Brian Curless

CV
h-index66
34papers
2,091citations
Novelty56%
AI Score49

34 Papers

12.7CVMay 12, 2022
3D Moments from Near-Duplicate Photos

Qianqian Wang, Zhengqi Li, David Salesin et al. · deepmind

We introduce 3D Moments, a new computational photography effect. As input we take a pair of near-duplicate photos, i.e., photos of moving subjects from similar viewpoints, common in people's photo collections. As output, we produce a video that smoothly interpolates the scene motion from the first photo to the second, while also producing camera motion with parallax that gives a heightened sense of 3D. To achieve this effect, we represent the scene as a pair of feature-based layered depth images augmented with scene flow. This representation enables motion interpolation along with independent control of the camera viewpoint. Our system produces photorealistic space-time videos with motion parallax and scene dynamics, while plausibly recovering regions occluded in the original views. We conduct extensive experiments demonstrating superior performance over baselines on public datasets and in-the-wild photos. Project page: https://3d-moments.github.io/

12.6CVFeb 16, 2023
PersonNeRF: Personalized Reconstruction from Photo Collections

Chung-Yi Weng, Pratul P. Srinivasan, Brian Curless et al. · uw

We present PersonNeRF, a method that takes a collection of photos of a subject (e.g. Roger Federer) captured across multiple years with arbitrary body poses and appearances, and enables rendering the subject with arbitrary novel combinations of viewpoint, body pose, and appearance. PersonNeRF builds a customized neural volumetric 3D model of the subject that is able to render an entire space spanned by camera viewpoint, body pose, and appearance. A central challenge in this task is dealing with sparse observations; a given body pose is likely only observed by a single viewpoint with a single appearance, and a given appearance is only observed under a handful of different body poses. We address this issue by recovering a canonical T-pose neural volumetric representation of the subject that allows for changing appearance across different observations, but uses a shared pose-dependent motion field across all observations. We demonstrate that this approach, along with regularization of the recovered volumetric geometry to encourage smoothness, is able to recover a model that renders compelling images from novel combinations of viewpoint, pose, and appearance from these challenging unstructured photo collections, outperforming prior work for free-viewpoint human rendering.

7.6CVAug 28, 2023
Total Selfie: Generating Full-Body Selfies

Bowei Chen, Brian Curless, Ira Kemelmacher-Shlizerman et al. · uw

We present a method to generate full-body selfies from photographs originally taken at arms length. Because self-captured photos are typically taken close up, they have limited field of view and exaggerated perspective that distorts facial shapes. We instead seek to generate the photo some one else would take of you from a few feet away. Our approach takes as input four selfies of your face and body, a background image, and generates a full-body selfie in a desired target pose. We introduce a novel diffusion-based approach to combine all of this information into high-quality, well-composed photos of you with the desired pose and background.

24.0CVAug 27, 2024
Generative Inbetweening: Adapting Image-to-Video Models for Keyframe Interpolation

Xiaojuan Wang, Boyang Zhou, Brian Curless et al. · uw

We present a method for generating video sequences with coherent motion between a pair of input key frames. We adapt a pretrained large-scale image-to-video diffusion model (originally trained to generate videos moving forward in time from a single input image) for key frame interpolation, i.e., to produce a video in between two input frames. We accomplish this adaptation through a lightweight fine-tuning technique that produces a version of the model that instead predicts videos moving backwards in time from a single input image. This model (along with the original forward-moving model) is subsequently used in a dual-directional diffusion sampling process that combines the overlapping model estimates starting from each of the two keyframes. Our experiments show that our method outperforms both existing diffusion-based methods and traditional frame interpolation techniques.

5.0CVOct 12, 2023
Animating Street View

Mengyi Shan, Brian Curless, Ira Kemelmacher-Shlizerman et al. · uw

We present a system that automatically brings street view imagery to life by populating it with naturally behaving, animated pedestrians and vehicles. Our approach is to remove existing people and vehicles from the input image, insert moving objects with proper scale, angle, motion, and appearance, plan paths and traffic behavior, as well as render the scene with plausible occlusion and shadowing effects. The system achieves these by reconstructing the still image street scene, simulating crowd behavior, and rendering with consistent lighting, visibility, occlusions, and shadows. We demonstrate results on a diverse range of street scenes including regular still images and panoramas.

