VLDB 2026 Research / reviewers in the wild / expert
Siyu Tang 0001
dblp:22/845-1
· DBLP profile ↗
77ranked-venue papers
5as first author
54since 2021 · last 2026
0000-0002-1015-4770ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 67 · 4 first-author · 48 since 2021Artificial intelligence and machine learning · 64 · 5 first-author · 43 since 2021Systems, architecture and hardware · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | LaMP: Learning Robust Latent Motion Prior for Optimization-Based Human Motion GenerationabstractWe present Latent Motion Prior (LaMP), a novel framework for learning a generalizable human motion prior that enables efficient optimization for a wide range of motion-related tasks, including text-to-motion generation, motion editing, motion blending, motion refinement, and environment-aware collision avoidance. LaMP employs a body part-based encoder to learn a disentangled latent representation of human motion, together with a masked training strategy that encourages the model to capture the most informative structural and dynamic aspects of the motion. As a result, LaMP produces a robust and expressive latent space that serves as a latent motion prior across diverse downstream tasks. We evaluate the learned representation on a wide range of optimization-based downstream tasks. Experimental results show that the current families of text-to-motion models are generally not suitable to serve as a motion prior, while LaMP consistently outperforms the state-of-the-art methods across all optimization tasks. The code is available at: https://github.com/lvsean/LaMP. Xiaozhong Lyu, Korrawe Karunratanakul, Kaifeng Zhao 0004, Siyu Tang 0001 |
3DV | 4 |
| 2026 | Masked Modeling for Human Motion Recovery Under OcclusionsabstractHuman motion reconstruction from monocular videos is a fundamental challenge in computer vision, with broad applications in AR/VR, robotics, and digital content creation, but remains challenging under frequent occlusions in real-world settings. Existing regression-based methods are efficient but fragile to missing observations, while optimization- and diffusion-based approaches improve robustness at the cost of slow inference speed and heavy preprocessing steps. To address these limitations, we leverage recent advances in generative masked modeling and present MoRo: Masked mOdeling for human motion Recovery under Occlusions. MoRo is an occlusion-robust, end-to-end generative framework that formulates motion reconstruction as a video-conditioned task, and efficiently recover human motion in a consistent global coordinate system from RGB videos. By masked modeling, MoRo naturally handles occlusions while enabling efficient, end-to-end inference. To overcome the scarcity of paired video-motion data, we design a cross-modality learning scheme that learns multimodal priors from a set of heterogeneous datasets: (i) a trajectory-aware motion prior trained on MoCap datasets, (ii) an image-conditioned pose prior trained on image-pose datasets, capturing diverse frame-level poses, and (iii) a video-conditioned masked transformer that fuses motion and pose priors, finetuned on video-motion datasets to integrate visual cues with motion dynamics for robust inference. Extensive experiments on EgoBody and RICH demonstrate that MoRo substantially outperforms state-of-the-art methods in accuracy and motion realism under occlusions, while performing on-par in non-occluded scenarios. MoRo achieves real-time inference at 70 FPS on a single H200 GPU. Project page: https://mikeqzy.github.io/MoRo. Zhiyin Qian, Bharat Lal Bhatnagar, Federica Bogo, Siyu Tang 0001 |
3DV | 5 |
| 2026 | Autoregressive Diffusion with Hybrid Representation for Interactive Human Motion GenerationabstractGenerating realistic 3D human motions in real-time within interactive applications is key for animation, simulation, and humanoid robotics. While recent offline motion generation approaches offer precise control via text and kinematic constraints, they lack the inference speed required for interactive settings. Conversely, existing online methods enable real-time synthesis but often sacrifice controllability or struggle with complex text semantics and long-horizon goals due to limited context windows. In this work, we introduce ARDY, a streaming generation framework that bridges this gap by enabling high-fidelity motion generation controllable via online text prompts and flexible kinematic constraints. ARDY employs a hybrid representation that combines explicit root features with a latent body embedding, balancing precise trajectory control with efficient generative learning. We propose a two-stage autoregressive transformer denoiser that features variable history context and supports conditioning on flexible, long-horizon kinematic constraints. By training on a large-scale motion capture dataset and being directly conditioned on text labels and kinematic constraints sampled from ground truth poses, ARDY natively learns controllable generation that supports online prompting and flexible long-horizon goals. Extensive evaluations on the HumanML3D benchmark and the large-scale, high-fidelity Bones Rigplay dataset demonstrate ARDY's high motion quality and constraint adherence, validating the efficacy of our key architectural decisions. Finally, we demonstrate the method's practical versatility through an interactive demo featuring dynamic text control, diverse keyframe pose constraints, path following, and interactive locomotion control via mouse and keyboard. Supplementary video results, code, and model releases can be found at https://research.nvidia.com/labs/sil/projects/ardy/. Kaifeng Zhao 0004, Mathis Petrovich, Haotian Zhang 0004, Tingwu Wang, Siyu Tang 0001, Davis Rempe |
ACM Trans. Graph. | 5 |
| 2025 | RISE-SDF: A Relightable Information-Shared Signed Distance Field for Glossy Object Inverse RenderingabstractInverse rendering aims to reconstruct the 3D geometry, material parameters, and lighting conditions in a 3D scene from multi-view input images. To address this problem, some recent methods utilize a neural field combined with a physically based rendering model to reconstruct the scene parameters. Although these methods achieve impressive geometry reconstruction for glossy objects, the performance of material estimation and relighting remains limited. In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a splitsum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects. Deheng Zhang, Shaofei Wang 0001, Marko Mihajlovic, Sergey Prokudin, Hendrik P. A. Lensch, Siyu Tang 0001 |
3DV | 7 |
| 2025 | EgoM2P: Egocentric Multimodal Multitask Pretraining
Gen Li 0010, Kaifeng Zhao 0004, Marc Pollefeys, Siyu Tang 0001 |
ICCV | 6 |
| 2025 | VolumetricSMPL: A Neural Volumetric Body Model for Efficient Interactions, Contacts, and CollisionsabstractParametric human body models play a crucial role in computer graphics and vision, enabling applications ranging from human motion analysis to understanding human-environment interactions. Traditionally, these models use surface meshes, which pose challenges in efficiently handling interactions with other geometric entities, such as objects and scenes, typically represented as meshes or point clouds. To address this limitation, recent research has explored volumetric neural implicit body models. However, existing works are either insufficiently robust for complex human articulations or impose high computational and memory costs, limiting their widespread use. To this end, we introduce VolumetricSMPL, a neural volumetric body model that leverages Neural Blend Weights (NBW) to generate compact, yet efficient MLP decoders. Unlike prior approaches that rely on large MLPs, NBW dynamically blends a small set of learned weight matrices using predicted shape- and pose-dependent coefficients, significantly improving computational efficiency while preserving expressiveness. VolumetricSMPL outperforms prior volumetric occupancy model COAP with 10x faster inference, 6x lower GPU memory usage, enhanced accuracy, and a Signed Distance Function (SDF) for efficient and differentiable contact modeling. We demonstrate VolumetricSMPL's strengths across four challenging tasks: (1) reconstructing human-object interactions from in-the-wild images, (2) recovering human meshes in 3D scenes from egocentric views, (3) scene-constrained motion synthesis, and (4) resolving self-intersections. Our results highlight its broad applicability and significant performance and efficiency gains. Marko Mihajlovic, Gen Li 0010, Kaifeng Zhao 0004, Lea Müller, Siyu Tang 0001 |
ICCV | 6 |
| 2025 | Multi-View 3D Point TrackingabstractWe introduce the first data-driven multi-view 3D point tracker, designed to track arbitrary points in dynamic scenes using multiple camera views. Unlike existing monocular trackers, which struggle with depth ambiguities and occlusion, or prior multi-camera methods that require over 20 cameras and tedious per-sequence optimization, our feed-forward model directly predicts 3D correspondences using a practical number of cameras (e.g., four), enabling robust and accurate online tracking. Given known camera poses and either sensor-based or estimated multi-view depth, our tracker fuses multi-view features into a unified point cloud and applies k-nearest-neighbors correlation alongside a transformer-based update to reliably estimate long-range 3D correspondences, even under occlusion. We train on 5K synthetic multi-view Kubric sequences and evaluate on two real-world benchmarks: Panoptic Studio and DexYCB, achieving median trajectory errors of 3.1 cm and 2.0 cm, respectively. Our method generalizes well to diverse camera setups of 1-8 views with varying vantage points and video lengths of 24-150 frames. By releasing our tracker alongside training and evaluation datasets, we aim to set a new standard for multi-view 3D tracking research and provide a practical tool for real-world applications. Project page available at https://ethz-vlg.github.io/mvtracker. Frano Rajic, Haofei Xu, Marko Mihajlovic, Siyuan Li 0008, Irem Demir, Emircan Gündogdu, Lei Ke, Sergey Prokudin, Marc Pollefeys, Siyu Tang 0001 |
ICCV | 10 |
| 2025 | UniPhys: Unified Planner and Controller with Diffusion for Flexible Physics-Based Character ControlabstractGenerating natural and physically plausible character motion remains challenging, particularly for long-horizon control with diverse guidance signals. While prior work combines high-level diffusion-based motion planners with low-level physics controllers, these systems suffer from domain gaps that degrade motion quality and require task-specific fine-tuning. To tackle this problem, we introduce UniPhys, a diffusion-based behavior cloning framework that unifies motion planning and control into a single model. UniPhys enables flexible, expressive character motion conditioned on multi-modal inputs such as text, trajectories, and goals. To address accumulated prediction errors over long sequences, UniPhys is trained with the Diffusion Forcing paradigm, learning to denoise noisy motion histories and handle discrepancies introduced by the physics simulator. This design allows UniPhys to robustly generate physically plausible, long-horizon motions. Through guided sampling, UniPhys generalizes to a wide range of control signals, including unseen ones, without requiring task-specific fine-tuning. Experiments show that UniPhys outperforms prior methods in motion naturalness, generalization, and robustness across diverse control tasks. Korrawe Karunratanakul, Siyu Tang 0001 |
ICCV | 4 |
