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Javier Romero

Publications and source records attributed to Javier Romero.

At least 37 records · Page 2Linked to original sources

URHand: Universal Relightable Hands

Existing photorealistic relightable hand models require extensive identity-specific observations in different views, poses, and illuminations, and face challenges in generalizing to natural illuminations and novel identities. To bridge this gap, we present URHand, the first universal relightable hand model that generalizes across viewpoints, poses, illuminations, and identities. Our model allows few-shot personalization using images captured with a mobile phone, and is ready to be photorealistically rendered under novel illuminations. To simplify the personalization process while retaining photorealism, we build a powerful universal relightable prior based on neural relighting from multi-view images of hands captured in a light stage with hundreds of identities. The key challenge is scaling the cross-identity training while maintaining personalized fidelity and sharp details without compromising generalization under natural illuminations. To this end, we propose a spatially varying linear lighting model as the neural renderer that takes physics-inspired shading as input feature. By removing non-linear activations and bias, our specifically designed lighting model explicitly keeps the linearity of light transport. This enables single-stage training from light-stage data while generalizing to real-time rendering under arbitrary continuous illuminations across diverse identities. In addition, we introduce the joint learning of a physically based model and our neural relighting model, which further improves fidelity and generalization. Extensive experiments show that our approach achieves superior performance over existing methods in terms of both quality and generalizability. We also demonstrate quick personalization of URHand from a short phone scan of an unseen identity.

cs.CV↗

From Audio to Photoreal Embodiment: Synthesizing Humans in Conversations

We present a framework for generating full-bodied photorealistic avatars that gesture according to the conversational dynamics of a dyadic interaction. Given speech audio, we output multiple possibilities of gestural motion for an individual, including face, body, and hands. The key behind our method is in combining the benefits of sample diversity from vector quantization with the high-frequency details obtained through diffusion to generate more dynamic, expressive motion. We visualize the generated motion using highly photorealistic avatars that can express crucial nuances in gestures (e.g. sneers and smirks). To facilitate this line of research, we introduce a first-of-its-kind multi-view conversational dataset that allows for photorealistic reconstruction. Experiments show our model generates appropriate and diverse gestures, outperforming both diffusion- and VQ-only methods. Furthermore, our perceptual evaluation highlights the importance of photorealism (vs. meshes) in accurately assessing subtle motion details in conversational gestures. Code and dataset available online.

cs.CV↗

Diffusion Shape Prior for Wrinkle-Accurate Cloth Registration

Registering clothes from 4D scans with vertex-accurate correspondence is challenging, yet important for dynamic appearance modeling and physics parameter estimation from real-world data. However, previous methods either rely on texture information, which is not always reliable, or achieve only coarse-level alignment. In this work, we present a novel approach to enabling accurate surface registration of texture-less clothes with large deformation. Our key idea is to effectively leverage a shape prior learned from pre-captured clothing using diffusion models. We also propose a multi-stage guidance scheme based on learned functional maps, which stabilizes registration for large-scale deformation even when they vary significantly from training data. Using high-fidelity real captured clothes, our experiments show that the proposed approach based on diffusion models generalizes better than surface registration with VAE or PCA-based priors, outperforming both optimization-based and learning-based non-rigid registration methods for both interpolation and extrapolation tests.

cs.CV↗

Human Body Measurement Estimation with Adversarial Augmentation

We present a Body Measurement network (BMnet) for estimating 3D anthropomorphic measurements of the human body shape from silhouette images. Training of BMnet is performed on data from real human subjects, and augmented with a novel adversarial body simulator (ABS) that finds and synthesizes challenging body shapes. ABS is based on the skinned multiperson linear (SMPL) body model, and aims to maximize BMnet measurement prediction error with respect to latent SMPL shape parameters. ABS is fully differentiable with respect to these parameters, and trained end-to-end via backpropagation with BMnet in the loop. Experiments show that ABS effectively discovers adversarial examples, such as bodies with extreme body mass indices (BMI), consistent with the rarity of extreme-BMI bodies in BMnet's training set. Thus ABS is able to reveal gaps in training data and potential failures in predicting under-represented body shapes. Results show that training BMnet with ABS improves measurement prediction accuracy on real bodies by up to 10%, when compared to no augmentation or random body shape sampling. Furthermore, our method significantly outperforms SOTA measurement estimation methods by as much as 3x. Finally, we release BodyM, the first challenging, large-scale dataset of photo silhouettes and body measurements of real human subjects, to further promote research in this area. Project website: https://adversarialbodysim.github.io

cs.CV↗

Dressing Avatars: Deep Photorealistic Appearance for Physically Simulated Clothing