7.6CVSep 30, 2024
Inverse Painting: Reconstructing The Painting Process

Bowei Chen, Yifan Wang, Brian Curless et al. · uw

Given an input painting, we reconstruct a time-lapse video of how it may have been painted. We formulate this as an autoregressive image generation problem, in which an initially blank "canvas" is iteratively updated. The model learns from real artists by training on many painting videos. Our approach incorporates text and region understanding to define a set of painting "instructions" and updates the canvas with a novel diffusion-based renderer. The method extrapolates beyond the limited, acrylic style paintings on which it has been trained, showing plausible results for a wide range of artistic styles and genres.

14.9CVMar 11
COMIC: Agentic Sketch Comedy Generation

Susung Hong, Brian Curless, Ira Kemelmacher-Shlizerman et al. · uw

We propose a fully automated AI system that produces short comedic videos similar to sketch shows such as Saturday Night Live. Starting with character references, the system employs a population of agents loosely based on real production studio roles, structured to optimize the quality and diversity of ideas and outputs through iterative competition, evaluation, and improvement. A key contribution is the introduction of LLM critics aligned with real viewer preferences through the analysis of a corpus of comedy videos on YouTube to automatically evaluate humor. Our experiments show that our framework produces results approaching the quality of professionally produced sketches while demonstrating state-of-the-art performance in video generation.

1.4CVAug 2, 2022
Mates2Motion: Learning How Mechanical CAD Assemblies Work

James Noeckel, Benjamin T. Jones, Karl Willis et al.

We describe our work on inferring the degrees of freedom between mated parts in mechanical assemblies using deep learning on CAD representations. We train our model using a large dataset of real-world mechanical assemblies consisting of CAD parts and mates joining them together. We present methods for re-defining these mates to make them better reflect the motion of the assembly, as well as narrowing down the possible axes of motion. We also conduct a user study to create a motion-annotated test set with more reliable labels.

12.1CVDec 4, 2023
Generative Powers of Ten

Xiaojuan Wang, Janne Kontkanen, Brian Curless et al. · uw

We present a method that uses a text-to-image model to generate consistent content across multiple image scales, enabling extreme semantic zooms into a scene, e.g., ranging from a wide-angle landscape view of a forest to a macro shot of an insect sitting on one of the tree branches. We achieve this through a joint multi-scale diffusion sampling approach that encourages consistency across different scales while preserving the integrity of each individual sampling process. Since each generated scale is guided by a different text prompt, our method enables deeper levels of zoom than traditional super-resolution methods that may struggle to create new contextual structure at vastly different scales. We compare our method qualitatively with alternative techniques in image super-resolution and outpainting, and show that our method is most effective at generating consistent multi-scale content.

14.1CVOct 17, 2024
VidPanos: Generative Panoramic Videos from Casual Panning Videos

Jingwei Ma, Erika Lu, Roni Paiss et al.

Panoramic image stitching provides a unified, wide-angle view of a scene that extends beyond the camera's field of view. Stitching frames of a panning video into a panoramic photograph is a well-understood problem for stationary scenes, but when objects are moving, a still panorama cannot capture the scene. We present a method for synthesizing a panoramic video from a casually-captured panning video, as if the original video were captured with a wide-angle camera. We pose panorama synthesis as a space-time outpainting problem, where we aim to create a full panoramic video of the same length as the input video. Consistent completion of the space-time volume requires a powerful, realistic prior over video content and motion, for which we adapt generative video models. Existing generative models do not, however, immediately extend to panorama completion, as we show. We instead apply video generation as a component of our panorama synthesis system, and demonstrate how to exploit the strengths of the models while minimizing their limitations. Our system can create video panoramas for a range of in-the-wild scenes including people, vehicles, and flowing water, as well as stationary background features.

6.5CVMay 13, 2024
Infinite Texture: Text-guided High Resolution Diffusion Texture Synthesis

Yifan Wang, Aleksander Holynski, Brian L. Curless et al.

