Searcharxiv⌕ Search

arXiv subjects

Albert Pumarola

Publications and source records attributed to Albert Pumarola.

34 records · Page 2Linked to original sources

Re-ReND: Real-time Rendering of NeRFs across Devices

This paper proposes a novel approach for rendering a pre-trained Neural Radiance Field (NeRF) in real-time on resource-constrained devices. We introduce Re-ReND, a method enabling Real-time Rendering of NeRFs across Devices. Re-ReND is designed to achieve real-time performance by converting the NeRF into a representation that can be efficiently processed by standard graphics pipelines. The proposed method distills the NeRF by extracting the learned density into a mesh, while the learned color information is factorized into a set of matrices that represent the scene's light field. Factorization implies the field is queried via inexpensive MLP-free matrix multiplications, while using a light field allows rendering a pixel by querying the field a single time-as opposed to hundreds of queries when employing a radiance field. Since the proposed representation can be implemented using a fragment shader, it can be directly integrated with standard rasterization frameworks. Our flexible implementation can render a NeRF in real-time with low memory requirements and on a wide range of resource-constrained devices, including mobiles and AR/VR headsets. Notably, we find that Re-ReND can achieve over a 2.6-fold increase in rendering speed versus the state-of-the-art without perceptible losses in quality.

cs.CV↗

3D-Aware Encoding for Style-based Neural Radiance Fields

We tackle the task of NeRF inversion for style-based neural radiance fields, (e.g., StyleNeRF). In the task, we aim to learn an inversion function to project an input image to the latent space of a NeRF generator and then synthesize novel views of the original image based on the latent code. Compared with GAN inversion for 2D generative models, NeRF inversion not only needs to 1) preserve the identity of the input image, but also 2) ensure 3D consistency in generated novel views. This requires the latent code obtained from the single-view image to be invariant across multiple views. To address this new challenge, we propose a two-stage encoder for style-based NeRF inversion. In the first stage, we introduce a base encoder that converts the input image to a latent code. To ensure the latent code is view-invariant and is able to synthesize 3D consistent novel view images, we utilize identity contrastive learning to train the base encoder. Second, to better preserve the identity of the input image, we introduce a refining encoder to refine the latent code and add finer details to the output image. Importantly note that the novelty of this model lies in the design of its first-stage encoder which produces the closest latent code lying on the latent manifold and thus the refinement in the second stage would be close to the NeRF manifold. Through extensive experiments, we demonstrate that our proposed two-stage encoder qualitatively and quantitatively exhibits superiority over the existing encoders for inversion in both image reconstruction and novel-view rendering.

cs.CV↗

Enhancing Egocentric 3D Pose Estimation with Third Person Views

In this paper, we propose a novel approach to enhance the 3D body pose estimation of a person computed from videos captured from a single wearable camera. The key idea is to leverage high-level features linking first- and third-views in a joint embedding space. To learn such embedding space we introduce First2Third-Pose, a new paired synchronized dataset of nearly 2,000 videos depicting human activities captured from both first- and third-view perspectives. We explicitly consider spatial- and motion-domain features, combined using a semi-Siamese architecture trained in a self-supervised fashion. Experimental results demonstrate that the joint multi-view embedded space learned with our dataset is useful to extract discriminatory features from arbitrary single-view egocentric videos, without needing domain adaptation nor knowledge of camera parameters. We achieve significant improvement of egocentric 3D body pose estimation performance on two unconstrained datasets, over three supervised state-of-the-art approaches. Our dataset and code will be available for research purposes.

cs.CV↗

Single-view 3D Body and Cloth Reconstruction under Complex Poses

Recent advances in 3D human shape reconstruction from single images have shown impressive results, leveraging on deep networks that model the so-called implicit function to learn the occupancy status of arbitrarily dense 3D points in space. However, while current algorithms based on this paradigm, like PiFuHD, are able to estimate accurate geometry of the human shape and clothes, they require high-resolution input images and are not able to capture complex body poses. Most training and evaluation is performed on 1k-resolution images of humans standing in front of the camera under neutral body poses. In this paper, we leverage publicly available data to extend existing implicit function-based models to deal with images of humans that can have arbitrary poses and self-occluded limbs. We argue that the representation power of the implicit function is not sufficient to simultaneously model details of the geometry and of the body pose. We, therefore, propose a coarse-to-fine approach in which we first learn an implicit function that maps the input image to a 3D body shape with a low level of detail, but which correctly fits the underlying human pose, despite its complexity. We then learn a displacement map, conditioned on the smoothed surface and on the input image, which encodes the high-frequency details of the clothes and body. In the experimental section, we show that this coarse-to-fine strategy represents a very good trade-off between shape detail and pose correctness, comparing favorably to the most recent state-of-the-art approaches. Our code will be made publicly available.

