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Duygu Ceylan

Publications and source records attributed to Duygu Ceylan.

At least 73 records · Page 4Linked to original sources

Deep Detail Enhancement for Any Garment

Creating fine garment details requires significant efforts and huge computational resources. In contrast, a coarse shape may be easy to acquire in many scenarios (e.g., via low-resolution physically-based simulation, linear blend skinning driven by skeletal motion, portable scanners). In this paper, we show how to enhance, in a data-driven manner, rich yet plausible details starting from a coarse garment geometry. Once the parameterization of the garment is given, we formulate the task as a style transfer problem over the space of associated normal maps. In order to facilitate generalization across garment types and character motions, we introduce a patch-based formulation, that produces high-resolution details by matching a Gram matrix based style loss, to hallucinate geometric details (i.e., wrinkle density and shape). We extensively evaluate our method on a variety of production scenarios and show that our method is simple, light-weight, efficient, and generalizes across underlying garment types, sewing patterns, and body motion.

cs.GR↗

Intuitive, Interactive Beard and Hair Synthesis with Generative Models

We present an interactive approach to synthesizing realistic variations in facial hair in images, ranging from subtle edits to existing hair to the addition of complex and challenging hair in images of clean-shaven subjects. To circumvent the tedious and computationally expensive tasks of modeling, rendering and compositing the 3D geometry of the target hairstyle using the traditional graphics pipeline, we employ a neural network pipeline that synthesizes realistic and detailed images of facial hair directly in the target image in under one second. The synthesis is controlled by simple and sparse guide strokes from the user defining the general structural and color properties of the target hairstyle. We qualitatively and quantitatively evaluate our chosen method compared to several alternative approaches. We show compelling interactive editing results with a prototype user interface that allows novice users to progressively refine the generated image to match their desired hairstyle, and demonstrate that our approach also allows for flexible and high-fidelity scalp hair synthesis.

cs.CV↗

Learning Generative Models of Shape Handles

We present a generative model to synthesize 3D shapes as sets of handles -- lightweight proxies that approximate the original 3D shape -- for applications in interactive editing, shape parsing, and building compact 3D representations. Our model can generate handle sets with varying cardinality and different types of handles (Figure 1). Key to our approach is a deep architecture that predicts both the parameters and existence of shape handles, and a novel similarity measure that can easily accommodate different types of handles, such as cuboids or sphere-meshes. We leverage the recent advances in semantic 3D annotation as well as automatic shape summarizing techniques to supervise our approach. We show that the resulting shape representations are intuitive and achieve superior quality than previous state-of-the-art. Finally, we demonstrate how our method can be used in applications such as interactive shape editing, completion, and interpolation, leveraging the latent space learned by our model to guide these tasks. Project page: http://mgadelha.me/shapehandles.

cs.CV↗

Unsupervised Learning of Intrinsic Structural Representation Points

Learning structures of 3D shapes is a fundamental problem in the field of computer graphics and geometry processing. We present a simple yet interpretable unsupervised method for learning a new structural representation in the form of 3D structure points. The 3D structure points produced by our method encode the shape structure intrinsically and exhibit semantic consistency across all the shape instances with similar structures. This is a challenging goal that has not fully been achieved by other methods. Specifically, our method takes a 3D point cloud as input and encodes it as a set of local features. The local features are then passed through a novel point integration module to produce a set of 3D structure points. The chamfer distance is used as reconstruction loss to ensure the structure points lie close to the input point cloud. Extensive experiments have shown that our method outperforms the state-of-the-art on the semantic shape correspondence task and achieves comparable performance with the state-of-the-art on the segmentation label transfer task. Moreover, the PCA based shape embedding built upon consistent structure points demonstrates good performance in preserving the shape structures. Code is available at https://github.com/NolenChen/3DStructurePoints

cs.CV↗

FreiHAND: A Dataset for Markerless Capture of Hand Pose and Shape from Single RGB Images

Estimating 3D hand pose from single RGB images is a highly ambiguous problem that relies on an unbiased training dataset. In this paper, we analyze cross-dataset generalization when training on existing datasets. We find that approaches perform well on the datasets they are trained on, but do not generalize to other datasets or in-the-wild scenarios. As a consequence, we introduce the first large-scale, multi-view hand dataset that is accompanied by both 3D hand pose and shape annotations. For annotating this real-world dataset, we propose an iterative, semi-automated `human-in-the-loop' approach, which includes hand fitting optimization to infer both the 3D pose and shape for each sample. We show that methods trained on our dataset consistently perform well when tested on other datasets. Moreover, the dataset allows us to train a network that predicts the full articulated hand shape from a single RGB image. The evaluation set can serve as a benchmark for articulated hand shape estimation.