We present Infinite Texture, a method for generating arbitrarily large texture images from a text prompt. Our approach fine-tunes a diffusion model on a single texture, and learns to embed that statistical distribution in the output domain of the model. We seed this fine-tuning process with a sample texture patch, which can be optionally generated from a text-to-image model like DALL-E 2. At generation time, our fine-tuned diffusion model is used through a score aggregation strategy to generate output texture images of arbitrary resolution on a single GPU. We compare synthesized textures from our method to existing work in patch-based and deep learning texture synthesis methods. We also showcase two applications of our generated textures in 3D rendering and texture transfer.

3.6CVJun 27, 2025
GenEscape: Hierarchical Multi-Agent Generation of Escape Room Puzzles

Mengyi Shan, Brian Curless, Ira Kemelmacher-Shlizerman et al. · uw

We challenge text-to-image models with generating escape room puzzle images that are visually appealing, logically solid, and intellectually stimulating. While base image models struggle with spatial relationships and affordance reasoning, we propose a hierarchical multi-agent framework that decomposes this task into structured stages: functional design, symbolic scene graph reasoning, layout synthesis, and local image editing. Specialized agents collaborate through iterative feedback to ensure the scene is visually coherent and functionally solvable. Experiments show that agent collaboration improves output quality in terms of solvability, shortcut avoidance, and affordance clarity, while maintaining visual quality.

3.6CVMay 29, 2025
Generating Fit Check Videos with a Handheld Camera

Bowei Chen, Brian Curless, Ira Kemelmacher-Shlizerman et al. · uw

Self-captured full-body videos are popular, but most deployments require mounted cameras, carefully-framed shots, and repeated practice. We propose a more convenient solution that enables full-body video capture using handheld mobile devices. Our approach takes as input two static photos (front and back) of you in a mirror, along with an IMU motion reference that you perform while holding your mobile phone, and synthesizes a realistic video of you performing a similar target motion. We enable rendering into a new scene, with consistent illumination and shadows. We propose a novel video diffusion-based model to achieve this. Specifically, we propose a parameter-free frame generation strategy, as well as a multi-reference attention mechanism, that effectively integrate appearance information from both the front and back selfies into the video diffusion model. Additionally, we introduce an image-based fine-tuning strategy to enhance frame sharpness and improve the generation of shadows and reflections, achieving a more realistic human-scene composition.

3.6CVMay 29, 2025
How Animals Dance (When You're Not Looking)

Xiaojuan Wang, Aleksander Holynski, Brian Curless et al. · uw

We present a keyframe-based framework for generating music-synchronized, choreography aware animal dance videos. Starting from a few keyframes representing distinct animal poses -- generated via text-to-image prompting or GPT-4o -- we formulate dance synthesis as a graph optimization problem: find the optimal keyframe structure that satisfies a specified choreography pattern of beats, which can be automatically estimated from a reference dance video. We also introduce an approach for mirrored pose image generation, essential for capturing symmetry in dance. In-between frames are synthesized using an video diffusion model. With as few as six input keyframes, our method can produce up to 30 second dance videos across a wide range of animals and music tracks.

1.2GRApr 5, 2025
View2CAD: Reconstructing View-Centric CAD Models from Single RGB-D Scans

James Noeckel, Benjamin Jones, Adriana Schulz et al.

Parametric CAD models, represented as Boundary Representations (B-reps), are foundational to modern design and manufacturing workflows, offering the precision and topological breakdown required for downstream tasks such as analysis, editing, and fabrication. However, B-Reps are often inaccessible due to conversion to more standardized, less expressive geometry formats. Existing methods to recover B-Reps from measured data require complete, noise-free 3D data, which are laborious to obtain. We alleviate this difficulty by enabling the precise reconstruction of CAD shapes from a single RGB-D image. We propose a method that addresses the challenge of reconstructing only the observed geometry from a single view. To allow for these partial observations, and to avoid hallucinating incorrect geometry, we introduce a novel view-centric B-rep (VB-Rep) representation, which incorporates structures to handle visibility limits and encode geometric uncertainty. We combine panoptic image segmentation with iterative geometric optimization to refine and improve the reconstruction process. Our results demonstrate high-quality reconstruction on synthetic and real RGB-D data, showing that our method can bridge the reality gap.

12.8CVJun 10, 2024
ExtraNeRF: Visibility-Aware View Extrapolation of Neural Radiance Fields with Diffusion Models

Meng-Li Shih, Wei-Chiu Ma, Lorenzo Boyice et al.

