Searcharxiv⌕ Search

arXiv subjects

Gerard Pons-Moll

Publications and source records attributed to Gerard Pons-Moll.

At least 91 records · Page 5Linked to original sources

Neural-GIF: Neural Generalized Implicit Functions for Animating People in Clothing

We present Neural Generalized Implicit Functions(Neural-GIF), to animate people in clothing as a function of the body pose. Given a sequence of scans of a subject in various poses, we learn to animate the character for new poses. Existing methods have relied on template-based representations of the human body (or clothing). However such models usually have fixed and limited resolutions, require difficult data pre-processing steps and cannot be used with complex clothing. We draw inspiration from template-based methods, which factorize motion into articulation and non-rigid deformation, but generalize this concept for implicit shape learning to obtain a more flexible model. We learn to map every point in the space to a canonical space, where a learned deformation field is applied to model non-rigid effects, before evaluating the signed distance field. Our formulation allows the learning of complex and non-rigid deformations of clothing and soft tissue, without computing a template registration as it is common with current approaches. Neural-GIF can be trained on raw 3D scans and reconstructs detailed complex surface geometry and deformations. Moreover, the model can generalize to new poses. We evaluate our method on a variety of characters from different public datasets in diverse clothing styles and show significant improvements over baseline methods, quantitatively and qualitatively. We also extend our model to multiple shape setting. To stimulate further research, we will make the model, code and data publicly available at: https://virtualhumans.mpi-inf.mpg.de/neuralgif/

cs.CV↗

NRST: Non-rigid Surface Tracking from Monocular Video

We propose an efficient method for non-rigid surface tracking from monocular RGB videos. Given a video and a template mesh, our algorithm sequentially registers the template non-rigidly to each frame. We formulate the per-frame registration as an optimization problem that includes a novel texture term specifically tailored towards tracking objects with uniform texture but fine-scale structure, such as the regular micro-structural patterns of fabric. Our texture term exploits the orientation information in the micro-structures of the objects, e.g., the yarn patterns of fabrics. This enables us to accurately track uniformly colored materials that have these high frequency micro-structures, for which traditional photometric terms are usually less effective. The results demonstrate the effectiveness of our method on both general textured non-rigid objects and monochromatic fabrics.

cs.CV↗

Stereo Radiance Fields (SRF): Learning View Synthesis for Sparse Views of Novel Scenes

Recent neural view synthesis methods have achieved impressive quality and realism, surpassing classical pipelines which rely on multi-view reconstruction. State-of-the-Art methods, such as NeRF, are designed to learn a single scene with a neural network and require dense multi-view inputs. Testing on a new scene requires re-training from scratch, which takes 2-3 days. In this work, we introduce Stereo Radiance Fields (SRF), a neural view synthesis approach that is trained end-to-end, generalizes to new scenes, and requires only sparse views at test time. The core idea is a neural architecture inspired by classical multi-view stereo methods, which estimates surface points by finding similar image regions in stereo images. In SRF, we predict color and density for each 3D point given an encoding of its stereo correspondence in the input images. The encoding is implicitly learned by an ensemble of pair-wise similarities -- emulating classical stereo. Experiments show that SRF learns structure instead of overfitting on a scene. We train on multiple scenes of the DTU dataset and generalize to new ones without re-training, requiring only 10 sparse and spread-out views as input. We show that 10-15 minutes of fine-tuning further improve the results, achieving significantly sharper, more detailed results than scene-specific models. The code, model, and videos are available at https://virtualhumans.mpi-inf.mpg.de/srf/.

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↗

Human POSEitioning System (HPS): 3D Human Pose Estimation and Self-localization in Large Scenes from Body-Mounted Sensors

We introduce (HPS) Human POSEitioning System, a method to recover the full 3D pose of a human registered with a 3D scan of the surrounding environment using wearable sensors. Using IMUs attached at the body limbs and a head mounted camera looking outwards, HPS fuses camera based self-localization with IMU-based human body tracking. The former provides drift-free but noisy position and orientation estimates while the latter is accurate in the short-term but subject to drift over longer periods of time. We show that our optimization-based integration exploits the benefits of the two, resulting in pose accuracy free of drift. Furthermore, we integrate 3D scene constraints into our optimization, such as foot contact with the ground, resulting in physically plausible motion. HPS complements more common third-person-based 3D pose estimation methods. It allows capturing larger recording volumes and longer periods of motion, and could be used for VR/AR applications where humans interact with the scene without requiring direct line of sight with an external camera, or to train agents that navigate and interact with the environment based on first-person visual input, like real humans. With HPS, we recorded a dataset of humans interacting with large 3D scenes (300-1000 sq.m) consisting of 7 subjects and more than 3 hours of diverse motion. The dataset, code and video will be available on the project page: http://virtualhumans.mpi-inf.mpg.de/hps/ .

