Franziska Mueller 0001

dblp:169/4769-1 · also Franziska Müller 0001 · DBLP profile ↗
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18ranked-venue papers
3as first author
6since 2021 · last 2024
0000-0003-2036-9238ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 17 · 3 first-author · 6 since 2021Artificial intelligence and machine learning · 8 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1
YearPublicationVenuePosition
2024 MACS: Mass Conditioned 3D Hand and Object Motion Synthesis
abstract
The physical properties of an object, such as mass, significantly affect how we manipulate it with our hands. Surprisingly, this aspect has so far been neglected in prior work on 3D motion synthesis. To improve the naturalness of the synthesized 3D hand-object motions, this work proposes MACS–the first MAss Conditioned 3D hand and object motion Synthesis approach. Our approach is based on cascaded diffusion models and generates interactions that plausibly adjust based on the object’s mass and interaction type. MACS also accepts a manually drawn 3D object trajectory as input and synthesizes the natural 3D hand motions conditioned by the object’s mass. This flexibility enables MACS to be used for various downstream applications, such as generating synthetic training data for ML tasks, fast animation of hands for graphics workflows, and generating character interactions for computer games. We show experimentally that a small-scale dataset is sufficient for MACS to reasonably generalize across interpolated and extrapolated object masses unseen during the training. Furthermore, MACS shows moderate generalization to unseen objects, thanks to the mass-conditioned contact labels generated by our surface contact synthesis model ConNet. Our comprehensive user study confirms that the synthesized 3D hand-object interactions are highly plausible and realistic.
Soshi Shimada, Franziska Mueller 0001, Jan Bednarík, Bardia Doosti, Bernd Bickel, Danhang Tang, Vladislav Golyanik, Jonathan Taylor 0001, Christian Theobalt, Thabo Beeler
3DV2
2024 GANtlitz: Ultra High Resolution Generative Model for Multi-Modal Face Textures
abstract
Abstract High‐resolution texture maps are essential to render photoreal digital humans for visual effects or to generate data for machine learning. The acquisition of high resolution assets at scale is cumbersome, it involves enrolling a large number of human subjects, using expensive multi‐view camera setups, and significant manual artistic effort to align the textures. To alleviate these problems, we introduce GANtlitz (A play on the german noun Antlitz, meaning face), a generative model that can synthesize multi‐modal ultra‐high‐resolution face appearance maps for novel identities. Our method solves three distinct challenges: 1) unavailability of a very large data corpus generally required for training generative models, 2) memory and computational limitations of training a GAN at ultra‐high resolutions, and 3) consistency of appearance features such as skin color, pores and wrinkles in high‐resolution textures across different modalities. We introduce dual‐style blocks, an extension to the style blocks of the StyleGAN2 architecture, which improve multi‐modal synthesis. Our patch‐based architecture is trained only on image patches obtained from a small set of face textures (<100) and yet allows us to generate seamless appearance maps of novel identities at 6k × 4k resolution. Extensive qualitative and quantitative evaluations and baseline comparisons show the efficacy of our proposed system. (see https://www.acm.org/publications/class-2012 )
Aurel Gruber, Edo Collins, Abhimitra Meka, Franziska Mueller 0001, Kripasindhu Sarkar, Sergio Orts, Luca Prasso, Jay Busch, Markus Gross 0001, Thabo Beeler
Comput. Graph. Forum4
2024 ShellNeRF: Learning a Controllable High-resolution Model of the Eye and Periocular Region
abstract
Abstract Eye gaze and expressions are crucial non‐verbal signals in face‐to‐face communication. Visual effects and telepresence demand significant improvements in personalized tracking, animation, and synthesis of the eye region to achieve true immersion. Morphable face models, in combination with coordinate‐based neural volumetric representations, show promise in solving the difficult problem of reconstructing intricate geometry (eyelashes) and synthesizing photorealistic appearance variations (wrinkles and specularities) of eye performances. We propose a novel hybrid representation ‐ ShellNeRF ‐ that builds a discretized volume around a 3DMM face mesh using concentric surfaces to model the deformable ‘periocular’ region. We define a canonical space using the UV layout of the shells that constrains the space of dense correspondence search. Combined with an explicit eyeball mesh for modeling corneal light‐transport, our model allows for animatable photorealistic 3D synthesis of the whole eye region. Using multi‐view video input, we demonstrate significant improvements over state‐of‐the‐art in expression re‐enactment and transfer for high‐resolution close‐up views of the eye region.
