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Rohit Pandey

Publications and source records attributed to Rohit Pandey.

35 records · Page 2Linked to original sources

HumanGPS: Geodesic PreServing Feature for Dense Human Correspondences

In this paper, we address the problem of building dense correspondences between human images under arbitrary camera viewpoints and body poses. Prior art either assumes small motion between frames or relies on local descriptors, which cannot handle large motion or visually ambiguous body parts, e.g., left vs. right hand. In contrast, we propose a deep learning framework that maps each pixel to a feature space, where the feature distances reflect the geodesic distances among pixels as if they were projected onto the surface of a 3D human scan. To this end, we introduce novel loss functions to push features apart according to their geodesic distances on the surface. Without any semantic annotation, the proposed embeddings automatically learn to differentiate visually similar parts and align different subjects into an unified feature space. Extensive experiments show that the learned embeddings can produce accurate correspondences between images with remarkable generalization capabilities on both intra and inter subjects.

cs.CV↗

Neural Light Transport for Relighting and View Synthesis

The light transport (LT) of a scene describes how it appears under different lighting and viewing directions, and complete knowledge of a scene's LT enables the synthesis of novel views under arbitrary lighting. In this paper, we focus on image-based LT acquisition, primarily for human bodies within a light stage setup. We propose a semi-parametric approach to learn a neural representation of LT that is embedded in the space of a texture atlas of known geometric properties, and model all non-diffuse and global LT as residuals added to a physically-accurate diffuse base rendering. In particular, we show how to fuse previously seen observations of illuminants and views to synthesize a new image of the same scene under a desired lighting condition from a chosen viewpoint. This strategy allows the network to learn complex material effects (such as subsurface scattering) and global illumination, while guaranteeing the physical correctness of the diffuse LT (such as hard shadows). With this learned LT, one can relight the scene photorealistically with a directional light or an HDRI map, synthesize novel views with view-dependent effects, or do both simultaneously, all in a unified framework using a set of sparse, previously seen observations. Qualitative and quantitative experiments demonstrate that our neural LT (NLT) outperforms state-of-the-art solutions for relighting and view synthesis, without separate treatment for both problems that prior work requires.

cs.CV↗

GeLaTO: Generative Latent Textured Objects

Accurate modeling of 3D objects exhibiting transparency, reflections and thin structures is an extremely challenging problem. Inspired by billboards and geometric proxies used in computer graphics, this paper proposes Generative Latent Textured Objects (GeLaTO), a compact representation that combines a set of coarse shape proxies defining low frequency geometry with learned neural textures, to encode both medium and fine scale geometry as well as view-dependent appearance. To generate the proxies' textures, we learn a joint latent space allowing category-level appearance and geometry interpolation. The proxies are independently rasterized with their corresponding neural texture and composited using a U-Net, which generates an output photorealistic image including an alpha map. We demonstrate the effectiveness of our approach by reconstructing complex objects from a sparse set of views. We show results on a dataset of real images of eyeglasses frames, which are particularly challenging to reconstruct using classical methods. We also demonstrate that these coarse proxies can be handcrafted when the underlying object geometry is easy to model, like eyeglasses, or generated using a neural network for more complex categories, such as cars.

cs.CV↗

Learning Illumination from Diverse Portraits

We present a learning-based technique for estimating high dynamic range (HDR), omnidirectional illumination from a single low dynamic range (LDR) portrait image captured under arbitrary indoor or outdoor lighting conditions. We train our model using portrait photos paired with their ground truth environmental illumination. We generate a rich set of such photos by using a light stage to record the reflectance field and alpha matte of 70 diverse subjects in various expressions. We then relight the subjects using image-based relighting with a database of one million HDR lighting environments, compositing the relit subjects onto paired high-resolution background imagery recorded during the lighting acquisition. We train the lighting estimation model using rendering-based loss functions and add a multi-scale adversarial loss to estimate plausible high frequency lighting detail. We show that our technique outperforms the state-of-the-art technique for portrait-based lighting estimation, and we also show that our method reliably handles the inherent ambiguity between overall lighting strength and surface albedo, recovering a similar scale of illumination for subjects with diverse skin tones. We demonstrate that our method allows virtual objects and digital characters to be added to a portrait photograph with consistent illumination. Our lighting inference runs in real-time on a smartphone, enabling realistic rendering and compositing of virtual objects into live video for augmented reality applications.

