Weipeng Xu

CV
h-index14
44papers
7,606citations
Novelty60%
AI Score52

44 Papers

CVOct 6, 2023
Universal Humanoid Motion Representations for Physics-Based Control

Zhengyi Luo, Jinkun Cao, Josh Merel et al. · cmu

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high dimensionality of humanoids and the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers their applicability in complex tasks. We close this gap by significantly increasing the coverage of our motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved by using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. By sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using human-like behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

CVDec 20, 2022
Scene-aware Egocentric 3D Human Pose Estimation

Jian Wang, Lingjie Liu, Weipeng Xu et al.

Egocentric 3D human pose estimation with a single head-mounted fisheye camera has recently attracted attention due to its numerous applications in virtual and augmented reality. Existing methods still struggle in challenging poses where the human body is highly occluded or is closely interacting with the scene. To address this issue, we propose a scene-aware egocentric pose estimation method that guides the prediction of the egocentric pose with scene constraints. To this end, we propose an egocentric depth estimation network to predict the scene depth map from a wide-view egocentric fisheye camera while mitigating the occlusion of the human body with a depth-inpainting network. Next, we propose a scene-aware pose estimation network that projects the 2D image features and estimated depth map of the scene into a voxel space and regresses the 3D pose with a V2V network. The voxel-based feature representation provides the direct geometric connection between 2D image features and scene geometry, and further facilitates the V2V network to constrain the predicted pose based on the estimated scene geometry. To enable the training of the aforementioned networks, we also generated a synthetic dataset, called EgoGTA, and an in-the-wild dataset based on EgoPW, called EgoPW-Scene. The experimental results of our new evaluation sequences show that the predicted 3D egocentric poses are accurate and physically plausible in terms of human-scene interaction, demonstrating that our method outperforms the state-of-the-art methods both quantitatively and qualitatively.

CVMay 11, 2022
HULC: 3D Human Motion Capture with Pose Manifold Sampling and Dense Contact Guidance

Soshi Shimada, Vladislav Golyanik, Zhi Li et al.

Marker-less monocular 3D human motion capture (MoCap) with scene interactions is a challenging research topic relevant for extended reality, robotics and virtual avatar generation. Due to the inherent depth ambiguity of monocular settings, 3D motions captured with existing methods often contain severe artefacts such as incorrect body-scene inter-penetrations, jitter and body floating. To tackle these issues, we propose HULC, a new approach for 3D human MoCap which is aware of the scene geometry. HULC estimates 3D poses and dense body-environment surface contacts for improved 3D localisations, as well as the absolute scale of the subject. Furthermore, we introduce a 3D pose trajectory optimisation based on a novel pose manifold sampling that resolves erroneous body-environment inter-penetrations. Although the proposed method requires less structured inputs compared to existing scene-aware monocular MoCap algorithms, it produces more physically-plausible poses: HULC significantly and consistently outperforms the existing approaches in various experiments and on different metrics. Project page: https://vcai.mpi-inf.mpg.de/projects/HULC/.

CVOct 21, 2022
HDHumans: A Hybrid Approach for High-fidelity Digital Humans

Marc Habermann, Lingjie Liu, Weipeng Xu et al.

Photo-real digital human avatars are of enormous importance in graphics, as they enable immersive communication over the globe, improve gaming and entertainment experiences, and can be particularly beneficial for AR and VR settings. However, current avatar generation approaches either fall short in high-fidelity novel view synthesis, generalization to novel motions, reproduction of loose clothing, or they cannot render characters at the high resolution offered by modern displays. To this end, we propose HDHumans, which is the first method for HD human character synthesis that jointly produces an accurate and temporally coherent 3D deforming surface and highly photo-realistic images of arbitrary novel views and of motions not seen at training time. At the technical core, our method tightly integrates a classical deforming character template with neural radiance fields (NeRF). Our method is carefully designed to achieve a synergy between classical surface deformation and NeRF. First, the template guides the NeRF, which allows synthesizing novel views of a highly dynamic and articulated character and even enables the synthesis of novel motions. Second, we also leverage the dense pointclouds resulting from NeRF to further improve the deforming surface via 3D-to-3D supervision. We outperform the state of the art quantitatively and qualitatively in terms of synthesis quality and resolution, as well as the quality of 3D surface reconstruction.

GRJun 30, 2022
Dressing Avatars: Deep Photorealistic Appearance for Physically Simulated Clothing

Donglai Xiang, Timur Bagautdinov, Tuur Stuyck et al.

Despite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate realistically behaving clothing geometry at interactive rates. Modeling photorealistic appearance, however, usually requires physically-based rendering which is too expensive for interactive applications. On the other hand, data-driven deep appearance models are capable of efficiently producing realistic appearance, but struggle at synthesizing geometry of highly dynamic clothing and handling challenging body-clothing configurations. To this end, we introduce pose-driven avatars with explicit modeling of clothing that exhibit both photorealistic appearance learned from real-world data and realistic clothing dynamics. The key idea is to introduce a neural clothing appearance model that operates on top of explicit geometry: at training time we use high-fidelity tracking, whereas at animation time we rely on physically simulated geometry. Our core contribution is a physically-inspired appearance network, capable of generating photorealistic appearance with view-dependent and dynamic shadowing effects even for unseen body-clothing configurations. We conduct a thorough evaluation of our model and demonstrate diverse animation results on several subjects and different types of clothing. Unlike previous work on photorealistic full-body avatars, our approach can produce much richer dynamics and more realistic deformations even for many examples of loose clothing. We also demonstrate that our formulation naturally allows clothing to be used with avatars of different people while staying fully animatable, thus enabling, for the first time, photorealistic avatars with novel clothing.

CVOct 26, 2023
A Dataset of Relighted 3D Interacting Hands

Gyeongsik Moon, Shunsuke Saito, Weipeng Xu et al.

