Ira Kemelmacher-Shlizerman

CV
h-index65
40papers
4,101citations
Novelty55%
AI Score58

40 Papers

CVJun 14, 2023
TryOnDiffusion: A Tale of Two UNets

Luyang Zhu, Dawei Yang, Tyler Zhu et al. · uw

Given two images depicting a person and a garment worn by another person, our goal is to generate a visualization of how the garment might look on the input person. A key challenge is to synthesize a photorealistic detail-preserving visualization of the garment, while warping the garment to accommodate a significant body pose and shape change across the subjects. Previous methods either focus on garment detail preservation without effective pose and shape variation, or allow try-on with the desired shape and pose but lack garment details. In this paper, we propose a diffusion-based architecture that unifies two UNets (referred to as Parallel-UNet), which allows us to preserve garment details and warp the garment for significant pose and body change in a single network. The key ideas behind Parallel-UNet include: 1) garment is warped implicitly via a cross attention mechanism, 2) garment warp and person blend happen as part of a unified process as opposed to a sequence of two separate tasks. Experimental results indicate that TryOnDiffusion achieves state-of-the-art performance both qualitatively and quantitatively.

CVApr 12, 2023
DreamPose: Fashion Image-to-Video Synthesis via Stable Diffusion

Johanna Karras, Aleksander Holynski, Ting-Chun Wang et al. · uw

We present DreamPose, a diffusion-based method for generating animated fashion videos from still images. Given an image and a sequence of human body poses, our method synthesizes a video containing both human and fabric motion. To achieve this, we transform a pretrained text-to-image model (Stable Diffusion) into a pose-and-image guided video synthesis model, using a novel fine-tuning strategy, a set of architectural changes to support the added conditioning signals, and techniques to encourage temporal consistency. We fine-tune on a collection of fashion videos from the UBC Fashion dataset. We evaluate our method on a variety of clothing styles and poses, and demonstrate that our method produces state-of-the-art results on fashion video animation.Video results are available on our project page.

CVFeb 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.

CVAug 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.

CVAug 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.

CVOct 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.

CVSep 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.

CVMar 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.

CVDec 19, 2025
Pro-Pose: Unpaired Full-Body Portrait Synthesis via Canonical UV Maps

Sandeep Mishra, Yasamin Jafarian, Andreas Lugmayr et al.

Photographs of people taken by professional photographers typically present the person in beautiful lighting, with an interesting pose, and flattering quality. This is unlike common photos people can take of themselves. In this paper, we explore how to create a ``professional'' version of a person's photograph, i.e., in a chosen pose, in a simple environment, with good lighting, and standard black top/bottom clothing. A key challenge is to preserve the person's unique identity, face and body features while transforming the photo. If there would exist a large paired dataset of the same person photographed both ``in the wild'' and by a professional photographer, the problem would potentially be easier to solve. However, such data does not exist, especially for a large variety of identities. To that end, we propose two key insights: 1) Our method transforms the input photo and person's face to a canonical UV space, which is further coupled with reposing methodology to model occlusions and novel view synthesis. Operating in UV space allows us to leverage existing unpaired datasets. 2) We personalize the output photo via multi image finetuning. Our approach yields high-quality, reposed portraits and achieves strong qualitative and quantitative performance on real-world imagery.

CVOct 31, 2024
Fashion-VDM: Video Diffusion Model for Virtual Try-On

Johanna Karras, Yingwei Li, Nan Liu et al.

We present Fashion-VDM, a video diffusion model (VDM) for generating virtual try-on videos. Given an input garment image and person video, our method aims to generate a high-quality try-on video of the person wearing the given garment, while preserving the person's identity and motion. Image-based virtual try-on has shown impressive results; however, existing video virtual try-on (VVT) methods are still lacking garment details and temporal consistency. To address these issues, we propose a diffusion-based architecture for video virtual try-on, split classifier-free guidance for increased control over the conditioning inputs, and a progressive temporal training strategy for single-pass 64-frame, 512px video generation. We also demonstrate the effectiveness of joint image-video training for video try-on, especially when video data is limited. Our qualitative and quantitative experiments show that our approach sets the new state-of-the-art for video virtual try-on. For additional results, visit our project page: https://johannakarras.github.io/Fashion-VDM.

