VLDB 2026 Research / reviewers in the wild / expert
Christian Theobalt
dblp:55/3346
· DBLP profile ↗
345ranked-venue papers
7as first author
159since 2021 · last 2026
0000-0001-6104-6625ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 302 · 6 first-author · 136 since 2021Artificial intelligence and machine learning · 182 · 1 first-author · 96 since 2021Human-computer interaction and ubiquitous computing · 14 · 9 since 2021Systems, architecture and hardware · 1 · 1 first-authorTheory of computation · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Follow My Hold: Hand-Object Interaction Reconstruction Through Geometric GuidanceabstractWe propose a novel diffusion-based framework for reconstructing 3D geometry of hand-held objects from monocular RGB images by leveraging hand-object interaction as geometric guidance. Our method conditions a latent diffusion model on an inpainted object appearance and uses inference-time guidance to optimize the object reconstruction, while simultaneously ensuring plausible hand-object interactions. Unlike prior methods that rely on extensive post-processing or produce low-quality reconstructions, our approach directly generates high-quality object geometry during the diffusion process by introducing guidance with an optimization-in-the-loop design. Specifically, we guide the diffusion model by applying supervision to the velocity field while simultaneously optimizing the transformations of both the hand and the object being reconstructed. This optimization is driven by multi-modal geometric cues, including normal and depth alignment, silhouette consistency, and 2D keypoint reprojection. We further incorporate signed distance field supervision and enforce contact and non-intersection constraints to ensure physical plausibility of hand-object interaction. Our method yields accurate, robust and coherent reconstructions under occlusion while generalizing well to in-the-wild scenarios. The project page is at https://aidilayce.github.io/FollowMyHold-page/. Ayce Idil Aytekin, Helge Rhodin, Rishabh Dabral, Christian Theobalt |
3DV | 4 |
| 2026 | C3PO: Canonicalization of 3D Pose from Partial Views With Generalizable Correspondence FeaturesabstractProgress in 3D object understanding relies on the category-level canonicalization of 3D objects, i.e., bringing 3D instances into a consistent position and orientation. Most related works assume complete 3D representations, while real-world applications often require solving the more challenging task of canonicalizing from partial views, i.e., short videos that cover only a part of the object. We introduce C3PO, a method capable of canonicalizing partial views from arbitrary object categories by enforcing geometric and feature-level appearance consistency of overlapping views. We represent partial views as 3D point clouds obtained via structure-from-motion, where each point carries a feature vector that is extracted from 2 D images using a novel feature extractor capable of estimating generalizable correspondence features. Notably, our correspondence features are learned on a large dataset and generalize to object categories not seen during training. On top of this, we introduce an efficient pairwise-registration framework that aligns partial object representations into a globally consistent canonical frame. Experiments on synthetic and real-world benchmarks demonstrate that C3PO significantly outperforms existing methods. Yu Chi 0002, Leonhard Sommer, Olaf Dünkel, Dominik Muhle, Daniel Cremers, Christian Theobalt, Adam Kortylewski |
3DV | 6 |
| 2026 | GRMM: Real-Time High-Fidelity Gaussian Morphable Head Model with Learned Residualsabstract3D Morphable Models (3DMMs) enable controllable editing of facial geometry and expressions for reconstruction, animation, and AR/VR, but traditional PCA-based mesh models are limited in resolution, detail, and photorealism. Neural volumetric methods improve realism but remain too slow for interactive use. Recent Gaussian Splatting (3DGS)- based facial models achieve fast, high-quality rendering but still rely solely on a meshbased 3DMM prior for expression control, thereby limiting their ability to capture fine-grained geometry, expressions, and full-head coverage. We introduce GRMM, the first full-head Gaussian 3D morphable model that augments a base 3DMM with residual geometry and appearance components, additive refinements that recover high-frequency details such as wrinkles, fine skin texture, and hairline variations. GRMM provides disentangled control through low-dimensional, interpretable parameters (e.g., identity shape, facial expressions) while separately modelling residuals that capture subject- and expression-specific detail beyond the base model's capacity. Coarse decoders produce vertex-level mesh deformations, fine decoders represent per-Gaussian appearance,and a lightweight CNN refines rasterised images for enhanced realism, all while maintaining 75 FPS real-time rendering. To learn consistent, high-fidelity residuals, we present EXPRESS-50, the first dataset with 60 aligned expressions across 50 identities, enabling robust disentanglement of identity and expression in Gaussian-based 3DMMs. Across monocular 3D face reconstruction, novel-view synthesis, and expression transfer, GRMM surpasses state-of-the-art methods in fidelity and expression accuracy while delivering interactive real-time performance. Project page: https://mohitm1994.github.io/GRMM/ Mohit Mendiratta, Mayur Deshmukh, Kartik Teotia, Vladislav Golyanik, Adam Kortylewski, Christian Theobalt |
3DV | 6 |
| 2026 | Matrix-Free Second-Order Optimization of Gaussian Splats with Residual Samplingabstract3D Gaussian Splatting (3DGS) is widely used for novel view synthesis due to its high rendering quality and fast inference time. However, 3DGS predominantly relies on firstorder optimizers such as Adam, which leads to long training times. To address this limitation, we propose a novel second-order optimization strategy based on LevenbergMarquardt (LM) and Conjugate Gradient (CG), specifically tailored towards Gaussian Splatting. Our key insight is that the Jacobian in 3DGS exhibits significant sparsity since each Gaussian affects only a limited number of pixels. We exploit this sparsity by proposing a matrix-free and GPU-parallelized LM optimization. To further improve its efficiency, we propose sampling strategies for both camera views and loss function and, consequently, the normal equation, significantly reducing the computational complexity. In addition, we increase the convergence rate of the second-order approximation by introducing an effective heuristic to determine the learning rate that avoids the expensive computation cost of line search methods. As a result, our method achieves a$4 \times$speedup over standard LM and outperforms Adam by$5 \times$when the Gaussian count is low while providing$\approx 1.3 x$speed in moderate counts. In addition, our matrix-free implementation achieves$2 \times$speedup over the concurrent second-order optimizer 3DGSLM, while using$3.5 \times$less memory. Project Page: https://vcai.mpi-inf.mpg.de/projects/LM-RS Hamza Pehlivan, Andrea Boscolo Camiletto, Lin Geng Foo, Marc Habermann, Christian Theobalt |
3DV | 5 |
| 2026 | EventNeuS: 3D Mesh Reconstruction From a Single Event CameraabstractEvent cameras offer a considerable alternative to RGB cameras in many scenarios. While there are recent works on event-based novel-view synthesis, dense 3D mesh reconstruction remains scarcely explored and existing event-based techniques are severely limited in their 3D reconstruction accuracy. To address this limitation, we present EventNeuS, a self-supervised neural model for learning 3D representations from monocular colour event streams. Our approach, for the first time, combines 3D signed distance function and density field learning with event-based supervision. Furthermore, we introduce spherical harmonics encodings into our model for enhanced handling of view-dependent effects. EventNeuS outperforms existing approaches by a significant margin, achieving 34% lower Chamfer distance and 31% lower mean absolute error on average compared to the best previous method. Shreyas Sachan, Viktor Rudnev, Mohamed A. Elgharib, Christian Theobalt, Vladislav Golyanik |
3DV | 4 |
| 2026 | Momentum-Conserving Graph Neural Networks for Deformable ObjectsabstractGraph neural networks (GNNs) have emerged as a versatile and efficient option for modeling the dynamic behavior of deformable materials. While GNNs generalize readily to arbitrary shapes, mesh topologies, and material parameters, existing architectures struggle to correctly predict the temporal evolution of key physical quantities such as linear and angular momentum. In this work, we propose MomentumGNN—a novel architecture designed to accurately track momentum by construction. Unlike existing GNNs that output unconstrained nodal accelerations, our model predicts per-edge stretching and bending impulses which guarantee the preservation of linear and angular momentum. We train our network in an unsupervised fashion using a physics-based loss, and we show that our method outperforms baselines in a number of common scenarios where momentum plays a pivotal role. Jiahong Wang, Logan Numerow, Stelian Coros, Christian Theobalt, Vahid Babaei, Bernhard Thomaszewski |
3DV | 4 |
| 2026 | GIGA: Generalizable Sparse Image-Driven Gaussian HumansabstractDriving a high-quality and photorealistic full-body virtual human from a few RGB cameras is a challenging problem that has become increasingly relevant with emerging virtual reality technologies. A promising solution to democratize such technology would be a generalizable method that takes sparse multi-view images of any person and then generates photoreal free-view renderings of them. However, the state-of-the-art approaches are not scalable to very large datasets and, thus, lack diversity and photorealism. To address this problem, we propose GIGA, a novel, generalizable full-body model for rendering photoreal humans in free viewpoint, driven by a single-view or sparse multi-view video. Notably, GIGA can scale training to a few thousand subjects while maintaining high photorealism and synthesizing dynamic appearance. At the core, we introduce a MultiHeadUNet architecture, which takes an approximate RGB texture accumulated from a single or multiple sparse views and predicts 3D Gaussian primitives represented as 2D texels on top of a human body mesh. At test time, our method performs novel view synthesis of a virtual 3D Gaussian-based human from 1 to 4 input views and a tracked body template for unseen identities. Our method excels over prior works by a significant margin in terms of identity generalization capability and photorealism. Anton Zubekhin, Heming Zhu, Paulo F. U. Gotardo, Thabo Beeler, Marc Habermann, Christian Theobalt |
3DV | 6 |
| 2026 | EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar RenderingabstractMixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into their real or virtual surroundings. Achieving this vision requires a method capable of capturing a user's motion, estimating their appearance under novel lighting, and understanding the surrounding environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on complex studio setups for relighting. In this paper, we present EgoRelight , a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure accurate motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as robust geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to the live egocentric camera observations. We demonstrate the efficiency of our system through a social telepresence application, where remote users are coherently relit according to their local physical environment. Extensive experiments show that our individual components and the integrated system significantly outperform the best combinations of state-of-the-art baselines in both geometric accuracy and rendering as well as relighting fidelity. Further details can be found on our project page 1 . Jianchun Chen, Yinda Zhang 0001, Rohit Pandey, Thabo Beeler, Marc Habermann, Christian Theobalt |
ACM Trans. Graph. | 6 |
| 2025 | Betsu-Betsu: Multi-View Separable 3D Reconstruction of Two Interacting ObjectsabstractSeparable 3D reconstruction of multiple objects from multi-view RGB images—resulting in two different 3D shapes for the two objects with a clear separation between them—remains a sparsely researched problem. It is challenging due to severe mutual occlusions and ambiguities along the objects' interaction boundaries. This paper investigates the setting and introduces a new neuro-implicit method that can reconstruct the geometry and appearance of two objects undergoing close interactions while disjoining both in 3D, avoiding surface inter-penetrations and enabling novel-view synthesis of the observed scene. The framework is end-to-end trainable and supervised using a novel alpha-blending regularisation that ensures that the two geometries are well separated even under extreme occlusions. Our reconstruction method is markerless and can be applied to rigid as well as articulated objects. We introduce a new dataset consisting of close interactions between a human and an object and also evaluate on two scenes of humans performing martial arts. The experiments confirm the effectiveness of our framework and substantial improvements using 3D and novel view synthesis metrics compared to several existing approaches applicable in our setting11 Project page: https://vcai.mpi-inf.mpg.de/projects/separable-recon/. Suhas Gopal, Rishabh Dabral, Vladislav Golyanik, Christian Theobalt |
3DV | 4 |
| 2025 | GVP: Generative Volumetric PrimitivesabstractAdvances in 3D-aware generative models have pushed the boundary of image synthesis with explicit camera control. To achieve high-resolution image synthesis, several attempts have been made to design efficient generators, such as hybrid architectures with both 3D and 2D components. However, such a design compromises multiview consistency, and the design of a pure 3D generator with high resolution is still an open problem. In this work, we present Generative Volumetric Primitives (GVP), the first pure 3D volumetric generative model that can sample and render 512-resolution images in real-time. GVP Jointly models a number of volumetric primitives and their spatial information, both of which can be efficiently generated via a 2D convolutional network. The mixture of these primitives naturally captures the sparsity in the 3D volume. The training of such a generator with a high degree of freedom is made possible through a combination of adversarial and knowledge distillation training. The learned model exhibits dense 3D correspondences between samples. We provide exhaustive qualitative and qualitative evaluations for dense correspondences. Experiments on several datasets demonstrate superior efficiency, 3D consistency, and the emergence of dense correspondences of GVP over the state-of-the-art. Mallikarjun B. R. 0001, Xingang Pan, Mohamed A. Elgharib, Christian Theobalt |