| 2025 | DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion ControlabstractText-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose **DartC**ontrol, in short **DART**, a **D**iffusion-based **A**utoregressive motion primitive model for **R**eal-time **T**ext-driven motion **C**ontrol. Our model, DART, effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model’s versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results and code are available at https://zkf1997.github.io/DART/. Kaifeng Zhao 0004, Gen Li 0010, Siyu Tang 0001 |
ICLR | 3 |
| 2025 | SplatFormer: Point Transformer for Robust 3D Gaussian Splattingabstract3D Gaussian Splatting (3DGS) has recently transformed photorealistic reconstruction, achieving high visual fidelity and real-time performance. However, rendering quality significantly deteriorates when test views deviate from the camera angles used during training, posing a major challenge for applications in immersive free-viewpoint rendering and navigation. In this work, we conduct a comprehensive evaluation of 3DGS and related novel view synthesis methods under out-of-distribution (OOD) test camera scenarios. By creating diverse test cases with synthetic and real-world datasets, we demonstrate that most existing methods, including those incorporating various regularization techniques and data-driven priors, struggle to generalize effectively to OOD views. To address this limitation, we introduce SplatFormer, the first point transformer model specifically designed to operate on Gaussian splats. SplatFormer takes as input an initial 3DGS set optimized under limited training views and refines it in a single forward pass, effectively removing potential artifacts in OOD test views. To our knowledge, this is the first successful application of point transformers directly on 3DGS sets, surpassing the limitations of previous multi-scene training methods, which could handle only a restricted number of input views during inference. Our model significantly improves rendering quality under extreme novel views, achieving state-of-the-art performance in these challenging scenarios and outperforming various 3DGS regularization techniques, multi-scene models tailored for sparse view synthesis, and diffusion-based frameworks. The project url is https://sergeyprokudin.github.io/splatformer. Marko Mihajlovic, Xiyi Chen, Yiming Wang 0009, Sergey Prokudin, Siyu Tang 0001 |
ICLR | 6 |
| 2025 | Neural Texture Splatting: Expressive 3D Gaussian Splatting for View Synthesis, Geometry, and Dynamic Reconstructionabstract3D Gaussian Splatting (3DGS) has emerged as a leading approach for high-quality novel view synthesis, with numerous variants extending its applicability to a broad spectrum of 3D and 4D scene reconstruction tasks. Despite its success, the representational capacity of 3DGS remains limited by the use of 3D Gaussian kernels to model local variations. Recent works have proposed to augment 3DGS with additional per-primitive capacity, such as per-splat textures, to enhance its expressiveness. However, these per-splat texture approaches primarily target dense novel view synthesis with a reduced number of Gaussian primitives, and their effectiveness tends to diminish when applied to more general reconstruction scenarios. In this paper, we aim to achieve concrete performance improvement over state-of-the-art 3DGS variants across a wide range of reconstruction tasks, including novel view synthesis, geometry and dynamic reconstruction, under both sparse and dense input settings. To this end, we introduce Neural Texture Splatting (NTS). At the core of our approach is a global neural field (represented as a hybrid of a tri-plane and a neural decoder) that predicts local appearance and geometric fields for each primitive. By leveraging this shared global representation that models local texture fields across primitives, we significantly reduce model size and facilitate efficient global information exchange, demonstrating strong generalization across tasks. Furthermore, our neural modeling of local texture fields introduces expressive view- and time-dependent effects, a critical aspect that existing methods fail to account for. Extensive experiments show that Neural Texture Splatting consistently improves models and achieves state-of-the-art results across multiple benchmarks. Codes are at https://github.com/19reborn/neural-texture-splatting. Yiming Wang 0009, Shaofei Wang 0001, Marko Mihajlovic, Siyu Tang 0001 |
SIGGRAPH Asia | 4 |
| 2024 | Morphable Diffusion: 3D-Consistent Diffusion for Single-image Avatar CreationabstractRecent advances in generative diffusion models have enabled the previously unfeasible capability of generating 3D assets from a single input image or a text prompt. In this work, we aim to enhance the quality and functionality of these models for the task of creating controllable, photorealistic human avatars. We achieve this by integrating a 3D morphable model into the state-of-the-art multi-view-consistent diffusion approach. We demonstrate that accurate conditioning of a generative pipeline on the articulated 3D model enhances the baseline model performance on the task of novel view synthesis from a single image. More importantly, this integration facilitates a seamless and accurate incorporation of facial expression and body pose control into the generation process. To the best of our knowledge, our proposed framework is the first diffusion model to enable the creation of fully 3D-consistent, animatable, and photorealistic human avatars from a single image of an unseen subject; extensive quantitative and qualitative evaluations demonstrate the advantages of our approach over existing state-of-the-art avatar creation models on both novel view and novel expression synthesis tasks. The code for our project is publicly available. Xiyi Chen, Marko Mihajlovic, Shaofei Wang 0001, Sergey Prokudin, Siyu Tang 0001 |
CVPR | 5 |
| 2024 | Optimizing Diffusion Noise Can Serve As Universal Motion PriorsabstractWe propose Diffusion Noise Optimization (DNO), a new method that effectively leverages existing motion diffusion models as motion priors for a wide range of motion-related tasks. Instead of training a task-specific diffusion model for each new task, DNO operates by optimizing the diffusion latent noise of an existing pre-trained text-to-motion model. Given the corresponding latent noise of a human motion, it propagates the gradient from the target criteria defined on the motion space through the whole denoising process to update the diffusion latent noise. As a result, DNO supports any use cases where criteria can be defined as a function of motion. In particular, we show that, for motion editing and control, DNO outperforms existing meth-ods in both achieving the objective and preserving the motion content. DNO accommodates a diverse range of editing modes, including changing trajectory, pose, joint lo-cations, or avoiding newly added obstacles. In addition, DNO is effective in motion denoising and completion, pro-ducing smooth and realistic motion from noisy and partial inputs. DNO achieves these results at inference time with-out the need for model retraining, offering great versatility for any defined reward or loss function on the motion rep-resentation. Korrawe Karunratanakul, Konpat Preechakul, Emre Aksan, Thabo Beeler, Supasorn Suwajanakorn, Siyu Tang 0001 |
CVPR | 6 |
| 2024 | EgoGen: An Egocentric Synthetic Data GeneratorabstractUnderstanding the world in first-person view is fundamental in Augmented Reality (AR). This immersive perspective brings dramatic visual changes and unique challenges compared to third-person views. Synthetic data has empowered third-person-view vision models, but its application to embodied egocentric perception tasks remains largely unexplored. A critical challenge lies in simulating natural human movements and behaviors that effectively steer the embodied cameras to capture a faithful egocentric representation of the 3D world. To address this challenge, we introduce EgoGen, a new synthetic data generator that can produce accurate and rich ground-truth training data for egocentric perception tasks. At the heart of EgoGen is a novel human motion synthesis model that directly leverages egocentric visual inputs of a virtual human to sense the 3D environment. Combined with collision-avoiding motion primitives and a two-stage reinforcement learning approach, our motion synthesis model offers a closed-loop solution where the embodied perception and movement of the virtual human are seamlessly coupled. Compared to previous works, our model eliminates the need for a predefined global path, and is directly applicable to dynamic environments. Combined with our easy-to-use and scalable data generation pipeline, we demonstrate EgoGen's efficacy in three tasks: mapping and localization for head-mounted cameras, egocentric camera tracking, and human mesh recovery from egocentric views. EgoGen will be fully open-sourced, offering a practical solution for creating realistic egocentric training data and aiming to serve as a useful tool for egocentric computer vision research. Gen Li 0010, Kaifeng Zhao 0004, Xiaozhong Lyu, Mihai Dusmanu, Yan Zhang 0054, Marc Pollefeys, Siyu Tang 0001 |
CVPR | 8 |
| 2024 | 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian SplattingabstractWe introduce an approach that creates animatable hu-man avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radi-ance fields (NeRFs) achieve high-quality novel-viewlnovel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the com-munity has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive ren-de ring frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experi-mental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monoc-ular input, while being 400x and 250x faster in training and inference, respectively. Please see our project page at https://neuralbodies.github.ioI3DGS-Avatar. Zhiyin Qian, Shaofei Wang 0001, Marko Mihajlovic, Andreas Geiger 0001, Siyu Tang 0001 |
CVPR | 5 |
| 2024 | IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray TracingabstractWe present IntrinsicAvatar, a novel approach to recov-ering the intrinsic properties of clothed human avatars in-cluding geometry, albedo, material, and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However, these methods bake intrinsic properties such as albedo, material, and environment lighting into a single entangled neural representation. On the other hand, only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work, we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process, and combine ray tracing with body ar-ticulation. Our approach can recover high-quality geom-etry, albedo, material, and lighting properties of clothed humans from a single monocular video, without requiring supervised pretraining using ground truth materials. Fur-thermore, since we explicitly model the volumetric scattering process and ray tracing, our model naturally generalizes to novel poses, enabling animation of the reconstructed avatar in novel lighting conditions. Shaofei Wang 0001, Bozidar Antic, Andreas Geiger 0001, Siyu Tang 0001 |
CVPR | 4 |
