Michael J. Black

CV
h-index54
172papers
34,983citations
Novelty58%
AI Score64

172 Papers

CVOct 4, 2022Code
Capturing and Animation of Body and Clothing from Monocular Video

Yao Feng, Jinlong Yang, Marc Pollefeys et al. · amazon-science

While recent work has shown progress on extracting clothed 3D human avatars from a single image, video, or a set of 3D scans, several limitations remain. Most methods use a holistic representation to jointly model the body and clothing, which means that the clothing and body cannot be separated for applications like virtual try-on. Other methods separately model the body and clothing, but they require training from a large set of 3D clothed human meshes obtained from 3D/4D scanners or physics simulations. Our insight is that the body and clothing have different modeling requirements. While the body is well represented by a mesh-based parametric 3D model, implicit representations and neural radiance fields are better suited to capturing the large variety in shape and appearance present in clothing. Building on this insight, we propose SCARF (Segmented Clothed Avatar Radiance Field), a hybrid model combining a mesh-based body with a neural radiance field. Integrating the mesh into the volumetric rendering in combination with a differentiable rasterizer enables us to optimize SCARF directly from monocular videos, without any 3D supervision. The hybrid modeling enables SCARF to (i) animate the clothed body avatar by changing body poses (including hand articulation and facial expressions), (ii) synthesize novel views of the avatar, and (iii) transfer clothing between avatars in virtual try-on applications. We demonstrate that SCARF reconstructs clothing with higher visual quality than existing methods, that the clothing deforms with changing body pose and body shape, and that clothing can be successfully transferred between avatars of different subjects. The code and models are available at https://github.com/YadiraF/SCARF.

CVSep 12, 2023Code
Learning Disentangled Avatars with Hybrid 3D Representations

Yao Feng, Weiyang Liu, Timo Bolkart et al. · amazon-science

Tremendous efforts have been made to learn animatable and photorealistic human avatars. Towards this end, both explicit and implicit 3D representations are heavily studied for a holistic modeling and capture of the whole human (e.g., body, clothing, face and hair), but neither representation is an optimal choice in terms of representation efficacy since different parts of the human avatar have different modeling desiderata. For example, meshes are generally not suitable for modeling clothing and hair. Motivated by this, we present Disentangled Avatars~(DELTA), which models humans with hybrid explicit-implicit 3D representations. DELTA takes a monocular RGB video as input, and produces a human avatar with separate body and clothing/hair layers. Specifically, we demonstrate two important applications for DELTA. For the first one, we consider the disentanglement of the human body and clothing and in the second, we disentangle the face and hair. To do so, DELTA represents the body or face with an explicit mesh-based parametric 3D model and the clothing or hair with an implicit neural radiance field. To make this possible, we design an end-to-end differentiable renderer that integrates meshes into volumetric rendering, enabling DELTA to learn directly from monocular videos without any 3D supervision. Finally, we show that how these two applications can be easily combined to model full-body avatars, such that the hair, face, body and clothing can be fully disentangled yet jointly rendered. Such a disentanglement enables hair and clothing transfer to arbitrary body shapes. We empirically validate the effectiveness of DELTA's disentanglement by demonstrating its promising performance on disentangled reconstruction, virtual clothing try-on and hairstyle transfer. To facilitate future research, we also release an open-sourced pipeline for the study of hybrid human avatar modeling.

CVDec 16, 2022
PointAvatar: Deformable Point-based Head Avatars from Videos

Yufeng Zheng, Wang Yifan, Gordon Wetzstein et al. · stanford

The ability to create realistic, animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes (3DMM) or exploit neural implicit representations. The former are limited by fixed topology, while the latter are non-trivial to deform and inefficient to render. Furthermore, existing approaches entangle lighting in the color estimation, thus they are limited in re-rendering the avatar in new environments. In contrast, we propose PointAvatar, a deformable point-based representation that disentangles the source color into intrinsic albedo and normal-dependent shading. We demonstrate that PointAvatar bridges the gap between existing mesh- and implicit representations, combining high-quality geometry and appearance with topological flexibility, ease of deformation and rendering efficiency. We show that our method is able to generate animatable 3D avatars using monocular videos from multiple sources including hand-held smartphones, laptop webcams and internet videos, achieving state-of-the-art quality in challenging cases where previous methods fail, e.g., thin hair strands, while being significantly more efficient in training than competing methods.

CVSep 9, 2022Code
TEACH: Temporal Action Composition for 3D Humans

Nikos Athanasiou, Mathis Petrovich, Michael J. Black et al.

Given a series of natural language descriptions, our task is to generate 3D human motions that correspond semantically to the text, and follow the temporal order of the instructions. In particular, our goal is to enable the synthesis of a series of actions, which we refer to as temporal action composition. The current state of the art in text-conditioned motion synthesis only takes a single action or a single sentence as input. This is partially due to lack of suitable training data containing action sequences, but also due to the computational complexity of their non-autoregressive model formulation, which does not scale well to long sequences. In this work, we address both issues. First, we exploit the recent BABEL motion-text collection, which has a wide range of labeled actions, many of which occur in a sequence with transitions between them. Next, we design a Transformer-based approach that operates non-autoregressively within an action, but autoregressively within the sequence of actions. This hierarchical formulation proves effective in our experiments when compared with multiple baselines. Our approach, called TEACH for "TEmporal Action Compositions for Human motions", produces realistic human motions for a wide variety of actions and temporal compositions from language descriptions. To encourage work on this new task, we make our code available for research purposes at our $\href{teach.is.tue.mpg.de}{\text{website}}$.

CVApr 24, 2022
EMOCA: Emotion Driven Monocular Face Capture and Animation

Radek Danecek, Michael J. Black, Timo Bolkart · amazon-science

As 3D facial avatars become more widely used for communication, it is critical that they faithfully convey emotion. Unfortunately, the best recent methods that regress parametric 3D face models from monocular images are unable to capture the full spectrum of facial expression, such as subtle or extreme emotions. We find the standard reconstruction metrics used for training (landmark reprojection error, photometric error, and face recognition loss) are insufficient to capture high-fidelity expressions. The result is facial geometries that do not match the emotional content of the input image. We address this with EMOCA (EMOtion Capture and Animation), by introducing a novel deep perceptual emotion consistency loss during training, which helps ensure that the reconstructed 3D expression matches the expression depicted in the input image. While EMOCA achieves 3D reconstruction errors that are on par with the current best methods, it significantly outperforms them in terms of the quality of the reconstructed expression and the perceived emotional content. We also directly regress levels of valence and arousal and classify basic expressions from the estimated 3D face parameters. On the task of in-the-wild emotion recognition, our purely geometric approach is on par with the best image-based methods, highlighting the value of 3D geometry in analyzing human behavior. The model and code are publicly available at https://emoca.is.tue.mpg.de.

CVSep 14, 2022Code
Neural Point-based Shape Modeling of Humans in Challenging Clothing

Qianli Ma, Jinlong Yang, Michael J. Black et al.

Parametric 3D body models like SMPL only represent minimally-clothed people and are hard to extend to clothing because they have a fixed mesh topology and resolution. To address these limitations, recent work uses implicit surfaces or point clouds to model clothed bodies. While not limited by topology, such methods still struggle to model clothing that deviates significantly from the body, such as skirts and dresses. This is because they rely on the body to canonicalize the clothed surface by reposing it to a reference shape. Unfortunately, this process is poorly defined when clothing is far from the body. Additionally, they use linear blend skinning to pose the body and the skinning weights are tied to the underlying body parts. In contrast, we model the clothing deformation in a local coordinate space without canonicalization. We also relax the skinning weights to let multiple body parts influence the surface. Specifically, we extend point-based methods with a coarse stage, that replaces canonicalization with a learned pose-independent "coarse shape" that can capture the rough surface geometry of clothing like skirts. We then refine this using a network that infers the linear blend skinning weights and pose dependent displacements from the coarse representation. The approach works well for garments that both conform to, and deviate from, the body. We demonstrate the usefulness of our approach by learning person-specific avatars from examples and then show how they can be animated in new poses and motions. We also show that the method can learn directly from raw scans with missing data, greatly simplifying the process of creating realistic avatars. Code is available for research purposes at {\small\url{https://qianlim.github.io/SkiRT}}.