cs.CV↗

Learning Speech-driven 3D Conversational Gestures from Video

We propose the first approach to automatically and jointly synthesize both the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN architecture that leverages the inherent correlation between facial expression and hand gestures. Synthesis of conversational body gestures is a multi-modal problem since many similar gestures can plausibly accompany the same input speech. To synthesize plausible body gestures in this setting, we train a Generative Adversarial Network (GAN) based model that measures the plausibility of the generated sequences of 3D body motion when paired with the input audio features. We also contribute a new way to create a large corpus of more than 33 hours of annotated body, hand, and face data from in-the-wild videos of talking people. To this end, we apply state-of-the-art monocular approaches for 3D body and hand pose estimation as well as dense 3D face performance capture to the video corpus. In this way, we can train on orders of magnitude more data than previous algorithms that resort to complex in-studio motion capture solutions, and thereby train more expressive synthesis algorithms. Our experiments and user study show the state-of-the-art quality of our speech-synthesized full 3D character animations.

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↗

SelfPose: 3D Egocentric Pose Estimation from a Headset Mounted Camera

We present a solution to egocentric 3D body pose estimation from monocular images captured from downward looking fish-eye cameras installed on the rim of a head mounted VR device. This unusual viewpoint leads to images with unique visual appearance, with severe self-occlusions and perspective distortions that result in drastic differences in resolution between lower and upper body. We propose an encoder-decoder architecture with a novel multi-branch decoder designed to account for the varying uncertainty in 2D predictions. The quantitative evaluation, on synthetic and real-world datasets, shows that our strategy leads to substantial improvements in accuracy over state of the art egocentric approaches. To tackle the lack of labelled data we also introduced a large photo-realistic synthetic dataset. xR-EgoPose offers high quality renderings of people with diverse skintones, body shapes and clothing, performing a range of actions. Our experiments show that the high variability in our new synthetic training corpus leads to good generalization to real world footage and to state of theart results on real world datasets with ground truth. Moreover, an evaluation on the Human3.6M benchmark shows that the performance of our method is on par with top performing approaches on the more classic problem of 3D human pose from a third person viewpoint.

cs.CV↗

SHARP 2020: The 1st Shape Recovery from Partial Textured 3D Scans Challenge Results

The SHApe Recovery from Partial textured 3D scans challenge, SHARP 2020, is the first edition of a challenge fostering and benchmarking methods for recovering complete textured 3D scans from raw incomplete data. SHARP 2020 is organised as a workshop in conjunction with ECCV 2020. There are two complementary challenges, the first one on 3D human scans, and the second one on generic objects. Challenge 1 is further split into two tracks, focusing, first, on large body and clothing regions, and, second, on fine body details. A novel evaluation metric is proposed to quantify jointly the shape reconstruction, the texture reconstruction and the amount of completed data. Additionally, two unique datasets of 3D scans are proposed, to provide raw ground-truth data for the benchmarks. The datasets are released to the scientific community. Moreover, an accompanying custom library of software routines is also released to the scientific community. It allows for processing 3D scans, generating partial data and performing the evaluation. Results of the competition, analysed in comparison to baselines, show the validity of the proposed evaluation metrics, and highlight the challenging aspects of the task and of the datasets. Details on the SHARP 2020 challenge can be found at https://cvi2.uni.lu/sharp2020/.