The two-hand interaction is one of the most challenging signals to analyze due to the self-similarity, complicated articulations, and occlusions of hands. Although several datasets have been proposed for the two-hand interaction analysis, all of them do not achieve 1) diverse and realistic image appearances and 2) diverse and large-scale groundtruth (GT) 3D poses at the same time. In this work, we propose Re:InterHand, a dataset of relighted 3D interacting hands that achieve the two goals. To this end, we employ a state-of-the-art hand relighting network with our accurately tracked two-hand 3D poses. We compare our Re:InterHand with existing 3D interacting hands datasets and show the benefit of it. Our Re:InterHand is available in https://mks0601.github.io/ReInterHand/.

CEMar 17
Physics-guided diffusion models for inverse design of disordered metamaterials

Ziyuan Xie, Weipeng Xu, Dazhi Zhao et al.

Disordered metamaterials are promising for programming physical properties across diverse applications, yet their inverse design remains challenging due to the non-intuitive structure-property relationships and large design spaces. Recent generative approaches, particularly diffusion models, have shown potential in high-dimensional inverse design tasks. However, existing methods typically rely on carefully crafted training objectives, such as conditional data-driven or physics-informed loss functions. Because these strategies are inherently task-specific, the model must be retrained from scratch whenever the design problem changes (e.g., different governing equations, boundary conditions, or design objectives), severely limiting their flexibility and generalization ability. In this work, we propose physics-guided diffusion models that leverage differentiable physics-based solvers to instantly guide the generative process for inverse design. Drawing inspiration from classifier guidance, we develop a sampling strategy that directly incorporates physics guidance into the reverse stochastic differential equations. Our approach enables task-adaptive generation using gradients from differentiable solvers, while the diffusion model itself needs to be trained only once on unlabeled data. Focusing on disordered foam metamaterials, we present three representative design tasks: (1) achieving target effective thermal conductivity, (2) matching desired load-displacement response, and (3) maximizing energy absorption involving fractures. In each scenario, the proposed method successfully generates foam-like geometries that fulfill the prescribed physical objectives. These results demonstrate the versatility, efficiency, and practicality of physics-guided diffusion models for tackling complex inverse design problems in disordered metamaterials and beyond.

CVNov 14, 2021Code
Robust and Accurate Object Detection via Self-Knowledge Distillation

Weipeng Xu, Pengzhi Chu, Renhao Xie et al.

Object detection has achieved promising performance on clean datasets, but how to achieve better tradeoff between the adversarial robustness and clean precision is still under-explored. Adversarial training is the mainstream method to improve robustness, but most of the works will sacrifice clean precision to gain robustness than standard training. In this paper, we propose Unified Decoupled Feature Alignment (UDFA), a novel fine-tuning paradigm which achieves better performance than existing methods, by fully exploring the combination between self-knowledge distillation and adversarial training for object detection. We first use decoupled fore/back-ground features to construct self-knowledge distillation branch between clean feature representation from pretrained detector (served as teacher) and adversarial feature representation from student detector. Then we explore the self-knowledge distillation from a new angle by decoupling original branch into a self-supervised learning branch and a new self-knowledge distillation branch. With extensive experiments on the PASCAL-VOC and MS-COCO benchmarks, the evaluation results show that UDFA can surpass the standard training and state-of-the-art adversarial training methods for object detection. For example, compared with teacher detector, our approach on GFLV2 with ResNet-50 improves clean precision by 2.2 AP on PASCAL-VOC; compared with SOTA adversarial training methods, our approach improves clean precision by 1.6 AP, while improving adversarial robustness by 0.5 AP. Our code will be available at https://github.com/grispeut/udfa.

CVDec 8, 2020Code
Using Feature Alignment Can Improve Clean Average Precision and Adversarial Robustness in Object Detection

Weipeng Xu, Hongcheng Huang, Shaoyou Pan

The 2D object detection in clean images has been a well studied topic, but its vulnerability against adversarial attack is still worrying. Existing work has improved robustness of object detectors by adversarial training, at the same time, the average precision (AP) on clean images drops significantly. In this paper, we propose that using feature alignment of intermediate layer can improve clean AP and robustness in object detection. Further, on the basis of adversarial training, we present two feature alignment modules: Knowledge-Distilled Feature Alignment (KDFA) module and Self-Supervised Feature Alignment (SSFA) module, which can guide the network to generate more effective features. We conduct extensive experiments on PASCAL VOC and MS-COCO datasets to verify the effectiveness of our proposed approach. The code of our experiments is available at https://github.com/grispeut/Feature-Alignment.git.

CVMar 11, 2024
Real-Time Simulated Avatar from Head-Mounted Sensors

Zhengyi Luo, Jinkun Cao, Rawal Khirodkar et al. · cmu

We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view, making traditional image-based egocentric pose estimation challenging. On the other hand, headset poses provide valuable information about overall body motion, but lack fine-grained details about the hands and feet. To synergize headset poses with cameras, we control a humanoid to track headset movement while analyzing input images to decide body movement. When body parts are seen, the movements of hands and feet will be guided by the images; when unseen, the laws of physics guide the controller to generate plausible motion. We design an end-to-end method that does not rely on any intermediate representations and learns to directly map from images and headset poses to humanoid control signals. To train our method, we also propose a large-scale synthetic dataset created using camera configurations compatible with a commercially available VR headset (Quest 2) and show promising results on real-world captures. To demonstrate the applicability of our framework, we also test it on an AR headset with a forward-facing camera.

CVMay 13, 2024
Authentic Hand Avatar from a Phone Scan via Universal Hand Model

Gyeongsik Moon, Weipeng Xu, Rohan Joshi et al.