3DV | 4 |
| 2025 | TEDRA: Text-Based Editing of Dynamic and Photoreal ActorsabstractOver the past years, significant progress has been made in creating photorealistic and drivable 3D avatars solely from videos of real humans. However, a core remaining challenge is the fine-grained and user-friendly editing of clothing styles by means of textual descriptions. To this end, we present TEDRA the first method allowing textbased edits of an avatar, which maintains the avatar's high fidelity, space-time coherency, as well as dynamics, and enables skeletal pose and view control. We begin by training a model to create a controllable and high-fidelity digital replica of the real actor. Next, we personalize a pretrained generative diffusion model by fine-tuning it on various frames of the real character captured from different camera angles, ensuring the digital representation faithfully captures the dynamics of the real person. This twostage process lays the foundation for our approach to dynamic human avatar editing. Utilizing this personalized diffusion model, we modify the dynamic avatar based on a provided text prompt using our Personalized Normal Aligned Score Distillation Sampling (PNA-SDS) within a modelbased guidance framework. Additionally, we propose a time-step annealing strategy to ensure high-quality edits. Our results demonstrate a clear improvement over prior work in functionality and visual quality. Basavaraj Sunagad, Heming Zhu, Mohit Mendiratta, Adam Kortylewski, Christian Theobalt, Marc Habermann |
3DV | 5 |
| 2025 | Enhancing Spoken Discourse Modeling in Language Models Using Gestural CuesabstractResearch in linguistics shows that non-verbal cues, such as gestures, play a crucial role in spoken discourse.For example, speakers perform hand gestures to indicate topic shifts, helping listeners identify transitions in discourse.In this work, we investigate whether the joint modeling of gestures using human motion sequences and language can improve spoken discourse modeling in language models.To integrate gestures into language models, we first encode 3D human motion sequences into discrete gesture tokens using a VQ-VAE.These gesture token embeddings are then aligned with text embeddings through feature alignment, mapping them into the text embedding space.To evaluate the gesture-aligned language model on spoken discourse, we construct text infilling tasks targeting three key discourse cues grounded in linguistic research: discourse connectives, stance markers, and quantifiers.Results show that incorporating gestures enhances marker prediction accuracy across the three tasks, highlighting the complementary information that gestures can offer in modeling spoken discourse.We view this work as an initial step toward leveraging non-verbal cues to advance spoken language modeling in language models. Varsha Suresh, Muhammad Hamza Mughal, Christian Theobalt, Vera Demberg |
ACL (1) | 3 |
| 2025 | 3HANDS Dataset: Learning from Humans for Generating Naturalistic Handovers with Supernumerary Robotic LimbsabstractSupernumerary robotic limbs (SRLs) are robotic structures integrated closely with the user's body, which augment human physical capabilities and necessitate seamless, naturalistic human-machine interaction. For effective assistance in physical tasks, enabling SRLs to hand over objects to humans is crucial. Yet, designing heuristic-based policies for robots is time-consuming, difficult to generalize across tasks, and results in less human-like motion. When trained with proper datasets, generative models are powerful alternatives for creating naturalistic handover motions. We introduce 3HANDS, a novel dataset of object handover interactions between a participant performing a daily activity and another participant enacting a hip-mounted SRL in a naturalistic manner. 3HANDS captures the unique characteristics of SRL interactions: operating in intimate personal space with asymmetric object origins, implicit motion synchronization, and the user's engagement in a primary task during the handover. To demonstrate the effectiveness of our dataset, we present three models: one that generates naturalistic handover trajectories, another that determines the appropriate handover endpoints, and a third that predicts the moment to initiate a handover. In a user study (N=10), we compare the handover interaction performed with our method compared to a baseline. The findings show that our method was perceived as significantly more natural, less physically demanding, and more comfortable. Artin Saberpour, Yi-Chi Liao 0001, Ata Otaran, Rishabh Dabral, Marie Muehlhaus, Christian Theobalt, Martin Schmitz 0001, Jürgen Steimle |
CHI | 6 |
| 2025 | Real-time Free-view Human Rendering from Sparse-view RGB Videos using Double Unprojected TexturesabstractReal-time free-view human rendering from sparse-view RGB inputs is a challenging task due to the sensor scarcity and the tight time budget. To ensure efficiency, recent methods leverage 2D CNNs operating in texture space to learn rendering primitives. However, they either jointly learn geometry and appearance, or completely ignore sparse image information for geometry estimation, significantly harming visual quality and robustness to unseen body poses. To address these issues, we present Double Unprojected Textures, which at the core disentangles coarse geometric deformation estimation from appearance synthesis, enabling robust and photorealistic 4K rendering in real-time. Specifically, we first introduce a novel image-conditioned template deformation network, which estimates the coarse deformation of the human template from a first unprojected texture. This updated geometry is then used to apply a second and more accurate texture unprojection. The resulting texture map has fewer artifacts and better alignment with input views, which benefits our learning of finer-level geometry and appearance represented by Gaussian splats. We validate the effectiveness and efficiency of the proposed method in quantitative and qualitative experiments, which significantly surpasses other state-of-the-art methods. Guoxing Sun 0001, Rishabh Dabral, Heming Zhu, Pascal Fua, Christian Theobalt, Marc Habermann |
CVPR | 5 |
| 2025 | Ego4o: Egocentric Human Motion Capture and Understanding from Multi-Modal InputabstractThis work focuses on tracking and understanding human motion using consumer wearable devices, such as VR/AR headsets, smart glasses, cellphones, and smartwatches. These devices provide diverse, multi-modal sensor inputs, including egocentric images, and 1-3 sparse IMU sensors in varied combinations. Motion descriptions can also accompany these signals. The diverse input modalities and their intermittent availability pose challenges for consistent motion capture and understanding. In this work, we present Ego4o (o for omni), a new framework for simultaneous human motion capture and understanding from multi-modal egocentric inputs. This method maintains performance with partial inputs while achieving better results when multiple modalities are combined. First, the IMU sensor inputs, the optional egocentric image, and text description of human motion are encoded into the latent space of a motion VQ-VAE. Next, the latent vectors are sent to the VQ-VAE decoder and optimized to track human motion. When motion descriptions are unavailable, the latent vectors can be input into a multi-modal LLM to generate human motion descriptions, which can further enhance motion capture accuracy. Quantitative and qualitative evaluations demonstrate the effectiveness of our method in predicting accurate human motion and high-quality motion descriptions. Project page: https://jianwang-mpi.github.io/ego4o. Jian Wang 0100, Rishabh Dabral, Diogo C. Luvizon, Zhe Cao 0003, Lingjie Liu, Thabo Beeler, Christian Theobalt |
CVPR | 7 |
| 2025 | FRAME: Floor-aligned Representation for Avatar Motion from Egocentric VideoabstractEgocentric motion capture with a head-mounted body-facing stereo camera is crucial for VR and AR applications but presents significant challenges such as heavy occlusions and limited annotated real-world data. Existing methods rely on synthetic pretraining and struggle to generate smooth and accurate predictions in real-world settings, particularly for lower limbs. Our work addresses these limitations by introducing a lightweight VR-based data collection setup with on-board, real-time 6D pose tracking. Using this setup, we collected the most extensive real-world dataset for ego-facing ego-mounted cameras to date in size and motion variability. Effectively integrating this multimodal input –device pose and camera feeds –is challenging due to the differing characteristics of each data source. To address this, we propose FRAME, a simple yet effective architecture that combines device pose and camera feeds for state-of-the-art body pose prediction through geometrically sound multimodal integration and can run at 300 FPS on modern hardware. Lastly, we showcase a novel training strategy to enhance the model’s generalization capabilities. Our approach exploits the problem’s geometric properties, yielding high-quality motion capture free from common artifacts in prior work. Qualitative and quantitative evaluations, along with extensive comparisons, demonstrate the effectiveness of our method. Data, code, and CAD designs will be available at vcai.mpi-inf.mpg.de/projects/FRAME. Andrea Boscolo Camiletto, Jian Wang 0100, Eduardo Alvarado, Rishabh Dabral, Thabo Beeler, Marc Habermann, Christian Theobalt |
CVPR | 7 |
| 2025 | Thin-Shell-SfT: Fine-Grained Monocular Non-rigid 3D Surface Tracking with Neural Deformation Fieldsabstract3D reconstruction of highly deformable surfaces (e.g. cloths) from monocular RGB videos is a challenging problem, and no solution provides a consistent and accurate recovery of fine-grained surface details. To account for the ill-posed nature of the setting, existing methods use deformation models with statistical, neural, or physical priors. They also predominantly rely on nonadaptive discrete surface representations (e.g. polygonal meshes), perform frame-by-frame optimisation leading to error propagation, and suffer from poor gradients of the mesh-based differentiable renderers. Consequently, fine surface details such as cloth wrinkles are often not recovered with the desired accuracy. In response to these limitations, we propose Thin-Shell-SfT, a new method for non-rigid 3D tracking that represents a surface as an implicit and continuous spatiotemporal neural field. We incorporate continuous thin shell physics prior based on the Kirchhoff-Love model for spatial regularisation, which starkly contrasts the discretised alternatives of earlier works. Lastly, we leverage 3D Gaussian splatting to differentiably render the surface into image space and optimise the deformations based on analysis-by-synthesis principles. Our Thin-Shell-SfT outperforms prior works qualitatively and quantitatively thanks to our continuous surface formulation in conjunction with a specially tailored simulation prior and surface-induced 3D Gaussians. See our project page at https://4dqv.mpi-inf.mpg.de/ThinShellSfT. Navami Kairanda, Marc Habermann, Shanthika Naik, Christian Theobalt, Vladislav Golyanik |
CVPR | 4 |
| 2025 | EasyHOI: Unleashing the Power of Large Models for Reconstructing Hand-Object Interactions in the WildabstractOur work aims to reconstruct hand-object interactions from a single-view image, which is a fundamental but ill-posed task. Unlike methods that reconstruct from videos, multiview images, or predefined 3D templates, single-view reconstruction faces significant challenges due to inherent ambiguities and occlusions. These challenges are further amplified by the diverse nature of hand poses and the vast variety of object shapes and sizes. Our key insight is that current foundational models for segmentation, inpainting, and 3D reconstruction robustly generalize to in-the-wild images, which could provide strong visual and geo-metric priors for reconstructing hand-object interactions. Specifically, given a single image, we first design a novel pipeline to estimate the underlying hand pose and object shape using off-the-shelf large models. Furthermore, with the initial reconstruction, we employ a prior-guided optimization scheme, which optimizes hand pose to comply with 3D physical constraints and the 2D input image content. We perform experiments across several datasets and show that our method consistently outperforms baselines and faithfully reconstructs a diverse set of hand-object interactions. Here is the link of our project page: https://lym29.github.io/EasyHOI-page/. Xiaoxiao Long, Zemin Yang, Yuan Liu 0025, Marc Habermann, Christian Theobalt, Yuexin Ma, Wenping Wang 0001 |
CVPR | 6 |
| 2025 | Retrieving Semantics from the Deep: an RAG Solution for Gesture SynthesisabstractNon-Verbal communication often comprises of semantically rich gestures that help convey the meaning of an utterance. Producing such semantic co-speech gestures has been a major challenge for the existing neural systems that can generate rhythmic beat gestures, but struggle to produce semantically meaningful gestures. Therefore, we present RAG-GESTURE, a diffusion-based gesture generation approach that leverages Retrieval Augmented Generation (RAG) to produce natural-looking and semantically rich gestures. Our neuro-explicit gesture generation approach is designed to produce semantic gestures grounded in interpretable linguistic knowledge. We achieve this by using explicit domain knowledge to retrieve exemplar motions from a database of co-speech gestures. Once retrieved, we then inject these semantic exemplar gestures into our diffusion-based gesture generation pipeline using DDIM inversion and retrieval guidance at the inference time without any need of training. Further, we propose a control paradigm for guidance, that allows the users to modulate the amount of influence each retrieval insertion has over the generated sequence. Our comparative evaluations demonstrate the validity of our approach against recent gesture generation approaches. The reader is urged to explore the results on our project page. Muhammad Hamza Mughal, Rishabh Dabral, Merel C. J. Scholman, Vera Demberg, Christian Theobalt |
CVPR | 5 |
