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Hongwei Yi

Publications and source records attributed to Hongwei Yi.

32 records · Page 2Linked to original sources

GraMMaR: Ground-aware Motion Model for 3D Human Motion Reconstruction

Demystifying complex human-ground interactions is essential for accurate and realistic 3D human motion reconstruction from RGB videos, as it ensures consistency between the humans and the ground plane. Prior methods have modeled human-ground interactions either implicitly or in a sparse manner, often resulting in unrealistic and incorrect motions when faced with noise and uncertainty. In contrast, our approach explicitly represents these interactions in a dense and continuous manner. To this end, we propose a novel Ground-aware Motion Model for 3D Human Motion Reconstruction, named GraMMaR, which jointly learns the distribution of transitions in both pose and interaction between every joint and ground plane at each time step of a motion sequence. It is trained to explicitly promote consistency between the motion and distance change towards the ground. After training, we establish a joint optimization strategy that utilizes GraMMaR as a dual-prior, regularizing the optimization towards the space of plausible ground-aware motions. This leads to realistic and coherent motion reconstruction, irrespective of the assumed or learned ground plane. Through extensive evaluation on the AMASS and AIST++ datasets, our model demonstrates good generalization and discriminating abilities in challenging cases including complex and ambiguous human-ground interactions. The code will be available at https://github.com/xymsh/GraMMaR.

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NeRF-Loc: Transformer-Based Object Localization Within Neural Radiance Fields

Neural Radiance Fields (NeRFs) have become a widely-applied scene representation technique in recent years, showing advantages for robot navigation and manipulation tasks. To further advance the utility of NeRFs for robotics, we propose a transformer-based framework, NeRF-Loc, to extract 3D bounding boxes of objects in NeRF scenes. NeRF-Loc takes a pre-trained NeRF model and camera view as input and produces labeled, oriented 3D bounding boxes of objects as output. Using current NeRF training tools, a robot can train a NeRF environment model in real-time and, using our algorithm, identify 3D bounding boxes of objects of interest within the NeRF for downstream navigation or manipulation tasks. Concretely, we design a pair of paralleled transformer encoder branches, namely the coarse stream and the fine stream, to encode both the context and details of target objects. The encoded features are then fused together with attention layers to alleviate ambiguities for accurate object localization. We have compared our method with conventional RGB(-D) based methods that take rendered RGB images and depths from NeRFs as inputs. Our method is better than the baselines.

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Generating Holistic 3D Human Motion from Speech

This work addresses the problem of generating 3D holistic body motions from human speech. Given a speech recording, we synthesize sequences of 3D body poses, hand gestures, and facial expressions that are realistic and diverse. To achieve this, we first build a high-quality dataset of 3D holistic body meshes with synchronous speech. We then define a novel speech-to-motion generation framework in which the face, body, and hands are modeled separately. The separated modeling stems from the fact that face articulation strongly correlates with human speech, while body poses and hand gestures are less correlated. Specifically, we employ an autoencoder for face motions, and a compositional vector-quantized variational autoencoder (VQ-VAE) for the body and hand motions. The compositional VQ-VAE is key to generating diverse results. Additionally, we propose a cross-conditional autoregressive model that generates body poses and hand gestures, leading to coherent and realistic motions. Extensive experiments and user studies demonstrate that our proposed approach achieves state-of-the-art performance both qualitatively and quantitatively. Our novel dataset and code will be released for research purposes at https://talkshow.is.tue.mpg.de.

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High-Fidelity Clothed Avatar Reconstruction from a Single Image

This paper presents a framework for efficient 3D clothed avatar reconstruction. By combining the advantages of the high accuracy of optimization-based methods and the efficiency of learning-based methods, we propose a coarse-to-fine way to realize a high-fidelity clothed avatar reconstruction (CAR) from a single image. At the first stage, we use an implicit model to learn the general shape in the canonical space of a person in a learning-based way, and at the second stage, we refine the surface detail by estimating the non-rigid deformation in the posed space in an optimization way. A hyper-network is utilized to generate a good initialization so that the convergence o f the optimization process is greatly accelerated. Extensive experiments on various datasets show that the proposed CAR successfully produces high-fidelity avatars for arbitrarily clothed humans in real scenes.