cs.CV↗

3DN: 3D Deformation Network

Applications in virtual and augmented reality create a demand for rapid creation and easy access to large sets of 3D models. An effective way to address this demand is to edit or deform existing 3D models based on a reference, e.g., a 2D image which is very easy to acquire. Given such a source 3D model and a target which can be a 2D image, 3D model, or a point cloud acquired as a depth scan, we introduce 3DN, an end-to-end network that deforms the source model to resemble the target. Our method infers per-vertex offset displacements while keeping the mesh connectivity of the source model fixed. We present a training strategy which uses a novel differentiable operation, mesh sampling operator, to generalize our method across source and target models with varying mesh densities. Mesh sampling operator can be seamlessly integrated into the network to handle meshes with different topologies. Qualitative and quantitative results show that our method generates higher quality results compared to the state-of-the art learning-based methods for 3D shape generation. Code is available at github.com/laughtervv/3DN.

cs.CV↗

BodyNet: Volumetric Inference of 3D Human Body Shapes

Human shape estimation is an important task for video editing, animation and fashion industry. Predicting 3D human body shape from natural images, however, is highly challenging due to factors such as variation in human bodies, clothing and viewpoint. Prior methods addressing this problem typically attempt to fit parametric body models with certain priors on pose and shape. In this work we argue for an alternative representation and propose BodyNet, a neural network for direct inference of volumetric body shape from a single image. BodyNet is an end-to-end trainable network that benefits from (i) a volumetric 3D loss, (ii) a multi-view re-projection loss, and (iii) intermediate supervision of 2D pose, 2D body part segmentation, and 3D pose. Each of them results in performance improvement as demonstrated by our experiments. To evaluate the method, we fit the SMPL model to our network output and show state-of-the-art results on the SURREAL and Unite the People datasets, outperforming recent approaches. Besides achieving state-of-the-art performance, our method also enables volumetric body-part segmentation.

cs.CV↗

Learning a Shared Shape Space for Multimodal Garment Design

Designing real and virtual garments is becoming extremely demanding with rapidly changing fashion trends and increasing need for synthesizing realistic dressed digital humans for various applications. This necessitates creating simple and effective workflows to facilitate authoring sewing patterns customized to garment and target body shapes to achieve desired looks. Traditional workflow involves a trial-and-error procedure wherein a mannequin is draped to judge the resultant folds and the sewing pattern iteratively adjusted until the desired look is achieved. This requires time and experience. Instead, we present a data-driven approach wherein the user directly indicates desired fold patterns simply by sketching while our system estimates corresponding garment and body shape parameters at interactive rates. The recovered parameters can then be further edited and the updated draped garment previewed. Technically, we achieve this via a novel shared shape space that allows the user to seamlessly specify desired characteristics across multimodal input {\em without} requiring to run garment simulation at design time. We evaluate our approach qualitatively via a user study and quantitatively against test datasets, and demonstrate how our system can generate a rich quality of on-body garments targeted for a range of body shapes while achieving desired fold characteristics.

cs.GR↗

iMapper: Interaction-guided Joint Scene and Human Motion Mapping from Monocular Videos

A long-standing challenge in scene analysis is the recovery of scene arrangements under moderate to heavy occlusion, directly from monocular video. While the problem remains a subject of active research, concurrent advances have been made in the context of human pose reconstruction from monocular video, including image-space feature point detection and 3D pose recovery. These methods, however, start to fail under moderate to heavy occlusion as the problem becomes severely under-constrained. We approach the problems differently. We observe that people interact similarly in similar scenes. Hence, we exploit the correlation between scene object arrangement and motions performed in that scene in both directions: first, typical motions performed when interacting with objects inform us about possible object arrangements; and second, object arrangements, in turn, constrain the possible motions. We present iMapper, a data-driven method that focuses on identifying human-object interactions, and jointly reasons about objects and human movement over space-time to recover both a plausible scene arrangement and consistent human interactions. We first introduce the notion of characteristic interactions as regions in space-time when an informative human-object interaction happens. This is followed by a novel occlusion-aware matching procedure that searches and aligns such characteristic snapshots from an interaction database to best explain the input monocular video. Through extensive evaluations, both quantitative and qualitative, we demonstrate that iMapper significantly improves performance over both dedicated state-of-the-art scene analysis and 3D human pose recovery approaches, especially under medium to heavy occlusion.