CVDec 8, 2022
Generating Holistic 3D Human Motion from Speech

Hongwei Yi, Hualin Liang, Yifei Liu et al. · amazon-science

This work addresses the problem of generating 3D holistic body motions from human speech. Given a speech recording, we synthesize sequences of 3D body poses, hand gestures, and facial expressions that are realistic and diverse. To achieve this, we first build a high-quality dataset of 3D holistic body meshes with synchronous speech. We then define a novel speech-to-motion generation framework in which the face, body, and hands are modeled separately. The separated modeling stems from the fact that face articulation strongly correlates with human speech, while body poses and hand gestures are less correlated. Specifically, we employ an autoencoder for face motions, and a compositional vector-quantized variational autoencoder (VQ-VAE) for the body and hand motions. The compositional VQ-VAE is key to generating diverse results. Additionally, we propose a cross-conditional autoregressive model that generates body poses and hand gestures, leading to coherent and realistic motions. Extensive experiments and user studies demonstrate that our proposed approach achieves state-of-the-art performance both qualitatively and quantitatively. Our novel dataset and code will be released for research purposes at https://talkshow.is.tue.mpg.de.

CVJun 15, 2023
Emotional Speech-Driven Animation with Content-Emotion Disentanglement

Radek Daněček, Kiran Chhatre, Shashank Tripathi et al. · amazon-science

To be widely adopted, 3D facial avatars must be animated easily, realistically, and directly from speech signals. While the best recent methods generate 3D animations that are synchronized with the input audio, they largely ignore the impact of emotions on facial expressions. Realistic facial animation requires lip-sync together with the natural expression of emotion. To that end, we propose EMOTE (Expressive Model Optimized for Talking with Emotion), which generates 3D talking-head avatars that maintain lip-sync from speech while enabling explicit control over the expression of emotion. To achieve this, we supervise EMOTE with decoupled losses for speech (i.e., lip-sync) and emotion. These losses are based on two key observations: (1) deformations of the face due to speech are spatially localized around the mouth and have high temporal frequency, whereas (2) facial expressions may deform the whole face and occur over longer intervals. Thus, we train EMOTE with a per-frame lip-reading loss to preserve the speech-dependent content, while supervising emotion at the sequence level. Furthermore, we employ a content-emotion exchange mechanism in order to supervise different emotions on the same audio, while maintaining the lip motion synchronized with the speech. To employ deep perceptual losses without getting undesirable artifacts, we devise a motion prior in the form of a temporal VAE. Due to the absence of high-quality aligned emotional 3D face datasets with speech, EMOTE is trained with 3D pseudo-ground-truth extracted from an emotional video dataset (i.e., MEAD). Extensive qualitative and perceptual evaluations demonstrate that EMOTE produces speech-driven facial animations with better lip-sync than state-of-the-art methods trained on the same data, while offering additional, high-quality emotional control.

CVSep 28, 2022Code
SmartMocap: Joint Estimation of Human and Camera Motion using Uncalibrated RGB Cameras

Nitin Saini, Chun-hao P. Huang, Michael J. Black et al.

Markerless human motion capture (mocap) from multiple RGB cameras is a widely studied problem. Existing methods either need calibrated cameras or calibrate them relative to a static camera, which acts as the reference frame for the mocap system. The calibration step has to be done a priori for every capture session, which is a tedious process, and re-calibration is required whenever cameras are intentionally or accidentally moved. In this paper, we propose a mocap method which uses multiple static and moving extrinsically uncalibrated RGB cameras. The key components of our method are as follows. First, since the cameras and the subject can move freely, we select the ground plane as a common reference to represent both the body and the camera motions unlike existing methods which represent bodies in the camera coordinate. Second, we learn a probability distribution of short human motion sequences ($\sim$1sec) relative to the ground plane and leverage it to disambiguate between the camera and human motion. Third, we use this distribution as a motion prior in a novel multi-stage optimization approach to fit the SMPL human body model and the camera poses to the human body keypoints on the images. Finally, we show that our method can work on a variety of datasets ranging from aerial cameras to smartphones. It also gives more accurate results compared to the state-of-the-art on the task of monocular human mocap with a static camera. Our code is available for research purposes on https://github.com/robot-perception-group/SmartMocap.

CVJun 14, 2022
Accurate 3D Body Shape Regression using Metric and Semantic Attributes

Vasileios Choutas, Lea Muller, Chun-Hao P. Huang et al. · eth-zurich

While methods that regress 3D human meshes from images have progressed rapidly, the estimated body shapes often do not capture the true human shape. This is problematic since, for many applications, accurate body shape is as important as pose. The key reason that body shape accuracy lags pose accuracy is the lack of data. While humans can label 2D joints, and these constrain 3D pose, it is not so easy to "label" 3D body shape. Since paired data with images and 3D body shape are rare, we exploit two sources of information: (1) we collect internet images of diverse "fashion" models together with a small set of anthropometric measurements; (2) we collect linguistic shape attributes for a wide range of 3D body meshes and the model images. Taken together, these datasets provide sufficient constraints to infer dense 3D shape. We exploit the anthropometric measurements and linguistic shape attributes in several novel ways to train a neural network, called SHAPY, that regresses 3D human pose and shape from an RGB image. We evaluate SHAPY on public benchmarks, but note that they either lack significant body shape variation, ground-truth shape, or clothing variation. Thus, we collect a new dataset for evaluating 3D human shape estimation, called HBW, containing photos of "Human Bodies in the Wild" for which we have ground-truth 3D body scans. On this new benchmark, SHAPY significantly outperforms state-of-the-art methods on the task of 3D body shape estimation. This is the first demonstration that 3D body shape regression from images can be trained from easy-to-obtain anthropometric measurements and linguistic shape attributes. Our model and data are available at: shapy.is.tue.mpg.de

CVMay 8, 2022
Towards Racially Unbiased Skin Tone Estimation via Scene Disambiguation

Haiwen Feng, Timo Bolkart, Joachim Tesch et al. · amazon-science

Virtual facial avatars will play an increasingly important role in immersive communication, games and the metaverse, and it is therefore critical that they be inclusive. This requires accurate recovery of the appearance, represented by albedo, regardless of age, sex, or ethnicity. While significant progress has been made on estimating 3D facial geometry, albedo estimation has received less attention. The task is fundamentally ambiguous because the observed color is a function of albedo and lighting, both of which are unknown. We find that current methods are biased towards light skin tones due to (1) strongly biased priors that prefer lighter pigmentation and (2) algorithmic solutions that disregard the light/albedo ambiguity. To address this, we propose a new evaluation dataset (FAIR) and an algorithm (TRUST) to improve albedo estimation and, hence, fairness. Specifically, we create the first facial albedo evaluation benchmark where subjects are balanced in terms of skin color, and measure accuracy using the Individual Typology Angle (ITA) metric. We then address the light/albedo ambiguity by building on a key observation: the image of the full scene -- as opposed to a cropped image of the face -- contains important information about lighting that can be used for disambiguation. TRUST regresses facial albedo by conditioning both on the face region and a global illumination signal obtained from the scene image. Our experimental results show significant improvement compared to state-of-the-art methods on albedo estimation, both in terms of accuracy and fairness. The evaluation benchmark and code will be made available for research purposes at https://trust.is.tue.mpg.de.

CVNov 30, 2023Code
HOLD: Category-agnostic 3D Reconstruction of Interacting Hands and Objects from Video

Zicong Fan, Maria Parelli, Maria Eleni Kadoglou et al.