CVApr 9
FIT: A Large-Scale Dataset for Fit-Aware Virtual Try-On

Johanna Karras, Yuanhao Wang, Yingwei Li et al.

Given a person and a garment image, virtual try-on (VTO) aims to synthesize a realistic image of the person wearing the garment, while preserving their original pose and identity. Although recent VTO methods excel at visualizing garment appearance, they largely overlook a crucial aspect of the try-on experience: the accuracy of garment fit -- for example, depicting how an extra-large shirt looks on an extra-small person. A key obstacle is the absence of datasets that provide precise garment and body size information, particularly for "ill-fit" cases, where garments are significantly too large or too small. Consequently, current VTO methods default to generating well-fitted results regardless of the garment or person size. In this paper, we take the first steps towards solving this open problem. We introduce FIT (Fit-Inclusive Try-on), a large-scale VTO dataset comprising over 1.13M try-on image triplets accompanied by precise body and garment measurements. We overcome the challenges of data collection via a scalable synthetic strategy: (1) We programmatically generate 3D garments using GarmentCode and drape them via physics simulation to capture realistic garment fit. (2) We employ a novel re-texturing framework to transform synthetic renderings into photorealistic images while strictly preserving geometry. (3) We introduce person identity preservation into our re-texturing model to generate paired person images (same person, different garments) for supervised training. Finally, we leverage our FIT dataset to train a baseline fit-aware virtual try-on model. Our data and results set the new state-of-the-art for fit-aware virtual try-on, as well as offer a robust benchmark for future research. We will make all data and code publicly available on our project page: https://johannakarras.github.io/FIT.

LGOct 2, 2025
Test-Time Anchoring for Discrete Diffusion Posterior Sampling

Litu Rout, Andreas Lugmayr, Yasamin Jafarian et al.

We study the problem of posterior sampling using pretrained discrete diffusion foundation models, aiming to recover images from noisy measurements without retraining task-specific models. While diffusion models have achieved remarkable success in generative modeling, most advances rely on continuous Gaussian diffusion. In contrast, discrete diffusion offers a unified framework for jointly modeling categorical data such as text and images. Beyond unification, discrete diffusion provides faster inference, finer control, and principled training-free Bayesian inference, making it particularly well-suited for posterior sampling. However, existing approaches to discrete diffusion posterior sampling face severe challenges: derivative-free guidance yields sparse signals, continuous relaxations limit applicability, and split Gibbs samplers suffer from the curse of dimensionality. To overcome these limitations, we introduce Anchored Posterior Sampling (APS) for masked diffusion foundation models, built on two key innovations -- quantized expectation for gradient-like guidance in discrete embedding space, and anchored remasking for adaptive decoding. Our approach achieves state-of-the-art performance among discrete diffusion samplers across linear and nonlinear inverse problems on the standard benchmarks. We further demonstrate the benefits of our approach in training-free stylization and text-guided editing.

CVSep 15, 2025
HoloGarment: 360° Novel View Synthesis of In-the-Wild Garments

Johanna Karras, Yingwei Li, Yasamin Jafarian et al.

