Jie Song 0006

dblp:09/4756-6 · DBLP profile ↗
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44ranked-venue papers
6as first author
32since 2021 · last 2026
0009-0003-7484-1937ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 39 · 4 first-author · 30 since 2021Artificial intelligence and machine learning · 34 · 4 first-author · 27 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Gaussian Wardrobe: Compositional 3D Gaussian Avatars for Free-Form Virtual Try-On
abstract
We introduce Gaussian Wardrobe, a novel framework to digitalize compositional 3D neural avatars from multi-view videos. Existing methods for 3D neural avatars typically treat the human body and clothing as an inseparable entity. However, this paradigm fails to capture the dynamics of complex free-form garments and limits the reuse of clothing across different individuals. To overcome these problems, we develop a novel, compositional 3D Gaussian representation to build avatars from multiple layers of free-form garments. The core of our method is decomposing neural avatars into bodies and layers of shape-agnostic neural garments. To achieve this, our framework learns to disentangle each garment layer from multi-view videos and canonicalizes it into a shape-independent space. In experiments, our method models photorealistic avatars with high-fidelity dynamics, achieving new state-of-the-art performance on novel pose synthesis benchmarks. In addition, we demonstrate that the learned compositional garments contribute to a versatile digital wardrobe, enabling a practical virtual try-on application where clothing can be freely transferred to new subjects.
Jie Song 0006, Hsuan-I Ho, Manuel Kaufmann, Tianjian Jiang
3DV2
2025 ODHSR: Online Dense 3D Reconstruction of Humans and Scenes from Monocular Videos
abstract
Creating a photorealistic scene and human reconstruction from a single monocular in-the-wild video figures prominently in the perception of a human-centric 3D world. Recent neural rendering advances have enabled holistic human-scene reconstruction but require pre-calibrated camera and human poses, and days of training time. In this work, we introduce a novel unified framework that simultaneously performs camera tracking, human pose estimation and human-scene reconstruction in an online fashion. 3D Gaussian Splatting is utilized to learn Gaussian primitives for humans and scenes efficiently, and reconstruction-based camera tracking and human pose estimation modules are designed to enable holistic understanding and effective disentanglement of pose and appearance. Specifically, we design a human deformation module to reconstruct the details and enhance generalizability to out-of-distribution poses faithfully. Aiming to learn the spatial correlation between human and scene accurately, we introduce occlusion-aware human silhouette rendering and monocular geometric priors, which further improve reconstruction quality. Experiments on the EMDB and NeuMan datasets demonstrate superior or on-par performance with existing methods in camera tracking, human pose estimation, novel view synthesis and runtime. Our project page is at https://eth-ait.github.io/ODHSR.
Zetong Zhang, Manuel Kaufmann, Lixin Xue, Jie Song 0006, Martin R. Oswald
CVPR4
2025 GauSTAR: Gaussian Surface Tracking and Reconstruction
abstract
3D Gaussian Splatting techniques have enabled efficient photo-realistic rendering of static scenes. Recent works have extended these approaches to support surface reconstruction and tracking. However, tracking dynamic surfaces with 3D Gaussians remains challenging due to complex topology changes, such as surfaces appearing, disappearing, or splitting. To address these challenges, we propose GauSTAR, a novel method that achieves photo-realistic rendering, accurate surface reconstruction, and reliable 3D tracking for general dynamic scenes with changing topology. Given multi-view captures as input, GauSTAR binds Gaussians to mesh faces to represent dynamic objects. For surfaces with consistent topology, GauSTAR maintains the mesh topology and tracks the meshes using Gaussians. For regions where topology changes, GauSTAR adaptively unbinds Gaussians from the mesh, enabling accurate registration and generation of new surfaces based on these optimized Gaussians. Additionally, we introduce a surface-based scene flow method that provides robust initialization for tracking between frames. Experiments demonstrate that our method effectively tracks and reconstructs dynamic surfaces, enabling a range of applications. Our project page with the code release is available at https://ethait.github.io/GauSTAR/.
Chengwei Zheng, Lixin Xue, Juan Zarate, Jie Song 0006
CVPR4
2025 MoGA: 3D Generative Avatar Prior for Monocular Gaussian Avatar Reconstruction
abstract
We present MoGA, a novel method to reconstruct high-fidelity 3D Gaussian avatars from a single-view image. The main challenge lies in inferring unseen appearance and geometric details while ensuring 3D consistency and realism. Most previous methods rely on 2D diffusion models to synthesize unseen views; however, these generated views are sparse and inconsistent, resulting in unrealistic 3D artifacts and blurred appearance. To address these limitations, we leverage a generative avatar model, that can generate diverse 3D avatars by sampling deformed Gaussians from a learned prior distribution. Due to limited 3D training data, such a 3D model alone cannot capture all image details of unseen identities. Consequently, we integrate it as a prior, ensuring 3D consistency by projecting input images into its latent space and enforcing additional 3D appearance and geometric constraints. Our novel approach formulates Gaussian avatar creation as model inversion by fitting the generative avatar to synthetic views from 2D diffusion models. The generative avatar provides an initialization for model fitting, enforces 3D regularization, and helps in refining pose. Experiments show that our method surpasses state-of-the-art techniques and generalizes well to real-world scenarios. Our Gaussian avatars are also inherently animatable. For code, see https://zj-dong.github.io/MoGA/.
