Searcharxiv⌕ Search

arXiv subjects

Umar Iqbal

Publications and source records attributed to Umar Iqbal.

At least 37 records · Page 2Linked to original sources

GENMO: A GENeralist Model for Human MOtion

Human motion modeling traditionally separates motion generation and estimation into distinct tasks with specialized models. Motion generation models focus on creating diverse, realistic motions from inputs like text, audio, or keyframes, while motion estimation models aim to reconstruct accurate motion trajectories from observations like videos. Despite sharing underlying representations of temporal dynamics and kinematics, this separation limits knowledge transfer between tasks and requires maintaining separate models. We present GENMO, a unified Generalist Model for Human Motion that bridges motion estimation and generation in a single framework. Our key insight is to reformulate motion estimation as constrained motion generation, where the output motion must precisely satisfy observed conditioning signals. Leveraging the synergy between regression and diffusion, GENMO achieves accurate global motion estimation while enabling diverse motion generation. We also introduce an estimation-guided training objective that exploits in-the-wild videos with 2D annotations and text descriptions to enhance generative diversity. Furthermore, our novel architecture handles variable-length motions and mixed multimodal conditions (text, audio, video) at different time intervals, offering flexible control. This unified approach creates synergistic benefits: generative priors improve estimated motions under challenging conditions like occlusions, while diverse video data enhances generation capabilities. Extensive experiments demonstrate GENMO's effectiveness as a generalist framework that successfully handles multiple human motion tasks within a single model.

cs.GR↗

VideoPanda: Video Panoramic Diffusion with Multi-view Attention

High resolution panoramic video content is paramount for immersive experiences in Virtual Reality, but is non-trivial to collect as it requires specialized equipment and intricate camera setups. In this work, we introduce VideoPanda, a novel approach for synthesizing 360$^\circ$ videos conditioned on text or single-view video data. VideoPanda leverages multi-view attention layers to augment a video diffusion model, enabling it to generate consistent multi-view videos that can be combined into immersive panoramic content. VideoPanda is trained jointly using two conditions: text-only and single-view video, and supports autoregressive generation of long-videos. To overcome the computational burden of multi-view video generation, we randomly subsample the duration and camera views used during training and show that the model is able to gracefully generalize to generating more frames during inference. Extensive evaluations on both real-world and synthetic video datasets demonstrate that VideoPanda generates more realistic and coherent 360$^\circ$ panoramas across all input conditions compared to existing methods. Visit the project website at https://research.nvidia.com/labs/toronto-ai/VideoPanda/ for results.

cs.GR↗

IsolateGPT: An Execution Isolation Architecture for LLM-Based Agentic Systems

Large language models (LLMs) extended as systems, such as ChatGPT, have begun supporting third-party applications. These LLM apps leverage the de facto natural language-based automated execution paradigm of LLMs: that is, apps and their interactions are defined in natural language, provided access to user data, and allowed to freely interact with each other and the system. These LLM app ecosystems resemble the settings of earlier computing platforms, where there was insufficient isolation between apps and the system. Because third-party apps may not be trustworthy, and exacerbated by the imprecision of natural language interfaces, the current designs pose security and privacy risks for users. In this paper, we evaluate whether these issues can be addressed through execution isolation and what that isolation might look like in the context of LLM-based systems, where there are arbitrary natural language-based interactions between system components, between LLM and apps, and between apps. To that end, we propose IsolateGPT, a design architecture that demonstrates the feasibility of execution isolation and provides a blueprint for implementing isolation, in LLM-based systems. We evaluate IsolateGPT against a number of attacks and demonstrate that it protects against many security, privacy, and safety issues that exist in non-isolated LLM-based systems, without any loss of functionality. The performance overhead incurred by IsolateGPT to improve security is under 30% for three-quarters of tested queries.

cs.CR↗

SimAvatar: Simulation-Ready Avatars with Layered Hair and Clothing

We introduce SimAvatar, a framework designed to generate simulation-ready clothed 3D human avatars from a text prompt. Current text-driven human avatar generation methods either model hair, clothing, and the human body using a unified geometry or produce hair and garments that are not easily adaptable for simulation within existing simulation pipelines. The primary challenge lies in representing the hair and garment geometry in a way that allows leveraging established prior knowledge from foundational image diffusion models (e.g., Stable Diffusion) while being simulation-ready using either physics or neural simulators. To address this task, we propose a two-stage framework that combines the flexibility of 3D Gaussians with simulation-ready hair strands and garment meshes. Specifically, we first employ three text-conditioned 3D generative models to generate garment mesh, body shape and hair strands from the given text prompt. To leverage prior knowledge from foundational diffusion models, we attach 3D Gaussians to the body mesh, garment mesh, as well as hair strands and learn the avatar appearance through optimization. To drive the avatar given a pose sequence, we first apply physics simulators onto the garment meshes and hair strands. We then transfer the motion onto 3D Gaussians through carefully designed mechanisms for each body part. As a result, our synthesized avatars have vivid texture and realistic dynamic motion. To the best of our knowledge, our method is the first to produce highly realistic, fully simulation-ready 3D avatars, surpassing the capabilities of current approaches.