Since humans interact with diverse objects every day, the holistic 3D capture of these interactions is important to understand and model human behaviour. However, most existing methods for hand-object reconstruction from RGB either assume pre-scanned object templates or heavily rely on limited 3D hand-object data, restricting their ability to scale and generalize to more unconstrained interaction settings. To this end, we introduce HOLD -- the first category-agnostic method that reconstructs an articulated hand and object jointly from a monocular interaction video. We develop a compositional articulated implicit model that can reconstruct disentangled 3D hand and object from 2D images. We also further incorporate hand-object constraints to improve hand-object poses and consequently the reconstruction quality. Our method does not rely on 3D hand-object annotations while outperforming fully-supervised baselines in both in-the-lab and challenging in-the-wild settings. Moreover, we qualitatively show its robustness in reconstructing from in-the-wild videos. Code: https://github.com/zc-alexfan/hold

CVApr 25, 2022
TEMOS: Generating diverse human motions from textual descriptions

Mathis Petrovich, Michael J. Black, Gül Varol

We address the problem of generating diverse 3D human motions from textual descriptions. This challenging task requires joint modeling of both modalities: understanding and extracting useful human-centric information from the text, and then generating plausible and realistic sequences of human poses. In contrast to most previous work which focuses on generating a single, deterministic, motion from a textual description, we design a variational approach that can produce multiple diverse human motions. We propose TEMOS, a text-conditioned generative model leveraging variational autoencoder (VAE) training with human motion data, in combination with a text encoder that produces distribution parameters compatible with the VAE latent space. We show the TEMOS framework can produce both skeleton-based animations as in prior work, as well more expressive SMPL body motions. We evaluate our approach on the KIT Motion-Language benchmark and, despite being relatively straightforward, demonstrate significant improvements over the state of the art. Code and models are available on our webpage.

CVOct 25, 2022
SUPR: A Sparse Unified Part-Based Human Representation

Ahmed A. A. Osman, Timo Bolkart, Dimitrios Tzionas et al. · amazon-science

Statistical 3D shape models of the head, hands, and fullbody are widely used in computer vision and graphics. Despite their wide use, we show that existing models of the head and hands fail to capture the full range of motion for these parts. Moreover, existing work largely ignores the feet, which are crucial for modeling human movement and have applications in biomechanics, animation, and the footwear industry. The problem is that previous body part models are trained using 3D scans that are isolated to the individual parts. Such data does not capture the full range of motion for such parts, e.g. the motion of head relative to the neck. Our observation is that full-body scans provide important information about the motion of the body parts. Consequently, we propose a new learning scheme that jointly trains a full-body model and specific part models using a federated dataset of full-body and body-part scans. Specifically, we train an expressive human body model called SUPR (Sparse Unified Part-Based Human Representation), where each joint strictly influences a sparse set of model vertices. The factorized representation enables separating SUPR into an entire suite of body part models. Note that the feet have received little attention and existing 3D body models have highly under-actuated feet. Using novel 4D scans of feet, we train a model with an extended kinematic tree that captures the range of motion of the toes. Additionally, feet deform due to ground contact. To model this, we include a novel non-linear deformation function that predicts foot deformation conditioned on the foot pose, shape, and ground contact. We train SUPR on an unprecedented number of scans: 1.2 million body, head, hand and foot scans. We quantitatively compare SUPR and the separated body parts and find that our suite of models generalizes better than existing models. SUPR is available at http://supr.is.tue.mpg.de

CVJun 12, 2023
Instant Multi-View Head Capture through Learnable Registration

Timo Bolkart, Tianye Li, Michael J. Black · amazon-science

Existing methods for capturing datasets of 3D heads in dense semantic correspondence are slow, and commonly address the problem in two separate steps; multi-view stereo (MVS) reconstruction followed by non-rigid registration. To simplify this process, we introduce TEMPEH (Towards Estimation of 3D Meshes from Performances of Expressive Heads) to directly infer 3D heads in dense correspondence from calibrated multi-view images. Registering datasets of 3D scans typically requires manual parameter tuning to find the right balance between accurately fitting the scans surfaces and being robust to scanning noise and outliers. Instead, we propose to jointly register a 3D head dataset while training TEMPEH. Specifically, during training we minimize a geometric loss commonly used for surface registration, effectively leveraging TEMPEH as a regularizer. Our multi-view head inference builds on a volumetric feature representation that samples and fuses features from each view using camera calibration information. To account for partial occlusions and a large capture volume that enables head movements, we use view- and surface-aware feature fusion, and a spatial transformer-based head localization module, respectively. We use raw MVS scans as supervision during training, but, once trained, TEMPEH directly predicts 3D heads in dense correspondence without requiring scans. Predicting one head takes about 0.3 seconds with a median reconstruction error of 0.26 mm, 64% lower than the current state-of-the-art. This enables the efficient capture of large datasets containing multiple people and diverse facial motions. Code, model, and data are publicly available at https://tempeh.is.tue.mpg.de.

CVApr 20, 2023
Reconstructing Signing Avatars From Video Using Linguistic Priors

Maria-Paola Forte, Peter Kulits, Chun-Hao Huang et al. · eth-zurich

Sign language (SL) is the primary method of communication for the 70 million Deaf people around the world. Video dictionaries of isolated signs are a core SL learning tool. Replacing these with 3D avatars can aid learning and enable AR/VR applications, improving access to technology and online media. However, little work has attempted to estimate expressive 3D avatars from SL video; occlusion, noise, and motion blur make this task difficult. We address this by introducing novel linguistic priors that are universally applicable to SL and provide constraints on 3D hand pose that help resolve ambiguities within isolated signs. Our method, SGNify, captures fine-grained hand pose, facial expression, and body movement fully automatically from in-the-wild monocular SL videos. We evaluate SGNify quantitatively by using a commercial motion-capture system to compute 3D avatars synchronized with monocular video. SGNify outperforms state-of-the-art 3D body-pose- and shape-estimation methods on SL videos. A perceptual study shows that SGNify's 3D reconstructions are significantly more comprehensible and natural than those of previous methods and are on par with the source videos. Code and data are available at $\href{http://sgnify.is.tue.mpg.de}{\text{sgnify.is.tue.mpg.de}}$.

CVApr 28, 2022
ARCTIC: A Dataset for Dexterous Bimanual Hand-Object Manipulation

Zicong Fan, Omid Taheri, Dimitrios Tzionas et al.

Humans intuitively understand that inanimate objects do not move by themselves, but that state changes are typically caused by human manipulation (e.g., the opening of a book). This is not yet the case for machines. In part this is because there exist no datasets with ground-truth 3D annotations for the study of physically consistent and synchronised motion of hands and articulated objects. To this end, we introduce ARCTIC -- a dataset of two hands that dexterously manipulate objects, containing 2.1M video frames paired with accurate 3D hand and object meshes and detailed, dynamic contact information. It contains bi-manual articulation of objects such as scissors or laptops, where hand poses and object states evolve jointly in time. We propose two novel articulated hand-object interaction tasks: (1) Consistent motion reconstruction: Given a monocular video, the goal is to reconstruct two hands and articulated objects in 3D, so that their motions are spatio-temporally consistent. (2) Interaction field estimation: Dense relative hand-object distances must be estimated from images. We introduce two baselines ArcticNet and InterField, respectively and evaluate them qualitatively and quantitatively on ARCTIC. Our code and data are available at https://arctic.is.tue.mpg.de.

CVDec 14, 2022
ECON: Explicit Clothed humans Optimized via Normal integration

Yuliang Xiu, Jinlong Yang, Xu Cao et al.

The combination of deep learning, artist-curated scans, and Implicit Functions (IF), is enabling the creation of detailed, clothed, 3D humans from images. However, existing methods are far from perfect. IF-based methods recover free-form geometry, but produce disembodied limbs or degenerate shapes for novel poses or clothes. To increase robustness for these cases, existing work uses an explicit parametric body model to constrain surface reconstruction, but this limits the recovery of free-form surfaces such as loose clothing that deviates from the body. What we want is a method that combines the best properties of implicit representation and explicit body regularization. To this end, we make two key observations: (1) current networks are better at inferring detailed 2D maps than full-3D surfaces, and (2) a parametric model can be seen as a "canvas" for stitching together detailed surface patches. Based on these, our method, ECON, has three main steps: (1) It infers detailed 2D normal maps for the front and back side of a clothed person. (2) From these, it recovers 2.5D front and back surfaces, called d-BiNI, that are equally detailed, yet incomplete, and registers these w.r.t. each other with the help of a SMPL-X body mesh recovered from the image. (3) It "inpaints" the missing geometry between d-BiNI surfaces. If the face and hands are noisy, they can optionally be replaced with the ones of SMPL-X. As a result, ECON infers high-fidelity 3D humans even in loose clothes and challenging poses. This goes beyond previous methods, according to the quantitative evaluation on the CAPE and Renderpeople datasets. Perceptual studies also show that ECON's perceived realism is better by a large margin. Code and models are available for research purposes at econ.is.tue.mpg.de

CVJun 29, 2023
BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion

Michael J. Black, Priyanka Patel, Joachim Tesch et al.