Longteng Duan, Jie Song 0006, Michael J. Black, Andreas Geiger 0001
ICCV3
2025 MagicHOI: Leveraging 3D Priors for Accurate Hand-Object Reconstruction from Short Monocular Video Clips
Maria Parelli, Christoph Gebhardt, Zicong Fan, Jie Song 0006
ICCV6
2025 PriorAvatar: Efficient and Robust Avatar Creation from Monocular Video Using Learned Priors
abstract
High-fidelity avatar reconstruction from monocular videos faces significant challenges due to imperfect foreground segmentation and inaccurate body poses. Existing methods typically depend on additive components, such as explicit background modeling, which introduce additional overhead and reduce the flexibility of avatar reconstruction. We argue that these challenges need to be addressed fundamentally. To this end, we propose leveraging a learned 3D human prior to guide the reconstruction of 3D avatars, dubbed PriorAvatar, without increasing model complexity. At the core of our method is a learned 3D prior, which consists of a multi-person feature codebook that stores the 3D shapes and appearances derived from human scans. These latent features are complemented by a shared U-Net decoder that converts them into a set of renderable 3D Gaussians. During reconstruction, the learned 3D prior allows for fitting to unseen subjects in the monocular videos by fine-tuning with 2D photometric losses using 3D Gaussians. This approach ensures that the reconstruction process effectively utilizes the learned latent spaces while minimizing discrepancies with the 2D observations. In our experiments, we demonstrate the efficiency and robustness of our novel reconstruction scheme, as evidenced by its state-of-the-art quantitative and qualitative performance without relying on complex regularizers or additional model enhancements. The results of ablation studies further verify the effectiveness of incorporating a learned human prior for monocular avatar reconstruction.
Tianjian Jiang, Hsuan-I Ho, Manuel Kaufmann, Jie Song 0006
SIGGRAPH Asia4
2024 ArtiGrasp: Physically Plausible Synthesis of Bi-Manual Dexterous Grasping and Articulation
abstract
We present ArtiGrasp, a novel method to synthesize bimanual hand-object interactions that include grasping and articulation. This task is challenging due to the diversity of the global wrist motions and the precise finger control that are necessary to articulate objects. ArtiGrasp leverages reinforcement learning and physics simulations to train a policy that controls the global and local hand pose. Our framework unifies grasping and articulation within a single policy guided by a single hand pose reference. Moreover, to facilitate the training of the precise finger control required for articulation, we present a learning curriculum with increasing difficulty. It starts with single-hand manipulation of stationary objects and continues with multi-agent training including both hands and non-stationary objects. To evaluate our method, we introduce Dynamic Object Grasping and Articulation, a task that involves bringing an object into a target articulated pose. This task requires grasping, relocation, and articulation. We show our method’s efficacy towards this task. We further demonstrate that our method can generate motions with noisy hand-object pose estimates from an off-the-shelf image-based regressor. Project page: https://eth-ait.github.io/artigrasp/.
Hui Zhang 0101, Sammy Joe Christen, Zicong Fan, Luocheng Zheng, Jemin Hwangbo, Jie Song 0006, Otmar Hilliges
3DV6
2024 4D-DRESS: A 4D Dataset of Real-World Human Clothing with Semantic Annotations
abstract
The studies of human clothing for digital avatars have predominantly relied on synthetic datasets. While easy to collect, synthetic data often fall short in realism and fail to capture authentic clothing dynamics. Addressing this gap, we introduce 4D-DRESS, the first real-world 4D dataset advancing human clothing research with its high-quality 4D textured scans and garment meshes. 4D-DRESS captures 64 outfits in 520 human motion sequences, amounting to 78k textured scans. Creating a real-world clothing dataset is challenging, particularly in annotating and segmenting the extensive and complex 4D human scans. To address this, we develop a semi-automatic 4D human parsing pipeline. We efficiently combine a human-in-the-loop process with automation to accurately label 4D scans in diverse garments and body movements. Leveraging precise annotations and high-quality garment meshes, we establish several benchmarks for clothing simulation and reconstruction. 4D-DRESS offers realistic and challenging data that complements synthetic sources, paving the way for advancements in research of lifelike human clothing.
Wenbo Wang 0007, Hsuan-I Ho, Boxiang Rong, Artur Grigorev 0002, Jie Song 0006, Juan Jose Zarate, Otmar Hilliges
CVPR6
2024 SiTH: Single-view Textured Human Reconstruction with Image-Conditioned Diffusion
abstract
A long-standing goal of 3D human reconstruction is to cre-ate lifelike and fully detailed 3D humans from single-view images. The main challenge lies in inferring unknown body shapes, appearances, and clothing details in areas not visi-ble in the images. To address this, we propose SiTH, a novel pipeline that uniquely integrates an image-conditioned dif-fusion model into a 3D mesh reconstruction workflow. At the core of our method lies the decomposition of the chal-lenging single-view reconstruction problem into generative hallucination and reconstruction subproblems. For the for-mer, we employ a powerful generative diffusion model to hallucinate unseen back-view appearance based on the in-put images. For the latter, we leverage skinned body meshes as guidance to recover full-body texture meshes from the in-put and back-view images. SiTH requires as few as 500 3D human scans for training while maintaining its generality and robustness to diverse images. Extensive evaluations on two 3D human benchmarks, including our newly created one, highlighted our method's superior accuracy and per-ceptual quality in 3D textured human reconstruction.
