Searcharxiv⌕ Search

arXiv subjects

Helge Rhodin

Publications and source records attributed to Helge Rhodin.

At least 37 records · Page 2Linked to original sources

NPC: Neural Point Characters from Video

High-fidelity human 3D models can now be learned directly from videos, typically by combining a template-based surface model with neural representations. However, obtaining a template surface requires expensive multi-view capture systems, laser scans, or strictly controlled conditions. Previous methods avoid using a template but rely on a costly or ill-posed mapping from observation to canonical space. We propose a hybrid point-based representation for reconstructing animatable characters that does not require an explicit surface model, while being generalizable to novel poses. For a given video, our method automatically produces an explicit set of 3D points representing approximate canonical geometry, and learns an articulated deformation model that produces pose-dependent point transformations. The points serve both as a scaffold for high-frequency neural features and an anchor for efficiently mapping between observation and canonical space. We demonstrate on established benchmarks that our representation overcomes limitations of prior work operating in either canonical or in observation space. Moreover, our automatic point extraction approach enables learning models of human and animal characters alike, matching the performance of the methods using rigged surface templates despite being more general. Project website: https://lemonatsu.github.io/npc/

cs.CV↗

Few-shot Geometry-Aware Keypoint Localization

Supervised keypoint localization methods rely on large manually labeled image datasets, where objects can deform, articulate, or occlude. However, creating such large keypoint labels is time-consuming and costly, and is often error-prone due to inconsistent labeling. Thus, we desire an approach that can learn keypoint localization with fewer yet consistently annotated images. To this end, we present a novel formulation that learns to localize semantically consistent keypoint definitions, even for occluded regions, for varying object categories. We use a few user-labeled 2D images as input examples, which are extended via self-supervision using a larger unlabeled dataset. Unlike unsupervised methods, the few-shot images act as semantic shape constraints for object localization. Furthermore, we introduce 3D geometry-aware constraints to uplift keypoints, achieving more accurate 2D localization. Our general-purpose formulation paves the way for semantically conditioned generative modeling and attains competitive or state-of-the-art accuracy on several datasets, including human faces, eyes, animals, cars, and never-before-seen mouth interior (teeth) localization tasks, not attempted by the previous few-shot methods. Project page: https://xingzhehe.github.io/FewShot3DKP/}{https://xingzhehe.github.io/FewShot3DKP/

cs.CV↗

AutoLink: Self-supervised Learning of Human Skeletons and Object Outlines by Linking Keypoints

Structured representations such as keypoints are widely used in pose transfer, conditional image generation, animation, and 3D reconstruction. However, their supervised learning requires expensive annotation for each target domain. We propose a self-supervised method that learns to disentangle object structure from the appearance with a graph of 2D keypoints linked by straight edges. Both the keypoint location and their pairwise edge weights are learned, given only a collection of images depicting the same object class. The resulting graph is interpretable, for example, AutoLink recovers the human skeleton topology when applied to images showing people. Our key ingredients are i) an encoder that predicts keypoint locations in an input image, ii) a shared graph as a latent variable that links the same pairs of keypoints in every image, iii) an intermediate edge map that combines the latent graph edge weights and keypoint locations in a soft, differentiable manner, and iv) an inpainting objective on randomly masked images. Although simpler, AutoLink outperforms existing self-supervised methods on the established keypoint and pose estimation benchmarks and paves the way for structure-conditioned generative models on more diverse datasets. Project website: https://xingzhehe.github.io/autolink/.

cs.CV↗

Temporal Representation Learning on Monocular Videos for 3D Human Pose Estimation

In this paper we propose an unsupervised feature extraction method to capture temporal information on monocular videos, where we detect and encode subject of interest in each frame and leverage contrastive self-supervised (CSS) learning to extract rich latent vectors. Instead of simply treating the latent features of nearby frames as positive pairs and those of temporally-distant ones as negative pairs as in other CSS approaches, we explicitly disentangle each latent vector into a time-variant component and a time-invariant one. We then show that applying contrastive loss only to the time-variant features and encouraging a gradual transition on them between nearby and away frames while also reconstructing the input, extract rich temporal features, well-suited for human pose estimation. Our approach reduces error by about 50% compared to the standard CSS strategies, outperforms other unsupervised single-view methods and matches the performance of multi-view techniques. When 2D pose is available, our approach can extract even richer latent features and improve the 3D pose estimation accuracy, outperforming other state-of-the-art weakly supervised methods.

