Vickie Ye

dblp:211/7249 · DBLP profile ↗
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10ranked-venue papers
3as first author
8since 2021 · last 2025
—ORCID · none

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Artificial intelligence and machine learning · 10 · 3 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 7 since 2021
YearPublicationVenuePosition
2025 MegaSaM: Accurate, Fast and Robust Structure and Motion from Casual Dynamic Videos
abstract
We present a system that allows for accurate, fast, and robust estimation of camera parameters and depth maps from casual monocular videos of dynamic scenes. Most conventional structure from motion and monocular SLAM techniques assume input videos that feature predominantly static scenes with large amounts of parallax. Such methods tend to produce erroneous estimates in the absence of these conditions. Recent neural network-based approaches attempt to overcome these challenges; however, such methods are either computationally expensive or brittle when run on dynamic videos with uncontrolled camera motion or unknown field of view. We demonstrate the surprising effectiveness of a deep visual SLAM framework: with careful modifications to its training and inference schemes, this system can scale to real-world videos of complex dynamic scenes with unconstrained camera paths, including videos with little camera parallax. Extensive experiments on both synthetic and real videos demonstrate that our system is significantly more accurate and robust at camera pose and depth estimation when compared with prior and concurrent work, with faster or comparable running times. See interactive results on our project page: mega-sam.github.io.
Zhengqi Li, Richard Tucker 0001, Forrester Cole, Qianqian Wang 0002, Linyi Jin, Vickie Ye, Angjoo Kanazawa, Aleksander Holynski, Noah Snavely
CVPR6
2025 Estimating Body and Hand Motion in an Ego-sensed World
abstract
We present EgoAllo, a system for human motion estimation from a head-mounted device. Using only egocentric SLAM poses and images, EgoAllo guides sampling from a conditional diffusion model to estimate 3D body pose, height, and hand parameters that capture a device wearer's actions in the allocentric coordinate frame of the scene. To achieve this, our key insight is in representation: we propose spatial and temporal invariance criteria for improving model performance, from which we derive a head motion conditioning parameterization that improves estimation by up to 18%. We also show how the bodies estimated by our system can improve hand estimation: the resulting kinematic and temporal constraints can reduce world-frame errors in single-frame estimates by 40%.
Brent Yi, Vickie Ye, Maya Zheng, Lea Müller, Georgios Pavlakos, Yi Ma 0001, Jitendra Malik, Angjoo Kanazawa
CVPR2
2025 Shape of Motion: 4D Reconstruction From a Single Video
abstract
Monocular dynamic reconstruction is a challenging and long-standing vision problem due to the highly ill-posed nature of the task. Existing approaches depend on templates, are effective only in quasi-static scenes, or fail to model 3D motion explicitly. We introduce a method for reconstructing generic dynamic scenes, featuring explicit, persistent 3D motion trajectories in the world coordinate frame, from casually captured monocular videos. We tackle the problem with two key insights: First, we exploit the low-dimensional structure of 3D motion by representing scene motion with a compact set of SE(3) motion bases. Each point's motion is expressed as a linear combination of these bases, facilitating soft decomposition of the scene into multiple rigidly-moving groups. Second, we take advantage of off-the-shelf data-driven priors such as monocular depth maps and long-range 2D tracks, and devise a method to effectively consolidate these noisy supervisory signals, resulting in a globally consistent representation of the dynamic scene. Experiments show that our method achieves state-of-the-art performance for both long-range 3D/2D motion estimation and novel view synthesis on dynamic scenes. Project Page: https://shape-of-motion.github.io/
Qianqian Wang 0002, Vickie Ye, Weijia Zeng, Jake Austin, Zhengqi Li, Angjoo Kanazawa
ICCV2
2025 gsplat: An Open-Source Library for Gaussian Splatting
abstract
gsplat is an open-source library designed for training and developing Gaussian Splatting methods. It features a front-end with Python bindings compatible with the PyTorch library and a back-end with highly optimized CUDA kernels. gsplat offers numerous features that enhance the optimization of Gaussian Splatting models, which include optimization improvements for speed, memory, and convergence times. Experimental results demonstrate that gsplat achieves up to 10% less training time and 4x less memory than the original implementation. Utilized in several research projects, gsplat is actively maintained on GitHub. Source code is available at https://github.com/nerfstudio-project/gsplat under Apache License 2.0. We welcome contributions from the open-source community.
Vickie Ye, Ruilong Li, Justin Kerr, Matias Turkulainen, Brent Yi, Zhuoyang Pan, Otto Seiskari, Jianbo Ye, Yu (Jeffrey) Hu, Matthew Tancik, Angjoo Kanazawa
J. Mach. Learn. Res.1
2024 Generative Proxemics: A Prior for 3D Social Interaction from Images
abstract
Social interaction is a fundamental aspect of human behavior and communication. The way individuals position themselves in relation to others, also known as proxemics, conveys social cues and affects the dynamics of social interaction. Reconstructing such interaction from images presents challenges because of mutual occlusion and the limited availability of large training datasets. To address this, we present a novel approach that learns a prior over the 3D proxemics two people in close social interaction and demonstrate its use for single-view 3D reconstruction. We start by creating 3D training data of interacting people using image datasets with contact annotations. We then model the proxemics using a novel denoising diffusion model called BUDDI that learns the joint distribution over the poses of two people in close social interaction. Sampling from our generative proxemics model produces realistic 3D human interactions, which we validate through a perceptual study. We use BUDDI in reconstructing two people in close proximity from an image without any contact annotation via an optimization approach that uses the diffusion model as a prior. Our approach recovers accurate 3D social interactions from noisy initial estimates, outperforming state-of-the-art methods. Our code, data, and model are available at: muelea. github.io/buddi.