Hsuan-I Ho, Jie Song 0006, Otmar Hilliges
CVPR2
2024 MultiPly: Reconstruction of Multiple People from Monocular Video in the Wild
abstract
We present MultiPly, a novel framework to reconstruct multiple people in 3D from monocular in-the-wild videos. Reconstructing multiple individuals moving and interacting naturally from monocular in-the-wild videos poses a challenging task. Addressing it necessitates precise pixel-level disentanglement of individuals without any prior knowledge about the subjects. Moreover, it requires recovering intricate and complete 3D human shapes from short video sequences, intensifying the level of difficulty. To tackle these challenges, we first define a layered neural representation for the entire scene, composited by individual human and background models. We learn the layered neural representation from videos via our layer-wise differentiable volume rendering. This learning process is further enhanced by our hybrid instance segmentation approach which combines the self-supervised 3D segmentation and the promp table 2D segmentation module, yielding reliable instance segmentation supervision even under close human interaction. A confidence-guided optimization formulation is introduced to optimize the human poses and shape/appearance alternately. We incorporate effective objectives to refine human poses via photometric information and impose physically plausible constraints on human dynamics, leading to temporally consistent 3D reconstructions with high fidelity. The evaluation of our method shows the superiority over prior art on publicly available datasets and in-the-wild videos.
Zeren Jiang, Manuel Kaufmann, Tianjian Jiang, Julien Valentin, Otmar Hilliges, Jie Song 0006
CVPR7
2024 ReLoo: Reconstructing Humans Dressed in Loose Garments from Monocular Video in the Wild
Tianjian Jiang, Manuel Kaufmann, Chengwei Zheng, Julien Valentin, Jie Song 0006, Otmar Hilliges
ECCV (9)6
2024 WorldPose: A World Cup Dataset for Global 3D Human Pose Estimation
Tianjian Jiang, Johsan Billingham, Sebastian Müksch, Juan Jose Zarate, Nicolas Evans, Martin R. Oswald, Marc Pollefeys, Otmar Hilliges, Manuel Kaufmann, Jie Song 0006
ECCV (19)10
2024 AvatarPose: Avatar-Guided 3D Pose Estimation of Close Human Interaction from Sparse Multi-view Videos
Feichi Lu, Jie Song 0006, Otmar Hilliges
ECCV (53)3
2024 HSR: Holistic 3D Human-Scene Reconstruction from Monocular Videos
Lixin Xue, Chengwei Zheng, Fangjinhua Wang, Tianjian Jiang, Hsuan-I Ho, Manuel Kaufmann, Jie Song 0006, Otmar Hilliges
ECCV (72)8
2024 GraspXL: Generating Grasping Motions for Diverse Objects at Scale
Hui Zhang 0101, Sammy Joe Christen, Zicong Fan, Otmar Hilliges, Jie Song 0006
ECCV (26)5
2024 SynH2R: Synthesizing Hand-Object Motions for Learning Human-to-Robot Handovers
abstract
Vision-based human-to-robot handover is an important and challenging task in human-robot interaction. Recent work has attempted to train robot policies by interacting with dynamic virtual humans in simulated environments, where the policies can later be transferred to the real world. However, a major bottleneck is the reliance on human motion capture data, which is expensive to acquire and difficult to scale to arbitrary objects and human grasping motions. In this paper, we introduce a framework that can generate plausible human grasping motions suitable for training the robot. To achieve this, we propose a hand-object synthesis method that is designed to generate handover-friendly motions similar to humans. This allows us to generate synthetic training and testing data with 100x more objects than previous work. In our experiments, we show that our method trained purely with synthetic data is competitive with state-of-the-art methods that rely on real human motion data both in simulation and on a real system. In addition, we can perform evaluations on a larger scale compared to prior work. With our newly introduced test set, we show that our model can better scale to a large variety of unseen objects and human motions compared to the baselines.
Sammy Joe Christen, Lan Feng, Wei Yang 0019, Yu-Wei Chao, Otmar Hilliges, Jie Song 0006
ICRA6
2024 EgoHDM: A Real-time Egocentric-Inertial Human Motion Capture, Localization, and Dense Mapping System
abstract
We present EgoHDM, an online egocentric-inertial human motion capture (mocap), localization, and dense mapping system. Our system uses 6 inertial measurement units (IMUs) and a commodity head-mounted RGB camera. EgoHDM is the first human mocap system that offers dense scene mapping in near real-time. Further, it is fast and robust to initialize and fully closes the loop between physically plausible map-aware global human motion estimation and mocap-aware 3D scene reconstruction. To achieve this, we design a tightly coupled mocap-aware dense bundle adjustment and physics-based body pose correction module leveraging a local body-centric elevation map. The latter introduces a novel terrain-aware contact PD controller, which enables characters to physically contact the given local elevation map thereby reducing human floating or penetration. We demonstrate the performance of our system on established synthetic and real-world benchmarks. The results show that our method reduces human localization, camera pose, and mapping accuracy error by 41%, 71%, 46%, respectively, compared to the state of the art. Our qualitative evaluations on newly captured data further demonstrate that EgoHDM can cover challenging scenarios in non-flat terrain including stepping over stairs and outdoor scenes in the wild. Our project page: https://handiyin.github.io/EgoHDM/
Handi Yin, Bonan Liu, Manuel Kaufmann, Jinhao He, Sammy Joe Christen, Jie Song 0006, Pan Hui 0001
ACM Trans. Graph.6
2023 Vid2Avatar: 3D Avatar Reconstruction from Videos in the Wild via Self-supervised Scene Decomposition
abstract
We present Vid2Avatar, a method to learn human avatars from monocular in-the-wild videos. Reconstructing humans that move naturally from monocular in-the-wild videos is difficult. Solving it requires accurately separating humans from arbitrary backgrounds. Moreover, it requires reconstructing detailed 3D surface from short video sequences, making it even more challenging. Despite these challenges, our method does not require any groundtruth supervision or priors extracted from large datasets of clothed human scans, nor do we rely on any external segmentation modules. Instead, it solves the tasks of scene decomposition and surface reconstruction directly in 3D by modeling both the human and the background in the scene jointly, parameterized via two separate neural fields. Specifically, we define a temporally consistent human representation in canonical space and formulate a global optimization over the background model, the canonical human shape and texture, and per-frame human pose parameters. A coarse-to-fine sampling strategy for volume rendering and novel objectives are introduced for a clean separation of dynamic human and static background, yielding detailed and robust 3D human reconstructions. The evaluation of our method shows improvements over prior art on publicly available datasets.
