Searcharxiv⌕ Search

arXiv subjects

Nikolaos Zioulis

Publications and source records attributed to Nikolaos Zioulis.

At least 19 recordsLinked to original sources

On the Skinning of Gaussian Avatars

Radiance field-based methods have recently been used to reconstruct human avatars, showing that we can significantly downscale the systems needed for creating animated human avatars. Although this progress has been initiated by neural radiance fields, their slow rendering and backward mapping from the observation space to the canonical space have been the main challenges. With Gaussian splatting overcoming both challenges, a new family of approaches has emerged that are faster to train and render, while also straightforward to implement using forward skinning from the canonical to the observation space. However, the linear blend skinning required for the deformation of the Gaussians does not provide valid results for their non-linear rotation properties. To address such artifacts, recent works use mesh properties to rotate the non-linear Gaussian properties or train models to predict corrective offsets. Instead, we propose a weighted rotation blending approach that leverages quaternion averaging. This leads to simpler vertex-based Gaussians that can be efficiently animated and integrated in any engine by only modifying the linear blend skinning technique, and using any Gaussian rasterizer.

cs.CV↗

KBody: Towards general, robust, and aligned monocular whole-body estimation

KBody is a method for fitting a low-dimensional body model to an image. It follows a predict-and-optimize approach, relying on data-driven model estimates for the constraints that will be used to solve for the body's parameters. Acknowledging the importance of high quality correspondences, it leverages ``virtual joints" to improve fitting performance, disentangles the optimization between the pose and shape parameters, and integrates asymmetric distance fields to strike a balance in terms of pose and shape capturing capacity, as well as pixel alignment. We also show that generative model inversion offers a strong appearance prior that can be used to complete partial human images and used as a building block for generalized and robust monocular body fitting. Project page: https://zokin.github.io/KBody.

cs.CV↗

Towards Practical Single-shot Motion Synthesis

Despite the recent advances in the so-called "cold start" generation from text prompts, their needs in data and computing resources, as well as the ambiguities around intellectual property and privacy concerns pose certain counterarguments for their utility. An interesting and relatively unexplored alternative has been the introduction of unconditional synthesis from a single sample, which has led to interesting generative applications. In this paper we focus on single-shot motion generation and more specifically on accelerating the training time of a Generative Adversarial Network (GAN). In particular, we tackle the challenge of GAN's equilibrium collapse when using mini-batch training by carefully annealing the weights of the loss functions that prevent mode collapse. Additionally, we perform statistical analysis in the generator and discriminator models to identify correlations between training stages and enable transfer learning. Our improved GAN achieves competitive quality and diversity on the Mixamo benchmark when compared to the original GAN architecture and a single-shot diffusion model, while being up to x6.8 faster in training time from the former and x1.75 from the latter. Finally, we demonstrate the ability of our improved GAN to mix and compose motion with a single forward pass. Project page available at https://moverseai.github.io/single-shot.

cs.CV↗

BundleMoCap: Efficient, Robust and Smooth Motion Capture from Sparse Multiview Videos

Capturing smooth motions from videos using markerless techniques typically involves complex processes such as temporal constraints, multiple stages with data-driven regression and optimization, and bundle solving over temporal windows. These processes can be inefficient and require tuning multiple objectives across stages. In contrast, BundleMoCap introduces a novel and efficient approach to this problem. It solves the motion capture task in a single stage, eliminating the need for temporal smoothness objectives while still delivering smooth motions. BundleMoCap outperforms the state-of-the-art without increasing complexity. The key concept behind BundleMoCap is manifold interpolation between latent keyframes. By relying on a local manifold smoothness assumption, we can efficiently solve a bundle of frames using a single code. Additionally, the method can be implemented as a sliding window optimization and requires only the first frame to be properly initialized, reducing the overall computational burden. BundleMoCap's strength lies in its ability to achieve high-quality motion capture results with simplicity and efficiency. More details can be found at https://moverseai.github.io/bundle/.