Novel view synthesis (NVS) of in-the-wild garments is a challenging task due significant occlusions, complex human poses, and cloth deformations. Prior methods rely on synthetic 3D training data consisting of mostly unoccluded and static objects, leading to poor generalization on real-world clothing. In this paper, we propose HoloGarment (Hologram-Garment), a method that takes 1-3 images or a continuous video of a person wearing a garment and generates 360° novel views of the garment in a canonical pose. Our key insight is to bridge the domain gap between real and synthetic data with a novel implicit training paradigm leveraging a combination of large-scale real video data and small-scale synthetic 3D data to optimize a shared garment embedding space. During inference, the shared embedding space further enables dynamic video-to-360° NVS through the construction of a garment "atlas" representation by finetuning a garment embedding on a specific real-world video. The atlas captures garment-specific geometry and texture across all viewpoints, independent of body pose or motion. Extensive experiments show that HoloGarment achieves state-of-the-art performance on NVS of in-the-wild garments from images and videos. Notably, our method robustly handles challenging real-world artifacts -- such as wrinkling, pose variation, and occlusion -- while maintaining photorealism, view consistency, fine texture details, and accurate geometry. Visit our project page for additional results: https://johannakarras.github.io/HoloGarment

CVJun 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.

CVJun 16, 2025
UltraZoom: Generating Gigapixel Images from Regular Photos

Jingwei Ma, Vivek Jayaram, Brian Curless et al. · uw

We present UltraZoom, a system for generating gigapixel-resolution images of objects from casually captured inputs, such as handheld phone photos. Given a full-shot image (global, low-detail) and one or more close-ups (local, high-detail), UltraZoom upscales the full image to match the fine detail and scale of the close-up examples. To achieve this, we construct a per-instance paired dataset from the close-ups and adapt a pretrained generative model to learn object-specific low-to-high resolution mappings. At inference, we apply the model in a sliding window fashion over the full image. Constructing these pairs is non-trivial: it requires registering the close-ups within the full image for scale estimation and degradation alignment. We introduce a simple, robust method for getting registration on arbitrary materials in casual, in-the-wild captures. Together, these components form a system that enables seamless pan and zoom across the entire object, producing consistent, photorealistic gigapixel imagery from minimal input.

CVMay 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.

CVMar 18, 2025
MusicInfuser: Making Video Diffusion Listen and Dance

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

We introduce MusicInfuser, an approach for generating high-quality dance videos that are synchronized to a specified music track. Rather than attempting to design and train a new multimodal audio-video model, we show how existing video diffusion models can be adapted to align with musical inputs by introducing lightweight music-video cross-attention and a low-rank adapter. Unlike prior work requiring motion capture data, our approach fine-tunes only on dance videos. MusicInfuser achieves high-quality music-driven video generation while preserving the flexibility and generative capabilities of the underlying models. We introduce an evaluation framework using Video-LLMs to assess multiple dimensions of dance generation quality. The project page and code are available at https://susunghong.github.io/MusicInfuser.

CVDec 6, 2024
Perturb-and-Revise: Flexible 3D Editing with Generative Trajectories

Susung Hong, Johanna Karras, Ricardo Martin-Brualla et al.

Recent advancements in text-based diffusion models have accelerated progress in 3D reconstruction and text-based 3D editing. Although existing 3D editing methods excel at modifying color, texture, and style, they struggle with extensive geometric or appearance changes, thus limiting their applications. To this end, we propose Perturb-and-Revise, which makes possible a variety of NeRF editing. First, we perturb the NeRF parameters with random initializations to create a versatile initialization. The level of perturbation is determined automatically through analysis of the local loss landscape. Then, we revise the edited NeRF via generative trajectories. Combined with the generative process, we impose identity-preserving gradients to refine the edited NeRF. Extensive experiments demonstrate that Perturb-and-Revise facilitates flexible, effective, and consistent editing of color, appearance, and geometry in 3D. For 360° results, please visit our project page: https://susunghong.github.io/Perturb-and-Revise.