The authentic 3D hand avatar with every identifiable information, such as hand shapes and textures, is necessary for immersive experiences in AR/VR. In this paper, we present a universal hand model (UHM), which 1) can universally represent high-fidelity 3D hand meshes of arbitrary identities (IDs) and 2) can be adapted to each person with a short phone scan for the authentic hand avatar. For effective universal hand modeling, we perform tracking and modeling at the same time, while previous 3D hand models perform them separately. The conventional separate pipeline suffers from the accumulated errors from the tracking stage, which cannot be recovered in the modeling stage. On the other hand, ours does not suffer from the accumulated errors while having a much more concise overall pipeline. We additionally introduce a novel image matching loss function to address a skin sliding during the tracking and modeling, while existing works have not focused on it much. Finally, using learned priors from our UHM, we effectively adapt our UHM to each person's short phone scan for the authentic hand avatar.

GRApr 7, 2025
REWIND: Real-Time Egocentric Whole-Body Motion Diffusion with Exemplar-Based Identity Conditioning

Jihyun Lee, Weipeng Xu, Alexander Richard et al.

We present REWIND (Real-Time Egocentric Whole-Body Motion Diffusion), a one-step diffusion model for real-time, high-fidelity human motion estimation from egocentric image inputs. While an existing method for egocentric whole-body (i.e., body and hands) motion estimation is non-real-time and acausal due to diffusion-based iterative motion refinement to capture correlations between body and hand poses, REWIND operates in a fully causal and real-time manner. To enable real-time inference, we introduce (1) cascaded body-hand denoising diffusion, which effectively models the correlation between egocentric body and hand motions in a fast, feed-forward manner, and (2) diffusion distillation, which enables high-quality motion estimation with a single denoising step. Our denoising diffusion model is based on a modified Transformer architecture, designed to causally model output motions while enhancing generalizability to unseen motion lengths. Additionally, REWIND optionally supports identity-conditioned motion estimation when identity prior is available. To this end, we propose a novel identity conditioning method based on a small set of pose exemplars of the target identity, which further enhances motion estimation quality. Through extensive experiments, we demonstrate that REWIND significantly outperforms the existing baselines both with and without exemplar-based identity conditioning.

LGSep 30, 2025
BigBang-Proton Technical Report: Next-Word-Prediction is Scientific Multitask Learner

Hengkui Wu, Liujiang Liu, Jihua He et al.

We introduce BigBang-Proton, a unified sequence-based architecture for auto-regressive language modeling pretrained on cross-scale, cross-structure, cross-discipline real-world scientific tasks to construct a scientific multi-task learner. BigBang-Proton incorporates three fundamental innovations compared to mainstream general-purpose LLMs: Theory-Experiment Learning paradigm aligns large-scale numerical experimental data with theoretical text corpora; Binary Patch Encoding replaces byte pair encoding(BPE) tokenization; Monte Carlo Attention substitutes traditional transformer architectures. Through next-word-prediction pretraining on cross-discipline scientific datasets of real-world problems mixed with general textual corpus, followed by fine-tuning and inference on downstream tasks, BigBang-Proton demonstrates 100\% accuracy in up to 50-digit arithmetic addition operations, performance on par with leading specialized models in particle physics jet tagging, matching MAE of specialized models in inter-atomic potential simulation, performance comparable to traditional spatiotemporal models in water quality prediction, and benchmark-exceeding performance in genome modeling. These results prove that language-guided scientific computing can match or exceed the performance of task-specific scientific models while maintaining multitask learning capabilities. We further hypothesize to scale the pretraining to the universe scale as a fundamental step toward developing material world foundational model.

CVMay 10, 2023
Perpetual Humanoid Control for Real-time Simulated Avatars

Zhengyi Luo, Jinkun Cao, Alexander Winkler et al.

We present a physics-based humanoid controller that achieves high-fidelity motion imitation and fault-tolerant behavior in the presence of noisy input (e.g. pose estimates from video or generated from language) and unexpected falls. Our controller scales up to learning ten thousand motion clips without using any external stabilizing forces and learns to naturally recover from fail-state. Given reference motion, our controller can perpetually control simulated avatars without requiring resets. At its core, we propose the progressive multiplicative control policy (PMCP), which dynamically allocates new network capacity to learn harder and harder motion sequences. PMCP allows efficient scaling for learning from large-scale motion databases and adding new tasks, such as fail-state recovery, without catastrophic forgetting. We demonstrate the effectiveness of our controller by using it to imitate noisy poses from video-based pose estimators and language-based motion generators in a live and real-time multi-person avatar use case.

CVJan 20, 2022
Estimating Egocentric 3D Human Pose in the Wild with External Weak Supervision

Jian Wang, Lingjie Liu, Weipeng Xu et al.

Egocentric 3D human pose estimation with a single fisheye camera has drawn a significant amount of attention recently. However, existing methods struggle with pose estimation from in-the-wild images, because they can only be trained on synthetic data due to the unavailability of large-scale in-the-wild egocentric datasets. Furthermore, these methods easily fail when the body parts are occluded by or interacting with the surrounding scene. To address the shortage of in-the-wild data, we collect a large-scale in-the-wild egocentric dataset called Egocentric Poses in the Wild (EgoPW). This dataset is captured by a head-mounted fisheye camera and an auxiliary external camera, which provides an additional observation of the human body from a third-person perspective during training. We present a new egocentric pose estimation method, which can be trained on the new dataset with weak external supervision. Specifically, we first generate pseudo labels for the EgoPW dataset with a spatio-temporal optimization method by incorporating the external-view supervision. The pseudo labels are then used to train an egocentric pose estimation network. To facilitate the network training, we propose a novel learning strategy to supervise the egocentric features with the high-quality features extracted by a pretrained external-view pose estimation model. The experiments show that our method predicts accurate 3D poses from a single in-the-wild egocentric image and outperforms the state-of-the-art methods both quantitatively and qualitatively.

CVNov 20, 2021
A Deeper Look into DeepCap

Marc Habermann, Weipeng Xu, Michael Zollhoefer et al.