| 2025 | Common3D: Self-Supervised Learning of 3D Morphable Models for Common Objects in Neural Feature Spaceabstract3D morphable models (3DMMs) are a powerful tool to represent the possible shapes and appearances of an object category. Given a single test image, 3DMMs can be used to solve various tasks, such as predicting the 3D shape, pose, semantic correspondence, and instance segmentation of an object. Unfortunately, 3DMMs are only available for very few object categories that are of particular interest, like faces or human bodies, as they require a demanding 3D data acquisition and category-specific training process. In contrast, we introduce a new method, Common3D, that learns 3DMMs of common objects in a fully self-supervised manner from a collection of object-centric videos. For this purpose, our model represents objects as a learned 3D template mesh and a deformation field that is parameterized as an image-conditioned neural network. Different from prior works, Common3D represents the object appearance with neural features instead of RGB colors, which enables the learning of more generalizable representations through an abstraction from pixel intensities. Importantly, we train the appearance features using a contrastive objective by exploiting the correspondences defined through the deformable template mesh. This leads to higher quality correspondence features compared to related works and a significantly improved model performance at estimating 3D object pose and semantic correspondence. Common3D is the first completely self-supervised method that can solve various vision tasks in a zero-shot manner. We release all code at github.com/GenIntel/common3d. Leonhard Sommer, Olaf Dünkel, Christian Theobalt, Adam Kortylewski |
CVPR | 3 |
| 2025 | VidSeg: Training-free Video Semantic Segmentation based on Diffusion ModelsabstractWe introduce the first training-free approach for Video Semantic Segmentation (VSS) based on pre-trained diffusion models, termed VidSeg. A growing research direction attempts to employ diffusion models to perform downstream vision tasks by exploiting their deep understanding of image semantics. Yet, the majority of these approaches have focused on image-related tasks like semantic segmentation, with less emphasis on video tasks such as VSS. Ideally, diffusion-based image semantic segmentation approaches can be applied to videos in a frame-by-frame manner. However, we find their performance on videos to be subpar due to the absence of any modeling of temporal information inherent in the video data. To this end, we tackle this problem and introduce a framework tailored for VSS based on pre-trained image and video diffusion models. We propose building a scene context model based on the diffusion features, where the model is autoregressively updated to adapt to scene changes. This context model predicts per-frame coarse segmentation maps that are temporally consistent. To refine these maps further, we propose a correspondence-based refinement strategy that aggregates predictions temporally, resulting in more confi- Abdelrahman Eldesokey, Mohit Mendiratta, Fangneng Zhan, Adam Kortylewski, Christian Theobalt, Peter Wonka |
CVPR | 6 |
| 2025 | BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated ObjectsabstractWe present BimArt, a novel generative approach for synthesizing 3D bimanual hand interactions with articulated objects. Unlike prior works, we do not rely on a reference grasp, a coarse hand trajectory, or separate modes for grasping and articulating. To achieve this, we first generate distance-based contact maps conditioned on the object trajectory with an articulation-aware feature representation, revealing rich bimanual patterns for manipulation. The learned contact prior is then used to guide our hand motion generator, producing diverse and realistic bimanual motions for object movement and articulation. Our work offers key insights into feature representation and contact prior for articulated objects, demonstrating their effectiveness in taming the complex, high-dimensional space of bimanual hand-object interactions. Through comprehensive quantitative experiments, we demonstrate a clear step towards simplified and high-quality hand-object animations that surpass the state of the art in motion quality and diversity. Project page: https://vcai.mpi-inf.mpg.de/projects/bimart/. Wanyue Zhang, Rishabh Dabral, Vladislav Golyanik, Vasileios Choutas, Eduardo Alvarado, Thabo Beeler, Marc Habermann, Christian Theobalt |
CVPR | 8 |
| 2025 | Bring Your Rear Cameras for Egocentric 3D Human Pose EstimationabstractEgocentric 3D human pose estimation has been actively studied using cameras installed in front of a head-mounted device (HMD). While frontal placement is the optimal and the only option for some tasks, such as hand tracking, it remains unclear if the same holds for full-body tracking due to self-occlusion and limited field-of-view coverage. Notably, even the state-of-the-art methods often fail to estimate accurate 3D poses in many scenarios, such as when HMD users tilt their heads upward -- a common motion in human activities. A key limitation of existing HMD designs is their neglect of the back of the body, despite its potential to provide crucial 3D reconstruction cues. Hence, this paper investigates the usefulness of rear cameras for full-body tracking. We also show that simply adding rear views to the frontal inputs is not optimal for existing methods due to their dependence on individual 2D joint detectors without effective multi-view integration. To address this issue, we propose a new transformer-based method that refines 2D joint heatmap estimation with multi-view information and heatmap uncertainty, thereby improving 3D pose tracking. Also, we introduce two new large-scale datasets, Ego4View-Syn and Ego4View-RW, for a rear-view evaluation. Our experiments show that the new camera configurations with back views provide superior support for 3D pose tracking compared to only frontal placements. The proposed method achieves significant improvement over the current state of the art (>10% on MPJPE). The source code, trained models, and datasets are available on our project page at https://4dqv.mpi-inf.mpg.de/EgoRear/. Hiroyasu Akada, Vladislav Golyanik, Christian Theobalt |
ICCV | 4 |
| 2025 | Do It Yourself: Learning Semantic Correspondence from Pseudo-Labels
Olaf Dükel, Thomas Wimmer 0001, Christian Theobalt, Christian Rupprecht 0001, Adam Kortylewski |
ICCV | 3 |
| 2025 | CNS-Bench: Benchmarking Image Classifier Robustness Under Continuous Nuisance ShiftsabstractAn important challenge when using computer vision models in the real world is to evaluate their performance in potential out-of-distribution (OOD) scenarios. While simple synthetic corruptions are commonly applied to test OOD robustness, they often fail to capture nuisance shifts that occur in the real world. Recently, diffusion models have been applied to generate realistic images for benchmarking, but they are restricted to binary nuisance shifts. In this work, we introduce CNS-Bench, a Continuous Nuisance Shift Benchmark to quantify OOD robustness of image classifiers for continuous and realistic generative nuisance shifts. CNS-Bench allows generating a wide range of individual nuisance shifts in continuous severities by applying LoRA adapters to diffusion models. To address failure cases, we propose a filtering mechanism that outperforms previous methods, thereby enabling reliable benchmarking with generative models. With the proposed benchmark, we perform a large-scale study to evaluate the robustness of more than 40 classifiers under various nuisance shifts. Through carefully designed comparisons and analyses, we find that model rankings can change for varying shifts and shift scales, which cannot be captured when applying common binary shifts. Additionally, we show that evaluating the model performance on a continuous scale allows the identification of model failure points, providing a more nuanced understanding of model robustness. Project page including code and data: https://genintel.github.io/CNS. Olaf Dünkel, Artur Jesslen, Christian Theobalt, Christian Rupprecht 0001, Adam Kortylewski |
ICCV | 4 |
| 2025 | HumanOLAT: A Large-Scale Dataset for Full-Body Human Relighting and Novel-View Synthesis
Timo Teufel, Pulkit Gera, Xilong Zhou 0001, Umar Iqbal 0001, Pramod Rao, Jan Kautz, Vladislav Golyanik, Christian Theobalt |
ICCV | 8 |
| 2025 | DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single ImageabstractReconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The previous state-of-the-art, Decaf, employs a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the- wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. The code will be available at: https://github.com/Qingxuan-Wu/DICE. Qingxuan Wu, Zhiyang Dou, Sirui Xu 0002, Soshi Shimada, Chen Wang 0049, Zhengming Yu, Yuan Liu 0025, Cheng Lin 0001, Zeyu Cao, Taku Komura, Vladislav Golyanik, Christian Theobalt, Wenping Wang 0001, Lingjie Liu |
ICLR | 12 |
| 2025 | Attention (as Discrete-Time Markov) ChainsabstractWe introduce a new interpretation of the attention matrix as a discrete-time Markov chain. Our interpretation sheds light on common operations involving attention scores such as selection, summation, and averaging in a unified framework. It further extends them by considering indirect attention, propagated through the Markov chain, as opposed to previous studies that only model immediate effects. Our key observation is that tokens linked to semantically similar regions form metastable states, i.e., regions where attention tends to concentrate, while noisy attention scores dissipate. Metastable states and their prevalence can be easily computed through simple matrix multiplication and eigenanalysis, respectively. Using these lightweight tools, we demonstrate state-of-the-art zero-shot segmentation. Lastly, we define TokenRank---the steady state vector of the Markov chain, which measures global token importance. We show that TokenRank enhances unconditional image generation, improving both quality (IS) and diversity (FID), and can also be incorporated into existing segmentation techniques to improve their performance over existing benchmarks. We believe our framework offers a fresh view of how tokens are being attended in modern visual transformers. Yotam Erel, Olaf Dünkel, Rishabh Dabral, Vladislav Golyanik, Christian Theobalt, Amit Bermano |
NeurIPS | 5 |
| 2025 | OnlineSplatter: Pose-Free Online 3D Reconstruction for Free-Moving ObjectsabstractFree-moving object reconstruction from monocular video remains challenging, particularly without reliable pose or depth cues and under arbitrary object motion. We introduce OnlineSplatter, a novel online feed-forward framework generating high-quality, object-centric 3D Gaussians directly from RGB frames without requiring camera pose, depth priors, or bundle optimization. Our approach anchors reconstruction using the first frame and progressively refines the object representation through a dense Gaussian primitive field, maintaining constant computational cost regardless of video sequence length. Our core contribution is a dual-key memory module combining latent appearance-geometry keys with explicit directional keys, robustly fusing current frame features with temporally aggregated object states. This design enables effective handling of free-moving objects via spatial-guided memory readout and an efficient sparsification mechanism, ensuring comprehensive yet compact object coverage. Evaluations on real-world datasets demonstrate that OnlineSplatter significantly outperforms state-of-the-art pose-free reconstruction baselines, consistently improving with more observations while maintaining constant memory and runtime. Mark He Huang, Lin Geng Foo, Christian Theobalt, De Wen Soh |
NeurIPS | 3 |
| 2025 | Quantum Visual Fields with Neural Amplitude EncodingabstractQuantum Implicit Neural Representations (QINRs) have emerged as a promising paradigm that leverages parametrised quantum circuits to encode and process classical information. However, significant challenges remain in areas such as ansatz architecture design, the effective utility of quantum-mechanical properties, training efficiency, and the integration with classical modules. This paper advances the field by introducing a novel QINR architecture for 2D image and 3D geometric field learning, which we collectively refer to as Quantum Visual Field (QVF). QVF encodes classical data into quantum statevectors using neural amplitude encoding grounded in a learnable energy manifold, ensuring meaningful Hilbert space embeddings. Our ansatz follows a fully entangled design of learnable parametrised quantum circuits, with quantum (unitary) operations performed in the real Hilbert space, resulting in numerically stable training with fast convergence. QVF does not rely on classical post-processing---in contrast to the previous QINR learning approach---and directly employs measurements to extract learned signals encoded in the ansatz. Experiments on a quantum hardware simulator demonstrate that QVF outperforms existing quantum approach and competes widely used classical foundational baselines in terms of visual representation accuracy across various metrics and model characteristics. We also show applications of QVF in 2D and 3D field completion and 3D shape interpolation, highlighting its practical potential. Project page: \url{https://4dqv.mpi-inf.mpg.de/QVF/}. Shuteng Wang, Christian Theobalt, Vladislav Golyanik |
NeurIPS | 2 |
| 2025 | Topology-Aware Optimization of Gaussian Primitives for Human-Centric Volumetric VideosabstractVolumetric video is emerging as a key medium for digitizing the dynamic physical world, creating the virtual environments with six degrees of freedom to deliver immersive user experiences. However, robustly modeling general dynamic scenes, especially those involving topological changes while maintaining long-term tracking remains a fundamental challenge. In this paper, we present TaoGS, a novel topology-aware dynamic Gaussian representation that disentangles motion and appearance to support, both, long-range tracking and topological adaptation. We represent scene motion with a sparse set of motion Gaussians, which are continuously updated by a spatio-temporal tracker and photometric cues that detect structural variations across frames. To capture fine-grained texture, each motion Gaussian anchors and dynamically activates a set of local appearance Gaussians, which are non-rigidly warped to the current frame to provide strong initialization and significantly reduce training time. This activation mechanism enables efficient modeling of detailed textures and maintains temporal coherence, allowing high-fidelity rendering even under challenging scenarios such as changing clothes. To enable seamless integration into codec-based volumetric formats, we introduce a global Gaussian Lookup Table that records the lifespan of each Gaussian and organizes attributes into a lifespan-aware 2D layout. This structure aligns naturally with standard video codecs and supports up to 40× compression. TaoGS provides a unified, adaptive solution for scalable volumetric video under topological variation, capturing moments where “elegance in motion” and “Power in Stillness”— delivering immersive experiences that harmonize with the physical world. Project page: https://guochch.github.io/TaoGS/. Yuheng Jiang, Yize Wu, Shengkun Zhu, Zhehao Shen, Yingliang Zhang, Shaohui Jiao, Zhuo Su 0006, Lan Xu 0003, Marc Habermann, Christian Theobalt |
SIGGRAPH Asia | 12 |
