12 research outputs found

    PhoMoH: Implicit Photorealistic 3D Models of Human Heads

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    We present PhoMoH, a neural network methodology to construct generative models of photo-realistic 3D geometry and appearance of human heads including hair, beards, an oral cavity, and clothing. In contrast to prior work, PhoMoH models the human head using neural fields, thus supporting complex topology. Instead of learning a head model from scratch, we propose to augment an existing expressive head model with new features. Concretely, we learn a highly detailed geometry network layered on top of a mid-resolution head model together with a detailed, local geometry-aware, and disentangled color field. Our proposed architecture allows us to learn photo-realistic human head models from relatively little data. The learned generative geometry and appearance networks can be sampled individually and enable the creation of diverse and realistic human heads. Extensive experiments validate our method qualitatively and across different metrics.Comment: To be published at the International Conference on 3D Vision 202

    Structured 3D Features for Reconstructing Controllable Avatars

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    We introduce Structured 3D Features, a model based on a novel implicit 3D representation that pools pixel-aligned image features onto dense 3D points sampled from a parametric, statistical human mesh surface. The 3D points have associated semantics and can move freely in 3D space. This allows for optimal coverage of the person of interest, beyond just the body shape, which in turn, additionally helps modeling accessories, hair, and loose clothing. Owing to this, we present a complete 3D transformer-based attention framework which, given a single image of a person in an unconstrained pose, generates an animatable 3D reconstruction with albedo and illumination decomposition, as a result of a single end-to-end model, trained semi-supervised, and with no additional postprocessing. We show that our S3F model surpasses the previous state-of-the-art on various tasks, including monocular 3D reconstruction, as well as albedo and shading estimation. Moreover, we show that the proposed methodology allows novel view synthesis, relighting, and re-posing the reconstruction, and can naturally be extended to handle multiple input images (e.g. different views of a person, or the same view, in different poses, in video). Finally, we demonstrate the editing capabilities of our model for 3D virtual try-on applications.Comment: Accepted at CVPR 2023. Project page: https://enriccorona.github.io/s3f/, Video: https://www.youtube.com/watch?v=mcZGcQ6L-2

    Reconstructing Three-Dimensional Models of Interacting Humans

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    Understanding 3d human interactions is fundamental for fine-grained scene analysis and behavioural modeling. However, most of the existing models predict incorrect, lifeless 3d estimates, that miss the subtle human contact aspects--the essence of the event--and are of little use for detailed behavioral understanding. This paper addresses such issues with several contributions: (1) we introduce models for interaction signature estimation (ISP) encompassing contact detection, segmentation, and 3d contact signature prediction; (2) we show how such components can be leveraged to ensure contact consistency during 3d reconstruction; (3) we construct several large datasets for learning and evaluating 3d contact prediction and reconstruction methods; specifically, we introduce CHI3D, a lab-based accurate 3d motion capture dataset with 631 sequences containing 2,5252,525 contact events, 728,664728,664 ground truth 3d poses, as well as FlickrCI3D, a dataset of 11,21611,216 images, with 14,08114,081 processed pairs of people, and 81,23381,233 facet-level surface correspondences. Finally, (4) we propose methodology for recovering the ground-truth pose and shape of interacting people in a controlled setup and (5) annotate all 3d interaction motions in CHI3D with textual descriptions. Motion data in multiple formats (GHUM and SMPLX parameters, Human3.6m 3d joints) is made available for research purposes at \url{https://ci3d.imar.ro}, together with an evaluation server and a public benchmark

    Portugal visto de Bucareste: Os romenos da Ibéria têm mais sorte

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    Do outro lado do território que foi chamado convencionalmente Romania, ou seja da fronteira oposta do antigo Império Romano, da Roménia, Portugal é visto de uma forma estranha: existe para os romenos um Portugal quase imaginário, mas infinitamente mais presente nas suas consciências do que o Portugal real. Por causa da distância geográfica mas sobretudo por causa da lenda cultural que o envolve, Portugal surge preferencialmente para nós com a imagem de um território mirífico, de um país de sonho. Não se trata porém de uma situação sem precedente. No século passado, toda a Ibéria — tal como a Itália aliás — foram vistas pelos primeiros românticos franceses ou ingleses como mundos da fantasia e do inverosímil, territórios garantidamente exóticos. Essa situação durou várias décadas, até que a Ibéria e a Itália reais se substituíram progressivamente às fantasmagorias românticas

    Deep network for the integrated 3D sensing of multiple people in natural images

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    We present MubyNet - a feed-forward, multitask, bottom up system for the integrated localization, as well as 3d pose and shape estimation, of multiple people in monocular images. The challenge is the formal modeling of the problem that intrinsically requires discrete and continuous computation, e.g. grouping people vs. predicting 3d pose. The model identifies human body structures (joints and limbs) in images, groups them based on 2d and 3d information fused using learned scoring functions, and optimally aggregates such responses into partial or complete 3d human skeleton hypotheses under kinematic tree constraints, but without knowing in advance the number of people in the scene and their visibility relations. We design a multi-task deep neural network with differentiable stages where the person grouping problem is formulated as an integer program based on learned body part scores parameterized by both 2d and 3d information. This avoids suboptimality resulting from separate 2d and 3d reasoning, with grouping performed based on the combined representation. The final stage of 3d pose and shape prediction is based on a learned attention process where information from different human body parts is optimally integrated. State-of-the-art results are obtained in large scale datasets like Human3.6M and Panoptic, and qualitatively by reconstructing the 3d shape and pose of multiple people, under occlusion, in difficult monocular images

    ERA : Enhanced Rational Activations

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    Activation functions play a central role in deep learning since they form an essential building stone of neural networks. In the last few years, the focus has been shifting towards investigating new types of activations that outperform the classical Rectified Linear Unit (ReLU) in modern neural architectures. Most recently, rational activation functions (RAFs) have awakened interest because they were shown to perform on par with state-of-the-art activations on image classification. Despite their apparent potential, prior formulations are either not safe, not smooth, or not “true” rational functions, and they only work with careful initialisation. Aiming to mitigate these issues, we propose a novel, enhanced rational function, ERA, and investigate how to better accommodate the specific needs of these activations, to both network components and training regime. In addition to being more stable, the proposed function outperforms other standard ones across a range of lightweight network architectures on two different tasks: image classification and 3d human pose and shape reconstruction

    3D Human Sensing, Action and Emotion Recognition in Robot Assisted Therapy of Children with Autism

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    We introduce new, fine-grained action and emotion recognition tasks defined on non-staged videos, recorded during robot-assisted therapy sessions of children with autism. The tasks present several challenges: a large dataset with long videos, a large number of highly variable actions, children that are only partially visible, have different ages and may show unpredictable behaviour, as well as non-standard camera viewpoints. We investigate how state-of-the-art 3d human pose reconstruction methods perform on the newly introduced tasks and propose extensions to adapt them to deal with these challenges. We also analyze multiple approaches in action and emotion recognition from 3d human pose data, establish several baselines, and discuss results and their implications in the context of child-robot interaction
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