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Hyun Soo Park

Publications and source records attributed to Hyun Soo Park.

34 records · Page 2Linked to original sources

Neural 3D Clothes Retargeting from a Single Image

In this paper, we present a method of clothes retargeting; generating the potential poses and deformations of a given 3D clothing template model to fit onto a person in a single RGB image. The problem is fundamentally ill-posed as attaining the ground truth data is impossible, i.e., images of people wearing the different 3D clothing template model at exact same pose. We address this challenge by utilizing large-scale synthetic data generated from physical simulation, allowing us to map 2D dense body pose to 3D clothing deformation. With the simulated data, we propose a semi-supervised learning framework that validates the physical plausibility of the 3D deformation by matching with the prescribed body-to-cloth contact points and clothing silhouette to fit onto the unlabeled real images. A new neural clothes retargeting network (CRNet) is designed to integrate the semi-supervised retargeting task in an end-to-end fashion. In our evaluation, we show that our method can predict the realistic 3D pose and deformation field needed for retargeting clothes models in real-world examples.

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HUMBI: A Large Multiview Dataset of Human Body Expressions

This paper presents a new large multiview dataset called HUMBI for human body expressions with natural clothing. The goal of HUMBI is to facilitate modeling view-specific appearance and geometry of gaze, face, hand, body, and garment from assorted people. 107 synchronized HD cameras are used to capture 772 distinctive subjects across gender, ethnicity, age, and physical condition. With the multiview image streams, we reconstruct high fidelity body expressions using 3D mesh models, which allows representing view-specific appearance using their canonical atlas. We demonstrate that HUMBI is highly effective in learning and reconstructing a complete human model and is complementary to the existing datasets of human body expressions with limited views and subjects such as MPII-Gaze, Multi-PIE, Human3.6M, and Panoptic Studio datasets.

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Novel View Synthesis of Dynamic Scenes with Globally Coherent Depths from a Monocular Camera

This paper presents a new method to synthesize an image from arbitrary views and times given a collection of images of a dynamic scene. A key challenge for the novel view synthesis arises from dynamic scene reconstruction where epipolar geometry does not apply to the local motion of dynamic contents. To address this challenge, we propose to combine the depth from single view (DSV) and the depth from multi-view stereo (DMV), where DSV is complete, i.e., a depth is assigned to every pixel, yet view-variant in its scale, while DMV is view-invariant yet incomplete. Our insight is that although its scale and quality are inconsistent with other views, the depth estimation from a single view can be used to reason about the globally coherent geometry of dynamic contents. We cast this problem as learning to correct the scale of DSV, and to refine each depth with locally consistent motions between views to form a coherent depth estimation. We integrate these tasks into a depth fusion network in a self-supervised fashion. Given the fused depth maps, we synthesize a photorealistic virtual view in a specific location and time with our deep blending network that completes the scene and renders the virtual view. We evaluate our method of depth estimation and view synthesis on diverse real-world dynamic scenes and show the outstanding performance over existing methods.

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MONET: Multiview Semi-supervised Keypoint Detection via Epipolar Divergence

This paper presents MONET -- an end-to-end semi-supervised learning framework for a keypoint detector using multiview image streams. In particular, we consider general subjects such as non-human species where attaining a large scale annotated dataset is challenging. While multiview geometry can be used to self-supervise the unlabeled data, integrating the geometry into learning a keypoint detector is challenging due to representation mismatch. We address this mismatch by formulating a new differentiable representation of the epipolar constraint called epipolar divergence---a generalized distance from the epipolar lines to the corresponding keypoint distribution. Epipolar divergence characterizes when two view keypoint distributions produce zero reprojection error. We design a twin network that minimizes the epipolar divergence through stereo rectification that can significantly alleviate computational complexity and sampling aliasing in training. We demonstrate that our framework can localize customized keypoints of diverse species, e.g., humans, dogs, and monkeys.