We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small, unrealistic, or lacked realistic clothing. Achieving sufficient realism is non-trivial and we show how to do this for full bodies in motion. Specifically, our BEDLAM dataset contains monocular RGB videos with ground-truth 3D bodies in SMPL-X format. It includes a diversity of body shapes, motions, skin tones, hair, and clothing. The clothing is realistically simulated on the moving bodies using commercial clothing physics simulation. We render varying numbers of people in realistic scenes with varied lighting and camera motions. We then train various HPS regressors using BEDLAM and achieve state-of-the-art accuracy on real-image benchmarks despite training with synthetic data. We use BEDLAM to gain insights into what model design choices are important for accuracy. With good synthetic training data, we find that a basic method like HMR approaches the accuracy of the current SOTA method (CLIFF). BEDLAM is useful for a variety of tasks and all images, ground truth bodies, 3D clothing, support code, and more are available for research purposes. Additionally, we provide detailed information about our synthetic data generation pipeline, enabling others to generate their own datasets. See the project page: https://bedlam.is.tue.mpg.de/.

GRMar 14, 2023
MeshDiffusion: Score-based Generative 3D Mesh Modeling

Zhen Liu, Yao Feng, Michael J. Black et al.

We consider the task of generating realistic 3D shapes, which is useful for a variety of applications such as automatic scene generation and physical simulation. Compared to other 3D representations like voxels and point clouds, meshes are more desirable in practice, because (1) they enable easy and arbitrary manipulation of shapes for relighting and simulation, and (2) they can fully leverage the power of modern graphics pipelines which are mostly optimized for meshes. Previous scalable methods for generating meshes typically rely on sub-optimal post-processing, and they tend to produce overly-smooth or noisy surfaces without fine-grained geometric details. To overcome these shortcomings, we take advantage of the graph structure of meshes and use a simple yet very effective generative modeling method to generate 3D meshes. Specifically, we represent meshes with deformable tetrahedral grids, and then train a diffusion model on this direct parametrization. We demonstrate the effectiveness of our model on multiple generative tasks.

CVJun 20, 2022
Capturing and Inferring Dense Full-Body Human-Scene Contact

Chun-Hao P. Huang, Hongwei Yi, Markus Höschle et al.

Inferring human-scene contact (HSC) is the first step toward understanding how humans interact with their surroundings. While detecting 2D human-object interaction (HOI) and reconstructing 3D human pose and shape (HPS) have enjoyed significant progress, reasoning about 3D human-scene contact from a single image is still challenging. Existing HSC detection methods consider only a few types of predefined contact, often reduce body and scene to a small number of primitives, and even overlook image evidence. To predict human-scene contact from a single image, we address the limitations above from both data and algorithmic perspectives. We capture a new dataset called RICH for "Real scenes, Interaction, Contact and Humans." RICH contains multiview outdoor/indoor video sequences at 4K resolution, ground-truth 3D human bodies captured using markerless motion capture, 3D body scans, and high resolution 3D scene scans. A key feature of RICH is that it also contains accurate vertex-level contact labels on the body. Using RICH, we train a network that predicts dense body-scene contacts from a single RGB image. Our key insight is that regions in contact are always occluded so the network needs the ability to explore the whole image for evidence. We use a transformer to learn such non-local relationships and propose a new Body-Scene contact TRansfOrmer (BSTRO). Very few methods explore 3D contact; those that do focus on the feet only, detect foot contact as a post-processing step, or infer contact from body pose without looking at the scene. To our knowledge, BSTRO is the first method to directly estimate 3D body-scene contact from a single image. We demonstrate that BSTRO significantly outperforms the prior art. The code and dataset are available at https://rich.is.tue.mpg.de.

AIAug 21, 2023
TADA! Text to Animatable Digital Avatars

Tingting Liao, Hongwei Yi, Yuliang Xiu et al.

We introduce TADA, a simple-yet-effective approach that takes textual descriptions and produces expressive 3D avatars with high-quality geometry and lifelike textures, that can be animated and rendered with traditional graphics pipelines. Existing text-based character generation methods are limited in terms of geometry and texture quality, and cannot be realistically animated due to inconsistent alignment between the geometry and the texture, particularly in the face region. To overcome these limitations, TADA leverages the synergy of a 2D diffusion model and an animatable parametric body model. Specifically, we derive an optimizable high-resolution body model from SMPL-X with 3D displacements and a texture map, and use hierarchical rendering with score distillation sampling (SDS) to create high-quality, detailed, holistic 3D avatars from text. To ensure alignment between the geometry and texture, we render normals and RGB images of the generated character and exploit their latent embeddings in the SDS training process. We further introduce various expression parameters to deform the generated character during training, ensuring that the semantics of our generated character remain consistent with the original SMPL-X model, resulting in an animatable character. Comprehensive evaluations demonstrate that TADA significantly surpasses existing approaches on both qualitative and quantitative measures. TADA enables creation of large-scale digital character assets that are ready for animation and rendering, while also being easily editable through natural language. The code will be public for research purposes.

CVMar 31, 2023
3D Human Pose Estimation via Intuitive Physics

Shashank Tripathi, Lea Müller, Chun-Hao P. Huang et al.

Estimating 3D humans from images often produces implausible bodies that lean, float, or penetrate the floor. Such methods ignore the fact that bodies are typically supported by the scene. A physics engine can be used to enforce physical plausibility, but these are not differentiable, rely on unrealistic proxy bodies, and are difficult to integrate into existing optimization and learning frameworks. In contrast, we exploit novel intuitive-physics (IP) terms that can be inferred from a 3D SMPL body interacting with the scene. Inspired by biomechanics, we infer the pressure heatmap on the body, the Center of Pressure (CoP) from the heatmap, and the SMPL body's Center of Mass (CoM). With these, we develop IPMAN, to estimate a 3D body from a color image in a "stable" configuration by encouraging plausible floor contact and overlapping CoP and CoM. Our IP terms are intuitive, easy to implement, fast to compute, differentiable, and can be integrated into existing optimization and regression methods. We evaluate IPMAN on standard datasets and MoYo, a new dataset with synchronized multi-view images, ground-truth 3D bodies with complex poses, body-floor contact, CoM and pressure. IPMAN produces more plausible results than the state of the art, improving accuracy for static poses, while not hurting dynamic ones. Code and data are available for research at https://ipman.is.tue.mpg.de.

CVDec 14, 2022
HOOD: Hierarchical Graphs for Generalized Modelling of Clothing Dynamics

Artur Grigorev, Bernhard Thomaszewski, Michael J. Black et al.

We propose a method that leverages graph neural networks, multi-level message passing, and unsupervised training to enable real-time prediction of realistic clothing dynamics. Whereas existing methods based on linear blend skinning must be trained for specific garments, our method is agnostic to body shape and applies to tight-fitting garments as well as loose, free-flowing clothing. Our method furthermore handles changes in topology (e.g., garments with buttons or zippers) and material properties at inference time. As one key contribution, we propose a hierarchical message-passing scheme that efficiently propagates stiff stretching modes while preserving local detail. We empirically show that our method outperforms strong baselines quantitatively and that its results are perceived as more realistic than state-of-the-art methods.

