VLDB 2026 Research / reviewers in the wild / expert
Umar Iqbal 0001
dblp:08/8604-1
· DBLP profile ↗
34ranked-venue papers
7as first author
22since 2021 · last 2026
0000-0001-6074-1693ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 32 · 6 first-author · 21 since 2021Artificial intelligence and machine learning · 31 · 6 first-author · 19 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Dream, Lift, Animate: From Single Images to Animatable Gaussian AvatarsabstractWe introduce Dream, Lift, Animate (DLA), a novel framework that reconstructs animatable 3D human avatars from a single image. This is achieved by leveraging multiview generation, 3D Gaussian lifting, and pose-aware UVspace mapping of 3D Gaussians. Given an image, we first dream plausible multi-views using a video diffusion model, capturing rich geometric and appearance details. These views are then lifted into unstructured 3D Gaussians. To enable animation, we propose a transformer-based encoder that models global spatial relationships and projects these Gaussians into a structured latent representation aligned with the UV space of a parametric body model. This latent code is decoded into UV-space Gaussians that can be animated via body-driven deformation and rendered conditioned on pose and viewpoint. By anchoring Gaussians to the UV manifold, our method ensures consistency during animation while preserving fine visual details. DLA enables real-time rendering and intuitive editing without requiring post-processing. Our method outperforms state-of-the-art approaches on the ActorsHQ and 4D-Dress datasets in both perceptual quality and photometric accuracy. By combining the generative strengths of video diffusion models with a pose-aware UV-space Gaussian mapping, DLA bridges the gap between unstructured 3D representations and highfidelity, animation-ready avatars. Marcel C. Bühler, Ye Yuan 0007, Yangyi Huang, Koki Nagano, Umar Iqbal 0001 |
3DV | 6 |
| 2025 | SimAvatar: Simulation-Ready Avatars with Layered Hair and ClothingabstractWe 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. Project page: https://research.nvidia.com/labs/dair/simavatar/ Ye Yuan 0007, Shalini De Mello, Gilles Daviet, Jonathan Leaf, Miles Macklin, Jan Kautz, Umar Iqbal 0001 |
CVPR | 8 |
| 2025 | AdaHuman: Animatable Detailed 3D Human Generation with Compositional Multiview Diffusion
Yangyi Huang, Ye Yuan 0007, Jan Kautz, Umar Iqbal 0001 |
ICCV | 5 |
| 2025 | GeoMan: Temporally Consistent Human Geometry Estimation Using Image-to-Video Diffusion
Gwanghyun Kim, Ye Yuan 0007, Koki Nagano, Tianye Li, Jan Kautz, Se Young Chun, Umar Iqbal 0001 |
ICCV | 8 |
| 2025 | GENMO: A GENeralist Model for Human MOtionabstractHuman 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. Jinkun Cao, Haotian Zhang 0004, Davis Rempe, Jan Kautz, Umar Iqbal 0001, Ye Yuan 0007 |
ICCV | 6 |
| 2025 | HumanOLAT: A Large-Scale Dataset for Full-Body Human Relighting and Novel-View Synthesis
Timo Teufel, Pulkit Gera, Xilong Zhou 0001, Umar Iqbal 0001, Pramod Rao, Jan Kautz, Vladislav Golyanik, Christian Theobalt |
ICCV | 4 |
| 2024 | PACE: Human and Camera Motion Estimation from in-the-wild VideosabstractWe 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. Muhammed Kocabas, Ye Yuan 0007, Pavlo Molchanov 0001, Yunrong Guo, Michael J. Black, Otmar Hilliges, Jan Kautz, Umar Iqbal 0001 |
3DV | 8 |
| 2024 | GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh LearningabstractGaussian 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. Ye Yuan 0007, Yangyi Huang, Shalini De Mello, Koki Nagano, Jan Kautz, Umar Iqbal 0001 |
CVPR | 7 |
| 2024 | What You See is What You GAN: Rendering Every Pixel for High-Fidelity Geometry in 3D GANsabstract3D-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. Alex Trevithick, Matthew A. Chan 0001, Towaki Takikawa, Umar Iqbal 0001, Shalini De Mello, Manmohan Krishna Chandraker, Ravi Ramamoorthi, Koki Nagano |
CVPR | 4 |
| 2024 | COIN: Control-Inpainting Diffusion Prior for Human and Camera Motion Estimation
Ye Yuan 0007, Davis Rempe, Haotian Zhang 0004, Pavlo Molchanov 0001, Cewu Lu, Jan Kautz, Umar Iqbal 0001 |
ECCV (16) | 8 |
| 2023 | RANA: Relightable Articulated Neural AvatarsabstractWe propose RANA, a relightable and articulated neural avatar for the 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 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 higher quality image synthesis. 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 pre-train 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 photo-realistic synthetic dataset, Relighting Human, to quantitatively evaluate the performance of the proposed approach. Umar Iqbal 0001, Akin Caliskan, Koki Nagano, Sameh Khamis, Pavlo Molchanov 0001, Jan Kautz |