cs.CV↗

Noise-in, Bias-out: Balanced and Real-time MoCap Solving

Real-time optical Motion Capture (MoCap) systems have not benefited from the advances in modern data-driven modeling. In this work we apply machine learning to solve noisy unstructured marker estimates in real-time and deliver robust marker-based MoCap even when using sparse affordable sensors. To achieve this we focus on a number of challenges related to model training, namely the sourcing of training data and their long-tailed distribution. Leveraging representation learning we design a technique for imbalanced regression that requires no additional data or labels and improves the performance of our model in rare and challenging poses. By relying on a unified representation, we show that training such a model is not bound to high-end MoCap training data acquisition, and exploit the advances in marker-less MoCap to acquire the necessary data. Finally, we take a step towards richer and affordable MoCap by adapting a body model-based inverse kinematics solution to account for measurement and inference uncertainty, further improving performance and robustness. Project page: https://moverseai.github.io/noise-tail

cs.CV↗

Hybrid Skip: A Biologically Inspired Skip Connection for the UNet Architecture

In this work we introduce a biologically inspired long-range skip connection for the UNet architecture that relies on the perceptual illusion of hybrid images, being images that simultaneously encode two images. The fusion of early encoder features with deeper decoder ones allows UNet models to produce finer-grained dense predictions. While proven in segmentation tasks, the network's benefits are down-weighted for dense regression tasks as these long-range skip connections additionally result in texture transfer artifacts. Specifically for depth estimation, this hurts smoothness and introduces false positive edges which are detrimental to the task due to the depth maps' piece-wise smooth nature. The proposed HybridSkip connections show improved performance in balancing the trade-off between edge preservation, and the minimization of texture transfer artifacts that hurt smoothness. This is achieved by the proper and balanced exchange of information that Hybrid-Skip connections offer between the high and low frequency, encoder and decoder features, respectively.

cs.CV↗

Monocular Spherical Depth Estimation with Explicitly Connected Weak Layout Cues

Spherical cameras capture scenes in a holistic manner and have been used for room layout estimation. Recently, with the availability of appropriate datasets, there has also been progress in depth estimation from a single omnidirectional image. While these two tasks are complementary, few works have been able to explore them in parallel to advance indoor geometric perception, and those that have done so either relied on synthetic data, or used small scale datasets, as few options are available that include both layout annotations and dense depth maps in real scenes. This is partly due to the necessity of manual annotations for room layouts. In this work, we move beyond this limitation and generate a 360 geometric vision (360V) dataset that includes multiple modalities, multi-view stereo data and automatically generated weak layout cues. We also explore an explicit coupling between the two tasks to integrate them into a singleshot trained model. We rely on depth-based layout reconstruction and layout-based depth attention, demonstrating increased performance across both tasks. By using single 360 cameras to scan rooms, the opportunity for facile and quick building-scale 3D scanning arises.

cs.CV↗

Towards Full-to-Empty Room Generation with Structure-Aware Feature Encoding and Soft Semantic Region-Adaptive Normalization

The task of transforming a furnished room image into a background-only is extremely challenging since it requires making large changes regarding the scene context while still preserving the overall layout and style. In order to acquire photo-realistic and structural consistent background, existing deep learning methods either employ image inpainting approaches or incorporate the learning of the scene layout as an individual task and leverage it later in a not fully differentiable semantic region-adaptive normalization module. To tackle these drawbacks, we treat scene layout generation as a feature linear transformation problem and propose a simple yet effective adjusted fully differentiable soft semantic region-adaptive normalization module (softSEAN) block. We showcase the applicability in diminished reality and depth estimation tasks, where our approach besides the advantages of mitigating training complexity and non-differentiability issues, surpasses the compared methods both quantitatively and qualitatively. Our softSEAN block can be used as a drop-in module for existing discriminative and generative models. Implementation is available on vcl3d.github.io/PanoDR/.

cs.CV↗

A benchmark with decomposed distribution shifts for 360 monocular depth estimation

In this work we contribute a distribution shift benchmark for a computer vision task; monocular depth estimation. Our differentiation is the decomposition of the wider distribution shift of uncontrolled testing on in-the-wild data, to three distinct distribution shifts. Specifically, we generate data via synthesis and analyze them to produce covariate (color input), prior (depth output) and concept (their relationship) distribution shifts. We also synthesize combinations and show how each one is indeed a different challenge to address, as stacking them produces increased performance drops and cannot be addressed horizontally using standard approaches.

cs.CV↗

On Coordinate Decoding for Keypoint Estimation Tasks

A series of 2D (and 3D) keypoint estimation tasks are built upon heatmap coordinate representation, i.e. a probability map that allows for learnable and spatially aware encoding and decoding of keypoint coordinates on grids, even allowing for sub-pixel coordinate accuracy. In this report, we aim to reproduce the findings of DARK that investigated the 2D heatmap representation by highlighting the importance of the encoding of the ground truth heatmap and the decoding of the predicted heatmap to keypoint coordinates. The authors claim that a) a more principled distribution-aware coordinate decoding method overcomes the limitations of the standard techniques widely used in the literature, and b), that the reconstruction of heatmaps from ground-truth coordinates by generating accurate and continuous heatmap distributions lead to unbiased model training, contrary to the standard coordinate encoding process that quantizes the keypoint coordinates on the resolution of the input image grid.

