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Kris Kitani

Publications and source records attributed to Kris Kitani.

At least 55 records · Page 3Linked to original sources

Generalizable Neural Human Renderer

While recent advancements in animatable human rendering have achieved remarkable results, they require test-time optimization for each subject which can be a significant limitation for real-world applications. To address this, we tackle the challenging task of learning a Generalizable Neural Human Renderer (GNH), a novel method for rendering animatable humans from monocular video without any test-time optimization. Our core method focuses on transferring appearance information from the input video to the output image plane by utilizing explicit body priors and multi-view geometry. To render the subject in the intended pose, we utilize a straightforward CNN-based image renderer, foregoing the more common ray-sampling or rasterizing-based rendering modules. Our GNH achieves remarkable generalizable, photorealistic rendering with unseen subjects with a three-stage process. We quantitatively and qualitatively demonstrate that GNH significantly surpasses current state-of-the-art methods, notably achieving a 31.3% improvement in LPIPS.

cs.CV↗

G-HOP: Generative Hand-Object Prior for Interaction Reconstruction and Grasp Synthesis

We propose G-HOP, a denoising diffusion based generative prior for hand-object interactions that allows modeling both the 3D object and a human hand, conditioned on the object category. To learn a 3D spatial diffusion model that can capture this joint distribution, we represent the human hand via a skeletal distance field to obtain a representation aligned with the (latent) signed distance field for the object. We show that this hand-object prior can then serve as generic guidance to facilitate other tasks like reconstruction from interaction clip and human grasp synthesis. We believe that our model, trained by aggregating seven diverse real-world interaction datasets spanning across 155 categories, represents a first approach that allows jointly generating both hand and object. Our empirical evaluations demonstrate the benefit of this joint prior in video-based reconstruction and human grasp synthesis, outperforming current task-specific baselines. Project website: https://judyye.github.io/ghop-www

cs.CV↗

Bootstrapping Linear Models for Fast Online Adaptation in Human-Agent Collaboration

Agents that assist people need to have well-initialized policies that can adapt quickly to align with their partners' reward functions. Initializing policies to maximize performance with unknown partners can be achieved by bootstrapping nonlinear models using imitation learning over large, offline datasets. Such policies can require prohibitive computation to fine-tune in-situ and therefore may miss critical run-time information about a partner's reward function as expressed through their immediate behavior. In contrast, online logistic regression using low-capacity models performs rapid inference and fine-tuning updates and thus can make effective use of immediate in-task behavior for reward function alignment. However, these low-capacity models cannot be bootstrapped as effectively by offline datasets and thus have poor initializations. We propose BLR-HAC, Bootstrapped Logistic Regression for Human Agent Collaboration, which bootstraps large nonlinear models to learn the parameters of a low-capacity model which then uses online logistic regression for updates during collaboration. We test BLR-HAC in a simulated surface rearrangement task and demonstrate that it achieves higher zero-shot accuracy than shallow methods and takes far less computation to adapt online while still achieving similar performance to fine-tuned, large nonlinear models. For code, please see our project page https://sites.google.com/view/blr-hac.

cs.AI↗

Universal Humanoid Motion Representations for Physics-Based Control

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high dimensionality of humanoids and the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers their applicability in complex tasks. We close this gap by significantly increasing the coverage of our motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved by using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. By sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using human-like behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

cs.CV↗

Learning Human-to-Humanoid Real-Time Whole-Body Teleoperation

We present Human to Humanoid (H2O), a reinforcement learning (RL) based framework that enables real-time whole-body teleoperation of a full-sized humanoid robot with only an RGB camera. To create a large-scale retargeted motion dataset of human movements for humanoid robots, we propose a scalable "sim-to-data" process to filter and pick feasible motions using a privileged motion imitator. Afterwards, we train a robust real-time humanoid motion imitator in simulation using these refined motions and transfer it to the real humanoid robot in a zero-shot manner. We successfully achieve teleoperation of dynamic whole-body motions in real-world scenarios, including walking, back jumping, kicking, turning, waving, pushing, boxing, etc. To the best of our knowledge, this is the first demonstration to achieve learning-based real-time whole-body humanoid teleoperation.

cs.RO↗

Multi-Object Tracking by Hierarchical Visual Representations

We propose a new visual hierarchical representation paradigm for multi-object tracking. It is more effective to discriminate between objects by attending to objects' compositional visual regions and contrasting with the background contextual information instead of sticking to only the semantic visual cue such as bounding boxes. This compositional-semantic-contextual hierarchy is flexible to be integrated in different appearance-based multi-object tracking methods. We also propose an attention-based visual feature module to fuse the hierarchical visual representations. The proposed method achieves state-of-the-art accuracy and time efficiency among query-based methods on multiple multi-object tracking benchmarks.