| 2024 | RoHM: Robust Human Motion Reconstruction via DiffusionabstractWe propose RoHM, an approach for robust 3D human motion reconstruction from monocular RGB(-D) videos in the presence of noise and occlusions. Most previous approaches either train neural networks to directly regress motion in 3D or learn data-driven motion priors and com-bine them with optimization at test time. The former do not recover globally coherent motion and fail under occlusions; the latter are time-consuming, prone to local minima, and require manual tuning. To overcome these shortcomings, we exploit the iterative, denoising nature of diffusion models. RoHM is a novel diffusion-based motion model that, conditioned on noisy and occluded input data, reconstructs complete, plausible motions in consistent global co-ordinates. Given the complexity of the problem - requiring one to address different tasks (denoising and infilling) in different solution spaces (local and global motion) - we de-compose it into two sub-tasks and learn two models, one for global trajectory and one for local motion. To capture the correlations between the two, we then introduce a novel conditioning module, combining it with an iterative inference scheme. We apply RoHM to a variety of tasks from motion reconstruction and denoising to spatial and temporal infilling. Extensive experiments on three popular datasets show that our method outperforms state-of-the-art approaches qualitatively and quantitatively, while being faster at test time. The code is available at https://sanweiliti.github.io/ROHM/ROHM.html. Bharat Lal Bhatnagar, Yuanlu Xu, Alexander Winkler, Petr Kadlecek, Siyu Tang 0001, Federica Bogo |
CVPR | 6 |
| 2024 | Degrees of Freedom Matter: Inferring Dynamics from Point TrajectoriesabstractUnderstanding the dynamics of generic 3D scenes is fundamentally challenging in computer vision, essential in enhancing applications related to scene reconstruction, motion tracking, and avatar creation. In this work, we address the task as the problem of inferring dense, long-range motion of 3D points. By observing a set of point trajectories, we aim to learn an implicit motion field parameterized by a neural network to predict the movement of novel points within the same domain, without relying on any data-driven or scene-specific priors. To achieve this, our approach builds upon the recently introduced dynamic point field model [48] that learns smooth deformation fields between the canonical frame and individual observation frames. However, temporal consistency between consecutive frames is neglected, and the number of required parameters increases linearly with the sequence length due to per-frame modeling. To address these shortcomings, we exploit the intrinsic regularization provided by SIREN [53], and modify the input layer to produce a spatiotemporally smooth motion field. Additionally, we analyze the motion field Jacobian matrix, and discover that the motion degrees of freedom (DOFs) in an infinitesimal area around a point and the network hidden variables have different behaviors to affect the model's representational power. This enables us to improve the model representation capability while retaining the model compactness. Furthermore, to reduce the risk of overfitting, we introduce a regularization term based on the assumption of piece-wise motion smoothness. Our experiments assess the model's performance in predicting unseen point trajectories and its application in temporal mesh alignment with guidance. The results demonstrate its superiority and effectiveness. The code and data for the project are publicly available11https://yz-cnsdqz.github.io/eigenmotion/DOMA/. Yan Zhang 0054, Sergey Prokudin, Marko Mihajlovic, Qianli Ma 0007, Siyu Tang 0001 |
CVPR | 5 |
| 2024 | LaRa: Efficient Large-Baseline Radiance Fields
Anpei Chen, Haofei Xu, Stefano Esposito, Siyu Tang 0001, Andreas Geiger 0001 |
ECCV (11) | 4 |
| 2024 | SplatFields: Neural Gaussian Splats for Sparse 3D and 4D Reconstruction
Marko Mihajlovic, Sergey Prokudin, Siyu Tang 0001, Robert Maier 0001, Federica Bogo, Tony Tung, Edmond Boyer |
ECCV (2) | 3 |
| 2024 | Improving 2D Feature Representations by 3D-Aware Fine-Tuning
Yuanwen Yue, Anurag Das, Francis Engelmann, Siyu Tang 0001, Jan Eric Lenssen |
ECCV (2) | 4 |
| 2024 | ResFields: Residual Neural Fields for Spatiotemporal SignalsabstractNeural fields, a category of neural networks trained to represent high-frequency signals, have gained significant attention in recent years due to their impressive performance in modeling complex 3D data, such as signed distance (SDFs) or radiance fields (NeRFs), via a single multi-layer perceptron (MLP). However, despite the power and simplicity of representing signals with an MLP, these methods still face challenges when modeling large and complex temporal signals due to the limited capacity of MLPs. In this paper, we propose an effective approach to address this limitation by incorporating temporal residual layers into neural fields, dubbed ResFields. It is a novel class of networks specifically designed to effectively represent complex temporal signals. We conduct a comprehensive analysis of the properties of ResFields and propose a matrix factorization technique to reduce the number of trainable parameters and enhance generalization capabilities. Importantly, our formulation seamlessly integrates with existing MLP-based neural fields and consistently improves results across various challenging tasks: 2D video approximation, dynamic shape modeling via temporal SDFs, and dynamic NeRF reconstruction. Lastly, we demonstrate the practical utility of ResFields by showcasing its effectiveness in capturing dynamic 3D scenes from sparse RGBD cameras of a lightweight capture system. Marko Mihajlovic, Sergey Prokudin, Marc Pollefeys, Siyu Tang 0001 |
ICLR | 4 |
| 2024 | Portrait3D: Text-Guided High-Quality 3D Portrait Generation Using Pyramid Representation and GANs PriorabstractExisting neural rendering-based text-to-3D-portrait generation methods typically make use of human geometry prior and diffusion models to obtain guidance. However, relying solely on geometry information introduces issues such as the Janus problem, over-saturation, and over-smoothing. We present Portrait3D , a novel neural rendering-based framework with a novel joint geometry-appearance prior to achieve text-to-3D-portrait generation that overcomes the aforementioned issues. To accomplish this, we train a 3D portrait generator, 3DPortraitGAN, as a robust prior. This generator is capable of producing 360° canonical 3D portraits, serving as a starting point for the subsequent diffusion-based generation process. To mitigate the "grid-like" artifact caused by the high-frequency information in the feature-map-based 3D representation commonly used by most 3D-aware GANs, we integrate a novel pyramid tri-grid 3D representation into 3DPortraitGAN. To generate 3D portraits from text, we first project a randomly generated image aligned with the given prompt into the pre-trained 3DPortraitGAN's latent space. The resulting latent code is then used to synthesize a pyramid tri-grid. Beginning with the obtained pyramid tri-grid , we use score distillation sampling to distill the diffusion model's knowledge into the pyramid tri-grid. Following that, we utilize the diffusion model to refine the rendered images of the 3D portrait and then use these refined images as training data to further optimize the pyramid tri-grid , effectively eliminating issues with unrealistic color and unnatural artifacts. Our experimental results show that Portrait3D can produce realistic, high-quality, and canonical 3D portraits that align with the prompt. Hao Xu 0049, Xiangjun Tang, Xien Chen, Siyu Tang 0001, Zhebin Zhang, Chen Li 0062, Xiaogang Jin 0001 |
ACM Trans. Graph. | 5 |
| 2023 | HARP: Personalized Hand Reconstruction from a Monocular RGB VideoabstractWe present HARP (HAnd Reconstruction and Personalization), a personalized hand avatar creation approach that takes a short monocular RGB video of a human hand as input and reconstructs a faithful hand avatar exhibiting a high-fidelity appearance and geometry. In contrast to the major trend of neural implicit representations, HARP models a hand with a mesh-based parametric hand model, a vertex displacement map, a normal map, and an albedo without any neural components. The explicit nature of our representation enables a truly scalable, robust, and efficient approach to hand avatar creation as validated by our experiments. HARP is optimized via gradient descent from a short sequence captured by a hand-held mobile phone and can be directly used in AR/VR applications with realtime rendering capability. To enable this, we carefully design and implement a shadow-aware differentiable rendering scheme that is robust to high degree articulations and self-shadowing regularly present in hand motions, as well as challenging lighting conditions. It also generalizes to unseen poses and novel viewpoints, producing photo-realistic renderings of hand animations. Furthermore, the learned HARP representation can be used for improving 3D hand pose estimation quality in challenging viewpoints. The key advantages of HARP are validated by the in-depth analyses on appearance reconstruction, novel view and novel pose synthesis, and 3D hand pose refinement. It is an AR/VR-ready personalized hand representation that shows superior fidelity and scalability. Korrawe Karunratanakul, Sergey Prokudin, Otmar Hilliges, Siyu Tang 0001 |
CVPR | 4 |
| 2023 | Synthesizing Diverse Human Motions in 3D Indoor ScenesabstractWe present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on high-quality training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover the full range of plausible human-scene interactions in complex indoor environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g., sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art human-scene interaction synthesis methods in terms of both motion naturalness and diversity. Code, models, and demonstrative video results are available at: https://zkf1997.github.io/DIMOS. Kaifeng Zhao 0004, Yan Zhang 0054, Shaofei Wang 0001, Thabo Beeler, Siyu Tang 0001 |
ICCV | 5 |
| 2023 | Guided Motion Diffusion for Controllable Human Motion SynthesisabstractDenoising diffusion models have shown great promise in human motion synthesis conditioned on natural language descriptions. However, integrating spatial constraints, such as pre-defined motion trajectories and obstacles, remains a challenge despite being essential for bridging the gap between isolated human motion and its surrounding environment. To address this issue, we propose Guided Motion Diffusion (GMD), a method that incorporates spatial constraints into the motion generation process. Specifically, we propose an effective feature projection scheme that manipulates motion representation to enhance the coherency between spatial information and local poses. Together with a new imputation formulation, the generated motion can reliably conform to spatial constraints such as global motion trajectories. Furthermore, given sparse spatial constraints (e.g. sparse keyframes), we introduce a new dense guidance approach to turn a sparse signal, which is susceptible to being ignored during the reverse steps, into denser signals to guide the generated motion to the given constraints. Our extensive experiments justify the development of GMD, which achieves a significant improvement over state-of-the-art methods in text-based motion generation while allowing control of the synthesized motions with spatial constraints. Korrawe Karunratanakul, Konpat Preechakul, Supasorn Suwajanakorn, Siyu Tang 0001 |
ICCV | 4 |
