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Gerard Pons-Moll

Publications and source records attributed to Gerard Pons-Moll.

At least 73 records · Page 4Linked to original sources

Box2Mask: Weakly Supervised 3D Semantic Instance Segmentation Using Bounding Boxes

Current 3D segmentation methods heavily rely on large-scale point-cloud datasets, which are notoriously laborious to annotate. Few attempts have been made to circumvent the need for dense per-point annotations. In this work, we look at weakly-supervised 3D semantic instance segmentation. The key idea is to leverage 3D bounding box labels which are easier and faster to annotate. Indeed, we show that it is possible to train dense segmentation models using only bounding box labels. At the core of our method, \name{}, lies a deep model, inspired by classical Hough voting, that directly votes for bounding box parameters, and a clustering method specifically tailored to bounding box votes. This goes beyond commonly used center votes, which would not fully exploit the bounding box annotations. On ScanNet test, our weakly supervised model attains leading performance among other weakly supervised approaches (+18 mAP@50). Remarkably, it also achieves 97% of the mAP@50 score of current fully supervised models. To further illustrate the practicality of our work, we train Box2Mask on the recently released ARKitScenes dataset which is annotated with 3D bounding boxes only, and show, for the first time, compelling 3D instance segmentation masks.

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Visibility Aware Human-Object Interaction Tracking from Single RGB Camera

Capturing the interactions between humans and their environment in 3D is important for many applications in robotics, graphics, and vision. Recent works to reconstruct the 3D human and object from a single RGB image do not have consistent relative translation across frames because they assume a fixed depth. Moreover, their performance drops significantly when the object is occluded. In this work, we propose a novel method to track the 3D human, object, contacts between them, and their relative translation across frames from a single RGB camera, while being robust to heavy occlusions. Our method is built on two key insights. First, we condition our neural field reconstructions for human and object on per-frame SMPL model estimates obtained by pre-fitting SMPL to a video sequence. This improves neural reconstruction accuracy and produces coherent relative translation across frames. Second, human and object motion from visible frames provides valuable information to infer the occluded object. We propose a novel transformer-based neural network that explicitly uses object visibility and human motion to leverage neighbouring frames to make predictions for the occluded frames. Building on these insights, our method is able to track both human and object robustly even under occlusions. Experiments on two datasets show that our method significantly improves over the state-of-the-art methods. Our code and pretrained models are available at: https://virtualhumans.mpi-inf.mpg.de/VisTracker

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Adjoint Rigid Transform Network: Task-conditioned Alignment of 3D Shapes

Most learning methods for 3D data (point clouds, meshes) suffer significant performance drops when the data is not carefully aligned to a canonical orientation. Aligning real world 3D data collected from different sources is non-trivial and requires manual intervention. In this paper, we propose the Adjoint Rigid Transform (ART) Network, a neural module which can be integrated with a variety of 3D networks to significantly boost their performance. ART learns to rotate input shapes to a learned canonical orientation, which is crucial for a lot of tasks such as shape reconstruction, interpolation, non-rigid registration, and latent disentanglement. ART achieves this with self-supervision and a rotation equivariance constraint on predicted rotations. The remarkable result is that with only self-supervision, ART facilitates learning a unique canonical orientation for both rigid and nonrigid shapes, which leads to a notable boost in performance of aforementioned tasks. We will release our code and pre-trained models for further research.

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TOCH: Spatio-Temporal Object-to-Hand Correspondence for Motion Refinement

We present TOCH, a method for refining incorrect 3D hand-object interaction sequences using a data prior. Existing hand trackers, especially those that rely on very few cameras, often produce visually unrealistic results with hand-object intersection or missing contacts. Although correcting such errors requires reasoning about temporal aspects of interaction, most previous works focus on static grasps and contacts. The core of our method are TOCH fields, a novel spatio-temporal representation for modeling correspondences between hands and objects during interaction. TOCH fields are a point-wise, object-centric representation, which encode the hand position relative to the object. Leveraging this novel representation, we learn a latent manifold of plausible TOCH fields with a temporal denoising auto-encoder. Experiments demonstrate that TOCH outperforms state-of-the-art 3D hand-object interaction models, which are limited to static grasps and contacts. More importantly, our method produces smooth interactions even before and after contact. Using a single trained TOCH model, we quantitatively and qualitatively demonstrate its usefulness for correcting erroneous sequences from off-the-shelf RGB/RGB-D hand-object reconstruction methods and transferring grasps across objects.

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Object pop-up: Can we infer 3D objects and their poses from human interactions alone?