We propose ExtraNeRF, a novel method for extrapolating the range of views handled by a Neural Radiance Field (NeRF). Our main idea is to leverage NeRFs to model scene-specific, fine-grained details, while capitalizing on diffusion models to extrapolate beyond our observed data. A key ingredient is to track visibility to determine what portions of the scene have not been observed, and focus on reconstructing those regions consistently with diffusion models. Our primary contributions include a visibility-aware diffusion-based inpainting module that is fine-tuned on the input imagery, yielding an initial NeRF with moderate quality (often blurry) inpainted regions, followed by a second diffusion model trained on the input imagery to consistently enhance, notably sharpen, the inpainted imagery from the first pass. We demonstrate high-quality results, extrapolating beyond a small number of (typically six or fewer) input views, effectively outpainting the NeRF as well as inpainting newly disoccluded regions inside the original viewing volume. We compare with related work both quantitatively and qualitatively and show significant gains over prior art.

2.7HCApr 26, 2024
Don't Look at the Camera: Achieving Perceived Eye Contact

Alice Gao, Samyukta Jayakumar, Marcello Maniglia et al. · uw

We consider the question of how to best achieve the perception of eye contact when a person is captured by camera and then rendered on a 2D display. For single subjects photographed by a camera, conventional wisdom tells us that looking directly into the camera achieves eye contact. Through empirical user studies, we show that it is instead preferable to {\em look just below the camera lens}. We quantitatively assess where subjects should direct their gaze relative to a camera lens to optimize the perception that they are making eye contact.

11.6CVMay 8, 2023
Controllable Light Diffusion for Portraits

David Futschik, Kelvin Ritland, James Vecore et al.

We introduce light diffusion, a novel method to improve lighting in portraits, softening harsh shadows and specular highlights while preserving overall scene illumination. Inspired by professional photographers' diffusers and scrims, our method softens lighting given only a single portrait photo. Previous portrait relighting approaches focus on changing the entire lighting environment, removing shadows (ignoring strong specular highlights), or removing shading entirely. In contrast, we propose a learning based method that allows us to control the amount of light diffusion and apply it on in-the-wild portraits. Additionally, we design a method to synthetically generate plausible external shadows with sub-surface scattering effects while conforming to the shape of the subject's face. Finally, we show how our approach can increase the robustness of higher level vision applications, such as albedo estimation, geometry estimation and semantic segmentation.

28.8CVFeb 10, 2022Code
FILM: Frame Interpolation for Large Motion

Fitsum Reda, Janne Kontkanen, Eric Tabellion et al.

We present a frame interpolation algorithm that synthesizes multiple intermediate frames from two input images with large in-between motion. Recent methods use multiple networks to estimate optical flow or depth and a separate network dedicated to frame synthesis. This is often complex and requires scarce optical flow or depth ground-truth. In this work, we present a single unified network, distinguished by a multi-scale feature extractor that shares weights at all scales, and is trainable from frames alone. To synthesize crisp and pleasing frames, we propose to optimize our network with the Gram matrix loss that measures the correlation difference between feature maps. Our approach outperforms state-of-the-art methods on the Xiph large motion benchmark. We also achieve higher scores on Vimeo-90K, Middlebury and UCF101, when comparing to methods that use perceptual losses. We study the effect of weight sharing and of training with datasets of increasing motion range. Finally, we demonstrate our model's effectiveness in synthesizing high quality and temporally coherent videos on a challenging near-duplicate photos dataset. Codes and pre-trained models are available at https://film-net.github.io.

41.5CVJan 11, 2022Code
HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video

Chung-Yi Weng, Brian Curless, Pratul P. Srinivasan et al.

We introduce a free-viewpoint rendering method -- HumanNeRF -- that works on a given monocular video of a human performing complex body motions, e.g. a video from YouTube. Our method enables pausing the video at any frame and rendering the subject from arbitrary new camera viewpoints or even a full 360-degree camera path for that particular frame and body pose. This task is particularly challenging, as it requires synthesizing photorealistic details of the body, as seen from various camera angles that may not exist in the input video, as well as synthesizing fine details such as cloth folds and facial appearance. Our method optimizes for a volumetric representation of the person in a canonical T-pose, in concert with a motion field that maps the estimated canonical representation to every frame of the video via backward warps. The motion field is decomposed into skeletal rigid and non-rigid motions, produced by deep networks. We show significant performance improvements over prior work, and compelling examples of free-viewpoint renderings from monocular video of moving humans in challenging uncontrolled capture scenarios.