Tianjian Jiang, Xu Chen 0025, Jie Song 0006, Otmar Hilliges
CVPR4
2023 Learning Locally Editable Virtual Humans
abstract
In this paper, we propose a novel hybrid representation and end-to-end trainable network architecture to model fully editable and customizable neural avatars. At the core of our work lies a representation that combines the modeling power of neural fields with the ease of use and inherent 3D consistency of skinned meshes. To this end, we construct a trainable feature codebook to store local geometry and texture features on the vertices of a deformable body model, thus exploiting its consistent topology under articulation. This representation is then employed in a generative auto-decoder architecture that admits fitting to unseen scans and sampling of realistic avatars with varied appearances and geometries. Furthermore, our representation allows local editing by swapping local features between 3D assets. To verify our method for avatar creation and editing, we contribute a new highquality dataset, dubbed CustomHumans, for training and evaluation. Our experiments quantitatively and qualitatively show that our method generates diverse detailed avatars and achieves better model fitting performance compared to state-of-the-art methods. Our code and dataset are available at https://ait.ethz.ch/customhumans.
Hsuan-I Ho, Lixin Xue, Jie Song 0006, Otmar Hilliges
CVPR3
2023 InstantAvatar: Learning Avatars from Monocular Video in 60 Seconds
abstract
In this paper, we take one step further towards real-world applicability of monocular neural avatar reconstruction by contributing InstantAvatar, a system that can reconstruct human avatars from a monocular video within seconds, and these avatars can be animated and rendered at an inter-active rate. To achieve this efficiency we propose a carefully designed and engineered system, that leverages emerging acceleration structures for neural fields, in combination with an efficient empty-space skipping strategy for dynamic scenes. We also contribute an efficient implementation that we will make available for research purposes. Compared to existing methods, InstantAvatar converges 130x faster and can be trained in minutes instead of hours. It achieves comparable or even better reconstruction quality and novel pose synthesis results. When given the same time budget, our method significantly outperforms SoTA methods. In-stantAvatar can yield acceptable visual quality in as little as 10 seconds training time. For code and more demo results, please refer to https://ait.ethz.ch/InstantAvatar.
Tianjian Jiang, Xu Chen 0025, Jie Song 0006, Otmar Hilliges
CVPR3
2023 X-Avatar: Expressive Human Avatars
abstract
We present X-Avatar, a novel avatar model that captures the full expressiveness of digital humans to bring about life-like experiences in telepresence, AR/VR and beyond. Our method models bodies, hands, facial expressions and appearance in a holistic fashion and can be learned from either full 3D scans or RGB-D data. To achieve this, we propose a part-aware learned forward skinning module that can be driven by the parameter space of SMPL-X, allowing for expressive animation of X-Avatars. To efficiently learn the neural shape and deformation fields, we propose novel part-aware sampling and initialization strategies. This leads to higher fidelity results, especially for smaller body parts while maintaining efficient training despite increased number of articulated bones. To capture the appearance of the avatar with high-frequency details, we extend the geometry and deformation fields with a texture network that is conditioned on pose, facial expression, geometry and the normals of the deformed surface. We show experimentally that our method outperforms strong baselines both quantitatively and qualitatively on the animation task. To facilitate future research on expressive avatars we contribute a new dataset, called X-Humans, containing 233 sequences of high-quality textured scans from 20 participants, totalling 35,500 data frames. Project page: https://ait.ethz.ch/X-Avatar.
Kaiyue Shen, Manuel Kaufmann, Juan Jose Zarate, Julien Valentin, Jie Song 0006, Otmar Hilliges
CVPR6
2023 Hi4D: 4D Instance Segmentation of Close Human Interaction
abstract
We propose Hi4D, a method and dataset for the automatic analysis of physically close human-human interaction under prolonged contact. Robustly disentangling several in-contact subjects is a challenging task due to occlusions and complex shapes. Hence, existing multi-view systems typically fuse 3D surfaces of close subjects into a single, connected mesh. To address this issue we leverage i) individually fitted neural implicit avatars; ii) an alternating optimization scheme that refines pose and surface through periods of close proximity; and iii) thus segment the fused raw scans into individual instances. From these instances we compile Hi4D dataset of 4D textured scans of 20 subject pairs, 100 sequences, and a total of more than 11 K frames. Hi4D contains rich interaction-centric annotations in 2D and 3D alongside accurately registered parametric body models. We define varied human pose and shape estimation tasks on this dataset and provide results from state-of-the-art methods on these benchmarks. Hi4D dataset can be found at https://ait.ethz.ch/Hi4D.