The intimate entanglement between objects affordances and human poses is of large interest, among others, for behavioural sciences, cognitive psychology, and Computer Vision communities. In recent years, the latter has developed several object-centric approaches: starting from items, learning pipelines synthesizing human poses and dynamics in a realistic way, satisfying both geometrical and functional expectations. However, the inverse perspective is significantly less explored: Can we infer 3D objects and their poses from human interactions alone? Our investigation follows this direction, showing that a generic 3D human point cloud is enough to pop up an unobserved object, even when the user is just imitating a functionality (e.g., looking through a binocular) without involving a tangible counterpart. We validate our method qualitatively and quantitatively, with synthetic data and sequences acquired for the task, showing applicability for XR/VR. The code is available at https://github.com/ptrvilya/object-popup.

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NSF: Neural Surface Fields for Human Modeling from Monocular Depth

Obtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and fine-grained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a pre-designed human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method Neural Surface Fields for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf.

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HDHumans: A Hybrid Approach for High-fidelity Digital Humans

Photo-real digital human avatars are of enormous importance in graphics, as they enable immersive communication over the globe, improve gaming and entertainment experiences, and can be particularly beneficial for AR and VR settings. However, current avatar generation approaches either fall short in high-fidelity novel view synthesis, generalization to novel motions, reproduction of loose clothing, or they cannot render characters at the high resolution offered by modern displays. To this end, we propose HDHumans, which is the first method for HD human character synthesis that jointly produces an accurate and temporally coherent 3D deforming surface and highly photo-realistic images of arbitrary novel views and of motions not seen at training time. At the technical core, our method tightly integrates a classical deforming character template with neural radiance fields (NeRF). Our method is carefully designed to achieve a synergy between classical surface deformation and NeRF. First, the template guides the NeRF, which allows synthesizing novel views of a highly dynamic and articulated character and even enables the synthesis of novel motions. Second, we also leverage the dense pointclouds resulting from NeRF to further improve the deforming surface via 3D-to-3D supervision. We outperform the state of the art quantitatively and qualitatively in terms of synthesis quality and resolution, as well as the quality of 3D surface reconstruction.

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Skeleton-free Pose Transfer for Stylized 3D Characters

We present the first method that automatically transfers poses between stylized 3D characters without skeletal rigging. In contrast to previous attempts to learn pose transformations on fixed or topology-equivalent skeleton templates, our method focuses on a novel scenario to handle skeleton-free characters with diverse shapes, topologies, and mesh connectivities. The key idea of our method is to represent the characters in a unified articulation model so that the pose can be transferred through the correspondent parts. To achieve this, we propose a novel pose transfer network that predicts the character skinning weights and deformation transformations jointly to articulate the target character to match the desired pose. Our method is trained in a semi-supervised manner absorbing all existing character data with paired/unpaired poses and stylized shapes. It generalizes well to unseen stylized characters and inanimate objects. We conduct extensive experiments and demonstrate the effectiveness of our method on this novel task.

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Pose-NDF: Modeling Human Pose Manifolds with Neural Distance Fields

We present Pose-NDF, a continuous model for plausible human poses based on neural distance fields (NDFs). Pose or motion priors are important for generating realistic new poses and for reconstructing accurate poses from noisy or partial observations. Pose-NDF learns a manifold of plausible poses as the zero level set of a neural implicit function, extending the idea of modeling implicit surfaces in 3D to the high-dimensional domain SO(3)^K, where a human pose is defined by a single data point, represented by K quaternions. The resulting high-dimensional implicit function can be differentiated with respect to the input poses and thus can be used to project arbitrary poses onto the manifold by using gradient descent on the set of 3-dimensional hyperspheres. In contrast to previous VAE-based human pose priors, which transform the pose space into a Gaussian distribution, we model the actual pose manifold, preserving the distances between poses. We demonstrate that PoseNDF outperforms existing state-of-the-art methods as a prior in various downstream tasks, ranging from denoising real-world human mocap data, pose recovery from occluded data to 3D pose reconstruction from images. Furthermore, we show that it can be used to generate more diverse poses by random sampling and projection than VAE-based methods.

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NASA: Neural Articulated Shape Approximation

Efficient representation of articulated objects such as human bodies is an important problem in computer vision and graphics. To efficiently simulate deformation, existing approaches represent 3D objects using polygonal meshes and deform them using skinning techniques. This paper introduces neural articulated shape approximation (NASA), an alternative framework that enables efficient representation of articulated deformable objects using neural indicator functions that are conditioned on pose. Occupancy testing using NASA is straightforward, circumventing the complexity of meshes and the issue of water-tightness. We demonstrate the effectiveness of NASA for 3D tracking applications, and discuss other potential extensions.