cs.GR↗

PlaneNet: Piece-wise Planar Reconstruction from a Single RGB Image

This paper proposes a deep neural network (DNN) for piece-wise planar depthmap reconstruction from a single RGB image. While DNNs have brought remarkable progress to single-image depth prediction, piece-wise planar depthmap reconstruction requires a structured geometry representation, and has been a difficult task to master even for DNNs. The proposed end-to-end DNN learns to directly infer a set of plane parameters and corresponding plane segmentation masks from a single RGB image. We have generated more than 50,000 piece-wise planar depthmaps for training and testing from ScanNet, a large-scale RGBD video database. Our qualitative and quantitative evaluations demonstrate that the proposed approach outperforms baseline methods in terms of both plane segmentation and depth estimation accuracy. To the best of our knowledge, this paper presents the first end-to-end neural architecture for piece-wise planar reconstruction from a single RGB image. Code and data are available at https://github.com/art-programmer/PlaneNet.

cs.CV↗

Neural Kinematic Networks for Unsupervised Motion Retargetting

We propose a recurrent neural network architecture with a Forward Kinematics layer and cycle consistency based adversarial training objective for unsupervised motion retargetting. Our network captures the high-level properties of an input motion by the forward kinematics layer, and adapts them to a target character with different skeleton bone lengths (e.g., shorter, longer arms etc.). Collecting paired motion training sequences from different characters is expensive. Instead, our network utilizes cycle consistency to learn to solve the Inverse Kinematics problem in an unsupervised manner. Our method works online, i.e., it adapts the motion sequence on-the-fly as new frames are received. In our experiments, we use the Mixamo animation data to test our method for a variety of motions and characters and achieve state-of-the-art results. We also demonstrate motion retargetting from monocular human videos to 3D characters using an off-the-shelf 3D pose estimator.

cs.CV↗

Learning Local Shape Descriptors from Part Correspondences With Multi-view Convolutional Networks

We present a new local descriptor for 3D shapes, directly applicable to a wide range of shape analysis problems such as point correspondences, semantic segmentation, affordance prediction, and shape-to-scan matching. The descriptor is produced by a convolutional network that is trained to embed geometrically and semantically similar points close to one another in descriptor space. The network processes surface neighborhoods around points on a shape that are captured at multiple scales by a succession of progressively zoomed out views, taken from carefully selected camera positions. We leverage two extremely large sources of data to train our network. First, since our network processes rendered views in the form of 2D images, we repurpose architectures pre-trained on massive image datasets. Second, we automatically generate a synthetic dense point correspondence dataset by non-rigid alignment of corresponding shape parts in a large collection of segmented 3D models. As a result of these design choices, our network effectively encodes multi-scale local context and fine-grained surface detail. Our network can be trained to produce either category-specific descriptors or more generic descriptors by learning from multiple shape categories. Once trained, at test time, the network extracts local descriptors for shapes without requiring any part segmentation as input. Our method can produce effective local descriptors even for shapes whose category is unknown or different from the ones used while training. We demonstrate through several experiments that our learned local descriptors are more discriminative compared to state of the art alternatives, and are effective in a variety of shape analysis applications.

cs.CV↗

Learning Dense Facial Correspondences in Unconstrained Images

We present a minimalistic but effective neural network that computes dense facial correspondences in highly unconstrained RGB images. Our network learns a per-pixel flow and a matchability mask between 2D input photographs of a person and the projection of a textured 3D face model. To train such a network, we generate a massive dataset of synthetic faces with dense labels using renderings of a morphable face model with variations in pose, expressions, lighting, and occlusions. We found that a training refinement using real photographs is required to drastically improve the ability to handle real images. When combined with a facial detection and 3D face fitting step, we show that our approach outperforms the state-of-the-art face alignment methods in terms of accuracy and speed. By directly estimating dense correspondences, we do not rely on the full visibility of sparse facial landmarks and are not limited to the model space of regression-based approaches. We also assess our method on video frames and demonstrate successful per-frame processing under extreme pose variations, occlusions, and lighting conditions. Compared to existing 3D facial tracking techniques, our fitting does not rely on previous frames or frontal facial initialization and is robust to imperfect face detections.