cs.CV↗

COIN: Control-Inpainting Diffusion Prior for Human and Camera Motion Estimation

Estimating global human motion from moving cameras is challenging due to the entanglement of human and camera motions. To mitigate the ambiguity, existing methods leverage learned human motion priors, which however often result in oversmoothed motions with misaligned 2D projections. To tackle this problem, we propose COIN, a control-inpainting motion diffusion prior that enables fine-grained control to disentangle human and camera motions. Although pre-trained motion diffusion models encode rich motion priors, we find it non-trivial to leverage such knowledge to guide global motion estimation from RGB videos. COIN introduces a novel control-inpainting score distillation sampling method to ensure well-aligned, consistent, and high-quality motion from the diffusion prior within a joint optimization framework. Furthermore, we introduce a new human-scene relation loss to alleviate the scale ambiguity by enforcing consistency among the humans, camera, and scene. Experiments on three challenging benchmarks demonstrate the effectiveness of COIN, which outperforms the state-of-the-art methods in terms of global human motion estimation and camera motion estimation. As an illustrative example, COIN outperforms the state-of-the-art method by 33% in world joint position error (W-MPJPE) on the RICH dataset.

cs.CV↗

LLM Platform Security: Applying a Systematic Evaluation Framework to OpenAI's ChatGPT Plugins

Large language model (LLM) platforms, such as ChatGPT, have recently begun offering an app ecosystem to interface with third-party services on the internet. While these apps extend the capabilities of LLM platforms, they are developed by arbitrary third parties and thus cannot be implicitly trusted. Apps also interface with LLM platforms and users using natural language, which can have imprecise interpretations. In this paper, we propose a framework that lays a foundation for LLM platform designers to analyze and improve the security, privacy, and safety of current and future third-party integrated LLM platforms. Our framework is a formulation of an attack taxonomy that is developed by iteratively exploring how LLM platform stakeholders could leverage their capabilities and responsibilities to mount attacks against each other. As part of our iterative process, we apply our framework in the context of OpenAI's plugin (apps) ecosystem. We uncover plugins that concretely demonstrate the potential for the types of issues that we outline in our attack taxonomy. We conclude by discussing novel challenges and by providing recommendations to improve the security, privacy, and safety of present and future LLM-based computing platforms.

cs.CR↗

Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation

Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.

cs.CV↗

GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning

Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.

cs.CV↗

PURL: Safe and Effective Sanitization of Link Decoration

While privacy-focused browsers have taken steps to block third-party cookies and mitigate browser fingerprinting, novel tracking techniques that can bypass existing countermeasures continue to emerge. Since trackers need to share information from the client-side to the server-side through link decoration regardless of the tracking technique they employ, a promising orthogonal approach is to detect and sanitize tracking information in decorated links. To this end, we present PURL (pronounced purel-l), a machine-learning approach that leverages a cross-layer graph representation of webpage execution to safely and effectively sanitize link decoration. Our evaluation shows that PURL significantly outperforms existing countermeasures in terms of accuracy and reducing website breakage while being robust to common evasion techniques. PURL's deployment on a sample of top-million websites shows that link decoration is abused for tracking on nearly three-quarters of the websites, often to share cookies, email addresses, and fingerprinting information.

cs.CR↗

What You See is What You GAN: Rendering Every Pixel for High-Fidelity Geometry in 3D GANs

3D-aware Generative Adversarial Networks (GANs) have shown remarkable progress in learning to generate multi-view-consistent images and 3D geometries of scenes from collections of 2D images via neural volume rendering. Yet, the significant memory and computational costs of dense sampling in volume rendering have forced 3D GANs to adopt patch-based training or employ low-resolution rendering with post-processing 2D super resolution, which sacrifices multiview consistency and the quality of resolved geometry. Consequently, 3D GANs have not yet been able to fully resolve the rich 3D geometry present in 2D images. In this work, we propose techniques to scale neural volume rendering to the much higher resolution of native 2D images, thereby resolving fine-grained 3D geometry with unprecedented detail. Our approach employs learning-based samplers for accelerating neural rendering for 3D GAN training using up to 5 times fewer depth samples. This enables us to explicitly "render every pixel" of the full-resolution image during training and inference without post-processing superresolution in 2D. Together with our strategy to learn high-quality surface geometry, our method synthesizes high-resolution 3D geometry and strictly view-consistent images while maintaining image quality on par with baselines relying on post-processing super resolution. We demonstrate state-of-the-art 3D gemetric quality on FFHQ and AFHQ, setting a new standard for unsupervised learning of 3D shapes in 3D GANs.

