Marilyn Keller

dblp:207/7326 · DBLP profile ↗
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8ranked-venue papers
6as first author
5since 2021 · last 2024
0000-0003-2611-8595ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 6 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2024 HIT: Estimating Internal Human Implicit Tissues from the Body Surface
abstract
The creation of personalized anatomical digital twins is important in the fields of medicine, computer graphics, sports science, and biomechanics. To observe a subject's anatomy, expensive medical devices (MRI or CT) are required and the creation of the digital model is often time-consuming and involves manual effort. Instead, we leverage the fact that the shape of the body surface is correlated with the internal anatomy; e.g. from surface observations alone, one can predict body composition and skeletal structure. In this work, we go further and learn to infer the 3D location of three important anatomic tissues: subcutaneous adipose tissue (fat), lean tissue (muscles and organs), and long bones. To learn to infer these tissues, we tackle several key challenges. We first create a dataset of human tissues by segmenting full-body MRI scans and registering the SMPL body mesh to the body surface. With this dataset, we train HIT (Human Implicit Tissues), an implicit function that, given a point inside a body, predicts its tissue class. HIT leverages the SMPL body model shape and pose parameters to canonicalize the medical data. Unlike SMPL, which is trained from upright 3D scans, MRI scans are acquired with subjects lying on a table, resulting in significant soft-tissue deformation. Consequently, HIT uses a learned volumetric deformation field that undoes these deformations. Since HIT is parameterized by SMPL, we can repose bodies or change the shape of subjects and the internal structures deform appropriately. We perform extensive experiments to validate HIT's ability to predict a plausible internal structure for novel subjects. The dataset and HIT model are available at https://hit.is.tue.mpg.de to foster future research in this direction.
Marilyn Keller, Vaibhav Arora, Abdelmouttaleb Dakri, Shivam Chandhok, Jürgen Machann, Andreas Fritsche, Michael J. Black, Sergi Pujades
CVPR1
2024 On Predicting 3D Bone Locations Inside the Human Body
Abdelmouttaleb Dakri, Vaibhav Arora, Léo Challier, Marilyn Keller, Michael J. Black, Sergi Pujades
MICCAI (3)4
2023 Optimizing the 3D Plate Shape for Proximal Humerus Fractures
Marilyn Keller, Marcell Krall, Hans Clement, Alexander M. Kerner, Andreas Gradischar, Ute Schäfer, Michael J. Black, Annelie Weinberg, Sergi Pujades
MICCAI (7)1
2023 From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans
abstract
Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de.
Marilyn Keller, Keenon Werling, Soyong Shin, Scott L. Delp, Sergi Pujades, C. Karen Liu, Michael J. Black
ACM Trans. Graph.1
2022 OSSO: Obtaining Skeletal Shape from Outside
abstract
We address the problem of inferring the anatomic skeleton of a person, in an arbitrary pose, from the 3D surface of the body; i.e. we predict the inside (bones) from the outside (skin). This has many applications in medicine and biomechanics. Existing state-of-the-art biomechanical skeletons are detailed but do not easily generalize to new subjects. Additionally, computer vision and graphics methods that predict skeletons are typically heuristic, not learned from data, do not leverage the full 3D body surface, and are not validated against ground truth. To our knowledge, our system, called OSSO (Obtaining Skeletal Shape from Outside), is the first to learn the mapping from the 3D body surface to the internal skeleton from real data. We do so using 1000 male and 1000 female dual-energy X-ray absorptiometry (DXA) scans. To these, we fit a parametric 3D body shape model (STAR) to capture the body surface and a novel part-based 3D skeleton model to capture the bones. This provides inside/outside training pairs. We model the statistical variation of full skeletons using PCA in a pose-normalized space and train a regressor from body shape parameters to skeleton shape parameters. Given an arbitrary 3D body shape and pose, OSSO predicts a realistic skeleton inside. In contrast to previous work, we evaluate the accuracy of the skeleton shape quantitatively on held out DXA scans, outperforming the state-of-the art. We also show 3D skeleton prediction from varied and challenging 3D bodies. The code to infer a skeleton from a body shape is available at https://osso.is.tue.mpg.de, and the dataset of paired outer surface (skin) and skeleton (bone) meshes is available as a Biobank Returned Dataset. This research has been conducted using the UK Biobank Resource.
Marilyn Keller, Silvia Zuffi, Michael J. Black, Sergi Pujades
CVPR1
2019 Obstacles Awareness Methods from Occupancy Map for Free Walking in VR
abstract
With Head Mounted Displays (HMD) equipped with extended tracking features, users can now walk in a room scale space while being immersed in a virtual world. However, to fully exploit this feature and enable free-walking, these devices still require a large physical space, cleared of obstacles. This is an essential requirement that not any user can meet, especially at home, thus this constraint limits the use of free-walking in Virtual Reality (VR) applications. In this poster, we propose ways of representing the physical obstacles surrounding the user. There are generated from an occupancy map and compared to the representation as a point cloud. We propose three visualisation modes: integrating an occupancy map into the virtual floor, generating lava lakes where obstacles are and building a semi-transparent wall along the obstacles boundaries. We found that although showing the obstacles on the floor only impacts lightly the navigation, the preferred visualization mode remains the point cloud.
Marilyn Keller, Tristan Tchilinguirian
VR1
2018 Game Room Map Integration in Virtual Environments for Free Walking
abstract
Current tracking systems now enable real walking in a virtual scene with a Head Mounted Display (HMD). However, the play area usually remains limited to a few square meters because of tracking limits and the lack of free space in game rooms. This paper describes our demonstration showing how we can use an RGB-D sensor to increase the real game surface by dynamically acquiring a map of the actual game room and integrating it into the virtual environment. Our system was designed to be integrable to any virtual environment and aims to enable free walking with a HMD by showing the position of the real obstacles to the user.
Marilyn Keller, Frederic Exposito
VR1
2017 A unified model for interaction in 3D environment
abstract
The Virtual (VR), Augmented (AR) and Mixed Reality (MR) devices are currently evolving at a very fast pace. This rapid evolution affects significantly the maintainability and portability of the applications. In this paper, we present a model for designing VR, AR and MR applications independently of any device. To do this, we use degrees of freedom to define an abstraction layer between the tasks to be performed and the interaction device.
Julien Casarin, Dominique Bechmann, Marilyn Keller
VRST3