cs.CV↗

Material Editing Using a Physically Based Rendering Network

The ability to edit materials of objects in images is desirable by many content creators. However, this is an extremely challenging task as it requires to disentangle intrinsic physical properties of an image. We propose an end-to-end network architecture that replicates the forward image formation process to accomplish this task. Specifically, given a single image, the network first predicts intrinsic properties, i.e. shape, illumination, and material, which are then provided to a rendering layer. This layer performs in-network image synthesis, thereby enabling the network to understand the physics behind the image formation process. The proposed rendering layer is fully differentiable, supports both diffuse and specular materials, and thus can be applicable in a variety of problem settings. We demonstrate a rich set of visually plausible material editing examples and provide an extensive comparative study.

cs.CV↗

3D-PRNN: Generating Shape Primitives with Recurrent Neural Networks

The success of various applications including robotics, digital content creation, and visualization demand a structured and abstract representation of the 3D world from limited sensor data. Inspired by the nature of human perception of 3D shapes as a collection of simple parts, we explore such an abstract shape representation based on primitives. Given a single depth image of an object, we present 3D-PRNN, a generative recurrent neural network that synthesizes multiple plausible shapes composed of a set of primitives. Our generative model encodes symmetry characteristics of common man-made objects, preserves long-range structural coherence, and describes objects of varying complexity with a compact representation. We also propose a method based on Gaussian Fields to generate a large scale dataset of primitive-based shape representations to train our network. We evaluate our approach on a wide range of examples and show that it outperforms nearest-neighbor based shape retrieval methods and is on-par with voxel-based generative models while using a significantly reduced parameter space.

cs.CV↗

Transformation-Grounded Image Generation Network for Novel 3D View Synthesis

We present a transformation-grounded image generation network for novel 3D view synthesis from a single image. Instead of taking a 'blank slate' approach, we first explicitly infer the parts of the geometry visible both in the input and novel views and then re-cast the remaining synthesis problem as image completion. Specifically, we both predict a flow to move the pixels from the input to the novel view along with a novel visibility map that helps deal with occulsion/disocculsion. Next, conditioned on those intermediate results, we hallucinate (infer) parts of the object invisible in the input image. In addition to the new network structure, training with a combination of adversarial and perceptual loss results in a reduction in common artifacts of novel view synthesis such as distortions and holes, while successfully generating high frequency details and preserving visual aspects of the input image. We evaluate our approach on a wide range of synthetic and real examples. Both qualitative and quantitative results show our method achieves significantly better results compared to existing methods.

cs.CV↗

Dense Human Body Correspondences Using Convolutional Networks

We propose a deep learning approach for finding dense correspondences between 3D scans of people. Our method requires only partial geometric information in the form of two depth maps or partial reconstructed surfaces, works for humans in arbitrary poses and wearing any clothing, does not require the two people to be scanned from similar viewpoints, and runs in real time. We use a deep convolutional neural network to train a feature descriptor on depth map pixels, but crucially, rather than training the network to solve the shape correspondence problem directly, we train it to solve a body region classification problem, modified to increase the smoothness of the learned descriptors near region boundaries. This approach ensures that nearby points on the human body are nearby in feature space, and vice versa, rendering the feature descriptor suitable for computing dense correspondences between the scans. We validate our method on real and synthetic data for both clothed and unclothed humans, and show that our correspondences are more robust than is possible with state-of-the-art unsupervised methods, and more accurate than those found using methods that require full watertight 3D geometry.

cs.CV↗

Symmetry-aware Depth Estimation using Deep Neural Networks

Due to the abundance of 2D product images from the Internet, developing efficient and scalable algorithms to recover the missing depth information is central to many applications. Recent works have addressed the single-view depth estimation problem by utilizing convolutional neural networks. In this paper, we show that exploring symmetry information, which is ubiquitous in man made objects, can significantly boost the quality of such depth predictions. Specifically, we propose a new convolutional neural network architecture to first estimate dense symmetric correspondences in a product image and then propose an optimization which utilizes this information explicitly to significantly improve the quality of single-view depth estimations. We have evaluated our approach extensively, and experimental results show that this approach outperforms state-of-the-art depth estimation techniques.

cs.CV↗