Joachim Tesch

dblp:08/4893 · DBLP profile ↗
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13ranked-venue papers
1as first author
6since 2021 · last 2025
0009-0009-2110-4953ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 9 · 1 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 since 2021Systems, architecture and hardware · 3Human-computer interaction and ubiquitous computing · 3
YearPublicationVenuePosition
2025 BEDLAM2.0: Synthetic humans and cameras in motion
abstract
Inferring 3D human motion from video remains a challenging problem with many applications. While traditional methods estimate the human in image coordinates, many applications require human motion to be estimated in world coordinates. This is particularly challenging when there is both human and camera motion. Progress on this topic has been limited by the lack of rich video data with ground truth human and camera movement. We address this with BEDLAM2.0, a new dataset that goes beyond the popular BEDLAM dataset in important ways. In addition to introducing more diverse and realistic cameras and camera motions, BEDLAM2.0 increases diversity and realism of body shape, motions, clothing, hair, and 3D environments. Additionally, it adds shoes, which were missing in BEDLAM. BEDLAM has become a key resource for training 3D human pose and motion regressors today and we show that BEDLAM2.0 is significantly better, particularly for training methods that estimate humans in world coordinates. We compare state-of-the art methods trained on BEDLAM and BEDLAM2.0, and find that BEDLAM2.0 significantly improves accuracy over BEDLAM. For research purposes, we provide the rendered videos, ground truth body parameters, and camera motions. We also provide the 3D assets to which we have rights and links to those from third parties.
Joachim Tesch, Giorgio Becherini, Prerana Achar, Anastasios Yiannakidis, Muhammed Kocabas, Priyanka Patel, Michael J. Black
NeurIPS1
2023 BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion
abstract
We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small, unrealistic, or lacked realistic clothing. Achieving sufficient realism is non-trivial and we show how to do this for full bodies in motion. Specifically, our BEDLAM dataset contains monocular RGB videos with ground-truth 3D bodies in SMPL-X format. It includes a diversity of body shapes, motions, skin tones, hair, and clothing. The clothing is realistically simulated on the moving bodies using commercial clothing physics simulation. We render varying numbers of people in realistic scenes with varied lighting and camera motions. We then train various HPS regressors using BEDLAM and achieve state-of-the-art accuracy on real-image benchmarks despite training with synthetic data. We use BEDLAM to gain insights into what model design choices are important for accuracy. With good synthetic training data, we find that a basic method like HMR approaches the accuracy of the current SOTA method (CLIFF). BEDLAM is useful for a variety of tasks and all images, ground truth bodies, 3D clothing, support code, and more are available for research purposes. Additionally, we provide detailed information about our synthetic data generation pipeline, enabling others to generate their own datasets. See the project page: https://bedlam.is.tue.mpg.de/.
Michael J. Black, Priyanka Patel, Joachim Tesch
CVPR3
2022 Towards Racially Unbiased Skin Tone Estimation via Scene Disambiguation
Haiwen Feng, Timo Bolkart, Joachim Tesch, Michael J. Black, Victoria Fernández Abrevaya
ECCV (13)3
2021 Populating 3D Scenes by Learning Human-Scene Interaction
abstract
Humans live within a 3D space and constantly interact with it to perform tasks. Such interactions involve physical contact between surfaces that is semantically meaningful. Our goal is to learn how humans interact with scenes and leverage this to enable virtual characters to do the same. To that end, we introduce a novel Human-Scene Interaction (HSI) model that encodes proximal relationships, called POSA for "Pose with prOximitieS and contActs". The representation of interaction is body-centric, which enables it to generalize to new scenes. Specifically, POSA augments the SMPL-X parametric human body model such that, for every mesh vertex, it encodes (a) the contact probability with the scene surface and (b) the corresponding semantic scene label. We learn POSA with a VAE conditioned on the SMPL-X vertices, and train on the PROX dataset, which contains SMPL-X meshes of people interacting with 3D scenes, and the corresponding scene semantics from the PROX-E dataset. We demonstrate the value of POSA with two applications. First, we automatically place 3D scans of people in scenes. We use a SMPL-X model fit to the scan as a proxy and then find its most likely placement in 3D. POSA provides an effective representation to search for "affordances" in the scene that match the likely contact relationships for that pose. We perform a perceptual study that shows significant improvement over the state of the art on this task. Second, we show that POSA’s learned representation of body-scene interaction supports monocular human pose estimation that is consistent with a 3D scene, improving on the state of the art. Our model and code are available for research purposes at https://posa.is.tue.mpg.de.