cs.CV↗

AudioViewer: Learning to Visualize Sounds

A long-standing goal in the field of sensory substitution is to enable sound perception for deaf and hard of hearing (DHH) people by visualizing audio content. Different from existing models that translate to hand sign language, between speech and text, or text and images, we target immediate and low-level audio to video translation that applies to generic environment sounds as well as human speech. Since such a substitution is artificial, without labels for supervised learning, our core contribution is to build a mapping from audio to video that learns from unpaired examples via high-level constraints. For speech, we additionally disentangle content from style, such as gender and dialect. Qualitative and quantitative results, including a human study, demonstrate that our unpaired translation approach maintains important audio features in the generated video and that videos of faces and numbers are well suited for visualizing high-dimensional audio features that can be parsed by humans to match and distinguish between sounds and words. Code and models are available at https://chunjinsong.github.io/audioviewer

cs.HC↗

Scaling Neural Face Synthesis to High FPS and Low Latency by Neural Caching

Recent neural rendering approaches greatly improve image quality, reaching near photorealism. However, the underlying neural networks have high runtime, precluding telepresence and virtual reality applications that require high resolution at low latency. The sequential dependency of layers in deep networks makes their optimization difficult. We break this dependency by caching information from the previous frame to speed up the processing of the current one with an implicit warp. The warping with a shallow network reduces latency and the caching operations can further be parallelized to improve the frame rate. In contrast to existing temporal neural networks, ours is tailored for the task of rendering novel views of faces by conditioning on the change of the underlying surface mesh. We test the approach on view-dependent rendering of 3D portrait avatars, as needed for telepresence, on established benchmark sequences. Warping reduces latency by 70$\%$ (from 49.4ms to 14.9ms on commodity GPUs) and scales frame rates accordingly over multiple GPUs while reducing image quality by only 1$\%$, making it suitable as part of end-to-end view-dependent 3D teleconferencing applications. Our project page can be found at: https://yu-frank.github.io/lowlatency/.

cs.CV↗

DANBO: Disentangled Articulated Neural Body Representations via Graph Neural Networks

Deep learning greatly improved the realism of animatable human models by learning geometry and appearance from collections of 3D scans, template meshes, and multi-view imagery. High-resolution models enable photo-realistic avatars but at the cost of requiring studio settings not available to end users. Our goal is to create avatars directly from raw images without relying on expensive studio setups and surface tracking. While a few such approaches exist, those have limited generalization capabilities and are prone to learning spurious (chance) correlations between irrelevant body parts, resulting in implausible deformations and missing body parts on unseen poses. We introduce a three-stage method that induces two inductive biases to better disentangled pose-dependent deformation. First, we model correlations of body parts explicitly with a graph neural network. Second, to further reduce the effect of chance correlations, we introduce localized per-bone features that use a factorized volumetric representation and a new aggregation function. We demonstrate that our model produces realistic body shapes under challenging unseen poses and shows high-quality image synthesis. Our proposed representation strikes a better trade-off between model capacity, expressiveness, and robustness than competing methods. Project website: https://lemonatsu.github.io/danbo.

cs.CV↗

GANSeg: Learning to Segment by Unsupervised Hierarchical Image Generation

Segmenting an image into its parts is a frequent preprocess for high-level vision tasks such as image editing. However, annotating masks for supervised training is expensive. Weakly-supervised and unsupervised methods exist, but they depend on the comparison of pairs of images, such as from multi-views, frames of videos, and image augmentation, which limits their applicability. To address this, we propose a GAN-based approach that generates images conditioned on latent masks, thereby alleviating full or weak annotations required in previous approaches. We show that such mask-conditioned image generation can be learned faithfully when conditioning the masks in a hierarchical manner on latent keypoints that define the position of parts explicitly. Without requiring supervision of masks or points, this strategy increases robustness to viewpoint and object positions changes. It also lets us generate image-mask pairs for training a segmentation network, which outperforms the state-of-the-art unsupervised segmentation methods on established benchmarks.

cs.CV↗

UNeRF: Time and Memory Conscious U-Shaped Network for Training Neural Radiance Fields

