Srinath Sridhar

CV
h-index21
31papers
4,091citations
Novelty55%
AI Score43

31 Papers

26.3CVJan 23, 2023
LEGO-Net: Learning Regular Rearrangements of Objects in Rooms

Qiuhong Anna Wei, Sijie Ding, Jeong Joon Park et al. · stanford

Humans universally dislike the task of cleaning up a messy room. If machines were to help us with this task, they must understand human criteria for regular arrangements, such as several types of symmetry, co-linearity or co-circularity, spacing uniformity in linear or circular patterns, and further inter-object relationships that relate to style and functionality. Previous approaches for this task relied on human input to explicitly specify goal state, or synthesized scenes from scratch -- but such methods do not address the rearrangement of existing messy scenes without providing a goal state. In this paper, we present LEGO-Net, a data-driven transformer-based iterative method for LEarning reGular rearrangement of Objects in messy rooms. LEGO-Net is partly inspired by diffusion models -- it starts with an initial messy state and iteratively ''de-noises'' the position and orientation of objects to a regular state while reducing distance traveled. Given randomly perturbed object positions and orientations in an existing dataset of professionally-arranged scenes, our method is trained to recover a regular re-arrangement. Results demonstrate that our method is able to reliably rearrange room scenes and outperform other methods. We additionally propose a metric for evaluating regularity in room arrangements using number-theoretic machinery.

24.9CVJul 19, 2022Code
ShapeCrafter: A Recursive Text-Conditioned 3D Shape Generation Model

Rao Fu, Xiao Zhan, Yiwen Chen et al. · stanford

We present ShapeCrafter, a neural network for recursive text-conditioned 3D shape generation. Existing methods to generate text-conditioned 3D shapes consume an entire text prompt to generate a 3D shape in a single step. However, humans tend to describe shapes recursively-we may start with an initial description and progressively add details based on intermediate results. To capture this recursive process, we introduce a method to generate a 3D shape distribution, conditioned on an initial phrase, that gradually evolves as more phrases are added. Since existing datasets are insufficient for training this approach, we present Text2Shape++, a large dataset of 369K shape-text pairs that supports recursive shape generation. To capture local details that are often used to refine shape descriptions, we build on top of vector-quantized deep implicit functions that generate a distribution of high-quality shapes. Results show that our method can generate shapes consistent with text descriptions, and shapes evolve gradually as more phrases are added. Our method supports shape editing, extrapolation, and can enable new applications in human-machine collaboration for creative design.

9.8CVJan 17, 2023
SCARP: 3D Shape Completion in ARbitrary Poses for Improved Grasping

Bipasha Sen, Aditya Agarwal, Gaurav Singh et al. · mila, mit

Recovering full 3D shapes from partial observations is a challenging task that has been extensively addressed in the computer vision community. Many deep learning methods tackle this problem by training 3D shape generation networks to learn a prior over the full 3D shapes. In this training regime, the methods expect the inputs to be in a fixed canonical form, without which they fail to learn a valid prior over the 3D shapes. We propose SCARP, a model that performs Shape Completion in ARbitrary Poses. Given a partial pointcloud of an object, SCARP learns a disentangled feature representation of pose and shape by relying on rotationally equivariant pose features and geometric shape features trained using a multi-tasking objective. Unlike existing methods that depend on an external canonicalization, SCARP performs canonicalization, pose estimation, and shape completion in a single network, improving the performance by 45% over the existing baselines. In this work, we use SCARP for improving grasp proposals on tabletop objects. By completing partial tabletop objects directly in their observed poses, SCARP enables a SOTA grasp proposal network improve their proposals by 71.2% on partial shapes. Project page: https://bipashasen.github.io/scarp

8.1CVJun 12, 2022
NeuralODF: Learning Omnidirectional Distance Fields for 3D Shape Representation

