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Dushyant Mehta

dblp:177/8791 · DBLP profile ↗
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13ranked-venue papers
5as first author
2since 2021 · last 2021
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 5 first-author · 1 since 2021Artificial intelligence and machine learning · 7 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
9 papers
3D vision · 52% Efficient and distributed learning · 32% Face, body and person analysis · 5%
Computer graphics and multimedia
2 papers
Rendering · 84% Computer animation and physical simulation · 16%

Topics — the 23 heaviest of 24, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Efficient and distributed learning
model compression
0.922021
Distilling Optimal Neural Networks: Rapid Search in Diverse Spaces · ICCV 2021
On Implicit Filter Level Sparsity in Convolutional Neural Networks · CVPR 2019
Computer vision › 3D vision
3d human pose estimation
0.722019
In the Wild Human Pose Estimation Using Explicit 2D Features and Intermediate 3D Representations · CVPR 2019
VNect: real-time 3D human pose estimation with a single RGB camera · ACM Trans. Graph. 2017
Machine learning › Efficient and distributed learning › automated machine learning › neural architecture search
hardware-aware neural architecture search
0.512021
Distilling Optimal Neural Networks: Rapid Search in Diverse Spaces · ICCV 2021
Machine learning › Efficient and distributed learning › model compression
knowledge distillation
0.512021
Distilling Optimal Neural Networks: Rapid Search in Diverse Spaces · ICCV 2021
Machine learning › Efficient and distributed learning › automated machine learning
neural architecture search
0.512021
Distilling Optimal Neural Networks: Rapid Search in Diverse Spaces · ICCV 2021
Computer vision › 3D vision › motion capture
multi-person motion capture
0.412020
XNect: real-time multi-person 3D motion capture with a single RGB camera · ACM Trans. Graph. 2020
Rendering
neural rendering
0.412020
Neural Re-rendering of Humans from a Single Image · ECCV (11) 2020
Machine learning › Deep learning architectures and training
convolutional neural network
0.412019
On Implicit Filter Level Sparsity in Convolutional Neural Networks · CVPR 2019
Computer vision › 3D vision › 3d human pose estimation
in-the-wild 3d pose estimation
0.412019
In the Wild Human Pose Estimation Using Explicit 2D Features and Intermediate 3D Representations · CVPR 2019
Computer vision › 3D vision › 3d human pose estimation
monocular 3d pose estimation
0.412019
In the Wild Human Pose Estimation Using Explicit 2D Features and Intermediate 3D Representations · CVPR 2019
Computer vision › 3D vision › pose estimation
3d hand pose estimation
0.312018
GANerated Hands for Real-Time 3D Hand Tracking From Monocular RGB · CVPR 2018
Computer vision › 3D vision
3d reconstruction
0.312018
MonoPerfCap: Human Performance Capture From Monocular Video · ACM Trans. Graph. 2018
Computer vision › 3D vision › pose estimation
hand tracking
0.312018
GANerated Hands for Real-Time 3D Hand Tracking From Monocular RGB · CVPR 2018
Computer vision › 3D vision › motion capture
human performance capture
0.312018
MonoPerfCap: Human Performance Capture From Monocular Video · ACM Trans. Graph. 2018
Computer vision › 3D vision › motion capture
monocular performance capture
0.312018
MonoPerfCap: Human Performance Capture From Monocular Video · ACM Trans. Graph. 2018
Computer vision › 3D vision › 3d shape reconstruction
non-rigid surface reconstruction
0.312018
MonoPerfCap: Human Performance Capture From Monocular Video · ACM Trans. Graph. 2018
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.312017
Real-Time Hand Tracking under Occlusion from an Egocentric RGB-D Sensor · ICCV 2017
Computer vision › Video understanding and tracking › multi-object tracking
multi-person tracking
0.112020
XNect: real-time multi-person 3D motion capture with a single RGB camera · ACM Trans. Graph. 2020
Computer vision › 3D vision
neural radiance field
0.112020
Neural Re-rendering of Humans from a Single Image · ECCV (11) 2020
Machine learning › Optimization for machine learning › stochastic gradient descent
adaptive stochastic gradient descent
0.112019
On Implicit Filter Level Sparsity in Convolutional Neural Networks · CVPR 2019
Computer vision › Face, body and person analysis
human pose estimation
0.112018
MonoPerfCap: Human Performance Capture From Monocular Video · ACM Trans. Graph. 2018
Machine learning › Generative modeling › generative adversarial network
image-to-image translation
0.112018
GANerated Hands for Real-Time 3D Hand Tracking From Monocular RGB · CVPR 2018
Machine learning › Transfer learning and domain adaptation › sim-to-real transfer
synthetic-to-real domain adaptation
0.112018
GANerated Hands for Real-Time 3D Hand Tracking From Monocular RGB · CVPR 2018

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

convolutional neural network · 2.0knowledge distillation · 0.5evolutionary search · 0.5accuracy prediction · 0.5space-time skeletal model fitting · 0.4SelecSLS Net · 0.4learned projection model · 0.4joint 2d/3d supervision · 0.4disentangled hidden space encoding · 0.4batch normalization · 0.4kinematic skeleton fitting · 0.3
YearPublicationVenuePosition
2021 Distilling Optimal Neural Networks: Rapid Search in Diverse Spaces
abstract
Current state-of-the-art Neural Architecture Search (NAS) methods neither efficiently scale to multiple hardware platforms, nor handle diverse architectural search-spaces. To remedy this, we present DONNA (Distilling Optimal Neural Network Architectures), a novel pipeline for rapid, scalable and diverse NAS, that scales to many user scenarios. DONNA consists of three phases. First, an accuracy predictor is built using blockwise knowledge distillation from a reference model. This predictor enables searching across diverse networks with varying macro-architectural parameters such as layer types and attention mechanisms, as well as across micro-architectural parameters such as block repeats and expansion rates. Second, a rapid evolutionary search finds a set of pareto-optimal architectures for any scenario using the accuracy predictor and on-device measurements. Third, optimal models are quickly fine-tuned to training-from-scratch accuracy. DONNA is up to 100× faster than MNasNet in finding state-of-the-art architectures on-device. Classifying ImageNet, DONNA architectures are 20% faster than EfficientNet-B0 and Mo-bileNetV2 on a Nvidia V100 GPU and 10% faster with 0.5% higher accuracy than MobileNetV2-1.4x on a Samsung S20 smartphone. In addition to NAS, DONNA is used for search-space extension and exploration, as well as hardware-aware model compression.