| 2025 | 3DPR: Single Image 3D Portrait Relighting with Generative PriorsabstractRendering novel, relit views of a human head, given a monocular portrait image as input, is an inherently underconstrained problem. The traditional graphics solution is to explicitly decompose the input image into geometry, material and lighting via differentiable rendering; but this is constrained by the multiple assumptions and approximations of the underlying models and parameterizations of these scene components. We propose 3DPR, an image-based relighting model that leverages generative priors learnt from multi-view One-Light-at-A-Time (OLAT) images captured in a light stage. We introduce a new diverse and large-scale multi-view 4K OLAT dataset of 139 subjects to learn a high-quality prior over the distribution of high-frequency face reflectance. We leverage the latent space of a pre-trained generative head model that provides a rich prior over face geometry learnt from in-the-wild image datasets. The input portrait is first embedded in the latent manifold of such a model through an encoder-based inversion process. Then a novel triplane-based reflectance network trained on our lightstage data is used to synthesize high-fidelity OLAT images to enable image-based relighting. Our reflectance network operates in the latent space of the generative head model, crucially enabling a relatively small number of lightstage images to train the reflectance model. Combining the generated OLATs according to a given HDRI environment maps yields physically accurate environmental relighting results. Through quantitative and qualitative evaluations, we demonstrate that 3DPR outperforms previous methods, particularly in preserving identity and in capturing lighting effects such as specularities, self-shadows, and subsurface scattering. Pramod Rao, Abhimitra Meka, Xilong Zhou 0001, Gereon Fox, Mallikarjun B. R. 0001, Fangneng Zhan, Tim Weyrich, Bernd Bickel, Hanspeter Pfister, Wojciech Matusik, Thabo Beeler, Mohamed A. Elgharib, Marc Habermann, Christian Theobalt |
SIGGRAPH Asia | 14 |
| 2025 | Audio Driven Universal Gaussian Head AvatarsabstractWe introduce the first method for audio-driven universal photorealistic avatar synthesis, combining a person-agnostic speech model with our novel Universal Head Avatar Prior (UHAP). UHAP is trained on cross-identity multi-view videos. In particular, our UHAP is supervised with neutral scan data, enabling it to capture the identity-specific details at high fidelity. In contrast to previous approaches, which predominantly map audio features to geometric deformations only while ignoring audio-dependent appearance variations, our universal speech model directly maps raw audio inputs into the UHAP latent expression space. This expression space inherently encodes, both, geometric and appearance variations. For efficient personalization to new subjects, we employ a monocular encoder, which enables lightweight regression of dynamic expression variations across video frames. By accounting for these expression-dependent changes, it enables the subsequent model fine-tuning stage to focus exclusively on capturing the subject’s global appearance and geometry. Decoding these audio-driven expression codes via UHAP generates highly realistic avatars with precise lip synchronization and nuanced expressive details, such as eyebrow movement, gaze shifts, and realistic mouth interior appearance as well as motion. Extensive evaluations demonstrate that our method is not only the first generalizable audio-driven avatar model that can account for detailed appearance modeling and rendering, but it also outperforms competing (geometry-only) methods across metrics measuring lip-sync accuracy, quantitative image quality, and perceptual realism. Kartik Teotia, Helge Rhodin, Mohit Mendiratta, Hyeongwoo Kim, Marc Habermann, Christian Theobalt |
SIGGRAPH Asia | 6 |
| 2025 | PocoLoco: A Point Cloud Diffusion Model of Human Shape in Loose ClothingabstractModeling a human avatar that can plausibly deform to articulations is an active area of research. We present PocoLoco - the first template-free, point-based, pose-conditioned generative model for 3D humans in loose clothing. We motivate our work by noting that most methods require a parametric model of the human body to ground pose-dependent deformations. Consequently, they are restricted to modeling clothing that is topologically similar to the naked body and do not extend well to loose clothing. The few methods that attempt to model loose clothing typically require either canonicalization or a UV-parameterization and need to address the challenging problem of explicitly estimating correspondences for the deforming clothes. In this work, we formulate avatar clothing deformation as a conditional point-cloud generation task within the denoising diffusion framework. Crucially, our framework operates directly on unordered point clouds, eliminating the need for a parametric model or a clothing template. This also enables a variety of practical applications, such as point-cloud completion and pose-based editing - important features for virtual human animation. As current datasets for human avatars in loose clothing are far too small for training diffusion models, we release a dataset of two subjects performing various poses in loose clothing with a total of 75K point clouds. By contributing towards tackling the challenging task of effectively modeling loose clothing and expanding the available data for training these models, we aim to set the stage for further innovation in digital humans. The source code is available at https://github.com/sidsunny/pocoloco. Siddharth Seth, Rishabh Dabral, Diogo C. Luvizon, Marc Habermann, Ming-Hsuan Yang 0001, Christian Theobalt, Adam Kortylewski |
WACV | 6 |
| 2025 | D-NPC: Dynamic Neural Point Clouds for Non-Rigid View Synthesis from Monocular VideoabstractAbstract Dynamic reconstruction and spatiotemporal novel‐view synthesis of non‐rigidly deforming scenes recently gained increased attention. While existing work achieves impressive quality and performance on multi‐view or teleporting camera setups, most methods fail to efficiently and faithfully recover motion and appearance from casual monocular captures. This paper contributes to the field by introducing a new method for dynamic novel view synthesis from monocular video, such as casual smartphone captures. Our approach represents the scene as a dynamic neural point cloud, an implicit time‐conditioned point distribution that encodes local geometry and appearance in separate hash‐encoded neural feature grids for static and dynamic regions. By sampling a discrete point cloud from our model, we can efficiently render high‐quality novel views using a fast differentiable rasterizer and neural rendering network. Similar to recent work, we leverage advances in neural scene analysis by incorporating data‐driven priors like monocular depth estimation and object segmentation to resolve motion and depth ambiguities originating from the monocular captures. In addition to guiding the optimization process, we show that these priors can be exploited to explicitly initialize our scene representation to drastically improve optimization speed and final image quality. As evidenced by our experimental evaluation, our dynamic point cloud model not only enables fast optimization and real‐time frame rates for interactive applications, but also achieves competitive image quality on monocular benchmark sequences. Our code and data are available online https://moritzkappel.github.io/projects/dnpc/ . Moritz Kappel, Florian Hahlbohm, Timon Scholz, Susana Castillo 0001, Christian Theobalt, Martin Eisemann, Vladislav Golyanik, Marcus A. Magnor |
Comput. Graph. Forum | 5 |
| 2025 | EventEgo3D++: 3D Human Motion Capture from A Head-Mounted Event CameraabstractMonocular egocentric 3D human motion capture remains a significant challenge, particularly under conditions of low lighting and fast movements, which are common in head-mounted device applications. Existing methods that rely on RGB cameras often fail under these conditions. To address these limitations, we introduce EventEgo3D++, the first approach that leverages a monocular event camera with a fisheye lens for 3D human motion capture. Event cameras excel in high-speed scenarios and varying illumination due to their high temporal resolution, providing reliable cues for accurate 3D human motion capture. EventEgo3D++ leverages the LNES representation of event streams to enable precise 3D reconstructions. We have also developed a mobile head-mounted device (HMD) prototype equipped with an event camera, capturing a comprehensive dataset that includes real event observations from both controlled studio environments and in-the-wild settings, in addition to a synthetic dataset. Additionally, to provide a more holistic dataset, we include allocentric RGB streams that offer different perspectives of the HMD wearer, along with their corresponding SMPL body model. Our experiments demonstrate that EventEgo3D++ achieves superior 3D accuracy and robustness compared to existing solutions, even in challenging conditions. Moreover, our method supports real-time 3D pose updates at a rate of 140Hz. This work is an extension of the EventEgo3D approach (CVPR 2024) and further advances the state of the art in egocentric 3D human motion capture. For more details, visit the project page at https://eventego3d.mpi-inf.mpg.de. Christen Millerdurai, Hiroyasu Akada, Jian Wang 0042, Diogo C. Luvizon, Alain Pagani, Didier Stricker, Christian Theobalt, Vladislav Golyanik |
Int. J. Comput. Vis. | 7 |
| 2025 | PractiLight: Practical Light Control Using Foundational Diffusion ModelsabstractLight control in generated images is a difficult task, posing specific challenges, spanning over the entire image and frequency spectrum. Most approaches tackle this problem by training on extensive yet domain-specific datasets, limiting the inherent generalization and applicability of the foundational backbones used. Instead, PractiLight is a practical approach, effectively leveraging foundational understanding of recent generative models for the task. Our key insight is that lighting relationships in an image are similar in nature to token interaction in self-attention layers, and hence are best represented there. Based on this and other analyses regarding the importance of early diffusion iterations, PractiLight trains a lightweight LoRA regressor to produce the direct-irradiance map for a given image, using a small set of training images. We then employ this regressor to incorporate the desired lighting into the generation process of another image using Classifier Guidance. This careful design generalizes well to diverse conditions and image domains. We demonstrate state-of-the-art performance in terms of quality and control with proven parameter and data efficiency compared to leading works over a wide variety of scene types. We hope this work affirms that image lighting can feasibly be controlled by tapping into foundational knowledge, enabling practical and general relighting. Yotam Erel, Rishabh Dabral, Vladislav Golyanik, Amit Bermano, Christian Theobalt |
ACM Trans. Graph. | 5 |
| 2025 | IntrinsicEdit: Precise generative image manipulation in intrinsic spaceabstractGenerative diffusion models have advanced image editing by delivering high-quality results through intuitive interfaces such as prompts, scribbles, and semantic drawing. However, these interfaces lack precise control, and associated editing methods often specialize in a single task. We introduce a versatile workflow for a range of editing tasks which operates in an intrinsic-image latent space, enabling semantic, local manipulation with pixel precision while automatically handling effects like reflections and shadows. We build on the RGB↔X diffusion framework and address its key deficiencies: the lack of identity preservation and the need to update multiple channels to achieve plausible results. We propose an edit-friendly diffusion inversion and prompt-embedding optimization to enable precise and efficient editing of only the relevant channels. Our method achieves identity preservation and resolves global illumination, without requiring task-specific model fine-tuning. We demonstrate state-of-the-art performance across a variety of tasks on complex images, including material adjustments, object insertion and removal, global relighting, and their combinations. Linjie Lyu, Valentin Deschaintre, Yannick Hold-Geoffroy, Milos Hasan, Jae Shin Yoon, Thomas Leimkühler, Christian Theobalt, Iliyan Georgiev |
ACM Trans. Graph. | 7 |
| 2025 | TriHuman: A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance SynthesisabstractCreating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture space, which effectively addresses the problem of global points being mapped to the same tri-plane locations. We then show how such a tri-plane feature representation can be conditioned on the skeletal motion to account for dynamic appearance and geometry changes. Our results demonstrate a clear step toward higher quality in terms of geometry and appearance modeling of humans as well as runtime performance. Heming Zhu, Fangneng Zhan, Christian Theobalt, Marc Habermann |
ACM Trans. Graph. | 3 |
| 2025 | Fast Non-Rigid Radiance Fields From Monocularized DataabstractThe reconstruction and novel view synthesis of dynamic scenes recently gained increased attention. As reconstruction from large-scale multi-view data involves immense memory and computational requirements, recent benchmark datasets provide collections of single monocular views per timestamp sampled from multiple (virtual) cameras. We refer to this form of inputs asmonocularizeddata. Existing work shows impressive results for synthetic setups and forward-facing real-world data, but is often limited in the training speed and angular range for generating novel views. This paper addresses these limitations and proposes a new method for full$360^{\circ}$inward-facing novel view synthesis of non-rigidly deforming scenes. At the core of our method are: 1) An efficient deformation module that decouples the processing of spatial and temporal information for accelerated training and inference; and 2) A static module representing the canonical scene as a fast hash-encoded neural radiance field. In addition to existing synthetic monocularized data, we systematically analyze the performance on real-world inward-facing scenes using a newly recorded challenging dataset sampled from a synchronized large-scale multi-view rig. In both cases, our method is significantly faster than previous methods, converging in less than 7 minutes and achieving real-time framerates at 1K resolution, while obtaining a higher visual accuracy for generated novel views. Our code and dataset are available online:https://github.com/MoritzKappel/MoNeRF. Moritz Kappel, Vladislav Golyanik, Susana Castillo 0001, Christian Theobalt, Marcus A. Magnor |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | 3D Pose Estimation of Two Interacting Hands from a Monocular Event Cameraabstract3D hand tracking from a monocular video is a very challenging problem due to hand interactions, occlusions, left-right hand ambiguity, and fast motion. Most existing methods rely on RGB inputs, which have severe limitations under low-light conditions and suffer from motion blur. In contrast, event cameras capture local brightness changes instead of full image frames and do not suffer from the described effects. Unfortunately, existing image-based techniques cannot be directly applied to events due to significant differences in the data modalities. In response to these challenges, this paper introduces the first framework for 3D tracking of two fast-moving and interacting hands from a single monocular event camera. Our approach tackles the left-right hand ambiguity with a novel semi-supervised feature-wise attention mechanism and integrates an intersection loss to fix hand collisions. To facilitate advances in this research domain, we release a new synthetic large-scale dataset of two interacting hands, Ev2Hands-S, and a new real benchmark with real event streams and ground-truth 3D annotations, Ev2Hands-R. Our approach outperforms existing methods in terms of the 3D reconstruction accuracy and generalises to real data under severe light conditions1.1https://4dqv.mpi-inf.mpg.de/Ev2Hands/ Christen Millerdurai, Diogo C. Luvizon, Viktor Rudnev, André Jonas, Jiayi Wang 0001, Christian Theobalt, Vladislav Golyanik |