Despite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate realistically behaving clothing geometry at interactive rates. Modeling photorealistic appearance, however, usually requires physically-based rendering which is too expensive for interactive applications. On the other hand, data-driven deep appearance models are capable of efficiently producing realistic appearance, but struggle at synthesizing geometry of highly dynamic clothing and handling challenging body-clothing configurations. To this end, we introduce pose-driven avatars with explicit modeling of clothing that exhibit both photorealistic appearance learned from real-world data and realistic clothing dynamics. The key idea is to introduce a neural clothing appearance model that operates on top of explicit geometry: at training time we use high-fidelity tracking, whereas at animation time we rely on physically simulated geometry. Our core contribution is a physically-inspired appearance network, capable of generating photorealistic appearance with view-dependent and dynamic shadowing effects even for unseen body-clothing configurations. We conduct a thorough evaluation of our model and demonstrate diverse animation results on several subjects and different types of clothing. Unlike previous work on photorealistic full-body avatars, our approach can produce much richer dynamics and more realistic deformations even for many examples of loose clothing. We also demonstrate that our formulation naturally allows clothing to be used with avatars of different people while staying fully animatable, thus enabling, for the first time, photorealistic avatars with novel clothing.

cs.GR↗

AutoAvatar: Autoregressive Neural Fields for Dynamic Avatar Modeling

Neural fields such as implicit surfaces have recently enabled avatar modeling from raw scans without explicit temporal correspondences. In this work, we exploit autoregressive modeling to further extend this notion to capture dynamic effects, such as soft-tissue deformations. Although autoregressive models are naturally capable of handling dynamics, it is non-trivial to apply them to implicit representations, as explicit state decoding is infeasible due to prohibitive memory requirements. In this work, for the first time, we enable autoregressive modeling of implicit avatars. To reduce the memory bottleneck and efficiently model dynamic implicit surfaces, we introduce the notion of articulated observer points, which relate implicit states to the explicit surface of a parametric human body model. We demonstrate that encoding implicit surfaces as a set of height fields defined on articulated observer points leads to significantly better generalization compared to a latent representation. The experiments show that our approach outperforms the state of the art, achieving plausible dynamic deformations even for unseen motions. https://zqbai-jeremy.github.io/autoavatar

cs.CV↗

Embodied Hands: Modeling and Capturing Hands and Bodies Together

Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).

cs.GR↗

Answer Set Programming Made Easy

We take up an idea from the folklore of Answer Set Programming, namely that choices, integrity constraints along with a restricted rule format is sufficient for Answer Set Programming. We elaborate upon the foundations of this idea in the context of the logic of Here-and-There and show how it can be derived from the logical principle of extension by definition. We then provide an austere form of logic programs that may serve as a normalform for logic programs similar to conjunctive normalform in classical logic. Finally, we take the key ideas and propose a modeling methodology for ASP beginners and illustrate how it can be used.

cs.AI↗

How to build your own ASP-based system?!

Answer Set Programming (ASP) has become a popular and quite sophisticated approach to declarative problem solving. This is arguably due to its attractive modeling-grounding-solving workflow that provides an easy approach to problem solving, even for laypersons outside computer science. Unlike this, the high degree of sophistication of the underlying technology makes it increasingly hard for ASP experts to put ideas into practice. For addressing this issue, this tutorial aims at enabling users to build their own ASP-based systems. More precisely, we show how the ASP system CLINGO can be used for extending ASP and for implementing customized special-purpose systems. To this end, we propose two alternatives. We begin with a traditional AI technique and show how meta programming can be used for extending ASP. This is a rather light approach that relies on CLINGO's reification feature to use ASP itself for expressing new functionalities. Unlike this, the major part of this tutorial uses traditional programming (in PYTHON) for manipulating CLINGO via its application programming interface. This approach allows for changing and controlling the entire model-ground-solve workflow of ASP. Central to this is CLINGO's new Application class that allows us to draw on CLINGO's infrastructure by customizing processes similar to the one in CLINGO. For instance, we may engage manipulations to programs' abstract syntax trees, control various forms of multi-shot solving, and set up theory propagators for foreign inferences. Another cross-sectional structure, spanning meta as well as application programming, is CLINGO's intermediate format, ASPIF, that specifies the interface among the underlying grounder and solver. We illustrate the aforementioned concepts and techniques throughout this tutorial by means of examples and several non-trivial case-studies.

