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Yaser Sheikh

Publications and source records attributed to Yaser Sheikh.

At least 37 records · Page 2Linked to original sources

Fully Convolutional Mesh Autoencoder using Efficient Spatially Varying Kernels

Learning latent representations of registered meshes is useful for many 3D tasks. Techniques have recently shifted to neural mesh autoencoders. Although they demonstrate higher precision than traditional methods, they remain unable to capture fine-grained deformations. Furthermore, these methods can only be applied to a template-specific surface mesh, and is not applicable to more general meshes, like tetrahedrons and non-manifold meshes. While more general graph convolution methods can be employed, they lack performance in reconstruction precision and require higher memory usage. In this paper, we propose a non-template-specific fully convolutional mesh autoencoder for arbitrary registered mesh data. It is enabled by our novel convolution and (un)pooling operators learned with globally shared weights and locally varying coefficients which can efficiently capture the spatially varying contents presented by irregular mesh connections. Our model outperforms state-of-the-art methods on reconstruction accuracy. In addition, the latent codes of our network are fully localized thanks to the fully convolutional structure, and thus have much higher interpolation capability than many traditional 3D mesh generation models.

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Expressive Telepresence via Modular Codec Avatars

VR telepresence consists of interacting with another human in a virtual space represented by an avatar. Today most avatars are cartoon-like, but soon the technology will allow video-realistic ones. This paper aims in this direction and presents Modular Codec Avatars (MCA), a method to generate hyper-realistic faces driven by the cameras in the VR headset. MCA extends traditional Codec Avatars (CA) by replacing the holistic models with a learned modular representation. It is important to note that traditional person-specific CAs are learned from few training samples, and typically lack robustness as well as limited expressiveness when transferring facial expressions. MCAs solve these issues by learning a modulated adaptive blending of different facial components as well as an exemplar-based latent alignment. We demonstrate that MCA achieves improved expressiveness and robustness w.r.t to CA in a variety of real-world datasets and practical scenarios. Finally, we showcase new applications in VR telepresence enabled by the proposed model.

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Audio- and Gaze-driven Facial Animation of Codec Avatars

Codec Avatars are a recent class of learned, photorealistic face models that accurately represent the geometry and texture of a person in 3D (i.e., for virtual reality), and are almost indistinguishable from video. In this paper we describe the first approach to animate these parametric models in real-time which could be deployed on commodity virtual reality hardware using audio and/or eye tracking. Our goal is to display expressive conversations between individuals that exhibit important social signals such as laughter and excitement solely from latent cues in our lossy input signals. To this end we collected over 5 hours of high frame rate 3D face scans across three participants including traditional neutral speech as well as expressive and conversational speech. We investigate a multimodal fusion approach that dynamically identifies which sensor encoding should animate which parts of the face at any time. See the supplemental video which demonstrates our ability to generate full face motion far beyond the typically neutral lip articulations seen in competing work: https://research.fb.com/videos/audio-and-gaze-driven-facial-animation-of-codec-avatars/

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Spatiotemporal Bundle Adjustment for Dynamic 3D Human Reconstruction in the Wild

Bundle adjustment jointly optimizes camera intrinsics and extrinsics and 3D point triangulation to reconstruct a static scene. The triangulation constraint, however, is invalid for moving points captured in multiple unsynchronized videos and bundle adjustment is not designed to estimate the temporal alignment between cameras. We present a spatiotemporal bundle adjustment framework that jointly optimizes four coupled sub-problems: estimating camera intrinsics and extrinsics, triangulating static 3D points, as well as sub-frame temporal alignment between cameras and computing 3D trajectories of dynamic points. Key to our joint optimization is the careful integration of physics-based motion priors within the reconstruction pipeline, validated on a large motion capture corpus of human subjects. We devise an incremental reconstruction and alignment algorithm to strictly enforce the motion prior during the spatiotemporal bundle adjustment. This algorithm is further made more efficient by a divide and conquer scheme while still maintaining high accuracy. We apply this algorithm to reconstruct 3D motion trajectories of human bodies in dynamic events captured by multiple uncalibrated and unsynchronized video cameras in the wild. To make the reconstruction visually more interpretable, we fit a statistical 3D human body model to the asynchronous video streams.Compared to the baseline, the fitting significantly benefits from the proposed spatiotemporal bundle adjustment procedure. Because the videos are aligned with sub-frame precision, we reconstruct 3D motion at much higher temporal resolution than the input videos.

