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Hanbyul Joo

Publications and source records attributed to Hanbyul Joo.

At least 55 records · Page 3Linked to original sources

Ego4D: Around the World in 3,000 Hours of Egocentric Video

We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,670 hours of daily-life activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 931 unique camera wearers from 74 worldwide locations and 9 different countries. The approach to collection is designed to uphold rigorous privacy and ethics standards with consenting participants and robust de-identification procedures where relevant. Ego4D dramatically expands the volume of diverse egocentric video footage publicly available to the research community. Portions of the video are accompanied by audio, 3D meshes of the environment, eye gaze, stereo, and/or synchronized videos from multiple egocentric cameras at the same event. Furthermore, we present a host of new benchmark challenges centered around understanding the first-person visual experience in the past (querying an episodic memory), present (analyzing hand-object manipulation, audio-visual conversation, and social interactions), and future (forecasting activities). By publicly sharing this massive annotated dataset and benchmark suite, we aim to push the frontier of first-person perception. Project page: https://ego4d-data.org/

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Modeling human intention inference in continuous 3D domains by inverse planning and body kinematics

How to build AI that understands human intentions, and uses this knowledge to collaborate with people? We describe a computational framework for evaluating models of goal inference in the domain of 3D motor actions, which receives as input the 3D coordinates of an agent's body, and of possible targets, to produce a continuously updated inference of the intended target. We evaluate our framework in three behavioural experiments using a novel Target Reaching Task, in which human observers infer intentions of actors reaching for targets among distracts. We describe Generative Body Kinematics model, which predicts human intention inference in this domain using Bayesian inverse planning and inverse body kinematics. We compare our model to three heuristics, which formalize the principle of least effort using simple assumptions about the actor's constraints, without the use of inverse planning. Despite being more computationally costly, the Generative Body Kinematics model outperforms the heuristics in certain scenarios, such as environments with obstacles, and at the beginning of reaching actions while the actor is relatively far from the intended target. The heuristics make increasingly accurate predictions during later stages of reaching actions, such as, when the intended target is close, and can be inferred by extrapolating the wrist trajectory. Our results identify contexts in which inverse body kinematics is useful for intention inference. We show that human observers indeed rely on inverse body kinematics in such scenarios, suggesting that modeling body kinematic can improve performance of inference algorithms.

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Exemplar Fine-Tuning for 3D Human Model Fitting Towards In-the-Wild 3D Human Pose Estimation

Differently from 2D image datasets such as COCO, large-scale human datasets with 3D ground-truth annotations are very difficult to obtain in the wild. In this paper, we address this problem by augmenting existing 2D datasets with high-quality 3D pose fits. Remarkably, the resulting annotations are sufficient to train from scratch 3D pose regressor networks that outperform the current state-of-the-art on in-the-wild benchmarks such as 3DPW. Additionally, training on our augmented data is straightforward as it does not require to mix multiple and incompatible 2D and 3D datasets or to use complicated network architectures and training procedures. This simplified pipeline affords additional improvements, including injecting extreme crop augmentations to better reconstruct highly truncated people, and incorporating auxiliary inputs to improve 3D pose estimation accuracy. It also reduces the dependency on 3D datasets such as H36M that have restrictive licenses. We also use our method to introduce new benchmarks for the study of real-world challenges such as occlusions, truncations, and rare body poses. In order to obtain such high quality 3D pseudo-annotations, inspired by progress in internal learning, we introduce Exemplar Fine-Tuning (EFT). EFT combines the re-projection accuracy of fitting methods like SMPLify with a 3D pose prior implicitly captured by a pre-trained 3D pose regressor network. We show that EFT produces 3D annotations that result in better downstream performance and are qualitatively preferable in an extensive human-based assessment.

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D3D-HOI: Dynamic 3D Human-Object Interactions from Videos

We introduce D3D-HOI: a dataset of monocular videos with ground truth annotations of 3D object pose, shape and part motion during human-object interactions. Our dataset consists of several common articulated objects captured from diverse real-world scenes and camera viewpoints. Each manipulated object (e.g., microwave oven) is represented with a matching 3D parametric model. This data allows us to evaluate the reconstruction quality of articulated objects and establish a benchmark for this challenging task. In particular, we leverage the estimated 3D human pose for more accurate inference of the object spatial layout and dynamics. We evaluate this approach on our dataset, demonstrating that human-object relations can significantly reduce the ambiguity of articulated object reconstructions from challenging real-world videos. Code and dataset are available at https://github.com/facebookresearch/d3d-hoi.