cs.AI↗

Learning Realistic Human Reposing using Cyclic Self-Supervision with 3D Shape, Pose, and Appearance Consistency

Synthesizing images of a person in novel poses from a single image is a highly ambiguous task. Most existing approaches require paired training images; i.e. images of the same person with the same clothing in different poses. However, obtaining sufficiently large datasets with paired data is challenging and costly. Previous methods that forego paired supervision lack realism. We propose a self-supervised framework named SPICE (Self-supervised Person Image CrEation) that closes the image quality gap with supervised methods. The key insight enabling self-supervision is to exploit 3D information about the human body in several ways. First, the 3D body shape must remain unchanged when reposing. Second, representing body pose in 3D enables reasoning about self occlusions. Third, 3D body parts that are visible before and after reposing, should have similar appearance features. Once trained, SPICE takes an image of a person and generates a new image of that person in a new target pose. SPICE achieves state-of-the-art performance on the DeepFashion dataset, improving the FID score from 29.9 to 7.8 compared with previous unsupervised methods, and with performance similar to the state-of-the-art supervised method (6.4). SPICE also generates temporally coherent videos given an input image and a sequence of poses, despite being trained on static images only.

cs.CV↗

Planning with Incomplete Information in Quantified Answer Set Programming

We present a general approach to planning with incomplete information in Answer Set Programming (ASP). More precisely, we consider the problems of conformant and conditional planning with sensing actions and assumptions. We represent planning problems using a simple formalism where logic programs describe the transition function between states, the initial states and the goal states. For solving planning problems, we use Quantified Answer Set Programming (QASP), an extension of ASP with existential and universal quantifiers over atoms that is analogous to Quantified Boolean Formulas (QBFs). We define the language of quantified logic programs and use it to represent the solutions to different variants of conformant and conditional planning. On the practical side, we present a translation-based QASP solver that converts quantified logic programs into QBFs and then executes a QBF solver, and we evaluate experimentally the approach on conformant and conditional planning benchmarks. Under consideration for acceptance in TPLP.

cs.AI↗

Learning First-Order Representations for Planning from Black-Box States: New Results

Recently Bonet and Geffner have shown that first-order representations for planning domains can be learned from the structure of the state space without any prior knowledge about the action schemas or domain predicates. For this, the learning problem is formulated as the search for a simplest first-order domain description D that along with information about instances I_i (number of objects and initial state) determine state space graphs G(P_i) that match the observed state graphs G_i where P_i = (D, I_i). The search is cast and solved approximately by means of a SAT solver that is called over a large family of propositional theories that differ just in the parameters encoding the possible number of action schemas and domain predicates, their arities, and the number of objects. In this work, we push the limits of these learners by moving to an answer set programming (ASP) encoding using the CLINGO system. The new encodings are more transparent and concise, extending the range of possible models while facilitating their exploration. We show that the domains introduced by Bonet and Geffner can be solved more efficiently in the new approach, often optimally, and furthermore, that the approach can be easily extended to handle partial information about the state graphs as well as noise that prevents some states from being distinguished.

cs.AI↗

SMPLpix: Neural Avatars from 3D Human Models

Recent advances in deep generative models have led to an unprecedented level of realism for synthetically generated images of humans. However, one of the remaining fundamental limitations of these models is the ability to flexibly control the generative process, e.g.~change the camera and human pose while retaining the subject identity. At the same time, deformable human body models like SMPL and its successors provide full control over pose and shape but rely on classic computer graphics pipelines for rendering. Such rendering pipelines require explicit mesh rasterization that (a) does not have the potential to fix artifacts or lack of realism in the original 3D geometry and (b) until recently, were not fully incorporated into deep learning frameworks. In this work, we propose to bridge the gap between classic geometry-based rendering and the latest generative networks operating in pixel space. We train a network that directly converts a sparse set of 3D mesh vertices into photorealistic images, alleviating the need for traditional rasterization mechanism. We train our model on a large corpus of human 3D models and corresponding real photos, and show the advantage over conventional differentiable renderers both in terms of the level of photorealism and rendering efficiency.

