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Naureen Mahmood

dblp:148/8727 · DBLP profile ↗
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9ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0001-6285-785XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 1 first-authorArtificial intelligence and machine learning · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
3D vision · 79% Face, body and person analysis · 11% Segmentation and scene understanding · 11%
Computer graphics and multimedia
5 papers
Geometric modeling and processing · 48% Computer animation and physical simulation · 47% Visual content generation and editing · 5%

Topics — the 17 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling
human body modeling
0.422015
Dyna: a model of dynamic human shape in motion · ACM Trans. Graph. 2015
Breathing life into shape: capturing, modeling and animating 3D human breathing · ACM Trans. Graph. 2014
Computer vision › 3D vision › motion capture
human motion capture
0.412019
AMASS: Archive of Motion Capture As Surface Shapes · ICCV 2019
Computer vision › 3D vision › motion capture
motion capture dataset
0.412019
AMASS: Archive of Motion Capture As Surface Shapes · ICCV 2019
Computer vision › 3D vision
3d human pose estimation
0.312017
Learning from Synthetic Humans · CVPR 2017
Computer vision › 3D vision
depth estimation
0.312017
Learning from Synthetic Humans · CVPR 2017
Computer vision › 3D vision › depth estimation
human depth estimation
0.312017
Learning from Synthetic Humans · CVPR 2017
Computer vision › Segmentation and scene understanding
human parsing
0.312017
Learning from Synthetic Humans · CVPR 2017
Computer vision › Face, body and person analysis
human pose estimation
0.312017
Learning from Synthetic Humans · CVPR 2017
Geometric modeling and processing › shape modeling
dynamic shape modeling
0.212015
Dyna: a model of dynamic human shape in motion · ACM Trans. Graph. 2015
Geometric modeling and processing › shape modeling
human body model
0.212015
SMPL: a skinned multi-person linear model · ACM Trans. Graph. 2015
Computer animation and physical simulation › skinning
linear blend skinning
0.212015
SMPL: a skinned multi-person linear model · ACM Trans. Graph. 2015
Computer animation and physical simulation › deformable body simulation
soft tissue deformation
0.212015
Dyna: a model of dynamic human shape in motion · ACM Trans. Graph. 2015
Computer animation and physical simulation
character animation
0.212014
Breathing life into shape: capturing, modeling and animating 3D human breathing · ACM Trans. Graph. 2014
Computer animation and physical simulation › motion capture
marker-based motion capture
0.212014
MoSh: motion and shape capture from sparse markers · ACM Trans. Graph. 2014
Computer animation and physical simulation
motion capture
0.212014
MoSh: motion and shape capture from sparse markers · ACM Trans. Graph. 2014
Visual content generation and editing
avatar generation
0.112019
The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements · IEEE Trans. Vis. Comput. Graph. 2019
Computer animation and physical simulation › deformable body simulation
soft tissue dynamics
0.112014
MoSh: motion and shape capture from sparse markers · ACM Trans. Graph. 2014

Methods — techniques the papers use, named apart from their topics

perceptual study · 0.8linear regression · 0.8soft-tissue dynamics recovery · 0.4marker-based motion capture conversion · 0.4synthetic data generation · 0.3convolutional neural network · 0.3second-order auto-regressive model · 0.2low-dimensional linear subspace · 0.2linear blend skinning · 0.2dual-quaternion blend skinning · 0.2sparse marker optimization · 0.2parametric model fitting · 0.2nonlinear regression · 0.23d scan capture · 0.2
YearPublicationVenuePosition
2019 AMASS: Archive of Motion Capture As Surface Shapes
abstract
Large datasets are the cornerstone of recent advances in computer vision using deep learning. In contrast, existing human motion capture (mocap) datasets are small and the motions limited, hampering progress on learning models of human motion. While there are many different datasets available, they each use a different parameterization of the body, making it difficult to integrate them into a single meta dataset. To address this, we introduce AMASS, a large and varied database of human motion that unifies 15 different optical marker-based mocap datasets by representing them within a common framework and parameterization. We achieve this using a new method, MoSh++, that converts mocap data into realistic 3D human meshes represented by a rigged body model. Here we use SMPL [Loper et al., 2015], which is widely used and provides a standard skeletal representation as well as a fully rigged surface mesh. The method works for arbitrary marker sets, while recovering soft-tissue dynamics and realistic hand motion. We evaluate MoSh++ and tune its hyperparameters using a new dataset of 4D body scans that are jointly recorded with marker-based mocap. The consistent representation of AMASS makes it readily useful for animation, visualization, and generating training data for deep learning. Our dataset is significantly richer than previous human motion collections, having more than 40 hours of motion data, spanning over 300 subjects, more than 11000 motions, and will be publicly available to the research community.
