1,887 research outputs found

    Realistic Virtual Cuts

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    3D Shape Modeling Using High Level Descriptors

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    DiffRF: Rendering-Guided 3D Radiance Field Diffusion

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    We introduce DiffRF, a novel approach for 3D radiance field synthesis based on denoising diffusion probabilistic models. While existing diffusion-based methods operate on images, latent codes, or point cloud data, we are the first to directly generate volumetric radiance fields. To this end, we propose a 3D denoising model which directly operates on an explicit voxel grid representation. However, as radiance fields generated from a set of posed images can be ambiguous and contain artifacts, obtaining ground truth radiance field samples is non-trivial. We address this challenge by pairing the denoising formulation with a rendering loss, enabling our model to learn a deviated prior that favours good image quality instead of trying to replicate fitting errors like floating artifacts. In contrast to 2D-diffusion models, our model learns multi-view consistent priors, enabling free-view synthesis and accurate shape generation. Compared to 3D GANs, our diffusion-based approach naturally enables conditional generation such as masked completion or single-view 3D synthesis at inference time.Comment: Project page: https://sirwyver.github.io/DiffRF/ Video: https://youtu.be/qETBcLu8SUk - CVPR 2023 Highlight - updated evaluations after fixing initial data mapping error on all method

    3D-Aware Neural Body Fitting for Occlusion Robust 3D Human Pose Estimation

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    Regression-based methods for 3D human pose estimation directly predict the 3D pose parameters from a 2D image using deep networks. While achieving state-of-the-art performance on standard benchmarks, their performance degrades under occlusion. In contrast, optimization-based methods fit a parametric body model to 2D features in an iterative manner. The localized reconstruction loss can potentially make them robust to occlusion, but they suffer from the 2D-3D ambiguity. Motivated by the recent success of generative models in rigid object pose estimation, we propose 3D-aware Neural Body Fitting (3DNBF) - an approximate analysis-by-synthesis approach to 3D human pose estimation with SOTA performance and occlusion robustness. In particular, we propose a generative model of deep features based on a volumetric human representation with Gaussian ellipsoidal kernels emitting 3D pose-dependent feature vectors. The neural features are trained with contrastive learning to become 3D-aware and hence to overcome the 2D-3D ambiguity. Experiments show that 3DNBF outperforms other approaches on both occluded and standard benchmarks. Code is available at https://github.com/edz-o/3DNBFComment: ICCV 2023, project page: https://3dnbf.github.io