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SLOPER4D: A Scene-Aware Dataset for Global 4D Human Pose Estimation in Urban Environments

We present SLOPER4D, a novel scene-aware dataset collected in large urban environments to facilitate the research of global human pose estimation (GHPE) with human-scene interaction in the wild. Employing a head-mounted device integrated with a LiDAR and camera, we record 12 human subjects' activities over 10 diverse urban scenes from an egocentric view. Frame-wise annotations for 2D key points, 3D pose parameters, and global translations are provided, together with reconstructed scene point clouds. To obtain accurate 3D ground truth in such large dynamic scenes, we propose a joint optimization method to fit local SMPL meshes to the scene and fine-tune the camera calibration during dynamic motions frame by frame, resulting in plausible and scene-natural 3D human poses. Eventually, SLOPER4D consists of 15 sequences of human motions, each of which has a trajectory length of more than 200 meters (up to 1,300 meters) and covers an area of more than 2,000 $m^2$ (up to 13,000 $m^2$), including more than 100K LiDAR frames, 300k video frames, and 500K IMU-based motion frames. With SLOPER4D, we provide a detailed and thorough analysis of two critical tasks, including camera-based 3D HPE and LiDAR-based 3D HPE in urban environments, and benchmark a new task, GHPE. The in-depth analysis demonstrates SLOPER4D poses significant challenges to existing methods and produces great research opportunities. The dataset and code are released at \url{http://www.lidarhumanmotion.net/sloper4d/}

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MIME: Human-Aware 3D Scene Generation

Generating realistic 3D worlds occupied by moving humans has many applications in games, architecture, and synthetic data creation. But generating such scenes is expensive and labor intensive. Recent work generates human poses and motions given a 3D scene. Here, we take the opposite approach and generate 3D indoor scenes given 3D human motion. Such motions can come from archival motion capture or from IMU sensors worn on the body, effectively turning human movement in a "scanner" of the 3D world. Intuitively, human movement indicates the free-space in a room and human contact indicates surfaces or objects that support activities such as sitting, lying or touching. We propose MIME (Mining Interaction and Movement to infer 3D Environments), which is a generative model of indoor scenes that produces furniture layouts that are consistent with the human movement. MIME uses an auto-regressive transformer architecture that takes the already generated objects in the scene as well as the human motion as input, and outputs the next plausible object. To train MIME, we build a dataset by populating the 3D FRONT scene dataset with 3D humans. Our experiments show that MIME produces more diverse and plausible 3D scenes than a recent generative scene method that does not know about human movement. Code and data will be available for research at https://mime.is.tue.mpg.de.

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Capturing and Inferring Dense Full-Body Human-Scene Contact

Inferring human-scene contact (HSC) is the first step toward understanding how humans interact with their surroundings. While detecting 2D human-object interaction (HOI) and reconstructing 3D human pose and shape (HPS) have enjoyed significant progress, reasoning about 3D human-scene contact from a single image is still challenging. Existing HSC detection methods consider only a few types of predefined contact, often reduce body and scene to a small number of primitives, and even overlook image evidence. To predict human-scene contact from a single image, we address the limitations above from both data and algorithmic perspectives. We capture a new dataset called RICH for "Real scenes, Interaction, Contact and Humans." RICH contains multiview outdoor/indoor video sequences at 4K resolution, ground-truth 3D human bodies captured using markerless motion capture, 3D body scans, and high resolution 3D scene scans. A key feature of RICH is that it also contains accurate vertex-level contact labels on the body. Using RICH, we train a network that predicts dense body-scene contacts from a single RGB image. Our key insight is that regions in contact are always occluded so the network needs the ability to explore the whole image for evidence. We use a transformer to learn such non-local relationships and propose a new Body-Scene contact TRansfOrmer (BSTRO). Very few methods explore 3D contact; those that do focus on the feet only, detect foot contact as a post-processing step, or infer contact from body pose without looking at the scene. To our knowledge, BSTRO is the first method to directly estimate 3D body-scene contact from a single image. We demonstrate that BSTRO significantly outperforms the prior art. The code and dataset are available at https://rich.is.tue.mpg.de.