cs.CV↗

COOKIEGRAPH: Understanding and Detecting First-Party Tracking Cookies

As third-party cookie blocking is becoming the norm in browsers, advertisers and trackers have started to use first-party cookies for tracking. We conduct a differential measurement study on 10K websites with third-party cookies allowed and blocked. This study reveals that first-party cookies are used to store and exfiltrate identifiers to known trackers even when third-party cookies are blocked. As opposed to third-party cookie blocking, outright first-party cookie blocking is not practical because it would result in major functionality breakage. We propose CookieGraph, a machine learning-based approach that can accurately and robustly detect first-party tracking cookies. CookieGraph detects first-party tracking cookies with 90.20% accuracy, outperforming the state-of-the-art CookieBlock approach by 17.75%. We show that CookieGraph is fully robust against cookie name manipulation while CookieBlock's acuracy drops by 15.68%. While blocking all first-party cookies results in major breakage on 32% of the sites with SSO logins, and CookieBlock reduces it to 10%, we show that CookieGraph does not cause any major breakage on these sites. Our deployment of CookieGraph shows that first-party tracking cookies are used on 93.43% of the 10K websites. We also find that first-party tracking cookies are set by fingerprinting scripts. The most prevalent first-party tracking cookies are set by major advertising entities such as Google, Facebook, and TikTok.

cs.CR↗

PACE: Human and Camera Motion Estimation from in-the-wild Videos

We present a method to estimate human motion in a global scene from moving cameras. This is a highly challenging task due to the coupling of human and camera motions in the video. To address this problem, we propose a joint optimization framework that disentangles human and camera motions using both foreground human motion priors and background scene features. Unlike existing methods that use SLAM as initialization, we propose to tightly integrate SLAM and human motion priors in an optimization that is inspired by bundle adjustment. Specifically, we optimize human and camera motions to match both the observed human pose and scene features. This design combines the strengths of SLAM and motion priors, which leads to significant improvements in human and camera motion estimation. We additionally introduce a motion prior that is suitable for batch optimization, making our approach significantly more efficient than existing approaches. Finally, we propose a novel synthetic dataset that enables evaluating camera motion in addition to human motion from dynamic videos. Experiments on the synthetic and real-world RICH datasets demonstrate that our approach substantially outperforms prior art in recovering both human and camera motions.

cs.CV↗

Tracking, Profiling, and Ad Targeting in the Alexa Echo Smart Speaker Ecosystem

Smart speakers collect voice commands, which can be used to infer sensitive information about users. Given the potential for privacy harms, there is a need for greater transparency and control over the data collected, used, and shared by smart speaker platforms as well as third party skills supported on them. To bridge this gap, we build a framework to measure data collection, usage, and sharing by the smart speaker platforms. We apply our framework to the Amazon smart speaker ecosystem. Our results show that Amazon and third parties, including advertising and tracking services that are unique to the smart speaker ecosystem, collect smart speaker interaction data. We also find that Amazon processes smart speaker interaction data to infer user interests and uses those inferences to serve targeted ads to users. Smart speaker interaction also leads to ad targeting and as much as 30X higher bids in ad auctions, from third party advertisers. Finally, we find that Amazon's and third party skills' data practices are often not clearly disclosed in their policy documents.

cs.CR↗

Opted Out, Yet Tracked: Are Regulations Enough to Protect Your Privacy?

