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SubscribeDreamWaltz: Make a Scene with Complex 3D Animatable Avatars
We present DreamWaltz, a novel framework for generating and animating complex 3D avatars given text guidance and parametric human body prior. While recent methods have shown encouraging results for text-to-3D generation of common objects, creating high-quality and animatable 3D avatars remains challenging. To create high-quality 3D avatars, DreamWaltz proposes 3D-consistent occlusion-aware Score Distillation Sampling (SDS) to optimize implicit neural representations with canonical poses. It provides view-aligned supervision via 3D-aware skeleton conditioning which enables complex avatar generation without artifacts and multiple faces. For animation, our method learns an animatable 3D avatar representation from abundant image priors of diffusion model conditioned on various poses, which could animate complex non-rigged avatars given arbitrary poses without retraining. Extensive evaluations demonstrate that DreamWaltz is an effective and robust approach for creating 3D avatars that can take on complex shapes and appearances as well as novel poses for animation. The proposed framework further enables the creation of complex scenes with diverse compositions, including avatar-avatar, avatar-object and avatar-scene interactions. See https://dreamwaltz3d.github.io/ for more vivid 3D avatar and animation results.
3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body Poses
3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data, and as such, they are unable to construct one-quarter headshot 3D portraits with complete head, neck, and shoulder geometry. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset 360{\deg}-Portrait-HQ (360{\deg}PHQ for short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360{\deg} range) and body poses. We then propose 3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the 360{\deg}PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles.
CharacterGen: Efficient 3D Character Generation from Single Images with Multi-View Pose Canonicalization
In the field of digital content creation, generating high-quality 3D characters from single images is challenging, especially given the complexities of various body poses and the issues of self-occlusion and pose ambiguity. In this paper, we present CharacterGen, a framework developed to efficiently generate 3D characters. CharacterGen introduces a streamlined generation pipeline along with an image-conditioned multi-view diffusion model. This model effectively calibrates input poses to a canonical form while retaining key attributes of the input image, thereby addressing the challenges posed by diverse poses. A transformer-based, generalizable sparse-view reconstruction model is the other core component of our approach, facilitating the creation of detailed 3D models from multi-view images. We also adopt a texture-back-projection strategy to produce high-quality texture maps. Additionally, we have curated a dataset of anime characters, rendered in multiple poses and views, to train and evaluate our model. Our approach has been thoroughly evaluated through quantitative and qualitative experiments, showing its proficiency in generating 3D characters with high-quality shapes and textures, ready for downstream applications such as rigging and animation.
NeRF-DS: Neural Radiance Fields for Dynamic Specular Objects
Dynamic Neural Radiance Field (NeRF) is a powerful algorithm capable of rendering photo-realistic novel view images from a monocular RGB video of a dynamic scene. Although it warps moving points across frames from the observation spaces to a common canonical space for rendering, dynamic NeRF does not model the change of the reflected color during the warping. As a result, this approach often fails drastically on challenging specular objects in motion. We address this limitation by reformulating the neural radiance field function to be conditioned on surface position and orientation in the observation space. This allows the specular surface at different poses to keep the different reflected colors when mapped to the common canonical space. Additionally, we add the mask of moving objects to guide the deformation field. As the specular surface changes color during motion, the mask mitigates the problem of failure to find temporal correspondences with only RGB supervision. We evaluate our model based on the novel view synthesis quality with a self-collected dataset of different moving specular objects in realistic environments. The experimental results demonstrate that our method significantly improves the reconstruction quality of moving specular objects from monocular RGB videos compared to the existing NeRF models. Our code and data are available at the project website https://github.com/JokerYan/NeRF-DS.
JGHand: Joint-Driven Animatable Hand Avater via 3D Gaussian Splatting
Since hands are the primary interface in daily interactions, modeling high-quality digital human hands and rendering realistic images is a critical research problem. Furthermore, considering the requirements of interactive and rendering applications, it is essential to achieve real-time rendering and driveability of the digital model without compromising rendering quality. Thus, we propose Jointly 3D Gaussian Hand (JGHand), a novel joint-driven 3D Gaussian Splatting (3DGS)-based hand representation that renders high-fidelity hand images in real-time for various poses and characters. Distinct from existing articulated neural rendering techniques, we introduce a differentiable process for spatial transformations based on 3D key points. This process supports deformations from the canonical template to a mesh with arbitrary bone lengths and poses. Additionally, we propose a real-time shadow simulation method based on per-pixel depth to simulate self-occlusion shadows caused by finger movements. Finally, we embed the hand prior and propose an animatable 3DGS representation of the hand driven solely by 3D key points. We validate the effectiveness of each component of our approach through comprehensive ablation studies. Experimental results on public datasets demonstrate that JGHand achieves real-time rendering speeds with enhanced quality, surpassing state-of-the-art methods.
OP-Align: Object-level and Part-level Alignment for Self-supervised Category-level Articulated Object Pose Estimation
Category-level articulated object pose estimation focuses on the pose estimation of unknown articulated objects within known categories. Despite its significance, this task remains challenging due to the varying shapes and poses of objects, expensive dataset annotation costs, and complex real-world environments. In this paper, we propose a novel self-supervised approach that leverages a single-frame point cloud to solve this task. Our model consistently generates reconstruction with a canonical pose and joint state for the entire input object, and it estimates object-level poses that reduce overall pose variance and part-level poses that align each part of the input with its corresponding part of the reconstruction. Experimental results demonstrate that our approach significantly outperforms previous self-supervised methods and is comparable to the state-of-the-art supervised methods. To assess the performance of our model in real-world scenarios, we also introduce a new real-world articulated object benchmark dataset.
Speech2Lip: High-fidelity Speech to Lip Generation by Learning from a Short Video
Synthesizing realistic videos according to a given speech is still an open challenge. Previous works have been plagued by issues such as inaccurate lip shape generation and poor image quality. The key reason is that only motions and appearances on limited facial areas (e.g., lip area) are mainly driven by the input speech. Therefore, directly learning a mapping function from speech to the entire head image is prone to ambiguity, particularly when using a short video for training. We thus propose a decomposition-synthesis-composition framework named Speech to Lip (Speech2Lip) that disentangles speech-sensitive and speech-insensitive motion/appearance to facilitate effective learning from limited training data, resulting in the generation of natural-looking videos. First, given a fixed head pose (i.e., canonical space), we present a speech-driven implicit model for lip image generation which concentrates on learning speech-sensitive motion and appearance. Next, to model the major speech-insensitive motion (i.e., head movement), we introduce a geometry-aware mutual explicit mapping (GAMEM) module that establishes geometric mappings between different head poses. This allows us to paste generated lip images at the canonical space onto head images with arbitrary poses and synthesize talking videos with natural head movements. In addition, a Blend-Net and a contrastive sync loss are introduced to enhance the overall synthesis performance. Quantitative and qualitative results on three benchmarks demonstrate that our model can be trained by a video of just a few minutes in length and achieve state-of-the-art performance in both visual quality and speech-visual synchronization. Code: https://github.com/CVMI-Lab/Speech2Lip.
SHERF: Generalizable Human NeRF from a Single Image
Existing Human NeRF methods for reconstructing 3D humans typically rely on multiple 2D images from multi-view cameras or monocular videos captured from fixed camera views. However, in real-world scenarios, human images are often captured from random camera angles, presenting challenges for high-quality 3D human reconstruction. In this paper, we propose SHERF, the first generalizable Human NeRF model for recovering animatable 3D humans from a single input image. SHERF extracts and encodes 3D human representations in canonical space, enabling rendering and animation from free views and poses. To achieve high-fidelity novel view and pose synthesis, the encoded 3D human representations should capture both global appearance and local fine-grained textures. To this end, we propose a bank of 3D-aware hierarchical features, including global, point-level, and pixel-aligned features, to facilitate informative encoding. Global features enhance the information extracted from the single input image and complement the information missing from the partial 2D observation. Point-level features provide strong clues of 3D human structure, while pixel-aligned features preserve more fine-grained details. To effectively integrate the 3D-aware hierarchical feature bank, we design a feature fusion transformer. Extensive experiments on THuman, RenderPeople, ZJU_MoCap, and HuMMan datasets demonstrate that SHERF achieves state-of-the-art performance, with better generalizability for novel view and pose synthesis.
HandNeRF: Neural Radiance Fields for Animatable Interacting Hands
We propose a novel framework to reconstruct accurate appearance and geometry with neural radiance fields (NeRF) for interacting hands, enabling the rendering of photo-realistic images and videos for gesture animation from arbitrary views. Given multi-view images of a single hand or interacting hands, an off-the-shelf skeleton estimator is first employed to parameterize the hand poses. Then we design a pose-driven deformation field to establish correspondence from those different poses to a shared canonical space, where a pose-disentangled NeRF for one hand is optimized. Such unified modeling efficiently complements the geometry and texture cues in rarely-observed areas for both hands. Meanwhile, we further leverage the pose priors to generate pseudo depth maps as guidance for occlusion-aware density learning. Moreover, a neural feature distillation method is proposed to achieve cross-domain alignment for color optimization. We conduct extensive experiments to verify the merits of our proposed HandNeRF and report a series of state-of-the-art results both qualitatively and quantitatively on the large-scale InterHand2.6M dataset.
3D$^2$-Actor: Learning Pose-Conditioned 3D-Aware Denoiser for Realistic Gaussian Avatar Modeling
Advancements in neural implicit representations and differentiable rendering have markedly improved the ability to learn animatable 3D avatars from sparse multi-view RGB videos. However, current methods that map observation space to canonical space often face challenges in capturing pose-dependent details and generalizing to novel poses. While diffusion models have demonstrated remarkable zero-shot capabilities in 2D image generation, their potential for creating animatable 3D avatars from 2D inputs remains underexplored. In this work, we introduce 3D^2-Actor, a novel approach featuring a pose-conditioned 3D-aware human modeling pipeline that integrates iterative 2D denoising and 3D rectifying steps. The 2D denoiser, guided by pose cues, generates detailed multi-view images that provide the rich feature set necessary for high-fidelity 3D reconstruction and pose rendering. Complementing this, our Gaussian-based 3D rectifier renders images with enhanced 3D consistency through a two-stage projection strategy and a novel local coordinate representation. Additionally, we propose an innovative sampling strategy to ensure smooth temporal continuity across frames in video synthesis. Our method effectively addresses the limitations of traditional numerical solutions in handling ill-posed mappings, producing realistic and animatable 3D human avatars. Experimental results demonstrate that 3D^2-Actor excels in high-fidelity avatar modeling and robustly generalizes to novel poses. Code is available at: https://github.com/silence-tang/GaussianActor.
GALA: Generating Animatable Layered Assets from a Single Scan
We present GALA, a framework that takes as input a single-layer clothed 3D human mesh and decomposes it into complete multi-layered 3D assets. The outputs can then be combined with other assets to create novel clothed human avatars with any pose. Existing reconstruction approaches often treat clothed humans as a single-layer of geometry and overlook the inherent compositionality of humans with hairstyles, clothing, and accessories, thereby limiting the utility of the meshes for downstream applications. Decomposing a single-layer mesh into separate layers is a challenging task because it requires the synthesis of plausible geometry and texture for the severely occluded regions. Moreover, even with successful decomposition, meshes are not normalized in terms of poses and body shapes, failing coherent composition with novel identities and poses. To address these challenges, we propose to leverage the general knowledge of a pretrained 2D diffusion model as geometry and appearance prior for humans and other assets. We first separate the input mesh using the 3D surface segmentation extracted from multi-view 2D segmentations. Then we synthesize the missing geometry of different layers in both posed and canonical spaces using a novel pose-guided Score Distillation Sampling (SDS) loss. Once we complete inpainting high-fidelity 3D geometry, we also apply the same SDS loss to its texture to obtain the complete appearance including the initially occluded regions. Through a series of decomposition steps, we obtain multiple layers of 3D assets in a shared canonical space normalized in terms of poses and human shapes, hence supporting effortless composition to novel identities and reanimation with novel poses. Our experiments demonstrate the effectiveness of our approach for decomposition, canonicalization, and composition tasks compared to existing solutions.
CanonicalFusion: Generating Drivable 3D Human Avatars from Multiple Images
We present a novel framework for reconstructing animatable human avatars from multiple images, termed CanonicalFusion. Our central concept involves integrating individual reconstruction results into the canonical space. To be specific, we first predict Linear Blend Skinning (LBS) weight maps and depth maps using a shared-encoder-dual-decoder network, enabling direct canonicalization of the 3D mesh from the predicted depth maps. Here, instead of predicting high-dimensional skinning weights, we infer compressed skinning weights, i.e., 3-dimensional vector, with the aid of pre-trained MLP networks. We also introduce a forward skinning-based differentiable rendering scheme to merge the reconstructed results from multiple images. This scheme refines the initial mesh by reposing the canonical mesh via the forward skinning and by minimizing photometric and geometric errors between the rendered and the predicted results. Our optimization scheme considers the position and color of vertices as well as the joint angles for each image, thereby mitigating the negative effects of pose errors. We conduct extensive experiments to demonstrate the effectiveness of our method and compare our CanonicalFusion with state-of-the-art methods. Our source codes are available at https://github.com/jsshin98/CanonicalFusion.
Omni6D: Large-Vocabulary 3D Object Dataset for Category-Level 6D Object Pose Estimation
6D object pose estimation aims at determining an object's translation, rotation, and scale, typically from a single RGBD image. Recent advancements have expanded this estimation from instance-level to category-level, allowing models to generalize across unseen instances within the same category. However, this generalization is limited by the narrow range of categories covered by existing datasets, such as NOCS, which also tend to overlook common real-world challenges like occlusion. To tackle these challenges, we introduce Omni6D, a comprehensive RGBD dataset featuring a wide range of categories and varied backgrounds, elevating the task to a more realistic context. 1) The dataset comprises an extensive spectrum of 166 categories, 4688 instances adjusted to the canonical pose, and over 0.8 million captures, significantly broadening the scope for evaluation. 2) We introduce a symmetry-aware metric and conduct systematic benchmarks of existing algorithms on Omni6D, offering a thorough exploration of new challenges and insights. 3) Additionally, we propose an effective fine-tuning approach that adapts models from previous datasets to our extensive vocabulary setting. We believe this initiative will pave the way for new insights and substantial progress in both the industrial and academic fields, pushing forward the boundaries of general 6D pose estimation.
TailorNet: Predicting Clothing in 3D as a Function of Human Pose, Shape and Garment Style
In this paper, we present TailorNet, a neural model which predicts clothing deformation in 3D as a function of three factors: pose, shape and style (garment geometry), while retaining wrinkle detail. This goes beyond prior models, which are either specific to one style and shape, or generalize to different shapes producing smooth results, despite being style specific. Our hypothesis is that (even non-linear) combinations of examples smooth out high frequency components such as fine-wrinkles, which makes learning the three factors jointly hard. At the heart of our technique is a decomposition of deformation into a high frequency and a low frequency component. While the low-frequency component is predicted from pose, shape and style parameters with an MLP, the high-frequency component is predicted with a mixture of shape-style specific pose models. The weights of the mixture are computed with a narrow bandwidth kernel to guarantee that only predictions with similar high-frequency patterns are combined. The style variation is obtained by computing, in a canonical pose, a subspace of deformation, which satisfies physical constraints such as inter-penetration, and draping on the body. TailorNet delivers 3D garments which retain the wrinkles from the physics based simulations (PBS) it is learned from, while running more than 1000 times faster. In contrast to PBS, TailorNet is easy to use and fully differentiable, which is crucial for computer vision algorithms. Several experiments demonstrate TailorNet produces more realistic results than prior work, and even generates temporally coherent deformations on sequences of the AMASS dataset, despite being trained on static poses from a different dataset. To stimulate further research in this direction, we will make a dataset consisting of 55800 frames, as well as our model publicly available at https://virtualhumans.mpi-inf.mpg.de/tailornet.
3D Congealing: 3D-Aware Image Alignment in the Wild
We propose 3D Congealing, a novel problem of 3D-aware alignment for 2D images capturing semantically similar objects. Given a collection of unlabeled Internet images, our goal is to associate the shared semantic parts from the inputs and aggregate the knowledge from 2D images to a shared 3D canonical space. We introduce a general framework that tackles the task without assuming shape templates, poses, or any camera parameters. At its core is a canonical 3D representation that encapsulates geometric and semantic information. The framework optimizes for the canonical representation together with the pose for each input image, and a per-image coordinate map that warps 2D pixel coordinates to the 3D canonical frame to account for the shape matching. The optimization procedure fuses prior knowledge from a pre-trained image generative model and semantic information from input images. The former provides strong knowledge guidance for this under-constraint task, while the latter provides the necessary information to mitigate the training data bias from the pre-trained model. Our framework can be used for various tasks such as correspondence matching, pose estimation, and image editing, achieving strong results on real-world image datasets under challenging illumination conditions and on in-the-wild online image collections.
Vitruvio: 3D Building Meshes via Single Perspective Sketches
Today's architectural engineering and construction (AEC) software require a learning curve to generate a three-dimension building representation. This limits the ability to quickly validate the volumetric implications of an initial design idea communicated via a single sketch. Allowing designers to translate a single sketch to a 3D building will enable owners to instantly visualize 3D project information without the cognitive load required. If previous state-of-the-art (SOTA) data-driven methods for single view reconstruction (SVR) showed outstanding results in the reconstruction process from a single image or sketch, they lacked specific applications, analysis, and experiments in the AEC. Therefore, this research addresses this gap, introducing the first deep learning method focused only on buildings that aim to convert a single sketch to a 3D building mesh: Vitruvio. Vitruvio adapts Occupancy Network for SVR tasks on a specific building dataset (Manhattan 1K). This adaptation brings two main improvements. First, it accelerates the inference process by more than 26% (from 0.5s to 0.37s). Second, it increases the reconstruction accuracy (measured by the Chamfer Distance) by 18%. During this adaptation in the AEC domain, we evaluate the effect of the building orientation in the learning procedure since it constitutes an important design factor. While aligning all the buildings to a canonical pose improved the overall quantitative metrics, it did not capture fine-grain details in more complex building shapes (as shown in our qualitative analysis). Finally, Vitruvio outputs a 3D-printable building mesh with arbitrary topology and genus from a single perspective sketch, providing a step forward to allow owners and designers to communicate 3D information via a 2D, effective, intuitive, and universal communication medium: the sketch.
Animal Avatars: Reconstructing Animatable 3D Animals from Casual Videos
We present a method to build animatable dog avatars from monocular videos. This is challenging as animals display a range of (unpredictable) non-rigid movements and have a variety of appearance details (e.g., fur, spots, tails). We develop an approach that links the video frames via a 4D solution that jointly solves for animal's pose variation, and its appearance (in a canonical pose). To this end, we significantly improve the quality of template-based shape fitting by endowing the SMAL parametric model with Continuous Surface Embeddings, which brings image-to-mesh reprojection constaints that are denser, and thus stronger, than the previously used sparse semantic keypoint correspondences. To model appearance, we propose an implicit duplex-mesh texture that is defined in the canonical pose, but can be deformed using SMAL pose coefficients and later rendered to enforce a photometric compatibility with the input video frames. On the challenging CoP3D and APTv2 datasets, we demonstrate superior results (both in terms of pose estimates and predicted appearance) to existing template-free (RAC) and template-based approaches (BARC, BITE).
AniGS: Animatable Gaussian Avatar from a Single Image with Inconsistent Gaussian Reconstruction
Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative approaches for controllable animation, though avoiding explicit 3D modeling, suffer from viewpoint inconsistencies in extreme poses and computational inefficiencies. In this paper, we address these challenges by leveraging the power of generative models to produce detailed multi-view canonical pose images, which help resolve ambiguities in animatable human reconstruction. We then propose a robust method for 3D reconstruction of inconsistent images, enabling real-time rendering during inference. Specifically, we adapt a transformer-based video generation model to generate multi-view canonical pose images and normal maps, pretraining on a large-scale video dataset to improve generalization. To handle view inconsistencies, we recast the reconstruction problem as a 4D task and introduce an efficient 3D modeling approach using 4D Gaussian Splatting. Experiments demonstrate that our method achieves photorealistic, real-time animation of 3D human avatars from in-the-wild images, showcasing its effectiveness and generalization capability.