Trevor Houchens, Cheng-You Lu, Shivam Duggal et al. · stanford

In visual computing, 3D geometry is represented in many different forms including meshes, point clouds, voxel grids, level sets, and depth images. Each representation is suited for different tasks thus making the transformation of one representation into another (forward map) an important and common problem. We propose Omnidirectional Distance Fields (ODFs), a new 3D shape representation that encodes geometry by storing the depth to the object's surface from any 3D position in any viewing direction. Since rays are the fundamental unit of an ODF, it can be used to easily transform to and from common 3D representations like meshes or point clouds. Different from level set methods that are limited to representing closed surfaces, ODFs are unsigned and can thus model open surfaces (e.g., garments). We demonstrate that ODFs can be effectively learned with a neural network (NeuralODF) despite the inherent discontinuities at occlusion boundaries. We also introduce efficient forward mapping algorithms for transforming ODFs to and from common 3D representations. Specifically, we introduce an efficient Jumping Cubes algorithm for generating meshes from ODFs. Experiments demonstrate that NeuralODF can learn to capture high-quality shape by overfitting to a single object, and also learn to generalize on common shape categories.

10.5CVJul 30, 2024
EgoSonics: Generating Synchronized Audio for Silent Egocentric Videos

Aashish Rai, Srinath Sridhar

We introduce EgoSonics, a method to generate semantically meaningful and synchronized audio tracks conditioned on silent egocentric videos. Generating audio for silent egocentric videos could open new applications in virtual reality, assistive technologies, or for augmenting existing datasets. Existing work has been limited to domains like speech, music, or impact sounds and cannot capture the broad range of audio frequencies found in egocentric videos. EgoSonics addresses these limitations by building on the strengths of latent diffusion models for conditioned audio synthesis. We first encode and process paired audio-video data to make them suitable for generation. The encoded data is then used to train a model that can generate an audio track that captures the semantics of the input video. Our proposed SyncroNet builds on top of ControlNet to provide control signals that enables generation of temporally synchronized audio. Extensive evaluations and a comprehensive user study show that our model outperforms existing work in audio quality, and in our proposed synchronization evaluation method. Furthermore, we demonstrate downstream applications of our model in improving video summarization.

20.9CVApr 22, 2024
GeoDiffuser: Geometry-Based Image Editing with Diffusion Models

Rahul Sajnani, Jeroen Vanbaar, Jie Min et al.

The success of image generative models has enabled us to build methods that can edit images based on text or other user input. However, these methods are bespoke, imprecise, require additional information, or are limited to only 2D image edits. We present GeoDiffuser, a zero-shot optimization-based method that unifies common 2D and 3D image-based object editing capabilities into a single method. Our key insight is to view image editing operations as geometric transformations. We show that these transformations can be directly incorporated into the attention layers in diffusion models to implicitly perform editing operations. Our training-free optimization method uses an objective function that seeks to preserve object style but generate plausible images, for instance with accurate lighting and shadows. It also inpaints disoccluded parts of the image where the object was originally located. Given a natural image and user input, we segment the foreground object using SAM and estimate a corresponding transform which is used by our optimization approach for editing. GeoDiffuser can perform common 2D and 3D edits like object translation, 3D rotation, and removal. We present quantitative results, including a perceptual study, that shows how our approach is better than existing methods. Visit https://ivl.cs.brown.edu/research/geodiffuser.html for more information.

8.3ROApr 6, 2024
Constrained 6-DoF Grasp Generation on Complex Shapes for Improved Dual-Arm Manipulation

Gaurav Singh, Sanket Kalwar, Md Faizal Karim et al. · mit

Efficiently generating grasp poses tailored to specific regions of an object is vital for various robotic manipulation tasks, especially in a dual-arm setup. This scenario presents a significant challenge due to the complex geometries involved, requiring a deep understanding of the local geometry to generate grasps efficiently on the specified constrained regions. Existing methods only explore settings involving table-top/small objects and require augmented datasets to train, limiting their performance on complex objects. We propose CGDF: Constrained Grasp Diffusion Fields, a diffusion-based grasp generative model that generalizes to objects with arbitrary geometries, as well as generates dense grasps on the target regions. CGDF uses a part-guided diffusion approach that enables it to get high sample efficiency in constrained grasping without explicitly training on massive constraint-augmented datasets. We provide qualitative and quantitative comparisons using analytical metrics and in simulation, in both unconstrained and constrained settings to show that our method can generalize to generate stable grasps on complex objects, especially useful for dual-arm manipulation settings, while existing methods struggle to do so.