Human performance capture is a highly important computer vision problem with many applications in movie production and virtual/augmented reality. Many previous performance capture approaches either required expensive multi-view setups or did not recover dense space-time coherent geometry with frame-to-frame correspondences. We propose a novel deep learning approach for monocular dense human performance capture. Our method is trained in a weakly supervised manner based on multi-view supervision completely removing the need for training data with 3D ground truth annotations. The network architecture is based on two separate networks that disentangle the task into a pose estimation and a non-rigid surface deformation step. Extensive qualitative and quantitative evaluations show that our approach outperforms the state of the art in terms of quality and robustness. This work is an extended version of DeepCap where we provide more detailed explanations, comparisons and results as well as applications.

CVJul 6, 2021
NRST: Non-rigid Surface Tracking from Monocular Video

Marc Habermann, Weipeng Xu, Helge Rhodin et al.

We propose an efficient method for non-rigid surface tracking from monocular RGB videos. Given a video and a template mesh, our algorithm sequentially registers the template non-rigidly to each frame. We formulate the per-frame registration as an optimization problem that includes a novel texture term specifically tailored towards tracking objects with uniform texture but fine-scale structure, such as the regular micro-structural patterns of fabric. Our texture term exploits the orientation information in the micro-structures of the objects, e.g., the yarn patterns of fabrics. This enables us to accurately track uniformly colored materials that have these high frequency micro-structures, for which traditional photometric terms are usually less effective. The results demonstrate the effectiveness of our method on both general textured non-rigid objects and monochromatic fabrics.

CVJun 28, 2021
Modeling Clothing as a Separate Layer for an Animatable Human Avatar

Donglai Xiang, Fabian Prada, Timur Bagautdinov et al.

We have recently seen great progress in building photorealistic animatable full-body codec avatars, but generating high-fidelity animation of clothing is still difficult. To address these difficulties, we propose a method to build an animatable clothed body avatar with an explicit representation of the clothing on the upper body from multi-view captured videos. We use a two-layer mesh representation to register each 3D scan separately with the body and clothing templates. In order to improve the photometric correspondence across different frames, texture alignment is then performed through inverse rendering of the clothing geometry and texture predicted by a variational autoencoder. We then train a new two-layer codec avatar with separate modeling of the upper clothing and the inner body layer. To learn the interaction between the body dynamics and clothing states, we use a temporal convolution network to predict the clothing latent code based on a sequence of input skeletal poses. We show photorealistic animation output for three different actors, and demonstrate the advantage of our clothed-body avatars over the single-layer avatars used in previous work. We also show the benefit of an explicit clothing model that allows the clothing texture to be edited in the animation output.

CVMay 28, 2021
Revitalizing Optimization for 3D Human Pose and Shape Estimation: A Sparse Constrained Formulation

Taosha Fan, Kalyan Vasudev Alwala, Donglai Xiang et al.

We propose a novel sparse constrained formulation and from it derive a real-time optimization method for 3D human pose and shape estimation. Our optimization method, SCOPE (Sparse Constrained Optimization for 3D human Pose and shapE estimation), is orders of magnitude faster (avg. 4 ms convergence) than existing optimization methods, while being mathematically equivalent to their dense unconstrained formulation under mild assumptions. We achieve this by exploiting the underlying sparsity and constraints of our formulation to efficiently compute the Gauss-Newton direction. We show that this computation scales linearly with the number of joints and measurements of a complex 3D human model, in contrast to prior work where it scales cubically due to their dense unconstrained formulation. Based on our optimization method, we present a real-time motion capture framework that estimates 3D human poses and shapes from a single image at over 30 FPS. In benchmarks against state-of-the-art methods on multiple public datasets, our framework outperforms other optimization methods and achieves competitive accuracy against regression methods. Project page with code and videos: https://sites.google.com/view/scope-human/.

CVMay 21, 2021
Driving-Signal Aware Full-Body Avatars

Timur Bagautdinov, Chenglei Wu, Tomas Simon et al.

We present a learning-based method for building driving-signal aware full-body avatars. Our model is a conditional variational autoencoder that can be animated with incomplete driving signals, such as human pose and facial keypoints, and produces a high-quality representation of human geometry and view-dependent appearance. The core intuition behind our method is that better drivability and generalization can be achieved by disentangling the driving signals and remaining generative factors, which are not available during animation. To this end, we explicitly account for information deficiency in the driving signal by introducing a latent space that exclusively captures the remaining information, thus enabling the imputation of the missing factors required during full-body animation, while remaining faithful to the driving signal. We also propose a learnable localized compression for the driving signal which promotes better generalization, and helps minimize the influence of global chance-correlations often found in real datasets. For a given driving signal, the resulting variational model produces a compact space of uncertainty for missing factors that allows for an imputation strategy best suited to a particular application. We demonstrate the efficacy of our approach on the challenging problem of full-body animation for virtual telepresence with driving signals acquired from minimal sensors placed in the environment and mounted on a VR-headset.

CVMay 4, 2021
Real-time Deep Dynamic Characters

Marc Habermann, Lingjie Liu, Weipeng Xu et al.

We propose a deep videorealistic 3D human character model displaying highly realistic shape, motion, and dynamic appearance learned in a new weakly supervised way from multi-view imagery. In contrast to previous work, our controllable 3D character displays dynamics, e.g., the swing of the skirt, dependent on skeletal body motion in an efficient data-driven way, without requiring complex physics simulation. Our character model also features a learned dynamic texture model that accounts for photo-realistic motion-dependent appearance details, as well as view-dependent lighting effects. During training, we do not need to resort to difficult dynamic 3D capture of the human; instead we can train our model entirely from multi-view video in a weakly supervised manner. To this end, we propose a parametric and differentiable character representation which allows us to model coarse and fine dynamic deformations, e.g., garment wrinkles, as explicit space-time coherent mesh geometry that is augmented with high-quality dynamic textures dependent on motion and view point. As input to the model, only an arbitrary 3D skeleton motion is required, making it directly compatible with the established 3D animation pipeline. We use a novel graph convolutional network architecture to enable motion-dependent deformation learning of body and clothing, including dynamics, and a neural generative dynamic texture model creates corresponding dynamic texture maps. We show that by merely providing new skeletal motions, our model creates motion-dependent surface deformations, physically plausible dynamic clothing deformations, as well as video-realistic surface textures at a much higher level of detail than previous state of the art approaches, and even in real-time.

