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Cem Keskin

Publications and source records attributed to Cem Keskin.

25 records · Page 2Linked to original sources

Deep Implicit Volume Compression

We describe a novel approach for compressing truncated signed distance fields (TSDF) stored in 3D voxel grids, and their corresponding textures. To compress the TSDF, our method relies on a block-based neural network architecture trained end-to-end, achieving state-of-the-art rate-distortion trade-off. To prevent topological errors, we losslessly compress the signs of the TSDF, which also upper bounds the reconstruction error by the voxel size. To compress the corresponding texture, we designed a fast block-based UV parameterization, generating coherent texture maps that can be effectively compressed using existing video compression algorithms. We demonstrate the performance of our algorithms on two 4D performance capture datasets, reducing bitrate by 66% for the same distortion, or alternatively reducing the distortion by 50% for the same bitrate, compared to the state-of-the-art.

eess.IV↗

RePose: Learning Deep Kinematic Priors for Fast Human Pose Estimation

We propose a novel efficient and lightweight model for human pose estimation from a single image. Our model is designed to achieve competitive results at a fraction of the number of parameters and computational cost of various state-of-the-art methods. To this end, we explicitly incorporate part-based structural and geometric priors in a hierarchical prediction framework. At the coarsest resolution, and in a manner similar to classical part-based approaches, we leverage the kinematic structure of the human body to propagate convolutional feature updates between the keypoints or body parts. Unlike classical approaches, we adopt end-to-end training to learn this geometric prior through feature updates from data. We then propagate the feature representation at the coarsest resolution up the hierarchy to refine the predicted pose in a coarse-to-fine fashion. The final network effectively models the geometric prior and intuition within a lightweight deep neural network, yielding state-of-the-art results for a model of this size on two standard datasets, Leeds Sports Pose and MPII Human Pose.

cs.CV↗

Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning

Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.

cs.CV↗

LookinGood: Enhancing Performance Capture with Real-time Neural Re-Rendering

Motivated by augmented and virtual reality applications such as telepresence, there has been a recent focus in real-time performance capture of humans under motion. However, given the real-time constraint, these systems often suffer from artifacts in geometry and texture such as holes and noise in the final rendering, poor lighting, and low-resolution textures. We take the novel approach to augment such real-time performance capture systems with a deep architecture that takes a rendering from an arbitrary viewpoint, and jointly performs completion, super resolution, and denoising of the imagery in real-time. We call this approach neural (re-)rendering, and our live system "LookinGood". Our deep architecture is trained to produce high resolution and high quality images from a coarse rendering in real-time. First, we propose a self-supervised training method that does not require manual ground-truth annotation. We contribute a specialized reconstruction error that uses semantic information to focus on relevant parts of the subject, e.g. the face. We also introduce a salient reweighing scheme of the loss function that is able to discard outliers. We specifically design the system for virtual and augmented reality headsets where the consistency between the left and right eye plays a crucial role in the final user experience. Finally, we generate temporally stable results by explicitly minimizing the difference between two consecutive frames. We tested the proposed system in two different scenarios: one involving a single RGB-D sensor, and upper body reconstruction of an actor, the second consisting of full body 360 degree capture. Through extensive experimentation, we demonstrate how our system generalizes across unseen sequences and subjects. The supplementary video is available at http://youtu.be/Md3tdAKoLGU.

cs.CV↗

SplineNets: Continuous Neural Decision Graphs

We present SplineNets, a practical and novel approach for using conditioning in convolutional neural networks (CNNs). SplineNets are continuous generalizations of neural decision graphs, and they can dramatically reduce runtime complexity and computation costs of CNNs, while maintaining or even increasing accuracy. Functions of SplineNets are both dynamic (i.e., conditioned on the input) and hierarchical (i.e., conditioned on the computational path). SplineNets employ a unified loss function with a desired level of smoothness over both the network and decision parameters, while allowing for sparse activation of a subset of nodes for individual samples. In particular, we embed infinitely many function weights (e.g. filters) on smooth, low dimensional manifolds parameterized by compact B-splines, which are indexed by a position parameter. Instead of sampling from a categorical distribution to pick a branch, samples choose a continuous position to pick a function weight. We further show that by maximizing the mutual information between spline positions and class labels, the network can be optimally utilized and specialized for classification tasks. Experiments show that our approach can significantly increase the accuracy of ResNets with negligible cost in speed, matching the precision of a 110 level ResNet with a 32 level SplineNet.

cs.LG↗

Conditional Information Gain Networks

Deep neural network models owe their representational power to the high number of learnable parameters. It is often infeasible to run these largely parametrized deep models in limited resource environments, like mobile phones. Network models employing conditional computing are able to reduce computational requirements while achieving high representational power, with their ability to model hierarchies. We propose Conditional Information Gain Networks, which allow the feed forward deep neural networks to execute conditionally, skipping parts of the model based on the sample and the decision mechanisms inserted in the architecture. These decision mechanisms are trained using cost functions based on differentiable Information Gain, inspired by the training procedures of decision trees. These information gain based decision mechanisms are differentiable and can be trained end-to-end using a unified framework with a general cost function, covering both classification and decision losses. We test the effectiveness of the proposed method on MNIST and recently introduced Fashion MNIST datasets and show that our information gain based conditional execution approach can achieve better or comparable classification results using significantly fewer parameters, compared to standard convolutional neural network baselines.

cs.CV↗

Learning to Navigate the Energy Landscape

In this paper, we present a novel and efficient architecture for addressing computer vision problems that use `Analysis by Synthesis'. Analysis by synthesis involves the minimization of the reconstruction error which is typically a non-convex function of the latent target variables. State-of-the-art methods adopt a hybrid scheme where discriminatively trained predictors like Random Forests or Convolutional Neural Networks are used to initialize local search algorithms. While these methods have been shown to produce promising results, they often get stuck in local optima. Our method goes beyond the conventional hybrid architecture by not only proposing multiple accurate initial solutions but by also defining a navigational structure over the solution space that can be used for extremely efficient gradient-free local search. We demonstrate the efficacy of our approach on the challenging problem of RGB Camera Relocalization. To make the RGB camera relocalization problem particularly challenging, we introduce a new dataset of 3D environments which are significantly larger than those found in other publicly-available datasets. Our experiments reveal that the proposed method is able to achieve state-of-the-art camera relocalization results. We also demonstrate the generalizability of our approach on Hand Pose Estimation and Image Retrieval tasks.

cs.CV↗