Gengyan Li 0001, Kripasindhu Sarkar, Abhimitra Meka, Marcel C. Bühler, Franziska Mueller 0001, Paulo F. U. Gotardo, Otmar Hilliges, Thabo Beeler
Comput. Graph. Forum5
2023 Spectral Graphormer: Spectral Graph-based Transformer for Egocentric Two-Hand Reconstruction using Multi-View Color Images
abstract
We propose a novel transformer-based framework that reconstructs two high fidelity hands from multi-view RGB images. Unlike existing hand pose estimation methods, where one typically trains a deep network to regress hand model parameters from single RGB image, we consider a more challenging problem setting where we directly regress the absolute root poses of two-hands with extended forearm at high resolution from egocentric view. As existing datasets are either infeasible for egocentric viewpoints or lack background variations, we create a large-scale synthetic dataset with diverse scenarios and collect a real dataset from multi-calibrated camera setup to verify our proposed multi-view image feature fusion strategy. To make the reconstruction physically plausible, we propose two strategies: (i) a coarse-to-fine spectral graph convolution decoder to smoothen the meshes during upsampling and (ii) an optimisation-based refinement stage at inference to prevent self-penetrations. Through extensive quantitative and qualitative evaluations, we show that our framework is able to produce realistic two-hand reconstructions and demonstrate the generalisation of synthetic-trained models to real data, as well as real-time AR/VR applications.
Tze Ho Elden Tse, Franziska Mueller 0001, Zhengyang Shen, Danhang Tang, Thabo Beeler, Mingsong Dou, Yinda Zhang 0001, Sasa Petrovic, Hyung Jin Chang, Jonathan Taylor 0001, Bardia Doosti
ICCV2
2022 EyeNeRF: a hybrid representation for photorealistic synthesis, animation and relighting of human eyes
abstract
A unique challenge in creating high-quality animatable and relightable 3D avatars of real people is modeling human eyes, particularly in conjunction with the surrounding periocular face region. The challenge of synthesizing eyes is multifold as it requires 1) appropriate representations for the various components of the eye and the periocular region for coherent viewpoint synthesis, capable of representing diffuse, refractive and highly reflective surfaces, 2) disentangling skin and eye appearance from environmental illumination such that it may be rendered under novel lighting conditions, and 3) capturing eyeball motion and the deformation of the surrounding skin to enable re-gazing. These challenges have traditionally necessitated the use of expensive and cumbersome capture setups to obtain high-quality results, and even then, modeling of the full eye region holistically has remained elusive. We present a novel geometry and appearance representation that enables high-fidelity capture and photorealistic animation, view synthesis and relighting of the eye region using only a sparse set of lights and cameras. Our hybrid representation combines an explicit parametric surface model for the eyeball surface with implicit deformable volumetric representations for the periocular region and the interior of the eye. This novel hybrid model has been designed specifically to address the various parts of that exceptionally challenging facial area - the explicit eyeball surface allows modeling refraction and high frequency specular reflection at the cornea, whereas the implicit representation is well suited to model lower frequency skin reflection via spherical harmonics and can represent non-surface structures such as hair (i.e. eyebrows) or highly diffuse volumetric bodies (i.e. sclera), both of which are a challenge for explicit surface models. Tightly integrating the two representations in a joint framework allows controlled photoreal image synthesis and joint optimization of both the geometry parameters of the eyeball and the implicit neural network in continuous 3D space. We show that for high-resolution close-ups of the human eye, our model can synthesize high-fidelity animated gaze from novel views under unseen illumination conditions, allowing to generate visually rich eye imagery.