CVAug 21, 2023
SCULPT: Shape-Conditioned Unpaired Learning of Pose-dependent Clothed and Textured Human Meshes

Soubhik Sanyal, Partha Ghosh, Jinlong Yang et al. · amazon-science

We present SCULPT, a novel 3D generative model for clothed and textured 3D meshes of humans. Specifically, we devise a deep neural network that learns to represent the geometry and appearance distribution of clothed human bodies. Training such a model is challenging, as datasets of textured 3D meshes for humans are limited in size and accessibility. Our key observation is that there exist medium-sized 3D scan datasets like CAPE, as well as large-scale 2D image datasets of clothed humans and multiple appearances can be mapped to a single geometry. To effectively learn from the two data modalities, we propose an unpaired learning procedure for pose-dependent clothed and textured human meshes. Specifically, we learn a pose-dependent geometry space from 3D scan data. We represent this as per vertex displacements w.r.t. the SMPL model. Next, we train a geometry conditioned texture generator in an unsupervised way using the 2D image data. We use intermediate activations of the learned geometry model to condition our texture generator. To alleviate entanglement between pose and clothing type, and pose and clothing appearance, we condition both the texture and geometry generators with attribute labels such as clothing types for the geometry, and clothing colors for the texture generator. We automatically generated these conditioning labels for the 2D images based on the visual question answering model BLIP and CLIP. We validate our method on the SCULPT dataset, and compare to state-of-the-art 3D generative models for clothed human bodies. Our code and data can be found at https://sculpt.is.tue.mpg.de.

CVJun 5, 2023
TRACE: 5D Temporal Regression of Avatars with Dynamic Cameras in 3D Environments

Yu Sun, Qian Bao, Wu Liu et al.

Although the estimation of 3D human pose and shape (HPS) is rapidly progressing, current methods still cannot reliably estimate moving humans in global coordinates, which is critical for many applications. This is particularly challenging when the camera is also moving, entangling human and camera motion. To address these issues, we adopt a novel 5D representation (space, time, and identity) that enables end-to-end reasoning about people in scenes. Our method, called TRACE, introduces several novel architectural components. Most importantly, it uses two new "maps" to reason about the 3D trajectory of people over time in camera, and world, coordinates. An additional memory unit enables persistent tracking of people even during long occlusions. TRACE is the first one-stage method to jointly recover and track 3D humans in global coordinates from dynamic cameras. By training it end-to-end, and using full image information, TRACE achieves state-of-the-art performance on tracking and HPS benchmarks. The code and dataset are released for research purposes.

CVSep 26, 2022
InterCap: Joint Markerless 3D Tracking of Humans and Objects in Interaction

Yinghao Huang, Omid Tehari, Michael J. Black et al.

Humans constantly interact with daily objects to accomplish tasks. To understand such interactions, computers need to reconstruct these from cameras observing whole-body interaction with scenes. This is challenging due to occlusion between the body and objects, motion blur, depth/scale ambiguities, and the low image resolution of hands and graspable object parts. To make the problem tractable, the community focuses either on interacting hands, ignoring the body, or on interacting bodies, ignoring hands. The GRAB dataset addresses dexterous whole-body interaction but uses marker-based MoCap and lacks images, while BEHAVE captures video of body object interaction but lacks hand detail. We address the limitations of prior work with InterCap, a novel method that reconstructs interacting whole-bodies and objects from multi-view RGB-D data, using the parametric whole-body model SMPL-X and known object meshes. To tackle the above challenges, InterCap uses two key observations: (i) Contact between the hand and object can be used to improve the pose estimation of both. (ii) Azure Kinect sensors allow us to set up a simple multi-view RGB-D capture system that minimizes the effect of occlusion while providing reasonable inter-camera synchronization. With this method we capture the InterCap dataset, which contains 10 subjects (5 males and 5 females) interacting with 10 objects of various sizes and affordances, including contact with the hands or feet. In total, InterCap has 223 RGB-D videos, resulting in 67,357 multi-view frames, each containing 6 RGB-D images. Our method provides pseudo ground-truth body meshes and objects for each video frame. Our InterCap method and dataset fill an important gap in the literature and support many research directions. Our data and code are areavailable for research purposes.

CVNov 28, 2022
Fast-SNARF: A Fast Deformer for Articulated Neural Fields

Xu Chen, Tianjian Jiang, Jie Song et al.

Neural fields have revolutionized the area of 3D reconstruction and novel view synthesis of rigid scenes. A key challenge in making such methods applicable to articulated objects, such as the human body, is to model the deformation of 3D locations between the rest pose (a canonical space) and the deformed space. We propose a new articulation module for neural fields, Fast-SNARF, which finds accurate correspondences between canonical space and posed space via iterative root finding. Fast-SNARF is a drop-in replacement in functionality to our previous work, SNARF, while significantly improving its computational efficiency. We contribute several algorithmic and implementation improvements over SNARF, yielding a speed-up of $150\times$. These improvements include voxel-based correspondence search, pre-computing the linear blend skinning function, and an efficient software implementation with CUDA kernels. Fast-SNARF enables efficient and simultaneous optimization of shape and skinning weights given deformed observations without correspondences (e.g. 3D meshes). Because learning of deformation maps is a crucial component in many 3D human avatar methods and since Fast-SNARF provides a computationally efficient solution, we believe that this work represents a significant step towards the practical creation of 3D virtual humans.

CVMar 7, 2022
Human-Aware Object Placement for Visual Environment Reconstruction

Hongwei Yi, Chun-Hao P. Huang, Dimitrios Tzionas et al.

Humans are in constant contact with the world as they move through it and interact with it. This contact is a vital source of information for understanding 3D humans, 3D scenes, and the interactions between them. In fact, we demonstrate that these human-scene interactions (HSIs) can be leveraged to improve the 3D reconstruction of a scene from a monocular RGB video. Our key idea is that, as a person moves through a scene and interacts with it, we accumulate HSIs across multiple input images, and optimize the 3D scene to reconstruct a consistent, physically plausible and functional 3D scene layout. Our optimization-based approach exploits three types of HSI constraints: (1) humans that move in a scene are occluded or occlude objects, thus, defining the depth ordering of the objects, (2) humans move through free space and do not interpenetrate objects, (3) when humans and objects are in contact, the contact surfaces occupy the same place in space. Using these constraints in an optimization formulation across all observations, we significantly improve the 3D scene layout reconstruction. Furthermore, we show that our scene reconstruction can be used to refine the initial 3D human pose and shape (HPS) estimation. We evaluate the 3D scene layout reconstruction and HPS estimation qualitatively and quantitatively using the PROX and PiGraphs datasets. The code and data are available for research purposes at https://mover.is.tue.mpg.de/.

CVApr 20, 2023
SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation

Nikos Athanasiou, Mathis Petrovich, Michael J. Black et al.

Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.

CVDec 8, 2022
MIME: Human-Aware 3D Scene Generation

Hongwei Yi, Chun-Hao P. Huang, Shashank Tripathi et al.

Generating realistic 3D worlds occupied by moving humans has many applications in games, architecture, and synthetic data creation. But generating such scenes is expensive and labor intensive. Recent work generates human poses and motions given a 3D scene. Here, we take the opposite approach and generate 3D indoor scenes given 3D human motion. Such motions can come from archival motion capture or from IMU sensors worn on the body, effectively turning human movement in a "scanner" of the 3D world. Intuitively, human movement indicates the free-space in a room and human contact indicates surfaces or objects that support activities such as sitting, lying or touching. We propose MIME (Mining Interaction and Movement to infer 3D Environments), which is a generative model of indoor scenes that produces furniture layouts that are consistent with the human movement. MIME uses an auto-regressive transformer architecture that takes the already generated objects in the scene as well as the human motion as input, and outputs the next plausible object. To train MIME, we build a dataset by populating the 3D FRONT scene dataset with 3D humans. Our experiments show that MIME produces more diverse and plausible 3D scenes than a recent generative scene method that does not know about human movement. Code and data will be available for research at https://mime.is.tue.mpg.de.

CVMar 29, 2022
BARC: Learning to Regress 3D Dog Shape from Images by Exploiting Breed Information

Nadine Rueegg, Silvia Zuffi, Konrad Schindler et al.