3DV | 6 |
| 2024 | MACS: Mass Conditioned 3D Hand and Object Motion SynthesisabstractThe physical properties of an object, such as mass, significantly affect how we manipulate it with our hands. Surprisingly, this aspect has so far been neglected in prior work on 3D motion synthesis. To improve the naturalness of the synthesized 3D hand-object motions, this work proposes MACS–the first MAss Conditioned 3D hand and object motion Synthesis approach. Our approach is based on cascaded diffusion models and generates interactions that plausibly adjust based on the object’s mass and interaction type. MACS also accepts a manually drawn 3D object trajectory as input and synthesizes the natural 3D hand motions conditioned by the object’s mass. This flexibility enables MACS to be used for various downstream applications, such as generating synthetic training data for ML tasks, fast animation of hands for graphics workflows, and generating character interactions for computer games. We show experimentally that a small-scale dataset is sufficient for MACS to reasonably generalize across interpolated and extrapolated object masses unseen during the training. Furthermore, MACS shows moderate generalization to unseen objects, thanks to the mass-conditioned contact labels generated by our surface contact synthesis model ConNet. Our comprehensive user study confirms that the synthesized 3D hand-object interactions are highly plausible and realistic. Soshi Shimada, Franziska Mueller 0001, Jan Bednarík, Bardia Doosti, Bernd Bickel, Danhang Tang, Vladislav Golyanik, Jonathan Taylor 0001, Christian Theobalt, Thabo Beeler |
3DV | 9 |
| 2024 | SceNeRFlow: Time-Consistent Reconstruction of General Dynamic ScenesabstractExisting methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find nontrivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions. Edith Tretschk, Vladislav Golyanik, Michael Zollhöfer, Aljaz Bozic, Christoph Lassner, Christian Theobalt |
3DV | 6 |
| 2024 | ROAM: Robust and Object-Aware Motion Generation Using Neural Pose DescriptorsabstractExisting automatic approaches for 3D virtual character motion synthesis supporting scene interactions do not gen-eralise well to new objects outside training distributions, even when trained on extensive motion capture datasets with diverse objects and annotated interactions. This paper addresses this limitation and shows that robustness and generalisation to novel scene objects in 3D object-aware character synthesis can be achieved by training a motion model with as few as one reference object. We leverage an implicit feature representation trained on object-only datasets, which encodes an SE(3)-equivariant descriptor field around the object. Given an unseen object and a reference pose-object pair, we optimise for the object-aware pose that is closest in the feature space to the reference pose. Finally, we use l-NSM, i.e., our motion generation model that is trained to seamlessly transition from locomotion to object interaction with the proposed bidirectional pose blending scheme. Through comprehensive numerical comparisons to state-of-the-art methods and in a user study, we demonstrate substantial improvements in 3D virtual character motion and interaction quality and robustness to scenarios with unseen objects. Our project page is available at https://vcai.mpi-inf.mpg.de/projects/ROAM/. Wanyue Zhang, Rishabh Dabral, Thomas Leimkühler, Vladislav Golyanik, Marc Habermann, Christian Theobalt |
3DV | 6 |
| 2024 | 3D Human Pose Perception from Egocentric Stereo VideosabstractWhile head-mounted devices are becoming more compact, they provide egocentric views with significant self-occlusions of the device user. Hence, existing methods often fail to accurately estimate complex 3D poses from egocentric views. In this work, we propose a new transformer-based framework to improve egocentric stereo 3D human pose estimation, which leverages the scene information and temporal context of egocentric stereo videos. Specifically, we utilize 1) depth features from our 3D scene reconstruction module with uniformly sampled windows of egocentric stereo frames, and 2) human joint queries enhanced by temporal features of the video inputs. Our method is able to accurately estimate human poses even in challenging scenarios, such as crouching and sitting. Furthermore, we introduce two new benchmark datasets, i.e., UnrealEgo2 and UnrealEgo-RW (RealWorld). The proposed datasets offer a much larger number of egocentric stereo views with a wider variety of human motions than the existing datasets, allowing comprehensive evaluation of existing and upcoming methods. Our extensive experiments show that the proposed approach significantly outperforms previous methods. UnrealEgo2, UnrealEgo-RW, and trained models are available on our project page11https://4dqv.mpi-inf.mpg.de/UnrealEgo2/ and Benchmark Challenge22https://unrealego.mpi-inf.mpg.de/. Hiroyasu Akada, Jian Wang 0042, Vladislav Golyanik, Christian Theobalt |
CVPR | 4 |
| 2024 | VINECS: Video-based Neural Character SkinningabstractRigging and skinning clothed human avatars is a challenging task and traditionally requires a lot of manual work and expertise. Recent methods addressing it either generalize across different characters or focus on capturing the dynamics of a single character observed under different pose configurations. However, the former methods typically predict solely static skinning weights, which perform poorly for highly articulated poses, and the latter ones either require dense 3D character scans in different poses or cannot generate an explicit mesh with vertex correspondence over time. To address these challenges, we propose a fully automated approach for creating a fully rigged character with pose-dependent skinning weights, which can be solely learned from multi-view video. Therefore, we first acquire a rigged template, which is then statically skinned. Next, a coordinate-based MLP learns a skinning weights field parameterized over the position in a canonical pose space and the respective pose. Moreover, we introduce our pose- and view-dependent appearance field allowing us to differentiably render and supervise the posed mesh using multi-view imagery. We show that our approach outperforms state-of-the-art while not relying on dense 4D scans. More details can be found on our project page11https://people.mpi-inf.mpg.de/~mhaberma/projects/2023-Vinecs. Zhouyingcheng Liao, Vladislav Golyanik, Marc Habermann, Christian Theobalt |
CVPR | 4 |
| 2024 | Wonder3D: Single Image to 3D Using Cross-Domain DiffusionabstractIn this work, we introduce Wonder3D, a novel method for efficiently generating high-fidelity textured meshes from single-view images. Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works di-rectly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of single-view reconstruction tasks, we pro-pose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure the consistency of generation, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a geometry-aware normal fusion algorithm that extracts high-quality surfaces from the multi-view 2D representations in only 2 r-;» 3 minutes. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and good efficiency compared to prior works. Xiaoxiao Long, Cheng Lin 0001, Yuan Liu 0025, Zhiyang Dou, Lingjie Liu, Yuexin Ma, Song-Hai Zhang, Marc Habermann, Christian Theobalt, Wenping Wang 0001 |
CVPR | 10 |
| 2024 | EventEgo3D: 3D Human Motion Capture from Egocentric Event StreamsabstractMonocular egocentric 3D human motion capture is a challenging and actively researched problem. Existing methods use synchronously operating visual sensors (e.g. RGB cameras) and often fail under low lighting and fast motions, which can be restricting in many applications involving head-mounted devices. In response to the existing limitations, this paper 1) introduces a new problem, i.e. 3D human motion capture from an egocentric monoc-ular event camera with a fish eye lens, and 2) proposes the first approach to it called EventEgo 3D (EE3D). Event streams have high temporal resolution and provide reliable cues for 3D human motion capture under high-speed hu-man motions and rapidly changing illumination. The pro-posed EE3D framework is specifically tailored for learning with event streams in the LNES representation, enabling high 3D reconstruction accuracy. We also design a proto-type of a mobile head-mounted device with an event cam-era and record a real dataset with event observations and the ground-truth 3D human poses (in addition to the syn-thetic dataset). Our EE3D demonstrates robustness and su-perior 3D accuracy compared to existing solutions across various challenging experiments while supporting real-time 3D pose update rates of 140Hz.11https://4dqv.mpi-inf.mpg.de/EventEgo3D/ Christen Millerdurai, Hiroyasu Akada, Jian Wang 0042, Diogo C. Luvizon, Christian Theobalt, Vladislav Golyanik |
CVPR | 5 |
| 2024 | ConvoFusion: Multi-Modal Conversational Diffusion for Co-Speech Gesture SynthesisabstractGestures play a key role in human communication. Recent methods for co-speech gesture generation, while managing to generate beat-aligned motions, struggle generating gestures that are semantically aligned with the utterance. Compared to beat gestures that align naturally to the audio signal, semantically coherent gestures require modeling the complex interactions between the language and human motion, and can be controlled by focusing on certain words. Therefore, we present ConvoFusion, a diffusion-based approach for multi-modal gesture synthesis, which can not only generate gestures based on multi-modal speech inputs, but can also facilitate controllability in gesture synthesis. Our method proposes two guidance objectives that allow the users to modulate the impact of different conditioning modalities (e.g. audio vs text) as well as to choose certain words to be emphasized during gesturing. Our method is versatile in that it can be trained either for generating monologue gestures or even the conversational gestures. To further advance the research on multi-party interactive gestures, the DndGroup Gesture dataset is released, which contains 6 hours of gesture data showing 5 people interacting with one another. We compare our method with several recent works and demonstrate effectiveness of our method on a variety of tasks. We urge the reader to watch our supplementary video at our webpage. Muhammad Hamza Mughal, Rishabh Dabral, Ikhsanul Habibie, Lucia Donatelli, Marc Habermann, Christian Theobalt |
CVPR | 6 |
| 2024 | ASH: Animatable Gaussian Splats for Efficient and Photoreal Human RenderingabstractReal-time rendering of photorealistic and controllable human avatars stands as a cornerstone in Computer Vision and Graphics. While recent advances in neural implicit rendering have unlocked unprecedented photorealism for digital avatars, real-time performance has mostly been demon-strated for static scenes only. To address this, we propose ASH, an animatable Gaussian splatting approach for photorealistic rendering of dynamic humans in real time. We parameterize the clothed human as animatable 3D Gaussians, which can be efficiently splatted into image space to generate the final rendering. However, naively learning the Gaussian parameters in 3D space poses a severe challenge in terms of compute. Instead, we attach the Gaussians onto a deformable character model, and learn their parameters in 2D texture space, which allows leveraging efficient 2D convolutional architectures that easily scale with the required number of Gaussians. We benchmark ASH with competing methods on pose-controllable avatars, demonstrating that our method outperforms existing real-time methods by a large margin and shows comparable or even better results than offline methods. Haokai Pang, Heming Zhu, Adam Kortylewski, Christian Theobalt, Marc Habermann |
CVPR | 4 |
| 2024 | Holoported Characters: Real-Time Free-Viewpoint Rendering of Humans from Sparse RGB CamerasabstractWe present the first approach to render highly realistic free-viewpoint videos of a human actor in general apparel, from sparse multi-view recording to display, in real-time at an unprecedented 4K resolution. At inference, our method only requires four camera views of the moving actor and the respective 3D skeletal pose. It handles actors in wide clothing, and reproduces even fine-scale dynamic detail, e.g. clothing wrinkles, face expressions, and hand gestures. At training time, our learning-based approach expects dense multi- view video and a rigged static surface scan of the actor. Our method comprises three main stages. Stage 1 is a skeleton-driven neural approach for high-quality capture of the detailed dynamic mesh geometry. Stage 2 is a novel solution to create a view-dependent texture using four test-time camera views as input. Finally, stage 3 comprises a new image-based refinement network rendering the final 4K image given the output from the previous stages. Our approach establishes a new benchmark for real-time rendering resolution and quality using sparse input camera views, unlocking possibilities for immersive telepresence. Code and data is available on our project page. Ashwath Shetty, Marc Habermann, Guoxing Sun 0001, Diogo C. Luvizon, Vladislav Golyanik, Christian Theobalt |
CVPR | 6 |