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Learned Vertex Descent: A New Direction for 3D Human Model Fitting

We propose a novel optimization-based paradigm for 3D human model fitting on images and scans. In contrast to existing approaches that directly regress the parameters of a low-dimensional statistical body model (e.g. SMPL) from input images, we train an ensemble of per-vertex neural fields network. The network predicts, in a distributed manner, the vertex descent direction towards the ground truth, based on neural features extracted at the current vertex projection. At inference, we employ this network, dubbed LVD, within a gradient-descent optimization pipeline until its convergence, which typically occurs in a fraction of a second even when initializing all vertices into a single point. An exhaustive evaluation demonstrates that our approach is able to capture the underlying body of clothed people with very different body shapes, achieving a significant improvement compared to state-of-the-art. LVD is also applicable to 3D model fitting of humans and hands, for which we show a significant improvement to the SOTA with a much simpler and faster method.

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COUCH: Towards Controllable Human-Chair Interactions

Humans interact with an object in many different ways by making contact at different locations, creating a highly complex motion space that can be difficult to learn, particularly when synthesizing such human interactions in a controllable manner. Existing works on synthesizing human scene interaction focus on the high-level control of action but do not consider the fine-grained control of motion. In this work, we study the problem of synthesizing scene interactions conditioned on different contact positions on the object. As a testbed to investigate this new problem, we focus on human-chair interaction as one of the most common actions which exhibit large variability in terms of contacts. We propose a novel synthesis framework COUCH that plans ahead the motion by predicting contact-aware control signals of the hands, which are then used to synthesize contact-conditioned interactions. Furthermore, we contribute a large human-chair interaction dataset with clean annotations, the COUCH Dataset. Our method shows significant quantitative and qualitative improvements over existing methods for human-object interactions. More importantly, our method enables control of the motion through user-specified or automatically predicted contacts.

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Control-NeRF: Editable Feature Volumes for Scene Rendering and Manipulation

We present a novel method for performing flexible, 3D-aware image content manipulation while enabling high-quality novel view synthesis. While NeRF-based approaches are effective for novel view synthesis, such models memorize the radiance for every point in a scene within a neural network. Since these models are scene-specific and lack a 3D scene representation, classical editing such as shape manipulation, or combining scenes is not possible. Hence, editing and combining NeRF-based scenes has not been demonstrated. With the aim of obtaining interpretable and controllable scene representations, our model couples learnt scene-specific feature volumes with a scene agnostic neural rendering network. With this hybrid representation, we decouple neural rendering from scene-specific geometry and appearance. We can generalize to novel scenes by optimizing only the scene-specific 3D feature representation, while keeping the parameters of the rendering network fixed. The rendering function learnt during the initial training stage can thus be easily applied to new scenes, making our approach more flexible. More importantly, since the feature volumes are independent of the rendering model, we can manipulate and combine scenes by editing their corresponding feature volumes. The edited volume can then be plugged into the rendering model to synthesize high-quality novel views. We demonstrate various scene manipulations, including mixing scenes, deforming objects and inserting objects into scenes, while still producing photo-realistic results.

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BEHAVE: Dataset and Method for Tracking Human Object Interactions

Modelling interactions between humans and objects in natural environments is central to many applications including gaming, virtual and mixed reality, as well as human behavior analysis and human-robot collaboration. This challenging operation scenario requires generalization to vast number of objects, scenes, and human actions. Unfortunately, there exist no such dataset. Moreover, this data needs to be acquired in diverse natural environments, which rules out 4D scanners and marker based capture systems. We present BEHAVE dataset, the first full body human- object interaction dataset with multi-view RGBD frames and corresponding 3D SMPL and object fits along with the annotated contacts between them. We record around 15k frames at 5 locations with 8 subjects performing a wide range of interactions with 20 common objects. We use this data to learn a model that can jointly track humans and objects in natural environments with an easy-to-use portable multi-camera setup. Our key insight is to predict correspondences from the human and the object to a statistical body model to obtain human-object contacts during interactions. Our approach can record and track not just the humans and objects but also their interactions, modeled as surface contacts, in 3D. Our code and data can be found at: http://virtualhumans.mpi-inf.mpg.de/behave

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Combining Implicit Function Learning and Parametric Models for 3D Human Reconstruction