ICCV | 1 |
| 2023 | PhysDiff: Physics-Guided Human Motion Diffusion ModelabstractDenoising 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). Ye Yuan 0007, Jiaming Song, Umar Iqbal 0001, Arash Vahdat, Jan Kautz |
ICCV | 3 |
| 2023 | Learning Human Dynamics in Autonomous Driving ScenariosabstractSimulation has emerged as an indispensable tool for scaling and accelerating the development of self-driving systems. A critical aspect of this is simulating realistic and diverse human behavior and intent. In this work, we propose a holistic framework for learning physically plausible human dynamics from real driving scenarios, narrowing the gap between real and simulated human behavior in safety-critical applications. We show that state-of-the-art methods underperform in driving scenarios where video data is recorded from moving vehicles, and humans are frequently partially or fully occluded. Furthermore, existing methods often disregard the global scene where humans are situated, resulting in various motion artifacts like foot sliding, floating, or ground penetration. To address this challenge, we propose an approach that incorporates physics with a reinforcement learning-based motion controller to learn human dynamics for driving scenarios. Our framework can simulate physically plausible human dynamics that accurately match observed human motions and infill motions for occluded body parts, while improving the physical plausibility of the entire motion sequence. Experiments on the challenging Waymo Open Dataset show that our method outperforms state-of-the-art motion capture approaches significantly in recovering high-quality, physically plausible, and scene-aware human dynamics. Jingbo Wang 0003, Ye Yuan 0007, Zhengyi Luo 0002, Kevin Xie, Dahua Lin, Umar Iqbal 0001, Sanja Fidler, Sameh Khamis |
ICCV | 6 |
| 2023 | Generalizable One-shot 3D Neural Head AvatarabstractWe 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. Shalini De Mello, Sifei Liu, Koki Nagano, Umar Iqbal 0001, Jan Kautz |
NeurIPS | 5 |
| 2022 | GLAMR: Global Occlusion-Aware Human Mesh Recovery with Dynamic CamerasabstractWe present an approach for 3D global human mesh recovery from monocular videos recorded with dynamic cameras. Our approach is robust to severe and long-term occlusions and tracks human bodies even when they go outside the camera's field of view. To achieve this, we first propose a deep generative motion infiller, which autoregressively infills the body motions of occluded humans based on visible motions. Additionally, in contrast to prior work, our approach reconstructs human meshes in consistent global coordinates even with dynamic cameras. Since the joint reconstruction of human motions and camera poses is underconstrained, we propose a global trajectory predictor that generates global human trajectories based on local body movements. Using the predicted trajectories as anchors, we present a global optimization framework that refines the predicted trajectories and optimizes the camera poses to match the video evidence such as 2D keypoints. Experiments on challenging indoor and in-the-wild datasets with dynamic cameras demonstrate that the proposed approach outperforms prior methods significantly in terms of motion infilling and global mesh recovery. Ye Yuan 0007, Umar Iqbal 0001, Pavlo Molchanov 0001, Kris Makoto Kitani, Jan Kautz |
CVPR | 2 |
| 2022 | Watch It Move: Unsupervised Discovery of 3D Joints for Re-Posing of Articulated ObjectsabstractRendering articulated objects while controlling their poses is critical to applications such as virtual reality or animation for movies. Manipulating the pose of an object, however, requires the understanding of its underlying structure, that is, its joints and how they interact with each other. Unfortunately, assuming the structure to be known, as existing methods do, precludes the ability to work on new object categories. We propose to learn both the appearance and the structure of previously unseen articulated objects by ob-serving them move from multiple views, with no joints annotation supervision, or information about the structure. We observe that 3D points that are static relative to one another should belong to the same part, and that adjacent parts that move relative to each other must be connected by a joint. To leverage this insight, we model the object parts in 3D as ellipsoids, which allows us to identify joints. We combine this explicit representation with an implicit one that compensates for the approximation introduced. We show that our method works for different structures, from quadrupeds, to single-arm robots, to humans. The code is available at https://github.com/NVlabs/watch-it-move and a version of this manuscript that uses animations is at https://arxiv.org/abs/2112.11347 Atsuhiro Noguchi, Umar Iqbal 0001, Jonathan Tremblay, Tatsuya Harada, Orazio Gallo |