PuzzleAvatar: Assembling 3D Avatars from Personal Albums
Generating personalized 3D avatars is crucial for AR/VR. However, recent text-to-3D methods that generate avatars for celebrities or fictional characters, struggle with everyday people. Methods for faithful reconstruction typically require full-body images in controlled settings. What if a user could just upload their personal "OOTD" (Outfit Of The Day) photo collection and get a faithful avatar in return? The challenge is that such casual photo collections contain diverse poses, challenging viewpoints, cropped views, and occlusion (albeit with a consistent outfit, accessories and hairstyle). We address this novel "Album2Human" task by developing PuzzleAvatar, a novel model that generates a faithful 3D avatar (in a canonical pose) from a personal OOTD album, while bypassing the challenging estimation of body and camera pose. To this end, we fine-tune a foundational vision-language model (VLM) on such photos, encoding the appearance, identity, garments, hairstyles, and accessories of a person into (separate) learned tokens and instilling these cues into the VLM. In effect, we exploit the learned tokens as "puzzle pieces" from which we assemble a faithful, personalized 3D avatar. Importantly, we can customize avatars by simply inter-changing tokens. As a benchmark for this new task, we collect a new dataset, called PuzzleIOI, with 41 subjects in a total of nearly 1K OOTD configurations, in challenging partial photos with paired ground-truth 3D bodies. Evaluation shows that PuzzleAvatar not only has high reconstruction accuracy, outperforming TeCH and MVDreamBooth, but also a unique scalability to album photos, and strong robustness. Our model and data will be public.
Scaling Concept With Text-Guided Diffusion Models
Text-guided diffusion models have revolutionized generative tasks by producing high-fidelity content from text descriptions. They have also enabled an editing paradigm where concepts can be replaced through text conditioning (e.g., a dog to a tiger). In this work, we explore a novel approach: instead of replacing a concept, can we enhance or suppress the concept itself? Through an empirical study, we identify a trend where concepts can be decomposed in text-guided diffusion models. Leveraging this insight, we introduce ScalingConcept, a simple yet effective method to scale decomposed concepts up or down in real input without introducing new elements. To systematically evaluate our approach, we present the WeakConcept-10 dataset, where concepts are imperfect and need to be enhanced. More importantly, ScalingConcept enables a variety of novel zero-shot applications across image and audio domains, including tasks such as canonical pose generation and generative sound highlighting or removal.
ARCH: Animatable Reconstruction of Clothed Humans
In this paper, we propose ARCH (Animatable Reconstruction of Clothed Humans), a novel end-to-end framework for accurate reconstruction of animation-ready 3D clothed humans from a monocular image. Existing approaches to digitize 3D humans struggle to handle pose variations and recover details. Also, they do not produce models that are animation ready. In contrast, ARCH is a learned pose-aware model that produces detailed 3D rigged full-body human avatars from a single unconstrained RGB image. A Semantic Space and a Semantic Deformation Field are created using a parametric 3D body estimator. They allow the transformation of 2D/3D clothed humans into a canonical space, reducing ambiguities in geometry caused by pose variations and occlusions in training data. Detailed surface geometry and appearance are learned using an implicit function representation with spatial local features. Furthermore, we propose additional per-pixel supervision on the 3D reconstruction using opacity-aware differentiable rendering. Our experiments indicate that ARCH increases the fidelity of the reconstructed humans. We obtain more than 50% lower reconstruction errors for standard metrics compared to state-of-the-art methods on public datasets. We also show numerous qualitative examples of animated, high-quality reconstructed avatars unseen in the literature so far.
NPC: Neural Point Characters from Video
High-fidelity human 3D models can now be learned directly from videos, typically by combining a template-based surface model with neural representations. However, obtaining a template surface requires expensive multi-view capture systems, laser scans, or strictly controlled conditions. Previous methods avoid using a template but rely on a costly or ill-posed mapping from observation to canonical space. We propose a hybrid point-based representation for reconstructing animatable characters that does not require an explicit surface model, while being generalizable to novel poses. For a given video, our method automatically produces an explicit set of 3D points representing approximate canonical geometry, and learns an articulated deformation model that produces pose-dependent point transformations. The points serve both as a scaffold for high-frequency neural features and an anchor for efficiently mapping between observation and canonical space. We demonstrate on established benchmarks that our representation overcomes limitations of prior work operating in either canonical or in observation space. Moreover, our automatic point extraction approach enables learning models of human and animal characters alike, matching the performance of the methods using rigged surface templates despite being more general. Project website: https://lemonatsu.github.io/npc/
Reality's Canvas, Language's Brush: Crafting 3D Avatars from Monocular Video
Recent advancements in 3D avatar generation excel with multi-view supervision for photorealistic models. However, monocular counterparts lag in quality despite broader applicability. We propose ReCaLab to close this gap. ReCaLab is a fully-differentiable pipeline that learns high-fidelity 3D human avatars from just a single RGB video. A pose-conditioned deformable NeRF is optimized to volumetrically represent a human subject in canonical T-pose. The canonical representation is then leveraged to efficiently associate viewpoint-agnostic textures using 2D-3D correspondences. This enables to separately generate albedo and shading which jointly compose an RGB prediction. The design allows to control intermediate results for human pose, body shape, texture, and lighting with text prompts. An image-conditioned diffusion model thereby helps to animate appearance and pose of the 3D avatar to create video sequences with previously unseen human motion. Extensive experiments show that ReCaLab outperforms previous monocular approaches in terms of image quality for image synthesis tasks. ReCaLab even outperforms multi-view methods that leverage up to 19x more synchronized videos for the task of novel pose rendering. Moreover, natural language offers an intuitive user interface for creative manipulation of 3D human avatars.
SHIC: Shape-Image Correspondences with no Keypoint Supervision
Canonical surface mapping generalizes keypoint detection by assigning each pixel of an object to a corresponding point in a 3D template. Popularised by DensePose for the analysis of humans, authors have since attempted to apply the concept to more categories, but with limited success due to the high cost of manual supervision. In this work, we introduce SHIC, a method to learn canonical maps without manual supervision which achieves better results than supervised methods for most categories. Our idea is to leverage foundation computer vision models such as DINO and Stable Diffusion that are open-ended and thus possess excellent priors over natural categories. SHIC reduces the problem of estimating image-to-template correspondences to predicting image-to-image correspondences using features from the foundation models. The reduction works by matching images of the object to non-photorealistic renders of the template, which emulates the process of collecting manual annotations for this task. These correspondences are then used to supervise high-quality canonical maps for any object of interest. We also show that image generators can further improve the realism of the template views, which provide an additional source of supervision for the model.
Vid2Avatar: 3D Avatar Reconstruction from Videos in the Wild via Self-supervised Scene Decomposition
We present Vid2Avatar, a method to learn human avatars from monocular in-the-wild videos. Reconstructing humans that move naturally from monocular in-the-wild videos is difficult. Solving it requires accurately separating humans from arbitrary backgrounds. Moreover, it requires reconstructing detailed 3D surface from short video sequences, making it even more challenging. Despite these challenges, our method does not require any groundtruth supervision or priors extracted from large datasets of clothed human scans, nor do we rely on any external segmentation modules. Instead, it solves the tasks of scene decomposition and surface reconstruction directly in 3D by modeling both the human and the background in the scene jointly, parameterized via two separate neural fields. Specifically, we define a temporally consistent human representation in canonical space and formulate a global optimization over the background model, the canonical human shape and texture, and per-frame human pose parameters. A coarse-to-fine sampling strategy for volume rendering and novel objectives are introduced for a clean separation of dynamic human and static background, yielding detailed and robust 3D human geometry reconstructions. We evaluate our methods on publicly available datasets and show improvements over prior art.
Learning Complex Non-Rigid Image Edits from Multimodal Conditioning
In this paper we focus on inserting a given human (specifically, a single image of a person) into a novel scene. Our method, which builds on top of Stable Diffusion, yields natural looking images while being highly controllable with text and pose. To accomplish this we need to train on pairs of images, the first a reference image with the person, the second a "target image" showing the same person (with a different pose and possibly in a different background). Additionally we require a text caption describing the new pose relative to that in the reference image. In this paper we present a novel dataset following this criteria, which we create using pairs of frames from human-centric and action-rich videos and employing a multimodal LLM to automatically summarize the difference in human pose for the text captions. We demonstrate that identity preservation is a more challenging task in scenes "in-the-wild", and especially scenes where there is an interaction between persons and objects. Combining the weak supervision from noisy captions, with robust 2D pose improves the quality of person-object interactions.
Interactive Rendering of Relightable and Animatable Gaussian Avatars
Creating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets.
PoseScript: Linking 3D Human Poses and Natural Language
Natural language plays a critical role in many computer vision applications, such as image captioning, visual question answering, and cross-modal retrieval, to provide fine-grained semantic information. Unfortunately, while human pose is key to human understanding, current 3D human pose datasets lack detailed language descriptions. To address this issue, we have introduced the PoseScript dataset. This dataset pairs more than six thousand 3D human poses from AMASS with rich human-annotated descriptions of the body parts and their spatial relationships. Additionally, to increase the size of the dataset to a scale that is compatible with data-hungry learning algorithms, we have proposed an elaborate captioning process that generates automatic synthetic descriptions in natural language from given 3D keypoints. This process extracts low-level pose information, known as "posecodes", using a set of simple but generic rules on the 3D keypoints. These posecodes are then combined into higher level textual descriptions using syntactic rules. With automatic annotations, the amount of available data significantly scales up (100k), making it possible to effectively pretrain deep models for finetuning on human captions. To showcase the potential of annotated poses, we present three multi-modal learning tasks that utilize the PoseScript dataset. Firstly, we develop a pipeline that maps 3D poses and textual descriptions into a joint embedding space, allowing for cross-modal retrieval of relevant poses from large-scale datasets. Secondly, we establish a baseline for a text-conditioned model generating 3D poses. Thirdly, we present a learned process for generating pose descriptions. These applications demonstrate the versatility and usefulness of annotated poses in various tasks and pave the way for future research in the field.
Transfer Learning for Pose Estimation of Illustrated Characters
Human pose information is a critical component in many downstream image processing tasks, such as activity recognition and motion tracking. Likewise, a pose estimator for the illustrated character domain would provide a valuable prior for assistive content creation tasks, such as reference pose retrieval and automatic character animation. But while modern data-driven techniques have substantially improved pose estimation performance on natural images, little work has been done for illustrations. In our work, we bridge this domain gap by efficiently transfer-learning from both domain-specific and task-specific source models. Additionally, we upgrade and expand an existing illustrated pose estimation dataset, and introduce two new datasets for classification and segmentation subtasks. We then apply the resultant state-of-the-art character pose estimator to solve the novel task of pose-guided illustration retrieval. All data, models, and code will be made publicly available.
Animatable Neural Radiance Fields from Monocular RGB Videos
We present animatable neural radiance fields (animatable NeRF) for detailed human avatar creation from monocular videos. Our approach extends neural radiance fields (NeRF) to the dynamic scenes with human movements via introducing explicit pose-guided deformation while learning the scene representation network. In particular, we estimate the human pose for each frame and learn a constant canonical space for the detailed human template, which enables natural shape deformation from the observation space to the canonical space under the explicit control of the pose parameters. To compensate for inaccurate pose estimation, we introduce the pose refinement strategy that updates the initial pose during the learning process, which not only helps to learn more accurate human reconstruction but also accelerates the convergence. In experiments we show that the proposed approach achieves 1) implicit human geometry and appearance reconstruction with high-quality details, 2) photo-realistic rendering of the human from novel views, and 3) animation of the human with novel poses.
DreamAvatar: Text-and-Shape Guided 3D Human Avatar Generation via Diffusion Models
We present DreamAvatar, a text-and-shape guided framework for generating high-quality 3D human avatars with controllable poses. While encouraging results have been reported by recent methods on text-guided 3D common object generation, generating high-quality human avatars remains an open challenge due to the complexity of the human body's shape, pose, and appearance. We propose DreamAvatar to tackle this challenge, which utilizes a trainable NeRF for predicting density and color for 3D points and pretrained text-to-image diffusion models for providing 2D self-supervision. Specifically, we leverage the SMPL model to provide shape and pose guidance for the generation. We introduce a dual-observation-space design that involves the joint optimization of a canonical space and a posed space that are related by a learnable deformation field. This facilitates the generation of more complete textures and geometry faithful to the target pose. We also jointly optimize the losses computed from the full body and from the zoomed-in 3D head to alleviate the common multi-face ''Janus'' problem and improve facial details in the generated avatars. Extensive evaluations demonstrate that DreamAvatar significantly outperforms existing methods, establishing a new state-of-the-art for text-and-shape guided 3D human avatar generation.
PoseExaminer: Automated Testing of Out-of-Distribution Robustness in Human Pose and Shape Estimation
Human pose and shape (HPS) estimation methods achieve remarkable results. However, current HPS benchmarks are mostly designed to test models in scenarios that are similar to the training data. This can lead to critical situations in real-world applications when the observed data differs significantly from the training data and hence is out-of-distribution (OOD). It is therefore important to test and improve the OOD robustness of HPS methods. To address this fundamental problem, we develop a simulator that can be controlled in a fine-grained manner using interpretable parameters to explore the manifold of images of human pose, e.g. by varying poses, shapes, and clothes. We introduce a learning-based testing method, termed PoseExaminer, that automatically diagnoses HPS algorithms by searching over the parameter space of human pose images to find the failure modes. Our strategy for exploring this high-dimensional parameter space is a multi-agent reinforcement learning system, in which the agents collaborate to explore different parts of the parameter space. We show that our PoseExaminer discovers a variety of limitations in current state-of-the-art models that are relevant in real-world scenarios but are missed by current benchmarks. For example, it finds large regions of realistic human poses that are not predicted correctly, as well as reduced performance for humans with skinny and corpulent body shapes. In addition, we show that fine-tuning HPS methods by exploiting the failure modes found by PoseExaminer improve their robustness and even their performance on standard benchmarks by a significant margin. The code are available for research purposes.
Building Interactable Replicas of Complex Articulated Objects via Gaussian Splatting
Building articulated objects is a key challenge in computer vision. Existing methods often fail to effectively integrate information across different object states, limiting the accuracy of part-mesh reconstruction and part dynamics modeling, particularly for complex multi-part articulated objects. We introduce ArtGS, a novel approach that leverages 3D Gaussians as a flexible and efficient representation to address these issues. Our method incorporates canonical Gaussians with coarse-to-fine initialization and updates for aligning articulated part information across different object states, and employs a skinning-inspired part dynamics modeling module to improve both part-mesh reconstruction and articulation learning. Extensive experiments on both synthetic and real-world datasets, including a new benchmark for complex multi-part objects, demonstrate that ArtGS achieves state-of-the-art performance in joint parameter estimation and part mesh reconstruction. Our approach significantly improves reconstruction quality and efficiency, especially for multi-part articulated objects. Additionally, we provide comprehensive analyses of our design choices, validating the effectiveness of each component to highlight potential areas for future improvement.
Free-form Generation Enhances Challenging Clothed Human Modeling
Achieving realistic animated human avatars requires accurate modeling of pose-dependent clothing deformations. Existing learning-based methods heavily rely on the Linear Blend Skinning (LBS) of minimally-clothed human models like SMPL to model deformation. However, these methods struggle to handle loose clothing, such as long dresses, where the canonicalization process becomes ill-defined when the clothing is far from the body, leading to disjointed and fragmented results. To overcome this limitation, we propose a novel hybrid framework to model challenging clothed humans. Our core idea is to use dedicated strategies to model different regions, depending on whether they are close to or distant from the body. Specifically, we segment the human body into three categories: unclothed, deformed, and generated. We simply replicate unclothed regions that require no deformation. For deformed regions close to the body, we leverage LBS to handle the deformation. As for the generated regions, which correspond to loose clothing areas, we introduce a novel free-form, part-aware generator to model them, as they are less affected by movements. This free-form generation paradigm brings enhanced flexibility and expressiveness to our hybrid framework, enabling it to capture the intricate geometric details of challenging loose clothing, such as skirts and dresses. Experimental results on the benchmark dataset featuring loose clothing demonstrate that our method achieves state-of-the-art performance with superior visual fidelity and realism, particularly in the most challenging cases.
DeeperCut: A Deeper, Stronger, and Faster Multi-Person Pose Estimation Model
The goal of this paper is to advance the state-of-the-art of articulated pose estimation in scenes with multiple people. To that end we contribute on three fronts. We propose (1) improved body part detectors that generate effective bottom-up proposals for body parts; (2) novel image-conditioned pairwise terms that allow to assemble the proposals into a variable number of consistent body part configurations; and (3) an incremental optimization strategy that explores the search space more efficiently thus leading both to better performance and significant speed-up factors. Evaluation is done on two single-person and two multi-person pose estimation benchmarks. The proposed approach significantly outperforms best known multi-person pose estimation results while demonstrating competitive performance on the task of single person pose estimation. Models and code available at http://pose.mpi-inf.mpg.de
PersonNeRF: Personalized Reconstruction from Photo Collections
We present PersonNeRF, a method that takes a collection of photos of a subject (e.g. Roger Federer) captured across multiple years with arbitrary body poses and appearances, and enables rendering the subject with arbitrary novel combinations of viewpoint, body pose, and appearance. PersonNeRF builds a customized neural volumetric 3D model of the subject that is able to render an entire space spanned by camera viewpoint, body pose, and appearance. A central challenge in this task is dealing with sparse observations; a given body pose is likely only observed by a single viewpoint with a single appearance, and a given appearance is only observed under a handful of different body poses. We address this issue by recovering a canonical T-pose neural volumetric representation of the subject that allows for changing appearance across different observations, but uses a shared pose-dependent motion field across all observations. We demonstrate that this approach, along with regularization of the recovered volumetric geometry to encourage smoothness, is able to recover a model that renders compelling images from novel combinations of viewpoint, pose, and appearance from these challenging unstructured photo collections, outperforming prior work for free-viewpoint human rendering.
CoMo: Controllable Motion Generation through Language Guided Pose Code Editing
Text-to-motion models excel at efficient human motion generation, but existing approaches lack fine-grained controllability over the generation process. Consequently, modifying subtle postures within a motion or inserting new actions at specific moments remains a challenge, limiting the applicability of these methods in diverse scenarios. In light of these challenges, we introduce CoMo, a Controllable Motion generation model, adept at accurately generating and editing motions by leveraging the knowledge priors of large language models (LLMs). Specifically, CoMo decomposes motions into discrete and semantically meaningful pose codes, with each code encapsulating the semantics of a body part, representing elementary information such as "left knee slightly bent". Given textual inputs, CoMo autoregressively generates sequences of pose codes, which are then decoded into 3D motions. Leveraging pose codes as interpretable representations, an LLM can directly intervene in motion editing by adjusting the pose codes according to editing instructions. Experiments demonstrate that CoMo achieves competitive performance in motion generation compared to state-of-the-art models while, in human studies, CoMo substantially surpasses previous work in motion editing abilities.