Implicit functions represented as deep learning approximations are powerful for reconstructing 3D surfaces. However, they can only produce static surfaces that are not controllable, which provides limited ability to modify the resulting model by editing its pose or shape parameters. Nevertheless, such features are essential in building flexible models for both computer graphics and computer vision. In this work, we present methodology that combines detail-rich implicit functions and parametric representations in order to reconstruct 3D models of people that remain controllable and accurate even in the presence of clothing. Given sparse 3D point clouds sampled on the surface of a dressed person, we use an Implicit Part Network (IP-Net)to jointly predict the outer 3D surface of the dressed person, the and inner body surface, and the semantic correspondences to a parametric body model. We subsequently use correspondences to fit the body model to our inner surface and then non-rigidly deform it (under a parametric body + displacement model) to the outer surface in order to capture garment, face and hair detail. In quantitative and qualitative experiments with both full body data and hand scans we show that the proposed methodology generalizes, and is effective even given incomplete point clouds collected from single-view depth images. Our models and code can be downloaded from http://virtualhumans.mpi-inf.mpg.de/ipnet.

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LoopReg: Self-supervised Learning of Implicit Surface Correspondences, Pose and Shape for 3D Human Mesh Registration

We address the problem of fitting 3D human models to 3D scans of dressed humans. Classical methods optimize both the data-to-model correspondences and the human model parameters (pose and shape), but are reliable only when initialized close to the solution. Some methods initialize the optimization based on fully supervised correspondence predictors, which is not differentiable end-to-end, and can only process a single scan at a time. Our main contribution is LoopReg, an end-to-end learning framework to register a corpus of scans to a common 3D human model. The key idea is to create a self-supervised loop. A backward map, parameterized by a Neural Network, predicts the correspondence from every scan point to the surface of the human model. A forward map, parameterized by a human model, transforms the corresponding points back to the scan based on the model parameters (pose and shape), thus closing the loop. Formulating this closed loop is not straightforward because it is not trivial to force the output of the NN to be on the surface of the human model - outside this surface the human model is not even defined. To this end, we propose two key innovations. First, we define the canonical surface implicitly as the zero level set of a distance field in R3, which in contrast to morecommon UV parameterizations, does not require cutting the surface, does not have discontinuities, and does not induce distortion. Second, we diffuse the human model to the 3D domain R3. This allows to map the NN predictions forward,even when they slightly deviate from the zero level set. Results demonstrate that we can train LoopRegmainly self-supervised - following a supervised warm-start, the model becomes increasingly more accurate as additional unlabelled raw scans are processed. Our code and pre-trained models can be downloaded for research.

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A Deeper Look into DeepCap

Human performance capture is a highly important computer vision problem with many applications in movie production and virtual/augmented reality. Many previous performance capture approaches either required expensive multi-view setups or did not recover dense space-time coherent geometry with frame-to-frame correspondences. We propose a novel deep learning approach for monocular dense human performance capture. Our method is trained in a weakly supervised manner based on multi-view supervision completely removing the need for training data with 3D ground truth annotations. The network architecture is based on two separate networks that disentangle the task into a pose estimation and a non-rigid surface deformation step. Extensive qualitative and quantitative evaluations show that our approach outperforms the state of the art in terms of quality and robustness. This work is an extended version of DeepCap where we provide more detailed explanations, comparisons and results as well as applications.

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Real-time Deep Dynamic Characters

We propose a deep videorealistic 3D human character model displaying highly realistic shape, motion, and dynamic appearance learned in a new weakly supervised way from multi-view imagery. In contrast to previous work, our controllable 3D character displays dynamics, e.g., the swing of the skirt, dependent on skeletal body motion in an efficient data-driven way, without requiring complex physics simulation. Our character model also features a learned dynamic texture model that accounts for photo-realistic motion-dependent appearance details, as well as view-dependent lighting effects. During training, we do not need to resort to difficult dynamic 3D capture of the human; instead we can train our model entirely from multi-view video in a weakly supervised manner. To this end, we propose a parametric and differentiable character representation which allows us to model coarse and fine dynamic deformations, e.g., garment wrinkles, as explicit space-time coherent mesh geometry that is augmented with high-quality dynamic textures dependent on motion and view point. As input to the model, only an arbitrary 3D skeleton motion is required, making it directly compatible with the established 3D animation pipeline. We use a novel graph convolutional network architecture to enable motion-dependent deformation learning of body and clothing, including dynamics, and a neural generative dynamic texture model creates corresponding dynamic texture maps. We show that by merely providing new skeletal motions, our model creates motion-dependent surface deformations, physically plausible dynamic clothing deformations, as well as video-realistic surface textures at a much higher level of detail than previous state of the art approaches, and even in real-time.

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