cs.CV↗

PhysXNet: A Customizable Approach for LearningCloth Dynamics on Dressed People

We introduce PhysXNet, a learning-based approach to predict the dynamics of deformable clothes given 3D skeleton motion sequences of humans wearing these clothes. The proposed model is adaptable to a large variety of garments and changing topologies, without need of being retrained. Such simulations are typically carried out by physics engines that require manual human expertise and are subjectto computationally intensive computations. PhysXNet, by contrast, is a fully differentiable deep network that at inference is able to estimate the geometry of dense cloth meshes in a matter of milliseconds, and thus, can be readily deployed as a layer of a larger deep learning architecture. This efficiency is achieved thanks to the specific parameterization of the clothes we consider, based on 3D UV maps encoding spatial garment displacements. The problem is then formulated as a mapping between the human kinematics space (represented also by 3D UV maps of the undressed body mesh) into the clothes displacement UV maps, which we learn using a conditional GAN with a discriminator that enforces feasible deformations. We train simultaneously our model for three garment templates, tops, bottoms and dresses for which we simulate deformations under 50 different human actions. Nevertheless, the UV map representation we consider allows encapsulating many different cloth topologies, and at test we can simulate garments even if we did not specifically train for them. A thorough evaluation demonstrates that PhysXNet delivers cloth deformations very close to those computed with the physical engine, opening the door to be effectively integrated within deeplearning pipelines.

cs.CV↗

H3D-Net: Few-Shot High-Fidelity 3D Head Reconstruction

Recent learning approaches that implicitly represent surface geometry using coordinate-based neural representations have shown impressive results in the problem of multi-view 3D reconstruction. The effectiveness of these techniques is, however, subject to the availability of a large number (several tens) of input views of the scene, and computationally demanding optimizations. In this paper, we tackle these limitations for the specific problem of few-shot full 3D head reconstruction, by endowing coordinate-based representations with a probabilistic shape prior that enables faster convergence and better generalization when using few input images (down to three). First, we learn a shape model of 3D heads from thousands of incomplete raw scans using implicit representations. At test time, we jointly overfit two coordinate-based neural networks to the scene, one modeling the geometry and another estimating the surface radiance, using implicit differentiable rendering. We devise a two-stage optimization strategy in which the learned prior is used to initialize and constrain the geometry during an initial optimization phase. Then, the prior is unfrozen and fine-tuned to the scene. By doing this, we achieve high-fidelity head reconstructions, including hair and shoulders, and with a high level of detail that consistently outperforms both state-of-the-art 3D Morphable Models methods in the few-shot scenario, and non-parametric methods when large sets of views are available.

cs.CV↗

SMPLicit: Topology-aware Generative Model for Clothed People

In this paper we introduce SMPLicit, a novel generative model to jointly represent body pose, shape and clothing geometry. In contrast to existing learning-based approaches that require training specific models for each type of garment, SMPLicit can represent in a unified manner different garment topologies (e.g. from sleeveless tops to hoodies and to open jackets), while controlling other properties like the garment size or tightness/looseness. We show our model to be applicable to a large variety of garments including T-shirts, hoodies, jackets, shorts, pants, skirts, shoes and even hair. The representation flexibility of SMPLicit builds upon an implicit model conditioned with the SMPL human body parameters and a learnable latent space which is semantically interpretable and aligned with the clothing attributes. The proposed model is fully differentiable, allowing for its use into larger end-to-end trainable systems. In the experimental section, we demonstrate SMPLicit can be readily used for fitting 3D scans and for 3D reconstruction in images of dressed people. In both cases we are able to go beyond state of the art, by retrieving complex garment geometries, handling situations with multiple clothing layers and providing a tool for easy outfit editing. To stimulate further research in this direction, we will make our code and model publicly available at http://www.iri.upc.edu/people/ecorona/smplicit/.