Yifei Yin, Manuel Kaufmann, Juan Jose Zarate, Jie Song 0006, Otmar Hilliges
CVPR5
2023 EMDB: The Electromagnetic Database of Global 3D Human Pose and Shape in the Wild
abstract
We present EMDB, the Electromagnetic Database of Global 3D Human Pose and Shape in the Wild. EMDB is a novel dataset that contains high-quality 3D SMPL pose and shape parameters with global body and camera trajectories for in-the-wild videos. We use body-worn, wireless electromagnetic (EM) sensors and a hand-held iPhone to record a total of 58 minutes of motion data, distributed over 81 indoor and outdoor sequences and 10 participants. Together with accurate body poses and shapes, we also provide global camera poses and body root trajectories. To construct EMDB, we propose a multi-stage optimization procedure, which first fits SMPL to the 6-DoF EM measurements and then refines the poses via image observations. To achieve high-quality results, we leverage a neural implicit avatar model to reconstruct detailed human surface geometry and appearance, which allows for improved alignment and smoothness via a dense pixel-level objective. Our evaluations, conducted with a multi-view volumetric capture system, indicate that EMDB has an expected accuracy of 2.3 cm positional and 10.6 degrees angular error, surpassing the accuracy of previous in-the-wild datasets. We evaluate existing state-of-the-art monocular RGB methods for camera-relative and global pose estimation on EMDB. EMDB is publicly available under https://ait.ethz.ch/emdb.
Manuel Kaufmann, Jie Song 0006, Kaiyue Shen, Tianjian Jiang, Chengcheng Tang, Juan Jose Zarate, Otmar Hilliges
ICCV2
2023 Human from Blur: Human Pose Tracking from Blurry Images
abstract
We propose a method to estimate 3D human poses from substantially blurred images. The key idea is to tackle the inverse problem of image deblurring by modeling the forward problem with a 3D human model, a texture map, and a sequence of poses to describe human motion. The blurring process is then modeled by a temporal image aggregation step. Using a differentiable renderer, we can solve the inverse problem by backpropagating the pixel-wise re-projection error to recover the best human motion representation that explains a single or multiple input images. Since the image reconstruction loss alone is insufficient, we present additional regularization terms. To the best of our knowledge, we present the first method to tackle this problem. Our method consistently outperforms other methods on significantly blurry inputs since they lack one or multiple key functionalities that our method unifies, i.e. image deblurring with sub-frame accuracy and explicit 3D modeling of non-rigid human motion.
Denys Rozumnyi, Jie Song 0006, Otmar Hilliges, Marc Pollefeys, Martin R. Oswald
ICCV3
2023 Fast-SNARF: A Fast Deformer for Articulated Neural Fields
abstract
Neural fields have revolutionized the area of 3D reconstruction and novel view synthesis of rigid scenes. A key challenge in making such methods applicable to articulated objects, such as the human body, is to model the deformation of 3D locations between the rest pose (a canonical space) and the deformed space. We propose a new articulation module for neural fields, Fast-SNARF, which finds accurate correspondences between canonical space and posed space via iterative root finding. Fast-SNARF is a drop-in replacement in functionality to our previous work, SNARF, while significantly improving its computational efficiency. We contribute several algorithmic and implementation improvements over SNARF, yielding a speed-up of 150×. These improvements include voxel-based correspondence search, pre-computing the linear blend skinning function, and an efficient software implementation with CUDA kernels. Fast-SNARF enables efficient and simultaneous optimization of shape and skinning weights given deformed observations without correspondences (e.g. 3D meshes). Because learning of deformation maps is a crucial component in many 3D human avatar methods and since Fast-SNARF provides a computationally efficient solution, we believe that this work represents a significant step towards the practical creation of 3D virtual humans.
Xu Chen 0025, Tianjian Jiang, Jie Song 0006, Max Rietmann, Andreas Geiger 0001, Michael J. Black, Otmar Hilliges
IEEE Trans. Pattern Anal. Mach. Intell.3
2022 gDNA: Towards Generative Detailed Neural Avatars
abstract
To make 3D human avatars widely available, we must be able to generate a variety of 3D virtual humans with varied identities and shapes in arbitrary poses. This task is chal-lenging due to the diversity of clothed body shapes, their complex articulations, and the resulting rich, yet stochas-tic geometric detail in clothing. Hence, current methods that represent 3D people do not provide a full generative model of people in clothing. In this paper, we propose a novel method that learns to generate detailed 3D shapes of people in a variety of garments with corresponding skin-ning weights. Specifically, we devise a multi-subject forward skinning module that is learned from only a few posed, unrigged scans per subject. To capture the stochastic nature of high-frequency details in garments, we leverage an adversarial loss formulation that encourages the model to capture the underlying statistics. We provide empirical evi-dence that this leads to realistic generation of local details such as wrinkles. We show that our model is able to gen-erate natural human avatars wearing diverse and detailed clothing. Furthermore, we show that our method can be used on the task of fitting human models to raw scans, out-performing the previous state-of-the-art.