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4D Visualization of Dynamic Events from Unconstrained Multi-View Videos

We present a data-driven approach for 4D space-time visualization of dynamic events from videos captured by hand-held multiple cameras. Key to our approach is the use of self-supervised neural networks specific to the scene to compose static and dynamic aspects of an event. Though captured from discrete viewpoints, this model enables us to move around the space-time of the event continuously. This model allows us to create virtual cameras that facilitate: (1) freezing the time and exploring views; (2) freezing a view and moving through time; and (3) simultaneously changing both time and view. We can also edit the videos and reveal occluded objects for a given view if it is visible in any of the other views. We validate our approach on challenging in-the-wild events captured using up to 15 mobile cameras.

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Self-supervised Multi-view Person Association and Its Applications

Reliable markerless motion tracking of people participating in a complex group activity from multiple moving cameras is challenging due to frequent occlusions, strong viewpoint and appearance variations, and asynchronous video streams. To solve this problem, reliable association of the same person across distant viewpoints and temporal instances is essential. We present a self-supervised framework to adapt a generic person appearance descriptor to the unlabeled videos by exploiting motion tracking, mutual exclusion constraints, and multi-view geometry. The adapted discriminative descriptor is used in a tracking-by-clustering formulation. We validate the effectiveness of our descriptor learning on WILDTRACK [14] and three new complex social scenes captured by multiple cameras with up to 60 people "in the wild". We report significant improvement in association accuracy (up to 18%) and stable and coherent 3D human skeleton tracking (5 to 10 times) over the baseline. Using the reconstructed 3D skeletons, we cut the input videos into a multi-angle video where the image of a specified person is shown from the best visible front-facing camera. Our algorithm detects inter-human occlusion to determine the camera switching moment while still maintaining the flow of the action well.

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To React or not to React: End-to-End Visual Pose Forecasting for Personalized Avatar during Dyadic Conversations

Non verbal behaviours such as gestures, facial expressions, body posture, and para-linguistic cues have been shown to complement or clarify verbal messages. Hence to improve telepresence, in form of an avatar, it is important to model these behaviours, especially in dyadic interactions. Creating such personalized avatars not only requires to model intrapersonal dynamics between a avatar's speech and their body pose, but it also needs to model interpersonal dynamics with the interlocutor present in the conversation. In this paper, we introduce a neural architecture named Dyadic Residual-Attention Model (DRAM), which integrates intrapersonal (monadic) and interpersonal (dyadic) dynamics using selective attention to generate sequences of body pose conditioned on audio and body pose of the interlocutor and audio of the human operating the avatar. We evaluate our proposed model on dyadic conversational data consisting of pose and audio of both participants, confirming the importance of adaptive attention between monadic and dyadic dynamics when predicting avatar pose. We also conduct a user study to analyze judgments of human observers. Our results confirm that the generated body pose is more natural, models intrapersonal dynamics and interpersonal dynamics better than non-adaptive monadic/dyadic models.

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Single-Network Whole-Body Pose Estimation

We present the first single-network approach for 2D~whole-body pose estimation, which entails simultaneous localization of body, face, hands, and feet keypoints. Due to the bottom-up formulation, our method maintains constant real-time performance regardless of the number of people in the image. The network is trained in a single stage using multi-task learning, through an improved architecture which can handle scale differences between body/foot and face/hand keypoints. Our approach considerably improves upon OpenPose~\cite{cao2018openpose}, the only work so far capable of whole-body pose estimation, both in terms of speed and global accuracy. Unlike OpenPose, our method does not need to run an additional network for each hand and face candidate, making it substantially faster for multi-person scenarios. This work directly results in a reduction of computational complexity for applications that require 2D whole-body information (e.g., VR/AR, re-targeting). In addition, it yields higher accuracy, especially for occluded, blurry, and low resolution faces and hands. For code, trained models, and validation benchmarks, visit our project page: https://github.com/CMU-Perceptual-Computing-Lab/openpose_train.