| 2024 | Egocentric Whole-Body Motion Capture with FisheyeViT and Diffusion-Based Motion RefinementabstractIn this work, we explore egocentric whole-body motion capture using a single fisheye camera, which simultane-ously estimates human body and hand motion. This task presents significant challenges due to three factors: the lack of high-quality datasets, fisheye camera distortion, and hu-man body self-occlusion. To address these challenges, we propose a novel approach that leverages Fisheye ViT to ex-tract fisheye image features, which are subsequently con-verted into pixel-aligned 3D heatmap representations for 3D human body pose prediction. For hand tracking, we incorporate dedicated hand detection and hand pose esti-mation networks for regressing 3D hand poses. Finally, we develop a diffusion-based whole-body motion prior model to refine the estimated whole-body motion while accounting for joint uncertainties. To train these networks, we col-lect a large synthetic dataset, Ego WholeBody, comprising 840,000 high-quality egocentric images captured across a diverse range of whole-body motion sequences. Quantitative and qualitative evaluations demonstrate the effective-ness of our method in producing high-quality whole-body motion estimates from a single egocentric camera. Jian Wang 0042, Zhe Cao 0003, Diogo C. Luvizon, Lingjie Liu, Kripasindhu Sarkar, Danhang Tang, Thabo Beeler, Christian Theobalt |
CVPR | 8 |
| 2024 | DatasetNeRF: Efficient 3D-Aware Data Factory with Generative Radiance Fields
Yu Chi 0002, Fangneng Zhan, Sibo Wu, Christian Theobalt, Adam Kortylewski |
ECCV (62) | 4 |
| 2024 | REMOS: 3D Motion-Conditioned Reaction Synthesis for Two-Person Interactions
Anindita Ghosh, Rishabh Dabral, Vladislav Golyanik, Christian Theobalt, Philipp Slusallek |
ECCV (36) | 4 |
| 2024 | Relightable Neural Actor with Intrinsic Decomposition and Pose Control
Diogo C. Luvizon, Vladislav Golyanik, Adam Kortylewski, Marc Habermann, Christian Theobalt |
ECCV (59) | 5 |
| 2024 | MetaCap: Meta-learning Priors from Multi-view Imagery for Sparse-View Human Performance Capture and Rendering
Guoxing Sun 0001, Rishabh Dabral, Pascal Fua, Christian Theobalt, Marc Habermann |
ECCV (46) | 4 |
| 2024 | Surf-D: Generating High-Quality Surfaces of Arbitrary Topologies Using Diffusion Models
Zhengming Yu, Zhiyang Dou, Xiaoxiao Long, Cheng Lin 0001, Zekun Li 0002, Yuan Liu 0025, Norman Müller, Taku Komura, Marc Habermann, Christian Theobalt, Xin Li 0003, Wenping Wang 0001 |
ECCV (39) | 10 |
| 2024 | NeuralClothSim: Neural Deformation Fields Meet the Thin Shell TheoryabstractDespite existing 3D cloth simulators producing realistic results, they predominantly operate on discrete surface representations (e.g. points and meshes) with a fixed spatial resolution, which often leads to large memory consumption and resolution-dependent simulations. Moreover, back-propagating gradients through the existing solvers is difficult and they hence cannot be easily integrated into modern neural architectures. In response, this paper re-thinks physically plausible cloth simulation: We propose NeuralClothSim, i.e., a new quasistatic cloth simulator using thin shells, in which surface deformation is encoded in neural network weights in form of a neural field. Our memory-efficient solver operates on a new continuous coordinate-based surface representation called neural deformation fields (NDFs); it supervises NDF equilibria with the laws of the non-linear Kirchhoff-Love shell theory with a non-linear anisotropic material model. NDFs are adaptive: They 1) allocate their capacity to the deformation details and 2) allow surface state queries at arbitrary spatial resolutions without re-training. We show how to train NeuralClothSim while imposing hard boundary conditions and demonstrate multiple applications, such as material interpolation and simulation editing. The experimental results highlight the effectiveness of our continuous neural formulation. Navami Kairanda, Marc Habermann, Christian Theobalt, Vladislav Golyanik |
NeurIPS | 3 |
| 2024 | EgoAvatar: Egocentric View-Driven and Photorealistic Full-body Avatars
Jianchun Chen, Jian Wang 0042, Yinda Zhang 0001, Rohit Pandey, Thabo Beeler, Marc Habermann, Christian Theobalt |
SIGGRAPH Asia | 7 |
| 2024 | Manifold Sampling for Differentiable Uncertainty in Radiance FieldsabstractRadiance fields are powerful and, hence, popular models for representing the appearance of complex scenes. Yet, constructing them based on image observations gives rise to ambiguities and uncertainties. We propose a versatile approach for learning Gaussian radiance fields with explicit and fine-grained uncertainty estimates that impose only little additional cost compared to uncertainty-agnostic training. Our key observation is that uncertainties can be modeled as a low-dimensional manifold in the space of radiance field parameters that is highly amenable to Monte Carlo sampling. Importantly, our uncertainties are differentiable and, thus, allow for gradient-based optimization of subsequent captures that optimally reduce ambiguities. We demonstrate state-of-the-art performance on next-best-view planning tasks, including high-dimensional illumination planning for optimal radiance field relighting quality. Linjie Lyu, Ayush Tewari, Marc Habermann, Shunsuke Saito, Michael Zollhöfer, Thomas Leimkühler, Christian Theobalt |
SIGGRAPH Asia | 7 |
| 2024 | Unsupervised Event-Based Video ReconstructionabstractEvent cameras report events whenever an individual pixel changes brightness. The discrete and asynchronous nature of events makes recovering pixel brightness signals a challenging task, even if conventional brightness frames are recorded along with events. Recent works have addressed this task with neural networks, which tend to be biased towards their training distribution. All methods need to deal with noise in the events to produce very high output framerates. We introduce a new approach to event-based reconstruction, not learning-based: Our model assigns each event an explicit confidence weight to account for the uncertainty arising from noise. We also introduce a novel loss term to balance confidences against each other and show that interpolation of brightness signals between events can benefit from Bézier curves. We demonstrate that allowing brightness changes between exposures can improve reconstruction quality. Our evaluation shows that our method improves the state of the art in the tasks of event-based de-blurring and event-based frame interpolation. Gereon Fox, Xingang Pan, Ayush Tewari, Mohamed A. Elgharib, Christian Theobalt |
WACV | 5 |
| 2024 | FIRe: Fast Inverse Rendering using Directional and Signed Distance FunctionsabstractNeural 3D implicit representations learn priors that are useful for diverse applications, such as single- or multiple-view 3D reconstruction. A major downside of existing approaches while rendering an image is that they require evaluating the network multiple times per camera ray so that the high computational time forms a bottleneck for downstream applications. We address this problem by introducing a novel neural scene representation that we call the directional distance function (DDF). To this end, we learn a signed distance function (SDF) along with our DDF model to represent a class of shapes. Specifically, our DDF is defined on the unit sphere and predicts the distance to the surface along any given direction. Therefore, our DDF allows rendering images with just a single network evaluation per camera ray. Based on our DDF, we present a novel fast algorithm (FIRe) to reconstruct 3D shapes given a posed depth map. We evaluate our proposed method on 3D reconstruction from single-view depth images, where we empirically show that our algorithm reconstructs 3D shapes more accurately and it is more than 15 times faster (per iteration) than competing methods. Tarun Yenamandra, Ayush Tewari, Nan Yang 0007, Florian Bernard 0001, Christian Theobalt, Daniel Cremers |
WACV | 5 |
| 2024 | State of the Art on Diffusion Models for Visual ComputingabstractAbstract The field of visual computing is rapidly advancing due to the emergence of generative artificial intelligence (AI), which unlocks unprecedented capabilities for the generation, editing, and reconstruction of images, videos, and 3D scenes. In these domains, diffusion models are the generative AI architecture of choice. Within the last year alone, the literature on diffusion‐based tools and applications has seen exponential growth and relevant papers are published across the computer graphics, computer vision, and AI communities with new works appearing daily on arXiv. This rapid growth of the field makes it difficult to keep up with all recent developments. The goal of this state‐of‐the‐art report (STAR) is to introduce the basic mathematical concepts of diffusion models, implementation details and design choices of the popular Stable Diffusion model, as well as overview important aspects of these generative AI tools, including personalization, conditioning, inversion, among others. Moreover, we give a comprehensive overview of the rapidly growing literature on diffusion‐based generation and editing, categorized by the type of generated medium, including 2D images, videos, 3D objects, locomotion, and 4D scenes. Finally, we discuss available datasets, metrics, open challenges, and social implications. This STAR provides an intuitive starting point to explore this exciting topic for researchers, artists, and practitioners alike. Ryan Po, Wang Yifan 0001, Vladislav Golyanik, Kfir Aberman, Jonathan T. Barron, Amit Bermano, Eric R. Chan, Tali Dekel, Aleksander Holynski, Angjoo Kanazawa, C. Karen Liu, Lingjie Liu, Ben Mildenhall, Matthias Nießner, Björn Ommer, Christian Theobalt, Peter Wonka, Gordon Wetzstein |
Comput. Graph. Forum | 16 |
| 2024 | Recent Trends in 3D Reconstruction of General Non-Rigid ScenesabstractAbstract Reconstructing models of the real world, including 3D geometry, appearance, and motion of real scenes, is essential for computer graphics and computer vision. It enables the synthesizing of photorealistic novel views, useful for the movie industry and AR/VR applications. It also facilitates the content creation necessary in computer games and AR/VR by avoiding laborious manual design processes. Further, such models are fundamental for intelligent computing systems that need to interpret real‐world scenes and actions to act and interact safely with the human world. Notably, the world surrounding us is dynamic, and reconstructing models of dynamic, non‐rigidly moving scenes is a severely underconstrained and challenging problem. This state‐of‐the‐art report (STAR) offers the reader a comprehensive summary of state‐of‐the‐art techniques with monocular and multi‐view inputs such as data from RGB and RGB‐D sensors, among others, conveying an understanding of different approaches, their potential applications, and promising further research directions. The report covers 3D reconstruction of general non‐rigid scenes and further addresses the techniques for scene decomposition, editing and controlling, and generalizable and generative modeling. More specifically, we first review the common and fundamental concepts necessary to understand and navigate the field and then discuss the state‐of‐the‐art techniques by reviewing recent approaches that use traditional and machine‐learning‐based neural representations, including a discussion on the newly enabled applications. The STAR is concluded with a discussion of the remaining limitations and open challenges. Raza Yunus, Jan Eric Lenssen, Michael Niemeyer, Yiyi Liao, Christian Rupprecht 0001, Christian Theobalt, Gerard Pons-Moll, Jia-Bin Huang 0001, Vladislav Golyanik, Eddy Ilg |
Comput. Graph. Forum | 6 |
| 2024 | A Deeper Analysis of Volumetric Relightable FacesabstractAbstract Portrait viewpoint and illumination editing is an important problem with several applications in VR/AR, movies, and photography. Comprehensive knowledge of geometry and illumination is critical for obtaining photorealistic results. Current methods are unable to explicitly model in 3D while handling both viewpoint and illumination editing from a single image. In this paper, we propose VoRF, a novel approach that can take even a single portrait image as input and relight human heads under novel illuminations that can be viewed from arbitrary viewpoints. VoRF represents a human head as a continuous volumetric field and learns a prior model of human heads using a coordinate-based MLP with individual latent spaces for identity and illumination. The prior model is learned in an auto-decoder manner over a diverse class of head shapes and appearances, allowing VoRF to generalize to novel test identities from a single input image. Additionally, VoRF has a reflectance MLP that uses the intermediate features of the prior model for rendering One-Light-at-A-Time (OLAT) images under novel views. We synthesize novel illuminations by combining these OLAT images with target environment maps. Qualitative and quantitative evaluations demonstrate the effectiveness of VoRF for relighting and novel view synthesis, even when applied to unseen subjects under uncontrolled illumination. This work is an extension of Rao et al. (VoRF: Volumetric Relightable Faces 2022). We provide extensive evaluation and ablative studies of our model and also provide an application, where any face can be relighted using textual input. Pramod Rao, Mallikarjun B. R. 0001, Gereon Fox, Tim Weyrich, Bernd Bickel, Hanspeter Pfister, Wojciech Matusik, Fangneng Zhan, Ayush Tewari, Christian Theobalt, Mohamed A. Elgharib |
Int. J. Comput. Vis. | 10 |
| 2024 | OOD-CV-v2 : An Extended Benchmark for Robustness to Out-of-Distribution Shifts of Individual Nuisances in Natural ImagesabstractEnhancing the robustness of vision algorithms in real-world scenarios is challenging. One reason is that existing robustness benchmarks are limited, as they either rely on synthetic data or ignore the effects of individual nuisance factors. We introduce OOD-CV-v2, a benchmark dataset that includes out-of-distribution examples of 10 object categories in terms of pose, shape, texture, context and the weather conditions, and enables benchmarking of models for image classification, object detection, and 3D pose estimation. In addition to this novel dataset, we contribute extensive experiments using popular baseline methods, which reveal that: 1) Some nuisance factors have a much stronger negative effect on the performance compared to others, also depending on the vision task. 2) Current approaches to enhance robustness have only marginal effects, and can even reduce robustness. 3) We do not observe significant differences between convolutional and transformer architectures. We believe our dataset provides a rich test bed to study robustness and will help push forward research in this area. Bingchen Zhao, Jiahao Wang 0001, Wufei Ma, Artur Jesslen, Siwei Yang, Shaozuo Yu, Oliver Zendel 0001, Christian Theobalt, Alan L. Yuille, Adam Kortylewski |
IEEE Trans. Pattern Anal. Mach. Intell. | 8 |