17.5CVSep 2, 2021
SLIDE: Single Image 3D Photography with Soft Layering and Depth-aware Inpainting

Varun Jampani, Huiwen Chang, Kyle Sargent et al.

Single image 3D photography enables viewers to view a still image from novel viewpoints. Recent approaches combine monocular depth networks with inpainting networks to achieve compelling results. A drawback of these techniques is the use of hard depth layering, making them unable to model intricate appearance details such as thin hair-like structures. We present SLIDE, a modular and unified system for single image 3D photography that uses a simple yet effective soft layering strategy to better preserve appearance details in novel views. In addition, we propose a novel depth-aware training strategy for our inpainting module, better suited for the 3D photography task. The resulting SLIDE approach is modular, enabling the use of other components such as segmentation and matting for improved layering. At the same time, SLIDE uses an efficient layered depth formulation that only requires a single forward pass through the component networks to produce high quality 3D photos. Extensive experimental analysis on three view-synthesis datasets, in combination with user studies on in-the-wild image collections, demonstrate superior performance of our technique in comparison to existing strong baselines while being conceptually much simpler. Project page: https://varunjampani.github.io/slide

1.4CVJul 21, 2021Code
Fabrication-Aware Reverse Engineering for Carpentry

James Noeckel, Haisen Zhao, Brian Curless et al.

We propose a novel method to generate fabrication blueprints from images of carpentered items. While 3D reconstruction from images is a well-studied problem, typical approaches produce representations that are ill-suited for computer-aided design and fabrication applications. Our key insight is that fabrication processes define and constrain the design space for carpentered objects, and can be leveraged to develop novel reconstruction methods. Our method makes use of domain-specific constraints to recover not just valid geometry, but a semantically valid assembly of parts, using a combination of image-based and geometric optimization techniques. We demonstrate our method on a variety of wooden objects and furniture, and show that we can automatically obtain designs that are both easy to edit and accurate recreations of the ground truth. We further illustrate how our method can be used to fabricate a physical replica of the captured object as well as a customized version, which can be produced by directly editing the reconstructed model in CAD software.

11.6CVMay 17, 2021
A Light Stage on Every Desk

Soumyadip Sengupta, Brian Curless, Ira Kemelmacher-Shlizerman et al.

Every time you sit in front of a TV or monitor, your face is actively illuminated by time-varying patterns of light. This paper proposes to use this time-varying illumination for synthetic relighting of your face with any new illumination condition. In doing so, we take inspiration from the light stage work of Debevec et al., who first demonstrated the ability to relight people captured in a controlled lighting environment. Whereas existing light stages require expensive, room-scale spherical capture gantries and exist in only a few labs in the world, we demonstrate how to acquire useful data from a normal TV or desktop monitor. Instead of subjecting the user to uncomfortable rapidly flashing light patterns, we operate on images of the user watching a YouTube video or other standard content. We train a deep network on images plus monitor patterns of a given user and learn to predict images of that user under any target illumination (monitor pattern). Experimental evaluation shows that our method produces realistic relighting results. Video results are available at http://grail.cs.washington.edu/projects/Light_Stage_on_Every_Desk/.

5.6CVMar 30, 2021
Repopulating Street Scenes

Yifan Wang, Andrew Liu, Richard Tucker et al.

We present a framework for automatically reconfiguring images of street scenes by populating, depopulating, or repopulating them with objects such as pedestrians or vehicles. Applications of this method include anonymizing images to enhance privacy, generating data augmentations for perception tasks like autonomous driving, and composing scenes to achieve a certain ambiance, such as empty streets in the early morning. At a technical level, our work has three primary contributions: (1) a method for clearing images of objects, (2) a method for estimating sun direction from a single image, and (3) a way to compose objects in scenes that respects scene geometry and illumination. Each component is learned from data with minimal ground truth annotations, by making creative use of large-numbers of short image bursts of street scenes. We demonstrate convincing results on a range of street scenes and illustrate potential applications.