cs.CV↗

Multi-Person 3D Pose Estimation from Multi-View Uncalibrated Depth Cameras

We tackle the task of multi-view, multi-person 3D human pose estimation from a limited number of uncalibrated depth cameras. Recently, many approaches have been proposed for 3D human pose estimation from multi-view RGB cameras. However, these works (1) assume the number of RGB camera views is large enough for 3D reconstruction, (2) the cameras are calibrated, and (3) rely on ground truth 3D poses for training their regression model. In this work, we propose to leverage sparse, uncalibrated depth cameras providing RGBD video streams for 3D human pose estimation. We present a simple pipeline for Multi-View Depth Human Pose Estimation (MVD-HPE) for jointly predicting the camera poses and 3D human poses without training a deep 3D human pose regression model. This framework utilizes 3D Re-ID appearance features from RGBD images to formulate more accurate correspondences (for deriving camera positions) compared to using RGB-only features. We further propose (1) depth-guided camera-pose estimation by leveraging 3D rigid transformations as guidance and (2) depth-constrained 3D human pose estimation by utilizing depth-projected 3D points as an alternative objective for optimization. In order to evaluate our proposed pipeline, we collect three video sets of RGBD videos recorded from multiple sparse-view depth cameras and ground truth 3D poses are manually annotated. Experiments show that our proposed method outperforms the current 3D human pose regression-free pipelines in terms of both camera pose estimation and 3D human pose estimation.

cs.CV↗

3D-CLFusion: Fast Text-to-3D Rendering with Contrastive Latent Diffusion

We tackle the task of text-to-3D creation with pre-trained latent-based NeRFs (NeRFs that generate 3D objects given input latent code). Recent works such as DreamFusion and Magic3D have shown great success in generating 3D content using NeRFs and text prompts, but the current approach of optimizing a NeRF for every text prompt is 1) extremely time-consuming and 2) often leads to low-resolution outputs. To address these challenges, we propose a novel method named 3D-CLFusion which leverages the pre-trained latent-based NeRFs and performs fast 3D content creation in less than a minute. In particular, we introduce a latent diffusion prior network for learning the w latent from the input CLIP text/image embeddings. This pipeline allows us to produce the w latent without further optimization during inference and the pre-trained NeRF is able to perform multi-view high-resolution 3D synthesis based on the latent. We note that the novelty of our model lies in that we introduce contrastive learning during training the diffusion prior which enables the generation of the valid view-invariant latent code. We demonstrate through experiments the effectiveness of our proposed view-invariant diffusion process for fast text-to-3D creation, e.g., 100 times faster than DreamFusion. We note that our model is able to serve as the role of a plug-and-play tool for text-to-3D with pre-trained NeRFs.

cs.CV↗

Multi-View Person Matching and 3D Pose Estimation with Arbitrary Uncalibrated Camera Networks

Cross-view person matching and 3D human pose estimation in multi-camera networks are particularly difficult when the cameras are extrinsically uncalibrated. Existing efforts generally require large amounts of 3D data for training neural networks or known camera poses for geometric constraints to solve the problem. However, camera poses and 3D data annotation are usually expensive and not always available. We present a method, PME, that solves the two tasks without requiring either information. Our idea is to address cross-view person matching as a clustering problem using each person as a cluster center, then obtain correspondences from person matches, and estimate 3D human poses through multi-view triangulation and bundle adjustment. We solve the clustering problem by introducing a "size constraint" using the number of cameras and a "source constraint" using the fact that two people from the same camera view should not match, to narrow the solution space to a small feasible region. The 2D human poses used in clustering are obtained through a pre-trained 2D pose detector, so our method does not require expensive 3D training data for each new scene. We extensively evaluate our method on three open datasets and two indoor and outdoor datasets collected using arbitrarily set cameras. Our method outperforms other methods by a large margin on cross-view person matching, reaches SOTA performance on 3D human pose estimation without using either camera poses or 3D training data, and shows good generalization ability across five datasets of various environment settings.