Mohamed Hassan 0003, Partha Ghosh, Joachim Tesch, Dimitrios Tzionas, Michael J. Black
CVPR3
2021 AGORA: Avatars in Geography Optimized for Regression Analysis
abstract
While the accuracy of 3D human pose estimation from images has steadily improved on benchmark datasets, the best methods still fail in many real-world scenarios. This suggests that there is a domain gap between current datasets and common scenes containing people. To obtain ground-truth 3D pose, current datasets limit the complexity of clothing, environmental conditions, number of subjects, and occlusion. Moreover, current datasets evaluate sparse 3D joint locations corresponding to the major joints of the body, ignoring the hand pose and the face shape. To evaluate the current state-of-the-art methods on more challenging images, and to drive the field to address new problems, we introduce AGORA, a synthetic dataset with high realism and highly accurate ground truth. Here we use 4240 commercially-available, high-quality, textured human scans in diverse poses and natural clothing; this includes 257 scans of children. We create reference 3D poses and body shapes by fitting the SMPL-X body model (with face and hands) to the 3D scans, taking into account clothing. We create around 14K training and 3K test images by rendering between 5 and 15 people per image using either image-based lighting or rendered 3D environments, taking care to make the images physically plausible and photoreal. In total, AGORA consists of 173K individual person crops. We evaluate existing state-of-the-art methods for 3D human pose estimation on this dataset. and find that most methods perform poorly on images of children. Hence, we extend the SMPL-X model to better capture the shape of children. Additionally, we fine-tune methods on AGORA and show improved performance on both AGORA and 3DPW, confirming the realism of the dataset. We provide all the registered 3D reference training data, rendered images, and a web-based evaluation site at https://agora.is.tue.mpg.de/.
Priyanka Patel, Chun-Hao P. Huang, Joachim Tesch, David T. Hoffmann, Shashank Tripathi, Michael J. Black
CVPR3
2021 SPEC: Seeing People in the Wild with an Estimated Camera
abstract
Due to the lack of camera parameter information for in-the-wild images, existing 3D human pose and shape (HPS) estimation methods make several simplifying assumptions: weak-perspective projection, large constant focal length, and zero camera rotation. These assumptions often do not hold and we show, quantitatively and qualitatively, that they cause errors in the reconstructed 3D shape and pose. To address this, we introduce SPEC, the first in-the-wild 3D HPS method that estimates the perspective camera from a single image and employs this to reconstruct 3D human bodies more accurately. First, we train a neural network to estimate the field of view, camera pitch, and roll given an input image. We employ novel losses that improve the calibration accuracy over previous work. We then train a novel network that concatenates the camera calibration to the image features and uses these together to regress 3D body shape and pose. SPEC is more accurate than the prior art on the standard benchmark (3DPW) as well as two new datasets with more challenging camera views and varying focal lengths. Specifically, we create a new photorealistic synthetic dataset (SPEC-SYN) with ground truth 3D bodies and a novel in-the-wild dataset (SPEC-MTP) with calibration and high-quality reference bodies. Code and datasets are available for research purposes at https://spec.is.tue.mpg.de/.
Muhammed Kocabas, Chun-Hao P. Huang, Joachim Tesch, Lea Müller, Otmar Hilliges, Michael J. Black
ICCV3
2019 The Influence of Visual Perspective on Body Size Estimation in Immersive Virtual Reality
abstract
The creation of realistic self-avatars that users identify with is important for many virtual reality applications. However, current approaches for creating biometrically plausible avatars that represent a particular individual require expertise and are time-consuming. We investigated the visual perception of an avatar’s body dimensions by asking males and females to estimate their own body weight and shape on a virtual body using a virtual reality avatar creation tool. In a method of adjustment task, the virtual body was presented in an HTC Vive head-mounted display either co-located with (first-person perspective) or facing (third-person perspective) the participants. Participants adjusted the body weight and dimensions of various body parts to match their own body shape and size. Both males and females underestimated their weight by 10-20% in the virtual body, but the estimates of the other body dimensions were relatively accurate and within a range of ± 6%. There was a stronger influence of visual perspective on the estimates for males, but this effect was dependent on the amount of control over the shape of the virtual body, indicating that the results might be caused by where in the body the weight changes expressed themselves. These results suggest that this avatar creation tool could be used to allow participants to make a relatively accurate self-avatar in terms of adjusting body part dimensions, but not weight, and that the influence of visual perspective and amount of control needed over the body shape are likely gender-specific.
Anne Thaler, Sergi Pujades, Jeanine K. Stefanucci, Sarah H. Creem-Regehr, Joachim Tesch, Michael J. Black, Betty J. Mohler
SAP5
2019 The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements
abstract
Creating metrically accurate avatars is important for many applications such as virtual clothing try-on, ergonomics, medicine, immersive social media, telepresence, and gaming. Creating avatars that precisely represent a particular individual is challenging however, due to the need for expensive 3D scanners, privacy issues with photographs or videos, and difficulty in making accurate tailoring measurements. We overcome these challenges by creating "The Virtual Caliper", which uses VR game controllers to make simple measurements. First, we establish what body measurements users can reliably make on their own body. We find several distance measurements to be good candidates and then verify that these are linearly related to 3D body shape as represented by the SMPL body model. The Virtual Caliper enables novice users to accurately measure themselves and create an avatar with their own body shape. We evaluate the metric accuracy relative to ground truth 3D body scan data, compare the method quantitatively to other avatar creation tools, and perform extensive perceptual studies. We also provide a software application to the community that enables novices to rapidly create avatars in fewer than five minutes. Not only is our approach more rapid than existing methods, it exports a metrically accurate 3D avatar model that is rigged and skinned.