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Human-Aware Object Placement for Visual Environment Reconstruction

Humans are in constant contact with the world as they move through it and interact with it. This contact is a vital source of information for understanding 3D humans, 3D scenes, and the interactions between them. In fact, we demonstrate that these human-scene interactions (HSIs) can be leveraged to improve the 3D reconstruction of a scene from a monocular RGB video. Our key idea is that, as a person moves through a scene and interacts with it, we accumulate HSIs across multiple input images, and optimize the 3D scene to reconstruct a consistent, physically plausible and functional 3D scene layout. Our optimization-based approach exploits three types of HSI constraints: (1) humans that move in a scene are occluded or occlude objects, thus, defining the depth ordering of the objects, (2) humans move through free space and do not interpenetrate objects, (3) when humans and objects are in contact, the contact surfaces occupy the same place in space. Using these constraints in an optimization formulation across all observations, we significantly improve the 3D scene layout reconstruction. Furthermore, we show that our scene reconstruction can be used to refine the initial 3D human pose and shape (HPS) estimation. We evaluate the 3D scene layout reconstruction and HPS estimation qualitatively and quantitatively using the PROX and PiGraphs datasets. The code and data are available for research purposes at https://mover.is.tue.mpg.de/.

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Pyramid Multi-view Stereo Net with Self-adaptive View Aggregation

n this paper, we propose an effective and efficient pyramid multi-view stereo (MVS) net with self-adaptive view aggregation for accurate and complete dense point cloud reconstruction. Different from using mean square variance to generate cost volume in previous deep-learning based MVS methods, our \textbf{VA-MVSNet} incorporates the cost variances in different views with small extra memory consumption by introducing two novel self-adaptive view aggregations: pixel-wise view aggregation and voxel-wise view aggregation. To further boost the robustness and completeness of 3D point cloud reconstruction, we extend VA-MVSNet with pyramid multi-scale images input as \textbf{PVA-MVSNet}, where multi-metric constraints are leveraged to aggregate the reliable depth estimation at the coarser scale to fill in the mismatched regions at the finer scale. Experimental results show that our approach establishes a new state-of-the-art on the \textsl{\textbf{DTU}} dataset with significant improvements in the completeness and overall quality, and has strong generalization by achieving a comparable performance as the state-of-the-art methods on the \textsl{\textbf{Tanks and Temples}} benchmark. Our codebase is at \hyperlink{https://github.com/yhw-yhw/PVAMVSNet}{https://github.com/yhw-yhw/PVAMVSNet}

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Dense Hybrid Recurrent Multi-view Stereo Net with Dynamic Consistency Checking

In this paper, we propose an efficient and effective dense hybrid recurrent multi-view stereo net with dynamic consistency checking, namely $D^{2}$HC-RMVSNet, for accurate dense point cloud reconstruction. Our novel hybrid recurrent multi-view stereo net consists of two core modules: 1) a light DRENet (Dense Reception Expanded) module to extract dense feature maps of original size with multi-scale context information, 2) a HU-LSTM (Hybrid U-LSTM) to regularize 3D matching volume into predicted depth map, which efficiently aggregates different scale information by coupling LSTM and U-Net architecture. To further improve the accuracy and completeness of reconstructed point clouds, we leverage a dynamic consistency checking strategy instead of prefixed parameters and strategies widely adopted in existing methods for dense point cloud reconstruction. In doing so, we dynamically aggregate geometric consistency matching error among all the views. Our method ranks \textbf{$1^{st}$} on the complex outdoor \textsl{Tanks and Temples} benchmark over all the methods. Extensive experiments on the in-door DTU dataset show our method exhibits competitive performance to the state-of-the-art method while dramatically reduces memory consumption, which costs only $19.4\%$ of R-MVSNet memory consumption. The codebase is available at \hyperlink{https://github.com/yhw-yhw/D2HC-RMVSNet}{https://github.com/yhw-yhw/D2HC-RMVSNet}.

