David Luebke

CV
h-index25
6papers
87citations
Novelty59%
AI Score41

6 Papers

CVDec 5, 2024
QUEEN: QUantized Efficient ENcoding of Dynamic Gaussians for Streaming Free-viewpoint Videos

Sharath Girish, Tianye Li, Amrita Mazumdar et al.

Online free-viewpoint video (FVV) streaming is a challenging problem, which is relatively under-explored. It requires incremental on-the-fly updates to a volumetric representation, fast training and rendering to satisfy real-time constraints and a small memory footprint for efficient transmission. If achieved, it can enhance user experience by enabling novel applications, e.g., 3D video conferencing and live volumetric video broadcast, among others. In this work, we propose a novel framework for QUantized and Efficient ENcoding (QUEEN) for streaming FVV using 3D Gaussian Splatting (3D-GS). QUEEN directly learns Gaussian attribute residuals between consecutive frames at each time-step without imposing any structural constraints on them, allowing for high quality reconstruction and generalizability. To efficiently store the residuals, we further propose a quantization-sparsity framework, which contains a learned latent-decoder for effectively quantizing attribute residuals other than Gaussian positions and a learned gating module to sparsify position residuals. We propose to use the Gaussian viewspace gradient difference vector as a signal to separate the static and dynamic content of the scene. It acts as a guide for effective sparsity learning and speeds up training. On diverse FVV benchmarks, QUEEN outperforms the state-of-the-art online FVV methods on all metrics. Notably, for several highly dynamic scenes, it reduces the model size to just 0.7 MB per frame while training in under 5 sec and rendering at 350 FPS. Project website is at https://research.nvidia.com/labs/amri/projects/queen

CVOct 3, 2025
Unmasking Puppeteers: Leveraging Biometric Leakage to Disarm Impersonation in AI-based Videoconferencing

Danial Samadi Vahdati, Tai Duc Nguyen, Ekta Prashnani et al.

AI-based talking-head videoconferencing systems reduce bandwidth by sending a compact pose-expression latent and re-synthesizing RGB at the receiver, but this latent can be puppeteered, letting an attacker hijack a victim's likeness in real time. Because every frame is synthetic, deepfake and synthetic video detectors fail outright. To address this security problem, we exploit a key observation: the pose-expression latent inherently contains biometric information of the driving identity. Therefore, we introduce the first biometric leakage defense without ever looking at the reconstructed RGB video: a pose-conditioned, large-margin contrastive encoder that isolates persistent identity cues inside the transmitted latent while cancelling transient pose and expression. A simple cosine test on this disentangled embedding flags illicit identity swaps as the video is rendered. Our experiments on multiple talking-head generation models show that our method consistently outperforms existing puppeteering defenses, operates in real-time, and shows strong generalization to out-of-distribution scenarios.

CVMay 5, 2023
Avatar Fingerprinting for Authorized Use of Synthetic Talking-Head Videos

Ekta Prashnani, Koki Nagano, Shalini De Mello et al.

Modern avatar generators allow anyone to synthesize photorealistic real-time talking avatars, ushering in a new era of avatar-based human communication, such as with immersive AR/VR interactions or videoconferencing with limited bandwidths. Their safe adoption, however, requires a mechanism to verify if the rendered avatar is trustworthy: does it use the appearance of an individual without their consent? We term this task avatar fingerprinting. To tackle it, we first introduce a large-scale dataset of real and synthetic videos of people interacting on a video call, where the synthetic videos are generated using the facial appearance of one person and the expressions of another. We verify the identity driving the expressions in a synthetic video, by learning motion signatures that are independent of the facial appearance shown. Our solution, the first in this space, achieves an average AUC of 0.85. Critical to its practical use, it also generalizes to new generators never seen in training (average AUC of 0.83). The proposed dataset and other resources can be found at: https://research.nvidia.com/labs/nxp/avatar-fingerprinting/.

SYSep 15, 2020
Optical Gaze Tracking with Spatially-Sparse Single-Pixel Detectors

Richard Li, Eric Whitmire, Michael Stengel et al.

Gaze tracking is an essential component of next generation displays for virtual reality and augmented reality applications. Traditional camera-based gaze trackers used in next generation displays are known to be lacking in one or multiple of the following metrics: power consumption, cost, computational complexity, estimation accuracy, latency, and form-factor. We propose the use of discrete photodiodes and light-emitting diodes (LEDs) as an alternative to traditional camera-based gaze tracking approaches while taking all of these metrics into consideration. We begin by developing a rendering-based simulation framework for understanding the relationship between light sources and a virtual model eyeball. Findings from this framework are used for the placement of LEDs and photodiodes. Our first prototype uses a neural network to obtain an average error rate of 2.67° at 400Hz while demanding only 16mW. By simplifying the implementation to using only LEDs, duplexed as light transceivers, and more minimal machine learning model, namely a light-weight supervised Gaussian process regression algorithm, we show that our second prototype is capable of an average error rate of 1.57° at 250 Hz using 800 mW.

CVMar 18, 2020
Gaze-Sensing LEDs for Head Mounted Displays

Kaan Akşit, Jan Kautz, David Luebke

We introduce a new gaze tracker for Head Mounted Displays (HMDs). We modify two off-the-shelf HMDs to be gaze-aware using Light Emitting Diodes (LEDs). Our key contribution is to exploit the sensing capability of LEDs to create low-power gaze tracker for virtual reality (VR) applications. This yields a simple approach using minimal hardware to achieve good accuracy and low latency using light-weight supervised Gaussian Process Regression (GPR) running on a mobile device. With our hardware, we show that Minkowski distance measure based GPR implementation outperforms the commonly used radial basis function-based support vector regression (SVR) without the need to precisely determine free parameters. We show that our gaze estimation method does not require complex dimension reduction techniques, feature extraction, or distortion corrections due to off-axis optical paths. We demonstrate two complete HMD prototypes with a sample eye-tracked application, and report on a series of subjective tests using our prototypes.

GRMay 3, 2019
Toward Standardized Classification of Foveated Displays

Josef Spjut, Ben Boudaoud, Jonghyun Kim et al.

Emergent in the field of head mounted display design is a desire to leverage the limitations of the human visual system to reduce the computation, communication, and display workload in power and form-factor constrained systems. Fundamental to this reduced workload is the ability to match display resolution to the acuity of the human visual system, along with a resulting need to follow the gaze of the eye as it moves, a process referred to as foveation. A display that moves its content along with the eye may be called a Foveated Display, though this term is also commonly used to describe displays with non-uniform resolution that attempt to mimic human visual acuity. We therefore recommend a definition for the term Foveated Display that accepts both of these interpretations. Furthermore, we include a simplified model for human visual Acuity Distribution Functions (ADFs) at various levels of visual acuity, across wide fields of view and propose comparison of this ADF with the Resolution Distribution Function of a foveated display for evaluation of its resolution at a particular gaze direction. We also provide a taxonomy to allow the field to meaningfully compare and contrast various aspects of foveated displays in a display and optical technology-agnostic manner.