    3D Hand reconstruction from monocular camera with model-based priors

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    As virtual and augmented reality (VR/AR) technology gains popularity, facilitating intuitive digital interactions in 3D is of crucial importance. Tools such as VR controllers exist, but such devices support only a limited range of interactions, mapped onto complex sequences of button presses that can be intimidating to learn. In contrast, users already have an instinctive understanding of manual interactions in the real world, which is readily transferable to the virtual world. This makes hands the ideal mode of interaction for down-stream applications such as robotic teleoperation, sign-language translation, and computer-aided design. Existing hand-tracking systems come with several inconvenient limitations. Wearable solutions such as gloves and markers unnaturally limit the range of articulation. Multi-camera systems are not trivial to calibrate and have specialized hardware requirements which make them cumbersome to use. Given these drawbacks, recent research tends to focus on monocular inputs, as these do not constrain articulation and suitable devices are pervasive in everyday life. 3D reconstruction in this setting is severely under-constrained, however, due to occlusions and depth ambiguities. The majority of state-of-the-art works rely on a learning framework to resolve these ambiguities statistically; as a result they have several limitations in common. For example, they require a vast amount of annotated 3D data that is labor intensive to obtain and prone to systematic error. Additionally, traits that are hard to quantify with annotations - the details of individual hand appearance - are difficult to reconstruct in such a framework. Existing methods also make the simplifying assumption that only a single hand is present in the scene. Two-hand interactions introduce additional challenges, however, in the form of inter-hand occlusion, left-right confusion, and collision constraints, that single hand methods cannot address. To tackle the aforementioned shortcomings of previous methods, this thesis advances the state-of-the-art through the novel use of model-based priors to incorporate hand-specific knowledge. In particular, this thesis presents a training method that reduces the amount of annotations required and is robust to systemic biases; it presents the first tracking method that addresses the challenging two-hand-interaction scenario using monocular RGB video, and also the first probabilistic method to model image ambiguity for two-hand interactions. Additionally, this thesis also contributes the first parametric hand texture model with example applications in hand personalization.Virtual- und Augmented-Reality-Technologien (VR/AR) gewinnen rapide an Beliebtheit und Einfluss, und so ist die Erleichterung intuitiver digitaler Interaktionen in 3D von wachsender Bedeutung. Zwar gibt es Tools wie VR-Controller, doch solche Geräte unterstützen nur ein begrenztes Spektrum an Interaktionen, oftmals abgebildet auf komplexe Sequenzen von Tastendrücken, deren Erlernen einschüchternd sein kann. Im Gegensatz dazu haben Nutzer bereits ein instinktives Verständnis für manuelle Interaktionen in der realen Welt, das sich leicht auf die virtuelle Welt übertragen lässt. Dies macht Hände zum idealen Werkzeug der Interaktion für nachgelagerte Anwendungen wie robotergestützte Teleoperation, Übersetzung von Gebärdensprache und computergestütztes Design. Existierende Hand-Tracking Systeme leiden unter mehreren unbequemen Einschränkungen. Tragbare Lösungen wie Handschuhe und aufgesetzte Marker schränken den Bewegungsspielraum auf unnatürliche Weise ein. Systeme mit mehreren Kameras erfordern genaue Kalibrierung und haben spezielle Hardwareanforderungen, die ihre Anwendung umständlich gestalten. Angesichts dieser Nachteile konzentriert sich die neuere Forschung tendenziell auf monokularen Input, da so Bewegungsabläufe nicht gestört werden und geeignete Geräte im Alltag allgegenwärtig sind. Die 3D-Rekonstruktion in diesem Kontext stößt jedoch aufgrund von Okklusionen und Tiefenmehrdeutigkeiten schnell an ihre Grenzen. Die Mehrheit der Arbeiten auf dem neuesten Stand der Technik setzt hierbei auf ein ML-Framework, um diese Mehrdeutigkeiten statistisch aufzulösen; infolgedessen haben all diese mehrere Einschränkungen gemein. Beispielsweise benötigen sie eine große Menge annotierter 3D-Daten, deren Beschaffung arbeitsintensiv und anfällig für systematische Fehler ist. Darüber hinaus sind Merkmale, die mit Anmerkungen nur schwer zu quantifizieren sind – die Details des individuellen Erscheinungsbildes – in einem solchen Rahmen schwer zu rekonstruieren. Bestehende Verfahren gehen auch vereinfachend davon aus, dass nur eine einzige Hand in der Szene vorhanden ist. Zweihand-Interaktionen bringen jedoch zusätzliche Herausforderungen in Form von Okklusion der Hände untereinander, Links-Rechts-Verwirrung und Kollisionsbeschränkungen mit sich, die Einhand-Methoden nicht bewältigen können. Um die oben genannten Mängel früherer Methoden anzugehen, bringt diese Arbeit den Stand der Technik durch die neuartige Verwendung modellbasierter Priors voran, um Hand-spezifisches Wissen zu integrieren. Insbesondere stellt diese Arbeit eine Trainingsmethode vor, die die Menge der erforderlichen Annotationen reduziert und robust gegenüber systemischen Verzerrungen ist; es wird die erste Tracking-Methode vorgestellt, die das herausfordernde Zweihand-Interaktionsszenario mit monokularem RGB-Video angeht, und auch die erste probabilistische Methode zur Modellierung der Bildmehrdeutigkeit für Zweihand-Interaktionen. Darüber hinaus trägt diese Arbeit auch das erste parametrische Handtexturmodell mit Beispielanwendungen in der Hand-Personalisierung bei

    AI-generated Content for Various Data Modalities: A Survey

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    AI-generated content (AIGC) methods aim to produce text, images, videos, 3D assets, and other media using AI algorithms. Due to its wide range of applications and the demonstrated potential of recent works, AIGC developments have been attracting lots of attention recently, and AIGC methods have been developed for various data modalities, such as image, video, text, 3D shape (as voxels, point clouds, meshes, and neural implicit fields), 3D scene, 3D human avatar (body and head), 3D motion, and audio -- each presenting different characteristics and challenges. Furthermore, there have also been many significant developments in cross-modality AIGC methods, where generative methods can receive conditioning input in one modality and produce outputs in another. Examples include going from various modalities to image, video, 3D shape, 3D scene, 3D avatar (body and head), 3D motion (skeleton and avatar), and audio modalities. In this paper, we provide a comprehensive review of AIGC methods across different data modalities, including both single-modality and cross-modality methods, highlighting the various challenges, representative works, and recent technical directions in each setting. We also survey the representative datasets throughout the modalities, and present comparative results for various modalities. Moreover, we also discuss the challenges and potential future research directions
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