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M^3VSNet: Unsupervised Multi-metric Multi-view Stereo Network

The present Multi-view stereo (MVS) methods with supervised learning-based networks have an impressive performance comparing with traditional MVS methods. However, the ground-truth depth maps for training are hard to be obtained and are within limited kinds of scenarios. In this paper, we propose a novel unsupervised multi-metric MVS network, named M^3VSNet, for dense point cloud reconstruction without any supervision. To improve the robustness and completeness of point cloud reconstruction, we propose a novel multi-metric loss function that combines pixel-wise and feature-wise loss function to learn the inherent constraints from different perspectives of matching correspondences. Besides, we also incorporate the normal-depth consistency in the 3D point cloud format to improve the accuracy and continuity of the estimated depth maps. Experimental results show that M3VSNet establishes the state-of-the-arts unsupervised method and achieves comparable performance with previous supervised MVSNet on the DTU dataset and demonstrates the powerful generalization ability on the Tanks and Temples benchmark with effective improvement. Our code is available at https://github.com/whubaichuan/M3VSNet

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M^3VSNet: Unsupervised Multi-metric Multi-view Stereo Network

The present Multi-view stereo (MVS) methods with supervised learning-based networks have an impressive performance comparing with traditional MVS methods. However, the ground-truth depth maps for training are hard to be obtained and are within limited kinds of scenarios. In this paper, we propose a novel unsupervised multi-metric MVS network, named M^3VSNet, for dense point cloud reconstruction without any supervision. To improve the robustness and completeness of point cloud reconstruction, we propose a novel multi-metric loss function that combines pixel-wise and feature-wise loss function to learn the inherent constraints from different perspectives of matching correspondences. Besides, we also incorporate the normal-depth consistency in the 3D point cloud format to improve the accuracy and continuity of the estimated depth maps. Experimental results show that M3VSNet establishes the state-of-the-arts unsupervised method and achieves comparable performance with previous supervised MVSNet on the DTU dataset and demonstrates the powerful generalization ability on the Tanks and Temples benchmark with effective improvement. Our code is available at https://github.com/whubaichuan/M3VSNet.

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SegVoxelNet: Exploring Semantic Context and Depth-aware Features for 3D Vehicle Detection from Point Cloud

3D vehicle detection based on point cloud is a challenging task in real-world applications such as autonomous driving. Despite significant progress has been made, we observe two aspects to be further improved. First, the semantic context information in LiDAR is seldom explored in previous works, which may help identify ambiguous vehicles. Second, the distribution of point cloud on vehicles varies continuously with increasing depths, which may not be well modeled by a single model. In this work, we propose a unified model SegVoxelNet to address the above two problems. A semantic context encoder is proposed to leverage the free-of-charge semantic segmentation masks in the bird's eye view. Suspicious regions could be highlighted while noisy regions are suppressed by this module. To better deal with vehicles at different depths, a novel depth-aware head is designed to explicitly model the distribution differences and each part of the depth-aware head is made to focus on its own target detection range. Extensive experiments on the KITTI dataset show that the proposed method outperforms the state-of-the-art alternatives in both accuracy and efficiency with point cloud as input only.

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Learning Depth-Guided Convolutions for Monocular 3D Object Detection

3D object detection from a single image without LiDAR is a challenging task due to the lack of accurate depth information. Conventional 2D convolutions are unsuitable for this task because they fail to capture local object and its scale information, which are vital for 3D object detection. To better represent 3D structure, prior arts typically transform depth maps estimated from 2D images into a pseudo-LiDAR representation, and then apply existing 3D point-cloud based object detectors. However, their results depend heavily on the accuracy of the estimated depth maps, resulting in suboptimal performance. In this work, instead of using pseudo-LiDAR representation, we improve the fundamental 2D fully convolutions by proposing a new local convolutional network (LCN), termed Depth-guided Dynamic-Depthwise-Dilated LCN (D$^4$LCN), where the filters and their receptive fields can be automatically learned from image-based depth maps, making different pixels of different images have different filters. D$^4$LCN overcomes the limitation of conventional 2D convolutions and narrows the gap between image representation and 3D point cloud representation. Extensive experiments show that D$^4$LCN outperforms existing works by large margins. For example, the relative improvement of D$^4$LCN against the state-of-the-art on KITTI is 9.1\% in the moderate setting. The code is available at https://github.com/dingmyu/D4LCN.

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