| 2023 | Dynamic Point FieldsabstractRecent years have witnessed significant progress in the field of neural surface reconstruction. While extensive focus was put on volumetric and implicit approaches, a number of works have shown that explicit graphics primitives, such as point clouds, can significantly reduce computational complexity without sacrificing the reconstructed surface quality. However, less emphasis has been put on modeling dynamic surfaces with point primitives. In this work, we present a dynamic point field model that combines the representational benefits of explicit point-based graphics with implicit deformation networks to allow efficient modeling of non-rigid 3D surfaces. Using explicit surface primitives also allows us to easily incorporate well-established constraints such as isometric-as-possible regularization. While learning this deformation model is prone to local optima when trained in a fully unsupervised manner, we propose to also leverage semantic information, such as keypoint correspondence, to guide the deformation learning. We demonstrate how this approach can be used for creating an expressive animatable human avatar from a collection of 3D scans. Here, previous methods mostly rely on variants of the linear blend skinning paradigm, which fundamentally limits the expressivity of such models when dealing with complex cloth appearances, such as long skirts. We show the advantages of our dynamic point field framework in terms of its representational power, learning efficiency, and robustness to out-of-distribution novel poses. The code for the project is publicly available1. Sergey Prokudin, Qianli Ma 0007, Maxime Raafat, Julien Valentin, Siyu Tang 0001 |
ICCV | 5 |
| 2023 | 3D Segmentation of Humans in Point Clouds with Synthetic DataabstractSegmenting humans in 3D indoor scenes has become increasingly important with the rise of human-centered robotics and AR/VR applications. To this end, we propose the task of joint 3D human semantic segmentation, instance segmentation and multi-human body-part segmentation. Few works have attempted to directly segment humans in cluttered 3D scenes, which is largely due to the lack of annotated training data of humans interacting with 3D scenes. We address this challenge and propose a framework for generating training data of synthetic humans interacting with real 3D scenes. Furthermore, we propose a novel transformer-based model, Human3D, which is the first end-to-end model for segmenting multiple human instances and their body-parts in a unified manner. The key advantage of our synthetic data generation framework is its ability to generate diverse and realistic human-scene interactions, with highly accurate ground truth. Our experiments show that pre-training on synthetic data improves performance on a wide variety of 3D human segmentation tasks. Finally, we demonstrate that Human3D outperforms even task-specific state-of-the-art 3D segmentation methods. Ayça Takmaz, Jonas Schult, Irem Kaftan, Mertcan Akçay, Bastian Leibe, Robert W. Sumner, Francis Engelmann, Siyu Tang 0001 |
ICCV | 8 |
| 2023 | Probabilistic Human Mesh Recovery in 3D Scenes from Egocentric ViewsabstractAutomatic perception of human behaviors during social interactions is crucial for AR/VR applications, and an essential component is estimation of plausible 3D human pose and shape of our social partners from the egocentric view. One of the biggest challenges of this task is severe body truncation due to close social distances in egocentric scenarios, which brings large pose ambiguities for unseen body parts. To tackle this challenge, we propose a novel scene-conditioned diffusion method to model the body pose distribution. Conditioned on the 3D scene geometry, the diffusion model generates bodies in plausible humanscene interactions, with the sampling guided by a physics-based collision score to further resolve human-scene inter-penetrations. The classifier-free training enables flexible sampling with different conditions and enhanced diversity. A visibility-aware graph convolution model guided by per-joint visibility serves as the diffusion denoiser to incorporate inter-joint dependencies and per-body-part control. Extensive evaluations show that our method generates bodies in plausible interactions with 3D scenes, achieving both superior accuracy for visible joints and diversity for invisible body parts. The code is available at https://sanweiliti.github.io/egohmr/egohmr.html. Qianli Ma 0007, Yan Zhang 0054, Mohammad Sadegh Ali Akbarian, Darren Cosker, Siyu Tang 0001 |
ICCV | 6 |
| 2023 | Interactive Object Segmentation in 3D Point CloudsabstractWe propose an interactive approach for 3D instance segmentation, where users can iteratively collaborate with a deep learning model to segment objects directly in a 3D point cloud. Current methods for 3D instance segmentation are generally trained in a fully-supervised fashion, which requires large amounts of costly training labels, and does not generalize well to classes unseen during training. Few works have attempted to obtain 3D segmentation masks using human interactions. Existing methods rely on user feedback in the 2D image domain. As a consequence, users are required to constantly switch between 2D images and 3D representations, and custom architectures are employed to combine multiple input modalities. Therefore, integration with existing standard 3D models is not straightforward. The core idea of this work is to enable users to interact directly with 3D point clouds by clicking on desired 3D objects of interest (or their background) to interactively segment the scene in an open-world setting. Specifically, our method does not require training data from any target domain and can adapt to new environments where no appropriate training sets are available. Our system continuously adjusts the object segmentation based on the user feedback and achieves accurate dense 3D segmentation masks with minimal human effort (few clicks per object). Besides its potential for efficient labeling of large-scale and varied 3D datasets, our approach, where the user directly interacts with the 3D environment, enables new AR/VR and human-robot interaction applications. Theodora Kontogianni, Ekin Celikkan, Siyu Tang 0001, Konrad Schindler |
ICRA | 3 |
| 2023 | Mask3D: Mask Transformer for 3D Semantic Instance SegmentationabstractModern 3D semantic instance segmentation approaches predominantly rely on specialized voting mechanisms followed by carefully designed geometric clustering techniques. Building on the successes of recent Transformer-based methods for object detection and image segmentation, we propose the first Transformer-based approach for 3D semantic instance segmentation. We show that we can leverage generic Transformer building blocks to directly predict instance masks from 3D point clouds. In our model - called Mask3D - each object instance is represented as an instance query. Using Transformer decoders, the instance queries are learned by iteratively attending to point cloud features at multiple scales. Combined with point features, the instance queries directly yield all instance masks in parallel. Mask3D has several advantages over current state-of-the-art approaches, since it neither relies on (1) voting schemes which require hand-selected geometric properties (such as centers) nor (2) geometric grouping mechanisms requiring manually-tuned hyper-parameters (e.g. radii) and (3) enables a loss that directly optimizes instance masks. Mask3D sets a new state-of-the-art on ScanNet test (+6.2mAP), S3DIS 6-fold (+10.1 mAP), STPLS3D (+11.2 mAP) and ScanNet200 test (+12.4 mAP). Jonas Schult, Francis Engelmann, Alexander Hermans, Or Litany, Siyu Tang 0001, Bastian Leibe |
ICRA | 5 |
| 2023 | Dictionary Fields: Learning a Neural Basis DecompositionabstractWe present Dictionary Fields, a novel neural representation which decomposes a signal into a product of factors, each represented by a classical or neural field representation, operating on transformed input coordinates. More specifically, we factorize a signal into a coefficient field and a basis field, and exploit periodic coordinate transformations to apply the same basis functions across multiple locations and scales. Our experiments show that Dictionary Fields lead to improvements in approximation quality, compactness, and training time when compared to previous fast reconstruction methods. Experimentally, our representation achieves better image approximation quality on 2D image regression tasks, higher geometric quality when reconstructing 3D signed distance fields, and higher compactness for radiance field reconstruction tasks. Furthermore, Dictionary Fields enable generalization to unseen images/3D scenes by sharing bases across signals during training which greatly benefits use cases such as image regression from partial observations and few-shot radiance field reconstruction. Anpei Chen, Zexiang Xu, Xinyue Wei, Siyu Tang 0001, Hao Su 0001, Andreas Geiger 0001 |
ACM Trans. Graph. | 4 |
| 2022 | Neural Point-based Shape Modeling of Humans in Challenging ClothingabstractParametric 3D body models like SMPL only represent minimally-clothed people and are hard to extend to clothing because they have a fixed mesh topology and resolution. To address these limitations, recent work uses implicit surfaces or point clouds to model clothed bodies. While not limited by topology, such methods still struggle to model clothing that deviates significantly from the body, such as skirts and dresses. This is because they rely on the body to canonicalize the clothed surface by reposing it to a reference shape. Unfortunately, this process is poorly defined when clothing is far from the body. Additionally, they use linear blend skinning to pose the body and the skinning weights are tied to the underlying body parts. In contrast, we model the clothing deformation in a local coordinate space without canonicalization. We also relax the skinning weights to let multiple body parts influence the surface. Specifically, we extend point-based methods with a coarse stage, that replaces canonicalization with a learned pose-independent “coarse shape” that can capture the rough surface geometry of clothing like skirts. We then refine this using a network that infers the linear blend skinning weights and pose dependent displacements from the coarse representation. The approach works well for garments that both conform to, and deviate from, the body. We demonstrate the usefulness of our approach by learning person-specific avatars from examples and then show how they can be animated in new poses and motions. We also show that the method can learn directly from raw scans with missing data, greatly simplifying the process of creating realistic avatars. Code is available for research purposes at https://qianlim.github.io/SkiRT. Qianli Ma 0007, Michael J. Black, Siyu Tang 0001 |
3DV | 4 |