Neural Radiance Fields (NeRFs) increase reconstruction detail for novel view synthesis and scene reconstruction, with applications ranging from large static scenes to dynamic human motion. However, the increased resolution and model-free nature of such neural fields come at the cost of high training times and excessive memory requirements. Recent advances improve the inference time by using complementary data structures yet these methods are ill-suited for dynamic scenes and often increase memory consumption. Little has been done to reduce the resources required at training time. We propose a method to exploit the redundancy of NeRF's sample-based computations by partially sharing evaluations across neighboring sample points. Our UNeRF architecture is inspired by the UNet, where spatial resolution is reduced in the middle of the network and information is shared between adjacent samples. Although this change violates the strict and conscious separation of view-dependent appearance and view-independent density estimation in the NeRF method, we show that it improves novel view synthesis. We also introduce an alternative subsampling strategy which shares computation while minimizing any violation of view invariance. UNeRF is a plug-in module for the original NeRF network. Our major contributions include reduction of the memory footprint, improved accuracy, and reduced amortized processing time both during training and inference. With only weak assumptions on locality, we achieve improved resource utilization on a variety of neural radiance fields tasks. We demonstrate applications to the novel view synthesis of static scenes as well as dynamic human shape and motion.

cs.CV↗

LatentKeypointGAN: Controlling Images via Latent Keypoints -- Extended Abstract

Generative adversarial networks (GANs) can now generate photo-realistic images. However, how to best control the image content remains an open challenge. We introduce LatentKeypointGAN, a two-stage GAN internally conditioned on a set of keypoints and associated appearance embeddings providing control of the position and style of the generated objects and their respective parts. A major difficulty that we address is disentangling the image into spatial and appearance factors with little domain knowledge and supervision signals. We demonstrate in a user study and quantitative experiments that LatentKeypointGAN provides an interpretable latent space that can be used to re-arrange the generated images by re-positioning and exchanging keypoint embeddings, such as generating portraits by combining the eyes, and mouth from different images. Notably, our method does not require labels as it is self-supervised and thereby applies to diverse application domains, such as editing portraits, indoor rooms, and full-body human poses.

cs.CV↗

A Simple Method to Boost Human Pose Estimation Accuracy by Correcting the Joint Regressor for the Human3.6m Dataset

Many human pose estimation methods estimate Skinned Multi-Person Linear (SMPL) models and regress the human joints from these SMPL estimates. In this work, we show that the most widely used SMPL-to-joint linear layer (joint regressor) is inaccurate, which may mislead pose evaluation results. To achieve a more accurate joint regressor, we propose a method to create pseudo-ground-truth SMPL poses, which can then be used to train an improved regressor. Specifically, we optimize SMPL estimates coming from a state-of-the-art method so that its projection matches the silhouettes of humans in the scene, as well as the ground-truth 2D joint locations. While the quality of this pseudo-ground-truth is challenging to assess due to the lack of actual ground-truth SMPL, with the Human 3.6m dataset, we qualitatively show that our joint locations are more accurate and that our regressor leads to improved pose estimations results on the test set without any need for retraining. We release our code and joint regressor at https://github.com/ubc-vision/joint-regressor-refinement

cs.CV↗

AdaptPose: Cross-Dataset Adaptation for 3D Human Pose Estimation by Learnable Motion Generation

This paper addresses the problem of cross-dataset generalization of 3D human pose estimation models. Testing a pre-trained 3D pose estimator on a new dataset results in a major performance drop. Previous methods have mainly addressed this problem by improving the diversity of the training data. We argue that diversity alone is not sufficient and that the characteristics of the training data need to be adapted to those of the new dataset such as camera viewpoint, position, human actions, and body size. To this end, we propose AdaptPose, an end-to-end framework that generates synthetic 3D human motions from a source dataset and uses them to fine-tune a 3D pose estimator. AdaptPose follows an adversarial training scheme. From a source 3D pose the generator generates a sequence of 3D poses and a camera orientation that is used to project the generated poses to a novel view. Without any 3D labels or camera information AdaptPose successfully learns to create synthetic 3D poses from the target dataset while only being trained on 2D poses. In experiments on the Human3.6M, MPI-INF-3DHP, 3DPW, and Ski-Pose datasets our method outperforms previous work in cross-dataset evaluations by 14% and previous semi-supervised learning methods that use partial 3D annotations by 16%.