15.7CVDec 23, 2020
Vid2Actor: Free-viewpoint Animatable Person Synthesis from Video in the Wild

Chung-Yi Weng, Brian Curless, Ira Kemelmacher-Shlizerman

Given an "in-the-wild" video of a person, we reconstruct an animatable model of the person in the video. The output model can be rendered in any body pose to any camera view, via the learned controls, without explicit 3D mesh reconstruction. At the core of our method is a volumetric 3D human representation reconstructed with a deep network trained on input video, enabling novel pose/view synthesis. Our method is an advance over GAN-based image-to-image translation since it allows image synthesis for any pose and camera via the internal 3D representation, while at the same time it does not require a pre-rigged model or ground truth meshes for training, as in mesh-based learning. Experiments validate the design choices and yield results on synthetic data and on real videos of diverse people performing unconstrained activities (e.g. dancing or playing tennis). Finally, we demonstrate motion re-targeting and bullet-time rendering with the learned models.

2.3CVDec 19, 2020
No Shadow Left Behind: Removing Objects and their Shadows using Approximate Lighting and Geometry

Edward Zhang, Ricardo Martin-Brualla, Janne Kontkanen et al.

Removing objects from images is a challenging problem that is important for many applications, including mixed reality. For believable results, the shadows that the object casts should also be removed. Current inpainting-based methods only remove the object itself, leaving shadows behind, or at best require specifying shadow regions to inpaint. We introduce a deep learning pipeline for removing a shadow along with its caster. We leverage rough scene models in order to remove a wide variety of shadows (hard or soft, dark or subtle, large or thin) from surfaces with a wide variety of textures. We train our pipeline on synthetically rendered data, and show qualitative and quantitative results on both synthetic and real scenes.

30.7CVDec 14, 2020Code
Real-Time High-Resolution Background Matting

Shanchuan Lin, Andrey Ryabtsev, Soumyadip Sengupta et al.

We introduce a real-time, high-resolution background replacement technique which operates at 30fps in 4K resolution, and 60fps for HD on a modern GPU. Our technique is based on background matting, where an additional frame of the background is captured and used in recovering the alpha matte and the foreground layer. The main challenge is to compute a high-quality alpha matte, preserving strand-level hair details, while processing high-resolution images in real-time. To achieve this goal, we employ two neural networks; a base network computes a low-resolution result which is refined by a second network operating at high-resolution on selective patches. We introduce two largescale video and image matting datasets: VideoMatte240K and PhotoMatte13K/85. Our approach yields higher quality results compared to the previous state-of-the-art in background matting, while simultaneously yielding a dramatic boost in both speed and resolution.

18.9CVNov 30, 2020
Animating Pictures with Eulerian Motion Fields

Aleksander Holynski, Brian Curless, Steven M. Seitz et al.

In this paper, we demonstrate a fully automatic method for converting a still image into a realistic animated looping video. We target scenes with continuous fluid motion, such as flowing water and billowing smoke. Our method relies on the observation that this type of natural motion can be convincingly reproduced from a static Eulerian motion description, i.e. a single, temporally constant flow field that defines the immediate motion of a particle at a given 2D location. We use an image-to-image translation network to encode motion priors of natural scenes collected from online videos, so that for a new photo, we can synthesize a corresponding motion field. The image is then animated using the generated motion through a deep warping technique: pixels are encoded as deep features, those features are warped via Eulerian motion, and the resulting warped feature maps are decoded as images. In order to produce continuous, seamlessly looping video textures, we propose a novel video looping technique that flows features both forward and backward in time and then blends the results. We demonstrate the effectiveness and robustness of our method by applying it to a large collection of examples including beaches, waterfalls, and flowing rivers.

13.6CVJul 27, 2020
Reconstructing NBA Players

Luyang Zhu, Konstantinos Rematas, Brian Curless et al.

Great progress has been made in 3D body pose and shape estimation from a single photo. Yet, state-of-the-art results still suffer from errors due to challenging body poses, modeling clothing, and self occlusions. The domain of basketball games is particularly challenging, as it exhibits all of these challenges. In this paper, we introduce a new approach for reconstruction of basketball players that outperforms the state-of-the-art. Key to our approach is a new method for creating poseable, skinned models of NBA players, and a large database of meshes (derived from the NBA2K19 video game), that we are releasing to the research community. Based on these models, we introduce a new method that takes as input a single photo of a clothed player in any basketball pose and outputs a high resolution mesh and 3D pose for that player. We demonstrate substantial improvement over state-of-the-art, single-image methods for body shape reconstruction.