Sergi Pujades, Betty J. Mohler, Anne Thaler, Joachim Tesch, Naureen Mahmood, Nikolas Hesse, Heinrich H. Bülthoff, Michael J. Black
IEEE Trans. Vis. Comput. Graph.4
2016 The CableRobot simulator large scale motion platform based on cable robot technology
abstract
This paper introduces the CableRobot simulator, which was developed at the Max Planck Institute for Biological Cybernetics in cooperation with the Fraunhofer Institute for Manufacturing Engineering and Automation IPA. The simulator is a completely novel approach to the design of motion simulation platforms in so far as it uses cables and winches for actuation instead of rigid links known from hexapod simulators. This approach allows to reduce the actuated mass, scale up the workspace significantly, and provides great flexibility to switch between system configurations in which the robot can be operated. The simulator will be used for studies in the field of human perception research and virtual reality applications. The paper discusses some of the issues arising from the usage of cables and provides a system overview regarding kinematics and system dynamics as well as giving a brief introduction into possible application use cases.
Philipp Miermeister, Maria Lächele, Rainer Boss, Carlo Masone, Christian Schenk 0003, Joachim Tesch, Michael Kerger, Harald J. Teufel, Andreas Pott, Heinrich H. Bülthoff
IROS6
2013 The influence of shape and culture on visual volume perception of virtual rooms
abstract
The ability of humans to apprehend the overall size or volume of an indoor space is not well understood. Previous research has highlighted a 'rectangularity illusion', in which rectangular rooms appear to be larger than square rooms of the same size (identical volume), showing that the subjective perceived space cannot be explained from the mathematical formula for volume, i.e. length × width × height. Instead, the results suggest that one might use the longest dimension of the space as a simplified strategy to assess room size [Sadalla and Oxley 1984].
Aurelie Saulton, Trevor J. Dodds, Joachim Tesch, Betty J. Mohler, Heinrich H. Bülthoff
SAP3
2013 Perception of emotional body expressions in narrative scenarios
abstract
People use body motion to express and recognise emotions. We investigated whether emotional body expressions can be recognised when they are recorded during natural narration, where actors freely express the emotional colouring of a story told. We then took only the upper body motion trajectories and presented them to participants in the form of animated stick figures. The observers were asked to categorise the emotions expressed in short motion sequences. The results show that recognition level of eleven emotions shown via upper body is significantly above chance level and the responses to motion sequences are consistent across observers.
Ekaterina P. Volkova, Betty J. Mohler, Trevor J. Dodds, Joachim Tesch, Heinrich H. Bülthoff
SAP4
2010 A novel framework for closed-loop robotic motion simulation - part I: Inverse kinematics design
abstract
This paper considers the problem of realizing a 6-DOF closed-loop motion simulator by exploiting an anthropomorphic serial manipulator as motion platform. Contrary to standard Stewart platforms, an industrial anthropomorphic manipulator offers a considerably larger motion envelope and higher dexterity that let envisage it as a viable and superior alternative. Our work is divided in two papers. In this Part I, we discuss the main challenges in adopting a serial manipulator as motion platform, and thoroughly analyze one key issue: the design of a suitable inverse kinematics scheme for online motion reproduction. Experimental results are proposed to analyze the effectiveness of our approach. Part II [1] will address the design of a motion cueing algorithm tailored to the robot kinematics, and will provide an experimental evaluation on the chosen scenario: closed-loop simulation of a Formula 1 racing car.
Paolo Robuffo Giordano, Carlo Masone, Joachim Tesch, Martin Breidt, Lorenzo Pollini, Heinrich H. Bülthoff
ICRA3
2010 A novel framework for closed-loop robotic motion simulation - part II: Motion cueing design and experimental validation
abstract
This paper, divided in two Parts, considers the problem of realizing a 6-DOF closed-loop motion simulator by exploiting an anthropomorphic serial manipulator as motion platform. After having proposed a suitable inverse kinematics scheme in Part I [1], we address here the other key issue, i.e., devising a motion cueing algorithm tailored to the specific robot motion envelope. An extension of the well-known classical washout filter designed in cylindrical coordinates will provide an effective solution to this problem. The paper will then present a thorough experimental evaluation of the overall architecture (inverse kinematics + motion cueing) on the chosen scenario: closed-loop simulation of a Formula 1 racing car. This will prove the feasibility of our approach in fully exploiting the robot motion capabilities as a motion simulator.
Paolo Robuffo Giordano, Carlo Masone, Joachim Tesch, Martin Breidt, Lorenzo Pollini, Heinrich H. Bülthoff
ICRA3