Bert Moons, Parham Noorzad, Andrii Skliar, Giovanni Mariani, Dushyant Mehta, Chris Lott, Tijmen Blankevoort
ICCV5
2021 Learning Speech-driven 3D Conversational Gestures from Video
abstract
We propose the first approach to synthesize the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN architecture that leverages the inherent correlation between facial expression and hand gestures. Synthesis of conversational body gestures is a multi-modal problem since many similar gestures can plausibly accompany the same input speech. To synthesize plausible body gestures in this setting, we train a Generative Adversarial Network (GAN) based model that measures the plausibility of the generated sequences of 3D body motion when paired with the input audio features. We also contribute a new corpus that contains more than 33 hours of annotated data from in-the-wild videos of talking people. To this end, we apply state-of-the-art monocular approaches for 3D body and hand pose estimation as well as 3D face performance capture to the video corpus. In this way, we can train on orders of magnitude more data than previous algorithms that resort to complex in-studio motion capture solutions, and thereby train more expressive synthesis algorithms. Our experiments and user study show the state-of-the-art quality of our speech-synthesized full 3D character animations.
Ikhsanul Habibie, Weipeng Xu, Dushyant Mehta, Lingjie Liu, Hans-Peter Seidel, Gerard Pons-Moll, Mohamed A. Elgharib, Christian Theobalt
IVA3
2020 Neural Re-rendering of Humans from a Single Image
Kripasindhu Sarkar, Dushyant Mehta, Weipeng Xu, Vladislav Golyanik, Christian Theobalt
ECCV (11)2
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.1
2019 In the Wild Human Pose Estimation Using Explicit 2D Features and Intermediate 3D Representations
abstract
Convolutional Neural Network based approaches for monocular 3D human pose estimation usually require a large amount of training images with 3D pose annotations. While it is feasible to provide 2D joint annotations for large corpora of in-the-wild images with humans, providing accurate 3D annotations to such in-the-wild corpora is hardly feasible in practice. Most existing 3D labelled data sets are either synthetically created or feature in-studio images. 3D pose estimation algorithms trained on such data often have limited ability to generalize to real world scene diversity. We therefore propose a new deep learning based method for monocular 3D human pose estimation that shows high accuracy and generalizes better to in-the-wild scenes. It has a network architecture that comprises a new disentangled hidden space encoding of explicit 2D and 3D features, and uses supervision by a new learned projection model from predicted 3D pose. Our algorithm can be jointly trained on image data with 3D labels and image data with only 2D labels. It achieves state-of-the-art accuracy on challenging in-the-wild data.
Ikhsanul Habibie, Weipeng Xu, Dushyant Mehta, Gerard Pons-Moll, Christian Theobalt
CVPR3
2019 On Implicit Filter Level Sparsity in Convolutional Neural Networks
abstract
We investigate filter level sparsity that emerges in convolutional neural networks (CNNs) which employ Batch Normalization and ReLU activation, and are trained with adaptive gradient descent techniques and L2 regularization or weight decay. We conduct an extensive experimental study casting our initial findings into hypotheses and conclusions about the mechanisms underlying the emergent filter level sparsity. This study allows new insight into the performance gap obeserved between adapative and non-adaptive gradient descent methods in practice. Further, analysis of the effect of training strategies and hyperparameters on the sparsity leads to practical suggestions in designing CNN training strategies enabling us to explore the tradeoffs between feature selectivity, network capacity, and generalization performance. Lastly, we show that the implicit sparsity can be harnessed for neural network speedup at par or better than explicit sparsification / pruning approaches, with no modifications to the typical training pipeline required.