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FrankMocap: A Monocular 3D Whole-Body Pose Estimation System via Regression and Integration

Most existing monocular 3D pose estimation approaches only focus on a single body part, neglecting the fact that the essential nuance of human motion is conveyed through a concert of subtle movements of face, hands, and body. In this paper, we present FrankMocap, a fast and accurate whole-body 3D pose estimation system that can produce 3D face, hands, and body simultaneously from in-the-wild monocular images. The core idea of FrankMocap is its modular design: We first run 3D pose regression methods for face, hands, and body independently, followed by composing the regression outputs via an integration module. The separate regression modules allow us to take full advantage of their state-of-the-art performances without compromising the original accuracy and reliability in practice. We develop three different integration modules that trade off between latency and accuracy. All of them are capable of providing simple yet effective solutions to unify the separate outputs into seamless whole-body pose estimation results. We quantitatively and qualitatively demonstrate that our modularized system outperforms both the optimization-based and end-to-end methods of estimating whole-body pose.

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Body2Hands: Learning to Infer 3D Hands from Conversational Gesture Body Dynamics

We propose a novel learned deep prior of body motion for 3D hand shape synthesis and estimation in the domain of conversational gestures. Our model builds upon the insight that body motion and hand gestures are strongly correlated in non-verbal communication settings. We formulate the learning of this prior as a prediction task of 3D hand shape over time given body motion input alone. Trained with 3D pose estimations obtained from a large-scale dataset of internet videos, our hand prediction model produces convincing 3D hand gestures given only the 3D motion of the speaker's arms as input. We demonstrate the efficacy of our method on hand gesture synthesis from body motion input, and as a strong body prior for single-view image-based 3D hand pose estimation. We demonstrate that our method outperforms previous state-of-the-art approaches and can generalize beyond the monologue-based training data to multi-person conversations. Video results are available at http://people.eecs.berkeley.edu/~evonne_ng/projects/body2hands/.

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3D Multi-bodies: Fitting Sets of Plausible 3D Human Models to Ambiguous Image Data

We consider the problem of obtaining dense 3D reconstructions of humans from single and partially occluded views. In such cases, the visual evidence is usually insufficient to identify a 3D reconstruction uniquely, so we aim at recovering several plausible reconstructions compatible with the input data. We suggest that ambiguities can be modelled more effectively by parametrizing the possible body shapes and poses via a suitable 3D model, such as SMPL for humans. We propose to learn a multi-hypothesis neural network regressor using a best-of-M loss, where each of the M hypotheses is constrained to lie on a manifold of plausible human poses by means of a generative model. We show that our method outperforms alternative approaches in ambiguous pose recovery on standard benchmarks for 3D humans, and in heavily occluded versions of these benchmarks.

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Perceiving 3D Human-Object Spatial Arrangements from a Single Image in the Wild

We present a method that infers spatial arrangements and shapes of humans and objects in a globally consistent 3D scene, all from a single image in-the-wild captured in an uncontrolled environment. Notably, our method runs on datasets without any scene- or object-level 3D supervision. Our key insight is that considering humans and objects jointly gives rise to "3D common sense" constraints that can be used to resolve ambiguity. In particular, we introduce a scale loss that learns the distribution of object size from data; an occlusion-aware silhouette re-projection loss to optimize object pose; and a human-object interaction loss to capture the spatial layout of objects with which humans interact. We empirically validate that our constraints dramatically reduce the space of likely 3D spatial configurations. We demonstrate our approach on challenging, in-the-wild images of humans interacting with large objects (such as bicycles, motorcycles, and surfboards) and handheld objects (such as laptops, tennis rackets, and skateboards). We quantify the ability of our approach to recover human-object arrangements and outline remaining challenges in this relatively domain. The project webpage can be found at https://jasonyzhang.com/phosa.