CVMay 3, 2021
Neural Monocular 3D Human Motion Capture with Physical Awareness

Soshi Shimada, Vladislav Golyanik, Weipeng Xu et al.

We present a new trainable system for physically plausible markerless 3D human motion capture, which achieves state-of-the-art results in a broad range of challenging scenarios. Unlike most neural methods for human motion capture, our approach, which we dub physionical, is aware of physical and environmental constraints. It combines in a fully differentiable way several key innovations, i.e., 1. a proportional-derivative controller, with gains predicted by a neural network, that reduces delays even in the presence of fast motions, 2. an explicit rigid body dynamics model and 3. a novel optimisation layer that prevents physically implausible foot-floor penetration as a hard constraint. The inputs to our system are 2D joint keypoints, which are canonicalised in a novel way so as to reduce the dependency on intrinsic camera parameters -- both at train and test time. This enables more accurate global translation estimation without generalisability loss. Our model can be finetuned only with 2D annotations when the 3D annotations are not available. It produces smooth and physically principled 3D motions in an interactive frame rate in a wide variety of challenging scenes, including newly recorded ones. Its advantages are especially noticeable on in-the-wild sequences that significantly differ from common 3D pose estimation benchmarks such as Human 3.6M and MPI-INF-3DHP. Qualitative results are available at http://gvv.mpi-inf.mpg.de/projects/PhysAware/

CVApr 27, 2021
Estimating Egocentric 3D Human Pose in Global Space

Jian Wang, Lingjie Liu, Weipeng Xu et al.

Egocentric 3D human pose estimation using a single fisheye camera has become popular recently as it allows capturing a wide range of daily activities in unconstrained environments, which is difficult for traditional outside-in motion capture with external cameras. However, existing methods have several limitations. A prominent problem is that the estimated poses lie in the local coordinate system of the fisheye camera, rather than in the world coordinate system, which is restrictive for many applications. Furthermore, these methods suffer from limited accuracy and temporal instability due to ambiguities caused by the monocular setup and the severe occlusion in a strongly distorted egocentric perspective. To tackle these limitations, we present a new method for egocentric global 3D body pose estimation using a single head-mounted fisheye camera. To achieve accurate and temporally stable global poses, a spatio-temporal optimization is performed over a sequence of frames by minimizing heatmap reprojection errors and enforcing local and global body motion priors learned from a mocap dataset. Experimental results show that our approach outperforms state-of-the-art methods both quantitatively and qualitatively.

CVFeb 13, 2021
Learning Speech-driven 3D Conversational Gestures from Video

Ikhsanul Habibie, Weipeng Xu, Dushyant Mehta et al.

We propose the first approach to automatically and jointly synthesize both the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN architecture that leverages the inherent correlation between facial expression and hand gestures. Synthesis of conversational body gestures is a multi-modal problem since many similar gestures can plausibly accompany the same input speech. To synthesize plausible body gestures in this setting, we train a Generative Adversarial Network (GAN) based model that measures the plausibility of the generated sequences of 3D body motion when paired with the input audio features. We also contribute a new way to create a large corpus of more than 33 hours of annotated body, hand, and face data from in-the-wild videos of talking people. To this end, we apply state-of-the-art monocular approaches for 3D body and hand pose estimation as well as dense 3D face performance capture to the video corpus. In this way, we can train on orders of magnitude more data than previous algorithms that resort to complex in-studio motion capture solutions, and thereby train more expressive synthesis algorithms. Our experiments and user study show the state-of-the-art quality of our speech-synthesized full 3D character animations.

CVJan 11, 2021
Neural Re-Rendering of Humans from a Single Image

Kripasindhu Sarkar, Dushyant Mehta, Weipeng Xu et al.

Human re-rendering from a single image is a starkly under-constrained problem, and state-of-the-art algorithms often exhibit undesired artefacts, such as over-smoothing, unrealistic distortions of the body parts and garments, or implausible changes of the texture. To address these challenges, we propose a new method for neural re-rendering of a human under a novel user-defined pose and viewpoint, given one input image. Our algorithm represents body pose and shape as a parametric mesh which can be reconstructed from a single image and easily reposed. Instead of a colour-based UV texture map, our approach further employs a learned high-dimensional UV feature map to encode appearance. This rich implicit representation captures detailed appearance variation across poses, viewpoints, person identities and clothing styles better than learned colour texture maps. The body model with the rendered feature maps is fed through a neural image-translation network that creates the final rendered colour image. The above components are combined in an end-to-end-trained neural network architecture that takes as input a source person image, and images of the parametric body model in the source pose and desired target pose. Experimental evaluation demonstrates that our approach produces higher quality single image re-rendering results than existing methods.

CVAug 20, 2020
PhysCap: Physically Plausible Monocular 3D Motion Capture in Real Time

Soshi Shimada, Vladislav Golyanik, Weipeng Xu et al.

Marker-less 3D human motion capture from a single colour camera has seen significant progress. However, it is a very challenging and severely ill-posed problem. In consequence, even the most accurate state-of-the-art approaches have significant limitations. Purely kinematic formulations on the basis of individual joints or skeletons, and the frequent frame-wise reconstruction in state-of-the-art methods greatly limit 3D accuracy and temporal stability compared to multi-view or marker-based motion capture. Further, captured 3D poses are often physically incorrect and biomechanically implausible, or exhibit implausible environment interactions (floor penetration, foot skating, unnatural body leaning and strong shifting in depth), which is problematic for any use case in computer graphics. We, therefore, present PhysCap, the first algorithm for physically plausible, real-time and marker-less human 3D motion capture with a single colour camera at 25 fps. Our algorithm first captures 3D human poses purely kinematically. To this end, a CNN infers 2D and 3D joint positions, and subsequently, an inverse kinematics step finds space-time coherent joint angles and global 3D pose. Next, these kinematic reconstructions are used as constraints in a real-time physics-based pose optimiser that accounts for environment constraints (e.g., collision handling and floor placement), gravity, and biophysical plausibility of human postures. Our approach employs a combination of ground reaction force and residual force for plausible root control, and uses a trained neural network to detect foot contact events in images. Our method captures physically plausible and temporally stable global 3D human motion, without physically implausible postures, floor penetrations or foot skating, from video in real time and in general scenes. The video is available at http://gvv.mpi-inf.mpg.de/projects/PhysCap

CVMar 21, 2020
Monocular Real-time Hand Shape and Motion Capture using Multi-modal Data

Yuxiao Zhou, Marc Habermann, Weipeng Xu et al.

