Arthur Moreau

dblp:288/1718 · DBLP profile ↗
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9ranked-venue papers
4as first author
9since 2021 · last 2026
0009-0004-2925-3316ORCID · corroborated

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

Artificial intelligence and machine learning · 7 · 2 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 6 since 2021Systems, architecture and hardware · 1 · 1 since 2021
YearPublicationVenuePosition
2026 An Interactive Conversational 3D Virtual Human
Richard Shaw, Youngkyoon Jang, Athanasios Papaioannou, Arthur Moreau, Helisa Dhamo, Zhensong Zhang, Eduardo Pérez-Pellitero
Int. J. Comput. Vis.4
2024 Human Gaussian Splatting: Real-Time Rendering of Animatable Avatars
abstract
This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose an animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. The body is represented by a set of gaussian primitives in a canonical space which is deformed with a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (HuGS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method achieves 1.5 dB PSNR improvement over the state-of-the-art on THuman4 dataset while being able to render in real-time (≈ 80 fps for$512 \times 512$resolution).
Arthur Moreau, Jifei Song, Helisa Dhamo, Richard Shaw, Yiren Zhou, Eduardo Pérez-Pellitero
CVPR1
2024 HeadGaS: Real-Time Animatable Head Avatars via 3D Gaussian Splatting
Helisa Dhamo, Yinyu Nie, Arthur Moreau, Jifei Song, Richard Shaw, Yiren Zhou, Eduardo Pérez-Pellitero
ECCV (2)3
2024 SWinGS: Sliding Windows for Dynamic 3D Gaussian Splatting
Richard Shaw, Michal Nazarczuk, Jifei Song, Arthur Moreau, Sibi Catley-Chandar, Helisa Dhamo, Eduardo Pérez-Pellitero
ECCV (55)4
2024 3DGS-Calib: 3D Gaussian Splatting for Multimodal SpatioTemporal Calibration
abstract
Reliable multimodal sensor fusion algorithms require accurate spatiotemporal calibration. Recently, targetless calibration techniques based on implicit neural representations have proven to provide precise and robust results. Nevertheless, such methods are inherently slow to train given the high computational overhead caused by the large number of sampled points required for volume rendering. With the recent introduction of 3D Gaussian Splatting as a faster alternative to implicit representation methods, we propose to leverage this new rendering approach to achieve faster multi-sensor calibration. We introduce 3DGS-Calib, a new calibration method that relies on the speed and rendering accuracy of 3D Gaussian Splatting to achieve multimodal spatiotemporal calibration that is accurate, robust, and with a substantial speed-up compared to methods relying on implicit neural representations. We demonstrate the superiority of our proposal with experimental results on sequences from KITTI-360, a widely used driving dataset.
Quentin Herau, Moussâb Bennehar, Arthur Moreau, Nathan Piasco, Luis Roldão, Dzmitry Tsishkou, Cyrille Migniot, Pascal Vasseur, Cédric Demonceaux
IROS3
2024 SCRREAM : SCan, Register, REnder And Map: A Framework for Annotating Accurate and Dense 3D Indoor Scenes with a Benchmark
abstract
Traditionally, 3d indoor datasets have generally prioritized scale over ground-truth accuracy in order to obtain improved generalization. However, using these datasets to evaluate dense geometry tasks, such as depth rendering, can be problematic as the meshes of the dataset are often incomplete and may produce wrong ground truth to evaluate the details. In this paper, we propose SCRREAM, a dataset annotation framework that allows annotation of fully dense meshes of objects in the scene and registers camera poses on the real image sequence, which can produce accurate ground truth for both sparse 3D as well as dense 3D tasks. We show the details of the dataset annotation pipeline and showcase four possible variants of datasets that can be obtained from our framework with example scenes, such as indoor reconstruction and SLAM, scene editing & object removal, human reconstruction and 6d pose estimation. Recent pipelines for indoor reconstruction and SLAM serve as new benchmarks. In contrast to previous indoor dataset, our design allows to evaluate dense geometry tasks on eleven sample scenes against accurately rendered ground truth depth maps.
Weihang Li, William Bittner, Nikolas Brasch, Jifei Song, Eduardo Pérez-Pellitero, Zhensong Zhang, Arthur Moreau, Nassir Navab, Benjamin Busam
NeurIPS9
2023 CROSSFIRE: Camera Relocalization On Self-Supervised Features from an Implicit Representation
abstract
Beyond novel view synthesis, Neural Radiance Fields (NeRF) are useful for applications that interact with the real world. In this paper, we use them as an implicit map of a given scene and propose a camera relocalization algorithm tailored for this representation. The proposed method enables to compute in real-time the precise position of a device using a single RGB camera, during its navigation. In contrast with previous work, we do not rely on pose regression or photometric alignment but rather use dense local features obtained through volumetric rendering which are specialized on the scene with a self-supervised objective. As a result, our algorithm is more accurate than competitors, able to operate in dynamic outdoor environments with changing lightning conditions and can be readily integrated in any volumetric neural renderer.
Arthur Moreau, Nathan Piasco, Moussâb Bennehar, Dzmitry Tsishkou, Bogdan Stanciulescu, Arnaud de La Fortelle
ICCV1
2023 ImPosing: Implicit Pose Encoding for Efficient Visual Localization
abstract
We propose a novel learning-based formulation for visual localization of vehicles that can operate in real-time in city-scale environments. Visual localization algorithms determine the position and orientation from which an image has been captured, using a set of geo-referenced images or a 3D scene representation. Our new localization paradigm, named Implicit Pose Encoding (ImPosing), embeds images and camera poses into a common latent representation with 2 separate neural networks, such that we can compute a similarity score for each image-pose pair. By evaluating candidates through the latent space in a hierarchical manner, the camera position and orientation are not directly regressed but incrementally refined. Very large environments force competitors to store gigabytes of map data, whereas our method is very compact independently of the reference database size. In this paper, we describe how to effectively optimize our learned modules, how to combine them to achieve real-time localization, and demonstrate results on diverse large scale scenarios that significantly outperform prior work in accuracy and computational efficiency.
Arthur Moreau, Thomas Gilles, Nathan Piasco, Dzmitry Tsishkou, Bogdan Stanciulescu, Arnaud de La Fortelle
WACV1
2022 CoordiNet: uncertainty-aware pose regressor for reliable vehicle localization
abstract
In this paper, we investigate visual-based camera re-localization with neural networks for robotics and autonomous vehicles applications. Our solution is a CNN-based algorithm which predicts camera pose (3D translation and 3D rotation) directly from a single image. It also provides an uncertainty estimate of the pose. Pose and uncertainty are learned together with a single loss function and are fused at test time with an EKF. Furthermore, we propose a new fully convolutional architecture, named CoordiNet, designed to embed some of the scene geometry.Our framework outperforms comparable methods on the largest available benchmark, the Oxford RobotCar dataset, with an average error of 8 meters where previous best was 19 meters. We have also investigated the performance of our method on large scenes for real time (18 fps) vehicle localization. In this setup, structure-based methods require a large database, and we show that our proposal is a reliable alternative, achieving 29cm median error in a 1.9km loop in a busy urban area.
Arthur Moreau, Nathan Piasco, Dzmitry Tsishkou, Bogdan Stanciulescu, Arnaud de La Fortelle
WACV1