CVPR | 2 |
| 2021 | KAMA: 3D Keypoint Aware Body Mesh ArticulationabstractWe present KAMA, a 3D Keypoint Aware Mesh Articulation approach that allows us to estimate a human body mesh from the positions of 3D body keypoints. To this end, we learn to estimate 3D positions of 26 body keypoints and propose an analytical solution to articulate a parametric body model, SMPL, via a set of straightforward geometric transformations. Since keypoint estimation directly relies on image clues, our approach offers significantly better alignment to image content when compared to state-of-the-art approaches. Our proposed approach does not require any paired mesh annotations and provides accurate mesh fittings through 3D keypoint regression only. Results on the challenging 3DPW and Human3.6M show that our approach yields state-of-the-art body mesh fittings. Umar Iqbal 0001, Kevin Xie, Yunrong Guo, Jan Kautz, Pavlo Molchanov 0001 |
3DV | 1 |
| 2021 | DexYCB: A Benchmark for Capturing Hand Grasping of ObjectsabstractWe introduce DexYCB, a new dataset for capturing hand grasping of objects. We first compare DexYCB with a related one through cross-dataset evaluation. We then present a thorough benchmark of state-of-the-art approaches on three relevant tasks: 2D object and keypoint detection, 6D object pose estimation, and 3D hand pose estimation. Finally, we evaluate a new robotics-relevant task: generating safe robot grasps in human-to-robot object handover.1 Yu-Wei Chao, Wei Yang 0019, Yu Xiang 0001, Pavlo Molchanov 0001, Ankur Handa, Jonathan Tremblay, Yashraj Narang, Karl Van Wyk, Umar Iqbal 0001, Stanley T. Birchfield, Jan Kautz, Dieter Fox |
CVPR | 9 |
| 2021 | Learning to Track Instances without Video AnnotationsabstractTracking segmentation masks of multiple instances has been intensively studied, but still faces two fundamental challenges: 1) the requirement of large-scale, frame-wise annotation, and 2) the complexity of two-stage approaches. To resolve these challenges, we introduce a novel semisupervised framework by learning instance tracking networks with only a labeled image dataset and unlabeled video sequences. With an instance contrastive objective, we learn an embedding to discriminate each instance from the others. We show that even when only trained with images, the learned feature representation is robust to instance appearance variations, and is thus able to track objects steadily across frames. We further enhance the tracking capability of the embedding by learning correspondence from unlabeled videos in a self-supervised manner. In addition, we integrate this module into single-stage instance segmentation and pose estimation frameworks, which significantly reduce the computational complexity of tracking compared to two-stage networks. We conduct experiments on the YouTube-VIS and PoseTrack datasets. Without any video annotation efforts, our proposed method can achieve comparable or even better performance than most fullysupervised methods1. Sifei Liu, Umar Iqbal 0001, Shalini De Mello, Humphrey Shi, Jan Kautz |
CVPR | 3 |
| 2021 | Weakly-Supervised Physically Unconstrained Gaze EstimationabstractA major challenge for physically unconstrained gaze estimation is acquiring training data with 3D gaze annotations for in-the-wild and outdoor scenarios. In contrast, videos of human interactions in unconstrained environments are abundantly available and can be much more easily annotated with frame-level activity labels. In this work, we tackle the previously unexplored problem of weakly-supervised gaze estimation from videos of human interactions. We leverage the insight that strong gaze-related geometric constraints exist when people perform the activity of "looking at each other" (LAEO). To acquire viable 3D gaze supervision from LAEO labels, we propose a training algorithm along with several novel loss functions especially designed for the task. With weak supervision from two large scale CMU-Panoptic and AVA-LAEO activity datasets, we show significant improvements in (a) the accuracy of semisupervised gaze estimation and (b) cross-domain generalization on the state-of-the-art physically unconstrained in-the-wild Gaze360 gaze estimation benchmark. We open source our code at https://github.com/NVlabs/weaklysupervised-gaze. Rakshit Sunil Kothari, Shalini De Mello, Umar Iqbal 0001, Wonmin Byeon, Seonwook Park, Jan Kautz |