20.9CVDec 5, 2024
GigaHands: A Massive Annotated Dataset of Bimanual Hand Activities

Rao Fu, Dingxi Zhang, Alex Jiang et al. · stanford

Understanding bimanual human hand activities is a critical problem in AI and robotics. We cannot build large models of bimanual activities because existing datasets lack the scale, coverage of diverse hand activities, and detailed annotations. We introduce GigaHands, a massive annotated dataset capturing 34 hours of bimanual hand activities from 56 subjects and 417 objects, totaling 14k motion clips derived from 183 million frames paired with 84k text annotations. Our markerless capture setup and data acquisition protocol enable fully automatic 3D hand and object estimation while minimizing the effort required for text annotation. The scale and diversity of GigaHands enable broad applications, including text-driven action synthesis, hand motion captioning, and dynamic radiance field reconstruction. Our website are avaliable at https://ivl.cs.brown.edu/research/gigahands.html .

19.0CVFeb 3, 2025
UVGS: Reimagining Unstructured 3D Gaussian Splatting using UV Mapping

Aashish Rai, Dilin Wang, Mihir Jain et al.

3D Gaussian Splatting (3DGS) has demonstrated superior quality in modeling 3D objects and scenes. However, generating 3DGS remains challenging due to their discrete, unstructured, and permutation-invariant nature. In this work, we present a simple yet effective method to overcome these challenges. We utilize spherical mapping to transform 3DGS into a structured 2D representation, termed UVGS. UVGS can be viewed as multi-channel images, with feature dimensions as a concatenation of Gaussian attributes such as position, scale, color, opacity, and rotation. We further find that these heterogeneous features can be compressed into a lower-dimensional (e.g., 3-channel) shared feature space using a carefully designed multi-branch network. The compressed UVGS can be treated as typical RGB images. Remarkably, we discover that typical VAEs trained with latent diffusion models can directly generalize to this new representation without additional training. Our novel representation makes it effortless to leverage foundational 2D models, such as diffusion models, to directly model 3DGS. Additionally, one can simply increase the 2D UV resolution to accommodate more Gaussians, making UVGS a scalable solution compared to typical 3D backbones. This approach immediately unlocks various novel generation applications of 3DGS by inherently utilizing the already developed superior 2D generation capabilities. In our experiments, we demonstrate various unconditional, conditional generation, and inpainting applications of 3DGS based on diffusion models, which were previously non-trivial.

10.5CVDec 3, 2024
FoundHand: Large-Scale Domain-Specific Learning for Controllable Hand Image Generation

Kefan Chen, Chaerin Min, Linguang Zhang et al.

Despite remarkable progress in image generation models, generating realistic hands remains a persistent challenge due to their complex articulation, varying viewpoints, and frequent occlusions. We present FoundHand, a large-scale domain-specific diffusion model for synthesizing single and dual hand images. To train our model, we introduce FoundHand-10M, a large-scale hand dataset with 2D keypoints and segmentation mask annotations. Our insight is to use 2D hand keypoints as a universal representation that encodes both hand articulation and camera viewpoint. FoundHand learns from image pairs to capture physically plausible hand articulations, natively enables precise control through 2D keypoints, and supports appearance control. Our model exhibits core capabilities that include the ability to repose hands, transfer hand appearance, and even synthesize novel views. This leads to zero-shot capabilities for fixing malformed hands in previously generated images, or synthesizing hand video sequences. We present extensive experiments and evaluations that demonstrate state-of-the-art performance of our method.

11.0ROFeb 24, 2025
V-HOP: Visuo-Haptic 6D Object Pose Tracking

Hongyu Li, Mingxi Jia, Tuluhan Akbulut et al.

Humans naturally integrate vision and haptics for robust object perception during manipulation. The loss of either modality significantly degrades performance. Inspired by this multisensory integration, prior object pose estimation research has attempted to combine visual and haptic/tactile feedback. Although these works demonstrate improvements in controlled environments or synthetic datasets, they often underperform vision-only approaches in real-world settings due to poor generalization across diverse grippers, sensor layouts, or sim-to-real environments. Furthermore, they typically estimate the object pose for each frame independently, resulting in less coherent tracking over sequences in real-world deployments. To address these limitations, we introduce a novel unified haptic representation that effectively handles multiple gripper embodiments. Building on this representation, we introduce a new visuo-haptic transformer-based object pose tracker that seamlessly integrates visual and haptic input. We validate our framework in our dataset and the Feelsight dataset, demonstrating significant performance improvement on challenging sequences. Notably, our method achieves superior generalization and robustness across novel embodiments, objects, and sensor types (both taxel-based and vision-based tactile sensors). In real-world experiments, we demonstrate that our approach outperforms state-of-the-art visual trackers by a large margin. We further show that we can achieve precise manipulation tasks by incorporating our real-time object tracking result into motion plans, underscoring the advantages of visuo-haptic perception. Project website: https://ivl.cs.brown.edu/research/v-hop