| 2022 | Accurate 3D Body Shape Regression using Metric and Semantic AttributesabstractWhile methods that regress 3D human meshes from images have progressed rapidly, the estimated body shapes often do not capture the true human shape. This is problematic since, for many applications, accurate body shape is as important as pose. The key reason that body shape accuracy lags pose accuracy is the lack of data. While humans can label 2D joints, and these constrain 3D pose, it is not so easy to “label” 3D body shape. Since paired data with images and 3D body shape are rare, we exploit two sources of information: (1) we collect internet images of diverse “fashion” models together with a small set of anthropometric measurements; (2) we collect linguistic shape attributes for a wide range of 3D body meshes and the model images. Taken together, these datasets provide sufficient constraints to infer dense 3D shape. We exploit the anthropometric measurements and linguistic shape attributes in several novel ways to train a neural network, called SHAPY, that regresses 3D human pose and shape from an RGB image. We evaluate SHAPY on public benchmarks, but note that they either lack significant body shape variation, ground-truth shape, or clothing variation. Thus, we collect a new dataset for evaluating 3D human shape estimation, called HBW, containing photos of “Human Bodies in the Wild” for which we have ground-truth 3D body scans. On this new benchmark, SHAPY significantly outperforms state-of-the-art methods on the task of 3D body shape estimation. This is the first demonstration that 3D body shape regression from images can be trained from easy-to-obtain anthropometric measurements and linguistic shape attributes. Our model and data are available at: shapy.is.tue.mpg.de Vasileios Choutas, Lea Müller, Chun-Hao P. Huang, Siyu Tang 0001, Dimitrios Tzionas, Michael J. Black |
CVPR | 4 |
| 2022 | Context-Aware Sequence Alignment using 4D Skeletal AugmentationabstractTemporal alignment of fine-grained human actions in videos is important for numerous applications in computer vision, robotics, and mixed reality. State-of-the-art methods directly learn image-based embedding space by leveraging powerful deep convolutional neural networks. While being straightforward, their results are far from satisfactory, the aligned videos exhibit severe temporal discontinuity without additional post-processing steps. The recent advancements in human body and hand pose estimation in the wild promise new ways of addressing the task of human action alignment in videos. In this work, based on off-the-shelf human pose estimators, we propose a novel context-aware self-supervised learning architecture to align sequences of actions. We name it CASA. Specifically, CASA employs self-attention and cross-attention mechanisms to incorporate the spatial and temporal context of human actions, which can solve the temporal dis-continuity problem. Moreover, we introduce a self-supervised learning scheme that is empowered by novel 4D augmentation techniques for 3D skeleton representations. We systematically evaluate the key components of our method. Our experiments on three public datasets demonstrate CASA significantly improves phase progress and Kendall's Tau scores over the previous state-of-the-art methods. Taein Kwon, Bugra Tekin, Siyu Tang 0001, Marc Pollefeys |
CVPR | 3 |
| 2022 | COAP: Compositional Articulated Occupancy of PeopleabstractWe present a novel neural implicit representation for articulated human bodies. Compared to explicit template meshes, neural implicit body representations provide an efficient mechanism for modeling interactions with the environment, which is essential for human motion reconstruction and synthesis in 3D scenes. However, existing neural implicit bodies suffer from either poor generalization on highly articulated poses or slow inference time. In this work, we observe that prior knowledge about the human body's shape and kinematic structure can be leveraged to improve generalization and efficiency. We decompose the full-body geometry into local body parts and employ a part-aware encoder-decoder architecture to learn neural articulated occupancy that models complex deformations locally. Our local shape encoder represents the body deformation of not only the corresponding body part but also the neighboring body parts. The decoder incorporates the geometric constraints of local body shape which significantly improves pose generalization. We demonstrate that our model is suitable for resolving self-intersections and collisions with 3D environments. Quantitative and qualitative experiments show that our method largely outperforms existing solutions in terms of both efficiency and accuracy. Marko Mihajlovic, Shunsuke Saito, Aayush Bansal, Michael Zollhöfer, Siyu Tang 0001 |
CVPR | 5 |
| 2022 | Human-Aware Object Placement for Visual Environment ReconstructionabstractHumans are in constant contact with the world as they move through it and interact with it. This contact is a vital source of information for understanding 3D humans, 3D scenes, and the interactions between them. In fact, we demonstrate that these human-scene interactions (HSIs) can be leveraged to improve the 3D reconstruction of a scene from a monocular RGB video. Our key idea is that, as a person moves through a scene and interacts with it, we accumulate HSIs across multiple input images, and use these in optimizing the 3D scene to reconstruct a consistent, physically plausible, 3D scene layout. Our optimization-based approach exploits three types of HSI constraints: (1) humans who move in a scene are occluded by, or occlude, objects, thus constraining the depth ordering of the objects, (2) humans move throughfree space and do not interpenetrate objects, (3) when humans and objects are in contact, the contact surfaces occupy the same place in space. Using these constraints in an optimization formulation across all observations, we significantly improve 3D scene layout reconstruction. Furthermore, we show that our scene reconstruction can be used to refine the initial 3D human pose and shape (HPS) estimation. We evaluate the 3D scene layout reconstruction and HPS estimates qualitatively and quantitatively using the PROX and PiGraphs datasets. The code and data are available for research purposes at https://mover.is.tue.mpg.de. Hongwei Yi, Chun-Hao P. Huang, Dimitrios Tzionas, Muhammed Kocabas, Mohamed Hassan 0003, Siyu Tang 0001, Justus Thies, Michael J. Black |
CVPR | 6 |
| 2022 | The Wanderings of Odysseus in 3D ScenesabstractOur goal is to populate digital environments, in which digital humans have diverse body shapes, move perpetu-ally, and have plausible body-scene contact. The core challenge is to generate realistic, controllable, and infinitely long motions for diverse 3D bodies. To this end, we propose generative motion primitives via body surface markers, or GAMMA in short. In our solution, we decompose the long-term motion into a time sequence of motion primitives. We exploit body surface markers and conditional variational autoencoder to model each motion primitive, and generate long-term motion by implementing the gen-erative model recursively. To control the motion to reach a goal, we apply a policy network to explore the genera-tive model's latent space and use a tree-based search to preserve the motion quality during testing. Experiments show that our method can produce more realistic and controllable motion than state-of-the-art data-driven methods. With conventional path-finding algorithms, the generated human bodies can realistically move long distances for a long period of time in the scene. Code is released for re-search purposes at: https://yz-cnsdqz.github.io/eigenmotion/GAMMA/ Yan Zhang 0054, Siyu Tang 0001 |
CVPR | 2 |
| 2022 | KeypointNeRF: Generalizing Image-Based Volumetric Avatars Using Relative Spatial Encoding of Keypoints
Marko Mihajlovic, Aayush Bansal, Michael Zollhöfer, Siyu Tang 0001, Shunsuke Saito |
ECCV (15) | 4 |
| 2022 | ARAH: Animatable Volume Rendering of Articulated Human SDFs
Shaofei Wang 0001, Katja Schwarz, Andreas Geiger 0001, Siyu Tang 0001 |
ECCV (32) | 4 |
| 2022 | SAGA: Stochastic Whole-Body Grasping with Contact
Jiahao Wang 0001, Yan Zhang 0054, Otmar Hilliges, Fisher Yu 0001, Siyu Tang 0001 |
ECCV (6) | 7 |
| 2022 | EgoBody: Human Body Shape and Motion of Interacting People from Head-Mounted Devices
Qianli Ma 0007, Yan Zhang 0054, Zhiyin Qian, Taein Kwon, Marc Pollefeys, Federica Bogo, Siyu Tang 0001 |
ECCV (6) | 8 |
| 2022 | Compositional Human-Scene Interaction Synthesis with Semantic Control
Kaifeng Zhao 0004, Shaofei Wang 0001, Yan Zhang 0054, Thabo Beeler, Siyu Tang 0001 |
ECCV (6) | 5 |
| 2021 | Learning To Disambiguate Strongly Interacting Hands via Probabilistic Per-Pixel Part SegmentationabstractIn natural conversation and interaction, our hands often overlap or are in contact with each other. Due to the homogeneous appearance of hands, this makes estimating the 3D pose of interacting hands from images difficult. In this paper we demonstrate that self-similarity, and the resulting ambiguities in assigning pixel observations to the respective hands and their parts, is a major cause of the final 3D pose error. Motivated by this insight, we propose DIGIT, a novel method for estimating the 3D poses of two interacting hands from a single monocular image. The method consists of two interwoven branches that process the input imagery into a per-pixel semantic part segmentation mask and a visual feature volume. In contrast to prior work, we do not decouple the segmentation from the pose estimation stage, but rather leverage the per-pixel probabilities directly in the downstream pose estimation task. To do so, the part probabilities are merged with the visual features and processed via fully-convolutional layers. We experimentally show that the proposed approach achieves new state-of-the-art performance on the InterHand2.6M [33] dataset. We provide detailed ablation studies to demonstrate the efficacy of our method and to provide insights into how the modelling of pixel ownership affects 3D hand pose estimation. Zicong Fan, Adrian Spurr, Muhammed Kocabas, Siyu Tang 0001, Michael J. Black, Otmar Hilliges |
3DV | 4 |
| 2021 | A Skeleton-Driven Neural Occupancy Representation for Articulated HandsabstractWe present Hand ArticuLated Occupancy (HALO), a novel representation of articulated hands that bridges the advantages of 3D keypoints and neural implicit surfaces and can be used in end-to-end trainable architectures. Unlike existing statistical parametric hand models (e.g. MANO), HALO directly leverages the 3D joint skeleton as input and produces a neural occupancy volume representing the posed hand surface. The key benefits of HALO are (1) it is driven by 3D keypoints, which have benefits in terms of accuracy and are easier to learn for neural networks than the latent hand-model parameters; (2) it provides a differentiable volumetric occupancy representation of the posed hand, (3) it can be trained end-to-end, allowing the formulation of losses on the hand surface that benefit the learning of 3D keypoints. We demonstrate the applicability of HALO to the task of conditional generation of hands that grasp 3D objects. The differentiable nature of HALO is shown to improve the quality of the synthesized hands both in terms of physical plausibility and user preference. Korrawe Karunratanakul, Adrian Spurr, Zicong Fan, Otmar Hilliges, Siyu Tang 0001 |
3DV | 5 |
| 2021 | 4D Human Body Capture from Egocentric Video via 3D Scene GroundingabstractWe introduce a novel task of reconstructing a time series of second-person13D human body meshes from monocular egocentric videos. The unique viewpoint and rapid embodied camera motion of egocentric videos raise additional technical barriers for human body capture. To address those challenges, we propose a simple yet effective optimization-based approach that leverages 2D observations of the entire video sequence and human-scene interaction constraint to estimate second-person human poses, shapes, and global motion that are grounded on the 3D environment captured from the egocentric view. We conduct detailed ablation studies to validate our design choice. Moreover, we compare our method with the previous state-of-the-art method on human motion capture from monocular video, and show that our method estimates more accurate human-body poses and shapes under the challenging egocentric setting. In addition, we demonstrate that our approach produces more realistic human-scene interaction. Miao Liu 0007, Dexin Yang, Yan Zhang 0054, Zhaopeng Cui, James M. Rehg, Siyu Tang 0001 |