Data protection regulations, such as GDPR and CCPA, require websites and embedded third-parties, especially advertisers, to seek user consent before they can collect and process user data. Only when the users opt in, can these entities collect, process, and share user data. Websites typically incorporate Consent Management Platforms (CMPs), such as OneTrust and CookieBot, to solicit and convey user consent to the embedded advertisers, with the expectation that the consent will be respected. However, neither the websites nor the regulators currently have any mechanism to audit advertisers' compliance with the user consent, i.e., to determine if advertisers indeed do not collect, process, and share user data when the user opts out. In this paper, we propose an auditing framework that leverages advertisers' bidding behavior to empirically assess the violations of data protection regulations. Using our framework, we conduct a measurement study to evaluate four of the most widely deployed CMPs, i.e., Didomi, Quantcast, OneTrust, and CookieBot, as well as advertiser-offered opt-out controls, i.e., National Advertising Initiative's opt-out, under GDPR and CCPA. Our results indicate that in many cases user data is unfortunately still being collected, processed, and shared even when users opt-out. We also find that some CMPs are better than the others at conveying user consent and that several ad platforms ignore user consent. Our results also indicate that advertiser-offered opt-out are equally ineffective at protecting user privacy.

cs.CR↗

PhysDiff: Physics-Guided Human Motion Diffusion Model

Denoising diffusion models hold great promise for generating diverse and realistic human motions. However, existing motion diffusion models largely disregard the laws of physics in the diffusion process and often generate physically-implausible motions with pronounced artifacts such as floating, foot sliding, and ground penetration. This seriously impacts the quality of generated motions and limits their real-world application. To address this issue, we present a novel physics-guided motion diffusion model (PhysDiff), which incorporates physical constraints into the diffusion process. Specifically, we propose a physics-based motion projection module that uses motion imitation in a physics simulator to project the denoised motion of a diffusion step to a physically-plausible motion. The projected motion is further used in the next diffusion step to guide the denoising diffusion process. Intuitively, the use of physics in our model iteratively pulls the motion toward a physically-plausible space, which cannot be achieved by simple post-processing. Experiments on large-scale human motion datasets show that our approach achieves state-of-the-art motion quality and improves physical plausibility drastically (>78% for all datasets).

cs.CV↗

Generalizable One-shot Neural Head Avatar

We present a method that reconstructs and animates a 3D head avatar from a single-view portrait image. Existing methods either involve time-consuming optimization for a specific person with multiple images, or they struggle to synthesize intricate appearance details beyond the facial region. To address these limitations, we propose a framework that not only generalizes to unseen identities based on a single-view image without requiring person-specific optimization, but also captures characteristic details within and beyond the face area (e.g. hairstyle, accessories, etc.). At the core of our method are three branches that produce three tri-planes representing the coarse 3D geometry, detailed appearance of a source image, as well as the expression of a target image. By applying volumetric rendering to the combination of the three tri-planes followed by a super-resolution module, our method yields a high fidelity image of the desired identity, expression and pose. Once trained, our model enables efficient 3D head avatar reconstruction and animation via a single forward pass through a network. Experiments show that the proposed approach generalizes well to unseen validation datasets, surpassing SOTA baseline methods by a large margin on head avatar reconstruction and animation.

cs.CV↗

Single-Shot Implicit Morphable Faces with Consistent Texture Parameterization

There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face reconstruction, they cannot easily capture geometric and appearance details. Methods based on neural implicit representations, such as signed distance functions (SDF) or neural radiance fields, approach photo-realism, but are difficult to animate and do not generalize well to unseen data. To tackle this problem, we propose a novel method for constructing implicit 3D morphable face models that are both generalizable and intuitive for editing. Trained from a collection of high-quality 3D scans, our face model is parameterized by geometry, expression, and texture latent codes with a learned SDF and explicit UV texture parameterization. Once trained, we can reconstruct an avatar from a single in-the-wild image by leveraging the learned prior to project the image into the latent space of our model. Our implicit morphable face models can be used to render an avatar from novel views, animate facial expressions by modifying expression codes, and edit textures by directly painting on the learned UV-texture maps. We demonstrate quantitatively and qualitatively that our method improves upon photo-realism, geometry, and expression accuracy compared to state-of-the-art methods.

cs.CV↗

RANA: Relightable Articulated Neural Avatars

We propose RANA, a relightable and articulated neural avatar for the photorealistic synthesis of humans under arbitrary viewpoints, body poses, and lighting. We only require a short video clip of the person to create the avatar and assume no knowledge about the lighting environment. We present a novel framework to model humans while disentangling their geometry, texture, and also lighting environment from monocular RGB videos. To simplify this otherwise ill-posed task we first estimate the coarse geometry and texture of the person via SMPL+D model fitting and then learn an articulated neural representation for photorealistic image generation. RANA first generates the normal and albedo maps of the person in any given target body pose and then uses spherical harmonics lighting to generate the shaded image in the target lighting environment. We also propose to pretrain RANA using synthetic images and demonstrate that it leads to better disentanglement between geometry and texture while also improving robustness to novel body poses. Finally, we also present a new photorealistic synthetic dataset, Relighting Humans, to quantitatively evaluate the performance of the proposed approach.

cs.CV↗