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FrankMocap: Fast Monocular 3D Hand and Body Motion Capture by Regression and Integration

Although the essential nuance of human motion is often conveyed as a combination of body movements and hand gestures, the existing monocular motion capture approaches mostly focus on either body motion capture only ignoring hand parts or hand motion capture only without considering body motion. In this paper, we present FrankMocap, a motion capture system that can estimate both 3D hand and body motion from in-the-wild monocular inputs with faster speed (9.5 fps) and better accuracy than previous work. Our method works in near real-time (9.5 fps) and produces 3D body and hand motion capture outputs as a unified parametric model structure. Our method aims to capture 3D body and hand motion simultaneously from challenging in-the-wild monocular videos. To construct FrankMocap, we build the state-of-the-art monocular 3D "hand" motion capture method by taking the hand part of the whole body parametric model (SMPL-X). Our 3D hand motion capture output can be efficiently integrated to monocular body motion capture output, producing whole body motion results in a unified parrametric model structure. We demonstrate the state-of-the-art performance of our hand motion capture system in public benchmarks, and show the high quality of our whole body motion capture result in various challenging real-world scenes, including a live demo scenario.

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PIFuHD: Multi-Level Pixel-Aligned Implicit Function for High-Resolution 3D Human Digitization

Recent advances in image-based 3D human shape estimation have been driven by the significant improvement in representation power afforded by deep neural networks. Although current approaches have demonstrated the potential in real world settings, they still fail to produce reconstructions with the level of detail often present in the input images. We argue that this limitation stems primarily form two conflicting requirements; accurate predictions require large context, but precise predictions require high resolution. Due to memory limitations in current hardware, previous approaches tend to take low resolution images as input to cover large spatial context, and produce less precise (or low resolution) 3D estimates as a result. We address this limitation by formulating a multi-level architecture that is end-to-end trainable. A coarse level observes the whole image at lower resolution and focuses on holistic reasoning. This provides context to an fine level which estimates highly detailed geometry by observing higher-resolution images. We demonstrate that our approach significantly outperforms existing state-of-the-art techniques on single image human shape reconstruction by fully leveraging 1k-resolution input images.

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You2Me: Inferring Body Pose in Egocentric Video via First and Second Person Interactions

The body pose of a person wearing a camera is of great interest for applications in augmented reality, healthcare, and robotics, yet much of the person's body is out of view for a typical wearable camera. We propose a learning-based approach to estimate the camera wearer's 3D body pose from egocentric video sequences. Our key insight is to leverage interactions with another person---whose body pose we can directly observe---as a signal inherently linked to the body pose of the first-person subject. We show that since interactions between individuals often induce a well-ordered series of back-and-forth responses, it is possible to learn a temporal model of the interlinked poses even though one party is largely out of view. We demonstrate our idea on a variety of domains with dyadic interaction and show the substantial impact on egocentric body pose estimation, which improves the state of the art. Video results are available at http://vision.cs.utexas.edu/projects/you2me/

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Single-Network Whole-Body Pose Estimation

We present the first single-network approach for 2D~whole-body pose estimation, which entails simultaneous localization of body, face, hands, and feet keypoints. Due to the bottom-up formulation, our method maintains constant real-time performance regardless of the number of people in the image. The network is trained in a single stage using multi-task learning, through an improved architecture which can handle scale differences between body/foot and face/hand keypoints. Our approach considerably improves upon OpenPose~\cite{cao2018openpose}, the only work so far capable of whole-body pose estimation, both in terms of speed and global accuracy. Unlike OpenPose, our method does not need to run an additional network for each hand and face candidate, making it substantially faster for multi-person scenarios. This work directly results in a reduction of computational complexity for applications that require 2D whole-body information (e.g., VR/AR, re-targeting). In addition, it yields higher accuracy, especially for occluded, blurry, and low resolution faces and hands. For code, trained models, and validation benchmarks, visit our project page: https://github.com/CMU-Perceptual-Computing-Lab/openpose_train.

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Towards Social Artificial Intelligence: Nonverbal Social Signal Prediction in A Triadic Interaction

We present a new research task and a dataset to understand human social interactions via computational methods, to ultimately endow machines with the ability to encode and decode a broad channel of social signals humans use. This research direction is essential to make a machine that genuinely communicates with humans, which we call Social Artificial Intelligence. We first formulate the "social signal prediction" problem as a way to model the dynamics of social signals exchanged among interacting individuals in a data-driven way. We then present a new 3D motion capture dataset to explore this problem, where the broad spectrum of social signals (3D body, face, and hand motions) are captured in a triadic social interaction scenario. Baseline approaches to predict speaking status, social formation, and body gestures of interacting individuals are presented in the defined social prediction framework.