Gengyan Li 0001, Abhimitra Meka, Franziska Mueller 0001, Marcel C. Bühler, Otmar Hilliges, Thabo Beeler
ACM Trans. Graph.3
2021 EventHands: Real-Time Neural 3D Hand Pose Estimation from an Event Stream
abstract
3D hand pose estimation from monocular videos is a long-standing and challenging problem, which is now seeing a strong upturn. In this work, we address it for the first time using a single event camera, i.e., an asynchronous vision sensor reacting on brightness changes. Our EventHands approach has characteristics previously not demonstrated with a single RGB or depth camera such as high temporal resolution at low data throughputs and real-time performance at 1000 Hz. Due to the different data modality of event cameras compared to classical cameras, existing methods cannot be directly applied to and re-trained for event streams. We thus design a new neural approach which accepts a new event stream representation suitable for learning, which is trained on newly-generated synthetic event streams and can generalise to real data. Experiments show that EventHands outperforms recent monocular methods using a colour (or depth) camera in terms of accuracy and its ability to capture hand motions of unprecedented speed. Our method, the event stream simulator and the dataset are publicly available (see https://4dqv.mpi-inf.mpg.de/EventHands/).
Viktor Rudnev, Vladislav Golyanik, Jiayi Wang 0001, Hans-Peter Seidel, Franziska Mueller 0001, Mohamed A. Elgharib, Christian Theobalt
ICCV5
2020 HTML: A Parametric Hand Texture Model for 3D Hand Reconstruction and Personalization
Neng Qian, Jiayi Wang 0001, Franziska Mueller 0001, Florian Bernard 0001, Vladislav Golyanik, Christian Theobalt
ECCV (11)3
2020 Generative Model-Based Loss to the Rescue: A Method to Overcome Annotation Errors for Depth-Based Hand Pose Estimation
abstract
We propose to use a model-based generative loss for training hand pose estimators on depth images based on a volumetric hand model. This additional loss allows training of a hand pose estimator that accurately infers the entire set of 21 hand keypoints while only using supervision for 6 easy-to-annotate keypoints (fingertips and wrist). We show that our partially-supervised method achieves results that are comparable to those of fully-supervised methods which enforce articulation consistency. Moreover, for the first time we demonstrate that such an approach can be used to train on datasets that have erroneous annotations, i.e. “ground truth” with notable measurement errors, while obtaining predictions that explain the depth images better than the given “ground truth.”
Jiayi Wang 0001, Franziska Mueller 0001, Florian Bernard 0001, Christian Theobalt
FG2
2020 XNect: real-time multi-person 3D motion capture with a single RGB camera
abstract
We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals. We contribute a new architecture for this CNN, called SelecSLS Net , that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fullyconnected neural network turns the possibly partial (on account of occlusion) 2D pose and 3D pose features for each subject into a complete 3D pose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.
Dushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller 0001, Weipeng Xu, Mohamed A. Elgharib, Pascal Fua, Hans-Peter Seidel, Helge Rhodin, Gerard Pons-Moll, Christian Theobalt
ACM Trans. Graph.3
2020 RGB2Hands: real-time tracking of 3D hand interactions from monocular RGB video
abstract
Tracking and reconstructing the 3D pose and geometry of two hands in interaction is a challenging problem that has a high relevance for several human-computer interaction applications, including AR/VR, robotics, or sign language recognition. Existing works are either limited to simpler tracking settings ( e.g. , considering only a single hand or two spatially separated hands), or rely on less ubiquitous sensors, such as depth cameras. In contrast, in this work we present the first real-time method for motion capture of skeletal pose and 3D surface geometry of hands from a single RGB camera that explicitly considers close interactions. In order to address the inherent depth ambiguities in RGB data, we propose a novel multi-task CNN that regresses multiple complementary pieces of information, including segmentation, dense matchings to a 3D hand model, and 2D keypoint positions, together with newly proposed intra-hand relative depth and inter-hand distance maps. These predictions are subsequently used in a generative model fitting framework in order to estimate pose and shape parameters of a 3D hand model for both hands. We experimentally verify the individual components of our RGB two-hand tracking and 3D reconstruction pipeline through an extensive ablation study. Moreover, we demonstrate that our approach offers previously unseen two-hand tracking performance from RGB, and quantitatively and qualitatively outperforms existing RGB-based methods that were not explicitly designed for two-hand interactions. Moreover, our method even performs on-par with depth-based real-time methods.