Xu Chen 0025, Tianjian Jiang, Jie Song 0006, Michael J. Black, Andreas Geiger 0001, Otmar Hilliges
CVPR3
2022 D-Grasp: Physically Plausible Dynamic Grasp Synthesis for Hand-Object Interactions
abstract
We introduce the dynamic grasp synthesis task: given an object with a known 6D pose and a grasp reference, our goal is to generate motions that move the object to a target 6D pose. This is challenging, because it requires reasoning about the complex articulation of the human hand and the intricate physical interaction with the object. We propose a novel method that frames this problem in the reinforcement learning framework and leverages a physics simulation, both to learn and to evaluate such dynamic interactions. A hierarchical approach decomposes the task into low-level grasping and high-level motion synthesis. It can be used to generate novel hand sequences that approach, grasp, and move an object to a desired location, while retaining human-likeness. We show that our approach leads to stable grasps and generates a wide range of motions. Furthermore, even imperfect labels can be corrected by our method to generate dynamic interaction sequences. Video and code are available at: https://eth-ait.github.io/d-grasp/.
Sammy Joe Christen, Muhammed Kocabas, Emre Aksan, Jemin Hwangbo, Jie Song 0006, Otmar Hilliges
CVPR5
2022 PINA: Learning a Personalized Implicit Neural Avatar from a Single RGB-D Video Sequence
abstract
We present a novel method to learn Personalized Implicit Neural Avatars (PINA) from a short RGB-D sequence. This allows non-expert users to create a detailed and personal-ized virtual copy of themselves, which can be animated with realistic clothing deformations. PINA does not require complete scans, nor does it require a prior learned from large datasets of clothed humans. Learning a complete avatar in this setting is challenging, since only few depth observations are available, which are noisy and incomplete (i.e. only partial visibility of the body per frame). We propose a method to learn the shape and non-rigid deformations via a pose-conditioned implicit surface and a deformation field, defined in canonical space. This allows us to fuse all partial observations into a single consistent canonical representation. Fusion is formulated as a global optimization problem over the pose, shape and skinning parameters. The method can learn neural avatars from real noisy RGB-D sequences for a diverse set of people and clothing styles and these avatars can be animated given unseen motion sequences.
Jie Song 0006, Xu Chen 0025, Andreas Geiger 0001, Otmar Hilliges
CVPR3
2021 Human Performance Capture from Monocular Video in the Wild
abstract
Capturing the dynamically deforming 3D shape of clothed human is essential for numerous applications, including VR/AR, autonomous driving, and human-computer interaction. Existing methods either require a highly specialized capturing setup, such as expensive multi-view imaging systems, or they lack robustness to challenging body poses. In this work, we propose a method capable of capturing the dynamic 3D human shape from a monocular video featuring challenging body poses, without any additional input. We first build a 3D template human model of the subject based on a learned regression model. We then track this template model’s deformation under challenging body articulations based on 2D image observations. Our method outperforms state-of-the-art methods on an in-the-wild human video dataset 3DPW. Moreover, we demonstrate its efficacy in robustness and generalizability on videos from iPER datasets.
Xu Chen 0025, Jie Song 0006, Otmar Hilliges
3DV3
2021 Render In-between: Motion Guided Video Synthesis for Action Interpolation
Hsuan-I Ho, Xu Chen 0025, Jie Song 0006, Otmar Hilliges
BMVC3
2021 Shape-aware Multi-Person Pose Estimation from Multi-View Images
abstract
In this paper we contribute a simple yet effective approach for estimating 3D poses of multiple people from multi-view images. Our proposed coarse-to-fine pipeline first aggregates noisy 2D observations from multiple camera views into 3D space and then associates them into individual instances based on a confidence-aware majority voting technique. The final pose estimates are attained from a novel optimization scheme which links high-confidence multi-view 2D observations and 3D joint candidates. More-over, a statistical parametric body model such as SMPL is leveraged as a regularizing prior for these 3D joint candidates. Specifically, both 3D poses and SMPL parameters are optimized jointly in an alternating fashion. Here the parametric models help in correcting implausible 3D pose estimates and filling in missing joint detections while updated 3D poses in turn guide obtaining better SMPL estimations. By linking 2D and 3D observations, our method is both accurate and generalizes to different data sources because it better decouples the final 3D pose from the interperson constellation and is more robust to noisy 2D detections. We systematically evaluate our method on public datasets and achieve state-of-the-art performance. The code and video will be available on the project page: https://ait.ethz.ch/projects/2021/multi-human-pose/.
Jie Song 0006, Xu Chen 0025, Otmar Hilliges
ICCV2
2021 EM-POSE: 3D Human Pose Estimation from Sparse Electromagnetic Trackers
abstract
Fully immersive experiences in AR/VR depend on re-constructing the full body pose of the user without restricting their motion. In this paper we study the use of body-worn electromagnetic (EM) field-based sensing for the task of 3D human pose reconstruction. To this end, we present a method to estimate SMPL parameters from 6-12 EM sensors. We leverage a customized wearable system consisting of wireless EM sensors measuring time-synchronized 6D poses at 120 Hz. To provide accurate poses even with little user instrumentation, we adopt a recently proposed hybrid framework, learned gradient descent (LGD), to iteratively estimate SMPL pose and shape from our input measurements. This allows us to harness powerful pose priors to cope with the idiosyncrasies of the input data and achieve accurate pose estimates. The proposed method uses AMASS to synthesize virtual EM-sensor data and we show that it generalizes well to a newly captured real dataset consisting of a total of 36 minutes of motion from 5 subjects. We achieve reconstruction errors as low as 31.8 mm and 13.3 degrees, outperforming both pure learning- and pure optimization-based methods. Code and data is available under https://ait.ethz.ch/projects/2021/em-pose.