UniPose: A Unified Multimodal Framework for Human Pose Comprehension, Generation and Editing
Human pose plays a crucial role in the digital age. While recent works have achieved impressive progress in understanding and generating human poses, they often support only a single modality of control signals and operate in isolation, limiting their application in real-world scenarios. This paper presents UniPose, a framework employing Large Language Models (LLMs) to comprehend, generate, and edit human poses across various modalities, including images, text, and 3D SMPL poses. Specifically, we apply a pose tokenizer to convert 3D poses into discrete pose tokens, enabling seamless integration into the LLM within a unified vocabulary. To further enhance the fine-grained pose perception capabilities, we facilitate UniPose with a mixture of visual encoders, among them a pose-specific visual encoder. Benefiting from a unified learning strategy, UniPose effectively transfers knowledge across different pose-relevant tasks, adapts to unseen tasks, and exhibits extended capabilities. This work serves as the first attempt at building a general-purpose framework for pose comprehension, generation, and editing. Extensive experiments highlight UniPose's competitive and even superior performance across various pose-relevant tasks.
Embodied Hands: Modeling and Capturing Hands and Bodies Together
Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).
High-Fidelity Virtual Try-on with Large-Scale Unpaired Learning
Virtual try-on (VTON) transfers a target clothing image to a reference person, where clothing fidelity is a key requirement for downstream e-commerce applications. However, existing VTON methods still fall short in high-fidelity try-on due to the conflict between the high diversity of dressing styles (\eg clothes occluded by pants or distorted by posture) and the limited paired data for training. In this work, we propose a novel framework Boosted Virtual Try-on (BVTON) to leverage the large-scale unpaired learning for high-fidelity try-on. Our key insight is that pseudo try-on pairs can be reliably constructed from vastly available fashion images. Specifically, 1) we first propose a compositional canonicalizing flow that maps on-model clothes into pseudo in-shop clothes, dubbed canonical proxy. Each clothing part (sleeves, torso) is reversely deformed into an in-shop-like shape to compositionally construct the canonical proxy. 2) Next, we design a layered mask generation module that generates accurate semantic layout by training on canonical proxy. We replace the in-shop clothes used in conventional pipelines with the derived canonical proxy to boost the training process. 3) Finally, we propose an unpaired try-on synthesizer by constructing pseudo training pairs with randomly misaligned on-model clothes, where intricate skin texture and clothes boundaries can be generated. Extensive experiments on high-resolution (1024times768) datasets demonstrate the superiority of our approach over state-of-the-art methods both qualitatively and quantitatively. Notably, BVTON shows great generalizability and scalability to various dressing styles and data sources.
Root Pose Decomposition Towards Generic Non-rigid 3D Reconstruction with Monocular Videos
This work focuses on the 3D reconstruction of non-rigid objects based on monocular RGB video sequences. Concretely, we aim at building high-fidelity models for generic object categories and casually captured scenes. To this end, we do not assume known root poses of objects, and do not utilize category-specific templates or dense pose priors. The key idea of our method, Root Pose Decomposition (RPD), is to maintain a per-frame root pose transformation, meanwhile building a dense field with local transformations to rectify the root pose. The optimization of local transformations is performed by point registration to the canonical space. We also adapt RPD to multi-object scenarios with object occlusions and individual differences. As a result, RPD allows non-rigid 3D reconstruction for complicated scenarios containing objects with large deformations, complex motion patterns, occlusions, and scale diversities of different individuals. Such a pipeline potentially scales to diverse sets of objects in the wild. We experimentally show that RPD surpasses state-of-the-art methods on the challenging DAVIS, OVIS, and AMA datasets.
ActorsNeRF: Animatable Few-shot Human Rendering with Generalizable NeRFs
While NeRF-based human representations have shown impressive novel view synthesis results, most methods still rely on a large number of images / views for training. In this work, we propose a novel animatable NeRF called ActorsNeRF. It is first pre-trained on diverse human subjects, and then adapted with few-shot monocular video frames for a new actor with unseen poses. Building on previous generalizable NeRFs with parameter sharing using a ConvNet encoder, ActorsNeRF further adopts two human priors to capture the large human appearance, shape, and pose variations. Specifically, in the encoded feature space, we will first align different human subjects in a category-level canonical space, and then align the same human from different frames in an instance-level canonical space for rendering. We quantitatively and qualitatively demonstrate that ActorsNeRF significantly outperforms the existing state-of-the-art on few-shot generalization to new people and poses on multiple datasets. Project Page: https://jitengmu.github.io/ActorsNeRF/
Self-Supervised Learning of 3D Human Pose using Multi-view Geometry
Training accurate 3D human pose estimators requires large amount of 3D ground-truth data which is costly to collect. Various weakly or self supervised pose estimation methods have been proposed due to lack of 3D data. Nevertheless, these methods, in addition to 2D ground-truth poses, require either additional supervision in various forms (e.g. unpaired 3D ground truth data, a small subset of labels) or the camera parameters in multiview settings. To address these problems, we present EpipolarPose, a self-supervised learning method for 3D human pose estimation, which does not need any 3D ground-truth data or camera extrinsics. During training, EpipolarPose estimates 2D poses from multi-view images, and then, utilizes epipolar geometry to obtain a 3D pose and camera geometry which are subsequently used to train a 3D pose estimator. We demonstrate the effectiveness of our approach on standard benchmark datasets i.e. Human3.6M and MPI-INF-3DHP where we set the new state-of-the-art among weakly/self-supervised methods. Furthermore, we propose a new performance measure Pose Structure Score (PSS) which is a scale invariant, structure aware measure to evaluate the structural plausibility of a pose with respect to its ground truth. Code and pretrained models are available at https://github.com/mkocabas/EpipolarPose
Human Gaussian Splatting: Real-time Rendering of Animatable Avatars
This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose an animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. The body is represented by a set of gaussian primitives in a canonical space which is deformed with a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (HuGS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method achieves 1.5 dB PSNR improvement over the state-of-the-art on THuman4 dataset while being able to render in real-time (80 fps for 512x512 resolution).
Learning Human Poses from Actions
We consider the task of learning to estimate human pose in still images. In order to avoid the high cost of full supervision, we propose to use a diverse data set, which consists of two types of annotations: (i) a small number of images are labeled using the expensive ground-truth pose; and (ii) other images are labeled using the inexpensive action label. As action information helps narrow down the pose of a human, we argue that this approach can help reduce the cost of training without significantly affecting the accuracy. To demonstrate this we design a probabilistic framework that employs two distributions: (i) a conditional distribution to model the uncertainty over the human pose given the image and the action; and (ii) a prediction distribution, which provides the pose of an image without using any action information. We jointly estimate the parameters of the two aforementioned distributions by minimizing their dissimilarity coefficient, as measured by a task-specific loss function. During both training and testing, we only require an efficient sampling strategy for both the aforementioned distributions. This allows us to use deep probabilistic networks that are capable of providing accurate pose estimates for previously unseen images. Using the MPII data set, we show that our approach outperforms baseline methods that either do not use the diverse annotations or rely on pointwise estimates of the pose.
MetaCap: Meta-learning Priors from Multi-View Imagery for Sparse-view Human Performance Capture and Rendering
Faithful human performance capture and free-view rendering from sparse RGB observations is a long-standing problem in Vision and Graphics. The main challenges are the lack of observations and the inherent ambiguities of the setting, e.g. occlusions and depth ambiguity. As a result, radiance fields, which have shown great promise in capturing high-frequency appearance and geometry details in dense setups, perform poorly when naively supervising them on sparse camera views, as the field simply overfits to the sparse-view inputs. To address this, we propose MetaCap, a method for efficient and high-quality geometry recovery and novel view synthesis given very sparse or even a single view of the human. Our key idea is to meta-learn the radiance field weights solely from potentially sparse multi-view videos, which can serve as a prior when fine-tuning them on sparse imagery depicting the human. This prior provides a good network weight initialization, thereby effectively addressing ambiguities in sparse-view capture. Due to the articulated structure of the human body and motion-induced surface deformations, learning such a prior is non-trivial. Therefore, we propose to meta-learn the field weights in a pose-canonicalized space, which reduces the spatial feature range and makes feature learning more effective. Consequently, one can fine-tune our field parameters to quickly generalize to unseen poses, novel illumination conditions as well as novel and sparse (even monocular) camera views. For evaluating our method under different scenarios, we collect a new dataset, WildDynaCap, which contains subjects captured in, both, a dense camera dome and in-the-wild sparse camera rigs, and demonstrate superior results compared to recent state-of-the-art methods on, both, public and WildDynaCap dataset.
XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera
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.
ADen: Adaptive Density Representations for Sparse-view Camera Pose Estimation
Recovering camera poses from a set of images is a foundational task in 3D computer vision, which powers key applications such as 3D scene/object reconstructions. Classic methods often depend on feature correspondence, such as keypoints, which require the input images to have large overlap and small viewpoint changes. Such requirements present considerable challenges in scenarios with sparse views. Recent data-driven approaches aim to directly output camera poses, either through regressing the 6DoF camera poses or formulating rotation as a probability distribution. However, each approach has its limitations. On one hand, directly regressing the camera poses can be ill-posed, since it assumes a single mode, which is not true under symmetry and leads to sub-optimal solutions. On the other hand, probabilistic approaches are capable of modeling the symmetry ambiguity, yet they sample the entire space of rotation uniformly by brute-force. This leads to an inevitable trade-off between high sample density, which improves model precision, and sample efficiency that determines the runtime. In this paper, we propose ADen to unify the two frameworks by employing a generator and a discriminator: the generator is trained to output multiple hypotheses of 6DoF camera pose to represent a distribution and handle multi-mode ambiguity, and the discriminator is trained to identify the hypothesis that best explains the data. This allows ADen to combine the best of both worlds, achieving substantially higher precision as well as lower runtime than previous methods in empirical evaluations.
SceNeRFlow: Time-Consistent Reconstruction of General Dynamic Scenes
Existing methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find non-trivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions.
PostoMETRO: Pose Token Enhanced Mesh Transformer for Robust 3D Human Mesh Recovery
With the recent advancements in single-image-based human mesh recovery, there is a growing interest in enhancing its performance in certain extreme scenarios, such as occlusion, while maintaining overall model accuracy. Although obtaining accurately annotated 3D human poses under occlusion is challenging, there is still a wealth of rich and precise 2D pose annotations that can be leveraged. However, existing works mostly focus on directly leveraging 2D pose coordinates to estimate 3D pose and mesh. In this paper, we present PostoMETRO(Pose token enhanced MEsh TRansfOrmer), which integrates occlusion-resilient 2D pose representation into transformers in a token-wise manner. Utilizing a specialized pose tokenizer, we efficiently condense 2D pose data to a compact sequence of pose tokens and feed them to the transformer together with the image tokens. This process not only ensures a rich depiction of texture from the image but also fosters a robust integration of pose and image information. Subsequently, these combined tokens are queried by vertex and joint tokens to decode 3D coordinates of mesh vertices and human joints. Facilitated by the robust pose token representation and the effective combination, we are able to produce more precise 3D coordinates, even under extreme scenarios like occlusion. Experiments on both standard and occlusion-specific benchmarks demonstrate the effectiveness of PostoMETRO. Qualitative results further illustrate the clarity of how 2D pose can help 3D reconstruction. Code will be made available.
LEAP: Liberate Sparse-view 3D Modeling from Camera Poses
Are camera poses necessary for multi-view 3D modeling? Existing approaches predominantly assume access to accurate camera poses. While this assumption might hold for dense views, accurately estimating camera poses for sparse views is often elusive. Our analysis reveals that noisy estimated poses lead to degraded performance for existing sparse-view 3D modeling methods. To address this issue, we present LEAP, a novel pose-free approach, therefore challenging the prevailing notion that camera poses are indispensable. LEAP discards pose-based operations and learns geometric knowledge from data. LEAP is equipped with a neural volume, which is shared across scenes and is parameterized to encode geometry and texture priors. For each incoming scene, we update the neural volume by aggregating 2D image features in a feature-similarity-driven manner. The updated neural volume is decoded into the radiance field, enabling novel view synthesis from any viewpoint. On both object-centric and scene-level datasets, we show that LEAP significantly outperforms prior methods when they employ predicted poses from state-of-the-art pose estimators. Notably, LEAP performs on par with prior approaches that use ground-truth poses while running 400times faster than PixelNeRF. We show LEAP generalizes to novel object categories and scenes, and learns knowledge closely resembles epipolar geometry. Project page: https://hwjiang1510.github.io/LEAP/
ICON: Implicit Clothed humans Obtained from Normals
Current methods for learning realistic and animatable 3D clothed avatars need either posed 3D scans or 2D images with carefully controlled user poses. In contrast, our goal is to learn an avatar from only 2D images of people in unconstrained poses. Given a set of images, our method estimates a detailed 3D surface from each image and then combines these into an animatable avatar. Implicit functions are well suited to the first task, as they can capture details like hair and clothes. Current methods, however, are not robust to varied human poses and often produce 3D surfaces with broken or disembodied limbs, missing details, or non-human shapes. The problem is that these methods use global feature encoders that are sensitive to global pose. To address this, we propose ICON ("Implicit Clothed humans Obtained from Normals"), which, instead, uses local features. ICON has two main modules, both of which exploit the SMPL(-X) body model. First, ICON infers detailed clothed-human normals (front/back) conditioned on the SMPL(-X) normals. Second, a visibility-aware implicit surface regressor produces an iso-surface of a human occupancy field. Importantly, at inference time, a feedback loop alternates between refining the SMPL(-X) mesh using the inferred clothed normals and then refining the normals. Given multiple reconstructed frames of a subject in varied poses, we use SCANimate to produce an animatable avatar from them. Evaluation on the AGORA and CAPE datasets shows that ICON outperforms the state of the art in reconstruction, even with heavily limited training data. Additionally, it is much more robust to out-of-distribution samples, e.g., in-the-wild poses/images and out-of-frame cropping. ICON takes a step towards robust 3D clothed human reconstruction from in-the-wild images. This enables creating avatars directly from video with personalized and natural pose-dependent cloth deformation.
PoseFix: Correcting 3D Human Poses with Natural Language
Automatically producing instructions to modify one's posture could open the door to endless applications, such as personalized coaching and in-home physical therapy. Tackling the reverse problem (i.e., refining a 3D pose based on some natural language feedback) could help for assisted 3D character animation or robot teaching, for instance. Although a few recent works explore the connections between natural language and 3D human pose, none focus on describing 3D body pose differences. In this paper, we tackle the problem of correcting 3D human poses with natural language. To this end, we introduce the PoseFix dataset, which consists of several thousand paired 3D poses and their corresponding text feedback, that describe how the source pose needs to be modified to obtain the target pose. We demonstrate the potential of this dataset on two tasks: (1) text-based pose editing, that aims at generating corrected 3D body poses given a query pose and a text modifier; and (2) correctional text generation, where instructions are generated based on the differences between two body poses.
Learning 3D-Aware GANs from Unposed Images with Template Feature Field
Collecting accurate camera poses of training images has been shown to well serve the learning of 3D-aware generative adversarial networks (GANs) yet can be quite expensive in practice. This work targets learning 3D-aware GANs from unposed images, for which we propose to perform on-the-fly pose estimation of training images with a learned template feature field (TeFF). Concretely, in addition to a generative radiance field as in previous approaches, we ask the generator to also learn a field from 2D semantic features while sharing the density from the radiance field. Such a framework allows us to acquire a canonical 3D feature template leveraging the dataset mean discovered by the generative model, and further efficiently estimate the pose parameters on real data. Experimental results on various challenging datasets demonstrate the superiority of our approach over state-of-the-art alternatives from both the qualitative and the quantitative perspectives.
TriHuman : A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance Synthesis
Creating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture space, which effectively addresses the problem of global points being mapped to the same tri-plane locations. We then show how such a tri-plane feature representation can be conditioned on the skeletal motion to account for dynamic appearance and geometry changes. Our results demonstrate a clear step towards higher quality in terms of geometry and appearance modeling of humans as well as runtime performance.
Fine-Grained Head Pose Estimation Without Keypoints
Estimating the head pose of a person is a crucial problem that has a large amount of applications such as aiding in gaze estimation, modeling attention, fitting 3D models to video and performing face alignment. Traditionally head pose is computed by estimating some keypoints from the target face and solving the 2D to 3D correspondence problem with a mean human head model. We argue that this is a fragile method because it relies entirely on landmark detection performance, the extraneous head model and an ad-hoc fitting step. We present an elegant and robust way to determine pose by training a multi-loss convolutional neural network on 300W-LP, a large synthetically expanded dataset, to predict intrinsic Euler angles (yaw, pitch and roll) directly from image intensities through joint binned pose classification and regression. We present empirical tests on common in-the-wild pose benchmark datasets which show state-of-the-art results. Additionally we test our method on a dataset usually used for pose estimation using depth and start to close the gap with state-of-the-art depth pose methods. We open-source our training and testing code as well as release our pre-trained models.
FreeMan: Towards Benchmarking 3D Human Pose Estimation in the Wild
Estimating the 3D structure of the human body from natural scenes is a fundamental aspect of visual perception. This task carries great importance for fields like AIGC and human-robot interaction. In practice, 3D human pose estimation in real-world settings is a critical initial step in solving this problem. However, the current datasets, often collected under controlled laboratory conditions using complex motion capture equipment and unvarying backgrounds, are insufficient. The absence of real-world datasets is stalling the progress of this crucial task. To facilitate the development of 3D pose estimation, we present FreeMan, the first large-scale, real-world multi-view dataset. FreeMan was captured by synchronizing 8 smartphones across diverse scenarios. It comprises 11M frames from 8000 sequences, viewed from different perspectives. These sequences cover 40 subjects across 10 different scenarios, each with varying lighting conditions. We have also established an automated, precise labeling pipeline that allows for large-scale processing efficiently. We provide comprehensive evaluation baselines for a range of tasks, underlining the significant challenges posed by FreeMan. Further evaluations of standard indoor/outdoor human sensing datasets reveal that FreeMan offers robust representation transferability in real and complex scenes. FreeMan is now publicly available at https://wangjiongw.github.io/freeman.
Generalizing Neural Human Fitting to Unseen Poses With Articulated SE(3) Equivariance
We address the problem of fitting a parametric human body model (SMPL) to point cloud data. Optimization-based methods require careful initialization and are prone to becoming trapped in local optima. Learning-based methods address this but do not generalize well when the input pose is far from those seen during training. For rigid point clouds, remarkable generalization has been achieved by leveraging SE(3)-equivariant networks, but these methods do not work on articulated objects. In this work we extend this idea to human bodies and propose ArtEq, a novel part-based SE(3)-equivariant neural architecture for SMPL model estimation from point clouds. Specifically, we learn a part detection network by leveraging local SO(3) invariance, and regress shape and pose using articulated SE(3) shape-invariant and pose-equivariant networks, all trained end-to-end. Our novel pose regression module leverages the permutation-equivariant property of self-attention layers to preserve rotational equivariance. Experimental results show that ArtEq generalizes to poses not seen during training, outperforming state-of-the-art methods by ~44% in terms of body reconstruction accuracy, without requiring an optimization refinement step. Furthermore, ArtEq is three orders of magnitude faster during inference than prior work and has 97.3% fewer parameters. The code and model are available for research purposes at https://arteq.is.tue.mpg.de.
OpenCapBench: A Benchmark to Bridge Pose Estimation and Biomechanics
Pose estimation has promised to impact healthcare by enabling more practical methods to quantify nuances of human movement and biomechanics. However, despite the inherent connection between pose estimation and biomechanics, these disciplines have largely remained disparate. For example, most current pose estimation benchmarks use metrics such as Mean Per Joint Position Error, Percentage of Correct Keypoints, or mean Average Precision to assess performance, without quantifying kinematic and physiological correctness - key aspects for biomechanics. To alleviate this challenge, we develop OpenCapBench to offer an easy-to-use unified benchmark to assess common tasks in human pose estimation, evaluated under physiological constraints. OpenCapBench computes consistent kinematic metrics through joints angles provided by an open-source musculoskeletal modeling software (OpenSim). Through OpenCapBench, we demonstrate that current pose estimation models use keypoints that are too sparse for accurate biomechanics analysis. To mitigate this challenge, we introduce SynthPose, a new approach that enables finetuning of pre-trained 2D human pose models to predict an arbitrarily denser set of keypoints for accurate kinematic analysis through the use of synthetic data. Incorporating such finetuning on synthetic data of prior models leads to twofold reduced joint angle errors. Moreover, OpenCapBench allows users to benchmark their own developed models on our clinically relevant cohort. Overall, OpenCapBench bridges the computer vision and biomechanics communities, aiming to drive simultaneous advances in both areas.