CVPR | 3 |
| 2021 | Self-Supervised Object Detection via Generative Image SynthesisabstractWe present SSOD – the first end-to-end analysis-by-synthesis framework with controllable GANs for the task of self-supervised object detection. We use collections of real-world images without bounding box annotations to learn to synthesize and detect objects. We leverage controllable GANs to synthesize images with pre-defined object properties and use them to train object detectors. We propose a tight end-to-end coupling of the synthesis and detection networks to optimally train our system. Finally, we also propose a method to optimally adapt SSOD to an intended target data without requiring labels for it. For the task of car detection, on the challenging KITTI and Cityscapes datasets, we show that SSOD outperforms the prior state-of-the-art purely image-based self-supervised object detection method Wetectron. Even without requiring any 3D CAD assets, it also surpasses the state-of-the-art rendering-based method Meta-Sim2. Our work advances the field of self-supervised object detection by introducing a successful new paradigm of using controllable GAN-based image synthesis for it and by significantly improving the baseline accuracy of the task. We open-source our code at https://github.com/NVlabs/SSOD. Siva Karthik Mustikovela, Shalini De Mello, Aayush Prakash, Umar Iqbal 0001, Sifei Liu, Thu Nguyen-Phuoc, Carsten Rother, Jan Kautz |
ICCV | 4 |
| 2021 | Physics-based Human Motion Estimation and Synthesis from VideosabstractHuman motion synthesis is an important problem with applications in graphics, gaming and simulation environments for robotics. Existing methods require accurate motion capture data for training, which is costly to obtain. Instead, we propose a framework for training generative models of physically plausible human motion directly from monocular RGB videos, which are much more widely available. At the core of our method is a novel optimization formulation that corrects imperfect image-based pose estimations by enforcing physics constraints and reasons about contacts in a differentiable way. This optimization yields corrected 3D poses and motions, as well as their corresponding contact forces. Results show that our physically-corrected motions significantly outperform prior work on pose estimation. We can then use these to train a generative model to synthesize future motion. We demonstrate both qualitatively and quantitatively significantly improved motion estimation, synthesis quality and physical plausibility achieved by our method on the large scale Human3.6m dataset [12] as compared to prior kinematic and physics-based methods. By enabling learning of motion synthesis from video, our method paves the way for large-scale, realistic and diverse motion synthesis. Kevin Xie, Tingwu Wang, Umar Iqbal 0001, Yunrong Guo, Sanja Fidler, Florian Shkurti |
ICCV | 3 |
| 2020 | Weakly-Supervised 3D Human Pose Learning via Multi-View Images in the WildabstractOne major challenge for monocular 3D human pose estimation in-the-wild is the acquisition of training data that contains unconstrained images annotated with accurate 3D poses. In this paper, we address this challenge by proposing a weakly-supervised approach that does not require 3D annotations and learns to estimate 3D poses from unlabeled multi-view data, which can be acquired easily in in-the-wild environments. We propose a novel end-to-end learning framework that enables weakly-supervised training using multi-view consistency. Since multi-view consistency is prone to degenerated solutions, we adopt a 2.5D pose representation and propose a novel objective function that can only be minimized when the predictions of the trained model are consistent and plausible across all camera views. We evaluate our proposed approach on two large scale datasets (Human3.6M and MPII-INF-3DHP) where it achieves state-of-the-art performance among semi-/weakly-supervised methods. Umar Iqbal 0001, Pavlo Molchanov 0001, Jan Kautz |