LGNov 1, 2024
Constrained Diffusion Implicit Models

Vivek Jayaram, Ira Kemelmacher-Shlizerman, Steven M. Seitz et al. · uw

This paper describes an efficient algorithm for solving noisy linear inverse problems using pretrained diffusion models. Extending the paradigm of denoising diffusion implicit models (DDIM), we propose constrained diffusion implicit models (CDIM) that modify the diffusion updates to enforce a constraint upon the final output. For noiseless inverse problems, CDIM exactly satisfies the constraints; in the noisy case, we generalize CDIM to satisfy an exact constraint on the residual distribution of the noise. Experiments across a variety of tasks and metrics show strong performance of CDIM, with analogous inference acceleration to unconstrained DDIM: 10 to 50 times faster than previous conditional diffusion methods. We demonstrate the versatility of our approach on many problems including super-resolution, denoising, inpainting, deblurring, and 3D point cloud reconstruction.

CVJun 6, 2024
M&M VTO: Multi-Garment Virtual Try-On and Editing

Luyang Zhu, Yingwei Li, Nan Liu et al.

We present M&M VTO, a mix and match virtual try-on method that takes as input multiple garment images, text description for garment layout and an image of a person. An example input includes: an image of a shirt, an image of a pair of pants, "rolled sleeves, shirt tucked in", and an image of a person. The output is a visualization of how those garments (in the desired layout) would look like on the given person. Key contributions of our method are: 1) a single stage diffusion based model, with no super resolution cascading, that allows to mix and match multiple garments at 1024x512 resolution preserving and warping intricate garment details, 2) architecture design (VTO UNet Diffusion Transformer) to disentangle denoising from person specific features, allowing for a highly effective finetuning strategy for identity preservation (6MB model per individual vs 4GB achieved with, e.g., dreambooth finetuning); solving a common identity loss problem in current virtual try-on methods, 3) layout control for multiple garments via text inputs specifically finetuned over PaLI-3 for virtual try-on task. Experimental results indicate that M&M VTO achieves state-of-the-art performance both qualitatively and quantitatively, as well as opens up new opportunities for virtual try-on via language-guided and multi-garment try-on.

HCApr 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.

CVJan 11, 2022
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.

CVDec 21, 2021
StyleSDF: High-Resolution 3D-Consistent Image and Geometry Generation

Roy Or-El, Xuan Luo, Mengyi Shan et al.

We introduce a high resolution, 3D-consistent image and shape generation technique which we call StyleSDF. Our method is trained on single-view RGB data only, and stands on the shoulders of StyleGAN2 for image generation, while solving two main challenges in 3D-aware GANs: 1) high-resolution, view-consistent generation of the RGB images, and 2) detailed 3D shape. We achieve this by merging a SDF-based 3D representation with a style-based 2D generator. Our 3D implicit network renders low-resolution feature maps, from which the style-based network generates view-consistent, 1024x1024 images. Notably, our SDF-based 3D modeling defines detailed 3D surfaces, leading to consistent volume rendering. Our method shows higher quality results compared to state of the art in terms of visual and geometric quality.

CVMay 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/.

CVJan 6, 2021
TryOnGAN: Body-Aware Try-On via Layered Interpolation

Kathleen M Lewis, Srivatsan Varadharajan, Ira Kemelmacher-Shlizerman

Given a pair of images-target person and garment on another person-we automatically generate the target person in the given garment. Previous methods mostly focused on texture transfer via paired data training, while overlooking body shape deformations, skin color, and seamless blending of garment with the person. This work focuses on those three components, while also not requiring paired data training. We designed a pose conditioned StyleGAN2 architecture with a clothing segmentation branch that is trained on images of people wearing garments. Once trained, we propose a new layered latent space interpolation method that allows us to preserve and synthesize skin color and target body shape while transferring the garment from a different person. We demonstrate results on high resolution 512x512 images, and extensively compare to state of the art in try-on on both latent space generated and real images.

CVDec 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.

CVDec 14, 2020
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.

SDOct 12, 2020
The Cone of Silence: Speech Separation by Localization

Teerapat Jenrungrot, Vivek Jayaram, Steve Seitz et al.