6.5CVNov 5, 2024
HFGaussian: Learning Generalizable Gaussian Human with Integrated Human Features

Arnab Dey, Cheng-You Lu, Andrew I. Comport et al.

Recent advancements in radiance field rendering show promising results in 3D scene representation, where Gaussian splatting-based techniques emerge as state-of-the-art due to their quality and efficiency. Gaussian splatting is widely used for various applications, including 3D human representation. However, previous 3D Gaussian splatting methods either use parametric body models as additional information or fail to provide any underlying structure, like human biomechanical features, which are essential for different applications. In this paper, we present a novel approach called HFGaussian that can estimate novel views and human features, such as the 3D skeleton, 3D key points, and dense pose, from sparse input images in real time at 25 FPS. The proposed method leverages generalizable Gaussian splatting technique to represent the human subject and its associated features, enabling efficient and generalizable reconstruction. By incorporating a pose regression network and the feature splatting technique with Gaussian splatting, HFGaussian demonstrates improved capabilities over existing 3D human methods, showcasing the potential of 3D human representations with integrated biomechanics. We thoroughly evaluate our HFGaussian method against the latest state-of-the-art techniques in human Gaussian splatting and pose estimation, demonstrating its real-time, state-of-the-art performance.

7.8ROAug 1, 2025
Hestia: Voxel-Face-Aware Hierarchical Next-Best-View Acquisition for Efficient 3D Reconstruction

Cheng-You Lu, Zhuoli Zhuang, Nguyen Thanh Trung Le et al. · stanford

Advances in 3D reconstruction and novel view synthesis have enabled efficient and photorealistic rendering. However, images for reconstruction are still either largely manual or constrained by simple preplanned trajectories. To address this issue, recent works propose generalizable next-best-view planners that do not require online learning. Nevertheless, robustness and performance remain limited across various shapes. Hence, this study introduces Voxel-Face-Aware Hierarchical Next-Best-View Acquisition for Efficient 3D Reconstruction (Hestia), which addresses the shortcomings of the reinforcement learning-based generalizable approaches for five-degree-of-freedom viewpoint prediction. Hestia systematically improves the planners through four components: a more diverse dataset to promote robustness, a hierarchical structure to manage the high-dimensional continuous action search space, a close-greedy strategy to mitigate spurious correlations, and a face-aware design to avoid overlooking geometry. Experimental results show that Hestia achieves non-marginal improvements, with at least a 4% gain in coverage ratio, while reducing Chamfer Distance by 50% and maintaining real-time inference. In addition, Hestia outperforms prior methods by at least 12% in coverage ratio with a 5-image budget and remains robust to object placement variations. Finally, we demonstrate that Hestia, as a next-best-view planner, is feasible for the real-world application. Our project page is https://johnnylu305.github.io/hestia web.

6.2CVApr 14, 2025
Art3D: Training-Free 3D Generation from Flat-Colored Illustration

Xiaoyan Cong, Jiayi Shen, Zekun Li et al.

Large-scale pre-trained image-to-3D generative models have exhibited remarkable capabilities in diverse shape generations. However, most of them struggle to synthesize plausible 3D assets when the reference image is flat-colored like hand drawings due to the lack of 3D illusion, which are often the most user-friendly input modalities in art content creation. To this end, we propose Art3D, a training-free method that can lift flat-colored 2D designs into 3D. By leveraging structural and semantic features with pre- trained 2D image generation models and a VLM-based realism evaluation, Art3D successfully enhances the three-dimensional illusion in reference images, thus simplifying the process of generating 3D from 2D, and proves adaptable to a wide range of painting styles. To benchmark the generalization performance of existing image-to-3D models on flat-colored images without 3D feeling, we collect a new dataset, Flat-2D, with over 100 samples. Experimental results demonstrate the performance and robustness of Art3D, exhibiting superior generalizable capacity and promising practical applicability. Our source code and dataset will be publicly available on our project page: https://joy-jy11.github.io/ .