CVPR | 1 |
| 2020 | Self-Supervised Viewpoint Learning From Image CollectionsabstractTraining deep neural networks to estimate the viewpoint of objects requires large labeled training datasets. However, manually labeling viewpoints is notoriously hard, error-prone, and time-consuming. On the other hand, it is relatively easy to mine many unlabeled images of an object category from the internet, e.g., of cars or faces. We seek to answer the research question of whether such unlabeled collections of in-the-wild images can be successfully utilized to train viewpoint estimation networks for general object categories purely via self-supervision. Self-supervision here refers to the fact that the only true supervisory signal that the network has is the input image itself. We propose a novel learning framework which incorporates an analysis-by-synthesis paradigm to reconstruct images in a viewpoint aware manner with a generative network, along with symmetry and adversarial constraints to successfully supervise our viewpoint estimation network. We show that our approach performs competitively to fully-supervised approaches for several object categories like human faces, cars, buses, and trains. Our work opens up further research in self-supervised viewpoint learning and serves as a robust baseline for it. We open-source our code at https://github.com/NVlabs/SSV. Siva Karthik Mustikovela, Varun Jampani, Shalini De Mello, Sifei Liu, Umar Iqbal 0001, Carsten Rother, Jan Kautz |
CVPR | 5 |
| 2020 | Measuring Generalisation to Unseen Viewpoints, Articulations, Shapes and Objects for 3D Hand Pose Estimation Under Hand-Object Interaction
Anil Armagan, Guillermo Garcia-Hernando, Seungryul Baek, Shreyas Hampali, Mahdi Rad, Shipeng Xie, Mingxiu Chen, Boshen Zhang, Fu Xiong, Yang Xiao 0007, Zhiguo Cao 0001, Junsong Yuan 0001, Pengfei Ren 0001, Weiting Huang, Haifeng Sun 0001, Marek Hrúz, Jakub Kanis, Zdenek Krnoul, Qingfu Wan, Shile Li, Linlin Yang 0001, Dongheui Lee, Angela Yao, Weiguo Zhou, Sijia Mei, Adrian Spurr, Umar Iqbal 0001, Pavlo Molchanov 0001, Philippe Weinzaepfel, Romain Brégier, Grégory Rogez, Vincent Lepetit, Tae-Kyun Kim 0001 |
ECCV (23) | 29 |
| 2020 | Weakly Supervised 3D Hand Pose Estimation via Biomechanical Constraints
Adrian Spurr, Umar Iqbal 0001, Pavlo Molchanov 0001, Otmar Hilliges, Jan Kautz |
ECCV (17) | 2 |
| 2019 | Few-Shot Adaptive Gaze EstimationabstractInter-personal anatomical differences limit the accuracy of person-independent gaze estimation networks. Yet there is a need to lower gaze errors further to enable applications requiring higher quality. Further gains can be achieved by personalizing gaze networks, ideally with few calibration samples. However, over-parameterized neural networks are not amenable to learning from few examples as they can quickly over-fit. We embrace these challenges and propose a novel framework for Few-shot Adaptive GaZE Estimation (Faze) for learning person-specific gaze networks with very few (≤ 9) calibration samples. Faze learns a rotation-aware latent representation of gaze via a disentangling encoder-decoder architecture along with a highly adaptable gaze estimator trained using meta-learning. It is capable of adapting to any new person to yield significant performance gains with as few as 3 samples, yielding state-of-the-art performance of 3.18-deg on GazeCapture, a 19% improvement over prior art. We open-source our code at https://github.com/NVlabs/few_shot_gaze. Seonwook Park, Shalini De Mello, Pavlo Molchanov 0001, Umar Iqbal 0001, Otmar Hilliges, Jan Kautz |
ICCV | 4 |
| 2018 | JointFlow: Temporal Flow Fields for Multi Person Pose Estimation
Andreas Doering, Umar Iqbal 0001, Juergen Gall |
BMVC | 2 |