We present a novel method for monocular hand shape and pose estimation at unprecedented runtime performance of 100fps and at state-of-the-art accuracy. This is enabled by a new learning based architecture designed such that it can make use of all the sources of available hand training data: image data with either 2D or 3D annotations, as well as stand-alone 3D animations without corresponding image data. It features a 3D hand joint detection module and an inverse kinematics module which regresses not only 3D joint positions but also maps them to joint rotations in a single feed-forward pass. This output makes the method more directly usable for applications in computer vision and graphics compared to only regressing 3D joint positions. We demonstrate that our architectural design leads to a significant quantitative and qualitative improvement over the state of the art on several challenging benchmarks. Our model is publicly available for future research.

CVMar 18, 2020
DeepCap: Monocular Human Performance Capture Using Weak Supervision

Marc Habermann, Weipeng Xu, Michael Zollhoefer et al.

Human performance capture is a highly important computer vision problem with many applications in movie production and virtual/augmented reality. Many previous performance capture approaches either required expensive multi-view setups or did not recover dense space-time coherent geometry with frame-to-frame correspondences. We propose a novel deep learning approach for monocular dense human performance capture. Our method is trained in a weakly supervised manner based on multi-view supervision completely removing the need for training data with 3D ground truth annotations. The network architecture is based on two separate networks that disentangle the task into a pose estimation and a non-rigid surface deformation step. Extensive qualitative and quantitative evaluations show that our approach outperforms the state of the art in terms of quality and robustness.

GRJan 14, 2020
Neural Human Video Rendering by Learning Dynamic Textures and Rendering-to-Video Translation

Lingjie Liu, Weipeng Xu, Marc Habermann et al.

Synthesizing realistic videos of humans using neural networks has been a popular alternative to the conventional graphics-based rendering pipeline due to its high efficiency. Existing works typically formulate this as an image-to-image translation problem in 2D screen space, which leads to artifacts such as over-smoothing, missing body parts, and temporal instability of fine-scale detail, such as pose-dependent wrinkles in the clothing. In this paper, we propose a novel human video synthesis method that approaches these limiting factors by explicitly disentangling the learning of time-coherent fine-scale details from the embedding of the human in 2D screen space. More specifically, our method relies on the combination of two convolutional neural networks (CNNs). Given the pose information, the first CNN predicts a dynamic texture map that contains time-coherent high-frequency details, and the second CNN conditions the generation of the final video on the temporally coherent output of the first CNN. We demonstrate several applications of our approach, such as human reenactment and novel view synthesis from monocular video, where we show significant improvement over the state of the art both qualitatively and quantitatively.

CVAug 30, 2019
EventCap: Monocular 3D Capture of High-Speed Human Motions using an Event Camera

Lan Xu, Weipeng Xu, Vladislav Golyanik et al.

The high frame rate is a critical requirement for capturing fast human motions. In this setting, existing markerless image-based methods are constrained by the lighting requirement, the high data bandwidth and the consequent high computation overhead. In this paper, we propose EventCap --- the first approach for 3D capturing of high-speed human motions using a single event camera. Our method combines model-based optimization and CNN-based human pose detection to capture high-frequency motion details and to reduce the drifting in the tracking. As a result, we can capture fast motions at millisecond resolution with significantly higher data efficiency than using high frame rate videos. Experiments on our new event-based fast human motion dataset demonstrate the effectiveness and accuracy of our method, as well as its robustness to challenging lighting conditions.

CVJul 1, 2019
XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera

Dushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller et al.

We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.

CVApr 5, 2019
In the Wild Human Pose Estimation Using Explicit 2D Features and Intermediate 3D Representations

Ikhsanul Habibie, Weipeng Xu, Dushyant Mehta et al.

Convolutional Neural Network based approaches for monocular 3D human pose estimation usually require a large amount of training images with 3D pose annotations. While it is feasible to provide 2D joint annotations for large corpora of in-the-wild images with humans, providing accurate 3D annotations to such in-the-wild corpora is hardly feasible in practice. Most existing 3D labelled data sets are either synthetically created or feature in-studio images. 3D pose estimation algorithms trained on such data often have limited ability to generalize to real world scene diversity. We therefore propose a new deep learning based method for monocular 3D human pose estimation that shows high accuracy and generalizes better to in-the-wild scenes. It has a network architecture that comprises a new disentangled hidden space encoding of explicit 2D and 3D features, and uses supervision by a new learned projection model from predicted 3D pose. Our algorithm can be jointly trained on image data with 3D labels and image data with only 2D labels. It achieves state-of-the-art accuracy on challenging in-the-wild data.

CVDec 24, 2018
Learning a Disentangled Embedding for Monocular 3D Shape Retrieval and Pose Estimation

Kyaw Zaw Lin, Weipeng Xu, Qianru Sun et al.

We propose a novel approach to jointly perform 3D shape retrieval and pose estimation from monocular images.In order to make the method robust to real-world image variations, e.g. complex textures and backgrounds, we learn an embedding space from 3D data that only includes the relevant information, namely the shape and pose. Our approach explicitly disentangles a shape vector and a pose vector, which alleviates both pose bias for 3D shape retrieval and categorical bias for pose estimation. We then train a CNN to map the images to this embedding space, and then retrieve the closest 3D shape from the database and estimate the 6D pose of the object. Our method achieves 10.3 median error for pose estimation and 0.592 top-1-accuracy for category agnostic 3D object retrieval on the Pascal3D+ dataset, outperforming the previous state-of-the-art methods on both tasks.