3DV | 6 |
| 2021 | SCALE: Modeling Clothed Humans with a Surface Codec of Articulated Local ElementsabstractLearning to model and reconstruct humans in clothing is challenging due to articulation, non-rigid deformation, and varying clothing types and topologies. To enable learning, the choice of representation is the key. Recent work uses neural networks to parameterize local surface elements. This approach captures locally coherent geometry and non-planar details, can deal with varying topology, and does not require registered training data. However, naively using such methods to model 3D clothed humans fails to capture fine-grained local deformations and generalizes poorly. To address this, we present three key innovations: First, we deform surface elements based on a human body model such that large-scale deformations caused by articulation are explicitly separated from topological changes and local clothing deformations. Second, we address the limitations of existing neural surface elements by regressing local geometry from local features, significantly improving the expressiveness. Third, we learn a pose embedding on a 2D parameterization space that encodes posed body geometry, improving generalization to unseen poses by reducing non-local spurious correlations. We demonstrate the efficacy of our surface representation by learning models of complex clothing from point clouds. The clothing can change topology and deviate from the topology of the body. Once learned, we can animate previously unseen motions, producing high-quality point clouds, from which we generate realistic images with neural rendering. We assess the importance of each technical contribution and show that our approach outperforms the state-of-the-art methods in terms of reconstruction accuracy and inference time. The code is available for research purposes at https://qianlim.github.io/SCALE. Qianli Ma 0007, Shunsuke Saito, Siyu Tang 0001, Michael J. Black |
CVPR | 4 |
| 2021 | LEAP: Learning Articulated Occupancy of PeopleabstractSubstantial progress has been made on modeling rigid 3D objects using deep implicit representations. Yet, extending these methods to learn neural models of human shape is still in its infancy. Human bodies are complex and the key challenge is to learn a representation that generalizes such that it can express body shape deformations for unseen subjects in unseen, highly-articulated, poses. To address this challenge, we introduce LEAP (LEarning Articulated occupancy of People), a novel neural occupancy representation of the human body. Given a set of bone transformations (i.e. joint locations and rotations) and a query point in space, LEAP first maps the query point to a canonical space via learned linear blend skinning (LBS) functions and then efficiently queries the occupancy value via an occupancy network that models accurate identity- and pose-dependent deformations in the canonical space. Experiments show that our canonicalized occupancy estimation with the learned LBS functions greatly improves the generalization capability of the learned occupancy representation across various human shapes and poses, outperforming existing solutions in all settings. Marko Mihajlovic, Yan Zhang 0054, Michael J. Black, Siyu Tang 0001 |
CVPR | 4 |
| 2021 | On Self-Contact and Human Pose
Lea Müller, Ahmed A. A. Osman, Siyu Tang 0001, Chun-Hao P. Huang, Michael J. Black |
CVPR | 3 |
| 2021 | Locally Aware Piecewise Transformation Fields for 3D Human Mesh RegistrationabstractRegistering point clouds of dressed humans to parametric human models is a challenging task in computer vision. Traditional approaches often rely on heavily engineered pipelines that require accurate manual initialization of human poses and tedious post-processing. More recently, learning-based methods are proposed in hope to automate this process. We observe that pose initialization is key to accurate registration but existing methods often fail to provide accurate pose initialization. One major obstacle is that, despite recent effort on rotation representation learning in neural networks, regressing joint rotations from point clouds or images of humans is still very challenging. To this end, we propose novel piecewise trans-formation fields (PTF), a set of functions that learn 3D translation vectors to map any query point in posed space to its correspond position in rest-pose space. We com-bine PTF with multi-class occupancy networks, obtaining a novel learning-based framework that learns to simultaneously predict shape and per-point correspondences between the posed space and the canonical space for clothed human. Our key insight is that the translation vector for each query point can be effectively estimated using the point-aligned local features; consequently, rigid per bone trans-formations and joint rotations can be obtained efficiently via a least-square fitting given the estimated point correspondences, circumventing the challenging task of directly regressing joint rotations from neural networks. Further-more, the proposed PTF facilitate canonicalized occupancy estimation, which greatly improves generalization capability and results in more accurate surface reconstruction with only half of the parameters compared with the state-of-the-art. Both qualitative and quantitative studies show that fit-ting parametric models with poses initialized by our net-work results in much better registration quality, especially for extreme poses. Shaofei Wang 0001, Andreas Geiger 0001, Siyu Tang 0001 |
CVPR | 3 |
| 2021 | We Are More Than Our Joints: Predicting How 3D Bodies MoveabstractA key step towards understanding human behavior is the prediction of 3D human motion. Successful solutions have many applications in human tracking, HCI, and graphics. Most previous work focuses on predicting a time series of future 3D joint locations given a sequence 3D joints from the past. This Euclidean formulation generally works better than predicting pose in terms of joint rotations. Body joint locations, however, do not fully constrain 3D human pose, leaving degrees of freedom (like rotation about a limb) undefined. Note that 3D joints can be viewed as a sparse point cloud. Thus the problem of human motion prediction can be seen as a problem of point cloud prediction. With this observation, we instead predict a sparse set of locations on the body surface that correspond to motion capture markers. Given such markers, we fit a parametric body model to recover the 3D body of the person. These sparse surface markers also carry detailed information about human movement that is not present in the joints, increasing the naturalness of the predicted motions. Using the AMASS dataset, we train MOJO (More than Our JOints), which is a novel variational autoencoder with a latent DCT space that generates motions from latent frequencies. MOJO preserves the full temporal resolution of the input motion, and sampling from the latent frequencies explicitly introduces high-frequency components into the generated motion. We note that motion prediction methods accumulate errors over time, resulting in joints or markers that diverge from true human bodies. To address this, we fit the SMPL-X body model to the predictions at each time step, projecting the solution back onto the space of valid bodies, before propagating the new markers in time. Quantitative and qualitative experiments show that our approach produces state-of-the-art results and realistic 3D body animations. The code is available for research purposes at https://yz-cnsdqz.github.io/MOJO/MOJO.html. Yan Zhang 0054, Michael J. Black, Siyu Tang 0001 |
CVPR | 3 |
| 2021 | The Power of Points for Modeling Humans in ClothingabstractCurrently it requires an artist to create 3D human avatars with realistic clothing that can move naturally. Despite progress on 3D scanning and modeling of human bodies, there is still no technology that can easily turn a static scan into an animatable avatar. Automating the creation of such avatars would enable many applications in games, social networking, animation, and AR/VR to name a few. The key problem is one of representation. Standard 3D meshes are widely used in modeling the minimally-clothed body but do not readily capture the complex topology of clothing. Recent interest has shifted to implicit surface models for this task but they are computationally heavy and lack compatibility with existing 3D tools. What is needed is a 3D representation that can capture varied topology at high resolution and that can be learned from data. We argue that this representation has been with us all along — the point cloud. Point clouds have properties of both implicit and explicit representations that we exploit to model 3D garment geometry on a human body. We train a neural network with a novel local clothing geometric feature to represent the shape of different outfits. The network is trained from 3D point clouds of many types of clothing, on many bodies, in many poses, and learns to model pose-dependent clothing deformations. The geometry feature can be optimized to fit a previously unseen scan of a person in clothing, enabling the scan to be reposed realistically. Our model demonstrates superior quantitative and qualitative results in both multi-outfit modeling and unseen outfit animation. The code is available for research purposes at https://qianlim.github.io/POP. Qianli Ma 0007, Siyu Tang 0001, Michael J. Black |
ICCV | 3 |
| 2021 | Learning Motion Priors for 4D Human Body Capture in 3D ScenesabstractRecovering high-quality 3D human motion in complex scenes from monocular videos is important for many applications, ranging from AR/VR to robotics. However, capturing realistic human-scene interactions, while dealing with occlusions and partial views, is challenging; current approaches are still far from achieving compelling results. We address this problem by proposing LEMO: LEarning human MOtion priors for 4D human body capture. By leveraging the large-scale motion capture dataset AMASS [38], we introduce a novel motion smoothness prior, which strongly reduces the jitters exhibited by poses recovered over a sequence. Furthermore, to handle contacts and occlusions occurring frequently in body-scene interactions, we design a contact friction term and a contact-aware motion infiller obtained via per-instance self-supervised training. To prove the effectiveness of the proposed motion priors, we combine them into a novel pipeline for 4D human body capture in 3D scenes. With our pipeline, we demonstrate high-quality 4D human body capture, reconstructing smooth motions and physically plausible body-scene interactions. The code and data are available at https://sanweiliti.github.io/LEMO/LEMO.html. Yan Zhang 0054, Federica Bogo, Marc Pollefeys, Siyu Tang 0001 |
ICCV | 5 |