cs.CV↗

Neural Unsigned Distance Fields for Implicit Function Learning

In this work we target a learnable output representation that allows continuous, high resolution outputs of arbitrary shape. Recent works represent 3D surfaces implicitly with a Neural Network, thereby breaking previous barriers in resolution, and ability to represent diverse topologies. However, neural implicit representations are limited to closed surfaces, which divide the space into inside and outside. Many real world objects such as walls of a scene scanned by a sensor, clothing, or a car with inner structures are not closed. This constitutes a significant barrier, in terms of data pre-processing (objects need to be artificially closed creating artifacts), and the ability to output open surfaces. In this work, we propose Neural Distance Fields (NDF), a neural network based model which predicts the unsigned distance field for arbitrary 3D shapes given sparse point clouds. NDF represent surfaces at high resolutions as prior implicit models, but do not require closed surface data, and significantly broaden the class of representable shapes in the output. NDF allow to extract the surface as very dense point clouds and as meshes. We also show that NDF allow for surface normal calculation and can be rendered using a slight modification of sphere tracing. We find NDF can be used for multi-target regression (multiple outputs for one input) with techniques that have been exclusively used for rendering in graphics. Experiments on ShapeNet show that NDF, while simple, is the state-of-the art, and allows to reconstruct shapes with inner structures, such as the chairs inside a bus. Notably, we show that NDF are not restricted to 3D shapes, and can approximate more general open surfaces such as curves, manifolds, and functions. Code is available for research at https://virtualhumans.mpi-inf.mpg.de/ndf/.

cs.CV↗

Body Shape Privacy in Images: Understanding Privacy and Preventing Automatic Shape Extraction

Modern approaches to pose and body shape estimation have recently achieved strong performance even under challenging real-world conditions. Even from a single image of a clothed person, a realistic looking body shape can be inferred that captures a users' weight group and body shape type well. This opens up a whole spectrum of applications -- in particular in fashion -- where virtual try-on and recommendation systems can make use of these new and automatized cues. However, a realistic depiction of the undressed body is regarded highly private and therefore might not be consented by most people. Hence, we ask if the automatic extraction of such information can be effectively evaded. While adversarial perturbations have been shown to be effective for manipulating the output of machine learning models -- in particular, end-to-end deep learning approaches -- state of the art shape estimation methods are composed of multiple stages. We perform the first investigation of different strategies that can be used to effectively manipulate the automatic shape estimation while preserving the overall appearance of the original image.

cs.CV↗

Implicit Feature Networks for Texture Completion from Partial 3D Data

Prior work to infer 3D texture use either texture atlases, which require uv-mappings and hence have discontinuities, or colored voxels, which are memory inefficient and limited in resolution. Recent work, predicts RGB color at every XYZ coordinate forming a texture field, but focus on completing texture given a single 2D image. Instead, we focus on 3D texture and geometry completion from partial and incomplete 3D scans. IF-Nets have recently achieved state-of-the-art results on 3D geometry completion using a multi-scale deep feature encoding, but the outputs lack texture. In this work, we generalize IF-Nets to texture completion from partial textured scans of humans and arbitrary objects. Our key insight is that 3D texture completion benefits from incorporating local and global deep features extracted from both the 3D partial texture and completed geometry. Specifically, given the partial 3D texture and the 3D geometry completed with IF-Nets, our model successfully in-paints the missing texture parts in consistence with the completed geometry. Our model won the SHARP ECCV'20 challenge, achieving highest performance on all challenges.

cs.CV↗

Unsupervised Shape and Pose Disentanglement for 3D Meshes

Parametric models of humans, faces, hands and animals have been widely used for a range of tasks such as image-based reconstruction, shape correspondence estimation, and animation. Their key strength is the ability to factor surface variations into shape and pose dependent components. Learning such models requires lots of expert knowledge and hand-defined object-specific constraints, making the learning approach unscalable to novel objects. In this paper, we present a simple yet effective approach to learn disentangled shape and pose representations in an unsupervised setting. We use a combination of self-consistency and cross-consistency constraints to learn pose and shape space from registered meshes. We additionally incorporate as-rigid-as-possible deformation(ARAP) into the training loop to avoid degenerate solutions. We demonstrate the usefulness of learned representations through a number of tasks including pose transfer and shape retrieval. The experiments on datasets of 3D humans, faces, hands and animals demonstrate the generality of our approach. Code is made available at https://virtualhumans.mpi-inf.mpg.de/unsup_shape_pose/.

cs.CV↗

SIZER: A Dataset and Model for Parsing 3D Clothing and Learning Size Sensitive 3D Clothing