cs.CV↗

Portrait Shadow Manipulation

Casually-taken portrait photographs often suffer from unflattering lighting and shadowing because of suboptimal conditions in the environment. Aesthetic qualities such as the position and softness of shadows and the lighting ratio between the bright and dark parts of the face are frequently determined by the constraints of the environment rather than by the photographer. Professionals address this issue by adding light shaping tools such as scrims, bounce cards, and flashes. In this paper, we present a computational approach that gives casual photographers some of this control, thereby allowing poorly-lit portraits to be relit post-capture in a realistic and easily-controllable way. Our approach relies on a pair of neural networks---one to remove foreign shadows cast by external objects, and another to soften facial shadows cast by the features of the subject and to add a synthetic fill light to improve the lighting ratio. To train our first network we construct a dataset of real-world portraits wherein synthetic foreign shadows are rendered onto the face, and we show that our network learns to remove those unwanted shadows. To train our second network we use a dataset of Light Stage scans of human subjects to construct input/output pairs of input images harshly lit by a small light source, and variably softened and fill-lit output images of each face. We propose a way to explicitly encode facial symmetry and show that our dataset and training procedure enable the model to generalize to images taken in the wild. Together, these networks enable the realistic and aesthetically pleasing enhancement of shadows and lights in real-world portrait images

cs.CV↗

State of the Art on Neural Rendering

Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.

cs.CV↗

The mean and variance in coupons required to complete a collection

This paper is about the Coupon collector's problem. There are some coupons, or baseball cards, or other plastic knick-knacks that are put into bags of chips or under soda bottles, etc. A collector starts collecting these trinkets and wants to form a complete collection of all possible ones. Every time they buy the product however, they don't know which coupon they will "collect" until they open the product. How many coupons do they need to collect before they complete the collection? In this paper, we explore the mean and variance of this random variable, $N$ using various methods. Some of them work only for the special case with the coupons having equal probabilities of being collected, while others generalize to the case where the coupons are collected with unequal probabilities (which is closer to a real world scenario).

math.PR↗

Breaking hypothesis testing for failure rates

We describe the utility of point processes and failure rates and the most common point process for modeling failure rates, the Poisson point process. Next, we describe the uniformly most powerful test for comparing the rates of two Poisson point processes for a one-sided test (henceforth referred to as the "rate test"). A common argument against using this test is that real world data rarely follows the Poisson point process. We thus investigate what happens when the distributional assumptions of tests like these are violated and the test still applied. We find a non-pathological example (using the rate test on a Compound Poisson distribution with Binomial compounding) where violating the distributional assumptions of the rate test make it perform better (lower error rates). We also find that if we replace the distribution of the test statistic under the null hypothesis with any other arbitrary distribution, the performance of the test (described in terms of the false negative rate to false positive rate trade-off) remains exactly the same. Next, we compare the performance of the rate test to a version of the Wald test customized to the Negative Binomial point process and find it to perform very similarly while being much more general and versatile. Finally, we discuss the applications to Microsoft Azure. The code for all experiments performed is open source and linked in the introduction.

stat.AP↗

Annual Interruption Rate as a KPI, its measurement and comparison

This article is divided into two chapters. The first chapter describes the failure rate as a KPI and studies its properties. The second one goes over ways to compare this KPI across two groups using the concepts of statistical hypothesis testing. In section 1., we will motivate the failure rate as a KPI (in Azure, it is dubbed `Annual Interruption Rate' or AIR. In section 3, we will discuss measuring failure rate from logs machines typically generate. In section 1.2, we will discuss the problem of measuring it from real-world data. In section 2.1, we will discuss the general concepts of hypothesis testing. In section 2.2, we will go over some general count distributions for modeling Azure reboots. In section 2.3, we will go over some experiments on applying various hypothesis tests to simulated data. In section 2.4, we will discuss some applications of this work like using these statistical methods to catch regressions in failure rate and how long we need to let changes to the system `bake' before we are reasonably sure they didn't regress failure rate.

cs.DC↗

Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning

Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.

cs.CV↗

Neural Rerendering in the Wild

We explore total scene capture -- recording, modeling, and rerendering a scene under varying appearance such as season and time of day. Starting from internet photos of a tourist landmark, we apply traditional 3D reconstruction to register the photos and approximate the scene as a point cloud. For each photo, we render the scene points into a deep framebuffer, and train a neural network to learn the mapping of these initial renderings to the actual photos. This rerendering network also takes as input a latent appearance vector and a semantic mask indicating the location of transient objects like pedestrians. The model is evaluated on several datasets of publicly available images spanning a broad range of illumination conditions. We create short videos demonstrating realistic manipulation of the image viewpoint, appearance, and semantic labeling. We also compare results with prior work on scene reconstruction from internet photos.