| 2021 | MetaAvatar: Learning Animatable Clothed Human Models from Few Depth ImagesabstractIn this paper, we aim to create generalizable and controllable neural signed distance fields (SDFs) that represent clothed humans from monocular depth observations. Recent advances in deep learning, especially neural implicit representations, have enabled human shape reconstruction and controllable avatar generation from different sensor inputs. However, to generate realistic cloth deformations from novel input poses, watertight meshes or dense full-body scans are usually needed as inputs. Furthermore, due to the difficulty of effectively modeling pose-dependent cloth deformations for diverse body shapes and cloth types, existing approaches resort to per-subject/cloth-type optimization from scratch, which is computationally expensive. In contrast, we propose an approach that can quickly generate realistic clothed human avatars, represented as controllable neural SDFs, given only monocular depth images. We achieve this by using meta-learning to learn an initialization of a hypernetwork that predicts the parameters of neural SDFs. The hypernetwork is conditioned on human poses and represents a clothed neural avatar that deforms non-rigidly according to the input poses. Meanwhile, it is meta-learned to effectively incorporate priors of diverse body shapes and cloth types and thus can be much faster to fine-tune, compared to models trained from scratch. We qualitatively and quantitatively show that our approach outperforms state-of-the-art approaches that require complete meshes as inputs while our approach requires only depth frames as inputs and runs orders of magnitudes faster. Furthermore, we demonstrate that our meta-learned hypernetwork is very robust, being the first to generate avatars with realistic dynamic cloth deformations given as few as 8 monocular depth frames. Shaofei Wang 0001, Marko Mihajlovic, Qianli Ma 0007, Andreas Geiger 0001, Siyu Tang 0001 |
NeurIPS | 5 |
| 2020 | Grasping Field: Learning Implicit Representations for Human GraspsabstractRobotic grasping of house-hold objects has made remarkable progress in recent years. Yet, human grasps are still difficult to synthesize realistically. There are several key reasons: (1) the human hand has many degrees of freedom (more than robotic manipulators); (2) the synthesized hand should conform to the surface of the object; and (3) it should interact with the object in a semantically and physically plausible manner. To make progress in this direction, we draw inspiration from the recent progress on learning-based implicit representations for 3D object reconstruction. Specifically, we propose an expressive representation for human grasp modelling that is efficient and easy to integrate with deep neural networks. Our insight is that every point in a three-dimensional space can be characterized by the signed distances to the surface of the hand and the object, respectively. Consequently, the hand, the object, and the contact area can be represented by implicit surfaces in a common space, in which the proximity between the hand and the object can be modelled explicitly. We name this 3D to 2D mapping as Grasping Field, parameterize it with a deep neural network, and learn it from data. We demonstrate that the proposed grasping field is an effective and expressive representation for human grasp generation. Specifically, our generative model is able to synthesize high-quality human grasps, given only on a 3D object point cloud. The extensive experiments demonstrate that our generative model compares favorably with a strong baseline and approaches the level of natural human grasps. Furthermore, based on the grasping field representation, we propose a deep network for the challenging task of 3D hand-object interaction reconstruction from a single RGB image. Our method improves the physical plausibility of the hand-object contact reconstruction and achieves comparable performance for 3D hand reconstruction compared to state-of-the-art methods. Our model and code are available for research purpose at https://github.com/korrawe/grasping_field. Korrawe Karunratanakul, Yan Zhang 0054, Michael J. Black, Krikamol Muandet, Siyu Tang 0001 |
3DV | 6 |
| 2020 | PLACE: Proximity Learning of Articulation and Contact in 3D EnvironmentsabstractThe following topics are dealt with: image reconstruction; learning (artificial intelligence); solid modelling; image representation; feature extraction; neural nets; stereo image processing; image colour analysis; cameras; convolutional neural nets. Yan Zhang 0054, Qianli Ma 0007, Michael J. Black, Siyu Tang 0001 |
3DV | 5 |
| 2020 | Generating 3D People in Scenes Without PeopleabstractWe present a fully automatic system that takes a 3D scene and generates plausible 3D human bodies that are posed naturally in that 3D scene. Given a 3D scene without people, humans can easily imagine how people could interact with the scene and the objects in it. However, this is a challenging task for a computer as solving it requires that (1) the generated human bodies to be semantically plausible within the 3D environment (e.g. people sitting on the sofa or cooking near the stove), and (2) the generated human-scene interaction to be physically feasible such that the human body and scene do not interpenetrate while, at the same time, body-scene contact supports physical interactions. To that end, we make use of the surface-based 3D human model SMPL-X. We first train a conditional variational autoencoder to predict semantically plausible 3D human poses conditioned on latent scene representations, then we further refine the generated 3D bodies using scene constraints to enforce feasible physical interaction. We show that our approach is able to synthesize realistic and expressive 3D human bodies that naturally interact with 3D environment. We perform extensive experiments demonstrating that our generative framework compares favorably with existing methods, both qualitatively and quantitatively. We believe that our scene-conditioned 3D human generation pipeline will be useful for numerous applications; e.g. to generate training data for human pose estimation, in video games and in VR/AR. Our project page for data and code can be seen at: {https://vlg.inf.ethz.ch/projects/PSI/}. Yan Zhang 0054, Mohamed Hassan 0003, Heiko Neumann, Michael J. Black, Siyu Tang 0001 |
CVPR | 5 |
| 2020 | Learning to Dress 3D People in Generative ClothingabstractThree-dimensional human body models are widely used in the analysis of human pose and motion. Existing models, however, are learned from minimally-clothed 3D scans and thus do not generalize to the complexity of dressed people in common images and videos. Additionally, current models lack the expressive power needed to represent the complex non-linear geometry of pose-dependent clothing shapes. To address this, we learn a generative 3D mesh model of clothed people from 3D scans with varying pose and clothing. Specifically, we train a conditional Mesh-VAE-GAN to learn the clothing deformation from the SMPL body model, making clothing an additional term in SMPL. Our model is conditioned on both pose and clothing type, giving the ability to draw samples of clothing to dress different body shapes in a variety of styles and poses. To preserve wrinkle detail, our Mesh-VAE-GAN extends patchwise discriminators to 3D meshes. Our model, named CAPE, represents global shape and fine local structure, effectively extending the SMPL body model to clothing. To our knowledge, this is the first generative model that directly dresses 3D human body meshes and generalizes to different poses. The model, code and data are available for research purposes at https://cape.is.tue.mpg.de. Qianli Ma 0007, Anurag Ranjan, Sergi Pujades, Gerard Pons-Moll, Siyu Tang 0001, Michael J. Black |
CVPR | 6 |
| 2020 | Forecasting Human-Object Interaction: Joint Prediction of Motor Attention and Actions in First Person Video
Miao Liu 0007, Siyu Tang 0001, Yin Li 0003, James M. Rehg |
ECCV (1) | 2 |
| 2020 | ETH-XGaze: A Large Scale Dataset for Gaze Estimation Under Extreme Head Pose and Gaze Variation
Xucong Zhang, Seonwook Park, Thabo Beeler, Derek Bradley, Siyu Tang 0001, Otmar Hilliges |
ECCV (5) | 5 |
| 2020 | MATE: Plugging in Model Awareness to Task Embedding for Meta LearningabstractMeta-learning improves generalization of machine learning models when faced with previously unseen tasks by leveraging experiences from different, yet related prior tasks. To allow for better generalization, we propose a novel task representation called model-aware task embedding (MATE) that incorporates not only the data distributions of different tasks, but also the complexity of the tasks through the models used. The task complexity is taken into account by a novel variant of kernel mean embedding, combined with an instance-adaptive attention mechanism inspired by an SVM-based feature selection algorithm. Together with conditioning layers in deep neural networks, MATE can be easily incorporated into existing meta learners as a plug-and-play module. While MATE is widely applicable to general tasks where the concept of task/environment is involved, we demonstrate its effectiveness in few-shot learning by improving a state-of-the-art model consistently on two benchmarks. Source codes for this paper are available at https://github.com/VITA-Group/MATE. Xiaohan Chen 0001, Zhangyang Wang, Siyu Tang 0001, Krikamol Muandet |
NeurIPS | 3 |
| 2020 | Learning Multi-human Optical FlowabstractAbstract The optical flow of humans is well known to be useful for the analysis of human action. Recent optical flow methods focus on training deep networks to approach the problem. However, the training data used by them does not cover the domain of human motion. Therefore, we develop a dataset of multi-human optical flow and train optical flow networks on this dataset. We use a 3D model of the human body and motion capture data to synthesize realistic flow fields in both single- and multi-person images. We then train optical flow networks to estimate human flow fields from pairs of images. We demonstrate that our trained networks are more accurate than a wide range of top methods on held-out test data and that they can generalize well to real image sequences. The code, trained models and the dataset are available for research. Anurag Ranjan, David T. Hoffmann, Dimitrios Tzionas, Siyu Tang 0001, Javier Romero 0002, Michael J. Black |
Int. J. Comput. Vis. | 4 |
| 2020 | Motion Segmentation & Multiple Object Tracking by Correlation Co-ClusteringabstractModels for computer vision are commonly defined either w.r.t. low-level concepts such as pixels that are to be grouped, or w.r.t. high-level concepts such as semantic objects that are to be detected and tracked. Combining bottom-up grouping with top-down detection and tracking, although highly desirable, is a challenging problem. We state this joint problem as a co-clustering problem that is principled and tractable by existing algorithms. We demonstrate the effectiveness of this approach by combining bottom-up motion segmentation by grouping of point trajectories with high-level multiple object tracking by clustering of bounding boxes. We show that solving the joint problem is beneficial at the low-level, in terms of the FBMS59 motion segmentation benchmark, and at the high-level, in terms of the Multiple Object Tracking benchmarks MOT15, MOT16 and the MOT17 challenge, and is state-of-the-art in some metrics. Margret Keuper, Siyu Tang 0001, Bjoern Andres, Thomas Brox, Bernt Schiele |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2019 | Local Temporal Bilinear Pooling for Fine-Grained Action ParsingabstractFine-grained temporal action parsing is important in many applications, such as daily activity understanding, human motion analysis, surgical robotics and others requiring subtle and precise operations over a long-term period. In this paper we propose a novel bilinear pooling operation, which is used in intermediate layers of a temporal convolutional encoder-decoder net. In contrast to previous work, our proposed bilinear pooling is learnable and hence can capture more complex local statistics than the conventional counterpart. In addition, we introduce exact lower-dimension representations of our bilinear forms, so that the dimensionality is reduced without suffering from information loss nor requiring extra computation. We perform extensive experiments to quantitatively analyze our model and show the superior performances to other state-of-the-art pooling work on various datasets. Yan Zhang 0054, Siyu Tang 0001, Krikamol Muandet, Christian Jarvers, Heiko Neumann |