Naureen Mahmood, Nima Ghorbani, Nikolaus F. Troje, Gerard Pons-Moll, Michael J. Black
ICCV1
2019 Perceptual Effects of Inconsistency in Human Animations
abstract
The individual shape of the human body, including the geometry of its articulated structure and the distribution of weight over that structure, influences the kinematics of a person’s movements. How sensitive is the visual system to inconsistencies between shape and motion introduced by retargeting motion from one person onto the shape of another? We used optical motion capture to record five pairs of male performers with large differences in body weight, while they pushed, lifted, and threw objects. From these data, we estimated both the kinematics of the actions as well as the performer’s individual body shape. To obtain consistent and inconsistent stimuli, we created animated avatars by combining the shape and motion estimates from either a single performer or from different performers. Using these stimuli we conducted three experiments in an immersive virtual reality environment. First, a group of participants detected which of two stimuli was inconsistent. Performance was very low, and results were only marginally significant. Next, a second group of participants rated perceived attractiveness, eeriness, and humanness of consistent and inconsistent stimuli, but these judgements of animation characteristics were not affected by consistency of the stimuli. Finally, a third group of participants rated properties of the objects rather than of the performers. Here, we found strong influences of shape-motion inconsistency on perceived weight and thrown distance of objects. This suggests that the visual system relies on its knowledge of shape and motion and that these components are assimilated into an altered perception of the action outcome. We propose that the visual system attempts to resist inconsistent interpretations of human animations. Actions involving object manipulations present an opportunity for the visual system to reinterpret the introduced inconsistencies as a change in the dynamics of an object rather than as an unexpected combination of body shape and body motion.
Sophie Kenny, Naureen Mahmood, Claire Honda, Michael J. Black, Nikolaus F. Troje
ACM Trans. Appl. Percept.2
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.5
2017 Effects of animation retargeting on perceived action outcomes
abstract
The individual shape of the human body, including the geometry of its articulated structure and the distribution of weight over that structure, influences the kinematics of a person's movements. How sensitive is the visual system to inconsistencies between shape and motion introduced by retargeting motion from one person onto the shape of another? We used optical motion capture to record five pairs of male performers with large differences in body weight, while they pushed, lifted, and threw objects. Based on a set of 67 markers, we estimated both the kinematics of the actions as well as the performer's individual body shape. To obtain consistent and inconsistent stimuli, we created animated avatars by combining the shape and motion estimates from either a single performer or from different performers. In a virtual reality environment, observers rated the perceived weight or thrown distance of the objects. They were also asked to explicitly discriminate between consistent and hybrid stimuli. Observers were unable to accomplish the latter, but hybridization of shape and motion influenced their judgements of action outcome in systematic ways. Inconsistencies between shape and motion were assimilated into an altered perception of the action outcome.
Sophie Kenny, Naureen Mahmood, Claire Honda, Michael J. Black, Nikolaus F. Troje
SAP2
2017 Learning from Synthetic Humans
abstract
Estimating human pose, shape, and motion from images and videos are fundamental challenges with many applications. Recent advances in 2D human pose estimation use large amounts of manually-labeled training data for learning convolutional neural networks (CNNs). Such data is time consuming to acquire and difficult to extend. Moreover, manual labeling of 3D pose, depth and motion is impractical. In this work we present SURREAL (Synthetic hUmans foR REAL tasks): a new large-scale dataset with synthetically-generated but realistic images of people rendered from 3D sequences of human motion capture data. We generate more than 6 million frames together with ground truth pose, depth maps, and segmentation masks. We show that CNNs trained on our synthetic dataset allow for accurate human depth estimation and human part segmentation in real RGB images. Our results and the new dataset open up new possibilities for advancing person analysis using cheap and large-scale synthetic data.