Our goal is to recover the 3D shape and pose of dogs from a single image. This is a challenging task because dogs exhibit a wide range of shapes and appearances, and are highly articulated. Recent work has proposed to directly regress the SMAL animal model, with additional limb scale parameters, from images. Our method, called BARC (Breed-Augmented Regression using Classification), goes beyond prior work in several important ways. First, we modify the SMAL shape space to be more appropriate for representing dog shape. But, even with a better shape model, the problem of regressing dog shape from an image is still challenging because we lack paired images with 3D ground truth. To compensate for the lack of paired data, we formulate novel losses that exploit information about dog breeds. In particular, we exploit the fact that dogs of the same breed have similar body shapes. We formulate a novel breed similarity loss consisting of two parts: One term encourages the shape of dogs from the same breed to be more similar than dogs of different breeds. The second one, a breed classification loss, helps to produce recognizable breed-specific shapes. Through ablation studies, we find that our breed losses significantly improve shape accuracy over a baseline without them. We also compare BARC qualitatively to WLDO with a perceptual study and find that our approach produces dogs that are significantly more realistic. This work shows that a-priori information about genetic similarity can help to compensate for the lack of 3D training data. This concept may be applicable to other animal species or groups of species. Our code is publicly available for research purposes at https://barc.is.tue.mpg.de/.

LGAug 15, 2024Code
Can Large Language Models Understand Symbolic Graphics Programs?

Zeju Qiu, Weiyang Liu, Haiwen Feng et al.

Against the backdrop of enthusiasm for large language models (LLMs), there is a growing need to scientifically assess their capabilities and shortcomings. This is nontrivial in part because it is difficult to find tasks which the models have not encountered during training. Utilizing symbolic graphics programs, we propose a domain well-suited to test multiple spatial-semantic reasoning skills of LLMs. Popular in computer graphics, these programs procedurally generate visual data. While LLMs exhibit impressive skills in general program synthesis and analysis, symbolic graphics programs offer a new layer of evaluation: they allow us to test an LLM's ability to answer semantic questions about the images or 3D geometries without a vision encoder. To semantically understand the symbolic programs, LLMs would need to possess the ability to "imagine" and reason how the corresponding graphics content would look with only the symbolic description of the local curvatures and strokes. We use this task to evaluate LLMs by creating a large benchmark for the semantic visual understanding of symbolic graphics programs, built procedurally with minimal human effort. Particular emphasis is placed on transformations of images that leave the image level semantics invariant while introducing significant changes to the underlying program. We evaluate commercial and open-source LLMs on our benchmark to assess their ability to reason about visual output of programs, finding that LLMs considered stronger at reasoning generally perform better. Lastly, we introduce a novel method to improve this ability -- Symbolic Instruction Tuning (SIT), in which the LLM is finetuned with pre-collected instruction data on symbolic graphics programs. Interestingly, we find that SIT not only improves LLM's understanding on symbolic programs, but it also improves general reasoning ability on various other benchmarks.

CVSep 13, 2023
Text-Guided Generation and Editing of Compositional 3D Avatars

Hao Zhang, Yao Feng, Peter Kulits et al.

Our goal is to create a realistic 3D facial avatar with hair and accessories using only a text description. While this challenge has attracted significant recent interest, existing methods either lack realism, produce unrealistic shapes, or do not support editing, such as modifications to the hairstyle. We argue that existing methods are limited because they employ a monolithic modeling approach, using a single representation for the head, face, hair, and accessories. Our observation is that the hair and face, for example, have very different structural qualities that benefit from different representations. Building on this insight, we generate avatars with a compositional model, in which the head, face, and upper body are represented with traditional 3D meshes, and the hair, clothing, and accessories with neural radiance fields (NeRF). The model-based mesh representation provides a strong geometric prior for the face region, improving realism while enabling editing of the person's appearance. By using NeRFs to represent the remaining components, our method is able to model and synthesize parts with complex geometry and appearance, such as curly hair and fluffy scarves. Our novel system synthesizes these high-quality compositional avatars from text descriptions. The experimental results demonstrate that our method, Text-guided generation and Editing of Compositional Avatars (TECA), produces avatars that are more realistic than those of recent methods while being editable because of their compositional nature. For example, our TECA enables the seamless transfer of compositional features like hairstyles, scarves, and other accessories between avatars. This capability supports applications such as virtual try-on.

CVMar 6, 2023
Detecting Human-Object Contact in Images

Yixin Chen, Sai Kumar Dwivedi, Michael J. Black et al.

Humans constantly contact objects to move and perform tasks. Thus, detecting human-object contact is important for building human-centered artificial intelligence. However, there exists no robust method to detect contact between the body and the scene from an image, and there exists no dataset to learn such a detector. We fill this gap with HOT ("Human-Object conTact"), a new dataset of human-object contacts for images. To build HOT, we use two data sources: (1) We use the PROX dataset of 3D human meshes moving in 3D scenes, and automatically annotate 2D image areas for contact via 3D mesh proximity and projection. (2) We use the V-COCO, HAKE and Watch-n-Patch datasets, and ask trained annotators to draw polygons for the 2D image areas where contact takes place. We also annotate the involved body part of the human body. We use our HOT dataset to train a new contact detector, which takes a single color image as input, and outputs 2D contact heatmaps as well as the body-part labels that are in contact. This is a new and challenging task that extends current foot-ground or hand-object contact detectors to the full generality of the whole body. The detector uses a part-attention branch to guide contact estimation through the context of the surrounding body parts and scene. We evaluate our detector extensively, and quantitative results show that our model outperforms baselines, and that all components contribute to better performance. Results on images from an online repository show reasonable detections and generalizability.

CVApr 21, 2022
OSSO: Obtaining Skeletal Shape from Outside

Marilyn Keller, Silvia Zuffi, Michael J. Black et al.

We address the problem of inferring the anatomic skeleton of a person, in an arbitrary pose, from the 3D surface of the body; i.e. we predict the inside (bones) from the outside (skin). This has many applications in medicine and biomechanics. Existing state-of-the-art biomechanical skeletons are detailed but do not easily generalize to new subjects. Additionally, computer vision and graphics methods that predict skeletons are typically heuristic, not learned from data, do not leverage the full 3D body surface, and are not validated against ground truth. To our knowledge, our system, called OSSO (Obtaining Skeletal Shape from Outside), is the first to learn the mapping from the 3D body surface to the internal skeleton from real data. We do so using 1000 male and 1000 female dual-energy X-ray absorptiometry (DXA) scans. To these, we fit a parametric 3D body shape model (STAR) to capture the body surface and a novel part-based 3D skeleton model to capture the bones. This provides inside/outside training pairs. We model the statistical variation of full skeletons using PCA in a pose-normalized space. We then train a regressor from body shape parameters to skeleton shape parameters and refine the skeleton to satisfy constraints on physical plausibility. Given an arbitrary 3D body shape and pose, OSSO predicts a realistic skeleton inside. In contrast to previous work, we evaluate the accuracy of the skeleton shape quantitatively on held-out DXA scans, outperforming the state-of-the-art. We also show 3D skeleton prediction from varied and challenging 3D bodies. The code to infer a skeleton from a body shape is available for research at https://osso.is.tue.mpg.de/, and the dataset of paired outer surface (skin) and skeleton (bone) meshes is available as a Biobank Returned Dataset. This research has been conducted using the UK Biobank Resource.

CVSep 26, 2023
DECO: Dense Estimation of 3D Human-Scene Contact In The Wild

Shashank Tripathi, Agniv Chatterjee, Jean-Claude Passy et al.

Understanding how humans use physical contact to interact with the world is key to enabling human-centric artificial intelligence. While inferring 3D contact is crucial for modeling realistic and physically-plausible human-object interactions, existing methods either focus on 2D, consider body joints rather than the surface, use coarse 3D body regions, or do not generalize to in-the-wild images. In contrast, we focus on inferring dense, 3D contact between the full body surface and objects in arbitrary images. To achieve this, we first collect DAMON, a new dataset containing dense vertex-level contact annotations paired with RGB images containing complex human-object and human-scene contact. Second, we train DECO, a novel 3D contact detector that uses both body-part-driven and scene-context-driven attention to estimate vertex-level contact on the SMPL body. DECO builds on the insight that human observers recognize contact by reasoning about the contacting body parts, their proximity to scene objects, and the surrounding scene context. We perform extensive evaluations of our detector on DAMON as well as on the RICH and BEHAVE datasets. We significantly outperform existing SOTA methods across all benchmarks. We also show qualitatively that DECO generalizes well to diverse and challenging real-world human interactions in natural images. The code, data, and models are available at https://deco.is.tue.mpg.de.