8.7CVJun 7, 2024
GenHeld: Generating and Editing Handheld Objects

Chaerin Min, Srinath Sridhar

Grasping is an important human activity that has long been studied in robotics, computer vision, and cognitive science. Most existing works study grasping from the perspective of synthesizing hand poses conditioned on 3D or 2D object representations. We propose GenHeld to address the inverse problem of synthesizing held objects conditioned on 3D hand model or 2D image. Given a 3D model of hand, GenHeld 3D can select a plausible held object from a large dataset using compact object representations called object codes.The selected object is then positioned and oriented to form a plausible grasp without changing hand pose. If only a 2D hand image is available, GenHeld 2D can edit this image to add or replace a held object. GenHeld 2D operates by combining the abilities of GenHeld 3D with diffusion-based image editing. Results and experiments show that we outperform baselines and can generate plausible held objects in both 2D and 3D. Our experiments demonstrate that our method achieves high quality and plausibility of held object synthesis in both 3D and 2D.

4.3GRDec 13, 2021
Learning Body-Aware 3D Shape Generative Models

Bryce Blinn, Alexander Ding, R. Kenny Jones et al.

The shape of many objects in the built environment is dictated by their relationships to the human body: how will a person interact with this object? Existing data-driven generative models of 3D shapes produce plausible objects but do not reason about the relationship of those objects to the human body. In this paper, we learn body-aware generative models of 3D shapes. Specifically, we train generative models of chairs, an ubiquitous shape category, which can be conditioned on a given body shape or sitting pose. The body-shape-conditioned models produce chairs which will be comfortable for a person with the given body shape; the pose-conditioned models produce chairs which accommodate the given sitting pose. To train these models, we define a "sitting pose matching" metric and a novel "sitting comfort" metric. Calculating these metrics requires an expensive optimization to sit the body into the chair, which is too slow to be used as a loss function for training a generative model. Thus, we train neural networks to efficiently approximate these metrics. We use our approach to train three body-aware generative shape models: a structured part-based generator, a point cloud generator, and an implicit surface generator. In all cases, our approach produces models which adapt their output chair shapes to input human body specifications.

43.7CVNov 22, 2021
Neural Fields in Visual Computing and Beyond

Yiheng Xie, Towaki Takikawa, Shunsuke Saito et al.

Recent advances in machine learning have created increasing interest in solving visual computing problems using a class of coordinate-based neural networks that parametrize physical properties of scenes or objects across space and time. These methods, which we call neural fields, have seen successful application in the synthesis of 3D shapes and image, animation of human bodies, 3D reconstruction, and pose estimation. However, due to rapid progress in a short time, many papers exist but a comprehensive review and formulation of the problem has not yet emerged. In this report, we address this limitation by providing context, mathematical grounding, and an extensive review of literature on neural fields. This report covers research along two dimensions. In Part I, we focus on techniques in neural fields by identifying common components of neural field methods, including different representations, architectures, forward mapping, and generalization methods. In Part II, we focus on applications of neural fields to different problems in visual computing, and beyond (e.g., robotics, audio). Our review shows the breadth of topics already covered in visual computing, both historically and in current incarnations, demonstrating the improved quality, flexibility, and capability brought by neural fields methods. Finally, we present a companion website that contributes a living version of this review that can be continually updated by the community.

11.6CVMay 17, 2021
StrobeNet: Category-Level Multiview Reconstruction of Articulated Objects

Ge Zhang, Or Litany, Srinath Sridhar et al.

We present StrobeNet, a method for category-level 3D reconstruction of articulating objects from one or more unposed RGB images. Reconstructing general articulating object categories % has important applications, but is challenging since objects can have wide variation in shape, articulation, appearance and topology. We address this by building on the idea of category-level articulation canonicalization -- mapping observations to a canonical articulation which enables correspondence-free multiview aggregation. Our end-to-end trainable neural network estimates feature-enriched canonical 3D point clouds, articulation joints, and part segmentation from one or more unposed images of an object. These intermediate estimates are used to generate a final implicit 3D reconstruction.Our approach reconstructs objects even when they are observed in different articulations in images with large baselines, and animation of reconstructed shapes. Quantitative and qualitative evaluations on different object categories show that our method is able to achieve high reconstruction accuracy, especially as more views are added.