cs.CV↗

LookinGood: Enhancing Performance Capture with Real-time Neural Re-Rendering

Motivated by augmented and virtual reality applications such as telepresence, there has been a recent focus in real-time performance capture of humans under motion. However, given the real-time constraint, these systems often suffer from artifacts in geometry and texture such as holes and noise in the final rendering, poor lighting, and low-resolution textures. We take the novel approach to augment such real-time performance capture systems with a deep architecture that takes a rendering from an arbitrary viewpoint, and jointly performs completion, super resolution, and denoising of the imagery in real-time. We call this approach neural (re-)rendering, and our live system "LookinGood". Our deep architecture is trained to produce high resolution and high quality images from a coarse rendering in real-time. First, we propose a self-supervised training method that does not require manual ground-truth annotation. We contribute a specialized reconstruction error that uses semantic information to focus on relevant parts of the subject, e.g. the face. We also introduce a salient reweighing scheme of the loss function that is able to discard outliers. We specifically design the system for virtual and augmented reality headsets where the consistency between the left and right eye plays a crucial role in the final user experience. Finally, we generate temporally stable results by explicitly minimizing the difference between two consecutive frames. We tested the proposed system in two different scenarios: one involving a single RGB-D sensor, and upper body reconstruction of an actor, the second consisting of full body 360 degree capture. Through extensive experimentation, we demonstrate how our system generalizes across unseen sequences and subjects. The supplementary video is available at http://youtu.be/Md3tdAKoLGU.

cs.CV↗

Optimizing Waiting Thresholds Within A State Machine

Azure (the cloud service provided by Microsoft) is composed of physical computing units which are called nodes. These nodes are controlled by a software component called Fabric Controller (FC), which can consider the nodes to be in one of many different states such as Ready, Unhealthy, Booting, etc. Some of these states correspond to a node being unresponsive to FCs requests. When a node goes unresponsive for more than a set threshold, FC intervenes and reboots the node. We minimized the downtime caused by the intervention threshold when a node switches to the Unhealthy state by fitting various heavy-tail probability distributions. We consider using features of the node to customize the organic recovery model to the individual nodes that go unhealthy. This regression approach allows us to use information about the node like hardware, software versions, historical performance indicators, etc. to inform the organic recovery model and hence the optimal threshold. In another direction, we consider generalizing this to an arbitrary number of thresholds within the node state machine (or Markov chain). When the states become intertwined in ways that different thresholds start affecting each other, we can't simply optimize each of them in isolation. For best results, we must consider this as an optimization problem in many variables (the number of thresholds). We no longer have a nice closed form solution for this more complex problem like we did with one threshold, but we can still use numerical techniques (gradient descent) to solve it.

cs.LG↗

Egocentric 6-DoF Tracking of Small Handheld Objects

Virtual and augmented reality technologies have seen significant growth in the past few years. A key component of such systems is the ability to track the pose of head mounted displays and controllers in 3D space. We tackle the problem of efficient 6-DoF tracking of a handheld controller from egocentric camera perspectives. We collected the HMD Controller dataset which consist of over 540,000 stereo image pairs labelled with the full 6-DoF pose of the handheld controller. Our proposed SSD-AF-Stereo3D model achieves a mean average error of 33.5 millimeters in 3D keypoint prediction and is used in conjunction with an IMU sensor on the controller to enable 6-DoF tracking. We also present results on approaches for model based full 6-DoF tracking. All our models operate under the strict constraints of real time mobile CPU inference.

cs.CV↗

Real-time Egocentric Gesture Recognition on Mobile Head Mounted Displays

Mobile virtual reality (VR) head mounted displays (HMD) have become popular among consumers in recent years. In this work, we demonstrate real-time egocentric hand gesture detection and localization on mobile HMDs. Our main contributions are: 1) A novel mixed-reality data collection tool to automatic annotate bounding boxes and gesture labels; 2) The largest-to-date egocentric hand gesture and bounding box dataset with more than 400,000 annotated frames; 3) A neural network that runs real time on modern mobile CPUs, and achieves higher than 76% precision on gesture recognition across 8 classes.

cs.CV↗

Deep Secure Encoding: An Application to Face Recognition

In this paper we present Deep Secure Encoding: a framework for secure classification using deep neural networks, and apply it to the task of biometric template protection for faces. Using deep convolutional neural networks (CNNs), we learn a robust mapping of face classes to high entropy secure codes. These secure codes are then hashed using standard hash functions like SHA-256 to generate secure face templates. The efficacy of the approach is shown on two face databases, namely, CMU-PIE and Extended Yale B, where we achieve state of the art matching performance, along with cancelability and high security with no unrealistic assumptions. Furthermore, the scheme can work in both identification and verification modes.

cs.CV↗