9.1CVJul 17, 2020
People as Scene Probes

Yifan Wang, Brian Curless, Steve Seitz

By analyzing the motion of people and other objects in a scene, we demonstrate how to infer depth, occlusion, lighting, and shadow information from video taken from a single camera viewpoint. This information is then used to composite new objects into the same scene with a high degree of automation and realism. In particular, when a user places a new object (2D cut-out) in the image, it is automatically rescaled, relit, occluded properly, and casts realistic shadows in the correct direction relative to the sun, and which conform properly to scene geometry. We demonstrate results (best viewed in supplementary video) on a range of scenes and compare to alternative methods for depth estimation and shadow compositing.

27.3CVApr 1, 2020Code
Background Matting: The World is Your Green Screen

Soumyadip Sengupta, Vivek Jayaram, Brian Curless et al.

We propose a method for creating a matte -- the per-pixel foreground color and alpha -- of a person by taking photos or videos in an everyday setting with a handheld camera. Most existing matting methods require a green screen background or a manually created trimap to produce a good matte. Automatic, trimap-free methods are appearing, but are not of comparable quality. In our trimap free approach, we ask the user to take an additional photo of the background without the subject at the time of capture. This step requires a small amount of foresight but is far less time-consuming than creating a trimap. We train a deep network with an adversarial loss to predict the matte. We first train a matting network with supervised loss on ground truth data with synthetic composites. To bridge the domain gap to real imagery with no labeling, we train another matting network guided by the first network and by a discriminator that judges the quality of composites. We demonstrate results on a wide variety of photos and videos and show significant improvement over the state of the art.

5.4CVJun 8, 2019
Structure from Motion for Panorama-Style Videos

Chris Sweeney, Aleksander Holynski, Brian Curless et al.

We present a novel Structure from Motion pipeline that is capable of reconstructing accurate camera poses for panorama-style video capture without prior camera intrinsic calibration. While panorama-style capture is common and convenient, previous reconstruction methods fail to obtain accurate reconstructions due to the rotation-dominant motion and small baseline between views. Our method is built on the assumption that the camera motion approximately corresponds to motion on a sphere, and we introduce three novel relative pose methods to estimate the fundamental matrix and camera distortion for spherical motion. These solvers are efficient and robust, and provide an excellent initialization for bundle adjustment. A soft prior on the camera poses is used to discourage large deviations from the spherical motion assumption when performing bundle adjustment, which allows cameras to remain properly constrained for optimization in the absence of well-triangulated 3D points. To validate the effectiveness of the proposed method we evaluate our approach on both synthetic and real-world data, and demonstrate that camera poses are accurate enough for multiview stereo.

23.1CVDec 5, 2018
Photo Wake-Up: 3D Character Animation from a Single Photo

Chung-Yi Weng, Brian Curless, Ira Kemelmacher-Shlizerman

We present a method and application for animating a human subject from a single photo. E.g., the character can walk out, run, sit, or jump in 3D. The key contributions of this paper are: 1) an application of viewing and animating humans in single photos in 3D, 2) a novel 2D warping method to deform a posable template body model to fit the person's complex silhouette to create an animatable mesh, and 3) a method for handling partial self occlusions. We compare to state-of-the-art related methods and evaluate results with human studies. Further, we present an interactive interface that allows re-posing the person in 3D, and an augmented reality setup where the animated 3D person can emerge from the photo into the real world. We demonstrate the method on photos, posters, and art.

20.1CVJun 3, 2018
Soccer on Your Tabletop

Konstantinos Rematas, Ira Kemelmacher-Shlizerman, Brian Curless et al.

We present a system that transforms a monocular video of a soccer game into a moving 3D reconstruction, in which the players and field can be rendered interactively with a 3D viewer or through an Augmented Reality device. At the heart of our paper is an approach to estimate the depth map of each player, using a CNN that is trained on 3D player data extracted from soccer video games. We compare with state of the art body pose and depth estimation techniques, and show results on both synthetic ground truth benchmarks, and real YouTube soccer footage.