From Text to Pose to Image: Improving Diffusion Model Control and Quality
In the last two years, text-to-image diffusion models have become extremely popular. As their quality and usage increase, a major concern has been the need for better output control. In addition to prompt engineering, one effective method to improve the controllability of diffusion models has been to condition them on additional modalities such as image style, depth map, or keypoints. This forms the basis of ControlNets or Adapters. When attempting to apply these methods to control human poses in outputs of text-to-image diffusion models, two main challenges have arisen. The first challenge is generating poses following a wide range of semantic text descriptions, for which previous methods involved searching for a pose within a dataset of (caption, pose) pairs. The second challenge is conditioning image generation on a specified pose while keeping both high aesthetic and high pose fidelity. In this article, we fix these two main issues by introducing a text-to-pose (T2P) generative model alongside a new sampling algorithm, and a new pose adapter that incorporates more pose keypoints for higher pose fidelity. Together, these two new state-of-the-art models enable, for the first time, a generative text-to-pose-to-image framework for higher pose control in diffusion models. We release all models and the code used for the experiments at https://github.com/clement-bonnet/text-to-pose.
UPGPT: Universal Diffusion Model for Person Image Generation, Editing and Pose Transfer
Existing person image generative models can do either image generation or pose transfer but not both. We propose a unified diffusion model, UPGPT to provide a universal solution to perform all the person image tasks - generative, pose transfer, and editing. With fine-grained multimodality and disentanglement capabilities, our approach offers fine-grained control over the generation and the editing process of images using a combination of pose, text, and image, all without needing a semantic segmentation mask which can be challenging to obtain or edit. We also pioneer the parameterized body SMPL model in pose-guided person image generation to demonstrate new capability - simultaneous pose and camera view interpolation while maintaining a person's appearance. Results on the benchmark DeepFashion dataset show that UPGPT is the new state-of-the-art while simultaneously pioneering new capabilities of edit and pose transfer in human image generation.
PoseBERT: A Generic Transformer Module for Temporal 3D Human Modeling
Training state-of-the-art models for human pose estimation in videos requires datasets with annotations that are really hard and expensive to obtain. Although transformers have been recently utilized for body pose sequence modeling, related methods rely on pseudo-ground truth to augment the currently limited training data available for learning such models. In this paper, we introduce PoseBERT, a transformer module that is fully trained on 3D Motion Capture (MoCap) data via masked modeling. It is simple, generic and versatile, as it can be plugged on top of any image-based model to transform it in a video-based model leveraging temporal information. We showcase variants of PoseBERT with different inputs varying from 3D skeleton keypoints to rotations of a 3D parametric model for either the full body (SMPL) or just the hands (MANO). Since PoseBERT training is task agnostic, the model can be applied to several tasks such as pose refinement, future pose prediction or motion completion without finetuning. Our experimental results validate that adding PoseBERT on top of various state-of-the-art pose estimation methods consistently improves their performances, while its low computational cost allows us to use it in a real-time demo for smoothly animating a robotic hand via a webcam. Test code and models are available at https://github.com/naver/posebert.
Canonical Factors for Hybrid Neural Fields
Factored feature volumes offer a simple way to build more compact, efficient, and intepretable neural fields, but also introduce biases that are not necessarily beneficial for real-world data. In this work, we (1) characterize the undesirable biases that these architectures have for axis-aligned signals -- they can lead to radiance field reconstruction differences of as high as 2 PSNR -- and (2) explore how learning a set of canonicalizing transformations can improve representations by removing these biases. We prove in a two-dimensional model problem that simultaneously learning these transformations together with scene appearance succeeds with drastically improved efficiency. We validate the resulting architectures, which we call TILTED, using image, signed distance, and radiance field reconstruction tasks, where we observe improvements across quality, robustness, compactness, and runtime. Results demonstrate that TILTED can enable capabilities comparable to baselines that are 2x larger, while highlighting weaknesses of neural field evaluation procedures.
CloSET: Modeling Clothed Humans on Continuous Surface with Explicit Template Decomposition
Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned implicit template, which have limitations in capturing details or hinder end-to-end learning. In this paper, we revisit point-based solutions and propose to decompose explicit garment-related templates and then add pose-dependent wrinkles to them. In this way, the clothing deformations are disentangled such that the pose-dependent wrinkles can be better learned and applied to unseen poses. Additionally, to tackle the seam artifact issues in recent state-of-the-art point-based methods, we propose to learn point features on a body surface, which establishes a continuous and compact feature space to capture the fine-grained and pose-dependent clothing geometry. To facilitate the research in this field, we also introduce a high-quality scan dataset of humans in real-world clothing. Our approach is validated on two existing datasets and our newly introduced dataset, showing better clothing deformation results in unseen poses. The project page with code and dataset can be found at https://www.liuyebin.com/closet.
3DYoga90: A Hierarchical Video Dataset for Yoga Pose Understanding
The increasing popularity of exercises including yoga and Pilates has created a greater demand for professional exercise video datasets in the realm of artificial intelligence. In this study, we developed 3DYoga901, which is organized within a three-level label hierarchy. We have expanded the number of poses from an existing state-of-the-art dataset, increasing it from 82 to 90 poses. Our dataset includes meticulously curated RGB yoga pose videos and 3D skeleton sequences. This dataset was created by a dedicated team of six individuals, including yoga instructors. It stands out as one of the most comprehensive open datasets, featuring the largest collection of RGB videos and 3D skeleton sequences among publicly available resources. This contribution has the potential to significantly advance the field of yoga action recognition and pose assessment. Additionally, we conducted experiments to evaluate the practicality of our proposed dataset. We employed three different model variants for benchmarking purposes.
SOCS: Semantically-aware Object Coordinate Space for Category-Level 6D Object Pose Estimation under Large Shape Variations
Most learning-based approaches to category-level 6D pose estimation are design around normalized object coordinate space (NOCS). While being successful, NOCS-based methods become inaccurate and less robust when handling objects of a category containing significant intra-category shape variations. This is because the object coordinates induced by global and rigid alignment of objects are semantically incoherent, making the coordinate regression hard to learn and generalize. We propose Semantically-aware Object Coordinate Space (SOCS) built by warping-and-aligning the objects guided by a sparse set of keypoints with semantically meaningful correspondence. SOCS is semantically coherent: Any point on the surface of a object can be mapped to a semantically meaningful location in SOCS, allowing for accurate pose and size estimation under large shape variations. To learn effective coordinate regression to SOCS, we propose a novel multi-scale coordinate-based attention network. Evaluations demonstrate that our method is easy to train, well-generalizing for large intra-category shape variations and robust to inter-object occlusions.
Model Editing with Canonical Examples
We introduce model editing with canonical examples, a setting in which (1) a single learning example is provided per desired behavior, (2) evaluation is performed exclusively out-of-distribution, and (3) deviation from an initial model is strictly limited. A canonical example is a simple instance of good behavior, e.g., The capital of Mauritius is Port Louis) or bad behavior, e.g., An aspect of researchers is coldhearted). The evaluation set contains more complex examples of each behavior (like a paragraph in which the capital of Mauritius is called for.) We create three datasets and modify three more for model editing with canonical examples, covering knowledge-intensive improvements, social bias mitigation, and syntactic edge cases. In our experiments on Pythia language models, we find that LoRA outperforms full finetuning and MEMIT. We then turn to the Backpack language model architecture because it is intended to enable targeted improvement. The Backpack defines a large bank of sense vectors--a decomposition of the different uses of each word--which are weighted and summed to form the output logits of the model. We propose sense finetuning, which selects and finetunes a few (approx 10) sense vectors for each canonical example, and find that it outperforms other finetuning methods, e.g., 4.8% improvement vs 0.3%. Finally, we improve GPT-J-6B by an inference-time ensemble with just the changes from sense finetuning of a 35x smaller Backpack, in one setting outperforming editing GPT-J itself (4.1% vs 1.0%).
Sparse Canonical Correlation Analysis
We present a novel method for solving Canonical Correlation Analysis (CCA) in a sparse convex framework using a least squares approach. The presented method focuses on the scenario when one is interested in (or limited to) a primal representation for the first view while having a dual representation for the second view. Sparse CCA (SCCA) minimises the number of features used in both the primal and dual projections while maximising the correlation between the two views. The method is demonstrated on two paired corpuses of English-French and English-Spanish for mate-retrieval. We are able to observe, in the mate-retreival, that when the number of the original features is large SCCA outperforms Kernel CCA (KCCA), learning the common semantic space from a sparse set of features.
Learning to Reconstruct 3D Human Pose and Shape via Model-fitting in the Loop
Model-based human pose estimation is currently approached through two different paradigms. Optimization-based methods fit a parametric body model to 2D observations in an iterative manner, leading to accurate image-model alignments, but are often slow and sensitive to the initialization. In contrast, regression-based methods, that use a deep network to directly estimate the model parameters from pixels, tend to provide reasonable, but not pixel accurate, results while requiring huge amounts of supervision. In this work, instead of investigating which approach is better, our key insight is that the two paradigms can form a strong collaboration. A reasonable, directly regressed estimate from the network can initialize the iterative optimization making the fitting faster and more accurate. Similarly, a pixel accurate fit from iterative optimization can act as strong supervision for the network. This is the core of our proposed approach SPIN (SMPL oPtimization IN the loop). The deep network initializes an iterative optimization routine that fits the body model to 2D joints within the training loop, and the fitted estimate is subsequently used to supervise the network. Our approach is self-improving by nature, since better network estimates can lead the optimization to better solutions, while more accurate optimization fits provide better supervision for the network. We demonstrate the effectiveness of our approach in different settings, where 3D ground truth is scarce, or not available, and we consistently outperform the state-of-the-art model-based pose estimation approaches by significant margins. The project website with videos, results, and code can be found at https://seas.upenn.edu/~nkolot/projects/spin.
Seeing the Pose in the Pixels: Learning Pose-Aware Representations in Vision Transformers
Human perception of surroundings is often guided by the various poses present within the environment. Many computer vision tasks, such as human action recognition and robot imitation learning, rely on pose-based entities like human skeletons or robotic arms. However, conventional Vision Transformer (ViT) models uniformly process all patches, neglecting valuable pose priors in input videos. We argue that incorporating poses into RGB data is advantageous for learning fine-grained and viewpoint-agnostic representations. Consequently, we introduce two strategies for learning pose-aware representations in ViTs. The first method, called Pose-aware Attention Block (PAAB), is a plug-and-play ViT block that performs localized attention on pose regions within videos. The second method, dubbed Pose-Aware Auxiliary Task (PAAT), presents an auxiliary pose prediction task optimized jointly with the primary ViT task. Although their functionalities differ, both methods succeed in learning pose-aware representations, enhancing performance in multiple diverse downstream tasks. Our experiments, conducted across seven datasets, reveal the efficacy of both pose-aware methods on three video analysis tasks, with PAAT holding a slight edge over PAAB. Both PAAT and PAAB surpass their respective backbone Transformers by up to 9.8% in real-world action recognition and 21.8% in multi-view robotic video alignment. Code is available at https://github.com/dominickrei/PoseAwareVT.
NaRCan: Natural Refined Canonical Image with Integration of Diffusion Prior for Video Editing
We propose a video editing framework, NaRCan, which integrates a hybrid deformation field and diffusion prior to generate high-quality natural canonical images to represent the input video. Our approach utilizes homography to model global motion and employs multi-layer perceptrons (MLPs) to capture local residual deformations, enhancing the model's ability to handle complex video dynamics. By introducing a diffusion prior from the early stages of training, our model ensures that the generated images retain a high-quality natural appearance, making the produced canonical images suitable for various downstream tasks in video editing, a capability not achieved by current canonical-based methods. Furthermore, we incorporate low-rank adaptation (LoRA) fine-tuning and introduce a noise and diffusion prior update scheduling technique that accelerates the training process by 14 times. Extensive experimental results show that our method outperforms existing approaches in various video editing tasks and produces coherent and high-quality edited video sequences. See our project page for video results at https://koi953215.github.io/NaRCan_page/.
Multi-Draft Speculative Sampling: Canonical Architectures and Theoretical Limits
We consider multi-draft speculative sampling, where the proposal sequences are sampled independently from different draft models. At each step, a token-level draft selection scheme takes a list of valid tokens as input and produces an output token whose distribution matches that of the target model. Previous works have demonstrated that the optimal scheme (which maximizes the probability of accepting one of the input tokens) can be cast as a solution to a linear program. In this work we show that the optimal scheme can be decomposed into a two-step solution: in the first step an importance sampling (IS) type scheme is used to select one intermediate token; in the second step (single-draft) speculative sampling is applied to generate the output token. For the case of two identical draft models we further 1) establish a necessary and sufficient condition on the distributions of the target and draft models for the acceptance probability to equal one and 2) provide an explicit expression for the optimal acceptance probability. Our theoretical analysis also motives a new class of token-level selection scheme based on weighted importance sampling. Our experimental results demonstrate consistent improvements in the achievable block efficiency and token rates over baseline schemes in a number of scenarios.
Positive Geometries and Canonical Forms
Recent years have seen a surprising connection between the physics of scattering amplitudes and a class of mathematical objects--the positive Grassmannian, positive loop Grassmannians, tree and loop Amplituhedra--which have been loosely referred to as "positive geometries". The connection between the geometry and physics is provided by a unique differential form canonically determined by the property of having logarithmic singularities (only) on all the boundaries of the space, with residues on each boundary given by the canonical form on that boundary. In this paper we initiate an exploration of "positive geometries" and "canonical forms" as objects of study in their own right in a more general mathematical setting. We give a precise definition of positive geometries and canonical forms, introduce general methods for finding forms for more complicated positive geometries from simpler ones, and present numerous examples of positive geometries in projective spaces, Grassmannians, and toric, cluster and flag varieties. We also illustrate a number of strategies for computing canonical forms which yield interesting representations for the forms associated with wide classes of positive geometries, ranging from the simplest Amplituhedra to new expressions for the volume of arbitrary convex polytopes.
SVCCA: Singular Vector Canonical Correlation Analysis for Deep Learning Dynamics and Interpretability
We propose a new technique, Singular Vector Canonical Correlation Analysis (SVCCA), a tool for quickly comparing two representations in a way that is both invariant to affine transform (allowing comparison between different layers and networks) and fast to compute (allowing more comparisons to be calculated than with previous methods). We deploy this tool to measure the intrinsic dimensionality of layers, showing in some cases needless over-parameterization; to probe learning dynamics throughout training, finding that networks converge to final representations from the bottom up; to show where class-specific information in networks is formed; and to suggest new training regimes that simultaneously save computation and overfit less. Code: https://github.com/google/svcca/
SelfPose3d: Self-Supervised Multi-Person Multi-View 3d Pose Estimation
We present a new self-supervised approach, SelfPose3d, for estimating 3d poses of multiple persons from multiple camera views. Unlike current state-of-the-art fully-supervised methods, our approach does not require any 2d or 3d ground-truth poses and uses only the multi-view input images from a calibrated camera setup and 2d pseudo poses generated from an off-the-shelf 2d human pose estimator. We propose two self-supervised learning objectives: self-supervised person localization in 3d space and self-supervised 3d pose estimation. We achieve self-supervised 3d person localization by training the model on synthetically generated 3d points, serving as 3d person root positions, and on the projected root-heatmaps in all the views. We then model the 3d poses of all the localized persons with a bottleneck representation, map them onto all views obtaining 2d joints, and render them using 2d Gaussian heatmaps in an end-to-end differentiable manner. Afterwards, we use the corresponding 2d joints and heatmaps from the pseudo 2d poses for learning. To alleviate the intrinsic inaccuracy of the pseudo labels, we propose an adaptive supervision attention mechanism to guide the self-supervision. Our experiments and analysis on three public benchmark datasets, including Panoptic, Shelf, and Campus, show the effectiveness of our approach, which is comparable to fully-supervised methods. Code: https://github.com/CAMMA-public/SelfPose3D. Video demo: https://youtu.be/GAqhmUIr2E8.
JPEG-LM: LLMs as Image Generators with Canonical Codec Representations
Recent work in image and video generation has been adopting the autoregressive LLM architecture due to its generality and potentially easy integration into multi-modal systems. The crux of applying autoregressive training in language generation to visual generation is discretization -- representing continuous data like images and videos as discrete tokens. Common methods of discretizing images and videos include modeling raw pixel values, which are prohibitively lengthy, or vector quantization, which requires convoluted pre-hoc training. In this work, we propose to directly model images and videos as compressed files saved on computers via canonical codecs (e.g., JPEG, AVC/H.264). Using the default Llama architecture without any vision-specific modifications, we pretrain JPEG-LM from scratch to generate images (and AVC-LM to generate videos as a proof of concept), by directly outputting compressed file bytes in JPEG and AVC formats. Evaluation of image generation shows that this simple and straightforward approach is more effective than pixel-based modeling and sophisticated vector quantization baselines (on which our method yields a 31% reduction in FID). Our analysis shows that JPEG-LM has an especial advantage over vector quantization models in generating long-tail visual elements. Overall, we show that using canonical codec representations can help lower the barriers between language generation and visual generation, facilitating future research on multi-modal language/image/video LLMs.
On $κ$-solutions and canonical neighborhoods in 4d Ricci flow
We introduce a classification conjecture for kappa-solutions in 4d Ricci flow. Our conjectured list includes known examples from the literature, but also a new 1-parameter family of Z_2^2times O_3-symmetric bubble-sheet ovals that we construct. We observe that some special cases of the conjecture follow from recent results in the literature. We also introduce a stronger variant of the classification conjecture for ancient asymptotically cylindrical 4d Ricci flows, which does not assume smoothness and nonnegative curvature operator a priori. Assuming this stronger variant holds true, we establish a canonical neighborhood theorem for 4d Ricci flow through cylindrical singularities, which shares some elements in common with Perelman's canonical neighborhood theorem for 3d Ricci flow as well as the mean-convex neighborhood theorem for mean curvature flow through neck-singularities. Finally, we argue that quotient-necks lead to new phenomena, and sketch an example of non-uniqueness for 4d Ricci flow through singularities.
TEMPI: An Interposed MPI Library with a Canonical Representation of CUDA-aware Datatypes
MPI derived datatypes are an abstraction that simplifies handling of non-contiguous data in MPI applications. These datatypes are recursively constructed at runtime from primitive Named Types defined in the MPI standard. More recently, the development and deployment of CUDA-aware MPI implementations has encouraged the transition of distributed high-performance MPI codes to use GPUs. Such implementations allow MPI functions to directly operate on GPU buffers, easing integration of GPU compute into MPI codes. This work first presents a novel datatype handling strategy for nested strided datatypes, which finds a middle ground between the specialized or generic handling in prior work. This work also shows that the performance characteristics of non-contiguous data handling can be modeled with empirical system measurements, and used to transparently improve MPI_Send/Recv latency. Finally, despite substantial attention to non-contiguous GPU data and CUDA-aware MPI implementations, good performance cannot be taken for granted. This work demonstrates its contributions through an MPI interposer library, TEMPI. TEMPI can be used with existing MPI deployments without system or application changes. Ultimately, the interposed-library model of this work demonstrates MPI_Pack speedup of up to 242000x and MPI_Send speedup of up to 59000x compared to the MPI implementation deployed on a leadership-class supercomputer. This yields speedup of more than 917x in a 3D halo exchange with 3072 processes.