CVAug 24, 2023
POCO: 3D Pose and Shape Estimation with Confidence

Sai Kumar Dwivedi, Cordelia Schmid, Hongwei Yi et al.

The regression of 3D Human Pose and Shape (HPS) from an image is becoming increasingly accurate. This makes the results useful for downstream tasks like human action recognition or 3D graphics. Yet, no regressor is perfect, and accuracy can be affected by ambiguous image evidence or by poses and appearance that are unseen during training. Most current HPS regressors, however, do not report the confidence of their outputs, meaning that downstream tasks cannot differentiate accurate estimates from inaccurate ones. To address this, we develop POCO, a novel framework for training HPS regressors to estimate not only a 3D human body, but also their confidence, in a single feed-forward pass. Specifically, POCO estimates both the 3D body pose and a per-sample variance. The key idea is to introduce a Dual Conditioning Strategy (DCS) for regressing uncertainty that is highly correlated to pose reconstruction quality. The POCO framework can be applied to any HPS regressor and here we evaluate it by modifying HMR, PARE, and CLIFF. In all cases, training the network to reason about uncertainty helps it learn to more accurately estimate 3D pose. While this was not our goal, the improvement is modest but consistent. Our main motivation is to provide uncertainty estimates for downstream tasks; we demonstrate this in two ways: (1) We use the confidence estimates to bootstrap HPS training. Given unlabelled image data, we take the confident estimates of a POCO-trained regressor as pseudo ground truth. Retraining with this automatically-curated data improves accuracy. (2) We exploit uncertainty in video pose estimation by automatically identifying uncertain frames (e.g. due to occlusion) and inpainting these from confident frames. Code and models will be available for research at https://poco.is.tue.mpg.de.

CVAug 22, 2023
GRIP: Generating Interaction Poses Using Spatial Cues and Latent Consistency

Omid Taheri, Yi Zhou, Dimitrios Tzionas et al.

Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.

CVApr 20, 2023
Generalizing Neural Human Fitting to Unseen Poses With Articulated SE(3) Equivariance

Haiwen Feng, Peter Kulits, Shichen Liu et al.

We address the problem of fitting a parametric human body model (SMPL) to point cloud data. Optimization-based methods require careful initialization and are prone to becoming trapped in local optima. Learning-based methods address this but do not generalize well when the input pose is far from those seen during training. For rigid point clouds, remarkable generalization has been achieved by leveraging SE(3)-equivariant networks, but these methods do not work on articulated objects. In this work we extend this idea to human bodies and propose ArtEq, a novel part-based SE(3)-equivariant neural architecture for SMPL model estimation from point clouds. Specifically, we learn a part detection network by leveraging local SO(3) invariance, and regress shape and pose using articulated SE(3) shape-invariant and pose-equivariant networks, all trained end-to-end. Our novel pose regression module leverages the permutation-equivariant property of self-attention layers to preserve rotational equivariance. Experimental results show that ArtEq generalizes to poses not seen during training, outperforming state-of-the-art methods by ~44% in terms of body reconstruction accuracy, without requiring an optimization refinement step. Furthermore, ArtEq is three orders of magnitude faster during inference than prior work and has 97.3% fewer parameters. The code and model are available for research purposes at https://arteq.is.tue.mpg.de.

CVMar 21, 2022
LocATe: End-to-end Localization of Actions in 3D with Transformers

Jiankai Sun, Bolei Zhou, Michael J. Black et al.

Understanding a person's behavior from their 3D motion is a fundamental problem in computer vision with many applications. An important component of this problem is 3D Temporal Action Localization (3D-TAL), which involves recognizing what actions a person is performing, and when. State-of-the-art 3D-TAL methods employ a two-stage approach in which the action span detection task and the action recognition task are implemented as a cascade. This approach, however, limits the possibility of error-correction. In contrast, we propose LocATe, an end-to-end approach that jointly localizes and recognizes actions in a 3D sequence. Further, unlike existing autoregressive models that focus on modeling the local context in a sequence, LocATe's transformer model is capable of capturing long-term correlations between actions in a sequence. Unlike transformer-based object-detection and classification models which consider image or patch features as input, the input in 3D-TAL is a long sequence of highly correlated frames. To handle the high-dimensional input, we implement an effective input representation, and overcome the diffuse attention across long time horizons by introducing sparse attention in the model. LocATe outperforms previous approaches on the existing PKU-MMD 3D-TAL benchmark (mAP=93.2%). Finally, we argue that benchmark datasets are most useful where there is clear room for performance improvement. To that end, we introduce a new, challenging, and more realistic benchmark dataset, BABEL-TAL-20 (BT20), where the performance of state-of-the-art methods is significantly worse. The dataset and code for the method will be available for research purposes.

CVOct 26, 2023
FLARE: Fast Learning of Animatable and Relightable Mesh Avatars

Shrisha Bharadwaj, Yufeng Zheng, Otmar Hilliges et al.

Our goal is to efficiently learn personalized animatable 3D head avatars from videos that are geometrically accurate, realistic, relightable, and compatible with current rendering systems. While 3D meshes enable efficient processing and are highly portable, they lack realism in terms of shape and appearance. Neural representations, on the other hand, are realistic but lack compatibility and are slow to train and render. Our key insight is that it is possible to efficiently learn high-fidelity 3D mesh representations via differentiable rendering by exploiting highly-optimized methods from traditional computer graphics and approximating some of the components with neural networks. To that end, we introduce FLARE, a technique that enables the creation of animatable and relightable mesh avatars from a single monocular video. First, we learn a canonical geometry using a mesh representation, enabling efficient differentiable rasterization and straightforward animation via learned blendshapes and linear blend skinning weights. Second, we follow physically-based rendering and factor observed colors into intrinsic albedo, roughness, and a neural representation of the illumination, allowing the learned avatars to be relit in novel scenes. Since our input videos are captured on a single device with a narrow field of view, modeling the surrounding environment light is non-trivial. Based on the split-sum approximation for modeling specular reflections, we address this by approximating the pre-filtered environment map with a multi-layer perceptron (MLP) modulated by the surface roughness, eliminating the need to explicitly model the light. We demonstrate that our mesh-based avatar formulation, combined with learned deformation, material, and lighting MLPs, produces avatars with high-quality geometry and appearance, while also being efficient to train and render compared to existing approaches.

CVOct 20, 2023
PACE: Human and Camera Motion Estimation from in-the-wild Videos

Muhammed Kocabas, Ye Yuan, Pavlo Molchanov et al.

We present a method to estimate human motion in a global scene from moving cameras. This is a highly challenging task due to the coupling of human and camera motions in the video. To address this problem, we propose a joint optimization framework that disentangles human and camera motions using both foreground human motion priors and background scene features. Unlike existing methods that use SLAM as initialization, we propose to tightly integrate SLAM and human motion priors in an optimization that is inspired by bundle adjustment. Specifically, we optimize human and camera motions to match both the observed human pose and scene features. This design combines the strengths of SLAM and motion priors, which leads to significant improvements in human and camera motion estimation. We additionally introduce a motion prior that is suitable for batch optimization, making our approach significantly more efficient than existing approaches. Finally, we propose a novel synthetic dataset that enables evaluating camera motion in addition to human motion from dynamic videos. Experiments on the synthetic and real-world RICH datasets demonstrate that our approach substantially outperforms prior art in recovering both human and camera motions.

CVSep 12, 2024
Gaussian Garments: Reconstructing Simulation-Ready Clothing with Photorealistic Appearance from Multi-View Video

Boxiang Rong, Artur Grigorev, Wenbo Wang et al.