| 2024 | Neural Gaussian Scale-Space FieldsabstractGaussian scale spaces are a cornerstone of signal representation and processing, with applications in filtering, multiscale analysis, anti-aliasing, and many more. However, obtaining such a scale space is costly and cumbersome, in particular for continuous representations such as neural fields. We present an efficient and lightweight method to learn the fully continuous, anisotropic Gaussian scale space of an arbitrary signal. Based on Fourier feature modulation and Lipschitz bounding, our approach is trained self-supervised, i.e., training does not require any manual filtering. Our neural Gaussian scale-space fields faithfully capture multiscale representations across a broad range of modalities, and support a diverse set of applications. These include images, geometry, light-stage data, texture anti-aliasing, and multiscale optimization. Felix Mujkanovic, Ntumba Elie Nsampi, Christian Theobalt, Hans-Peter Seidel, Thomas Leimkühler |
ACM Trans. Graph. | 3 |
| 2024 | GaussianHeads: End-to-End Learning of Drivable Gaussian Head Avatars from Coarse-to-fine RepresentationsabstractReal-time rendering of human head avatars is a cornerstone of many computer graphics applications, such as augmented reality, video games, and films, to name a few. Recent approaches address this challenge with computationally efficient geometry primitives in a carefully calibrated multi-view setup. Albeit producing photorealistic head renderings, they often fail to represent complex motion changes, such as the mouth interior and strongly varying head poses. We propose a new method to generate highly dynamic and deformable human head avatars from multi-view imagery in real time. At the core of our method is a hierarchical representation of head models that can capture the complex dynamics of facial expressions and head movements. First, with rich facial features extracted from raw input frames, we learn to deform the coarse facial geometry of the template mesh. We then initialize 3D Gaussians on the deformed surface and refine their positions in a fine step. We train this coarse-to-fine facial avatar model along with the head pose as learnable parameters in an end-to-end framework. This enables not only controllable facial animation via video inputs but also high-fidelity novel view synthesis of challenging facial expressions, such as tongue deformations and fine-grained teeth structure under large motion changes. Moreover, it encourages the learned head avatar to generalize towards new facial expressions and head poses at inference time. We demonstrate the performance of our method with comparisons against the related methods on different datasets, spanning challenging facial expression sequences across multiple identities. We also show the potential application of our approach by demonstrating a cross-identity facial performance transfer application. We make the code available on our project page. Kartik Teotia, Hyeongwoo Kim, Pablo Garrido 0001, Marc Habermann, Mohamed A. Elgharib, Christian Theobalt |
ACM Trans. Graph. | 6 |
| 2024 | HQ3DAvatar: High-quality Implicit 3D Head AvatarabstractMulti-view volumetric rendering techniques have recently shown great potential in modeling and synthesizing high-quality head avatars. A common approach to capture full head dynamic performances is to track the underlying geometry using a mesh-based template or 3D cube-based graphics primitives. While these model-based approaches achieve promising results, they often fail to learn complex geometric details such as the mouth interior, hair, and topological changes over time. This article presents a novel approach to building highly photorealistic digital head avatars. Our method learns a canonical space via an implicit function parameterized by a neural network. It leverages multiresolution hash encoding in the learned feature space, allowing for high quality, faster training, and high-resolution rendering. At test time, our method is driven by a monocular RGB video. Here, an image encoder extracts face-specific features that also condition the learnable canonical space. This encourages deformation-dependent texture variations during training. We also propose a novel optical flow-based loss that ensures correspondences in the learned canonical space, thus encouraging artifact-free and temporally consistent renderings. We show results on challenging facial expressions and show free-viewpoint renderings at interactive real-time rates for a resolution of 480 x 270. Our method outperforms related approaches both visually and numerically. We will release our multiple-identity dataset to encourage further research. Kartik Teotia, Mallikarjun B. R. 0001, Xingang Pan, Hyeongwoo Kim, Pablo Garrido 0001, Mohamed A. Elgharib, Christian Theobalt |
ACM Trans. Graph. | 7 |
| 2024 | Learning Images Across Scales Using Adversarial TrainingabstractThe real world exhibits rich structure and detail across many scales of observation. It is difficult, however, to capture and represent a broad spectrum of scales using ordinary images. We devise a novel paradigm for learning a representation that captures an orders-of-magnitude variety of scales from an unstructured collection of ordinary images. We treat this collection as a distribution of scale-space slices to be learned using adversarial training, and additionally enforce coherency across slices. Our approach relies on a multiscale generator with carefully injected procedural frequency content, which allows to interactively explore the emerging continuous scale space. Training across vastly different scales poses challenges regarding stability, which we tackle using a supervision scheme that involves careful sampling of scales. We show that our generator can be used as a multiscale generative model, and for reconstructions of scale spaces from unstructured patches. Significantly outperforming the state of the art, we demonstrate zoom-in factors of up to 256x at high quality and scale consistency. Krzysztof Wolski, Adarsh Djeacoumar, Alireza Javanmardi, Hans-Peter Seidel, Christian Theobalt, Guillaume Cordonnier, Karol Myszkowski, George Drettakis, Xingang Pan, Thomas Leimkühler |
ACM Trans. Graph. | 5 |
| 2024 | Neural Novel Actor: Learning a Generalized Animatable Neural Representation for Human ActorsabstractWe propose a new method for learning a generalized animatable neural human representation from a sparse set of multi-view imagery of multiple persons. The learned representation can be used to synthesize novel view images of an arbitrary person and further animate them with the user's pose control. While most existing methods can either generalize to new persons or synthesize animations with user control, none of them can achieve both at the same time. We attribute this accomplishment to the employment of a 3D proxy for a shared multi-person human model, and further the warping of the spaces of different poses to a shared canonical pose space, in which we learn a neural field and predict the person- and pose-dependent deformations, as well as appearance with the features extracted from input images. To cope with the complexity of the large variations in body shapes, poses, and clothing deformations, we design our neural human model with disentangled geometry and appearance. Furthermore, we utilize the image features both at the spatial point and on the surface points of the 3D proxy for predicting person- and pose-dependent properties. Experiments show that our method significantly outperforms the state-of-the-arts on both tasks. Qingzhe Gao, Yiming Wang 0009, Libin Liu 0002, Lingjie Liu, Christian Theobalt, Baoquan Chen |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | Fully Quantum Auto-Encoding of 3D Shapes
Lakshika Rathi, Edith Tretschk, Christian Theobalt, Rishabh Dabral, Vladislav Golyanik |
BMVC | 3 |
| 2023 | F2-NeRF: Fast Neural Radiance Field Training with Free Camera TrajectoriesabstractThis paper presents a novel grid-based NeRF called F2- NeRF (Fast-Free-NeRF) for novel view synthesis, which enables arbitrary input camera trajectories and only costs a few minutes for training. Existing fast grid-based NeRF training frameworks, like Instant-NGP, Plenoxels, DVGO, or TensoRF, are mainly designed for bounded scenes and rely on space warping to handle unbounded scenes. Existing two widely-used space-warping methods are only designed for the forward-facing trajectory or the 360° object-centric trajectory but cannot process arbitrary trajectories. In this paper, we delve deep into the mechanism of space warping to handle unbounded scenes. Based on our analysis, we further propose a novel space-warping method called perspective warping, which allows us to handle arbitrary trajectories in the grid-based NeRF framework. Extensive experiments demonstrate that F2-NeRF is able to use the same perspective warping to render high-quality images on two standard datasets and a new free trajectory dataset collected by us. Project page: totoro97.github.io/projects/f2-nerf. Peng Wang 0099, Yuan Liu 0025, Zhaoxi Chen 0009, Lingjie Liu, Ziwei Liu 0002, Taku Komura, Christian Theobalt, Wenping Wang 0001 |
CVPR | 7 |
| 2023 | CCuantuMM: Cycle-Consistent Quantum-Hybrid Matching of Multiple ShapesabstractJointly matching multiple, non-rigidly deformed 3D shapes is a challenging,$\mathcal{NP}$-hard problem. A perfect matching is necessarily cycle-consistent: Following the pairwise point correspondences along several shapes must end up at the starting vertex of the original shape. Unfortunately, existing quantum shape-matching methods do not support multiple shapes and even less cycle consistency. This paper addresses the open challenges and introduces the first quantum-hybrid approach for 3D shape multi-matching; in addition, it is also cycle-consistent. Its iterative formulation is admissible to modern adiabatic quantum hardware and scales linearly with the total number of input shapes. Both these characteristics are achieved by reducing the N-shape case to a sequence of three-shape matchings, the derivation of which is our main technical contribution. Thanks to quantum annealing, high-quality solutions with low energy are retrieved for the intermediate$\mathcal{NP}$- hard objectives. On benchmark datasets, the proposed approach significantly outperforms extensions to multi-shape matching of a previous quantum-hybrid two-shape matching method and is on-par with classical multi-matching methods. Our source code is available at 4dqv.mpiinf.mpg.de/CCuantuMM/. Harshil Bhatia, Edith Tretschk, Zorah Lähner, Marcel Seelbach Benkner, Michael Möller 0001, Christian Theobalt, Vladislav Golyanik |
CVPR | 6 |
| 2023 | MoFusion: A Framework for Denoising-Diffusion-Based Motion SynthesisabstractConventional methods for human motion synthesis have either been deterministic or have had to struggle with the trade-off between motion diversity vs motion quality. In response to these limitations, we introduce MoFusion, i.e., a new denoising-diffusion-based framework for high-quality conditional human motion synthesis that can synthesise long, temporally plausible, and semantically accurate motions based on a range of conditioning contexts (such as music and text). We also present ways to introduce well-known kinematic losses for motion plausibility within the motion-diffusion framework through our scheduled weighting strategy. The learned latent space can be used for several interactive motion-editing applications like in-betweening, seed-conditioning, and text-based editing, thus, providing crucial abilities for virtual-character animation and robotics. Through comprehensive quantitative evaluations and a perceptual user study, we demonstrate the effectiveness of MoFusion compared to the state of the art on established benchmarks in the literature. We urge the reader to watch our supplementary video at https://vcai.mpi-inf.mpg.de/projects/MoFusion/. Rishabh Dabral, Muhammad Hamza Mughal, Vladislav Golyanik, Christian Theobalt |
CVPR | 4 |
| 2023 | NeuralUDF: Learning Unsigned Distance Fields for Multi-View Reconstruction of Surfaces with Arbitrary TopologiesabstractWe present a novel method, called NeuralUDF, for reconstructing surfaces with arbitrary topologies from 2D images via volume rendering. Recent advances in neural rendering based reconstruction have achieved compelling results. However, these methods are limited to objects with closed surfaces since they adopt Signed Distance Function (SDF) as surface representation which requires the target shape to be divided into inside and outside. In this paper, we propose to represent surfaces as the Unsigned Distance Function (UDF) and develop a new volume rendering scheme to learn the neural UDF representation. Specifically, a new density function that correlates the property of UDF with the volume rendering scheme is introduced for robust optimization of the UDF fields. Experiments on the DTU and DeepFashion3D datasets show that our method not only enables high-quality reconstruction of non-closed shapes with complex typologies, but also achieves comparable performance to the SDF based methods on the reconstruction of closed surfaces. Visit our project page at https://www.xxlong.site/NeuralUDF. Xiaoxiao Long, Cheng Lin 0001, Lingjie Liu, Yuan Liu 0025, Peng Wang 0099, Christian Theobalt, Taku Komura, Wenping Wang 0001 |
CVPR | 6 |
| 2023 | EventNeRF: Neural Radiance Fields from a Single Colour Event CameraabstractAsynchronously operating event cameras find many applications due to their high dynamic range, vanishingly low motion blur, low latency and low data bandwidth. The field saw remarkable progress during the last few years, and existing event-based 3D reconstruction approaches recover sparse point clouds of the scene. However, such sparsity is a limiting factor in many cases, especially in computer vision and graphics, that has not been addressed satisfactorily so far. Accordingly, this paper proposes the first approach for 3D-consistent, dense and photorealistic novel view synthesis using just a single colour event stream as input. At its core is a neural radiance field trained entirely in a self-supervised manner from events while preserving the original resolution of the colour event channels. Next, our ray sampling strategy is tailored to events and allows for data-efficient training. At test, our method produces results in the RGB space at unprecedented quality. We evaluate our method qualitatively and numerically on several challenging synthetic and real scenes and show that it produces significantly denser and more visually appealing renderings than the existing methods. We also demonstrate robustness in challenging scenarios with fast motion and under low lighting conditions. We release the newly recorded dataset and our source code to facilitate the research field, see https://4dqv.mpi-inf.mpg.de/EventNeRF. Viktor Rudnev, Mohamed A. Elgharib, Christian Theobalt, Vladislav Golyanik |
CVPR | 3 |