CVOct 5, 2018
LiveCap: Real-time Human Performance Capture from Monocular Video

Marc Habermann, Weipeng Xu, Michael Zollhoefer et al.

We present the first real-time human performance capture approach that reconstructs dense, space-time coherent deforming geometry of entire humans in general everyday clothing from just a single RGB video. We propose a novel two-stage analysis-by-synthesis optimization whose formulation and implementation are designed for high performance. In the first stage, a skinned template model is jointly fitted to background subtracted input video, 2D and 3D skeleton joint positions found using a deep neural network, and a set of sparse facial landmark detections. In the second stage, dense non-rigid 3D deformations of skin and even loose apparel are captured based on a novel real-time capable algorithm for non-rigid tracking using dense photometric and silhouette constraints. Our novel energy formulation leverages automatically identified material regions on the template to model the differing non-rigid deformation behavior of skin and apparel. The two resulting non-linear optimization problems per-frame are solved with specially-tailored data-parallel Gauss-Newton solvers. In order to achieve real-time performance of over 25Hz, we design a pipelined parallel architecture using the CPU and two commodity GPUs. Our method is the first real-time monocular approach for full-body performance capture. Our method yields comparable accuracy with off-line performance capture techniques, while being orders of magnitude faster.

CVSep 11, 2018
Neural Rendering and Reenactment of Human Actor Videos

Lingjie Liu, Weipeng Xu, Michael Zollhoefer et al.

We propose a method for generating video-realistic animations of real humans under user control. In contrast to conventional human character rendering, we do not require the availability of a production-quality photo-realistic 3D model of the human, but instead rely on a video sequence in conjunction with a (medium-quality) controllable 3D template model of the person. With that, our approach significantly reduces production cost compared to conventional rendering approaches based on production-quality 3D models, and can also be used to realistically edit existing videos. Technically, this is achieved by training a neural network that translates simple synthetic images of a human character into realistic imagery. For training our networks, we first track the 3D motion of the person in the video using the template model, and subsequently generate a synthetically rendered version of the video. These images are then used to train a conditional generative adversarial network that translates synthetic images of the 3D model into realistic imagery of the human. We evaluate our method for the reenactment of another person that is tracked in order to obtain the motion data, and show video results generated from artist-designed skeleton motion. Our results outperform the state-of-the-art in learning-based human image synthesis. Project page: http://gvv.mpi-inf.mpg.de/projects/wxu/HumanReenactment/

CVAug 3, 2018
Detailed Human Avatars from Monocular Video

Thiemo Alldieck, Marcus Magnor, Weipeng Xu et al.

We present a novel method for high detail-preserving human avatar creation from monocular video. A parameterized body model is refined and optimized to maximally resemble subjects from a video showing them from all sides. Our avatars feature a natural face, hairstyle, clothes with garment wrinkles, and high-resolution texture. Our paper contributes facial landmark and shading-based human body shape refinement, a semantic texture prior, and a novel texture stitching strategy, resulting in the most sophisticated-looking human avatars obtained from a single video to date. Numerous results show the robustness and versatility of our method. A user study illustrates its superiority over the state-of-the-art in terms of identity preservation, level of detail, realism, and overall user preference.

CVMay 29, 2018
Deep Video Portraits

Hyeongwoo Kim, Pablo Garrido, Ayush Tewari et al.

We present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to transfer the full 3D head position, head rotation, face expression, eye gaze, and eye blinking from a source actor to a portrait video of a target actor. The core of our approach is a generative neural network with a novel space-time architecture. The network takes as input synthetic renderings of a parametric face model, based on which it predicts photo-realistic video frames for a given target actor. The realism in this rendering-to-video transfer is achieved by careful adversarial training, and as a result, we can create modified target videos that mimic the behavior of the synthetically-created input. In order to enable source-to-target video re-animation, we render a synthetic target video with the reconstructed head animation parameters from a source video, and feed it into the trained network -- thus taking full control of the target. With the ability to freely recombine source and target parameters, we are able to demonstrate a large variety of video rewrite applications without explicitly modeling hair, body or background. For instance, we can reenact the full head using interactive user-controlled editing, and realize high-fidelity visual dubbing. To demonstrate the high quality of our output, we conduct an extensive series of experiments and evaluations, where for instance a user study shows that our video edits are hard to detect.

CVApr 13, 2018
A Hybrid Model for Identity Obfuscation by Face Replacement

Qianru Sun, Ayush Tewari, Weipeng Xu et al.

As more and more personal photos are shared and tagged in social media, avoiding privacy risks such as unintended recognition becomes increasingly challenging. We propose a new hybrid approach to obfuscate identities in photos by head replacement. Our approach combines state of the art parametric face synthesis with latest advances in Generative Adversarial Networks (GAN) for data-driven image synthesis. On the one hand, the parametric part of our method gives us control over the facial parameters and allows for explicit manipulation of the identity. On the other hand, the data-driven aspects allow for adding fine details and overall realism as well as seamless blending into the scene context. In our experiments, we show highly realistic output of our system that improves over the previous state of the art in obfuscation rate while preserving a higher similarity to the original image content.

CVMar 15, 2018
Mo2Cap2: Real-time Mobile 3D Motion Capture with a Cap-mounted Fisheye Camera

Weipeng Xu, Avishek Chatterjee, Michael Zollhoefer et al.