cs.CV↗

Improved 2D Keypoint Detection in Out-of-Balance and Fall Situations -- combining input rotations and a kinematic model

Injury analysis may be one of the most beneficial applications of deep learning based human pose estimation. To facilitate further research on this topic, we provide an injury specific 2D dataset for alpine skiing, covering in total 533 images. We further propose a post processing routine, that combines rotational information with a simple kinematic model. We could improve detection results in fall situations by up to 21% regarding the PCK@0.2 metric.

cs.CV↗

ElePose: Unsupervised 3D Human Pose Estimation by Predicting Camera Elevation and Learning Normalizing Flows on 2D Poses

Human pose estimation from single images is a challenging problem that is typically solved by supervised learning. Unfortunately, labeled training data does not yet exist for many human activities since 3D annotation requires dedicated motion capture systems. Therefore, we propose an unsupervised approach that learns to predict a 3D human pose from a single image while only being trained with 2D pose data, which can be crowd-sourced and is already widely available. To this end, we estimate the 3D pose that is most likely over random projections, with the likelihood estimated using normalizing flows on 2D poses. While previous work requires strong priors on camera rotations in the training data set, we learn the distribution of camera angles which significantly improves the performance. Another part of our contribution is to stabilize training with normalizing flows on high-dimensional 3D pose data by first projecting the 2D poses to a linear subspace. We outperform the state-of-the-art unsupervised human pose estimation methods on the benchmark datasets Human3.6M and MPI-INF-3DHP in many metrics.

cs.CV↗

A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and Pose

While deep learning reshaped the classical motion capture pipeline with feed-forward networks, generative models are required to recover fine alignment via iterative refinement. Unfortunately, the existing models are usually hand-crafted or learned in controlled conditions, only applicable to limited domains. We propose a method to learn a generative neural body model from unlabelled monocular videos by extending Neural Radiance Fields (NeRFs). We equip them with a skeleton to apply to time-varying and articulated motion. A key insight is that implicit models require the inverse of the forward kinematics used in explicit surface models. Our reparameterization defines spatial latent variables relative to the pose of body parts and thereby overcomes ill-posed inverse operations with an overparameterization. This enables learning volumetric body shape and appearance from scratch while jointly refining the articulated pose; all without ground truth labels for appearance, pose, or 3D shape on the input videos. When used for novel-view-synthesis and motion capture, our neural model improves accuracy on diverse datasets. Project website: https://lemonatsu.github.io/anerf/ .

cs.CV↗

Human Detection and Segmentation via Multi-view Consensus

Self-supervised detection and segmentation of foreground objects aims for accuracy without annotated training data. However, existing approaches predominantly rely on restrictive assumptions on appearance and motion. For scenes with dynamic activities and camera motion, we propose a multi-camera framework in which geometric constraints are embedded in the form of multi-view consistency during training via coarse 3D localization in a voxel grid and fine-grained offset regression. In this manner, we learn a joint distribution of proposals over multiple views. At inference time, our method operates on single RGB images. We outperform state-of-the-art techniques both on images that visually depart from those of standard benchmarks and on those of the classical Human3.6M dataset.

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↗

TriPose: A Weakly-Supervised 3D Human Pose Estimation via Triangulation from Video

Estimating 3D human poses from video is a challenging problem. The lack of 3D human pose annotations is a major obstacle for supervised training and for generalization to unseen datasets. In this work, we address this problem by proposing a weakly-supervised training scheme that does not require 3D annotations or calibrated cameras. The proposed method relies on temporal information and triangulation. Using 2D poses from multiple views as the input, we first estimate the relative camera orientations and then generate 3D poses via triangulation. The triangulation is only applied to the views with high 2D human joint confidence. The generated 3D poses are then used to train a recurrent lifting network (RLN) that estimates 3D poses from 2D poses. We further apply a multi-view re-projection loss to the estimated 3D poses and enforce the 3D poses estimated from multi-views to be consistent. Therefore, our method relaxes the constraints in practice, only multi-view videos are required for training, and is thus convenient for in-the-wild settings. At inference, RLN merely requires single-view videos. The proposed method outperforms previous works on two challenging datasets, Human3.6M and MPI-INF-3DHP. Codes and pretrained models will be publicly available.

cs.CV↗