Manuel Kaufmann, Chengcheng Tang, Lingling Tao, Christopher D. Twigg, Jie Song 0006, Robert Wang 0002, Otmar Hilliges
ICCV6
2020 Convolutional Autoencoders for Human Motion Infilling
abstract
In this paper we propose a convolutional autoencoder to address the problem of motion infilling for 3D human motion data. Given a start and end sequence, motion infilling aims to complete the missing gap in between, such that the filled in poses plausibly forecast the start sequence and naturally transition into the end sequence. To this end, we propose a single, end-to-end trainable convolutional autoencoder. We show that a single model can be used to create natural transitions between different types of activities. Furthermore, our method is not only able to fill in entire missing frames, but it can also be used to complete gaps where partial poses are available (e.g. from end effectors), or to clean up other forms of noise (e.g. Gaussian). Also, the model can fill in an arbitrary number of gaps that potentially vary in length. In addition, no further post-processing on the model's outputs is necessary such as smoothing or closing discontinuities at the end of the gap. At the heart of our approach lies the idea to cast motion infilling as an inpainting problem and to train a convolutional de-noising autoencoder on image-like representations of motion sequences. At training time, blocks of columns are removed from such images and we ask the model to fill in the gaps. We demonstrate the versatility of the approach via a number of complex motion sequences and report on thorough evaluations performed to better understand the capabilities and limitations of the proposed approach.
Manuel Kaufmann, Emre Aksan, Jie Song 0006, Fabrizio Pece, Remo Ziegler, Otmar Hilliges
3DV3
2020 Category Level Object Pose Estimation via Neural Analysis-by-Synthesis
Xu Chen 0025, Jie Song 0006, Andreas Geiger 0001, Otmar Hilliges
ECCV (26)3
2020 Human Body Model Fitting by Learned Gradient Descent
Jie Song 0006, Xu Chen 0025, Otmar Hilliges
ECCV (20)1
2019 End-to-End Learning for Graph Decomposition
abstract
Deep neural networks provide powerful tools for pattern recognition, while classical graph algorithms are widely used to solve combinatorial problems. In computer vision, many tasks combine elements of both pattern recognition and graph reasoning. In this paper, we study how to connect deep networks with graph decomposition into an end-to-end trainable framework. More specifically, the minimum cost multicut problem is first converted to an unconstrained binary cubic formulation where cycle consistency constraints are incorporated into the objective function. The new optimization problem can be viewed as a Conditional Random Field (CRF) in which the random variables are associated with the binary edge labels. Cycle constraints are introduced into the CRF as high-order potentials. A standard Convolutional Neural Network (CNN) provides the front-end features for the fully differentiable CRF. The parameters of both parts are optimized in an end-to-end manner. The efficacy of the proposed learning algorithm is demonstrated via experiments on clustering MNIST images and on the challenging task of real-world multi-people pose estimation.
Jie Song 0006, Bjoern Andres, Michael J. Black, Otmar Hilliges, Siyu Tang 0001
ICCV1
2019 Monocular Neural Image Based Rendering With Continuous View Control
abstract
We propose a method to produce a continuous stream of novel views under fine-grained (e.g., 1 degree step-size) camera control at interactive rates. A novel learning pipeline determines the output pixels directly from the source color. Injecting geometric transformations, including perspective projection, 3D rotation and translation into the network forces implicit reasoning about the underlying geometry. The latent 3D geometry representation is compact and meaningful under 3D transformation, being able to produce geometrically accurate views for both single objects and natural scenes. Our experiments show that both proposed components, the transforming encoder-decoder and depth-guided appearance mapping, lead to significantly improved generalization beyond the training views and in consequence to more accurate view synthesis under continuous 6-DoF camera control. Finally, we show that our method outperforms state-of-the-art baseline methods on public datasets.
Jie Song 0006, Xu Chen 0025, Otmar Hilliges
ICCV1
2018 Cross-Modal Deep Variational Hand Pose Estimation
abstract
The human hand moves in complex and high-dimensional ways, making estimation of 3D hand pose configurations from images alone a challenging task. In this work we propose a method to learn a statistical hand model represented by a cross-modal trained latent space via a generative deep neural network. We derive an objective function from the variational lower bound of the VAE framework and jointly optimize the resulting cross-modal KL-divergence and the posterior reconstruction objective, naturally admitting a training regime that leads to a coherent latent space across multiple modalities such as RGB images, 2D keypoint detections or 3D hand configurations. Additionally, it grants a straightforward way of using semi-supervision. This latent space can be directly used to estimate 3D hand poses from RGB images, outperforming the state-of-the art in different settings. Furthermore, we show that our proposed method can be used without changes on depth images and performs comparably to specialized methods. Finally, the model is fully generative and can synthesize consistent pairs of hand configurations across modalities. We evaluate our method on both RGB and depth datasets and analyze the latent space qualitatively.