Telling Left from Right: Identifying Geometry-Aware Semantic Correspondence
While pre-trained large-scale vision models have shown significant promise for semantic correspondence, their features often struggle to grasp the geometry and orientation of instances. This paper identifies the importance of being geometry-aware for semantic correspondence and reveals a limitation of the features of current foundation models under simple post-processing. We show that incorporating this information can markedly enhance semantic correspondence performance with simple but effective solutions in both zero-shot and supervised settings. We also construct a new challenging benchmark for semantic correspondence built from an existing animal pose estimation dataset, for both pre-training validating models. Our method achieves a PCK@0.10 score of 65.4 (zero-shot) and 85.6 (supervised) on the challenging SPair-71k dataset, outperforming the state of the art by 5.5p and 11.0p absolute gains, respectively. Our code and datasets are publicly available at: https://telling-left-from-right.github.io/.
Dependent Bayesian Lenses: Categories of Bidirectional Markov Kernels with Canonical Bayesian Inversion
We generalise an existing construction of Bayesian Lenses to admit lenses between pairs of objects where the backwards object is dependent on states on the forwards object (interpreted as probability distributions). This gives a natural setting for studying stochastic maps with Bayesian inverses restricted to the points supported by a given prior. In order to state this formally we develop a proposed definition by Fritz of a support object in a Markov category and show that these give rise to a section into the category of dependent Bayesian lenses encoding a more canonical notion of Bayesian inversion.
Machines Getting with the Program: Understanding Intent Arguments of Non-Canonical Directives
Modern dialog managers face the challenge of having to fulfill human-level conversational skills as part of common user expectations, including but not limited to discourse with no clear objective. Along with these requirements, agents are expected to extrapolate intent from the user's dialogue even when subjected to non-canonical forms of speech. This depends on the agent's comprehension of paraphrased forms of such utterances. Especially in low-resource languages, the lack of data is a bottleneck that prevents advancements of the comprehension performance for these types of agents. In this regard, here we demonstrate the necessity of extracting the intent argument of non-canonical directives in a natural language format, which may yield more accurate parsing, and suggest guidelines for building a parallel corpus for this purpose. Following the guidelines, we construct a Korean corpus of 50K instances of question/command-intent pairs, including the labels for classification of the utterance type. We also propose a method for mitigating class imbalance, demonstrating the potential applications of the corpus generation method and its multilingual extensibility.
PoSynDA: Multi-Hypothesis Pose Synthesis Domain Adaptation for Robust 3D Human Pose Estimation
The current 3D human pose estimators face challenges in adapting to new datasets due to the scarcity of 2D-3D pose pairs in target domain training sets. We present the Multi-Hypothesis \textbf{Pose Synthesis Domain Adaptation} (PoSynDA) framework to overcome this issue without extensive target domain annotation. Utilizing a diffusion-centric structure, PoSynDA simulates the 3D pose distribution in the target domain, filling the data diversity gap. By incorporating a multi-hypothesis network, it creates diverse pose hypotheses and aligns them with the target domain. Target-specific source augmentation obtains the target domain distribution data from the source domain by decoupling the scale and position parameters. The teacher-student paradigm and low-rank adaptation further refine the process. PoSynDA demonstrates competitive performance on benchmarks, such as Human3.6M, MPI-INF-3DHP, and 3DPW, even comparable with the target-trained MixSTE model~zhang2022mixste. This work paves the way for the practical application of 3D human pose estimation. The code is available at https://github.com/hbing-l/PoSynDA.
CheckerPose: Progressive Dense Keypoint Localization for Object Pose Estimation with Graph Neural Network
Estimating the 6-DoF pose of a rigid object from a single RGB image is a crucial yet challenging task. Recent studies have shown the great potential of dense correspondence-based solutions, yet improvements are still needed to reach practical deployment. In this paper, we propose a novel pose estimation algorithm named CheckerPose, which improves on three main aspects. Firstly, CheckerPose densely samples 3D keypoints from the surface of the 3D object and finds their 2D correspondences progressively in the 2D image. Compared to previous solutions that conduct dense sampling in the image space, our strategy enables the correspondence searching in a 2D grid (i.e., pixel coordinate). Secondly, for our 3D-to-2D correspondence, we design a compact binary code representation for 2D image locations. This representation not only allows for progressive correspondence refinement but also converts the correspondence regression to a more efficient classification problem. Thirdly, we adopt a graph neural network to explicitly model the interactions among the sampled 3D keypoints, further boosting the reliability and accuracy of the correspondences. Together, these novel components make CheckerPose a strong pose estimation algorithm. When evaluated on the popular Linemod, Linemod-O, and YCB-V object pose estimation benchmarks, CheckerPose clearly boosts the accuracy of correspondence-based methods and achieves state-of-the-art performances. Code is available at https://github.com/RuyiLian/CheckerPose.
MAPConNet: Self-supervised 3D Pose Transfer with Mesh and Point Contrastive Learning
3D pose transfer is a challenging generation task that aims to transfer the pose of a source geometry onto a target geometry with the target identity preserved. Many prior methods require keypoint annotations to find correspondence between the source and target. Current pose transfer methods allow end-to-end correspondence learning but require the desired final output as ground truth for supervision. Unsupervised methods have been proposed for graph convolutional models but they require ground truth correspondence between the source and target inputs. We present a novel self-supervised framework for 3D pose transfer which can be trained in unsupervised, semi-supervised, or fully supervised settings without any correspondence labels. We introduce two contrastive learning constraints in the latent space: a mesh-level loss for disentangling global patterns including pose and identity, and a point-level loss for discriminating local semantics. We demonstrate quantitatively and qualitatively that our method achieves state-of-the-art results in supervised 3D pose transfer, with comparable results in unsupervised and semi-supervised settings. Our method is also generalisable to unseen human and animal data with complex topologies.
Panoptic animal pose estimators are zero-shot performers
Animal pose estimation is critical in applications ranging from life science research, agriculture, to veterinary medicine. Compared to human pose estimation, the performance of animal pose estimation is limited by the size of available datasets and the generalization of a model across datasets. Typically different keypoints are labeled regardless of whether the species are the same or not, leaving animal pose datasets to have disjoint or partially overlapping keypoints. As a consequence, a model cannot be used as a plug-and-play solution across datasets. This reality motivates us to develop panoptic animal pose estimation models that are able to predict keypoints defined in all datasets. In this work we propose a simple yet effective way to merge differentially labeled datasets to obtain the largest quadruped and lab mouse pose dataset. Using a gradient masking technique, so called SuperAnimal-models are able to predict keypoints that are distributed across datasets and exhibit strong zero-shot performance. The models can be further improved by (pseudo) labeled fine-tuning. These models outperform ImageNet-initialized models.
Alignment is All You Need: A Training-free Augmentation Strategy for Pose-guided Video Generation
Character animation is a transformative field in computer graphics and vision, enabling dynamic and realistic video animations from static images. Despite advancements, maintaining appearance consistency in animations remains a challenge. Our approach addresses this by introducing a training-free framework that ensures the generated video sequence preserves the reference image's subtleties, such as physique and proportions, through a dual alignment strategy. We decouple skeletal and motion priors from pose information, enabling precise control over animation generation. Our method also improves pixel-level alignment for conditional control from the reference character, enhancing the temporal consistency and visual cohesion of animations. Our method significantly enhances the quality of video generation without the need for large datasets or expensive computational resources.
NOFA: NeRF-based One-shot Facial Avatar Reconstruction
3D facial avatar reconstruction has been a significant research topic in computer graphics and computer vision, where photo-realistic rendering and flexible controls over poses and expressions are necessary for many related applications. Recently, its performance has been greatly improved with the development of neural radiance fields (NeRF). However, most existing NeRF-based facial avatars focus on subject-specific reconstruction and reenactment, requiring multi-shot images containing different views of the specific subject for training, and the learned model cannot generalize to new identities, limiting its further applications. In this work, we propose a one-shot 3D facial avatar reconstruction framework that only requires a single source image to reconstruct a high-fidelity 3D facial avatar. For the challenges of lacking generalization ability and missing multi-view information, we leverage the generative prior of 3D GAN and develop an efficient encoder-decoder network to reconstruct the canonical neural volume of the source image, and further propose a compensation network to complement facial details. To enable fine-grained control over facial dynamics, we propose a deformation field to warp the canonical volume into driven expressions. Through extensive experimental comparisons, we achieve superior synthesis results compared to several state-of-the-art methods.
PoseAnimate: Zero-shot high fidelity pose controllable character animation
Image-to-video(I2V) generation aims to create a video sequence from a single image, which requires high temporal coherence and visual fidelity with the source image.However, existing approaches suffer from character appearance inconsistency and poor preservation of fine details. Moreover, they require a large amount of video data for training, which can be computationally demanding.To address these limitations,we propose PoseAnimate, a novel zero-shot I2V framework for character animation.PoseAnimate contains three key components: 1) Pose-Aware Control Module (PACM) incorporates diverse pose signals into conditional embeddings, to preserve character-independent content and maintain precise alignment of actions.2) Dual Consistency Attention Module (DCAM) enhances temporal consistency, and retains character identity and intricate background details.3) Mask-Guided Decoupling Module (MGDM) refines distinct feature perception, improving animation fidelity by decoupling the character and background.We also propose a Pose Alignment Transition Algorithm (PATA) to ensure smooth action transition.Extensive experiment results demonstrate that our approach outperforms the state-of-the-art training-based methods in terms of character consistency and detail fidelity. Moreover, it maintains a high level of temporal coherence throughout the generated animations.
GLA-GCN: Global-local Adaptive Graph Convolutional Network for 3D Human Pose Estimation from Monocular Video
3D human pose estimation has been researched for decades with promising fruits. 3D human pose lifting is one of the promising research directions toward the task where both estimated pose and ground truth pose data are used for training. Existing pose lifting works mainly focus on improving the performance of estimated pose, but they usually underperform when testing on the ground truth pose data. We observe that the performance of the estimated pose can be easily improved by preparing good quality 2D pose, such as fine-tuning the 2D pose or using advanced 2D pose detectors. As such, we concentrate on improving the 3D human pose lifting via ground truth data for the future improvement of more quality estimated pose data. Towards this goal, a simple yet effective model called Global-local Adaptive Graph Convolutional Network (GLA-GCN) is proposed in this work. Our GLA-GCN globally models the spatiotemporal structure via a graph representation and backtraces local joint features for 3D human pose estimation via individually connected layers. To validate our model design, we conduct extensive experiments on three benchmark datasets: Human3.6M, HumanEva-I, and MPI-INF-3DHP. Experimental results show that our GLA-GCN implemented with ground truth 2D poses significantly outperforms state-of-the-art methods (e.g., up to around 3%, 17%, and 14% error reductions on Human3.6M, HumanEva-I, and MPI-INF-3DHP, respectively). GitHub: https://github.com/bruceyo/GLA-GCN.
DeepPose: Human Pose Estimation via Deep Neural Networks
We propose a method for human pose estimation based on Deep Neural Networks (DNNs). The pose estimation is formulated as a DNN-based regression problem towards body joints. We present a cascade of such DNN regressors which results in high precision pose estimates. The approach has the advantage of reasoning about pose in a holistic fashion and has a simple but yet powerful formulation which capitalizes on recent advances in Deep Learning. We present a detailed empirical analysis with state-of-art or better performance on four academic benchmarks of diverse real-world images.
VGFlow: Visibility guided Flow Network for Human Reposing
The task of human reposing involves generating a realistic image of a person standing in an arbitrary conceivable pose. There are multiple difficulties in generating perceptually accurate images, and existing methods suffer from limitations in preserving texture, maintaining pattern coherence, respecting cloth boundaries, handling occlusions, manipulating skin generation, etc. These difficulties are further exacerbated by the fact that the possible space of pose orientation for humans is large and variable, the nature of clothing items is highly non-rigid, and the diversity in body shape differs largely among the population. To alleviate these difficulties and synthesize perceptually accurate images, we propose VGFlow. Our model uses a visibility-guided flow module to disentangle the flow into visible and invisible parts of the target for simultaneous texture preservation and style manipulation. Furthermore, to tackle distinct body shapes and avoid network artifacts, we also incorporate a self-supervised patch-wise "realness" loss to improve the output. VGFlow achieves state-of-the-art results as observed qualitatively and quantitatively on different image quality metrics (SSIM, LPIPS, FID).
Effective Whole-body Pose Estimation with Two-stages Distillation
Whole-body pose estimation localizes the human body, hand, face, and foot keypoints in an image. This task is challenging due to multi-scale body parts, fine-grained localization for low-resolution regions, and data scarcity. Meanwhile, applying a highly efficient and accurate pose estimator to widely human-centric understanding and generation tasks is urgent. In this work, we present a two-stage pose Distillation for Whole-body Pose estimators, named DWPose, to improve their effectiveness and efficiency. The first-stage distillation designs a weight-decay strategy while utilizing a teacher's intermediate feature and final logits with both visible and invisible keypoints to supervise the student from scratch. The second stage distills the student model itself to further improve performance. Different from the previous self-knowledge distillation, this stage finetunes the student's head with only 20% training time as a plug-and-play training strategy. For data limitations, we explore the UBody dataset that contains diverse facial expressions and hand gestures for real-life applications. Comprehensive experiments show the superiority of our proposed simple yet effective methods. We achieve new state-of-the-art performance on COCO-WholeBody, significantly boosting the whole-body AP of RTMPose-l from 64.8% to 66.5%, even surpassing RTMPose-x teacher with 65.3% AP. We release a series of models with different sizes, from tiny to large, for satisfying various downstream tasks. Our codes and models are available at https://github.com/IDEA-Research/DWPose.
Modular Quantization-Aware Training: Increasing Accuracy by Decreasing Precision in 6D Object Pose Estimation
Edge applications, such as collaborative robotics and spacecraft rendezvous, demand efficient 6D object pose estimation on resource-constrained embedded platforms. Existing 6D pose estimation networks are often too large for such deployments, necessitating compression while maintaining reliable performance. To address this challenge, we introduce Modular Quantization-Aware Training (MQAT), an adaptive and mixed-precision quantization-aware training strategy that exploits the modular structure of modern 6D pose estimation architectures. MQAT guides a systematic gradated modular quantization sequence and determines module-specific bit precisions, leading to quantized models that outperform those produced by state-of-the-art uniform and mixed-precision quantization techniques. Our experiments showcase the generality of MQAT across datasets, architectures, and quantization algorithms. Remarkably, MQAT-trained quantized models achieve a significant accuracy boost (>7%) over the baseline full-precision network while reducing model size by a factor of 4x or more.
Look into Person: Joint Body Parsing & Pose Estimation Network and A New Benchmark
Human parsing and pose estimation have recently received considerable interest due to their substantial application potentials. However, the existing datasets have limited numbers of images and annotations and lack a variety of human appearances and coverage of challenging cases in unconstrained environments. In this paper, we introduce a new benchmark named "Look into Person (LIP)" that provides a significant advancement in terms of scalability, diversity, and difficulty, which are crucial for future developments in human-centric analysis. This comprehensive dataset contains over 50,000 elaborately annotated images with 19 semantic part labels and 16 body joints, which are captured from a broad range of viewpoints, occlusions, and background complexities. Using these rich annotations, we perform detailed analyses of the leading human parsing and pose estimation approaches, thereby obtaining insights into the successes and failures of these methods. To further explore and take advantage of the semantic correlation of these two tasks, we propose a novel joint human parsing and pose estimation network to explore efficient context modeling, which can simultaneously predict parsing and pose with extremely high quality. Furthermore, we simplify the network to solve human parsing by exploring a novel self-supervised structure-sensitive learning approach, which imposes human pose structures into the parsing results without resorting to extra supervision. The dataset, code and models are available at http://www.sysu-hcp.net/lip/.
RANA: Relightable Articulated Neural Avatars
We propose RANA, a relightable and articulated neural avatar for the photorealistic synthesis of humans under arbitrary viewpoints, body poses, and lighting. We only require a short video clip of the person to create the avatar and assume no knowledge about the lighting environment. We present a novel framework to model humans while disentangling their geometry, texture, and also lighting environment from monocular RGB videos. To simplify this otherwise ill-posed task we first estimate the coarse geometry and texture of the person via SMPL+D model fitting and then learn an articulated neural representation for photorealistic image generation. RANA first generates the normal and albedo maps of the person in any given target body pose and then uses spherical harmonics lighting to generate the shaded image in the target lighting environment. We also propose to pretrain RANA using synthetic images and demonstrate that it leads to better disentanglement between geometry and texture while also improving robustness to novel body poses. Finally, we also present a new photorealistic synthetic dataset, Relighting Humans, to quantitatively evaluate the performance of the proposed approach.
MPM: A Unified 2D-3D Human Pose Representation via Masked Pose Modeling
Estimating 3D human poses only from a 2D human pose sequence is thoroughly explored in recent years. Yet, prior to this, no such work has attempted to unify 2D and 3D pose representations in the shared feature space. In this paper, we propose MPM, a unified 2D-3D human pose representation framework via masked pose modeling. We treat 2D and 3D poses as two different modalities like vision and language and build a single-stream transformer-based architecture. We apply three pretext tasks, which are masked 2D pose modeling, masked 3D pose modeling, and masked 2D pose lifting to pre-train our network and use full-supervision to perform further fine-tuning. A high masking ratio of 72.5% in total with a spatio-temporal mask sampling strategy leading to better relation modeling both in spatial and temporal domains. MPM can handle multiple tasks including 3D human pose estimation, 3D pose estimation from occluded 2D pose, and 3D pose completion in a single framework. We conduct extensive experiments and ablation studies on several widely used human pose datasets and achieve state-of-the-art performance on Human3.6M and MPI-INF-3DHP. Codes and model checkpoints are available at https://github.com/vvirgooo2/MPM
YouDream: Generating Anatomically Controllable Consistent Text-to-3D Animals
3D generation guided by text-to-image diffusion models enables the creation of visually compelling assets. However previous methods explore generation based on image or text. The boundaries of creativity are limited by what can be expressed through words or the images that can be sourced. We present YouDream, a method to generate high-quality anatomically controllable animals. YouDream is guided using a text-to-image diffusion model controlled by 2D views of a 3D pose prior. Our method generates 3D animals that are not possible to create using previous text-to-3D generative methods. Additionally, our method is capable of preserving anatomic consistency in the generated animals, an area where prior text-to-3D approaches often struggle. Moreover, we design a fully automated pipeline for generating commonly found animals. To circumvent the need for human intervention to create a 3D pose, we propose a multi-agent LLM that adapts poses from a limited library of animal 3D poses to represent the desired animal. A user study conducted on the outcomes of YouDream demonstrates the preference of the animal models generated by our method over others. Turntable results and code are released at https://youdream3d.github.io/
NPGA: Neural Parametric Gaussian Avatars
The creation of high-fidelity, digital versions of human heads is an important stepping stone in the process of further integrating virtual components into our everyday lives. Constructing such avatars is a challenging research problem, due to a high demand for photo-realism and real-time rendering performance. In this work, we propose Neural Parametric Gaussian Avatars (NPGA), a data-driven approach to create high-fidelity, controllable avatars from multi-view video recordings. We build our method around 3D Gaussian Splatting for its highly efficient rendering and to inherit the topological flexibility of point clouds. In contrast to previous work, we condition our avatars' dynamics on the rich expression space of neural parametric head models (NPHM), instead of mesh-based 3DMMs. To this end, we distill the backward deformation field of our underlying NPHM into forward deformations which are compatible with rasterization-based rendering. All remaining fine-scale, expression-dependent details are learned from the multi-view videos. To increase the representational capacity of our avatars, we augment the canonical Gaussian point cloud using per-primitive latent features which govern its dynamic behavior. To regularize this increased dynamic expressivity, we propose Laplacian terms on the latent features and predicted dynamics. We evaluate our method on the public NeRSemble dataset, demonstrating that NPGA significantly outperforms the previous state-of-the-art avatars on the self-reenactment task by 2.6 PSNR. Furthermore, we demonstrate accurate animation capabilities from real-world monocular videos.