We introduce Gaussian Garments, a novel approach for reconstructing realistic simulation-ready garment assets from multi-view videos. Our method represents garments with a combination of a 3D mesh and a Gaussian texture that encodes both the color and high-frequency surface details. This representation enables accurate registration of garment geometries to multi-view videos and helps disentangle albedo textures from lighting effects. Furthermore, we demonstrate how a pre-trained graph neural network (GNN) can be fine-tuned to replicate the real behavior of each garment. The reconstructed Gaussian Garments can be automatically combined into multi-garment outfits and animated with the fine-tuned GNN.

LGNov 10, 2023
Parameter-Efficient Orthogonal Finetuning via Butterfly Factorization

Weiyang Liu, Zeju Qiu, Yao Feng et al.

Large foundation models are becoming ubiquitous, but training them from scratch is prohibitively expensive. Thus, efficiently adapting these powerful models to downstream tasks is increasingly important. In this paper, we study a principled finetuning paradigm -- Orthogonal Finetuning (OFT) -- for downstream task adaptation. Despite demonstrating good generalizability, OFT still uses a fairly large number of trainable parameters due to the high dimensionality of orthogonal matrices. To address this, we start by examining OFT from an information transmission perspective, and then identify a few key desiderata that enable better parameter-efficiency. Inspired by how the Cooley-Tukey fast Fourier transform algorithm enables efficient information transmission, we propose an efficient orthogonal parameterization using butterfly structures. We apply this parameterization to OFT, creating a novel parameter-efficient finetuning method, called Orthogonal Butterfly (BOFT). By subsuming OFT as a special case, BOFT introduces a generalized orthogonal finetuning framework. Finally, we conduct an extensive empirical study of adapting large vision transformers, large language models, and text-to-image diffusion models to various downstream tasks in vision and language.

LGJul 19, 2023
Adversarial Likelihood Estimation With One-Way Flows

Omri Ben-Dov, Pravir Singh Gupta, Victoria Abrevaya et al.

Generative Adversarial Networks (GANs) can produce high-quality samples, but do not provide an estimate of the probability density around the samples. However, it has been noted that maximizing the log-likelihood within an energy-based setting can lead to an adversarial framework where the discriminator provides unnormalized density (often called energy). We further develop this perspective, incorporate importance sampling, and show that 1) Wasserstein GAN performs a biased estimate of the partition function, and we propose instead to use an unbiased estimator; and 2) when optimizing for likelihood, one must maximize generator entropy. This is hypothesized to provide a better mode coverage. Different from previous works, we explicitly compute the density of the generated samples. This is the key enabler to designing an unbiased estimator of the partition function and computation of the generator entropy term. The generator density is obtained via a new type of flow network, called one-way flow network, that is less constrained in terms of architecture, as it does not require a tractable inverse function. Our experimental results show that our method converges faster, produces comparable sample quality to GANs with similar architecture, successfully avoids over-fitting to commonly used datasets and produces smooth low-dimensional latent representations of the training data.

LGJun 23, 2022
LED: Latent Variable-based Estimation of Density

Omri Ben-Dov, Pravir Singh Gupta, Victoria Fernandez Abrevaya et al.

Modern generative models are roughly divided into two main categories: (1) models that can produce high-quality random samples, but cannot estimate the exact density of new data points and (2) those that provide exact density estimation, at the expense of sample quality and compactness of the latent space. In this work we propose LED, a new generative model closely related to GANs, that allows not only efficient sampling but also efficient density estimation. By maximizing log-likelihood on the output of the discriminator, we arrive at an alternative adversarial optimization objective that encourages generated data diversity. This formulation provides insights into the relationships between several popular generative models. Additionally, we construct a flow-based generator that can compute exact probabilities for generated samples, while allowing low-dimensional latent variables as input. Our experimental results, on various datasets, show that our density estimator produces accurate estimates, while retaining good quality in the generated samples.

CVJan 16
Vision-as-Inverse-Graphics Agent via Interleaved Multimodal Reasoning

Shaofeng Yin, Jiaxin Ge, Zora Zhiruo Wang et al.

Vision-as-inverse-graphics, the concept of reconstructing an image as an editable graphics program is a long-standing goal of computer vision. Yet even strong VLMs aren't able to achieve this in one-shot as they lack fine-grained spatial and physical grounding capability. Our key insight is that closing this gap requires interleaved multimodal reasoning through iterative execution and verification. Stemming from this, we present VIGA (Vision-as-Inverse-Graphic Agent) that starts from an empty world and reconstructs or edits scenes through a closed-loop write-run-render-compare-revise procedure. To support long-horizon reasoning, VIGA combines (i) a skill library that alternates generator and verifier roles and (ii) an evolving context memory that contains plans, code diffs, and render history. VIGA is task-agnostic as it doesn't require auxiliary modules, covering a wide range of tasks such as 3D reconstruction, multi-step scene editing, 4D physical interaction, and 2D document editing, etc. Empirically, we found VIGA substantially improves one-shot baselines on BlenderGym (35.32%) and SlideBench (117.17%). Moreover, VIGA is also model-agnostic as it doesn't require finetuning, enabling a unified protocol to evaluate heterogeneous foundation VLMs. To better support this protocol, we introduce BlenderBench, a challenging benchmark that stress-tests interleaved multimodal reasoning with graphics engine, where VIGA improves by 124.70%.

CVOct 23, 2023
Ghost on the Shell: An Expressive Representation of General 3D Shapes

Zhen Liu, Yao Feng, Yuliang Xiu et al.

The creation of photorealistic virtual worlds requires the accurate modeling of 3D surface geometry for a wide range of objects. For this, meshes are appealing since they 1) enable fast physics-based rendering with realistic material and lighting, 2) support physical simulation, and 3) are memory-efficient for modern graphics pipelines. Recent work on reconstructing and statistically modeling 3D shape, however, has critiqued meshes as being topologically inflexible. To capture a wide range of object shapes, any 3D representation must be able to model solid, watertight, shapes as well as thin, open, surfaces. Recent work has focused on the former, and methods for reconstructing open surfaces do not support fast reconstruction with material and lighting or unconditional generative modelling. Inspired by the observation that open surfaces can be seen as islands floating on watertight surfaces, we parameterize open surfaces by defining a manifold signed distance field on watertight templates. With this parameterization, we further develop a grid-based and differentiable representation that parameterizes both watertight and non-watertight meshes of arbitrary topology. Our new representation, called Ghost-on-the-Shell (G-Shell), enables two important applications: differentiable rasterization-based reconstruction from multiview images and generative modelling of non-watertight meshes. We empirically demonstrate that G-Shell achieves state-of-the-art performance on non-watertight mesh reconstruction and generation tasks, while also performing effectively for watertight meshes.

CVNov 30, 2023
ChatPose: Chatting about 3D Human Pose

Yao Feng, Jing Lin, Sai Kumar Dwivedi et al.

We introduce ChatPose, a framework employing Large Language Models (LLMs) to understand and reason about 3D human poses from images or textual descriptions. Our work is motivated by the human ability to intuitively understand postures from a single image or a brief description, a process that intertwines image interpretation, world knowledge, and an understanding of body language. Traditional human pose estimation and generation methods often operate in isolation, lacking semantic understanding and reasoning abilities. ChatPose addresses these limitations by embedding SMPL poses as distinct signal tokens within a multimodal LLM, enabling the direct generation of 3D body poses from both textual and visual inputs. Leveraging the powerful capabilities of multimodal LLMs, ChatPose unifies classical 3D human pose and generation tasks while offering user interactions. Additionally, ChatPose empowers LLMs to apply their extensive world knowledge in reasoning about human poses, leading to two advanced tasks: speculative pose generation and reasoning about pose estimation. These tasks involve reasoning about humans to generate 3D poses from subtle text queries, possibly accompanied by images. We establish benchmarks for these tasks, moving beyond traditional 3D pose generation and estimation methods. Our results show that ChatPose outperforms existing multimodal LLMs and task-specific methods on these newly proposed tasks. Furthermore, ChatPose's ability to understand and generate 3D human poses based on complex reasoning opens new directions in human pose analysis.