cs.CV↗

HUMAN4D: A Human-Centric Multimodal Dataset for Motions and Immersive Media

We introduce HUMAN4D, a large and multimodal 4D dataset that contains a variety of human activities simultaneously captured by a professional marker-based MoCap, a volumetric capture and an audio recording system. By capturing 2 female and $2$ male professional actors performing various full-body movements and expressions, HUMAN4D provides a diverse set of motions and poses encountered as part of single- and multi-person daily, physical and social activities (jumping, dancing, etc.), along with multi-RGBD (mRGBD), volumetric and audio data. Despite the existence of multi-view color datasets captured with the use of hardware (HW) synchronization, to the best of our knowledge, HUMAN4D is the first and only public resource that provides volumetric depth maps with high synchronization precision due to the use of intra- and inter-sensor HW-SYNC. Moreover, a spatio-temporally aligned scanned and rigged 3D character complements HUMAN4D to enable joint research on time-varying and high-quality dynamic meshes. We provide evaluation baselines by benchmarking HUMAN4D with state-of-the-art human pose estimation and 3D compression methods. For the former, we apply 2D and 3D pose estimation algorithms both on single- and multi-view data cues. For the latter, we benchmark open-source 3D codecs on volumetric data respecting online volumetric video encoding and steady bit-rates. Furthermore, qualitative and quantitative visual comparison between mesh-based volumetric data reconstructed in different qualities showcases the available options with respect to 4D representations. HUMAN4D is introduced to the computer vision and graphics research communities to enable joint research on spatio-temporally aligned pose, volumetric, mRGBD and audio data cues. The dataset and its code are available https://tofis.github.io/myurls/human4d.

cs.CV↗

Pano3D: A Holistic Benchmark and a Solid Baseline for $360^o$ Depth Estimation

Pano3D is a new benchmark for depth estimation from spherical panoramas. It aims to assess performance across all depth estimation traits, the primary direct depth estimation performance targeting precision and accuracy, and also the secondary traits, boundary preservation, and smoothness. Moreover, Pano3D moves beyond typical intra-dataset evaluation to inter-dataset performance assessment. By disentangling the capacity to generalize to unseen data into different test splits, Pano3D represents a holistic benchmark for $360^o$ depth estimation. We use it as a basis for an extended analysis seeking to offer insights into classical choices for depth estimation. This results in a solid baseline for panoramic depth that follow-up works can build upon to steer future progress.

cs.CV↗

Single-Shot Cuboids: Geodesics-based End-to-end Manhattan Aligned Layout Estimation from Spherical Panoramas

It has been shown that global scene understanding tasks like layout estimation can benefit from wider field of views, and specifically spherical panoramas. While much progress has been made recently, all previous approaches rely on intermediate representations and postprocessing to produce Manhattan-aligned estimates. In this work we show how to estimate full room layouts in a single-shot, eliminating the need for postprocessing. Our work is the first to directly infer Manhattan-aligned outputs. To achieve this, our data-driven model exploits direct coordinate regression and is supervised end-to-end. As a result, we can explicitly add quasi-Manhattan constraints, which set the necessary conditions for a homography-based Manhattan alignment module. Finally, we introduce the geodesic heatmaps and loss and a boundary-aware center of mass calculation that facilitate higher quality keypoint estimation in the spherical domain. Our models and code are publicly available at https://vcl3d.github.io/SingleShotCuboids/.

cs.CV↗

Serverless Streaming for Emerging Media: Towards 5G Network-Driven Cost Optimization

Immersive 3D media is an emerging type of media that captures, encodes and reconstructs the 3D appearance of people and objects, with applications in tele-presence, teleconference, entertainment, gaming and other fields. In this paper, we discuss a novel concept of live 3D immersive media streaming in a serverless setting. In particular, we present a novel network-centric adaptive streaming framework which deviates from a traditional client-based adaptive streaming used in 2D video. In our framework, the decisions for the production of the transcoding profiles are taken in a centralized manner, by considering consumer metrics vs provisioning costs and inferring an expected consumer quality of experience and behaviour based on them. In addition, we demonstrate that a naive application of the serverless paradigm might be sub optimal under some common immersive 3D media scenarios.

