on diverse, real-world video, notably on sequences traditionally challenging to optimization-based pose estimation techniques.
CVMay 18, 2023
Drag Your GAN: Interactive Point-based Manipulation on the Generative Image ManifoldXingang Pan, Ayush Tewari, Thomas Leimkühler et al.
Synthesizing visual content that meets users' needs often requires flexible and precise controllability of the pose, shape, expression, and layout of the generated objects. Existing approaches gain controllability of generative adversarial networks (GANs) via manually annotated training data or a prior 3D model, which often lack flexibility, precision, and generality. In this work, we study a powerful yet much less explored way of controlling GANs, that is, to "drag" any points of the image to precisely reach target points in a user-interactive manner, as shown in Fig.1. To achieve this, we propose DragGAN, which consists of two main components: 1) a feature-based motion supervision that drives the handle point to move towards the target position, and 2) a new point tracking approach that leverages the discriminative generator features to keep localizing the position of the handle points. Through DragGAN, anyone can deform an image with precise control over where pixels go, thus manipulating the pose, shape, expression, and layout of diverse categories such as animals, cars, humans, landscapes, etc. As these manipulations are performed on the learned generative image manifold of a GAN, they tend to produce realistic outputs even for challenging scenarios such as hallucinating occluded content and deforming shapes that consistently follow the object's rigidity. Both qualitative and quantitative comparisons demonstrate the advantage of DragGAN over prior approaches in the tasks of image manipulation and point tracking. We also showcase the manipulation of real images through GAN inversion.
CVMar 30, 2022
FIRe: Fast Inverse Rendering using Directional and Signed Distance FunctionsTarun Yenamandra, Ayush Tewari, Nan Yang et al.
Neural 3D implicit representations learn priors that are useful for diverse applications, such as single- or multiple-view 3D reconstruction. A major downside of existing approaches while rendering an image is that they require evaluating the network multiple times per camera ray so that the high computational time forms a bottleneck for downstream applications. We address this problem by introducing a novel neural scene representation that we call the directional distance function (DDF). To this end, we learn a signed distance function (SDF) along with our DDF model to represent a class of shapes. Specifically, our DDF is defined on the unit sphere and predicts the distance to the surface along any given direction. Therefore, our DDF allows rendering images with just a single network evaluation per camera ray. Based on our DDF, we present a novel fast algorithm (FIRe) to reconstruct 3D shapes given a posed depth map. We evaluate our proposed method on 3D reconstruction from single-view depth images, where we empirically show that our algorithm reconstructs 3D shapes more accurately and it is more than 15 times faster (per iteration) than competing methods.
CVMar 29, 2022
Disentangled3D: Learning a 3D Generative Model with Disentangled Geometry and Appearance from Monocular ImagesAyush Tewari, Mallikarjun B R, Xingang Pan et al.
Learning 3D generative models from a dataset of monocular images enables self-supervised 3D reasoning and controllable synthesis. State-of-the-art 3D generative models are GANs which use neural 3D volumetric representations for synthesis. Images are synthesized by rendering the volumes from a given camera. These models can disentangle the 3D scene from the camera viewpoint in any generated image. However, most models do not disentangle other factors of image formation, such as geometry and appearance. In this paper, we design a 3D GAN which can learn a disentangled model of objects, just from monocular observations. Our model can disentangle the geometry and appearance variations in the scene, i.e., we can independently sample from the geometry and appearance spaces of the generative model. This is achieved using a novel non-rigid deformable scene formulation. A 3D volume which represents an object instance is computed as a non-rigidly deformed canonical 3D volume. Our method learns the canonical volume, as well as its deformations, jointly during training. This formulation also helps us improve the disentanglement between the 3D scene and the camera viewpoints using a novel pose regularization loss defined on the 3D deformation field. In addition, we further model the inverse deformations, enabling the computation of dense correspondences between images generated by our model. Finally, we design an approach to embed real images into the latent space of our disentangled generative model, enabling editing of real images.
GRNov 10, 2021
Advances in Neural RenderingAyush Tewari, Justus Thies, Ben Mildenhall et al.