cs.CV↗

FaceDet3D: Facial Expressions with 3D Geometric Detail Prediction

Facial Expressions induce a variety of high-level details on the 3D face geometry. For example, a smile causes the wrinkling of cheeks or the formation of dimples, while being angry often causes wrinkling of the forehead. Morphable Models (3DMMs) of the human face fail to capture such fine details in their PCA-based representations and consequently cannot generate such details when used to edit expressions. In this work, we introduce FaceDet3D, a first-of-its-kind method that generates - from a single image - geometric facial details that are consistent with any desired target expression. The facial details are represented as a vertex displacement map and used then by a Neural Renderer to photo-realistically render novel images of any single image in any desired expression and view. The project website is: http://shahrukhathar.github.io/2020/12/14/FaceDet3D.html

cs.CV↗

D-NeRF: Neural Radiance Fields for Dynamic Scenes

Neural rendering techniques combining machine learning with geometric reasoning have arisen as one of the most promising approaches for synthesizing novel views of a scene from a sparse set of images. Among these, stands out the Neural radiance fields (NeRF), which trains a deep network to map 5D input coordinates (representing spatial location and viewing direction) into a volume density and view-dependent emitted radiance. However, despite achieving an unprecedented level of photorealism on the generated images, NeRF is only applicable to static scenes, where the same spatial location can be queried from different images. In this paper we introduce D-NeRF, a method that extends neural radiance fields to a dynamic domain, allowing to reconstruct and render novel images of objects under rigid and non-rigid motions from a \emph{single} camera moving around the scene. For this purpose we consider time as an additional input to the system, and split the learning process in two main stages: one that encodes the scene into a canonical space and another that maps this canonical representation into the deformed scene at a particular time. Both mappings are simultaneously learned using fully-connected networks. Once the networks are trained, D-NeRF can render novel images, controlling both the camera view and the time variable, and thus, the object movement. We demonstrate the effectiveness of our approach on scenes with objects under rigid, articulated and non-rigid motions. Code, model weights and the dynamic scenes dataset will be released.

cs.CV↗

C-Flow: Conditional Generative Flow Models for Images and 3D Point Clouds

Flow-based generative models have highly desirable properties like exact log-likelihood evaluation and exact latent-variable inference, however they are still in their infancy and have not received as much attention as alternative generative models. In this paper, we introduce C-Flow, a novel conditioning scheme that brings normalizing flows to an entirely new scenario with great possibilities for multi-modal data modeling. C-Flow is based on a parallel sequence of invertible mappings in which a source flow guides the target flow at every step, enabling fine-grained control over the generation process. We also devise a new strategy to model unordered 3D point clouds that, in combination with the conditioning scheme, makes it possible to address 3D reconstruction from a single image and its inverse problem of rendering an image given a point cloud. We demonstrate our conditioning method to be very adaptable, being also applicable to image manipulation, style transfer and multi-modal image-to-image mapping in a diversity of domains, including RGB images, segmentation maps, and edge masks.

cs.CV↗

Context-aware Human Motion Prediction

The problem of predicting human motion given a sequence of past observations is at the core of many applications in robotics and computer vision. Current state-of-the-art formulate this problem as a sequence-to-sequence task, in which a historical of 3D skeletons feeds a Recurrent Neural Network (RNN) that predicts future movements, typically in the order of 1 to 2 seconds. However, one aspect that has been obviated so far, is the fact that human motion is inherently driven by interactions with objects and/or other humans in the environment. In this paper, we explore this scenario using a novel context-aware motion prediction architecture. We use a semantic-graph model where the nodes parameterize the human and objects in the scene and the edges their mutual interactions. These interactions are iteratively learned through a graph attention layer, fed with the past observations, which now include both object and human body motions. Once this semantic graph is learned, we inject it to a standard RNN to predict future movements of the human/s and object/s. We consider two variants of our architecture, either freezing the contextual interactions in the future of updating them. A thorough evaluation in the "Whole-Body Human Motion Database" shows that in both cases, our context-aware networks clearly outperform baselines in which the context information is not considered.

cs.CV↗

3DPeople: Modeling the Geometry of Dressed Humans

Recent advances in 3D human shape estimation build upon parametric representations that model very well the shape of the naked body, but are not appropriate to represent the clothing geometry. In this paper, we present an approach to model dressed humans and predict their geometry from single images. We contribute in three fundamental aspects of the problem, namely, a new dataset, a novel shape parameterization algorithm and an end-to-end deep generative network for predicting shape. First, we present 3DPeople, a large-scale synthetic dataset with 2.5 Million photo-realistic images of 80 subjects performing 70 activities and wearing diverse outfits. Besides providing textured 3D meshes for clothes and body, we annotate the dataset with segmentation masks, skeletons, depth, normal maps and optical flow. All this together makes 3DPeople suitable for a plethora of tasks. We then represent the 3D shapes using 2D geometry images. To build these images we propose a novel spherical area-preserving parameterization algorithm based on the optimal mass transportation method. We show this approach to improve existing spherical maps which tend to shrink the elongated parts of the full body models such as the arms and legs, making the geometry images incomplete. Finally, we design a multi-resolution deep generative network that, given an input image of a dressed human, predicts his/her geometry image (and thus the clothed body shape) in an end-to-end manner. We obtain very promising results in jointly capturing body pose and clothing shape, both for synthetic validation and on the wild images.