cs.NI↗

SHREC 2020 track: 6D Object Pose Estimation

6D pose estimation is crucial for augmented reality, virtual reality, robotic manipulation and visual navigation. However, the problem is challenging due to the variety of objects in the real world. They have varying 3D shape and their appearances in captured images are affected by sensor noise, changing lighting conditions and occlusions between objects. Different pose estimation methods have different strengths and weaknesses, depending on feature representations and scene contents. At the same time, existing 3D datasets that are used for data-driven methods to estimate 6D poses have limited view angles and low resolution. To address these issues, we organize the Shape Retrieval Challenge benchmark on 6D pose estimation and create a physically accurate simulator that is able to generate photo-realistic color-and-depth image pairs with corresponding ground truth 6D poses. From captured color and depth images, we use this simulator to generate a 3D dataset which has 400 photo-realistic synthesized color-and-depth image pairs with various view angles for training, and another 100 captured and synthetic images for testing. Five research groups register in this track and two of them submitted their results. Data-driven methods are the current trend in 6D object pose estimation and our evaluation results show that approaches which fully exploit the color and geometric features are more robust for 6D pose estimation of reflective and texture-less objects and occlusion. This benchmark and comparative evaluation results have the potential to further enrich and boost the research of 6D object pose estimation and its applications.

cs.CV↗

DronePose: Photorealistic UAV-Assistant Dataset Synthesis for 3D Pose Estimation via a Smooth Silhouette Loss

In this work we consider UAVs as cooperative agents supporting human users in their operations. In this context, the 3D localisation of the UAV assistant is an important task that can facilitate the exchange of spatial information between the user and the UAV. To address this in a data-driven manner, we design a data synthesis pipeline to create a realistic multimodal dataset that includes both the exocentric user view, and the egocentric UAV view. We then exploit the joint availability of photorealistic and synthesized inputs to train a single-shot monocular pose estimation model. During training we leverage differentiable rendering to supplement a state-of-the-art direct regression objective with a novel smooth silhouette loss. Our results demonstrate its qualitative and quantitative performance gains over traditional silhouette objectives. Our data and code are available at https://vcl3d.github.io/DronePose

cs.CV↗

Deep Lighting Environment Map Estimation from Spherical Panoramas

Estimating a scene's lighting is a very important task when compositing synthetic content within real environments, with applications in mixed reality and post-production. In this work we present a data-driven model that estimates an HDR lighting environment map from a single LDR monocular spherical panorama. In addition to being a challenging and ill-posed problem, the lighting estimation task also suffers from a lack of facile illumination ground truth data, a fact that hinders the applicability of data-driven methods. We approach this problem differently, exploiting the availability of surface geometry to employ image-based relighting as a data generator and supervision mechanism. This relies on a global Lambertian assumption that helps us overcome issues related to pre-baked lighting. We relight our training data and complement the model's supervision with a photometric loss, enabled by a differentiable image-based relighting technique. Finally, since we predict spherical spectral coefficients, we show that by imposing a distribution prior on the predicted coefficients, we can greatly boost performance. Code and models available at https://vcl3d.github.io/DeepPanoramaLighting.

cs.CV↗

Deep Soft Procrustes for Markerless Volumetric Sensor Alignment

With the advent of consumer grade depth sensors, low-cost volumetric capture systems are easier to deploy. Their wider adoption though depends on their usability and by extension on the practicality of spatially aligning multiple sensors. Most existing alignment approaches employ visual patterns, e.g. checkerboards, or markers and require high user involvement and technical knowledge. More user-friendly and easier-to-use approaches rely on markerless methods that exploit geometric patterns of a physical structure. However, current SoA approaches are bounded by restrictions in the placement and the number of sensors. In this work, we improve markerless data-driven correspondence estimation to achieve more robust and flexible multi-sensor spatial alignment. In particular, we incorporate geometric constraints in an end-to-end manner into a typical segmentation based model and bridge the intermediate dense classification task with the targeted pose estimation one. This is accomplished by a soft, differentiable procrustes analysis that regularizes the segmentation and achieves higher extrinsic calibration performance in expanded sensor placement configurations, while being unrestricted by the number of sensors of the volumetric capture system. Our model is experimentally shown to achieve similar results with marker-based methods and outperform the markerless ones, while also being robust to the pose variations of the calibration structure. Code and pretrained models are available at https://vcl3d.github.io/StructureNet/.

cs.CV↗