Juan Jose Zarate

dblp:197/8398 · also Juan José Zarate · DBLP profile ↗
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10ranked-venue papers
0as first author
6since 2021 · last 2024
0000-0001-9106-2394ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 6 since 2021Artificial intelligence and machine learning · 5 · 5 since 2021Human-computer interaction and ubiquitous computing · 4
YearPublicationVenuePosition
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
CVPR7
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)4
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
CVPR4
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
CVPR4
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
ICCV7
2022 Computational Design of Kinesthetic Garments
abstract
Abstract Kinesthetic garments provide physical feedback on body posture and motion through tailored distributions of reinforced material. Their ability to selectively stiffen a garment's response to specific motions makes them appealing for rehabilitation, sports, robotics, and many other application fields. However, finding designs that distribute a given amount of reinforcement material to maximally stiffen the response to specified motions is a challenging problem. In this work, we propose an optimization‐driven approach for automated design of reinforcement patterns for kinesthetic garments. Our main contribution is to cast this design task as an on‐body topology optimization problem. Our method allows designers to explore a continuous range of designs corresponding to various amounts of reinforcement coverage. Our model captures both tight contact and lift‐off separation between cloth and body. We demonstrate our method on a variety of reinforcement design problems for different body sites and motions. Optimal designs lead to a two‐ to threefold improvement in performance in terms of energy density. A set of manufactured designs were consistently rated as providing more resistance than baselines in a comparative user study.
Velko Vechev, Juan Jose Zarate, Bernhard Thomaszewski, Otmar Hilliges
Comput. Graph. Forum2
2020 Omni: Volumetric Sensing and Actuation of Passive Magnetic Tools for Dynamic Haptic Feedback
abstract
We present Omni, a self-contained 3D haptic feedback system that is capable of sensing and actuating an untethered, passive tool containing only a small embedded permanent magnet. Omni enriches AR, VR and desktop applications by providing an active haptic experience using a simple apparatus centered around an electromagnetic base. The spatial haptic capabilities of Omni are enabled by a novel gradient-based method to reconstruct the 3D position of the permanent magnet in midair using the measurements from eight off-the-shelf hall sensors that are integrated into the base. Omni's 3 DoF spherical electromagnet simultaneously exerts dynamic and precise radial and tangential forces in a volumetric space around the device. Since our system is fully integrated, contains no moving parts and requires no external tracking, it is easy and affordable to fabricate. We describe Omni's hardware implementation, our 3D reconstruction algorithm, and evaluate the tracking and actuation performance in depth. Finally, we demonstrate its capabilities via a set of interactive usage scenarios.
Thomas Langerak, Juan Jose Zarate, David Lindlbauer, Christian Holz 0001, Otmar Hilliges
UIST2
2020 Optimal Control for Electromagnetic Haptic Guidance Systems
abstract
We introduce an optimal control method for electromagnetic haptic guidance systems. Our real-time approach assists users in pen-based tasks such as drawing, sketching or designing. The key to our control method is that it guides users, yet does not take away agency. Existing approaches force the stylus to a continuously advancing setpoint on a target trajectory, leading to undesirable behavior such as loss of haptic guidance or unintended snapping. Our control approach, in contrast, gently pulls users towards the target trajectory, allowing them to always easily override the system to adapt their input spontaneously and draw at their own speed. To achieve this flexible guidance, our optimization iteratively predicts the motion of an input device such as a pen, and adjusts the position and strength of an underlying dynamic electromagnetic actuator accordingly. To enable real-time computation, we additionally introduce a novel and fast approximate model of an electromagnet. We demonstrate the applicability of our approach by implementing it on a prototypical hardware platform based on an electromagnet moving on a bi-axial linear stage, as well as a set of applications. Experimental results show that our approach is more accurate and preferred by users compared to open-loop and time-dependent closed-loop approaches.
Thomas Langerak, Juan Jose Zarate, Velko Vechev, David Lindlbauer, Daniele Panozzo, Otmar Hilliges
UIST2
2019 TacTiles: Dual-Mode Low-Power Electromagnetic Actuators for Rendering Continuous Contact and Spatial Haptic Patterns in VR
abstract
We introduce TacTiles, light (1.8g), low-power (130 mW), and small form-factor (1 cm3) electromagnetic actuators that can form a flexible haptic array to provide localized tactile feedback. Our novel hardware design uses a custom 8-layer PCB, dampening materials, and asymmetric latching, enabling two distinct modes of actuation: contact and pulse mode. We leverage these modes in Virtual Reality (VR) to render continuous contact with objects and the exploration of object surfaces and volumes with spatial haptic patterns. Results from a series of experiments show that users are able to localize feedback, discriminate between modes with high accuracy, and differentiate objects from haptic surfaces and volumes even without looking at them.
Velko Vechev, Juan Jose Zarate, David Lindlbauer, Ronan Hinchet, Herbert Shea, Otmar Hilliges
VR2
2017 MagTics: Flexible and Thin Form Factor Magnetic Actuators for Dynamic and Wearable Haptic Feedback
abstract
We present MagTics, a novel flexible and wearable haptic interface based on magnetically actuated bidirectional tactile pixels (taxels). MagTics' thin form factor and flexibility allows for rich haptic feedback in mobile settings. We propose a novel actuation mechanism based on bistable electromagnetic latching that combines high frame rate and holding force with low energy consumption and a soft and flexible form factor. We overcome limitations of traditional soft actuators by placing several hard actuation cells, driven by flexible printed electronics, in a soft 3D printed case. A novel EM-shielding prevents magnet-magnet interactions and allows for high actuator densities. A prototypical implementation comprising of 4 actuated pins on a 1.7 cm pitch, with 2 mm travel, and generating 160 mN to 200 mN of latching force is used to implement a number of compelling application scenarios including adding haptic and tactile display capabilities to wearable devices, to existing input devices and to provide localized haptic feedback in virtual reality. Finally, we report results of a psychophysical study, conducted to inform future developments and to identify possible application domains.
Fabrizio Pece, Juan Jose Zarate, Velko Vechev, Nadine Besse, Olexandr Gudozhnik, Herbert Shea, Otmar Hilliges
UIST2