While models of 3D clothing learned from real data exist, no method can predict clothing deformation as a function of garment size. In this paper, we introduce SizerNet to predict 3D clothing conditioned on human body shape and garment size parameters, and ParserNet to infer garment meshes and shape under clothing with personal details in a single pass from an input mesh. SizerNet allows to estimate and visualize the dressing effect of a garment in various sizes, and ParserNet allows to edit clothing of an input mesh directly, removing the need for scan segmentation, which is a challenging problem in itself. To learn these models, we introduce the SIZER dataset of clothing size variation which includes $100$ different subjects wearing casual clothing items in various sizes, totaling to approximately 2000 scans. This dataset includes the scans, registrations to the SMPL model, scans segmented in clothing parts, garment category and size labels. Our experiments show better parsing accuracy and size prediction than baseline methods trained on SIZER. The code, model and dataset will be released for research purposes.

cs.CV↗

Kinematic 3D Object Detection in Monocular Video

Perceiving the physical world in 3D is fundamental for self-driving applications. Although temporal motion is an invaluable resource to human vision for detection, tracking, and depth perception, such features have not been thoroughly utilized in modern 3D object detectors. In this work, we propose a novel method for monocular video-based 3D object detection which carefully leverages kinematic motion to improve precision of 3D localization. Specifically, we first propose a novel decomposition of object orientation as well as a self-balancing 3D confidence. We show that both components are critical to enable our kinematic model to work effectively. Collectively, using only a single model, we efficiently leverage 3D kinematics from monocular videos to improve the overall localization precision in 3D object detection while also producing useful by-products of scene dynamics (ego-motion and per-object velocity). We achieve state-of-the-art performance on monocular 3D object detection and the Bird's Eye View tasks within the KITTI self-driving dataset.

cs.CV↗

Learning to Dress 3D People in Generative Clothing

Three-dimensional human body models are widely used in the analysis of human pose and motion. Existing models, however, are learned from minimally-clothed 3D scans and thus do not generalize to the complexity of dressed people in common images and videos. Additionally, current models lack the expressive power needed to represent the complex non-linear geometry of pose-dependent clothing shapes. To address this, we learn a generative 3D mesh model of clothed people from 3D scans with varying pose and clothing. Specifically, we train a conditional Mesh-VAE-GAN to learn the clothing deformation from the SMPL body model, making clothing an additional term in SMPL. Our model is conditioned on both pose and clothing type, giving the ability to draw samples of clothing to dress different body shapes in a variety of styles and poses. To preserve wrinkle detail, our Mesh-VAE-GAN extends patchwise discriminators to 3D meshes. Our model, named CAPE, represents global shape and fine local structure, effectively extending the SMPL body model to clothing. To our knowledge, this is the first generative model that directly dresses 3D human body meshes and generalizes to different poses. The model, code and data are available for research purposes at https://cape.is.tue.mpg.de.

cs.CV↗

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.

cs.CV↗

Implicit Functions in Feature Space for 3D Shape Reconstruction and Completion

While many works focus on 3D reconstruction from images, in this paper, we focus on 3D shape reconstruction and completion from a variety of 3D inputs, which are deficient in some respect: low and high resolution voxels, sparse and dense point clouds, complete or incomplete. Processing of such 3D inputs is an increasingly important problem as they are the output of 3D scanners, which are becoming more accessible, and are the intermediate output of 3D computer vision algorithms. Recently, learned implicit functions have shown great promise as they produce continuous reconstructions. However, we identified two limitations in reconstruction from 3D inputs: 1) details present in the input data are not retained, and 2) poor reconstruction of articulated humans. To solve this, we propose Implicit Feature Networks (IF-Nets), which deliver continuous outputs, can handle multiple topologies, and complete shapes for missing or sparse input data retaining the nice properties of recent learned implicit functions, but critically they can also retain detail when it is present in the input data, and can reconstruct articulated humans. Our work differs from prior work in two crucial aspects. First, instead of using a single vector to encode a 3D shape, we extract a learnable 3-dimensional multi-scale tensor of deep features, which is aligned with the original Euclidean space embedding the shape. Second, instead of classifying x-y-z point coordinates directly, we classify deep features extracted from the tensor at a continuous query point. We show that this forces our model to make decisions based on global and local shape structure, as opposed to point coordinates, which are arbitrary under Euclidean transformations. Experiments demonstrate that IF-Nets clearly outperform prior work in 3D object reconstruction in ShapeNet, and obtain significantly more accurate 3D human reconstructions.

cs.CV↗