cs.CV↗

Fast video object segmentation with Spatio-Temporal GANs

Learning descriptive spatio-temporal object models from data is paramount for the task of semi-supervised video object segmentation. Most existing approaches mainly rely on models that estimate the segmentation mask based on a reference mask at the first frame (aided sometimes by optical flow or the previous mask). These models, however, are prone to fail under rapid appearance changes or occlusions due to their limitations in modelling the temporal component. On the other hand, very recently, other approaches learned long-term features using a convolutional LSTM to leverage the information from all previous video frames. Even though these models achieve better temporal representations, they still have to be fine-tuned for every new video sequence. In this paper, we present an intermediate solution and devise a novel GAN architecture, FaSTGAN, to learn spatio-temporal object models over finite temporal windows. To achieve this, we concentrate all the heavy computational load to the training phase with two critics that enforce spatial and temporal mask consistency over the last K frames. Then at test time, we only use a relatively light regressor, which reduces the inference time considerably. As a result, our approach combines a high resiliency to sudden geometric and photometric object changes with efficiency at test time (no need for fine-tuning nor post-processing). We demonstrate that the accuracy of our method is on par with state-of-the-art techniques on the challenging YouTube-VOS and DAVIS datasets, while running at 32 fps, about 4x faster than the closest competitor.

cs.CV↗

Unsupervised Person Image Synthesis in Arbitrary Poses

We present a novel approach for synthesizing photo-realistic images of people in arbitrary poses using generative adversarial learning. Given an input image of a person and a desired pose represented by a 2D skeleton, our model renders the image of the same person under the new pose, synthesizing novel views of the parts visible in the input image and hallucinating those that are not seen. This problem has recently been addressed in a supervised manner, i.e., during training the ground truth images under the new poses are given to the network. We go beyond these approaches by proposing a fully unsupervised strategy. We tackle this challenging scenario by splitting the problem into two principal subtasks. First, we consider a pose conditioned bidirectional generator that maps back the initially rendered image to the original pose, hence being directly comparable to the input image without the need to resort to any training image. Second, we devise a novel loss function that incorporates content and style terms, and aims at producing images of high perceptual quality. Extensive experiments conducted on the DeepFashion dataset demonstrate that the images rendered by our model are very close in appearance to those obtained by fully supervised approaches.

cs.CV↗

Geometry-Aware Network for Non-Rigid Shape Prediction from a Single View

We propose a method for predicting the 3D shape of a deformable surface from a single view. By contrast with previous approaches, we do not need a pre-registered template of the surface, and our method is robust to the lack of texture and partial occlusions. At the core of our approach is a {\it geometry-aware} deep architecture that tackles the problem as usually done in analytic solutions: first perform 2D detection of the mesh and then estimate a 3D shape that is geometrically consistent with the image. We train this architecture in an end-to-end manner using a large dataset of synthetic renderings of shapes under different levels of deformation, material properties, textures and lighting conditions. We evaluate our approach on a test split of this dataset and available real benchmarks, consistently improving state-of-the-art solutions with a significantly lower computational time.

cs.CV↗

GANimation: Anatomically-aware Facial Animation from a Single Image

Recent advances in Generative Adversarial Networks (GANs) have shown impressive results for task of facial expression synthesis. The most successful architecture is StarGAN, that conditions GANs generation process with images of a specific domain, namely a set of images of persons sharing the same expression. While effective, this approach can only generate a discrete number of expressions, determined by the content of the dataset. To address this limitation, in this paper, we introduce a novel GAN conditioning scheme based on Action Units (AU) annotations, which describes in a continuous manifold the anatomical facial movements defining a human expression. Our approach allows controlling the magnitude of activation of each AU and combine several of them. Additionally, we propose a fully unsupervised strategy to train the model, that only requires images annotated with their activated AUs, and exploit attention mechanisms that make our network robust to changing backgrounds and lighting conditions. Extensive evaluation show that our approach goes beyond competing conditional generators both in the capability to synthesize a much wider range of expressions ruled by anatomically feasible muscle movements, as in the capacity of dealing with images in the wild.

cs.CV↗