cs.CV↗

Joint Metrics Matter: A Better Standard for Trajectory Forecasting

Multi-modal trajectory forecasting methods commonly evaluate using single-agent metrics (marginal metrics), such as minimum Average Displacement Error (ADE) and Final Displacement Error (FDE), which fail to capture joint performance of multiple interacting agents. Only focusing on marginal metrics can lead to unnatural predictions, such as colliding trajectories or diverging trajectories for people who are clearly walking together as a group. Consequently, methods optimized for marginal metrics lead to overly-optimistic estimations of performance, which is detrimental to progress in trajectory forecasting research. In response to the limitations of marginal metrics, we present the first comprehensive evaluation of state-of-the-art (SOTA) trajectory forecasting methods with respect to multi-agent metrics (joint metrics): JADE, JFDE, and collision rate. We demonstrate the importance of joint metrics as opposed to marginal metrics with quantitative evidence and qualitative examples drawn from the ETH / UCY and Stanford Drone datasets. We introduce a new loss function incorporating joint metrics that, when applied to a SOTA trajectory forecasting method, achieves a 7\% improvement in JADE / JFDE on the ETH / UCY datasets with respect to the previous SOTA. Our results also indicate that optimizing for joint metrics naturally leads to an improvement in interaction modeling, as evidenced by a 16\% decrease in mean collision rate on the ETH / UCY datasets with respect to the previous SOTA. Code is available at \texttt{\hyperlink{https://github.com/ericaweng/joint-metrics-matter}{github.com/ericaweng/joint-metrics-matter}}.

cs.RO↗

Type-to-Track: Retrieve Any Object via Prompt-based Tracking

One of the recent trends in vision problems is to use natural language captions to describe the objects of interest. This approach can overcome some limitations of traditional methods that rely on bounding boxes or category annotations. This paper introduces a novel paradigm for Multiple Object Tracking called Type-to-Track, which allows users to track objects in videos by typing natural language descriptions. We present a new dataset for that Grounded Multiple Object Tracking task, called GroOT, that contains videos with various types of objects and their corresponding textual captions describing their appearance and action in detail. Additionally, we introduce two new evaluation protocols and formulate evaluation metrics specifically for this task. We develop a new efficient method that models a transformer-based eMbed-ENcoDE-extRact framework (MENDER) using the third-order tensor decomposition. The experiments in five scenarios show that our MENDER approach outperforms another two-stage design in terms of accuracy and efficiency, up to 14.7% accuracy and 4$\times$ speed faster.

cs.CV↗

TEMPO: Efficient Multi-View Pose Estimation, Tracking, and Forecasting

Existing volumetric methods for predicting 3D human pose estimation are accurate, but computationally expensive and optimized for single time-step prediction. We present TEMPO, an efficient multi-view pose estimation model that learns a robust spatiotemporal representation, improving pose accuracy while also tracking and forecasting human pose. We significantly reduce computation compared to the state-of-the-art by recurrently computing per-person 2D pose features, fusing both spatial and temporal information into a single representation. In doing so, our model is able to use spatiotemporal context to predict more accurate human poses without sacrificing efficiency. We further use this representation to track human poses over time as well as predict future poses. Finally, we demonstrate that our model is able to generalize across datasets without scene-specific fine-tuning. TEMPO achieves 10$\%$ better MPJPE with a 33$\times$ improvement in FPS compared to TesseTrack on the challenging CMU Panoptic Studio dataset.

cs.CV↗

Perpetual Humanoid Control for Real-time Simulated Avatars

We present a physics-based humanoid controller that achieves high-fidelity motion imitation and fault-tolerant behavior in the presence of noisy input (e.g. pose estimates from video or generated from language) and unexpected falls. Our controller scales up to learning ten thousand motion clips without using any external stabilizing forces and learns to naturally recover from fail-state. Given reference motion, our controller can perpetually control simulated avatars without requiring resets. At its core, we propose the progressive multiplicative control policy (PMCP), which dynamically allocates new network capacity to learn harder and harder motion sequences. PMCP allows efficient scaling for learning from large-scale motion databases and adding new tasks, such as fail-state recovery, without catastrophic forgetting. We demonstrate the effectiveness of our controller by using it to imitate noisy poses from video-based pose estimators and language-based motion generators in a live and real-time multi-person avatar use case.

cs.CV↗

EgoHumans: An Egocentric 3D Multi-Human Benchmark

We present EgoHumans, a new multi-view multi-human video benchmark to advance the state-of-the-art of egocentric human 3D pose estimation and tracking. Existing egocentric benchmarks either capture single subject or indoor-only scenarios, which limit the generalization of computer vision algorithms for real-world applications. We propose a novel 3D capture setup to construct a comprehensive egocentric multi-human benchmark in the wild with annotations to support diverse tasks such as human detection, tracking, 2D/3D pose estimation, and mesh recovery. We leverage consumer-grade wearable camera-equipped glasses for the egocentric view, which enables us to capture dynamic activities like playing tennis, fencing, volleyball, etc. Furthermore, our multi-view setup generates accurate 3D ground truth even under severe or complete occlusion. The dataset consists of more than 125k egocentric images, spanning diverse scenes with a particular focus on challenging and unchoreographed multi-human activities and fast-moving egocentric views. We rigorously evaluate existing state-of-the-art methods and highlight their limitations in the egocentric scenario, specifically on multi-human tracking. To address such limitations, we propose EgoFormer, a novel approach with a multi-stream transformer architecture and explicit 3D spatial reasoning to estimate and track the human pose. EgoFormer significantly outperforms prior art by 13.6% IDF1 on the EgoHumans dataset.