14.3CVAug 18, 2020
Pix2Surf: Learning Parametric 3D Surface Models of Objects from Images

Jiahui Lei, Srinath Sridhar, Paul Guerrero et al.

We investigate the problem of learning to generate 3D parametric surface representations for novel object instances, as seen from one or more views. Previous work on learning shape reconstruction from multiple views uses discrete representations such as point clouds or voxels, while continuous surface generation approaches lack multi-view consistency. We address these issues by designing neural networks capable of generating high-quality parametric 3D surfaces which are also consistent between views. Furthermore, the generated 3D surfaces preserve accurate image pixel to 3D surface point correspondences, allowing us to lift texture information to reconstruct shapes with rich geometry and appearance. Our method is supervised and trained on a public dataset of shapes from common object categories. Quantitative results indicate that our method significantly outperforms previous work, while qualitative results demonstrate the high quality of our reconstructions.

21.2CVAug 6, 2020Code
CaSPR: Learning Canonical Spatiotemporal Point Cloud Representations

Davis Rempe, Tolga Birdal, Yongheng Zhao et al.

We propose CaSPR, a method to learn object-centric Canonical Spatiotemporal Point Cloud Representations of dynamically moving or evolving objects. Our goal is to enable information aggregation over time and the interrogation of object state at any spatiotemporal neighborhood in the past, observed or not. Different from previous work, CaSPR learns representations that support spacetime continuity, are robust to variable and irregularly spacetime-sampled point clouds, and generalize to unseen object instances. Our approach divides the problem into two subtasks. First, we explicitly encode time by mapping an input point cloud sequence to a spatiotemporally-canonicalized object space. We then leverage this canonicalization to learn a spatiotemporal latent representation using neural ordinary differential equations and a generative model of dynamically evolving shapes using continuous normalizing flows. We demonstrate the effectiveness of our method on several applications including shape reconstruction, camera pose estimation, continuous spatiotemporal sequence reconstruction, and correspondence estimation from irregularly or intermittently sampled observations.

6.5LGFeb 26, 2020
Representation Learning Through Latent Canonicalizations

Or Litany, Ari Morcos, Srinath Sridhar et al.

We seek to learn a representation on a large annotated data source that generalizes to a target domain using limited new supervision. Many prior approaches to this problem have focused on learning "disentangled" representations so that as individual factors vary in a new domain, only a portion of the representation need be updated. In this work, we seek the generalization power of disentangled representations, but relax the requirement of explicit latent disentanglement and instead encourage linearity of individual factors of variation by requiring them to be manipulable by learned linear transformations. We dub these transformations latent canonicalizers, as they aim to modify the value of a factor to a pre-determined (but arbitrary) canonical value (e.g., recoloring the image foreground to black). Assuming a source domain with access to meta-labels specifying the factors of variation within an image, we demonstrate experimentally that our method helps reduce the number of observations needed to generalize to a similar target domain when compared to a number of supervised baselines.

15.0CVFeb 6, 2020
Continuous Geodesic Convolutions for Learning on 3D Shapes

Zhangsihao Yang, Or Litany, Tolga Birdal et al.

The majority of descriptor-based methods for geometric processing of non-rigid shape rely on hand-crafted descriptors. Recently, learning-based techniques have been shown effective, achieving state-of-the-art results in a variety of tasks. Yet, even though these methods can in principle work directly on raw data, most methods still rely on hand-crafted descriptors at the input layer. In this work, we wish to challenge this practice and use a neural network to learn descriptors directly from the raw mesh. To this end, we introduce two modules into our neural architecture. The first is a local reference frame (LRF) used to explicitly make the features invariant to rigid transformations. The second is continuous convolution kernels that provide robustness to sampling. We show the efficacy of our proposed network in learning on raw meshes using two cornerstone tasks: shape matching, and human body parts segmentation. Our results show superior results over baseline methods that use hand-crafted descriptors.