Dushyant Mehta, Kwang In Kim, Christian Theobalt
CVPR1
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
3DV1
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
CVPR4
2018 MonoPerfCap: Human Performance Capture From Monocular Video
abstract
We present the first marker-less approach for temporally coherent 3D performance capture of a human with general clothing from monocular video. Our approach reconstructs articulated human skeleton motion as well as medium-scale non-rigid surface deformations in general scenes. Human performance capture is a challenging problem due to the large range of articulation, potentially fast motion, and considerable non-rigid deformations, even from multi-view data. Reconstruction from monocular video alone is drastically more challenging, since strong occlusions and the inherent depth ambiguity lead to a highly ill-posed reconstruction problem. We tackle these challenges by a novel approach that employs sparse 2D and 3D human pose detections from a convolutional neural network using a batch-based pose estimation strategy. Joint recovery of per-batch motion allows us to resolve the ambiguities of the monocular reconstruction problem based on a low-dimensional trajectory subspace. In addition, we propose refinement of the surface geometry based on fully automatically extracted silhouettes to enable medium-scale non-rigid alignment. We demonstrate state-of-the-art performance capture results that enable exciting applications such as video editing and free viewpoint video, previously infeasible from monocular video. Our qualitative and quantitative evaluation demonstrates that our approach significantly outperforms previous monocular methods in terms of accuracy, robustness, and scene complexity that can be handled.
Weipeng Xu, Avishek Chatterjee, Michael Zollhöfer, Helge Rhodin, Dushyant Mehta, Hans-Peter Seidel, Christian Theobalt
ACM Trans. Graph.5
2017 Monocular 3D Human Pose Estimation in the Wild Using Improved CNN Supervision
abstract
We propose a CNN-based approach for 3D human body pose estimation from single RGB images that addresses the issue of limited generalizability of models trained solely on the starkly limited publicly available 3D pose data. Using only the existing 3D pose data and 2D pose data, we show state-of-the-art performance on established benchmarks through transfer of learned features, while also generalizing to in-the-wild scenes. We further introduce a new training set for human body pose estimation from monocular images of real humans that has the ground truth captured with a multi-camera marker-less motion capture system. It complements existing corpora with greater diversity in pose, human appearance, clothing, occlusion, and viewpoints, and enables an increased scope of augmentation. We also contribute a new benchmark that covers outdoor and indoor scenes, and demonstrate that our 3D pose dataset shows better in-the-wild performance than existing annotated data, which is further improved in conjunction with transfer learning from 2D pose data. All in all, we argue that the use of transfer learning of representations in tandem with algorithmic and data contributions is crucial for general 3D body pose estimation.
Dushyant Mehta, Helge Rhodin, Dan Casas, Pascal Fua, Oleksandr Sotnychenko, Weipeng Xu, Christian Theobalt
3DV1
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
ICCV2
2017 Deep Shading: Convolutional Neural Networks for Screen Space Shading
abstract
Abstract In computer vision, convolutional neural networks (CNNs) achieve unprecedented performance for inverse problems where RGB pixel appearance is mapped to attributes such as positions, normals or reflectance. In computer graphics, screen space shading has boosted the quality of real‐time rendering, converting the same kind of attributes of a virtual scene back to appearance, enabling effects like ambient occlusion, indirect light, scattering and many more. In this paper we consider the diagonal problem: synthesizing appearance from given per‐pixel attributes using a CNN. The resulting Deep Shading renders screen space effects at competitive quality and speed while not being programmed by human experts but learned from example images.
Oliver Nalbach, Elena Arabadzhiyska-Koleva, Dushyant Mehta, Hans-Peter Seidel, Tobias Ritschel 0001
Comput. Graph. Forum3
2017 VNect: real-time 3D human pose estimation with a single RGB camera
abstract
We present the first real-time method to capture the full global 3D skeletal pose of a human in a stable, temporally consistent manner using a single RGB camera. Our method combines a new convolutional neural network (CNN) based pose regressor with kinematic skeleton fitting. Our novel fully-convolutional pose formulation regresses 2D and 3D joint positions jointly in real time and does not require tightly cropped input frames. A real-time kinematic skeleton fitting method uses the CNN output to yield temporally stable 3D global pose reconstructions on the basis of a coherent kinematic skeleton. This makes our approach the first monocular RGB method usable in real-time applications such as 3D character control---thus far, the only monocular methods for such applications employed specialized RGB-D cameras. Our method's accuracy is quantitatively on par with the best offline 3D monocular RGB pose estimation methods. Our results are qualitatively comparable to, and sometimes better than, results from monocular RGB-D approaches, such as the Kinect. However, we show that our approach is more broadly applicable than RGB-D solutions, i.e., it works for outdoor scenes, community videos, and low quality commodity RGB cameras.
Dushyant Mehta, Srinath Sridhar 0002, Oleksandr Sotnychenko, Helge Rhodin, Mohammad Shafiei, Hans-Peter Seidel, Weipeng Xu, Dan Casas, Christian Theobalt
ACM Trans. Graph.1