Synthesizing photo-realistic images and videos is at the heart of computer graphics and has been the focus of decades of research. Traditionally, synthetic images of a scene are generated using rendering algorithms such as rasterization or ray tracing, which take specifically defined representations of geometry and material properties as input. Collectively, these inputs define the actual scene and what is rendered, and are referred to as the scene representation (where a scene consists of one or more objects). Example scene representations are triangle meshes with accompanied textures (e.g., created by an artist), point clouds (e.g., from a depth sensor), volumetric grids (e.g., from a CT scan), or implicit surface functions (e.g., truncated signed distance fields). The reconstruction of such a scene representation from observations using differentiable rendering losses is known as inverse graphics or inverse rendering. Neural rendering is closely related, and combines ideas from classical computer graphics and machine learning to create algorithms for synthesizing images from real-world observations. Neural rendering is a leap forward towards the goal of synthesizing photo-realistic image and video content. In recent years, we have seen immense progress in this field through hundreds of publications that show different ways to inject learnable components into the rendering pipeline. This state-of-the-art report on advances in neural rendering focuses on methods that combine classical rendering principles with learned 3D scene representations, often now referred to as neural scene representations. A key advantage of these methods is that they are 3D-consistent by design, enabling applications such as novel viewpoint synthesis of a captured scene. In addition to methods that handle static scenes, we cover neural scene representations for modeling non-rigidly deforming objects...
CVJul 15, 2021
StyleVideoGAN: A Temporal Generative Model using a Pretrained StyleGANGereon Fox, Ayush Tewari, Mohamed Elgharib et al.
Generative adversarial models (GANs) continue to produce advances in terms of the visual quality of still images, as well as the learning of temporal correlations. However, few works manage to combine these two interesting capabilities for the synthesis of video content: Most methods require an extensive training dataset to learn temporal correlations, while being rather limited in the resolution and visual quality of their output. We present a novel approach to the video synthesis problem that helps to greatly improve visual quality and drastically reduce the amount of training data and resources necessary for generating videos. Our formulation separates the spatial domain, in which individual frames are synthesized, from the temporal domain, in which motion is generated. For the spatial domain we use a pre-trained StyleGAN network, the latent space of which allows control over the appearance of the objects it was trained for. The expressive power of this model allows us to embed our training videos in the StyleGAN latent space. Our temporal architecture is then trained not on sequences of RGB frames, but on sequences of StyleGAN latent codes. The advantageous properties of the StyleGAN space simplify the discovery of temporal correlations. We demonstrate that it suffices to train our temporal architecture on only 10 minutes of footage of 1 subject for about 6 hours. After training, our model can not only generate new portrait videos for the training subject, but also for any random subject which can be embedded in the StyleGAN space.
GRJul 7, 2021
Egocentric VideoconferencingMohamed Elgharib, Mohit Mendiratta, Justus Thies et al.
We introduce a method for egocentric videoconferencing that enables hands-free video calls, for instance by people wearing smart glasses or other mixed-reality devices. Videoconferencing portrays valuable non-verbal communication and face expression cues, but usually requires a front-facing camera. Using a frontal camera in a hands-free setting when a person is on the move is impractical. Even holding a mobile phone camera in the front of the face while sitting for a long duration is not convenient. To overcome these issues, we propose a low-cost wearable egocentric camera setup that can be integrated into smart glasses. Our goal is to mimic a classical video call, and therefore, we transform the egocentric perspective of this camera into a front facing video. To this end, we employ a conditional generative adversarial neural network that learns a transition from the highly distorted egocentric views to frontal views common in videoconferencing. Our approach learns to transfer expression details directly from the egocentric view without using a complex intermediate parametric expressions model, as it is used by related face reenactment methods. We successfully handle subtle expressions, not easily captured by parametric blendshape-based solutions, e.g., tongue movement, eye movements, eye blinking, strong expressions and depth varying movements. To get control over the rigid head movements in the target view, we condition the generator on synthetic renderings of a moving neutral face. This allows us to synthesis results at different head poses. Our technique produces temporally smooth video-realistic renderings in real-time using a video-to-video translation network in conjunction with a temporal discriminator. We demonstrate the improved capabilities of our technique by comparing against related state-of-the art approaches.