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Self-Supervised Adaptation of High-Fidelity Face Models for Monocular Performance Tracking

Improvements in data-capture and face modeling techniques have enabled us to create high-fidelity realistic face models. However, driving these realistic face models requires special input data, e.g. 3D meshes and unwrapped textures. Also, these face models expect clean input data taken under controlled lab environments, which is very different from data collected in the wild. All these constraints make it challenging to use the high-fidelity models in tracking for commodity cameras. In this paper, we propose a self-supervised domain adaptation approach to enable the animation of high-fidelity face models from a commodity camera. Our approach first circumvents the requirement for special input data by training a new network that can directly drive a face model just from a single 2D image. Then, we overcome the domain mismatch between lab and uncontrolled environments by performing self-supervised domain adaptation based on "consecutive frame texture consistency" based on the assumption that the appearance of the face is consistent over consecutive frames, avoiding the necessity of modeling the new environment such as lighting or background. Experiments show that we are able to drive a high-fidelity face model to perform complex facial motion from a cellphone camera without requiring any labeled data from the new domain.

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Multiview Supervision By Registration

This paper presents a semi-supervised learning framework to train a keypoint detector using multiview image streams given the limited labeled data (typically $<$4\%). We leverage the complementary relationship between multiview geometry and visual tracking to provide three types of supervisionary signals to utilize the unlabeled data: (1) keypoint detection in one view can be supervised by other views via the epipolar geometry; (2) a keypoint moves smoothly over time where its optical flow can be used to temporally supervise consecutive image frames to each other; (3) visible keypoint in one view is likely to be visible in the adjacent view. We integrate these three signals in a differentiable fashion to design a new end-to-end neural network composed of three pathways. This design allows us to extensively use the unlabeled data to train the keypoint detector. We show that our approach outperforms existing detectors including DeepLabCut tailored to the keypoint detection of non-human species such as monkeys, dogs, and mice.

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Multiview Cross-supervision for Semantic Segmentation

This paper presents a semi-supervised learning framework for a customized semantic segmentation task using multiview image streams. A key challenge of the customized task lies in the limited accessibility of the labeled data due to the requirement of prohibitive manual annotation effort. We hypothesize that it is possible to leverage multiview image streams that are linked through the underlying 3D geometry, which can provide an additional supervisionary signal to train a segmentation model. We formulate a new cross-supervision method using a shape belief transfer---the segmentation belief in one image is used to predict that of the other image through epipolar geometry analogous to shape-from-silhouette. The shape belief transfer provides the upper and lower bounds of the segmentation for the unlabeled data where its gap approaches asymptotically to zero as the number of the labeled views increases. We integrate this theory to design a novel network that is agnostic to camera calibration, network model, and semantic category and bypasses the intermediate process of suboptimal 3D reconstruction. We validate this network by recognizing a customized semantic category per pixel from realworld visual data including non-human species and a subject of interest in social videos where attaining large-scale annotation data is infeasible.

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ECO: Egocentric Cognitive Mapping

We present a new method to localize a camera within a previously unseen environment perceived from an egocentric point of view. Although this is, in general, an ill-posed problem, humans can effortlessly and efficiently determine their relative location and orientation and navigate into a previously unseen environments, e.g., finding a specific item in a new grocery store. To enable such a capability, we design a new egocentric representation, which we call ECO (Egocentric COgnitive map). ECO is biologically inspired, by the cognitive map that allows human navigation, and it encodes the surrounding visual semantics with respect to both distance and orientation. ECO possesses three main properties: (1) reconfigurability: complex semantics and geometry is captured via the synthesis of atomic visual representations (e.g., image patch); (2) robustness: the visual semantics are registered in a geometrically consistent way (e.g., aligning with respect to the gravity vector, frontalizing, and rescaling to canonical depth), thus enabling us to learn meaningful atomic representations; (3) adaptability: a domain adaptation framework is designed to generalize the learned representation without manual calibration. As a proof-of-concept, we use ECO to localize a camera within real-world scenes---various grocery stores---and demonstrate performance improvements when compared to existing semantic localization approaches.