Given a multi-microphone recording of an unknown number of speakers talking concurrently, we simultaneously localize the sources and separate the individual speakers. At the core of our method is a deep network, in the waveform domain, which isolates sources within an angular region $θ\pm w/2$, given an angle of interest $θ$ and angular window size $w$. By exponentially decreasing $w$, we can perform a binary search to localize and separate all sources in logarithmic time. Our algorithm allows for an arbitrary number of potentially moving speakers at test time, including more speakers than seen during training. Experiments demonstrate state-of-the-art performance for both source separation and source localization, particularly in high levels of background noise.

CVJul 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.

CVApr 1, 2020
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.

CVMar 21, 2020
Lifespan Age Transformation Synthesis

Roy Or-El, Soumyadip Sengupta, Ohad Fried et al.

We address the problem of single photo age progression and regression-the prediction of how a person might look in the future, or how they looked in the past. Most existing aging methods are limited to changing the texture, overlooking transformations in head shape that occur during the human aging and growth process. This limits the applicability of previous methods to aging of adults to slightly older adults, and application of those methods to photos of children does not produce quality results. We propose a novel multi-domain image-to-image generative adversarial network architecture, whose learned latent space models a continuous bi-directional aging process. The network is trained on the FFHQ dataset, which we labeled for ages, gender, and semantic segmentation. Fixed age classes are used as anchors to approximate continuous age transformation. Our framework can predict a full head portrait for ages 0-70 from a single photo, modifying both texture and shape of the head. We demonstrate results on a wide variety of photos and datasets, and show significant improvement over the state of the art.

CVDec 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.

CVSep 13, 2018
Video to Fully Automatic 3D Hair Model

Shu Liang, Xiufeng Huang, Xianyu Meng et al.

Imagine taking a selfie video with your mobile phone and getting as output a 3D model of your head (face and 3D hair strands) that can be later used in VR, AR, and any other domain. State of the art hair reconstruction methods allow either a single photo (thus compromising 3D quality) or multiple views, but they require manual user interaction (manual hair segmentation and capture of fixed camera views that span full 360 degree). In this paper, we describe a system that can completely automatically create a reconstruction from any video (even a selfie video), and we don't require specific views, since taking your -90 degree, 90 degree, and full back views is not feasible in a selfie capture. In the core of our system, in addition to the automatization components, hair strands are estimated and deformed in 3D (rather than 2D as in state of the art) thus enabling superior results. We provide qualitative, quantitative, and Mechanical Turk human studies that support the proposed system, and show results on a diverse variety of videos (8 different celebrity videos, 9 selfie mobile videos, spanning age, gender, hair length, type, and styling).

CVSep 13, 2018
3D Face Hallucination from a Single Depth Frame

Shu Liang, Ira Kemelmacher-Shlizerman, Linda G. Shapiro

We present an algorithm that takes a single frame of a person's face from a depth camera, e.g., Kinect, and produces a high-resolution 3D mesh of the input face. We leverage a dataset of 3D face meshes of 1204 distinct individuals ranging from age 3 to 40, captured in a neutral expression. We divide the input depth frame into semantically significant regions (eyes, nose, mouth, cheeks) and search the database for the best matching shape per region. We further combine the input depth frame with the matched database shapes into a single mesh that results in a high-resolution shape of the input person. Our system is fully automatic and uses only depth data for matching, making it invariant to imaging conditions. We evaluate our results using ground truth shapes, as well as compare to state-of-the-art shape estimation methods. We demonstrate the robustness of our local matching approach with high-quality reconstruction of faces that fall outside of the dataset span, e.g., faces older than 40 years old, facial expressions, and different ethnicities.

CVSep 13, 2018
Head Reconstruction from Internet Photos

Shu Liang, Linda G. Shapiro, Ira Kemelmacher-Shlizerman

3D face reconstruction from Internet photos has recently produced exciting results. A person's face, e.g., Tom Hanks, can be modeled and animated in 3D from a completely uncalibrated photo collection. Most methods, however, focus solely on face area and mask out the rest of the head. This paper proposes that head modeling from the Internet is a problem we can solve. We target reconstruction of the rough shape of the head. Our method is to gradually "grow" the head mesh starting from the frontal face and extending to the rest of views using photometric stereo constraints. We call our method boundary-value growing algorithm. Results on photos of celebrities downloaded from the Internet are presented.