We propose the first real-time approach for the egocentric estimation of 3D human body pose in a wide range of unconstrained everyday activities. This setting has a unique set of challenges, such as mobility of the hardware setup, and robustness to long capture sessions with fast recovery from tracking failures. We tackle these challenges based on a novel lightweight setup that converts a standard baseball cap to a device for high-quality pose estimation based on a single cap-mounted fisheye camera. From the captured egocentric live stream, our CNN based 3D pose estimation approach runs at 60Hz on a consumer-level GPU. In addition to the novel hardware setup, our other main contributions are: 1) a large ground truth training corpus of top-down fisheye images and 2) a novel disentangled 3D pose estimation approach that takes the unique properties of the egocentric viewpoint into account. As shown by our evaluation, we achieve lower 3D joint error as well as better 2D overlay than the existing baselines.

CVMar 13, 2018
Video Based Reconstruction of 3D People Models

Thiemo Alldieck, Marcus Magnor, Weipeng Xu et al.

This paper describes how to obtain accurate 3D body models and texture of arbitrary people from a single, monocular video in which a person is moving. Based on a parametric body model, we present a robust processing pipeline achieving 3D model fits with 5mm accuracy also for clothed people. Our main contribution is a method to nonrigidly deform the silhouette cones corresponding to the dynamic human silhouettes, resulting in a visual hull in a common reference frame that enables surface reconstruction. This enables efficient estimation of a consensus 3D shape, texture and implanted animation skeleton based on a large number of frames. We present evaluation results for a number of test subjects and analyze overall performance. Requiring only a smartphone or webcam, our method enables everyone to create their own fully animatable digital double, e.g., for social VR applications or virtual try-on for online fashion shopping.

CVDec 9, 2017
Single-Shot Multi-Person 3D Pose Estimation From Monocular RGB

Dushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller et al.

We propose a new single-shot method for multi-person 3D pose estimation in general scenes from a monocular RGB camera. Our approach uses novel occlusion-robust pose-maps (ORPM) which enable full body pose inference even under strong partial occlusions by other people and objects in the scene. ORPM outputs a fixed number of maps which encode the 3D joint locations of all people in the scene. Body part associations allow us to infer 3D pose for an arbitrary number of people without explicit bounding box prediction. To train our approach we introduce MuCo-3DHP, the first large scale training data set showing real images of sophisticated multi-person interactions and occlusions. We synthesize a large corpus of multi-person images by compositing images of individual people (with ground truth from mutli-view performance capture). We evaluate our method on our new challenging 3D annotated multi-person test set MuPoTs-3D where we achieve state-of-the-art performance. To further stimulate research in multi-person 3D pose estimation, we will make our new datasets, and associated code publicly available for research purposes.

CVAug 7, 2017
MonoPerfCap: Human Performance Capture from Monocular Video

Weipeng Xu, Avishek Chatterjee, Michael Zollhöfer et al.

We present the first marker-less approach for temporally coherent 3D performance capture of a human with general clothing from monocular video. Our approach reconstructs articulated human skeleton motion as well as medium-scale non-rigid surface deformations in general scenes. Human performance capture is a challenging problem due to the large range of articulation, potentially fast motion, and considerable non-rigid deformations, even from multi-view data. Reconstruction from monocular video alone is drastically more challenging, since strong occlusions and the inherent depth ambiguity lead to a highly ill-posed reconstruction problem. We tackle these challenges by a novel approach that employs sparse 2D and 3D human pose detections from a convolutional neural network using a batch-based pose estimation strategy. Joint recovery of per-batch motion allows to resolve the ambiguities of the monocular reconstruction problem based on a low dimensional trajectory subspace. In addition, we propose refinement of the surface geometry based on fully automatically extracted silhouettes to enable medium-scale non-rigid alignment. We demonstrate state-of-the-art performance capture results that enable exciting applications such as video editing and free viewpoint video, previously infeasible from monocular video. Our qualitative and quantitative evaluation demonstrates that our approach significantly outperforms previous monocular methods in terms of accuracy, robustness and scene complexity that can be handled.

CVMay 3, 2017
VNect: Real-time 3D Human Pose Estimation with a Single RGB Camera

Dushyant Mehta, Srinath Sridhar, Oleksandr Sotnychenko et al.

We present the first real-time method to capture the full global 3D skeletal pose of a human in a stable, temporally consistent manner using a single RGB camera. Our method combines a new convolutional neural network (CNN) based pose regressor with kinematic skeleton fitting. Our novel fully-convolutional pose formulation regresses 2D and 3D joint positions jointly in real time and does not require tightly cropped input frames. A real-time kinematic skeleton fitting method uses the CNN output to yield temporally stable 3D global pose reconstructions on the basis of a coherent kinematic skeleton. This makes our approach the first monocular RGB method usable in real-time applications such as 3D character control---thus far, the only monocular methods for such applications employed specialized RGB-D cameras. Our method's accuracy is quantitatively on par with the best offline 3D monocular RGB pose estimation methods. Our results are qualitatively comparable to, and sometimes better than, results from monocular RGB-D approaches, such as the Kinect. However, we show that our approach is more broadly applicable than RGB-D solutions, i.e. it works for outdoor scenes, community videos, and low quality commodity RGB cameras.

CVNov 29, 2016
Monocular 3D Human Pose Estimation In The Wild Using Improved CNN Supervision

Dushyant Mehta, Helge Rhodin, Dan Casas et al.

We propose a CNN-based approach for 3D human body pose estimation from single RGB images that addresses the issue of limited generalizability of models trained solely on the starkly limited publicly available 3D pose data. Using only the existing 3D pose data and 2D pose data, we show state-of-the-art performance on established benchmarks through transfer of learned features, while also generalizing to in-the-wild scenes. We further introduce a new training set for human body pose estimation from monocular images of real humans that has the ground truth captured with a multi-camera marker-less motion capture system. It complements existing corpora with greater diversity in pose, human appearance, clothing, occlusion, and viewpoints, and enables an increased scope of augmentation. We also contribute a new benchmark that covers outdoor and indoor scenes, and demonstrate that our 3D pose dataset shows better in-the-wild performance than existing annotated data, which is further improved in conjunction with transfer learning from 2D pose data. All in all, we argue that the use of transfer learning of representations in tandem with algorithmic and data contributions is crucial for general 3D body pose estimation.