10.6CVJan 16, 2020Code
Predicting the Physical Dynamics of Unseen 3D Objects

Davis Rempe, Srinath Sridhar, He Wang et al.

Machines that can predict the effect of physical interactions on the dynamics of previously unseen object instances are important for creating better robots and interactive virtual worlds. In this work, we focus on predicting the dynamics of 3D objects on a plane that have just been subjected to an impulsive force. In particular, we predict the changes in state - 3D position, rotation, velocities, and stability. Different from previous work, our approach can generalize dynamics predictions to object shapes and initial conditions that were unseen during training. Our method takes the 3D object's shape as a point cloud and its initial linear and angular velocities as input. We extract shape features and use a recurrent neural network to predict the full change in state at each time step. Our model can support training with data from both a physics engine or the real world. Experiments show that we can accurately predict the changes in state for unseen object geometries and initial conditions.

12.4CVJul 1, 2019Code
Multiview Aggregation for Learning Category-Specific Shape Reconstruction

Srinath Sridhar, Davis Rempe, Julien Valentin et al.

We investigate the problem of learning category-specific 3D shape reconstruction from a variable number of RGB views of previously unobserved object instances. Most approaches for multiview shape reconstruction operate on sparse shape representations, or assume a fixed number of views. We present a method that can estimate dense 3D shape, and aggregate shape across multiple and varying number of input views. Given a single input view of an object instance, we propose a representation that encodes the dense shape of the visible object surface as well as the surface behind line of sight occluded by the visible surface. When multiple input views are available, the shape representation is designed to be aggregated into a single 3D shape using an inexpensive union operation. We train a 2D CNN to learn to predict this representation from a variable number of views (1 or more). We further aggregate multiview information by using permutation equivariant layers that promote order-agnostic view information exchange at the feature level. Experiments show that our approach is able to produce dense 3D reconstructions of objects that improve in quality as more views are added.

40.9CVJan 9, 2019Code
Normalized Object Coordinate Space for Category-Level 6D Object Pose and Size Estimation

He Wang, Srinath Sridhar, Jingwei Huang et al.

The goal of this paper is to estimate the 6D pose and dimensions of unseen object instances in an RGB-D image. Contrary to "instance-level" 6D pose estimation tasks, our problem assumes that no exact object CAD models are available during either training or testing time. To handle different and unseen object instances in a given category, we introduce a Normalized Object Coordinate Space (NOCS)---a shared canonical representation for all possible object instances within a category. Our region-based neural network is then trained to directly infer the correspondence from observed pixels to this shared object representation (NOCS) along with other object information such as class label and instance mask. These predictions can be combined with the depth map to jointly estimate the metric 6D pose and dimensions of multiple objects in a cluttered scene. To train our network, we present a new context-aware technique to generate large amounts of fully annotated mixed reality data. To further improve our model and evaluate its performance on real data, we also provide a fully annotated real-world dataset with large environment and instance variation. Extensive experiments demonstrate that the proposed method is able to robustly estimate the pose and size of unseen object instances in real environments while also achieving state-of-the-art performance on standard 6D pose estimation benchmarks.

5.4CVJan 2, 2019
Learning Generalizable Physical Dynamics of 3D Rigid Objects

Davis Rempe, Srinath Sridhar, He Wang et al.

Humans have a remarkable ability to predict the effect of physical interactions on the dynamics of objects. Endowing machines with this ability would allow important applications in areas like robotics and autonomous vehicles. In this work, we focus on predicting the dynamics of 3D rigid objects, in particular an object's final resting position and total rotation when subjected to an impulsive force. Different from previous work, our approach is capable of generalizing to unseen object shapes - an important requirement for real-world applications. To achieve this, we represent object shape as a 3D point cloud that is used as input to a neural network, making our approach agnostic to appearance variation. The design of our network is informed by an understanding of physical laws. We train our model with data from a physics engine that simulates the dynamics of a large number of shapes. Experiments show that we can accurately predict the resting position and total rotation for unseen object geometries.

32.7CVDec 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.

33.7CVDec 4, 2017
GANerated Hands for Real-time 3D Hand Tracking from Monocular RGB

Franziska Mueller, Florian Bernard, Oleksandr Sotnychenko et al.