Jiayi Wang 0001, Franziska Mueller 0001, Florian Bernard 0001, Suzanne Sorli, Oleksandr Sotnychenko, Neng Qian, Miguel A. Otaduy, Dan Casas, Christian Theobalt
ACM Trans. Graph.2
2019 Convex Optimisation for Inverse Kinematics
abstract
We consider the problem of inverse kinematics (IK), where one wants to find the parameters of a given kinematic skeleton that best explain a set of observed 3D joint locations. The kinematic skeleton has a tree structure, where each node is a joint that has an associated geometric transformation that is propagated to all its child nodes. The IK problem has various applications in vision and graphics, for example for tracking or reconstructing articulated objects, such as human hands or bodies. Most commonly, the IK problem is tackled using local optimisation methods. A major downside of these approaches is that, due to the non-convex nature of the problem, such methods are prone to converge to unwanted local optima and therefore require a good initialisation. In this paper we propose a convex optimisation approach for the IK problem based on semidefinite programming, which admits a polynomial-time algorithm that globally solves (a relaxation of) the IK problem. Experimentally, we demonstrate that the proposed method significantly outperforms local optimisation methods using different real-world skeletons.
Tarun Yenamandra, Florian Bernard 0001, Jiayi Wang 0001, Franziska Mueller 0001, Christian Theobalt
3DV4
2019 Real-time pose and shape reconstruction of two interacting hands with a single depth camera
abstract
We present a novel method for real-time pose and shape reconstruction of two strongly interacting hands. Our approach is the first two-hand tracking solution that combines an extensive list of favorable properties, namely it is marker-less, uses a single consumer-level depth camera, runs in real time, handles inter- and intra-hand collisions, and automatically adjusts to the user's hand shape. In order to achieve this, we embed a recent parametric hand pose and shape model and a dense correspondence predictor based on a deep neural network into a suitable energy minimization framework. For training the correspondence prediction network, we synthesize a two-hand dataset based on physical simulations that includes both hand pose and shape annotations while at the same time avoiding inter-hand penetrations. To achieve real-time rates, we phrase the model fitting in terms of a nonlinear least-squares problem so that the energy can be optimized based on a highly efficient GPU-based Gauss-Newton optimizer. We show state-of-the-art results in scenes that exceed the complexity level demonstrated by previous work, including tight two-hand grasps, significant inter-hand occlusions, and gesture interaction. 1
Franziska Mueller 0001, Micah Davis, Florian Bernard 0001, Oleksandr Sotnychenko, Mickeal Verschoor, Miguel A. Otaduy, Dan Casas, Christian Theobalt
ACM Trans. Graph.1
2018 Single-Shot Multi-person 3D Pose Estimation from Monocular RGB
abstract
We propose a new single-shot method for multi-person 3D pose estimation in general scenes from a monocular RGB camera. Our approach uses novel occlusion-robust pose-maps (ORPM) which enable full body pose inference even under strong partial occlusions by other people and objects in the scene. ORPM outputs a fixed number of maps which encode the 3D joint locations of all people in the scene. Body part associations [8] allow us to infer 3D pose for an arbitrary number of people without explicit bounding box prediction. To train our approach we introduce MuCo-3DHP, the first large scale training data set showing real images of sophisticated multi-person interactions and occlusions. We synthesize a large corpus of multi-person images by compositing images of individual people (with ground truth from mutli-view performance capture). We evaluate our method on our new challenging 3D annotated multi-person test set MuPoTs-3D where we achieve state-of-the-art performance. To further stimulate research in multi-person 3D pose estimation, we will make our new datasets, and associated code publicly available for research purposes.
Dushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller 0001, Weipeng Xu, Srinath Sridhar 0002, Gerard Pons-Moll, Christian Theobalt
3DV3
2018 GANerated Hands for Real-Time 3D Hand Tracking From Monocular RGB
abstract
We address the highly challenging problem of real-time 3D hand tracking based on a monocular RGB-only sequence. Our tracking method combines a convolutional neural network with a kinematic 3D hand model, such that it generalizes well to unseen data, is robust to occlusions and varying camera viewpoints, and leads to anatomically plausible as well as temporally smooth hand motions. For training our CNN we propose a novel approach for the synthetic generation of training data that is based on a geometrically consistent image-to-image translation network. To be more specific, we use a neural network that translates synthetic images to "real" images, such that the so-generated images follow the same statistical distribution as real-world hand images. For training this translation network we combine an adversarial loss and a cycle-consistency loss with a geometric consistency loss in order to preserve geometric properties (such as hand pose) during translation. We demonstrate that our hand tracking system outperforms the current state-of-the-art on challenging RGB-only footage.