Motion-X: A Large-scale 3D Expressive Whole-body Human Motion Dataset
In this paper, we present Motion-X, a large-scale 3D expressive whole-body motion dataset. Existing motion datasets predominantly contain body-only poses, lacking facial expressions, hand gestures, and fine-grained pose descriptions. Moreover, they are primarily collected from limited laboratory scenes with textual descriptions manually labeled, which greatly limits their scalability. To overcome these limitations, we develop a whole-body motion and text annotation pipeline, which can automatically annotate motion from either single- or multi-view videos and provide comprehensive semantic labels for each video and fine-grained whole-body pose descriptions for each frame. This pipeline is of high precision, cost-effective, and scalable for further research. Based on it, we construct Motion-X, which comprises 13.7M precise 3D whole-body pose annotations (i.e., SMPL-X) covering 96K motion sequences from massive scenes. Besides, Motion-X provides 13.7M frame-level whole-body pose descriptions and 96K sequence-level semantic labels. Comprehensive experiments demonstrate the accuracy of the annotation pipeline and the significant benefit of Motion-X in enhancing expressive, diverse, and natural motion generation, as well as 3D whole-body human mesh recovery.
Action Reimagined: Text-to-Pose Video Editing for Dynamic Human Actions
We introduce a novel text-to-pose video editing method, ReimaginedAct. While existing video editing tasks are limited to changes in attributes, backgrounds, and styles, our method aims to predict open-ended human action changes in video. Moreover, our method can accept not only direct instructional text prompts but also `what if' questions to predict possible action changes. ReimaginedAct comprises video understanding, reasoning, and editing modules. First, an LLM is utilized initially to obtain a plausible answer for the instruction or question, which is then used for (1) prompting Grounded-SAM to produce bounding boxes of relevant individuals and (2) retrieving a set of pose videos that we have collected for editing human actions. The retrieved pose videos and the detected individuals are then utilized to alter the poses extracted from the original video. We also employ a timestep blending module to ensure the edited video retains its original content except where necessary modifications are needed. To facilitate research in text-to-pose video editing, we introduce a new evaluation dataset, WhatifVideo-1.0. This dataset includes videos of different scenarios spanning a range of difficulty levels, along with questions and text prompts. Experimental results demonstrate that existing video editing methods struggle with human action editing, while our approach can achieve effective action editing and even imaginary editing from counterfactual questions.
Dormant: Defending against Pose-driven Human Image Animation
Pose-driven human image animation has achieved tremendous progress, enabling the generation of vivid and realistic human videos from just one single photo. However, it conversely exacerbates the risk of image misuse, as attackers may use one available image to create videos involving politics, violence and other illegal content. To counter this threat, we propose Dormant, a novel protection approach tailored to defend against pose-driven human image animation techniques. Dormant applies protective perturbation to one human image, preserving the visual similarity to the original but resulting in poor-quality video generation. The protective perturbation is optimized to induce misextraction of appearance features from the image and create incoherence among the generated video frames. Our extensive evaluation across 8 animation methods and 4 datasets demonstrates the superiority of Dormant over 6 baseline protection methods, leading to misaligned identities, visual distortions, noticeable artifacts, and inconsistent frames in the generated videos. Moreover, Dormant shows effectiveness on 6 real-world commercial services, even with fully black-box access.
SMPLest-X: Ultimate Scaling for Expressive Human Pose and Shape Estimation
Expressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods focus on training innovative architectural designs on confined datasets. In this work, we investigate the impact of scaling up EHPS towards a family of generalist foundation models. 1) For data scaling, we perform a systematic investigation on 40 EHPS datasets, encompassing a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. Ultimately, we achieve diminishing returns at 10M training instances from diverse data sources. 2) For model scaling, we take advantage of vision transformers (up to ViT-Huge as the backbone) to study the scaling law of model sizes in EHPS. To exclude the influence of algorithmic design, we base our experiments on two minimalist architectures: SMPLer-X, which consists of an intermediate step for hand and face localization, and SMPLest-X, an even simpler version that reduces the network to its bare essentials and highlights significant advances in the capture of articulated hands. With big data and the large model, the foundation models exhibit strong performance across diverse test benchmarks and excellent transferability to even unseen environments. Moreover, our finetuning strategy turns the generalist into specialist models, allowing them to achieve further performance boosts. Notably, our foundation models consistently deliver state-of-the-art results on seven benchmarks such as AGORA, UBody, EgoBody, and our proposed SynHand dataset for comprehensive hand evaluation. (Code is available at: https://github.com/wqyin/SMPLest-X).
SkyReels-A1: Expressive Portrait Animation in Video Diffusion Transformers
We present SkyReels-A1, a simple yet effective framework built upon video diffusion Transformer to facilitate portrait image animation. Existing methodologies still encounter issues, including identity distortion, background instability, and unrealistic facial dynamics, particularly in head-only animation scenarios. Besides, extending to accommodate diverse body proportions usually leads to visual inconsistencies or unnatural articulations. To address these challenges, SkyReels-A1 capitalizes on the strong generative capabilities of video DiT, enhancing facial motion transfer precision, identity retention, and temporal coherence. The system incorporates an expression-aware conditioning module that enables seamless video synthesis driven by expression-guided landmark inputs. Integrating the facial image-text alignment module strengthens the fusion of facial attributes with motion trajectories, reinforcing identity preservation. Additionally, SkyReels-A1 incorporates a multi-stage training paradigm to incrementally refine the correlation between expressions and motion while ensuring stable identity reproduction. Extensive empirical evaluations highlight the model's ability to produce visually coherent and compositionally diverse results, making it highly applicable to domains such as virtual avatars, remote communication, and digital media generation.
RMAvatar: Photorealistic Human Avatar Reconstruction from Monocular Video Based on Rectified Mesh-embedded Gaussians
We introduce RMAvatar, a novel human avatar representation with Gaussian splatting embedded on mesh to learn clothed avatar from a monocular video. We utilize the explicit mesh geometry to represent motion and shape of a virtual human and implicit appearance rendering with Gaussian Splatting. Our method consists of two main modules: Gaussian initialization module and Gaussian rectification module. We embed Gaussians into triangular faces and control their motion through the mesh, which ensures low-frequency motion and surface deformation of the avatar. Due to the limitations of LBS formula, the human skeleton is hard to control complex non-rigid transformations. We then design a pose-related Gaussian rectification module to learn fine-detailed non-rigid deformations, further improving the realism and expressiveness of the avatar. We conduct extensive experiments on public datasets, RMAvatar shows state-of-the-art performance on both rendering quality and quantitative evaluations. Please see our project page at https://rm-avatar.github.io.
FreeZe: Training-free zero-shot 6D pose estimation with geometric and vision foundation models
Estimating the 6D pose of objects unseen during training is highly desirable yet challenging. Zero-shot object 6D pose estimation methods address this challenge by leveraging additional task-specific supervision provided by large-scale, photo-realistic synthetic datasets. However, their performance heavily depends on the quality and diversity of rendered data and they require extensive training. In this work, we show how to tackle the same task but without training on specific data. We propose FreeZe, a novel solution that harnesses the capabilities of pre-trained geometric and vision foundation models. FreeZe leverages 3D geometric descriptors learned from unrelated 3D point clouds and 2D visual features learned from web-scale 2D images to generate discriminative 3D point-level descriptors. We then estimate the 6D pose of unseen objects by 3D registration based on RANSAC. We also introduce a novel algorithm to solve ambiguous cases due to geometrically symmetric objects that is based on visual features. We comprehensively evaluate FreeZe across the seven core datasets of the BOP Benchmark, which include over a hundred 3D objects and 20,000 images captured in various scenarios. FreeZe consistently outperforms all state-of-the-art approaches, including competitors extensively trained on synthetic 6D pose estimation data. Code will be publicly available at https://andreacaraffa.github.io/freeze.
UltraPose: Synthesizing Dense Pose with 1 Billion Points by Human-body Decoupling 3D Model
Recovering dense human poses from images plays a critical role in establishing an image-to-surface correspondence between RGB images and the 3D surface of the human body, serving the foundation of rich real-world applications, such as virtual humans, monocular-to-3d reconstruction. However, the popular DensePose-COCO dataset relies on a sophisticated manual annotation system, leading to severe limitations in acquiring the denser and more accurate annotated pose resources. In this work, we introduce a new 3D human-body model with a series of decoupled parameters that could freely control the generation of the body. Furthermore, we build a data generation system based on this decoupling 3D model, and construct an ultra dense synthetic benchmark UltraPose, containing around 1.3 billion corresponding points. Compared to the existing manually annotated DensePose-COCO dataset, the synthetic UltraPose has ultra dense image-to-surface correspondences without annotation cost and error. Our proposed UltraPose provides the largest benchmark and data resources for lifting the model capability in predicting more accurate dense poses. To promote future researches in this field, we also propose a transformer-based method to model the dense correspondence between 2D and 3D worlds. The proposed model trained on synthetic UltraPose can be applied to real-world scenarios, indicating the effectiveness of our benchmark and model.
HumanDiT: Pose-Guided Diffusion Transformer for Long-form Human Motion Video Generation
Human motion video generation has advanced significantly, while existing methods still struggle with accurately rendering detailed body parts like hands and faces, especially in long sequences and intricate motions. Current approaches also rely on fixed resolution and struggle to maintain visual consistency. To address these limitations, we propose HumanDiT, a pose-guided Diffusion Transformer (DiT)-based framework trained on a large and wild dataset containing 14,000 hours of high-quality video to produce high-fidelity videos with fine-grained body rendering. Specifically, (i) HumanDiT, built on DiT, supports numerous video resolutions and variable sequence lengths, facilitating learning for long-sequence video generation; (ii) we introduce a prefix-latent reference strategy to maintain personalized characteristics across extended sequences. Furthermore, during inference, HumanDiT leverages Keypoint-DiT to generate subsequent pose sequences, facilitating video continuation from static images or existing videos. It also utilizes a Pose Adapter to enable pose transfer with given sequences. Extensive experiments demonstrate its superior performance in generating long-form, pose-accurate videos across diverse scenarios.
Follow-Your-Pose v2: Multiple-Condition Guided Character Image Animation for Stable Pose Control
Pose-controllable character video generation is in high demand with extensive applications for fields such as automatic advertising and content creation on social media platforms. While existing character image animation methods using pose sequences and reference images have shown promising performance, they tend to struggle with incoherent animation in complex scenarios, such as multiple character animation and body occlusion. Additionally, current methods request large-scale high-quality videos with stable backgrounds and temporal consistency as training datasets, otherwise, their performance will greatly deteriorate. These two issues hinder the practical utilization of character image animation tools. In this paper, we propose a practical and robust framework Follow-Your-Pose v2, which can be trained on noisy open-sourced videos readily available on the internet. Multi-condition guiders are designed to address the challenges of background stability, body occlusion in multi-character generation, and consistency of character appearance. Moreover, to fill the gap of fair evaluation of multi-character pose animation, we propose a new benchmark comprising approximately 4,000 frames. Extensive experiments demonstrate that our approach outperforms state-of-the-art methods by a margin of over 35\% across 2 datasets and on 7 metrics. Meanwhile, qualitative assessments reveal a significant improvement in the quality of generated video, particularly in scenarios involving complex backgrounds and body occlusion of multi-character, suggesting the superiority of our approach.
AvatarBooth: High-Quality and Customizable 3D Human Avatar Generation
We introduce AvatarBooth, a novel method for generating high-quality 3D avatars using text prompts or specific images. Unlike previous approaches that can only synthesize avatars based on simple text descriptions, our method enables the creation of personalized avatars from casually captured face or body images, while still supporting text-based model generation and editing. Our key contribution is the precise avatar generation control by using dual fine-tuned diffusion models separately for the human face and body. This enables us to capture intricate details of facial appearance, clothing, and accessories, resulting in highly realistic avatar generations. Furthermore, we introduce pose-consistent constraint to the optimization process to enhance the multi-view consistency of synthesized head images from the diffusion model and thus eliminate interference from uncontrolled human poses. In addition, we present a multi-resolution rendering strategy that facilitates coarse-to-fine supervision of 3D avatar generation, thereby enhancing the performance of the proposed system. The resulting avatar model can be further edited using additional text descriptions and driven by motion sequences. Experiments show that AvatarBooth outperforms previous text-to-3D methods in terms of rendering and geometric quality from either text prompts or specific images. Please check our project website at https://zeng-yifei.github.io/avatarbooth_page/.
World-Grounded Human Motion Recovery via Gravity-View Coordinates
We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/.
Champ: Controllable and Consistent Human Image Animation with 3D Parametric Guidance
In this study, we introduce a methodology for human image animation by leveraging a 3D human parametric model within a latent diffusion framework to enhance shape alignment and motion guidance in curernt human generative techniques. The methodology utilizes the SMPL(Skinned Multi-Person Linear) model as the 3D human parametric model to establish a unified representation of body shape and pose. This facilitates the accurate capture of intricate human geometry and motion characteristics from source videos. Specifically, we incorporate rendered depth images, normal maps, and semantic maps obtained from SMPL sequences, alongside skeleton-based motion guidance, to enrich the conditions to the latent diffusion model with comprehensive 3D shape and detailed pose attributes. A multi-layer motion fusion module, integrating self-attention mechanisms, is employed to fuse the shape and motion latent representations in the spatial domain. By representing the 3D human parametric model as the motion guidance, we can perform parametric shape alignment of the human body between the reference image and the source video motion. Experimental evaluations conducted on benchmark datasets demonstrate the methodology's superior ability to generate high-quality human animations that accurately capture both pose and shape variations. Furthermore, our approach also exhibits superior generalization capabilities on the proposed wild dataset. Project page: https://fudan-generative-vision.github.io/champ.
UMFuse: Unified Multi View Fusion for Human Editing applications
Numerous pose-guided human editing methods have been explored by the vision community due to their extensive practical applications. However, most of these methods still use an image-to-image formulation in which a single image is given as input to produce an edited image as output. This objective becomes ill-defined in cases when the target pose differs significantly from the input pose. Existing methods then resort to in-painting or style transfer to handle occlusions and preserve content. In this paper, we explore the utilization of multiple views to minimize the issue of missing information and generate an accurate representation of the underlying human model. To fuse knowledge from multiple viewpoints, we design a multi-view fusion network that takes the pose key points and texture from multiple source images and generates an explainable per-pixel appearance retrieval map. Thereafter, the encodings from a separate network (trained on a single-view human reposing task) are merged in the latent space. This enables us to generate accurate, precise, and visually coherent images for different editing tasks. We show the application of our network on two newly proposed tasks - Multi-view human reposing and Mix&Match Human Image generation. Additionally, we study the limitations of single-view editing and scenarios in which multi-view provides a better alternative.
AlphaPose: Whole-Body Regional Multi-Person Pose Estimation and Tracking in Real-Time
Accurate whole-body multi-person pose estimation and tracking is an important yet challenging topic in computer vision. To capture the subtle actions of humans for complex behavior analysis, whole-body pose estimation including the face, body, hand and foot is essential over conventional body-only pose estimation. In this paper, we present AlphaPose, a system that can perform accurate whole-body pose estimation and tracking jointly while running in realtime. To this end, we propose several new techniques: Symmetric Integral Keypoint Regression (SIKR) for fast and fine localization, Parametric Pose Non-Maximum-Suppression (P-NMS) for eliminating redundant human detections and Pose Aware Identity Embedding for jointly pose estimation and tracking. During training, we resort to Part-Guided Proposal Generator (PGPG) and multi-domain knowledge distillation to further improve the accuracy. Our method is able to localize whole-body keypoints accurately and tracks humans simultaneously given inaccurate bounding boxes and redundant detections. We show a significant improvement over current state-of-the-art methods in both speed and accuracy on COCO-wholebody, COCO, PoseTrack, and our proposed Halpe-FullBody pose estimation dataset. Our model, source codes and dataset are made publicly available at https://github.com/MVIG-SJTU/AlphaPose.
DreamPose: Fashion Image-to-Video Synthesis via Stable Diffusion
We present DreamPose, a diffusion-based method for generating animated fashion videos from still images. Given an image and a sequence of human body poses, our method synthesizes a video containing both human and fabric motion. To achieve this, we transform a pretrained text-to-image model (Stable Diffusion) into a pose-and-image guided video synthesis model, using a novel finetuning strategy, a set of architectural changes to support the added conditioning signals, and techniques to encourage temporal consistency. We fine-tune on a collection of fashion videos from the UBC Fashion dataset. We evaluate our method on a variety of clothing styles and poses, and demonstrate that our method produces state-of-the-art results on fashion video animation. Video results are available on our project page.
3D Hand Pose Estimation in Egocentric Images in the Wild
We present WildHands, a method for 3D hand pose estimation in egocentric images in the wild. This is challenging due to (a) lack of 3D hand pose annotations for images in the wild, and (b) a form of perspective distortion-induced shape ambiguity that arises in the analysis of crops around hands. For the former, we use auxiliary supervision on in-the-wild data in the form of segmentation masks & grasp labels in addition to 3D supervision available in lab datasets. For the latter, we provide spatial cues about the location of the hand crop in the camera's field of view. Our approach achieves the best 3D hand pose on the ARCTIC leaderboard and outperforms FrankMocap, a popular and robust approach for estimating hand pose in the wild, by 45.3% when evaluated on 2D hand pose on our EPIC-HandKps dataset.
Prior-guided Source-free Domain Adaptation for Human Pose Estimation
Domain adaptation methods for 2D human pose estimation typically require continuous access to the source data during adaptation, which can be challenging due to privacy, memory, or computational constraints. To address this limitation, we focus on the task of source-free domain adaptation for pose estimation, where a source model must adapt to a new target domain using only unlabeled target data. Although recent advances have introduced source-free methods for classification tasks, extending them to the regression task of pose estimation is non-trivial. In this paper, we present Prior-guided Self-training (POST), a pseudo-labeling approach that builds on the popular Mean Teacher framework to compensate for the distribution shift. POST leverages prediction-level and feature-level consistency between a student and teacher model against certain image transformations. In the absence of source data, POST utilizes a human pose prior that regularizes the adaptation process by directing the model to generate more accurate and anatomically plausible pose pseudo-labels. Despite being simple and intuitive, our framework can deliver significant performance gains compared to applying the source model directly to the target data, as demonstrated in our extensive experiments and ablation studies. In fact, our approach achieves comparable performance to recent state-of-the-art methods that use source data for adaptation.
SparsePose: Sparse-View Camera Pose Regression and Refinement
Camera pose estimation is a key step in standard 3D reconstruction pipelines that operate on a dense set of images of a single object or scene. However, methods for pose estimation often fail when only a few images are available because they rely on the ability to robustly identify and match visual features between image pairs. While these methods can work robustly with dense camera views, capturing a large set of images can be time-consuming or impractical. We propose SparsePose for recovering accurate camera poses given a sparse set of wide-baseline images (fewer than 10). The method learns to regress initial camera poses and then iteratively refine them after training on a large-scale dataset of objects (Co3D: Common Objects in 3D). SparsePose significantly outperforms conventional and learning-based baselines in recovering accurate camera rotations and translations. We also demonstrate our pipeline for high-fidelity 3D reconstruction using only 5-9 images of an object.