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Neural Volumes: Learning Dynamic Renderable Volumes from Images

Modeling and rendering of dynamic scenes is challenging, as natural scenes often contain complex phenomena such as thin structures, evolving topology, translucency, scattering, occlusion, and biological motion. Mesh-based reconstruction and tracking often fail in these cases, and other approaches (e.g., light field video) typically rely on constrained viewing conditions, which limit interactivity. We circumvent these difficulties by presenting a learning-based approach to representing dynamic objects inspired by the integral projection model used in tomographic imaging. The approach is supervised directly from 2D images in a multi-view capture setting and does not require explicit reconstruction or tracking of the object. Our method has two primary components: an encoder-decoder network that transforms input images into a 3D volume representation, and a differentiable ray-marching operation that enables end-to-end training. By virtue of its 3D representation, our construction extrapolates better to novel viewpoints compared to screen-space rendering techniques. The encoder-decoder architecture learns a latent representation of a dynamic scene that enables us to produce novel content sequences not seen during training. To overcome memory limitations of voxel-based representations, we learn a dynamic irregular grid structure implemented with a warp field during ray-marching. This structure greatly improves the apparent resolution and reduces grid-like artifacts and jagged motion. Finally, we demonstrate how to incorporate surface-based representations into our volumetric-learning framework for applications where the highest resolution is required, using facial performance capture as a case in point.

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Efficient Online Multi-Person 2D Pose Tracking with Recurrent Spatio-Temporal Affinity Fields

We present an online approach to efficiently and simultaneously detect and track the 2D pose of multiple people in a video sequence. We build upon Part Affinity Field (PAF) representation designed for static images, and propose an architecture that can encode and predict Spatio-Temporal Affinity Fields (STAF) across a video sequence. In particular, we propose a novel temporal topology cross-linked across limbs which can consistently handle body motions of a wide range of magnitudes. Additionally, we make the overall approach recurrent in nature, where the network ingests STAF heatmaps from previous frames and estimates those for the current frame. Our approach uses only online inference and tracking, and is currently the fastest and the most accurate bottom-up approach that is runtime invariant to the number of people in the scene and accuracy invariant to input frame rate of camera. Running at $\sim$30 fps on a single GPU at single scale, it achieves highly competitive results on the PoseTrack benchmarks.

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Shapes and Context: In-the-Wild Image Synthesis & Manipulation

We introduce a data-driven approach for interactively synthesizing in-the-wild images from semantic label maps. Our approach is dramatically different from recent work in this space, in that we make use of no learning. Instead, our approach uses simple but classic tools for matching scene context, shapes, and parts to a stored library of exemplars. Though simple, this approach has several notable advantages over recent work: (1) because nothing is learned, it is not limited to specific training data distributions (such as cityscapes, facades, or faces); (2) it can synthesize arbitrarily high-resolution images, limited only by the resolution of the exemplar library; (3) by appropriately composing shapes and parts, it can generate an exponentially large set of viable candidate output images (that can say, be interactively searched by a user). We present results on the diverse COCO dataset, significantly outperforming learning-based approaches on standard image synthesis metrics. Finally, we explore user-interaction and user-controllability, demonstrating that our system can be used as a platform for user-driven content creation.

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Towards Social Artificial Intelligence: Nonverbal Social Signal Prediction in A Triadic Interaction

We present a new research task and a dataset to understand human social interactions via computational methods, to ultimately endow machines with the ability to encode and decode a broad channel of social signals humans use. This research direction is essential to make a machine that genuinely communicates with humans, which we call Social Artificial Intelligence. We first formulate the "social signal prediction" problem as a way to model the dynamics of social signals exchanged among interacting individuals in a data-driven way. We then present a new 3D motion capture dataset to explore this problem, where the broad spectrum of social signals (3D body, face, and hand motions) are captured in a triadic social interaction scenario. Baseline approaches to predict speaking status, social formation, and body gestures of interacting individuals are presented in the defined social prediction framework.

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OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields

Realtime multi-person 2D pose estimation is a key component in enabling machines to have an understanding of people in images and videos. In this work, we present a realtime approach to detect the 2D pose of multiple people in an image. The proposed method uses a nonparametric representation, which we refer to as Part Affinity Fields (PAFs), to learn to associate body parts with individuals in the image. This bottom-up system achieves high accuracy and realtime performance, regardless of the number of people in the image. In previous work, PAFs and body part location estimation were refined simultaneously across training stages. We demonstrate that a PAF-only refinement rather than both PAF and body part location refinement results in a substantial increase in both runtime performance and accuracy. We also present the first combined body and foot keypoint detector, based on an internal annotated foot dataset that we have publicly released. We show that the combined detector not only reduces the inference time compared to running them sequentially, but also maintains the accuracy of each component individually. This work has culminated in the release of OpenPose, the first open-source realtime system for multi-person 2D pose detection, including body, foot, hand, and facial keypoints.