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Capture Dense: Markerless Motion Capture Meets Dense Pose Estimation

We present a method to combine markerless motion capture and dense pose feature estimation into a single framework. We demonstrate that dense pose information can help for multiview/single-view motion capture, and multiview motion capture can help the collection of a high-quality dataset for training the dense pose detector. Specifically, we first introduce a novel markerless motion capture method that can take advantage of dense parsing capability provided by the dense pose detector. Thanks to the introduced dense human parsing ability, our method is demonstrated much more efficient, and accurate compared with the available state-of-the-art markerless motion capture approach. Second, we improve the performance of available dense pose detector by using multiview markerless motion capture data. Such dataset is beneficial to dense pose training because they are more dense and accurate and consistent, and can compensate for the corner cases such as unusual viewpoints. We quantitatively demonstrate the improved performance of our dense pose detector over the available DensePose. Our dense pose dataset and detector will be made public.

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Monocular Total Capture: Posing Face, Body, and Hands in the Wild

We present the first method to capture the 3D total motion of a target person from a monocular view input. Given an image or a monocular video, our method reconstructs the motion from body, face, and fingers represented by a 3D deformable mesh model. We use an efficient representation called 3D Part Orientation Fields (POFs), to encode the 3D orientations of all body parts in the common 2D image space. POFs are predicted by a Fully Convolutional Network (FCN), along with the joint confidence maps. To train our network, we collect a new 3D human motion dataset capturing diverse total body motion of 40 subjects in a multiview system. We leverage a 3D deformable human model to reconstruct total body pose from the CNN outputs by exploiting the pose and shape prior in the model. We also present a texture-based tracking method to obtain temporally coherent motion capture output. We perform thorough quantitative evaluations including comparison with the existing body-specific and hand-specific methods, and performance analysis on camera viewpoint and human pose changes. Finally, we demonstrate the results of our total body motion capture on various challenging in-the-wild videos. Our code and newly collected human motion dataset will be publicly shared.

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Structure from Recurrent Motion: From Rigidity to Recurrency

This paper proposes a new method for Non-Rigid Structure-from-Motion (NRSfM) from a long monocular video sequence observing a non-rigid object performing recurrent and possibly repetitive dynamic action. Departing from the traditional idea of using linear low-order or lowrank shape model for the task of NRSfM, our method exploits the property of shape recurrency (i.e., many deforming shapes tend to repeat themselves in time). We show that recurrency is in fact a generalized rigidity. Based on this, we reduce NRSfM problems to rigid ones provided that certain recurrency condition is satisfied. Given such a reduction, standard rigid-SfM techniques are directly applicable (without any change) to the reconstruction of non-rigid dynamic shapes. To implement this idea as a practical approach, this paper develops efficient algorithms for automatic recurrency detection, as well as camera view clustering via a rigidity-check. Experiments on both simulated sequences and real data demonstrate the effectiveness of the method. Since this paper offers a novel perspective on rethinking structure-from-motion, we hope it will inspire other new problems in the field.

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Total Capture: A 3D Deformation Model for Tracking Faces, Hands, and Bodies

We present a unified deformation model for the markerless capture of multiple scales of human movement, including facial expressions, body motion, and hand gestures. An initial model is generated by locally stitching together models of the individual parts of the human body, which we refer to as the "Frankenstein" model. This model enables the full expression of part movements, including face and hands by a single seamless model. Using a large-scale capture of people wearing everyday clothes, we optimize the Frankenstein model to create "Adam". Adam is a calibrated model that shares the same skeleton hierarchy as the initial model but can express hair and clothing geometry, making it directly usable for fitting people as they normally appear in everyday life. Finally, we demonstrate the use of these models for total motion tracking, simultaneously capturing the large-scale body movements and the subtle face and hand motion of a social group of people.

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Hand Keypoint Detection in Single Images using Multiview Bootstrapping

We present an approach that uses a multi-camera system to train fine-grained detectors for keypoints that are prone to occlusion, such as the joints of a hand. We call this procedure multiview bootstrapping: first, an initial keypoint detector is used to produce noisy labels in multiple views of the hand. The noisy detections are then triangulated in 3D using multiview geometry or marked as outliers. Finally, the reprojected triangulations are used as new labeled training data to improve the detector. We repeat this process, generating more labeled data in each iteration. We derive a result analytically relating the minimum number of views to achieve target true and false positive rates for a given detector. The method is used to train a hand keypoint detector for single images. The resulting keypoint detector runs in realtime on RGB images and has accuracy comparable to methods that use depth sensors. The single view detector, triangulated over multiple views, enables 3D markerless hand motion capture with complex object interactions.

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