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3D Semantic Trajectory Reconstruction from 3D Pixel Continuum

This paper presents a method to reconstruct dense semantic trajectory stream of human interactions in 3D from synchronized multiple videos. The interactions inherently introduce self-occlusion and illumination/appearance/shape changes, resulting in highly fragmented trajectory reconstruction with noisy and coarse semantic labels. Our conjecture is that among many views, there exists a set of views that can confidently recognize the visual semantic label of a 3D trajectory. We introduce a new representation called 3D semantic map---a probability distribution over the semantic labels per trajectory. We construct the 3D semantic map by reasoning about visibility and 2D recognition confidence based on view-pooling, i.e., finding the view that best represents the semantics of the trajectory. Using the 3D semantic map, we precisely infer all trajectory labels jointly by considering the affinity between long range trajectories via estimating their local rigid transformations. This inference quantitatively outperforms the baseline approaches in terms of predictive validity, representation robustness, and affinity effectiveness. We demonstrate that our algorithm can robustly compute the semantic labels of a large scale trajectory set involving real-world human interactions with object, scenes, and people.

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Unsupervised Learning of Important Objects from First-Person Videos

A first-person camera, placed at a person's head, captures, which objects are important to the camera wearer. Most prior methods for this task learn to detect such important objects from the manually labeled first-person data in a supervised fashion. However, important objects are strongly related to the camera wearer's internal state such as his intentions and attention, and thus, only the person wearing the camera can provide the importance labels. Such a constraint makes the annotation process costly and limited in scalability. In this work, we show that we can detect important objects in first-person images without the supervision by the camera wearer or even third-person labelers. We formulate an important detection problem as an interplay between the 1) segmentation and 2) recognition agents. The segmentation agent first proposes a possible important object segmentation mask for each image, and then feeds it to the recognition agent, which learns to predict an important object mask using visual semantics and spatial features. We implement such an interplay between both agents via an alternating cross-pathway supervision scheme inside our proposed Visual-Spatial Network (VSN). Our VSN consists of spatial ("where") and visual ("what") pathways, one of which learns common visual semantics while the other focuses on the spatial location cues. Our unsupervised learning is accomplished via a cross-pathway supervision, where one pathway feeds its predictions to a segmentation agent, which proposes a candidate important object segmentation mask that is then used by the other pathway as a supervisory signal. We show our method's success on two different important object datasets, where our method achieves similar or better results as the supervised methods.

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Am I a Baller? Basketball Performance Assessment from First-Person Videos

This paper presents a method to assess a basketball player's performance from his/her first-person video. A key challenge lies in the fact that the evaluation metric is highly subjective and specific to a particular evaluator. We leverage the first-person camera to address this challenge. The spatiotemporal visual semantics provided by a first-person view allows us to reason about the camera wearer's actions while he/she is participating in an unscripted basketball game. Our method takes a player's first-person video and provides a player's performance measure that is specific to an evaluator's preference. To achieve this goal, we first use a convolutional LSTM network to detect atomic basketball events from first-person videos. Our network's ability to zoom-in to the salient regions addresses the issue of a severe camera wearer's head movement in first-person videos. The detected atomic events are then passed through the Gaussian mixtures to construct a highly non-linear visual spatiotemporal basketball assessment feature. Finally, we use this feature to learn a basketball assessment model from pairs of labeled first-person basketball videos, for which a basketball expert indicates, which of the two players is better. We demonstrate that despite not knowing the basketball evaluator's criterion, our model learns to accurately assess the players in real-world games. Furthermore, our model can also discover basketball events that contribute positively and negatively to a player's performance.

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First Person Action-Object Detection with EgoNet

Unlike traditional third-person cameras mounted on robots, a first-person camera, captures a person's visual sensorimotor object interactions from up close. In this paper, we study the tight interplay between our momentary visual attention and motor action with objects from a first-person camera. We propose a concept of action-objects---the objects that capture person's conscious visual (watching a TV) or tactile (taking a cup) interactions. Action-objects may be task-dependent but since many tasks share common person-object spatial configurations, action-objects exhibit a characteristic 3D spatial distance and orientation with respect to the person. We design a predictive model that detects action-objects using EgoNet, a joint two-stream network that holistically integrates visual appearance (RGB) and 3D spatial layout (depth and height) cues to predict per-pixel likelihood of action-objects. Our network also incorporates a first-person coordinate embedding, which is designed to learn a spatial distribution of the action-objects in the first-person data. We demonstrate EgoNet's predictive power, by showing that it consistently outperforms previous baseline approaches. Furthermore, EgoNet also exhibits a strong generalization ability, i.e., it predicts semantically meaningful objects in novel first-person datasets. Our method's ability to effectively detect action-objects could be used to improve robots' understanding of human-object interactions.