Adrian Spurr, Jie Song 0006, Seonwook Park, Otmar Hilliges
CVPR2
2017 Learning Human Motion Models for Long-Term Predictions
abstract
We propose a new architecture for the learning of predictive spatio-temporal motion models from data alone. Our approach, dubbed the Dropout Autoencoder LSTM (DAELSTM), is capable of synthesizing natural looking motion sequences over long-time horizons1 without catastrophic drift or motion degradation. The model consists of two components, a 3-layer recurrent neural network to model temporal aspects and a novel autoencoder that is trained to implicitly recover the spatial structure of the human skeleton via randomly removing information about joints during training. This Dropout Autoencoder (DAE) is then used to filter each predicted pose by a 3-layer LSTM network, reducing accumulation of correlated error and hence drift over time. Furthermore to alleviate insufficiency of commonly used quality metric, we propose a new evaluation protocol using action classifiers to assess the quality of synthetic motion sequences. The proposed protocol can be used to assess quality of generated sequences of arbitrary length. Finally, we evaluate our proposed method on two of the largest motion-capture datasets available and show that our model outperforms the state-of-the-art techniques on a variety of actions, including cyclic and acyclic motion, and that it can produce natural looking sequences over longer time horizons than previous methods.
Partha Ghosh, Jie Song 0006, Emre Aksan, Otmar Hilliges
3DV2
2017 Thin-Slicing Network: A Deep Structured Model for Pose Estimation in Videos
abstract
Deep ConvNets have been shown to be effective for the task of human pose estimation from single images. However, several challenging issues arise in the video-based case such as self-occlusion, motion blur, and uncommon poses with few or no examples in the training data. Temporal information can provide additional cues about the location of body joints and help to alleviate these issues. In this paper, we propose a deep structured model to estimate a sequence of human poses in unconstrained videos. This model can be efficiently trained in an end-to-end manner and is capable of representing the appearance of body joints and their spatio-temporal relationships simultaneously. Domain knowledge about the human body is explicitly incorporated into the network providing effective priors to regularize the skeletal structure and to enforce temporal consistency. The proposed end-to-end architecture is evaluated on two widely used benchmarks for video-based pose estimation (Penn Action and JHMDB datasets). Our approach outperforms several state-of-the-art methods.
Jie Song 0006, Limin Wang 0002, Luc Van Gool, Otmar Hilliges
CVPR1
2016 Two-Stream SR-CNNs for Action Recognition in Videos
Wang Yifan 0001, Jie Song 0006, Limin Wang 0002, Luc Van Gool, Otmar Hilliges
BMVC2
2016 Interacting with Soli: Exploring Fine-Grained Dynamic Gesture Recognition in the Radio-Frequency Spectrum
abstract
This paper proposes a novel machine learning architecture, specifically designed for radio-frequency based gesture recognition. We focus on high-frequency (60]GHz), short-range radar based sensing, in particular Google's Soli sensor. The signal has unique properties such as resolving motion at a very fine level and allowing for segmentation in range and velocity spaces rather than image space. This enables recognition of new types of inputs but poses significant difficulties for the design of input recognition algorithms. The proposed algorithm is capable of detecting a rich set of dynamic gestures and can resolve small motions of fingers in fine detail. Our technique is based on an end-to-end trained combination of deep convolutional and recurrent neural networks. The algorithm achieves high recognition rates (avg 87%) on a challenging set of 11 dynamic gestures and generalizes well across 10 users. The proposed model runs on commodity hardware at 140 Hz (CPU only).
Saiwen Wang, Jie Song 0006, Jaime Lien, Ivan Poupyrev, Otmar Hilliges
UIST2
2015 Joint Estimation of 3D Hand Position and Gestures from Monocular Video for Mobile Interaction
abstract
We present a machine learning technique to recognize gestures and estimate metric depth of hands for 3D interaction, relying only on monocular RGB video input. We aim to enable spatial interaction with small, body-worn devices where rich 3D input is desired but the usage of conventional depth sensors is prohibitive due to their power consumption and size. We propose a hybrid classification-regression approach to learn and predict a mapping of RGB colors to absolute, metric depth in real time. We also classify distinct hand gestures, allowing for a variety of 3D interactions. We demonstrate our technique with three mobile interaction scenarios and evaluate the method quantitatively and qualitatively.
Jie Song 0006, Fabrizio Pece, Gábor Sörös, Marion Koelle, Otmar Hilliges
CHI1
2014 In-air gestures around unmodified mobile devices
abstract
We present a novel machine learning based algorithm extending the interaction space around mobile devices. The technique uses only the RGB camera now commonplace on off-the-shelf mobile devices. Our algorithm robustly recognizes a wide range of in-air gestures, supporting user variation, and varying lighting conditions. We demonstrate that our algorithm runs in real-time on unmodified mobile devices, including resource-constrained smartphones and smartwatches. Our goal is not to replace the touchscreen as primary input device, but rather to augment and enrich the existing interaction vocabulary using gestures. While touch input works well for many scenarios, we demonstrate numerous interaction tasks such as mode switches, application and task management, menu selection and certain types of navigation, where such input can be either complemented or better served by in-air gestures. This removes screen real-estate issues on small touchscreens, and allows input to be expanded to the 3D space around the device. We present results for recognition accuracy (93% test and 98% train), impact of memory footprint and other model parameters. Finally, we report results from preliminary user evaluations, discuss advantages and limitations and conclude with directions for future work.
Jie Song 0006, Gábor Sörös, Fabrizio Pece, Sean Ryan Fanello, Shahram Izadi, Cem Keskin, Otmar Hilliges
UIST1