CVApr 1, 2021
Efficient and Differentiable Shadow Computation for Inverse ProblemsLinjie Lyu, Marc Habermann, Lingjie Liu et al.
Differentiable rendering has received increasing interest for image-based inverse problems. It can benefit traditional optimization-based solutions to inverse problems, but also allows for self-supervision of learning-based approaches for which training data with ground truth annotation is hard to obtain. However, existing differentiable renderers either do not model visibility of the light sources from the different points in the scene, responsible for shadows in the images, or are too slow for being used to train deep architectures over thousands of iterations. To this end, we propose an accurate yet efficient approach for differentiable visibility and soft shadow computation. Our approach is based on the spherical harmonics approximations of the scene illumination and visibility, where the occluding surface is approximated with spheres. This allows for a significantly more efficient shadow computation compared to methods based on ray tracing. As our formulation is differentiable, it can be used to solve inverse problems such as texture, illumination, rigid pose, and geometric deformation recovery from images using analysis-by-synthesis optimization.
CVMar 13, 2021
PhotoApp: Photorealistic Appearance Editing of Head PortraitsMallikarjun B R, Ayush Tewari, Abdallah Dib et al.
Photorealistic editing of portraits is a challenging task as humans are very sensitive to inconsistencies in faces. We present an approach for high-quality intuitive editing of the camera viewpoint and scene illumination in a portrait image. This requires our method to capture and control the full reflectance field of the person in the image. Most editing approaches rely on supervised learning using training data captured with setups such as light and camera stages. Such datasets are expensive to acquire, not readily available and do not capture all the rich variations of in-the-wild portrait images. In addition, most supervised approaches only focus on relighting, and do not allow camera viewpoint editing. Thus, they only capture and control a subset of the reflectance field. Recently, portrait editing has been demonstrated by operating in the generative model space of StyleGAN. While such approaches do not require direct supervision, there is a significant loss of quality when compared to the supervised approaches. In this paper, we present a method which learns from limited supervised training data. The training images only include people in a fixed neutral expression with eyes closed, without much hair or background variations. Each person is captured under 150 one-light-at-a-time conditions and under 8 camera poses. Instead of training directly in the image space, we design a supervised problem which learns transformations in the latent space of StyleGAN. This combines the best of supervised learning and generative adversarial modeling. We show that the StyleGAN prior allows for generalisation to different expressions, hairstyles and backgrounds. This produces high-quality photorealistic results for in-the-wild images and significantly outperforms existing methods. Our approach can edit the illumination and pose simultaneously, and runs at interactive rates.
CVDec 11, 2020
Monocular Real-time Full Body Capture with Inter-part CorrelationsYuxiao Zhou, Marc Habermann, Ikhsanul Habibie et al.
We present the first method for real-time full body capture that estimates shape and motion of body and hands together with a dynamic 3D face model from a single color image. Our approach uses a new neural network architecture that exploits correlations between body and hands at high computational efficiency. Unlike previous works, our approach is jointly trained on multiple datasets focusing on hand, body or face separately, without requiring data where all the parts are annotated at the same time, which is much more difficult to create at sufficient variety. The possibility of such multi-dataset training enables superior generalization ability. In contrast to earlier monocular full body methods, our approach captures more expressive 3D face geometry and color by estimating the shape, expression, albedo and illumination parameters of a statistical face model. Our method achieves competitive accuracy on public benchmarks, while being significantly faster and providing more complete face reconstructions.
CVNov 28, 2020
i3DMM: Deep Implicit 3D Morphable Model of Human HeadsTarun Yenamandra, Ayush Tewari, Florian Bernard et al.