| 2018 | PoseTrack: A Benchmark for Human Pose Estimation and TrackingabstractExisting systems for video-based pose estimation and tracking struggle to perform well on realistic videos with multiple people and often fail to output body-pose trajectories consistent over time. To address this shortcoming this paper introduces PoseTrack which is a new large-scale benchmark for video-based human pose estimation and articulated tracking. Our new benchmark encompasses three tasks focusing on i) single-frame multi-person pose estimation, ii) multi-person pose estimation in videos, and iii) multi-person articulated tracking. To establish the benchmark, we collect, annotate and release a new dataset that features videos with multiple people labeled with person tracks and articulated pose. A public centralized evaluation server is provided to allow the research community to evaluate on a held-out test set. Furthermore, we conduct an extensive experimental study on recent approaches to articulated pose tracking and provide analysis of the strengths and weaknesses of the state of the art. We envision that the proposed benchmark will stimulate productive research both by providing a large and representative training dataset as well as providing a platform to objectively evaluate and compare the proposed methods. The benchmark is freely accessible at https://posetrack.net/. Mykhaylo Andriluka, Umar Iqbal 0001, Eldar Insafutdinov, Leonid Pishchulin, Anton Milan, Juergen Gall, Bernt Schiele |
CVPR | 2 |
| 2018 | Hand Pose Estimation via Latent 2.5D Heatmap Regression
Umar Iqbal 0001, Pavlo Molchanov 0001, Thomas M. Breuel, Juergen Gall, Jan Kautz |
ECCV (11) | 1 |
| 2018 | A dual-source approach for 3D human pose estimation from single images
Umar Iqbal 0001, Andreas Doering, Hashim Yasin, Björn Krüger, Andreas Weber 0004, Juergen Gall |
Comput. Vis. Image Underst. | 1 |
| 2017 | PoseTrack: Joint Multi-person Pose Estimation and TrackingabstractIn this work, we introduce the challenging problem of joint multi-person pose estimation and tracking of an unknown number of persons in unconstrained videos. Existing methods for multi-person pose estimation in images cannot be applied directly to this problem, since it also requires to solve the problem of person association over time in addition to the pose estimation for each person. We therefore propose a novel method that jointly models multi-person pose estimation and tracking in a single formulation. To this end, we represent body joint detections in a video by a spatio-temporal graph and solve an integer linear program to partition the graph into sub-graphs that correspond to plausible body pose trajectories for each person. The proposed approach implicitly handles occlusion and truncation of persons. Since the problem has not been addressed quantitatively in the literature, we introduce a challenging Multi-Person PoseTrack dataset, and also propose a completely unconstrained evaluation protocol that does not make any assumptions about the scale, size, location or the number of persons. Finally, we evaluate the proposed approach and several baseline methods on our new dataset. Umar Iqbal 0001, Anton Milan, Juergen Gall |
CVPR | 1 |
| 2017 | Pose for Action - Action for PoseabstractIn this work we propose to utilize information about human actions to improve pose estimation in monocular videos. To this end, we present a pictorial structure model that exploits high-level information about activities to incorporate higher-order part dependencies by modeling action specific appearance models and pose priors. However, instead of using an additional expensive action recognition framework, the action priors are efficiently estimated by our pose estimation framework. This is achieved by starting with a uniform action prior and updating the action prior during pose estimation. We also show that learning the right amount of appearance sharing among action classes improves the pose estimation. We demonstrate the effectiveness of the proposed method on two challenging datasets for pose estimation and action recognition with over 80,000 test images. Umar Iqbal 0001, Martin Garbade, Juergen Gall |
FG | 1 |
| 2016 | A Dual-Source Approach for 3D Pose Estimation from a Single ImageabstractOne major challenge for 3D pose estimation from a single RGB image is the acquisition of sufficient training data. In particular, collecting large amounts of training data that contain unconstrained images and are annotated with accurate 3D poses is infeasible. We therefore propose to use two independent training sources. The first source consists of images with annotated 2D poses and the second source consists of accurate 3D motion capture data. To integrate both sources, we propose a dual-source approach that combines 2D pose estimation with efficient and robust 3D pose retrieval. In our experiments, we show that our approach achieves state-of-the-art results and is even competitive when the skeleton structure of the two sources differ substantially. Hashim Yasin, Umar Iqbal 0001, Björn Krüger, Andreas Weber 0004, Juergen Gall |
CVPR | 2 |