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Saad Manzur

Publications and source records attributed to Saad Manzur.

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UnrealPose: Leveraging Game Engine Kinematics for Large-Scale Synthetic Human Pose Data

Diverse, accurately labeled 3D human pose data is expensive and studio-bound, while in-the-wild datasets lack known ground truth. We introduce UnrealPose-Gen, an Unreal Engine 5 pipeline built on Movie Render Queue for high-quality offline rendering. Our generated frames include: (i) 3D joints in world and camera coordinates, (ii) 2D projections and COCO-style keypoints with occlusion and joint-visibility flags, (iii) person bounding boxes, and (iv) camera intrinsics and extrinsics. We use UnrealPose-Gen to present UnrealPose-1M, an approximately one million frame corpus comprising eight sequences: five scripted "coherent" sequences spanning five scenes, approximately 40 actions, and five subjects; and three randomized sequences across three scenes, approximately 100 actions, and five subjects, all captured from diverse camera trajectories for broad viewpoint coverage. As a fidelity check, we report real-to-synthetic results on four tasks: image-to-3D pose, 2D keypoint detection, 2D-to-3D lifting, and person detection/segmentation. Though time and resources constrain us from an unlimited dataset, we release the UnrealPose-1M dataset, as well as the UnrealPose-Gen pipeline to support third-party generation of human pose data.

cs.CV

PoseBench3D: A Cross-Dataset Analysis Framework for 3D Human Pose Estimation via Pose Lifting Networks

Reliable three-dimensional human pose estimation (3D HPE) remains challenging due to the differences in viewpoints, environments, and camera conventions among datasets. As a result, methods that achieve near-optimal in-dataset accuracy often degrade on unseen datasets. In practice, however, systems must adapt to diverse viewpoints, environments, and camera setups--conditions that differ significantly from those encountered during training, which is often the case in real-world scenarios. Measuring cross-dataset performance is a vital process, but extremely labor-intensive when done manually for human pose estimation. To address these challenges, we automate this evaluation using PoseBench3D, a standardized testing framework that enables consistent and fair cross-dataset comparisons on previously unseen data. PoseBench3D streamlines testing across four widely used 3D HPE datasets via a single, configurable interface. Using this framework, we re-evaluate 18 methods and report over 100 cross-dataset results under Protocol 1: MPJPE and Protocol 2: PA-MPJPE, revealing systematic generalization gaps and the impact of common preprocessing and dataset setup choices. The PoseBench3D code is found at: https://github.com/bryanjvela/PoseBench3D

cs.CV

Learning from Abstract Images: on the Importance of Occlusion in a Minimalist Encoding of Human Poses

Existing 2D-to-3D pose lifting networks suffer from poor performance in cross-dataset benchmarks. Although the use of 2D keypoints joined by "stick-figure" limbs has shown promise as an intermediate step, stick-figures do not account for occlusion information that is often inherent in an image. In this paper, we propose a novel representation using opaque 3D limbs that preserves occlusion information while implicitly encoding joint locations. Crucially, when training on data with accurate three-dimensional keypoints and without part-maps, this representation allows training on abstract synthetic images, with occlusion, from as many synthetic viewpoints as desired. The result is a pose defined by limb angles rather than joint positions $\unicode{x2013}$ because poses are, in the real world, independent of cameras $\unicode{x2013}$ allowing us to predict poses that are completely independent of camera viewpoint. The result provides not only an improvement in same-dataset benchmarks, but a "quantum leap" in cross-dataset benchmarks.

cs.CV