We present the first deep implicit 3D morphable model (i3DMM) of full heads. Unlike earlier morphable face models it not only captures identity-specific geometry, texture, and expressions of the frontal face, but also models the entire head, including hair. We collect a new dataset consisting of 64 people with different expressions and hairstyles to train i3DMM. Our approach has the following favorable properties: (i) It is the first full head morphable model that includes hair. (ii) In contrast to mesh-based models it can be trained on merely rigidly aligned scans, without requiring difficult non-rigid registration. (iii) We design a novel architecture to decouple the shape model into an implicit reference shape and a deformation of this reference shape. With that, dense correspondences between shapes can be learned implicitly. (iv) This architecture allows us to semantically disentangle the geometry and color components, as color is learned in the reference space. Geometry is further disentangled as identity, expressions, and hairstyle, while color is disentangled as identity and hairstyle components. We show the merits of i3DMM using ablation studies, comparisons to state-of-the-art models, and applications such as semantic head editing and texture transfer. We will make our model publicly available.
CVOct 4, 2020
Learning Complete 3D Morphable Face Models from Images and VideosMallikarjun B R, Ayush Tewari, Hans-Peter Seidel et al.
Most 3D face reconstruction methods rely on 3D morphable models, which disentangle the space of facial deformations into identity geometry, expressions and skin reflectance. These models are typically learned from a limited number of 3D scans and thus do not generalize well across different identities and expressions. We present the first approach to learn complete 3D models of face identity geometry, albedo and expression just from images and videos. The virtually endless collection of such data, in combination with our self-supervised learning-based approach allows for learning face models that generalize beyond the span of existing approaches. Our network design and loss functions ensure a disentangled parameterization of not only identity and albedo, but also, for the first time, an expression basis. Our method also allows for in-the-wild monocular reconstruction at test time. We show that our learned models better generalize and lead to higher quality image-based reconstructions than existing approaches.
CVSep 20, 2020
PIE: Portrait Image Embedding for Semantic ControlAyush Tewari, Mohamed Elgharib, Mallikarjun B R. et al.
Editing of portrait images is a very popular and important research topic with a large variety of applications. For ease of use, control should be provided via a semantically meaningful parameterization that is akin to computer animation controls. The vast majority of existing techniques do not provide such intuitive and fine-grained control, or only enable coarse editing of a single isolated control parameter. Very recently, high-quality semantically controlled editing has been demonstrated, however only on synthetically created StyleGAN images. We present the first approach for embedding real portrait images in the latent space of StyleGAN, which allows for intuitive editing of the head pose, facial expression, and scene illumination in the image. Semantic editing in parameter space is achieved based on StyleRig, a pretrained neural network that maps the control space of a 3D morphable face model to the latent space of the GAN. We design a novel hierarchical non-linear optimization problem to obtain the embedding. An identity preservation energy term allows spatially coherent edits while maintaining facial integrity. Our approach runs at interactive frame rates and thus allows the user to explore the space of possible edits. We evaluate our approach on a wide set of portrait photos, compare it to the current state of the art, and validate the effectiveness of its components in an ablation study.
CVAug 24, 2020
Monocular Reconstruction of Neural Face Reflectance FieldsMallikarjun B R., Ayush Tewari, Tae-Hyun Oh et al.
The reflectance field of a face describes the reflectance properties responsible for complex lighting effects including diffuse, specular, inter-reflection and self shadowing. Most existing methods for estimating the face reflectance from a monocular image assume faces to be diffuse with very few approaches adding a specular component. This still leaves out important perceptual aspects of reflectance as higher-order global illumination effects and self-shadowing are not modeled. We present a new neural representation for face reflectance where we can estimate all components of the reflectance responsible for the final appearance from a single monocular image. Instead of modeling each component of the reflectance separately using parametric models, our neural representation allows us to generate a basis set of faces in a geometric deformation-invariant space, parameterized by the input light direction, viewpoint and face geometry. We learn to reconstruct this reflectance field of a face just from a monocular image, which can be used to render the face from any viewpoint in any light condition. Our method is trained on a light-stage training dataset, which captures 300 people illuminated with 150 light conditions from 8 viewpoints. We show that our method outperforms existing monocular reflectance reconstruction methods, in terms of photorealism due to better capturing of physical premitives, such as sub-surface scattering, specularities, self-shadows and other higher-order effects.