CVJun 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.

ASDec 19, 2017
Audio to Body Dynamics

Eli Shlizerman, Lucio M. Dery, Hayden Schoen et al.

We present a method that gets as input an audio of violin or piano playing, and outputs a video of skeleton predictions which are further used to animate an avatar. The key idea is to create an animation of an avatar that moves their hands similarly to how a pianist or violinist would do, just from audio. Aiming for a fully detailed correct arms and fingers motion is a goal, however, it's not clear if body movement can be predicted from music at all. In this paper, we present the first result that shows that natural body dynamics can be predicted at all. We built an LSTM network that is trained on violin and piano recital videos uploaded to the Internet. The predicted points are applied onto a rigged avatar to create the animation.

CVMay 1, 2017
Level Playing Field for Million Scale Face Recognition

Aaron Nech, Ira Kemelmacher-Shlizerman

Face recognition has the perception of a solved problem, however when tested at the million-scale exhibits dramatic variation in accuracies across the different algorithms. Are the algorithms very different? Is access to good/big training data their secret weapon? Where should face recognition improve? To address those questions, we created a benchmark, MF2, that requires all algorithms to be trained on same data, and tested at the million scale. MF2 is a public large-scale set with 672K identities and 4.7M photos created with the goal to level playing field for large scale face recognition. We contrast our results with findings from the other two large-scale benchmarks MegaFace Challenge and MS-Celebs-1M where groups were allowed to train on any private/public/big/small set. Some key discoveries: 1) algorithms, trained on MF2, were able to achieve state of the art and comparable results to algorithms trained on massive private sets, 2) some outperformed themselves once trained on MF2, 3) invariance to aging suffers from low accuracies as in MegaFace, identifying the need for larger age variations possibly within identities or adjustment of algorithms in future testings.

CVDec 2, 2015
The MegaFace Benchmark: 1 Million Faces for Recognition at Scale

Ira Kemelmacher-Shlizerman, Steve Seitz, Daniel Miller et al.

Recent face recognition experiments on a major benchmark LFW show stunning performance--a number of algorithms achieve near to perfect score, surpassing human recognition rates. In this paper, we advocate evaluations at the million scale (LFW includes only 13K photos of 5K people). To this end, we have assembled the MegaFace dataset and created the first MegaFace challenge. Our dataset includes One Million photos that capture more than 690K different individuals. The challenge evaluates performance of algorithms with increasing numbers of distractors (going from 10 to 1M) in the gallery set. We present both identification and verification performance, evaluate performance with respect to pose and a person's age, and compare as a function of training data size (number of photos and people). We report results of state of the art and baseline algorithms. Our key observations are that testing at the million scale reveals big performance differences (of algorithms that perform similarly well on smaller scale) and that age invariant recognition as well as pose are still challenging for most. The MegaFace dataset, baseline code, and evaluation scripts, are all publicly released for further experimentations at: megaface.cs.washington.edu.

CVJun 2, 2015
What Makes Kevin Spacey Look Like Kevin Spacey

Supasorn Suwajanakorn, Ira Kemelmacher-Shlizerman, Steve Seitz

We reconstruct a controllable model of a person from a large photo collection that captures his or her {\em persona}, i.e., physical appearance and behavior. The ability to operate on unstructured photo collections enables modeling a huge number of people, including celebrities and other well photographed people without requiring them to be scanned. Moreover, we show the ability to drive or {\em puppeteer} the captured person B using any other video of a different person A. In this scenario, B acts out the role of person A, but retains his/her own personality and character. Our system is based on a novel combination of 3D face reconstruction, tracking, alignment, and multi-texture modeling, applied to the puppeteering problem. We demonstrate convincing results on a large variety of celebrities derived from Internet imagery and video.