Gül Varol, Javier Romero 0002, Xavier Martin, Naureen Mahmood, Michael J. Black, Ivan Laptev, Cordelia Schmid
CVPR4
2015 SMPL: a skinned multi-person linear model
abstract
We present a learned model of human body shape and pose-dependent shape variation that is more accurate than previous models and is compatible with existing graphics pipelines. Our Skinned Multi-Person Linear model (SMPL) is a skinned vertex-based model that accurately represents a wide variety of body shapes in natural human poses. The parameters of the model are learned from data including the rest pose template, blend weights, pose-dependent blend shapes, identity-dependent blend shapes, and a regressor from vertices to joint locations. Unlike previous models, the pose-dependent blend shapes are a linear function of the elements of the pose rotation matrices. This simple formulation enables training the entire model from a relatively large number of aligned 3D meshes of different people in different poses. We quantitatively evaluate variants of SMPL using linear or dual-quaternion blend skinning and show that both are more accurate than a Blend-SCAPE model trained on the same data. We also extend SMPL to realistically model dynamic soft-tissue deformations. Because it is based on blend skinning, SMPL is compatible with existing rendering engines and we make it available for research purposes.
Matthew Loper, Naureen Mahmood, Javier Romero 0002, Gerard Pons-Moll, Michael J. Black
ACM Trans. Graph.2
2015 Dyna: a model of dynamic human shape in motion
abstract
To look human, digital full-body avatars need to have soft-tissue deformations like those of real people. We learn a model of soft-tissue deformations from examples using a high-resolution 4D capture system and a method that accurately registers a template mesh to sequences of 3D scans. Using over 40,000 scans of ten subjects, we learn how soft-tissue motion causes mesh triangles to deform relative to a base 3D body model. Our Dyna model uses a low-dimensional linear subspace to approximate soft-tissue deformation and relates the subspace coefficients to the changing pose of the body. Dyna uses a second-order auto-regressive model that predicts soft-tissue deformations based on previous deformations, the velocity and acceleration of the body, and the angular velocities and accelerations of the limbs. Dyna also models how deformations vary with a person's body mass index (BMI), producing different deformations for people with different shapes. Dyna realistically represents the dynamics of soft tissue for previously unseen subjects and motions. We provide tools for animators to modify the deformations and apply them to new stylized characters.
Gerard Pons-Moll, Javier Romero 0002, Naureen Mahmood, Michael J. Black
ACM Trans. Graph.3
2014 MoSh: motion and shape capture from sparse markers
abstract
Marker-based motion capture (mocap) is widely criticized as producing lifeless animations. We argue that important information about body surface motion is present in standard marker sets but is lost in extracting a skeleton. We demonstrate a new approach called MoSh (Motion and Shape capture), that automatically extracts this detail from mocap data. MoSh estimates body shape and pose together using sparse marker data by exploiting a parametric model of the human body. In contrast to previous work, MoSh solves for the marker locations relative to the body and estimates accurate body shape directly from the markers without the use of 3D scans; this effectively turns a mocap system into an approximate body scanner. MoSh is able to capture soft tissue motions directly from markers by allowing body shape to vary over time. We evaluate the effect of different marker sets on pose and shape accuracy and propose a new sparse marker set for capturing soft-tissue motion. We illustrate MoSh by recovering body shape, pose, and soft-tissue motion from archival mocap data and using this to produce animations with subtlety and realism. We also show soft-tissue motion retargeting to new characters and show how to magnify the 3D deformations of soft tissue to create animations with appealing exaggerations.
Matthew Loper, Naureen Mahmood, Michael J. Black
ACM Trans. Graph.2
2014 Breathing life into shape: capturing, modeling and animating 3D human breathing
abstract
Modeling how the human body deforms during breathing is important for the realistic animation of lifelike 3D avatars. We learn a model of body shape deformations due to breathing for different breathing types and provide simple animation controls to render lifelike breathing regardless of body shape. We capture and align high-resolution 3D scans of 58 human subjects. We compute deviations from each subject's mean shape during breathing, and study the statistics of such shape changes for different genders, body shapes, and breathing types. We use the volume of the registered scans as a proxy for lung volume and learn a novel non-linear model relating volume and breathing type to 3D shape deformations and pose changes. We then augment a SCAPE body model so that body shape is determined by identity, pose, and the parameters of the breathing model. These parameters provide an intuitive interface with which animators can synthesize 3D human avatars with realistic breathing motions. We also develop a novel interface for animating breathing using a spirometer , which measures the changes in breathing volume of a "breath actor".
Aggeliki Tsoli, Naureen Mahmood, Michael J. Black
ACM Trans. Graph.2