cs.CV↗

eclingo: A solver for Epistemic Logic Programs

We describe eclingo, a solver for epistemic logic programs under Gelfond 1991 semantics built upon the Answer Set Programming system clingo. The input language of eclingo uses the syntax extension capabilities of clingo to define subjective literals that, as usual in epistemic logic programs, allow for checking the truth of a regular literal in all or in some of the answer sets of a program. The eclingo solving process follows a guess and check strategy. It first generates potential truth values for subjective literals and, in a second step, it checks the obtained result with respect to the cautious and brave consequences of the program. This process is implemented using the multi-shot functionalities of clingo. We have also implemented some optimisations, aiming at reducing the search space and, therefore, increasing eclingo's efficiency in some scenarios. Finally, we compare the efficiency of eclingo with two state-of-the-art solvers for epistemic logic programs on a pair of benchmark scenarios and show that eclingo generally outperforms their obtained results. Under consideration for acceptance in TPLP.

cs.LO↗

Learning Multi-Human Optical Flow

The optical flow of humans is well known to be useful for the analysis of human action. Recent optical flow methods focus on training deep networks to approach the problem. However, the training data used by them does not cover the domain of human motion. Therefore, we develop a dataset of multi-human optical flow and train optical flow networks on this dataset. We use a 3D model of the human body and motion capture data to synthesize realistic flow fields in both single- and multi-person images. We then train optical flow networks to estimate human flow fields from pairs of images. We demonstrate that our trained networks are more accurate than a wide range of top methods on held-out test data and that they can generalize well to real image sequences. The code, trained models and the dataset are available for research.

cs.CV↗

FACSIMILE: Fast and Accurate Scans From an Image in Less Than a Second

Current methods for body shape estimation either lack detail or require many images. They are usually architecturally complex and computationally expensive. We propose FACSIMILE (FAX), a method that estimates a detailed body from a single photo, lowering the bar for creating virtual representations of humans. Our approach is easy to implement and fast to execute, making it easily deployable. FAX uses an image-translation network which recovers geometry at the original resolution of the image. Counterintuitively, the main loss which drives FAX is on per-pixel surface normals instead of per-pixel depth, making it possible to estimate detailed body geometry without any depth supervision. We evaluate our approach both qualitatively and quantitatively, and compare with a state-of-the-art method.

cs.CV↗

Efficient Learning on Point Clouds with Basis Point Sets

With the increased availability of 3D scanning technology, point clouds are moving into the focus of computer vision as a rich representation of everyday scenes. However, they are hard to handle for machine learning algorithms due to their unordered structure. One common approach is to apply occupancy grid mapping, which dramatically increases the amount of data stored and at the same time loses details through discretization. Recently, deep learning models were proposed to handle point clouds directly and achieve input permutation invariance. However, these architectures often use an increased number of parameters and are computationally inefficient. In this work, we propose basis point sets (BPS) as a highly efficient and fully general way to process point clouds with machine learning algorithms. The basis point set representation is a residual representation that can be computed efficiently and can be used with standard neural network architectures and other machine learning algorithms. Using the proposed representation as the input to a simple fully connected network allows us to match the performance of PointNet on a shape classification task while using three orders of magnitude less floating-point operations. In a second experiment, we show how the proposed representation can be used for registering high-resolution meshes to noisy 3D scans. Here, we present the first method for single-pass high-resolution mesh registration, avoiding time-consuming per-scan optimization and allowing real-time execution.

cs.CV↗

Work exchange, geometric magnetization and fluctuation-dissipation relations in a quantum dot under adiabatic magnetoelectric driving

We study the adiabatic dynamics of the charge, spin and energy of a quantum dot with a Coulomb interaction under two-parameter driving, associated to time-dependent gate voltage and magnetic field. The quantum dot is coupled to a single reservoir at temperature $T=0$, hence, the net energy dynamics is fully dissipative. However, in the presence of many-body interactions, other interesting mechanisms take place, like the net exchange of work between the two types of forces and the non-equilibrium accumulation of charge with different spin orientations. The latter has a geometric nature. The dissipation takes place in the form of an instantaneous Joule law with the universal resistance $R_0=h/2e^2$. We show the relation between this Joule law and instantaneous fluctuation-dissipation relations. The latter lead to generalized Korringa-Shiba relations, valid in the Fermi-liquid regime.

cond-mat.mes-hall↗