Franziska Mueller 0001, Florian Bernard 0001, Oleksandr Sotnychenko, Dushyant Mehta, Srinath Sridhar 0002, Dan Casas, Christian Theobalt
CVPR1
2018 FingerInput: Capturing Expressive Single-Hand Thumb-to-Finger Microgestures
abstract
Single-hand thumb-to-finger microgestures have shown great promise for expressive, fast and direct interactions. However, pioneering gesture recognition systems each focused on a particular subset of gestures. We are still in lack of systems that can detect the set of possible gestures to a fuller extent. In this paper, we present a consolidated design space for thumb-to-finger microgestures. Based on this design space, we present a thumb-to-finger gesture recognition system using depth sensing and convolutional neural networks. It is the first system that accurately detects the touch points between fingers as well as the finger flexion. As a result, it can detect a broader set of gestures than the existing alternatives, while also providing high-resolution information about the contact points. The system shows an average accuracy of 91% for the real-time detection of 8 demanding thumb-to-finger gesture classes. We demonstrate the potential of this technology via a set of example applications.
Franziska Mueller 0001, Lena Hegemann, Joan Sol Roo, Christian Theobalt, Jürgen Steimle
ISS2
2017 Real-Time Hand Tracking under Occlusion from an Egocentric RGB-D Sensor
abstract
We present an approach for real-time, robust and accurate hand pose estimation from moving egocentric RGB-D cameras in cluttered real environments. Existing methods typically fail for hand-object interactions in cluttered scenes imaged from egocentric viewpoints-common for virtual or augmented reality applications. Our approach uses two subsequently applied Convolutional Neural Networks (CNNs) to localize the hand and regress 3D joint locations. Hand localization is achieved by using a CNN to estimate the 2D position of the hand center in the input, even in the presence of clutter and occlusions. The localized hand position, together with the corresponding input depth value, is used to generate a normalized cropped image that is fed into a second CNN to regress relative 3D hand joint locations in real time. For added accuracy, robustness and temporal stability, we refine the pose estimates using a kinematic pose tracking energy. To train the CNNs, we introduce a new photorealistic dataset that uses a merged reality approach to capture and synthesize large amounts of annotated data of natural hand interaction in cluttered scenes. Through quantitative and qualitative evaluation, we show that our method is robust to self-occlusion and occlusions by objects, particularly in moving egocentric perspectives.
Franziska Mueller 0001, Dushyant Mehta, Oleksandr Sotnychenko, Srinath Sridhar 0002, Dan Casas, Christian Theobalt
ICCV1
2016 Real-Time Joint Tracking of a Hand Manipulating an Object from RGB-D Input
Srinath Sridhar 0002, Franziska Mueller 0001, Michael Zollhöfer, Dan Casas, Antti Oulasvirta, Christian Theobalt
ECCV (2)2
2015 Fast and robust hand tracking using detection-guided optimization
abstract
Markerless tracking of hands and fingers is a promising enabler for human-computer interaction. However, adoption has been limited because of tracking inaccuracies, incomplete coverage of motions, low framerate, complex camera setups, and high computational requirements. In this paper, we present a fast method for accurately tracking rapid and complex articulations of the hand using a single depth camera. Our algorithm uses a novel detectionguided optimization strategy that increases the robustness and speed of pose estimation. In the detection step, a randomized decision forest classifies pixels into parts of the hand. In the optimization step, a novel objective function combines the detected part labels and a Gaussian mixture representation of the depth to estimate a pose that best fits the depth. Our approach needs comparably less computational resources which makes it extremely fast (50 fps without GPU support). The approach also supports varying static, or moving, camera-to-scene arrangements. We show the benefits of our method by evaluating on public datasets and comparing against previous work.
Srinath Sridhar 0002, Franziska Mueller 0001, Antti Oulasvirta, Christian Theobalt
CVPR2