We address the highly challenging problem of real-time 3D hand tracking based on a monocular RGB-only sequence. Our tracking method combines a convolutional neural network with a kinematic 3D hand model, such that it generalizes well to unseen data, is robust to occlusions and varying camera viewpoints, and leads to anatomically plausible as well as temporally smooth hand motions. For training our CNN we propose a novel approach for the synthetic generation of training data that is based on a geometrically consistent image-to-image translation network. To be more specific, we use a neural network that translates synthetic images to "real" images, such that the so-generated images follow the same statistical distribution as real-world hand images. For training this translation network we combine an adversarial loss and a cycle-consistency loss with a geometric consistency loss in order to preserve geometric properties (such as hand pose) during translation. We demonstrate that our hand tracking system outperforms the current state-of-the-art on challenging RGB-only footage.

22.8CVApr 7, 2017
Real-time Hand Tracking under Occlusion from an Egocentric RGB-D Sensor

Franziska Mueller, Dushyant Mehta, Oleksandr Sotnychenko et al.

We present an approach for real-time, robust and accurate hand pose estimation from moving egocentric RGB-D cameras in cluttered real environments. Existing methods typically fail for hand-object interactions in cluttered scenes imaged from egocentric viewpoints, common for virtual or augmented reality applications. Our approach uses two subsequently applied Convolutional Neural Networks (CNNs) to localize the hand and regress 3D joint locations. Hand localization is achieved by using a CNN to estimate the 2D position of the hand center in the input, even in the presence of clutter and occlusions. The localized hand position, together with the corresponding input depth value, is used to generate a normalized cropped image that is fed into a second CNN to regress relative 3D hand joint locations in real time. For added accuracy, robustness and temporal stability, we refine the pose estimates using a kinematic pose tracking energy. To train the CNNs, we introduce a new photorealistic dataset that uses a merged reality approach to capture and synthesize large amounts of annotated data of natural hand interaction in cluttered scenes. Through quantitative and qualitative evaluation, we show that our method is robust to self-occlusion and occlusions by objects, particularly in moving egocentric perspectives.

22.4CVOct 16, 2016
Real-time Joint Tracking of a Hand Manipulating an Object from RGB-D Input

Srinath Sridhar, Franziska Mueller, Michael Zollhöfer et al.

Real-time simultaneous tracking of hands manipulating and interacting with external objects has many potential applications in augmented reality, tangible computing, and wearable computing. However, due to difficult occlusions, fast motions, and uniform hand appearance, jointly tracking hand and object pose is more challenging than tracking either of the two separately. Many previous approaches resort to complex multi-camera setups to remedy the occlusion problem and often employ expensive segmentation and optimization steps which makes real-time tracking impossible. In this paper, we propose a real-time solution that uses a single commodity RGB-D camera. The core of our approach is a 3D articulated Gaussian mixture alignment strategy tailored to hand-object tracking that allows fast pose optimization. The alignment energy uses novel regularizers to address occlusions and hand-object contacts. For added robustness, we guide the optimization with discriminative part classification of the hand and segmentation of the object. We conducted extensive experiments on several existing datasets and introduce a new annotated hand-object dataset. Quantitative and qualitative results show the key advantages of our method: speed, accuracy, and robustness.

23.5CVFeb 12, 2016
Fast and Robust Hand Tracking Using Detection-Guided Optimization

Srinath Sridhar, Franziska Mueller, Antti Oulasvirta et al.

Markerless tracking of hands and fingers is a promising enabler for human-computer interaction. However, adoption has been limited because of tracking inaccuracies, incomplete coverage of motions, low framerate, complex camera setups, and high computational requirements. In this paper, we present a fast method for accurately tracking rapid and complex articulations of the hand using a single depth camera. Our algorithm uses a novel detection-guided optimization strategy that increases the robustness and speed of pose estimation. In the detection step, a randomized decision forest classifies pixels into parts of the hand. In the optimization step, a novel objective function combines the detected part labels and a Gaussian mixture representation of the depth to estimate a pose that best fits the depth. Our approach needs comparably less computational resources which makes it extremely fast (50 fps without GPU support). The approach also supports varying static, or moving, camera-to-scene arrangements. We show the benefits of our method by evaluating on public datasets and comparing against previous work.