CVAug 4, 2020
PatchNets: Patch-Based Generalizable Deep Implicit 3D Shape RepresentationsEdgar Tretschk, Ayush Tewari, Vladislav Golyanik et al.
Implicit surface representations, such as signed-distance functions, combined with deep learning have led to impressive models which can represent detailed shapes of objects with arbitrary topology. Since a continuous function is learned, the reconstructions can also be extracted at any arbitrary resolution. However, large datasets such as ShapeNet are required to train such models. In this paper, we present a new mid-level patch-based surface representation. At the level of patches, objects across different categories share similarities, which leads to more generalizable models. We then introduce a novel method to learn this patch-based representation in a canonical space, such that it is as object-agnostic as possible. We show that our representation trained on one category of objects from ShapeNet can also well represent detailed shapes from any other category. In addition, it can be trained using much fewer shapes, compared to existing approaches. We show several applications of our new representation, including shape interpolation and partial point cloud completion. Due to explicit control over positions, orientations and scales of patches, our representation is also more controllable compared to object-level representations, which enables us to deform encoded shapes non-rigidly.
CVApr 8, 2020
State of the Art on Neural RenderingAyush Tewari, Ohad Fried, Justus Thies et al.
Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.
CVMar 31, 2020
StyleRig: Rigging StyleGAN for 3D Control over Portrait ImagesAyush Tewari, Mohamed Elgharib, Gaurav Bharaj et al.
StyleGAN generates photorealistic portrait images of faces with eyes, teeth, hair and context (neck, shoulders, background), but lacks a rig-like control over semantic face parameters that are interpretable in 3D, such as face pose, expressions, and scene illumination. Three-dimensional morphable face models (3DMMs) on the other hand offer control over the semantic parameters, but lack photorealism when rendered and only model the face interior, not other parts of a portrait image (hair, mouth interior, background). We present the first method to provide a face rig-like control over a pretrained and fixed StyleGAN via a 3DMM. A new rigging network, RigNet is trained between the 3DMM's semantic parameters and StyleGAN's input. The network is trained in a self-supervised manner, without the need for manual annotations. At test time, our method generates portrait images with the photorealism of StyleGAN and provides explicit control over the 3D semantic parameters of the face.
CVDec 11, 2019
Neural Voice Puppetry: Audio-driven Facial ReenactmentJustus Thies, Mohamed Elgharib, Ayush Tewari et al.
We present Neural Voice Puppetry, a novel approach for audio-driven facial video synthesis. Given an audio sequence of a source person or digital assistant, we generate a photo-realistic output video of a target person that is in sync with the audio of the source input. This audio-driven facial reenactment is driven by a deep neural network that employs a latent 3D face model space. Through the underlying 3D representation, the model inherently learns temporal stability while we leverage neural rendering to generate photo-realistic output frames. Our approach generalizes across different people, allowing us to synthesize videos of a target actor with the voice of any unknown source actor or even synthetic voices that can be generated utilizing standard text-to-speech approaches. Neural Voice Puppetry has a variety of use-cases, including audio-driven video avatars, video dubbing, and text-driven video synthesis of a talking head. We demonstrate the capabilities of our method in a series of audio- and text-based puppetry examples, including comparisons to state-of-the-art techniques and a user study.
CVSep 3, 2019
3D Morphable Face Models -- Past, Present and FutureBernhard Egger, William A. P. Smith, Ayush Tewari et al.
In this paper, we provide a detailed survey of 3D Morphable Face Models over the 20 years since they were first proposed. The challenges in building and applying these models, namely capture, modeling, image formation, and image analysis, are still active research topics, and we review the state-of-the-art in each of these areas. We also look ahead, identifying unsolved challenges, proposing directions for future research and highlighting the broad range of current and future applications.
CVJun 4, 2019
Text-based Editing of Talking-head VideoOhad Fried, Ayush Tewari, Michael Zollhöfer et al.