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LBS Autoencoder: Self-supervised Fitting of Articulated Meshes to Point Clouds

We present LBS-AE; a self-supervised autoencoding algorithm for fitting articulated mesh models to point clouds. As input, we take a sequence of point clouds to be registered as well as an artist-rigged mesh, i.e. a template mesh equipped with a linear-blend skinning (LBS) deformation space parameterized by a skeleton hierarchy. As output, we learn an LBS-based autoencoder that produces registered meshes from the input point clouds. To bridge the gap between the artist-defined geometry and the captured point clouds, our autoencoder models pose-dependent deviations from the template geometry. During training, instead of using explicit correspondences, such as key points or pose supervision, our method leverages LBS deformations to bootstrap the learning process. To avoid poor local minima from erroneous point-to-point correspondences, we utilize a structured Chamfer distance based on part-segmentations, which are learned concurrently using self-supervision. We demonstrate qualitative results on real captured hands, and report quantitative evaluations on the FAUST benchmark for body registration. Our method achieves performance that is superior to other unsupervised approaches and comparable to methods using supervised examples.

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Capture Dense: Markerless Motion Capture Meets Dense Pose Estimation

We present a method to combine markerless motion capture and dense pose feature estimation into a single framework. We demonstrate that dense pose information can help for multiview/single-view motion capture, and multiview motion capture can help the collection of a high-quality dataset for training the dense pose detector. Specifically, we first introduce a novel markerless motion capture method that can take advantage of dense parsing capability provided by the dense pose detector. Thanks to the introduced dense human parsing ability, our method is demonstrated much more efficient, and accurate compared with the available state-of-the-art markerless motion capture approach. Second, we improve the performance of available dense pose detector by using multiview markerless motion capture data. Such dataset is beneficial to dense pose training because they are more dense and accurate and consistent, and can compensate for the corner cases such as unusual viewpoints. We quantitatively demonstrate the improved performance of our dense pose detector over the available DensePose. Our dense pose dataset and detector will be made public.

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Monocular Total Capture: Posing Face, Body, and Hands in the Wild

We present the first method to capture the 3D total motion of a target person from a monocular view input. Given an image or a monocular video, our method reconstructs the motion from body, face, and fingers represented by a 3D deformable mesh model. We use an efficient representation called 3D Part Orientation Fields (POFs), to encode the 3D orientations of all body parts in the common 2D image space. POFs are predicted by a Fully Convolutional Network (FCN), along with the joint confidence maps. To train our network, we collect a new 3D human motion dataset capturing diverse total body motion of 40 subjects in a multiview system. We leverage a 3D deformable human model to reconstruct total body pose from the CNN outputs by exploiting the pose and shape prior in the model. We also present a texture-based tracking method to obtain temporally coherent motion capture output. We perform thorough quantitative evaluations including comparison with the existing body-specific and hand-specific methods, and performance analysis on camera viewpoint and human pose changes. Finally, we demonstrate the results of our total body motion capture on various challenging in-the-wild videos. Our code and newly collected human motion dataset will be publicly shared.

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Recycle-GAN: Unsupervised Video Retargeting

We introduce a data-driven approach for unsupervised video retargeting that translates content from one domain to another while preserving the style native to a domain, i.e., if contents of John Oliver's speech were to be transferred to Stephen Colbert, then the generated content/speech should be in Stephen Colbert's style. Our approach combines both spatial and temporal information along with adversarial losses for content translation and style preservation. In this work, we first study the advantages of using spatiotemporal constraints over spatial constraints for effective retargeting. We then demonstrate the proposed approach for the problems where information in both space and time matters such as face-to-face translation, flower-to-flower, wind and cloud synthesis, sunrise and sunset.

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Deep Appearance Models for Face Rendering

We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview capture setup. Vertex positions and view-specific textures are modeled using a deep variational autoencoder that captures complex nonlinear effects while producing a smooth and compact latent representation. View-specific texture enables the modeling of view-dependent effects such as specularity. In addition, it can also correct for imperfect geometry stemming from biased or low resolution estimates. This is a significant departure from the traditional graphics pipeline, which requires highly accurate geometry as well as all elements of the shading model to achieve realism through physically-inspired light transport. Acquiring such a high level of accuracy is difficult in practice, especially for complex and intricate parts of the face, such as eyelashes and the oral cavity. These are handled naturally by our approach, which does not rely on precise estimates of geometry. Instead, the shading model accommodates deficiencies in geometry though the flexibility afforded by the neural network employed. At inference time, we condition the decoding network on the viewpoint of the camera in order to generate the appropriate texture for rendering. The resulting system can be implemented simply using existing rendering engines through dynamic textures with flat lighting. This representation, together with a novel unsupervised technique for mapping images to facial states, results in a system that is naturally suited to real-time interactive settings such as Virtual Reality (VR).

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