DOPE: Distillation Of Part Experts for whole-body 3D pose estimation in the wild
We introduce DOPE, the first method to detect and estimate whole-body 3D human poses, including bodies, hands and faces, in the wild. Achieving this level of details is key for a number of applications that require understanding the interactions of the people with each other or with the environment. The main challenge is the lack of in-the-wild data with labeled whole-body 3D poses. In previous work, training data has been annotated or generated for simpler tasks focusing on bodies, hands or faces separately. In this work, we propose to take advantage of these datasets to train independent experts for each part, namely a body, a hand and a face expert, and distill their knowledge into a single deep network designed for whole-body 2D-3D pose detection. In practice, given a training image with partial or no annotation, each part expert detects its subset of keypoints in 2D and 3D and the resulting estimations are combined to obtain whole-body pseudo ground-truth poses. A distillation loss encourages the whole-body predictions to mimic the experts' outputs. Our results show that this approach significantly outperforms the same whole-body model trained without distillation while staying close to the performance of the experts. Importantly, DOPE is computationally less demanding than the ensemble of experts and can achieve real-time performance. Test code and models are available at https://europe.naverlabs.com/research/computer-vision/dope.
Semi-Supervised Unconstrained Head Pose Estimation in the Wild
Existing head pose estimation datasets are either composed of numerous samples by non-realistic synthesis or lab collection, or limited images by labor-intensive annotating. This makes deep supervised learning based solutions compromised due to the reliance on generous labeled data. To alleviate it, we propose the first semi-supervised unconstrained head pose estimation (SemiUHPE) method, which can leverage a large amount of unlabeled wild head images. Specifically, we follow the recent semi-supervised rotation regression, and focus on the diverse and complex head pose domain. Firstly, we claim that the aspect-ratio invariant cropping of heads is superior to the previous landmark-based affine alignment, which does not fit unlabeled natural heads or practical applications where landmarks are often unavailable. Then, instead of using an empirically fixed threshold to filter out pseudo labels, we propose the dynamic entropy-based filtering by updating thresholds for adaptively removing unlabeled outliers. Moreover, we revisit the design of weak-strong augmentations, and further exploit its superiority by devising two novel head-oriented strong augmentations named pose-irrelevant cut-occlusion and pose-altering rotation consistency. Extensive experiments show that SemiUHPE can surpass SOTAs with remarkable improvements on public benchmarks under both front-range and full-range. Our code is released in https://github.com/hnuzhy/SemiUHPE.
POPE: 6-DoF Promptable Pose Estimation of Any Object, in Any Scene, with One Reference
Despite the significant progress in six degrees-of-freedom (6DoF) object pose estimation, existing methods have limited applicability in real-world scenarios involving embodied agents and downstream 3D vision tasks. These limitations mainly come from the necessity of 3D models, closed-category detection, and a large number of densely annotated support views. To mitigate this issue, we propose a general paradigm for object pose estimation, called Promptable Object Pose Estimation (POPE). The proposed approach POPE enables zero-shot 6DoF object pose estimation for any target object in any scene, while only a single reference is adopted as the support view. To achieve this, POPE leverages the power of the pre-trained large-scale 2D foundation model, employs a framework with hierarchical feature representation and 3D geometry principles. Moreover, it estimates the relative camera pose between object prompts and the target object in new views, enabling both two-view and multi-view 6DoF pose estimation tasks. Comprehensive experimental results demonstrate that POPE exhibits unrivaled robust performance in zero-shot settings, by achieving a significant reduction in the averaged Median Pose Error by 52.38% and 50.47% on the LINEMOD and OnePose datasets, respectively. We also conduct more challenging testings in causally captured images (see Figure 1), which further demonstrates the robustness of POPE. Project page can be found with https://paulpanwang.github.io/POPE/.
Detailed Garment Recovery from a Single-View Image
Most recent garment capturing techniques rely on acquiring multiple views of clothing, which may not always be readily available, especially in the case of pre-existing photographs from the web. As an alternative, we pro- pose a method that is able to compute a rich and realistic 3D model of a human body and its outfits from a single photograph with little human in- teraction. Our algorithm is not only able to capture the global shape and geometry of the clothing, it can also extract small but important details of cloth, such as occluded wrinkles and folds. Unlike previous methods using full 3D information (i.e. depth, multi-view images, or sampled 3D geom- etry), our approach achieves detailed garment recovery from a single-view image by using statistical, geometric, and physical priors and a combina- tion of parameter estimation, semantic parsing, shape recovery, and physics- based cloth simulation. We demonstrate the effectiveness of our algorithm by re-purposing the reconstructed garments for virtual try-on and garment transfer applications, as well as cloth animation for digital characters.
Introducing HOT3D: An Egocentric Dataset for 3D Hand and Object Tracking
We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. We aim to accelerate research on egocentric hand-object interaction by making the HOT3D dataset publicly available and by co-organizing public challenges on the dataset at ECCV 2024. The dataset can be downloaded from the project website: https://facebookresearch.github.io/hot3d/.
VividPose: Advancing Stable Video Diffusion for Realistic Human Image Animation
Human image animation involves generating a video from a static image by following a specified pose sequence. Current approaches typically adopt a multi-stage pipeline that separately learns appearance and motion, which often leads to appearance degradation and temporal inconsistencies. To address these issues, we propose VividPose, an innovative end-to-end pipeline based on Stable Video Diffusion (SVD) that ensures superior temporal stability. To enhance the retention of human identity, we propose an identity-aware appearance controller that integrates additional facial information without compromising other appearance details such as clothing texture and background. This approach ensures that the generated videos maintain high fidelity to the identity of human subject, preserving key facial features across various poses. To accommodate diverse human body shapes and hand movements, we introduce a geometry-aware pose controller that utilizes both dense rendering maps from SMPL-X and sparse skeleton maps. This enables accurate alignment of pose and shape in the generated videos, providing a robust framework capable of handling a wide range of body shapes and dynamic hand movements. Extensive qualitative and quantitative experiments on the UBCFashion and TikTok benchmarks demonstrate that our method achieves state-of-the-art performance. Furthermore, VividPose exhibits superior generalization capabilities on our proposed in-the-wild dataset. Codes and models will be available.
PICA: Physics-Integrated Clothed Avatar
We introduce PICA, a novel representation for high-fidelity animatable clothed human avatars with physics-accurate dynamics, even for loose clothing. Previous neural rendering-based representations of animatable clothed humans typically employ a single model to represent both the clothing and the underlying body. While efficient, these approaches often fail to accurately represent complex garment dynamics, leading to incorrect deformations and noticeable rendering artifacts, especially for sliding or loose garments. Furthermore, previous works represent garment dynamics as pose-dependent deformations and facilitate novel pose animations in a data-driven manner. This often results in outcomes that do not faithfully represent the mechanics of motion and are prone to generating artifacts in out-of-distribution poses. To address these issues, we adopt two individual 3D Gaussian Splatting (3DGS) models with different deformation characteristics, modeling the human body and clothing separately. This distinction allows for better handling of their respective motion characteristics. With this representation, we integrate a graph neural network (GNN)-based clothed body physics simulation module to ensure an accurate representation of clothing dynamics. Our method, through its carefully designed features, achieves high-fidelity rendering of clothed human bodies in complex and novel driving poses, significantly outperforming previous methods under the same settings.
PoseNet: A Convolutional Network for Real-Time 6-DOF Camera Relocalization
We present a robust and real-time monocular six degree of freedom relocalization system. Our system trains a convolutional neural network to regress the 6-DOF camera pose from a single RGB image in an end-to-end manner with no need of additional engineering or graph optimisation. The algorithm can operate indoors and outdoors in real time, taking 5ms per frame to compute. It obtains approximately 2m and 6 degree accuracy for large scale outdoor scenes and 0.5m and 10 degree accuracy indoors. This is achieved using an efficient 23 layer deep convnet, demonstrating that convnets can be used to solve complicated out of image plane regression problems. This was made possible by leveraging transfer learning from large scale classification data. We show the convnet localizes from high level features and is robust to difficult lighting, motion blur and different camera intrinsics where point based SIFT registration fails. Furthermore we show how the pose feature that is produced generalizes to other scenes allowing us to regress pose with only a few dozen training examples. PoseNet code, dataset and an online demonstration is available on our project webpage, at http://mi.eng.cam.ac.uk/projects/relocalisation/
UPose3D: Uncertainty-Aware 3D Human Pose Estimation with Cross-View and Temporal Cues
We introduce UPose3D, a novel approach for multi-view 3D human pose estimation, addressing challenges in accuracy and scalability. Our method advances existing pose estimation frameworks by improving robustness and flexibility without requiring direct 3D annotations. At the core of our method, a pose compiler module refines predictions from a 2D keypoints estimator that operates on a single image by leveraging temporal and cross-view information. Our novel cross-view fusion strategy is scalable to any number of cameras, while our synthetic data generation strategy ensures generalization across diverse actors, scenes, and viewpoints. Finally, UPose3D leverages the prediction uncertainty of both the 2D keypoint estimator and the pose compiler module. This provides robustness to outliers and noisy data, resulting in state-of-the-art performance in out-of-distribution settings. In addition, for in-distribution settings, UPose3D yields performance rivalling methods that rely on 3D annotated data while being the state-of-the-art among methods relying only on 2D supervision.
RenderIH: A Large-scale Synthetic Dataset for 3D Interacting Hand Pose Estimation
The current interacting hand (IH) datasets are relatively simplistic in terms of background and texture, with hand joints being annotated by a machine annotator, which may result in inaccuracies, and the diversity of pose distribution is limited. However, the variability of background, pose distribution, and texture can greatly influence the generalization ability. Therefore, we present a large-scale synthetic dataset RenderIH for interacting hands with accurate and diverse pose annotations. The dataset contains 1M photo-realistic images with varied backgrounds, perspectives, and hand textures. To generate natural and diverse interacting poses, we propose a new pose optimization algorithm. Additionally, for better pose estimation accuracy, we introduce a transformer-based pose estimation network, TransHand, to leverage the correlation between interacting hands and verify the effectiveness of RenderIH in improving results. Our dataset is model-agnostic and can improve more accuracy of any hand pose estimation method in comparison to other real or synthetic datasets. Experiments have shown that pretraining on our synthetic data can significantly decrease the error from 6.76mm to 5.79mm, and our Transhand surpasses contemporary methods. Our dataset and code are available at https://github.com/adwardlee/RenderIH.
GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians
We present GaussianAvatar, an efficient approach to creating realistic human avatars with dynamic 3D appearances from a single video. We start by introducing animatable 3D Gaussians to explicitly represent humans in various poses and clothing styles. Such an explicit and animatable representation can fuse 3D appearances more efficiently and consistently from 2D observations. Our representation is further augmented with dynamic properties to support pose-dependent appearance modeling, where a dynamic appearance network along with an optimizable feature tensor is designed to learn the motion-to-appearance mapping. Moreover, by leveraging the differentiable motion condition, our method enables a joint optimization of motions and appearances during avatar modeling, which helps to tackle the long-standing issue of inaccurate motion estimation in monocular settings. The efficacy of GaussianAvatar is validated on both the public dataset and our collected dataset, demonstrating its superior performances in terms of appearance quality and rendering efficiency.
AvatarVerse: High-quality & Stable 3D Avatar Creation from Text and Pose
Creating expressive, diverse and high-quality 3D avatars from highly customized text descriptions and pose guidance is a challenging task, due to the intricacy of modeling and texturing in 3D that ensure details and various styles (realistic, fictional, etc). We present AvatarVerse, a stable pipeline for generating expressive high-quality 3D avatars from nothing but text descriptions and pose guidance. In specific, we introduce a 2D diffusion model conditioned on DensePose signal to establish 3D pose control of avatars through 2D images, which enhances view consistency from partially observed scenarios. It addresses the infamous Janus Problem and significantly stablizes the generation process. Moreover, we propose a progressive high-resolution 3D synthesis strategy, which obtains substantial improvement over the quality of the created 3D avatars. To this end, the proposed AvatarVerse pipeline achieves zero-shot 3D modeling of 3D avatars that are not only more expressive, but also in higher quality and fidelity than previous works. Rigorous qualitative evaluations and user studies showcase AvatarVerse's superiority in synthesizing high-fidelity 3D avatars, leading to a new standard in high-quality and stable 3D avatar creation. Our project page is: https://avatarverse3d.github.io
GVA: Reconstructing Vivid 3D Gaussian Avatars from Monocular Videos
In this paper, we present a novel method that facilitates the creation of vivid 3D Gaussian avatars from monocular video inputs (GVA). Our innovation lies in addressing the intricate challenges of delivering high-fidelity human body reconstructions and aligning 3D Gaussians with human skin surfaces accurately. The key contributions of this paper are twofold. Firstly, we introduce a pose refinement technique to improve hand and foot pose accuracy by aligning normal maps and silhouettes. Precise pose is crucial for correct shape and appearance reconstruction. Secondly, we address the problems of unbalanced aggregation and initialization bias that previously diminished the quality of 3D Gaussian avatars, through a novel surface-guided re-initialization method that ensures accurate alignment of 3D Gaussian points with avatar surfaces. Experimental results demonstrate that our proposed method achieves high-fidelity and vivid 3D Gaussian avatar reconstruction. Extensive experimental analyses validate the performance qualitatively and quantitatively, demonstrating that it achieves state-of-the-art performance in photo-realistic novel view synthesis while offering fine-grained control over the human body and hand pose. Project page: https://3d-aigc.github.io/GVA/.
CapeX: Category-Agnostic Pose Estimation from Textual Point Explanation
Conventional 2D pose estimation models are constrained by their design to specific object categories. This limits their applicability to predefined objects. To overcome these limitations, category-agnostic pose estimation (CAPE) emerged as a solution. CAPE aims to facilitate keypoint localization for diverse object categories using a unified model, which can generalize from minimal annotated support images. Recent CAPE works have produced object poses based on arbitrary keypoint definitions annotated on a user-provided support image. Our work departs from conventional CAPE methods, which require a support image, by adopting a text-based approach instead of the support image. Specifically, we use a pose-graph, where nodes represent keypoints that are described with text. This representation takes advantage of the abstraction of text descriptions and the structure imposed by the graph. Our approach effectively breaks symmetry, preserves structure, and improves occlusion handling. We validate our novel approach using the MP-100 benchmark, a comprehensive dataset spanning over 100 categories and 18,000 images. Under a 1-shot setting, our solution achieves a notable performance boost of 1.07\%, establishing a new state-of-the-art for CAPE. Additionally, we enrich the dataset by providing text description annotations, further enhancing its utility for future research.
SEEAvatar: Photorealistic Text-to-3D Avatar Generation with Constrained Geometry and Appearance
Powered by large-scale text-to-image generation models, text-to-3D avatar generation has made promising progress. However, most methods fail to produce photorealistic results, limited by imprecise geometry and low-quality appearance. Towards more practical avatar generation, we present SEEAvatar, a method for generating photorealistic 3D avatars from text with SElf-Evolving constraints for decoupled geometry and appearance. For geometry, we propose to constrain the optimized avatar in a decent global shape with a template avatar. The template avatar is initialized with human prior and can be updated by the optimized avatar periodically as an evolving template, which enables more flexible shape generation. Besides, the geometry is also constrained by the static human prior in local parts like face and hands to maintain the delicate structures. For appearance generation, we use diffusion model enhanced by prompt engineering to guide a physically based rendering pipeline to generate realistic textures. The lightness constraint is applied on the albedo texture to suppress incorrect lighting effect. Experiments show that our method outperforms previous methods on both global and local geometry and appearance quality by a large margin. Since our method can produce high-quality meshes and textures, such assets can be directly applied in classic graphics pipeline for realistic rendering under any lighting condition. Project page at: https://seeavatar3d.github.io.
EgoPoser: Robust Real-Time Egocentric Pose Estimation from Sparse and Intermittent Observations Everywhere
Full-body egocentric pose estimation from head and hand poses alone has become an active area of research to power articulate avatar representations on headset-based platforms. However, existing methods over-rely on the indoor motion-capture spaces in which datasets were recorded, while simultaneously assuming continuous joint motion capture and uniform body dimensions. We propose EgoPoser to overcome these limitations with four main contributions. 1) EgoPoser robustly models body pose from intermittent hand position and orientation tracking only when inside a headset's field of view. 2) We rethink input representations for headset-based ego-pose estimation and introduce a novel global motion decomposition method that predicts full-body pose independent of global positions. 3) We enhance pose estimation by capturing longer motion time series through an efficient SlowFast module design that maintains computational efficiency. 4) EgoPoser generalizes across various body shapes for different users. We experimentally evaluate our method and show that it outperforms state-of-the-art methods both qualitatively and quantitatively while maintaining a high inference speed of over 600fps. EgoPoser establishes a robust baseline for future work where full-body pose estimation no longer needs to rely on outside-in capture and can scale to large-scale and unseen environments.
Can Generative Video Models Help Pose Estimation?
Pairwise pose estimation from images with little or no overlap is an open challenge in computer vision. Existing methods, even those trained on large-scale datasets, struggle in these scenarios due to the lack of identifiable correspondences or visual overlap. Inspired by the human ability to infer spatial relationships from diverse scenes, we propose a novel approach, InterPose, that leverages the rich priors encoded within pre-trained generative video models. We propose to use a video model to hallucinate intermediate frames between two input images, effectively creating a dense, visual transition, which significantly simplifies the problem of pose estimation. Since current video models can still produce implausible motion or inconsistent geometry, we introduce a self-consistency score that evaluates the consistency of pose predictions from sampled videos. We demonstrate that our approach generalizes among three state-of-the-art video models and show consistent improvements over the state-of-the-art DUSt3R on four diverse datasets encompassing indoor, outdoor, and object-centric scenes. Our findings suggest a promising avenue for improving pose estimation models by leveraging large generative models trained on vast amounts of video data, which is more readily available than 3D data. See our project page for results: https://inter-pose.github.io/.
FoundationPose: Unified 6D Pose Estimation and Tracking of Novel Objects
We present FoundationPose, a unified foundation model for 6D object pose estimation and tracking, supporting both model-based and model-free setups. Our approach can be instantly applied at test-time to a novel object without fine-tuning, as long as its CAD model is given, or a small number of reference images are captured. We bridge the gap between these two setups with a neural implicit representation that allows for effective novel view synthesis, keeping the downstream pose estimation modules invariant under the same unified framework. Strong generalizability is achieved via large-scale synthetic training, aided by a large language model (LLM), a novel transformer-based architecture, and contrastive learning formulation. Extensive evaluation on multiple public datasets involving challenging scenarios and objects indicate our unified approach outperforms existing methods specialized for each task by a large margin. In addition, it even achieves comparable results to instance-level methods despite the reduced assumptions. Project page: https://nvlabs.github.io/FoundationPose/
DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance
Emerging Metaverse applications demand accessible, accurate, and easy-to-use tools for 3D digital human creations in order to depict different cultures and societies as if in the physical world. Recent large-scale vision-language advances pave the way to for novices to conveniently customize 3D content. However, the generated CG-friendly assets still cannot represent the desired facial traits for human characteristics. In this paper, we present DreamFace, a progressive scheme to generate personalized 3D faces under text guidance. It enables layman users to naturally customize 3D facial assets that are compatible with CG pipelines, with desired shapes, textures, and fine-grained animation capabilities. From a text input to describe the facial traits, we first introduce a coarse-to-fine scheme to generate the neutral facial geometry with a unified topology. We employ a selection strategy in the CLIP embedding space, and subsequently optimize both the details displacements and normals using Score Distillation Sampling from generic Latent Diffusion Model. Then, for neutral appearance generation, we introduce a dual-path mechanism, which combines the generic LDM with a novel texture LDM to ensure both the diversity and textural specification in the UV space. We also employ a two-stage optimization to perform SDS in both the latent and image spaces to significantly provides compact priors for fine-grained synthesis. Our generated neutral assets naturally support blendshapes-based facial animations. We further improve the animation ability with personalized deformation characteristics by learning the universal expression prior using the cross-identity hypernetwork. Notably, DreamFace can generate of realistic 3D facial assets with physically-based rendering quality and rich animation ability from video footage, even for fashion icons or exotic characters in cartoons and fiction movies.