Editing talking-head video to change the speech content or to remove filler words is challenging. We propose a novel method to edit talking-head video based on its transcript to produce a realistic output video in which the dialogue of the speaker has been modified, while maintaining a seamless audio-visual flow (i.e. no jump cuts). Our method automatically annotates an input talking-head video with phonemes, visemes, 3D face pose and geometry, reflectance, expression and scene illumination per frame. To edit a video, the user has to only edit the transcript, and an optimization strategy then chooses segments of the input corpus as base material. The annotated parameters corresponding to the selected segments are seamlessly stitched together and used to produce an intermediate video representation in which the lower half of the face is rendered with a parametric face model. Finally, a recurrent video generation network transforms this representation to a photorealistic video that matches the edited transcript. We demonstrate a large variety of edits, such as the addition, removal, and alteration of words, as well as convincing language translation and full sentence synthesis.
CVMay 26, 2019
EgoFace: Egocentric Face Performance Capture and Videorealistic ReenactmentMohamed Elgharib, Mallikarjun BR, Ayush Tewari et al.
Face performance capture and reenactment techniques use multiple cameras and sensors, positioned at a distance from the face or mounted on heavy wearable devices. This limits their applications in mobile and outdoor environments. We present EgoFace, a radically new lightweight setup for face performance capture and front-view videorealistic reenactment using a single egocentric RGB camera. Our lightweight setup allows operations in uncontrolled environments, and lends itself to telepresence applications such as video-conferencing from dynamic environments. The input image is projected into a low dimensional latent space of the facial expression parameters. Through careful adversarial training of the parameter-space synthetic rendering, a videorealistic animation is produced. Our problem is challenging as the human visual system is sensitive to the smallest face irregularities that could occur in the final results. This sensitivity is even stronger for video results. Our solution is trained in a pre-processing stage, through a supervised manner without manual annotations. EgoFace captures a wide variety of facial expressions, including mouth movements and asymmetrical expressions. It works under varying illuminations, background, movements, handles people from different ethnicities and can operate in real time.
CVMay 24, 2019
DEMEA: Deep Mesh Autoencoders for Non-Rigidly Deforming ObjectsEdgar Tretschk, Ayush Tewari, Michael Zollhöfer et al.
Mesh autoencoders are commonly used for dimensionality reduction, sampling and mesh modeling. We propose a general-purpose DEep MEsh Autoencoder (DEMEA) which adds a novel embedded deformation layer to a graph-convolutional mesh autoencoder. The embedded deformation layer (EDL) is a differentiable deformable geometric proxy which explicitly models point displacements of non-rigid deformations in a lower dimensional space and serves as a local rigidity regularizer. DEMEA decouples the parameterization of the deformation from the final mesh resolution since the deformation is defined over a lower dimensional embedded deformation graph. We perform a large-scale study on four different datasets of deformable objects. Reasoning about the local rigidity of meshes using EDL allows us to achieve higher-quality results for highly deformable objects, compared to directly regressing vertex positions. We demonstrate multiple applications of DEMEA, including non-rigid 3D reconstruction from depth and shading cues, non-rigid surface tracking, as well as the transfer of deformations over different meshes.
CVDec 18, 2018
FML: Face Model Learning from VideosAyush Tewari, Florian Bernard, Pablo Garrido et al.
Monocular image-based 3D reconstruction of faces is a long-standing problem in computer vision. Since image data is a 2D projection of a 3D face, the resulting depth ambiguity makes the problem ill-posed. Most existing methods rely on data-driven priors that are built from limited 3D face scans. In contrast, we propose multi-frame video-based self-supervised training of a deep network that (i) learns a face identity model both in shape and appearance while (ii) jointly learning to reconstruct 3D faces. Our face model is learned using only corpora of in-the-wild video clips collected from the Internet. This virtually endless source of training data enables learning of a highly general 3D face model. In order to achieve this, we propose a novel multi-frame consistency loss that ensures consistent shape and appearance across multiple frames of a subject's face, thus minimizing depth ambiguity. At test time we can use an arbitrary number of frames, so that we can perform both monocular as well as multi-frame reconstruction.
CVMay 29, 2018
Deep Video PortraitsHyeongwoo Kim, Pablo Garrido, Ayush Tewari et al.