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Customizing First Person Image Through Desired Actions

This paper studies a problem of inverse visual path planning: creating a visual scene from a first person action. Our conjecture is that the spatial arrangement of a first person visual scene is deployed to afford an action, and therefore, the action can be inversely used to synthesize a new scene such that the action is feasible. As a proof-of-concept, we focus on linking visual experiences induced by walking. A key innovation of this paper is a concept of ActionTunnel---a 3D virtual tunnel along the future trajectory encoding what the wearer will visually experience as moving into the scene. This connects two distinctive first person images through similar walking paths. Our method takes a first person image with a user defined future trajectory and outputs a new image that can afford the future motion. The image is created by combining present and future ActionTunnels in 3D where the missing pixels in adjoining area are computed by a generative adversarial network. Our work can provide a travel across different first person experiences in diverse real world scenes.

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Social Behavior Prediction from First Person Videos

This paper presents a method to predict the future movements (location and gaze direction) of basketball players as a whole from their first person videos. The predicted behaviors reflect an individual physical space that affords to take the next actions while conforming to social behaviors by engaging to joint attention. Our key innovation is to use the 3D reconstruction of multiple first person cameras to automatically annotate each other's the visual semantics of social configurations. We leverage two learning signals uniquely embedded in first person videos. Individually, a first person video records the visual semantics of a spatial and social layout around a person that allows associating with past similar situations. Collectively, first person videos follow joint attention that can link the individuals to a group. We learn the egocentric visual semantics of group movements using a Siamese neural network to retrieve future trajectories. We consolidate the retrieved trajectories from all players by maximizing a measure of social compatibility---the gaze alignment towards joint attention predicted by their social formation, where the dynamics of joint attention is learned by a long-term recurrent convolutional network. This allows us to characterize which social configuration is more plausible and predict future group trajectories.

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Exploiting Egocentric Object Prior for 3D Saliency Detection

On a minute-to-minute basis people undergo numerous fluid interactions with objects that barely register on a conscious level. Recent neuroscientific research demonstrates that humans have a fixed size prior for salient objects. This suggests that a salient object in 3D undergoes a consistent transformation such that people's visual system perceives it with an approximately fixed size. This finding indicates that there exists a consistent egocentric object prior that can be characterized by shape, size, depth, and location in the first person view. In this paper, we develop an EgoObject Representation, which encodes these characteristics by incorporating shape, location, size and depth features from an egocentric RGBD image. We empirically show that this representation can accurately characterize the egocentric object prior by testing it on an egocentric RGBD dataset for three tasks: the 3D saliency detection, future saliency prediction, and interaction classification. This representation is evaluated on our new Egocentric RGBD Saliency dataset that includes various activities such as cooking, dining, and shopping. By using our EgoObject representation, we outperform previously proposed models for saliency detection (relative 30% improvement for 3D saliency detection task) on our dataset. Additionally, we demonstrate that this representation allows us to predict future salient objects based on the gaze cue and classify people's interactions with objects.

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Future Localization from an Egocentric Depth Image

This paper presents a method for future localization: to predict a set of plausible trajectories of ego-motion given a depth image. We predict paths avoiding obstacles, between objects, even paths turning around a corner into space behind objects. As a byproduct of the predicted trajectories of ego-motion, we discover in the image the empty space occluded by foreground objects. We use no image based features such as semantic labeling/segmentation or object detection/recognition for this algorithm. Inspired by proxemics, we represent the space around a person using an EgoSpace map, akin to an illustrated tourist map, that measures a likelihood of occlusion at the egocentric coordinate system. A future trajectory of ego-motion is modeled by a linear combination of compact trajectory bases allowing us to constrain the predicted trajectory. We learn the relationship between the EgoSpace map and trajectory from the EgoMotion dataset providing in-situ measurements of the future trajectory. A cost function that takes into account partial occlusion due to foreground objects is minimized to predict a trajectory. This cost function generates a trajectory that passes through the occluded space, which allows us to discover the empty space behind the foreground objects. We quantitatively evaluate our method to show predictive validity and apply to various real world scenes including walking, shopping, and social interactions.

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