6D Rotation Representation For Unconstrained Head Pose Estimation
In this paper, we present a method for unconstrained end-to-end head pose estimation. We address the problem of ambiguous rotation labels by introducing the rotation matrix formalism for our ground truth data and propose a continuous 6D rotation matrix representation for efficient and robust direct regression. This way, our method can learn the full rotation appearance which is contrary to previous approaches that restrict the pose prediction to a narrow-angle for satisfactory results. In addition, we propose a geodesic distance-based loss to penalize our network with respect to the SO(3) manifold geometry. Experiments on the public AFLW2000 and BIWI datasets demonstrate that our proposed method significantly outperforms other state-of-the-art methods by up to 20\%. We open-source our training and testing code along with our pre-trained models: https://github.com/thohemp/6DRepNet.
Boosting Semi-Supervised 2D Human Pose Estimation by Revisiting Data Augmentation and Consistency Training
The 2D human pose estimation is a basic visual problem. However, supervised learning of a model requires massive labeled images, which is expensive and labor-intensive. In this paper, we aim at boosting the accuracy of a pose estimator by excavating extra unlabeled images in a semi-supervised learning (SSL) way. Most previous consistency-based SSL methods strive to constraint the model to predict consistent results for differently augmented images. Following this consensus, we revisit two core aspects including advanced data augmentation methods and concise consistency training frameworks. Specifically, we heuristically dig various collaborative combinations of existing data augmentations, and discover novel superior data augmentation schemes to more effectively add noise on unlabeled samples. They can compose easy-hard augmentation pairs with larger transformation difficulty gaps, which play a crucial role in consistency-based SSL. Moreover, we propose to strongly augment unlabeled images repeatedly with diverse augmentations, generate multi-path predictions sequentially, and optimize corresponding unsupervised consistency losses using one single network. This simple and compact design is on a par with previous methods consisting of dual or triple networks. Furthermore, it can also be integrated with multiple networks to produce better performance. Comparing to state-of-the-art SSL approaches, our method brings substantial improvements on public datasets. Code is released for academic use in https://github.com/hnuzhy/MultiAugs.
DiffPose: Multi-hypothesis Human Pose Estimation using Diffusion models
Traditionally, monocular 3D human pose estimation employs a machine learning model to predict the most likely 3D pose for a given input image. However, a single image can be highly ambiguous and induces multiple plausible solutions for the 2D-3D lifting step which results in overly confident 3D pose predictors. To this end, we propose DiffPose, a conditional diffusion model, that predicts multiple hypotheses for a given input image. In comparison to similar approaches, our diffusion model is straightforward and avoids intensive hyperparameter tuning, complex network structures, mode collapse, and unstable training. Moreover, we tackle a problem of the common two-step approach that first estimates a distribution of 2D joint locations via joint-wise heatmaps and consecutively approximates them based on first- or second-moment statistics. Since such a simplification of the heatmaps removes valid information about possibly correct, though labeled unlikely, joint locations, we propose to represent the heatmaps as a set of 2D joint candidate samples. To extract information about the original distribution from these samples we introduce our embedding transformer that conditions the diffusion model. Experimentally, we show that DiffPose slightly improves upon the state of the art for multi-hypothesis pose estimation for simple poses and outperforms it by a large margin for highly ambiguous poses.
AniDress: Animatable Loose-Dressed Avatar from Sparse Views Using Garment Rigging Model
Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.
Structured 3D Features for Reconstructing Controllable Avatars
We introduce Structured 3D Features, a model based on a novel implicit 3D representation that pools pixel-aligned image features onto dense 3D points sampled from a parametric, statistical human mesh surface. The 3D points have associated semantics and can move freely in 3D space. This allows for optimal coverage of the person of interest, beyond just the body shape, which in turn, additionally helps modeling accessories, hair, and loose clothing. Owing to this, we present a complete 3D transformer-based attention framework which, given a single image of a person in an unconstrained pose, generates an animatable 3D reconstruction with albedo and illumination decomposition, as a result of a single end-to-end model, trained semi-supervised, and with no additional postprocessing. We show that our S3F model surpasses the previous state-of-the-art on various tasks, including monocular 3D reconstruction, as well as albedo and shading estimation. Moreover, we show that the proposed methodology allows novel view synthesis, relighting, and re-posing the reconstruction, and can naturally be extended to handle multiple input images (e.g. different views of a person, or the same view, in different poses, in video). Finally, we demonstrate the editing capabilities of our model for 3D virtual try-on applications.
DirectMHP: Direct 2D Multi-Person Head Pose Estimation with Full-range Angles
Existing head pose estimation (HPE) mainly focuses on single person with pre-detected frontal heads, which limits their applications in real complex scenarios with multi-persons. We argue that these single HPE methods are fragile and inefficient for Multi-Person Head Pose Estimation (MPHPE) since they rely on the separately trained face detector that cannot generalize well to full viewpoints, especially for heads with invisible face areas. In this paper, we focus on the full-range MPHPE problem, and propose a direct end-to-end simple baseline named DirectMHP. Due to the lack of datasets applicable to the full-range MPHPE, we firstly construct two benchmarks by extracting ground-truth labels for head detection and head orientation from public datasets AGORA and CMU Panoptic. They are rather challenging for having many truncated, occluded, tiny and unevenly illuminated human heads. Then, we design a novel end-to-end trainable one-stage network architecture by joint regressing locations and orientations of multi-head to address the MPHPE problem. Specifically, we regard pose as an auxiliary attribute of the head, and append it after the traditional object prediction. Arbitrary pose representation such as Euler angles is acceptable by this flexible design. Then, we jointly optimize these two tasks by sharing features and utilizing appropriate multiple losses. In this way, our method can implicitly benefit from more surroundings to improve HPE accuracy while maintaining head detection performance. We present comprehensive comparisons with state-of-the-art single HPE methods on public benchmarks, as well as superior baseline results on our constructed MPHPE datasets. Datasets and code are released in https://github.com/hnuzhy/DirectMHP.
EMDB: The Electromagnetic Database of Global 3D Human Pose and Shape in the Wild
We present EMDB, the Electromagnetic Database of Global 3D Human Pose and Shape in the Wild. EMDB is a novel dataset that contains high-quality 3D SMPL pose and shape parameters with global body and camera trajectories for in-the-wild videos. We use body-worn, wireless electromagnetic (EM) sensors and a hand-held iPhone to record a total of 58 minutes of motion data, distributed over 81 indoor and outdoor sequences and 10 participants. Together with accurate body poses and shapes, we also provide global camera poses and body root trajectories. To construct EMDB, we propose a multi-stage optimization procedure, which first fits SMPL to the 6-DoF EM measurements and then refines the poses via image observations. To achieve high-quality results, we leverage a neural implicit avatar model to reconstruct detailed human surface geometry and appearance, which allows for improved alignment and smoothness via a dense pixel-level objective. Our evaluations, conducted with a multi-view volumetric capture system, indicate that EMDB has an expected accuracy of 2.3 cm positional and 10.6 degrees angular error, surpassing the accuracy of previous in-the-wild datasets. We evaluate existing state-of-the-art monocular RGB methods for camera-relative and global pose estimation on EMDB. EMDB is publicly available under https://ait.ethz.ch/emdb
KPE: Keypoint Pose Encoding for Transformer-based Image Generation
Transformers have recently been shown to generate high quality images from text input. However, the existing method of pose conditioning using skeleton image tokens is computationally inefficient and generate low quality images. Therefore we propose a new method; Keypoint Pose Encoding (KPE); KPE is 10 times more memory efficient and over 73% faster at generating high quality images from text input conditioned on the pose. The pose constraint improves the image quality and reduces errors on body extremities such as arms and legs. The additional benefits include invariance to changes in the target image domain and image resolution, making it easily scalable to higher resolution images. We demonstrate the versatility of KPE by generating photorealistic multiperson images derived from the DeepFashion dataset. We also introduce a evaluation method People Count Error (PCE) that is effective in detecting error in generated human images.
End2End Multi-View Feature Matching with Differentiable Pose Optimization
Erroneous feature matches have severe impact on subsequent camera pose estimation and often require additional, time-costly measures, like RANSAC, for outlier rejection. Our method tackles this challenge by addressing feature matching and pose optimization jointly. To this end, we propose a graph attention network to predict image correspondences along with confidence weights. The resulting matches serve as weighted constraints in a differentiable pose estimation. Training feature matching with gradients from pose optimization naturally learns to down-weight outliers and boosts pose estimation on image pairs compared to SuperGlue by 6.7% on ScanNet. At the same time, it reduces the pose estimation time by over 50% and renders RANSAC iterations unnecessary. Moreover, we integrate information from multiple views by spanning the graph across multiple frames to predict the matches all at once. Multi-view matching combined with end-to-end training improves the pose estimation metrics on Matterport3D by 18.5% compared to SuperGlue.
WHAC: World-grounded Humans and Cameras
Estimating human and camera trajectories with accurate scale in the world coordinate system from a monocular video is a highly desirable yet challenging and ill-posed problem. In this study, we aim to recover expressive parametric human models (i.e., SMPL-X) and corresponding camera poses jointly, by leveraging the synergy between three critical players: the world, the human, and the camera. Our approach is founded on two key observations. Firstly, camera-frame SMPL-X estimation methods readily recover absolute human depth. Secondly, human motions inherently provide absolute spatial cues. By integrating these insights, we introduce a novel framework, referred to as WHAC, to facilitate world-grounded expressive human pose and shape estimation (EHPS) alongside camera pose estimation, without relying on traditional optimization techniques. Additionally, we present a new synthetic dataset, WHAC-A-Mole, which includes accurately annotated humans and cameras, and features diverse interactive human motions as well as realistic camera trajectories. Extensive experiments on both standard and newly established benchmarks highlight the superiority and efficacy of our framework. We will make the code and dataset publicly available.
One Shot, One Talk: Whole-body Talking Avatar from a Single Image
Building realistic and animatable avatars still requires minutes of multi-view or monocular self-rotating videos, and most methods lack precise control over gestures and expressions. To push this boundary, we address the challenge of constructing a whole-body talking avatar from a single image. We propose a novel pipeline that tackles two critical issues: 1) complex dynamic modeling and 2) generalization to novel gestures and expressions. To achieve seamless generalization, we leverage recent pose-guided image-to-video diffusion models to generate imperfect video frames as pseudo-labels. To overcome the dynamic modeling challenge posed by inconsistent and noisy pseudo-videos, we introduce a tightly coupled 3DGS-mesh hybrid avatar representation and apply several key regularizations to mitigate inconsistencies caused by imperfect labels. Extensive experiments on diverse subjects demonstrate that our method enables the creation of a photorealistic, precisely animatable, and expressive whole-body talking avatar from just a single image.
Advancing Pose-Guided Image Synthesis with Progressive Conditional Diffusion Models
Recent work has showcased the significant potential of diffusion models in pose-guided person image synthesis. However, owing to the inconsistency in pose between the source and target images, synthesizing an image with a distinct pose, relying exclusively on the source image and target pose information, remains a formidable challenge. This paper presents Progressive Conditional Diffusion Models (PCDMs) that incrementally bridge the gap between person images under the target and source poses through three stages. Specifically, in the first stage, we design a simple prior conditional diffusion model that predicts the global features of the target image by mining the global alignment relationship between pose coordinates and image appearance. Then, the second stage establishes a dense correspondence between the source and target images using the global features from the previous stage, and an inpainting conditional diffusion model is proposed to further align and enhance the contextual features, generating a coarse-grained person image. In the third stage, we propose a refining conditional diffusion model to utilize the coarsely generated image from the previous stage as a condition, achieving texture restoration and enhancing fine-detail consistency. The three-stage PCDMs work progressively to generate the final high-quality and high-fidelity synthesized image. Both qualitative and quantitative results demonstrate the consistency and photorealism of our proposed PCDMs under challenging scenarios.The code and model will be available at https://github.com/muzishen/PCDMs.
IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing
We present IntrinsicAvatar, a novel approach to recovering the intrinsic properties of clothed human avatars including geometry, albedo, material, and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However, these methods bake intrinsic properties such as albedo, material, and environment lighting into a single entangled neural representation. On the other hand, only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work, we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process, and combine ray tracing with body articulation. Our approach can recover high-quality geometry, albedo, material, and lighting properties of clothed humans from a single monocular video, without requiring supervised pre-training using ground truth materials. Furthermore, since we explicitly model the volumetric scattering process and ray tracing, our model naturally generalizes to novel poses, enabling animation of the reconstructed avatar in novel lighting conditions.
img2pose: Face Alignment and Detection via 6DoF, Face Pose Estimation
We propose real-time, six degrees of freedom (6DoF), 3D face pose estimation without face detection or landmark localization. We observe that estimating the 6DoF rigid transformation of a face is a simpler problem than facial landmark detection, often used for 3D face alignment. In addition, 6DoF offers more information than face bounding box labels. We leverage these observations to make multiple contributions: (a) We describe an easily trained, efficient, Faster R-CNN--based model which regresses 6DoF pose for all faces in the photo, without preliminary face detection. (b) We explain how pose is converted and kept consistent between the input photo and arbitrary crops created while training and evaluating our model. (c) Finally, we show how face poses can replace detection bounding box training labels. Tests on AFLW2000-3D and BIWI show that our method runs at real-time and outperforms state of the art (SotA) face pose estimators. Remarkably, our method also surpasses SotA models of comparable complexity on the WIDER FACE detection benchmark, despite not been optimized on bounding box labels.
MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds
We introduce 4D Motion Scaffolds (MoSca), a neural information processing system designed to reconstruct and synthesize novel views of dynamic scenes from monocular videos captured casually in the wild. To address such a challenging and ill-posed inverse problem, we leverage prior knowledge from foundational vision models, lift the video data to a novel Motion Scaffold (MoSca) representation, which compactly and smoothly encodes the underlying motions / deformations. The scene geometry and appearance are then disentangled from the deformation field, and are encoded by globally fusing the Gaussians anchored onto the MoSca and optimized via Gaussian Splatting. Additionally, camera poses can be seamlessly initialized and refined during the dynamic rendering process, without the need for other pose estimation tools. Experiments demonstrate state-of-the-art performance on dynamic rendering benchmarks.
Transferring Dense Pose to Proximal Animal Classes
Recent contributions have demonstrated that it is possible to recognize the pose of humans densely and accurately given a large dataset of poses annotated in detail. In principle, the same approach could be extended to any animal class, but the effort required for collecting new annotations for each case makes this strategy impractical, despite important applications in natural conservation, science and business. We show that, at least for proximal animal classes such as chimpanzees, it is possible to transfer the knowledge existing in dense pose recognition for humans, as well as in more general object detectors and segmenters, to the problem of dense pose recognition in other classes. We do this by (1) establishing a DensePose model for the new animal which is also geometrically aligned to humans (2) introducing a multi-head R-CNN architecture that facilitates transfer of multiple recognition tasks between classes, (3) finding which combination of known classes can be transferred most effectively to the new animal and (4) using self-calibrated uncertainty heads to generate pseudo-labels graded by quality for training a model for this class. We also introduce two benchmark datasets labelled in the manner of DensePose for the class chimpanzee and use them to evaluate our approach, showing excellent transfer learning performance.
Weakly-supervised 3D Pose Transfer with Keypoints
The main challenges of 3D pose transfer are: 1) Lack of paired training data with different characters performing the same pose; 2) Disentangling pose and shape information from the target mesh; 3) Difficulty in applying to meshes with different topologies. We thus propose a novel weakly-supervised keypoint-based framework to overcome these difficulties. Specifically, we use a topology-agnostic keypoint detector with inverse kinematics to compute transformations between the source and target meshes. Our method only requires supervision on the keypoints, can be applied to meshes with different topologies and is shape-invariant for the target which allows extraction of pose-only information from the target meshes without transferring shape information. We further design a cycle reconstruction to perform self-supervised pose transfer without the need for ground truth deformed mesh with the same pose and shape as the target and source, respectively. We evaluate our approach on benchmark human and animal datasets, where we achieve superior performance compared to the state-of-the-art unsupervised approaches and even comparable performance with the fully supervised approaches. We test on the more challenging Mixamo dataset to verify our approach's ability in handling meshes with different topologies and complex clothes. Cross-dataset evaluation further shows the strong generalization ability of our approach.
Pose Flow: Efficient Online Pose Tracking
Multi-person articulated pose tracking in unconstrained videos is an important while challenging problem. In this paper, going along the road of top-down approaches, we propose a decent and efficient pose tracker based on pose flows. First, we design an online optimization framework to build the association of cross-frame poses and form pose flows (PF-Builder). Second, a novel pose flow non-maximum suppression (PF-NMS) is designed to robustly reduce redundant pose flows and re-link temporal disjoint ones. Extensive experiments show that our method significantly outperforms best-reported results on two standard Pose Tracking datasets by 13 mAP 25 MOTA and 6 mAP 3 MOTA respectively. Moreover, in the case of working on detected poses in individual frames, the extra computation of pose tracker is very minor, guaranteeing online 10FPS tracking. Our source codes are made publicly available(https://github.com/YuliangXiu/PoseFlow).
Synthesizing Moving People with 3D Control
In this paper, we present a diffusion model-based framework for animating people from a single image for a given target 3D motion sequence. Our approach has two core components: a) learning priors about invisible parts of the human body and clothing, and b) rendering novel body poses with proper clothing and texture. For the first part, we learn an in-filling diffusion model to hallucinate unseen parts of a person given a single image. We train this model on texture map space, which makes it more sample-efficient since it is invariant to pose and viewpoint. Second, we develop a diffusion-based rendering pipeline, which is controlled by 3D human poses. This produces realistic renderings of novel poses of the person, including clothing, hair, and plausible in-filling of unseen regions. This disentangled approach allows our method to generate a sequence of images that are faithful to the target motion in the 3D pose and, to the input image in terms of visual similarity. In addition to that, the 3D control allows various synthetic camera trajectories to render a person. Our experiments show that our method is resilient in generating prolonged motions and varied challenging and complex poses compared to prior methods. Please check our website for more details: https://boyiliee.github.io/3DHM.github.io/.
Natural and Effective Obfuscation by Head Inpainting
As more and more personal photos are shared online, being able to obfuscate identities in such photos is becoming a necessity for privacy protection. People have largely resorted to blacking out or blurring head regions, but they result in poor user experience while being surprisingly ineffective against state of the art person recognizers. In this work, we propose a novel head inpainting obfuscation technique. Generating a realistic head inpainting in social media photos is challenging because subjects appear in diverse activities and head orientations. We thus split the task into two sub-tasks: (1) facial landmark generation from image context (e.g. body pose) for seamless hypothesis of sensible head pose, and (2) facial landmark conditioned head inpainting. We verify that our inpainting method generates realistic person images, while achieving superior obfuscation performance against automatic person recognizers.
Pose-Aware Self-Supervised Learning with Viewpoint Trajectory Regularization
Learning visual features from unlabeled images has proven successful for semantic categorization, often by mapping different views of the same object to the same feature to achieve recognition invariance. However, visual recognition involves not only identifying what an object is but also understanding how it is presented. For example, seeing a car from the side versus head-on is crucial for deciding whether to stay put or jump out of the way. While unsupervised feature learning for downstream viewpoint reasoning is important, it remains under-explored, partly due to the lack of a standardized evaluation method and benchmarks. We introduce a new dataset of adjacent image triplets obtained from a viewpoint trajectory, without any semantic or pose labels. We benchmark both semantic classification and pose estimation accuracies on the same visual feature. Additionally, we propose a viewpoint trajectory regularization loss for learning features from unlabeled image triplets. Our experiments demonstrate that this approach helps develop a visual representation that encodes object identity and organizes objects by their poses, retaining semantic classification accuracy while achieving emergent global pose awareness and better generalization to novel objects. Our dataset and code are available at http://pwang.pw/trajSSL/.