Lea Müller, Vickie Ye, Georgios Pavlakos, Michael J. Black, Angjoo Kanazawa
CVPR2
2023 Decoupling Human and Camera Motion from Videos in the Wild
abstract
We propose a method to reconstruct global human trajectories from videos in the wild. Our optimization method decouples the camera and human motion, which allows us to place people in the same world coordinate frame. Most existing methods do not model the camera motion; methods that rely on the background pixels to infer 3D human motion usually require a full scene reconstruction, which is often not possible for in-the-wild videos. However, even when existing SLAM systems cannot recover accurate scene reconstructions, the background pixel motion still provides enough signal to constrain the camera motion. We show that relative camera estimates along with data-driven human motion priors can resolve the scene scale ambiguity and recover global human trajectories. Our method robustly recovers the global 3D trajectories of people in challenging in-the-wild videos, such as PoseTrack. We quantify our improvement over existing methods on 3D human dataset Egobody. We further demonstrate that our recovered camera scale allows us to reason about motion of multiple people in a shared coordinate frame, which improves performance of downstream tracking in PoseTrack.
Vickie Ye, Georgios Pavlakos, Jitendra Malik, Angjoo Kanazawa
CVPR1
2022 Deformable Sprites for Unsupervised Video Decomposition
abstract
We describe a method to extract persistent elements of a dynamic scene from an input video. We represent each scene element as a Deformable Sprite consisting of three components: 1) a 2D texture image for the entire video, 2) per-frame masks for the element, and 3) non-rigid deformations that map the texture image into each video frame. The resulting decomposition allows for applications such as consistent video editing. Deformable Sprites are a type of video auto-encoder model that is optimized on individual videos, and does not require training on a large dataset, nor does it rely on pretrained models. Moreover, our method does not require object masks or other user input, and discovers moving objects of a wider variety than previous work. We evaluate our approach on standard video datasets and show qualitative results on a diverse array of Internet videos.
Vickie Ye, Zhengqi Li, Richard Tucker 0001, Angjoo Kanazawa, Noah Snavely
CVPR1
2021 pixelNeRF: Neural Radiance Fields From One or Few Images
abstract
We propose pixelNeRF, a learning framework that predicts a continuous neural scene representation conditioned on one or few input images. The existing approach for constructing neural radiance fields [27] involves optimizing the representation to every scene independently, requiring many calibrated views and significant compute time. We take a step towards resolving these shortcomings by introducing an architecture that conditions a NeRF on image inputs in a fully convolutional manner. This allows the network to be trained across multiple scenes to learn a scene prior, enabling it to perform novel view synthesis in a feed-forward manner from a sparse set of views (as few as one). Leveraging the volume rendering approach of NeRF, our model can be trained directly from images with no explicit 3D supervision. We conduct extensive experiments on ShapeNet benchmarks for single image novel view synthesis tasks with held-out objects as well as entire unseen categories. We further demonstrate the flexibility of pixelNeRF by demonstrating it on multi-object ShapeNet scenes and real scenes from the DTU dataset. In all cases, pixelNeRF outperforms current state-of-the-art baselines for novel view synthesis and single image 3D reconstruction. For the video and code, please visit the project website:https://alexyu.net/pixelnerf.
Alex Yu, Vickie Ye, Matthew Tancik, Angjoo Kanazawa
CVPR2
2018 Inferring Light Fields From Shadows
abstract
We present a method for inferring a 4D light field of a hidden scene from 2D shadows cast by a known occluder on a diffuse wall. We do this by determining how light naturally reflected off surfaces in the hidden scene interacts with the occluder. By modeling the light transport as a linear system, and incorporating prior knowledge about light field structures, we can invert the system to recover the hidden scene. We demonstrate results of our inference method across simulations and experiments with different types of occluders. For instance, using the shadow cast by a real house plant, we are able to recover low resolution light fields with different levels of texture and parallax complexity. We provide two experimental results: a human subject and two planar elements at different depths.
Manel Baradad Jurjo, Vickie Ye, Adam B. Yedidia, Frédo Durand, William T. Freeman, Gregory W. Wornell, Antonio Torralba 0001
CVPR2
2017 Turning Corners into Cameras: Principles and Methods
abstract
We show that walls, and other obstructions with edges, can be exploited as naturally-occurring “cameras” that reveal the hidden scenes beyond them. In particular, we demonstrate methods for using the subtle spatio-temporal radiance variations that arise on the ground at the base of a wall's edge to construct a one-dimensional video of the hidden scene behind the wall. The resulting technique can be used for a variety of applications in diverse physical settings. From standard RGB video recordings, we use edge cameras to recover 1-D videos that reveal the number and trajectories of people moving in an occluded scene. We further show that adjacent wall edges, such as those that arise in the case of an open doorway, yield a stereo camera from which the 2-D location of hidden, moving objects can be recovered. We demonstrate our technique in a number of indoor and outdoor environments involving varied floor surfaces and illumination conditions.
Katherine L. Bouman, Vickie Ye, Adam B. Yedidia, Frédo Durand, Gregory W. Wornell, Antonio Torralba 0001, William T. Freeman
ICCV2