cs.CV↗

Trace and Pace: Controllable Pedestrian Animation via Guided Trajectory Diffusion

We introduce a method for generating realistic pedestrian trajectories and full-body animations that can be controlled to meet user-defined goals. We draw on recent advances in guided diffusion modeling to achieve test-time controllability of trajectories, which is normally only associated with rule-based systems. Our guided diffusion model allows users to constrain trajectories through target waypoints, speed, and specified social groups while accounting for the surrounding environment context. This trajectory diffusion model is integrated with a novel physics-based humanoid controller to form a closed-loop, full-body pedestrian animation system capable of placing large crowds in a simulated environment with varying terrains. We further propose utilizing the value function learned during RL training of the animation controller to guide diffusion to produce trajectories better suited for particular scenarios such as collision avoidance and traversing uneven terrain. Video results are available on the project page at https://nv-tlabs.github.io/trace-pace .

cs.CV↗

Observation-Centric SORT: Rethinking SORT for Robust Multi-Object Tracking

Kalman filter (KF) based methods for multi-object tracking (MOT) make an assumption that objects move linearly. While this assumption is acceptable for very short periods of occlusion, linear estimates of motion for prolonged time can be highly inaccurate. Moreover, when there is no measurement available to update Kalman filter parameters, the standard convention is to trust the priori state estimations for posteriori update. This leads to the accumulation of errors during a period of occlusion. The error causes significant motion direction variance in practice. In this work, we show that a basic Kalman filter can still obtain state-of-the-art tracking performance if proper care is taken to fix the noise accumulated during occlusion. Instead of relying only on the linear state estimate (i.e., estimation-centric approach), we use object observations (i.e., the measurements by object detector) to compute a virtual trajectory over the occlusion period to fix the error accumulation of filter parameters during the occlusion period. This allows more time steps to correct errors accumulated during occlusion. We name our method Observation-Centric SORT (OC-SORT). It remains Simple, Online, and Real-Time but improves robustness during occlusion and non-linear motion. Given off-the-shelf detections as input, OC-SORT runs at 700+ FPS on a single CPU. It achieves state-of-the-art on multiple datasets, including MOT17, MOT20, KITTI, head tracking, and especially DanceTrack where the object motion is highly non-linear. The code and models are available at \url{https://github.com/noahcao/OC_SORT}.

cs.CV↗

Deep OC-SORT: Multi-Pedestrian Tracking by Adaptive Re-Identification

Motion-based association for Multi-Object Tracking (MOT) has recently re-achieved prominence with the rise of powerful object detectors. Despite this, little work has been done to incorporate appearance cues beyond simple heuristic models that lack robustness to feature degradation. In this paper, we propose a novel way to leverage objects' appearances to adaptively integrate appearance matching into existing high-performance motion-based methods. Building upon the pure motion-based method OC-SORT, we achieve 1st place on MOT20 and 2nd place on MOT17 with 63.9 and 64.9 HOTA, respectively. We also achieve 61.3 HOTA on the challenging DanceTrack benchmark as a new state-of-the-art even compared to more heavily-designed methods. The code and models are available at \url{https://github.com/GerardMaggiolino/Deep-OC-SORT}.

cs.CV↗

Learnable Spatio-Temporal Map Embeddings for Deep Inertial Localization

Indoor localization systems often fuse inertial odometry with map information via hand-defined methods to reduce odometry drift, but such methods are sensitive to noise and struggle to generalize across odometry sources. To address the robustness problem in map utilization, we propose a data-driven prior on possible user locations in a map by combining learned spatial map embeddings and temporal odometry embeddings. Our prior learns to encode which map regions are feasible locations for a user more accurately than previous hand-defined methods. This prior leads to a 49% improvement in inertial-only localization accuracy when used in a particle filter. This result is significant, as it shows that our relative positioning method can match the performance of absolute positioning using bluetooth beacons. To show the generalizability of our method, we also show similar improvements using wheel encoder odometry.

cs.RO↗