CVPR | 2 |
| 2019 | End-to-End Learning for Graph DecompositionabstractDeep neural networks provide powerful tools for pattern recognition, while classical graph algorithms are widely used to solve combinatorial problems. In computer vision, many tasks combine elements of both pattern recognition and graph reasoning. In this paper, we study how to connect deep networks with graph decomposition into an end-to-end trainable framework. More specifically, the minimum cost multicut problem is first converted to an unconstrained binary cubic formulation where cycle consistency constraints are incorporated into the objective function. The new optimization problem can be viewed as a Conditional Random Field (CRF) in which the random variables are associated with the binary edge labels. Cycle constraints are introduced into the CRF as high-order potentials. A standard Convolutional Neural Network (CNN) provides the front-end features for the fully differentiable CRF. The parameters of both parts are optimized in an end-to-end manner. The efficacy of the proposed learning algorithm is demonstrated via experiments on clustering MNIST images and on the challenging task of real-world multi-people pose estimation. Jie Song 0006, Bjoern Andres, Michael J. Black, Otmar Hilliges, Siyu Tang 0001 |
ICCV | 5 |
| 2018 | Customized Multi-person Tracker
Liqian Ma, Siyu Tang 0001, Michael J. Black, Luc Van Gool |
ACCV (2) | 2 |
| 2018 | Human Motion Parsing by Hierarchical Dynamic Clustering
Yan Zhang 0054, Siyu Tang 0001, Heiko Neumann |
BMVC | 2 |
| 2018 | Part-Aligned Bilinear Representations for Person Re-identification
Yumin Suh, Jingdong Wang 0001, Siyu Tang 0001, Tao Mei 0001, Kyoung Mu Lee |
ECCV (14) | 3 |
| 2017 | ArtTrack: Articulated Multi-Person Tracking in the WildabstractIn this paper we propose an approach for articulated tracking of multiple people in unconstrained videos. Our starting point is a model that resembles existing architectures for single-frame pose estimation but is substantially faster. We achieve this in two ways: (1) by simplifying and sparsifying the body-part relationship graph and leveraging recent methods for faster inference, and (2) by offloading a substantial share of computation onto a feed-forward convolutional architecture that is able to detect and associate body joints of the same person even in clutter. We use this model to generate proposals for body joint locations and formulate articulated tracking as spatio-temporal grouping of such proposals. This allows to jointly solve the association problem for all people in the scene by propagating evidence from strong detections through time and enforcing constraints that each proposal can be assigned to one person only. We report results on a public MPII Human Pose benchmark and on a new MPII Video Pose dataset of image sequences with multiple people. We demonstrate that our model achieves state-of-the-art results while using only a fraction of time and is able to leverage temporal information to improve state-of-the-art for crowded scenes. Eldar Insafutdinov, Mykhaylo Andriluka, Leonid Pishchulin, Siyu Tang 0001, Evgeny Levinkov, Bjoern Andres, Bernt Schiele |
CVPR | 4 |
| 2017 | Joint Graph Decomposition & Node Labeling: Problem, Algorithms, ApplicationsabstractWe state a combinatorial optimization problem whose feasible solutions define both a decomposition and a node labeling of a given graph. This problem offers a common mathematical abstraction of seemingly unrelated computer vision tasks, including instance-separating semantic segmentation, articulated human body pose estimation and multiple object tracking. Conceptually, it generalizes the unconstrained integer quadratic program and the minimum cost lifted multicut problem, both of which are NP-hard. In order to find feasible solutions efficiently, we define two local search algorithms that converge monotonously to a local optimum, offering a feasible solution at any time. To demonstrate the effectiveness of these algorithms in tackling computer vision tasks, we apply them to instances of the problem that we construct from published data, using published algorithms. We report state-of-the-art application-specific accuracy in the three above-mentioned applications. Evgeny Levinkov, Jonas Uhrig, Siyu Tang 0001, Mohamed Omran, Eldar Insafutdinov, Alexander Kirillov, Carsten Rother, Thomas Brox, Bernt Schiele, Bjoern Andres |
CVPR | 3 |
| 2017 | Generating Descriptions with Grounded and Co-referenced People
Anna Rohrbach, Marcus Rohrbach, Siyu Tang 0001, Seong Joon Oh, Bernt Schiele |
CVPR | 3 |
| 2017 | Multiple People Tracking by Lifted Multicut and Person Re-identificationabstractTracking multiple persons in a monocular video of a crowded scene is a challenging task. Humans can master it even if they loose track of a person locally by re-identifying the same person based on their appearance. Care must be taken across long distances, as similar-looking persons need not be identical. In this work, we propose a novel graph-based formulation that links and clusters person hypotheses over time by solving an instance of a minimum cost lifted multicut problem. Our model generalizes previous works by introducing a mechanism for adding long-range attractive connections between nodes in the graph without modifying the original set of feasible solutions. This allows us to reward tracks that assign detections of similar appearance to the same person in a way that does not introduce implausible solutions. To effectively match hypotheses over longer temporal gaps we develop new deep architectures for re-identification of people. They combine holistic representations extracted with deep networks and body pose layout obtained with a state-of-the-art pose estimation model. We demonstrate the effectiveness of our formulation by reporting a new state-of-the-art for the MOT16 benchmark. The code and pre-trained models are publicly available. Siyu Tang 0001, Mykhaylo Andriluka, Bjoern Andres, Bernt Schiele |
CVPR | 1 |
| 2016 | DeepCut: Joint Subset Partition and Labeling for Multi Person Pose EstimationabstractThis paper considers the task of articulated human pose estimation of multiple people in real world images. We propose an approach that jointly solves the tasks of detection and pose estimation: it infers the number of persons in a scene, identifies occluded body parts, and disambiguates body parts between people in close proximity of each other. This joint formulation is in contrast to previous strategies, that address the problem by first detecting people and subsequently estimating their body pose. We propose a partitioning and labeling formulation of a set of body-part hypotheses generated with CNN-based part detectors. Our formulation, an instance of an integer linear program, implicitly performs non-maximum suppression on the set of part candidates and groups them to form configurations of body parts respecting geometric and appearance constraints. Experiments on four different datasets demonstrate state-of-the-art results for both single person and multi person pose estimation. Leonid Pishchulin, Eldar Insafutdinov, Siyu Tang 0001, Bjoern Andres, Mykhaylo Andriluka, Peter V. Gehler, Bernt Schiele |
CVPR | 3 |
| 2015 | Subgraph decomposition for multi-target trackingabstractTracking multiple targets in a video, based on a finite set of detection hypotheses, is a persistent problem in computer vision. A common strategy for tracking is to first select hypotheses spatially and then to link these over time while maintaining disjoint path constraints [14, 15, 24]. In crowded scenes multiple hypotheses will often be similar to each other making selection of optimal links an unnecessary hard optimization problem due to the sequential treatment of space and time. Embracing this observation, we propose to link and cluster plausible detections jointly across space and time. Specifically, we state multi-target tracking as a Minimum Cost Subgraph Multicut Problem. Evidence about pairs of detection hypotheses is incorporated whether the detections are in the same frame, neighboring frames or distant frames. This facilitates long-range re-identification and within-frame clustering. Results for published benchmark sequences demonstrate the superiority of this approach. Siyu Tang 0001, Bjoern Andres, Mykhaylo Andriluka, Bernt Schiele |
CVPR | 1 |
| 2014 | Detection and Tracking of Occluded People
Siyu Tang 0001, Mykhaylo Andriluka, Bernt Schiele |
Int. J. Comput. Vis. | 1 |
| 2013 | Learning People Detectors for Tracking in Crowded ScenesabstractPeople tracking in crowded real-world scenes is challenging due to frequent and long-term occlusions. Recent tracking methods obtain the image evidence from object (people) detectors, but typically use off-the-shelf detectors and treat them as black box components. In this paper we argue that for best performance one should explicitly train people detectors on failure cases of the overall tracker instead. To that end, we first propose a novel joint people detector that combines a state-of-the-art single person detector with a detector for pairs of people, which explicitly exploits common patterns of person-person occlusions across multiple viewpoints that are a frequent failure case for tracking in crowded scenes. To explicitly address remaining failure modes of the tracker we explore two methods. First, we analyze typical failures of trackers and train a detector explicitly on these cases. And second, we train the detector with the people tracker in the loop, focusing on the most common tracker failures. We show that our joint multi-person detector significantly improves both detection accuracy as well as tracker performance, improving the state-of-the-art on standard benchmarks. Siyu Tang 0001, Mykhaylo Andriluka, Anton Milan, Konrad Schindler, Stefan Roth 0001, Bernt Schiele |
ICCV | 1 |
| 2012 | Detection and Tracking of Occluded PeopleabstractWe consider the problem of detection and tracking of multiple people in crowded street scenes. State-of-the-art methods perform well in scenes with relatively few people, but are severely challenged by scenes with many subjects that partially occlude each other. This limitation is due to the fact that current people detectors fail when persons are strongly occluded. We observe that typical occlusions are due to overlaps between people and propose a people detector tailored to various occlusion levels. Instead of treating partial occlusions as distractions, we leverage the fact that person/person occlusions result in very characteristic appearance patterns that can help to improve detection results. We demonstrate the performance of our occlusion-aware person detector on a new dataset of people with controlled but severe levels of occlusion and on two challenging publicly available benchmarks outperforming single person detectors in each case. Siyu Tang 0001, Mykhaylo Andriluka, Bernt Schiele |
BMVC | 1 |