We present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to transfer the full 3D head position, head rotation, face expression, eye gaze, and eye blinking from a source actor to a portrait video of a target actor. The core of our approach is a generative neural network with a novel space-time architecture. The network takes as input synthetic renderings of a parametric face model, based on which it predicts photo-realistic video frames for a given target actor. The realism in this rendering-to-video transfer is achieved by careful adversarial training, and as a result, we can create modified target videos that mimic the behavior of the synthetically-created input. In order to enable source-to-target video re-animation, we render a synthetic target video with the reconstructed head animation parameters from a source video, and feed it into the trained network -- thus taking full control of the target. With the ability to freely recombine source and target parameters, we are able to demonstrate a large variety of video rewrite applications without explicitly modeling hair, body or background. For instance, we can reenact the full head using interactive user-controlled editing, and realize high-fidelity visual dubbing. To demonstrate the high quality of our output, we conduct an extensive series of experiments and evaluations, where for instance a user study shows that our video edits are hard to detect.
CVApr 13, 2018
A Hybrid Model for Identity Obfuscation by Face ReplacementQianru Sun, Ayush Tewari, Weipeng Xu et al.
As more and more personal photos are shared and tagged in social media, avoiding privacy risks such as unintended recognition becomes increasingly challenging. We propose a new hybrid approach to obfuscate identities in photos by head replacement. Our approach combines state of the art parametric face synthesis with latest advances in Generative Adversarial Networks (GAN) for data-driven image synthesis. On the one hand, the parametric part of our method gives us control over the facial parameters and allows for explicit manipulation of the identity. On the other hand, the data-driven aspects allow for adding fine details and overall realism as well as seamless blending into the scene context. In our experiments, we show highly realistic output of our system that improves over the previous state of the art in obfuscation rate while preserving a higher similarity to the original image content.
CVDec 7, 2017
Self-supervised Multi-level Face Model Learning for Monocular Reconstruction at over 250 HzAyush Tewari, Michael Zollhöfer, Pablo Garrido et al.
The reconstruction of dense 3D models of face geometry and appearance from a single image is highly challenging and ill-posed. To constrain the problem, many approaches rely on strong priors, such as parametric face models learned from limited 3D scan data. However, prior models restrict generalization of the true diversity in facial geometry, skin reflectance and illumination. To alleviate this problem, we present the first approach that jointly learns 1) a regressor for face shape, expression, reflectance and illumination on the basis of 2) a concurrently learned parametric face model. Our multi-level face model combines the advantage of 3D Morphable Models for regularization with the out-of-space generalization of a learned corrective space. We train end-to-end on in-the-wild images without dense annotations by fusing a convolutional encoder with a differentiable expert-designed renderer and a self-supervised training loss, both defined at multiple detail levels. Our approach compares favorably to the state-of-the-art in terms of reconstruction quality, better generalizes to real world faces, and runs at over 250 Hz.
CVMar 31, 2017
InverseFaceNet: Deep Monocular Inverse Face RenderingHyeongwoo Kim, Michael Zollhöfer, Ayush Tewari et al.
We introduce InverseFaceNet, a deep convolutional inverse rendering framework for faces that jointly estimates facial pose, shape, expression, reflectance and illumination from a single input image. By estimating all parameters from just a single image, advanced editing possibilities on a single face image, such as appearance editing and relighting, become feasible in real time. Most previous learning-based face reconstruction approaches do not jointly recover all dimensions, or are severely limited in terms of visual quality. In contrast, we propose to recover high-quality facial pose, shape, expression, reflectance and illumination using a deep neural network that is trained using a large, synthetically created training corpus. Our approach builds on a novel loss function that measures model-space similarity directly in parameter space and significantly improves reconstruction accuracy. We further propose a self-supervised bootstrapping process in the network training loop, which iteratively updates the synthetic training corpus to better reflect the distribution of real-world imagery. We demonstrate that this strategy outperforms completely synthetically trained networks. Finally, we show high-quality reconstructions and compare our approach to several state-of-the-art approaches.