| 2023 | Scene-Aware Egocentric 3D Human Pose EstimationabstractEgocentric 3D human pose estimation with a single head-mounted fisheye camera has recently attracted attention due to its numerous applications in virtual and augmented reality. Existing methods still struggle in challenging poses where the human body is highly occluded or is closely interacting with the scene. To address this issue, we propose a scene-aware egocentric pose estimation method that guides the prediction of the egocentric pose with scene constraints. To this end, we propose an egocentric depth estimation network to predict the scene depth map from a wide-view egocentric fisheye camera while mitigating the occlusion of the human body with a depth-inpainting network. Next, we propose a scene-aware pose estimation network that projects the 2D image features and estimated depth map of the scene into a voxel space and regresses the 3D pose with a V2V network. The voxel-based feature representation provides the direct geometric connection between 2D image features and scene geometry, and further facilitates the V2V network to constrain the predicted pose based on the estimated scene geometry. To enable the training of the aforementioned networks, we also generated a synthetic dataset, called EgoGTA, and an in-the-wild dataset based on EgoPW, called EgoPW-Scene. The experimental results of our new evaluation sequences show that the predicted 3D egocentric poses are accurate and physically plausible in terms of human-scene interaction, demonstrating that our method outperforms the state-of-the-art methods both quantitatively and qualitatively. Jian Wang 0042, Diogo C. Luvizon, Weipeng Xu, Lingjie Liu, Kripasindhu Sarkar, Christian Theobalt |
CVPR | 6 |
| 2023 | Grid-guided Neural Radiance Fields for Large Urban ScenesabstractPurely MLP-based neural radiance fields (NeRF-based methods) often suffer from underfitting with blurred renderings on large-scale scenes due to limited model capacity. Recent approaches propose to geographically divide the scene and adopt multiple sub-NeRFs to model each region individually, leading to linear scale-up in training costs and the number of sub-NeRFs as the scene expands. An alternative solution is to use a feature grid representation, which is computationally efficient and can naturally scale to a large scene with increased grid resolutions. However, the feature grid tends to be less constrained and often reaches suboptimal solutions, producing noisy artifacts in renderings, especially in regions with complex geometry and texture. In this work, we present a new framework that realizes high-fidelity rendering on large urban scenes while being computationally efficient. We propose to use a compact multi-resolution ground feature plane representation to coarsely capture the scene, and complement it with positional encoding inputs through another NeRF branch for rendering in a joint learning fashion. We show that such an integration can utilize the advantages of two alternative solutions: a light-weighted NeRF is sufficient, under the guidance of the feature grid representation, to render photorealistic novel views with fine details; and the jointly optimized ground feature planes, can meanwhile gain further refinements, forming a more accurate and compact feature space and output much more natural rendering results. Linning Xu, Yuanbo Xiangli, Sida Peng, Xingang Pan, Nanxuan Zhao, Christian Theobalt, Bo Dai 0002, Dahua Lin |
CVPR | 6 |
| 2023 | Regularized Vector Quantization for Tokenized Image SynthesisabstractQuantizing images into discrete representations has been a fundamental problem in unified generative modeling. Predominant approaches learn the discrete representation either in a deterministic manner by selecting the best-matching token or in a stochastic manner by sampling from a predicted distribution. However, deterministic quantization suffers from severe codebook collapse and misalignment with inference stage while stochastic quantization suffers from low codebook utilization and perturbed reconstruction objective. This paper presents a regularized vector quantization framework that allows to mitigate above issues effectively by applying regularization from two perspectives. The first is a prior distribution regularization which measures the discrepancy between a prior token distribution and the predicted token distribution to avoid code-book collapse and low codebook utilization. The second is a stochastic mask regularization that introduces stochasticity during quantization to strike a good balance between inference stage misalignment and unperturbed reconstruction objective. In addition, we design a probabilistic contrastive loss which serves as a calibrated metric to further mitigate the perturbed reconstruction objective. Extensive experiments show that the proposed quantization framework outperforms prevailing vector quantization methods consistently across different generative models including auto-regressive models and diffusion models. Fangneng Zhan, Christian Theobalt, Shijian Lu |
CVPR | 3 |
| 2023 | LiveHand: Real-time and Photorealistic Neural Hand RenderingabstractThe human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing photo-realistic appearance. Moreover, for applications in extended reality and gaming, real-time rendering is critical. We present the first neural-implicit approach to photo-realistically render hands in real-time. This is a challenging problem as hands are textured and undergo strong articulations with pose-dependent effects. However, we show that this aim is achievable through our carefully designed method. This includes training on a low-resolution rendering of a neural radiance field, together with a 3D-consistent super-resolution module and mesh-guided sampling and space canonicalization. We demonstrate a novel application of perceptual loss on the image space, which is critical for learning details accurately. We also show a live demo where we photo-realistically render the human hand in real-time for the first time, while also modeling pose-and view-dependent appearance effects. We ablate all our design choices and show that they optimize for rendering speed and quality. Video results and our code can be accessed from https://vcai.mpi-inf.mpg.de/projects/LiveHand/ Akshay Mundra, Mallikarjun B. R. 0001, Jiayi Wang 0001, Marc Habermann, Christian Theobalt, Mohamed A. Elgharib |
ICCV | 5 |
| 2023 | Imitator: Personalized Speech-driven 3D Facial AnimationabstractSpeech-driven 3D facial animation has been widely explored, with applications in gaming, character animation, virtual reality, and telepresence systems. State-of-the-art methods deform the face topology of the target actor to sync the input audio without considering the identity-specific speaking style and facial idiosyncrasies, thus, resulting in unrealistic and inaccurate lip movements. To address this, we present Imitator, a speech-driven facial expression synthesis method, which learns identity-specific details from a short input video and produces novel facial expressions matching the identity-specific speaking style and facial idiosyncrasies of the target actor. Specifically, we train a style-agnostic transformer on a large facial expression dataset which we use as a prior for audio-driven facial expressions. We utilize this prior to optimize for identity-specific speaking style based on a short reference video. To train the prior, we introduce a novel loss function based on detected bilabial consonants to ensure plausible lip closures and consequently improve the realism of the generated expressions. Through detailed experiments and user studies, we show that our approach improves Lip-Sync by 49% and produces expressive facial animations from input audio while preserving the actor’s speaking style. Project page: https://balamuruganthambiraja.github.io/Imitator Balamurugan Thambiraja, Ikhsanul Habibie, Mohammad Sadegh Ali Akbarian, Darren Cosker, Christian Theobalt, Justus Thies |
ICCV | 5 |
| 2023 | NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view ReconstructionabstractRecent methods for neural surface representation and rendering, for example NeuS [59], have demonstrated the remarkably high-quality reconstruction of static scenes. However, the training of NeuS takes an extremely long time (8 hours), which makes it almost impossible to apply them to dynamic scenes with thousands of frames. We propose a fast neural surface reconstruction approach, called NeuS2, which achieves two orders of magnitude improvement in terms of acceleration without compromising reconstruction quality. To accelerate the training process, we parameterize a neural surface representation by multi-resolution hash encodings and present a novel lightweight calculation of second-order derivatives tailored to our networks to leverage CUDA parallelism, achieving a factor two speed up. To further stabilize and expedite training, a progressive learning strategy is proposed to optimize multi-resolution hash encodings from coarse to fine. We extend our method for fast training of dynamic scenes, with a proposed incremental training strategy and a novel global transformation prediction component, which allow our method to handle challenging long sequences with large movements and deformations. Our experiments on various datasets demonstrate that NeuS2 significantly outperforms the state-of-the-arts in both surface reconstruction accuracy and training speed for both static and dynamic scenes. The code is available at our website: https://vcai.mpi-inf.mpg.de/projects/NeuS2/. Yiming Wang 0009, Qin Han, Marc Habermann, Kostas Daniilidis, Christian Theobalt, Lingjie Liu |
ICCV | 5 |
| 2023 | GlowGAN: Unsupervised Learning of HDR Images from LDR Images in the WildabstractMost in-the-wild images are stored in Low Dynamic Range (LDR) form, serving as a partial observation of the High Dynamic Range (HDR) visual world. Despite limited dynamic range, these LDR images are often captured with different exposures, implicitly containing information about the underlying HDR image distribution. Inspired by this intuition, in this work we present, to the best of our knowledge, the first method for learning a generative model of HDR images from in-the-wild LDR image collections in a fully unsupervised manner. The key idea is to train a generative adversarial network (GAN) to generate HDR images which, when projected to LDR under various exposures, are indistinguishable from real LDR images. The projection from HDR to LDR is achieved via a camera model that captures the stochasticity in exposure and camera response function. Experiments show that our method GlowGAN can synthesize photorealistic HDR images in many challenging cases such as landscapes, lightning, or windows, where previous supervised generative models produce overexposed images. With the assistance of GlowGAN, we showcase the novel application of unsupervised inverse tone mapping (GlowGAN-ITM) that sets a new paradigm in this field. Unlike previous methods that gradually complete information from LDR input, GlowGAN-ITM searches the entire HDR image manifold modeled by GlowGAN for the HDR images which can be mapped back to the LDR input. GlowGAN-ITM achieves more realistic reconstruction of overexposed regions compared to state-of-the-art supervised learning models, despite not requiring HDR images or paired multi-exposure images for training. Chao Wang 0037, Ana Serrano, Xingang Pan, Bin Chen 0019, Karol Myszkowski, Hans-Peter Seidel, Christian Theobalt, Thomas Leimkühler |
ICCV | 7 |
| 2023 | Batch-based Model Registration for Fast 3D Sherd Reconstructionabstract3D reconstruction techniques have widely been used for digital documentation of archaeological fragments. However, efficient digital capture of fragments remains as a challenge. In this work, we aim to develop a portable, high-throughput, and accurate reconstruction system for efficient digitization of fragments excavated in archaeological sites. To realize high-throughput digitization of large numbers of objects, an effective strategy is to perform scanning and reconstruction in batches. However, effective batch-based scanning and reconstruction face two key challenges: 1) how to correlate partial scans of the same object from multiple batch scans, and 2) how to register and reconstruct complete models from partial scans that exhibit only small overlaps. To tackle these two challenges, we develop a new batch-based matching algorithm that pairs the front and back sides of the fragments, and a new Bilateral Boundary ICP algorithm that can register partial scans sharing very narrow overlapping regions. Extensive validation in labs and testing in excavation sites demonstrate that these designs enable efficient batch-based scanning for fragments. We show that such a batch-based scanning and reconstruction pipeline can have immediate applications on digitizing sherds in archaeological excavations. Our project page: https://jiepengwang.github.io/FIRES/. Jiepeng Wang 0001, Congyi Zhang 0001, Peng Wang 0099, Xin Li 0003, Peter J. Cobb, Christian Theobalt, Wenping Wang 0001 |
ICCV | 6 |
| 2023 | WaveNeRF: Wavelet-based Generalizable Neural Radiance FieldsabstractNeural Radiance Field (NeRF) has shown impressive performance in novel view synthesis via implicit scene representation. However, it usually suffers from poor scalability as requiring densely sampled images for each new scene. Several studies have attempted to mitigate this problem by integrating Multi-View Stereo (MVS) technique into NeRF while they still entail a cumbersome fine-tuning process for new scenes. Notably, the rendering quality will drop severely without this fine-tuning process and the errors mainly appear around the high-frequency features. In the light of this observation, we design WaveNeRF, which integrates wavelet frequency decomposition into MVS and NeRF to achieve generalizable yet high-quality synthesis without any per-scene optimization. To preserve high-frequency information when generating 3D feature volumes, WaveNeRF builds Multi-View Stereo in the Wavelet domain by integrating the discrete wavelet transform into the classical cascade MVS, which disentangles high-frequency information explicitly. With that, disentangled frequency features can be injected into classic NeRF via a novel hybrid neural renderer to yield faithful high-frequency details, and an intuitive frequency-guided sampling strategy can be designed to suppress artifacts around high-frequency regions. Extensive experiments over three widely studied benchmarks show that WaveNeRF achieves superior generalizable radiance field modeling when only given three images as input. Muyu Xu, Fangneng Zhan, Yingchen Yu, Xiaoqin Zhang 0002, Christian Theobalt, Ling Shao 0001, Shijian Lu |
ICCV | 6 |
| 2023 | Voxurf: Voxel-based Efficient and Accurate Neural Surface Reconstruction
Jiaqi Wang 0003, Xingang Pan, Xudong Xu, Christian Theobalt, Ziwei Liu 0002, Dahua Lin |
ICLR | 5 |
| 2023 | General Neural Gauge Fields
Fangneng Zhan, Lingjie Liu, Adam Kortylewski, Christian Theobalt |
ICLR | 4 |
| 2023 | NerfDiff: Single-image View Synthesis with NeRF-guided Distillation from 3D-aware DiffusionabstractNovel view synthesis from a single image requires inferring occluded regions of objects and scenes whilst simultaneously maintaining semantic and physical consistency with the input. Existing approaches condition neural radiance fields (NeRF) on local image features, projecting points to the input image plane, and aggregating 2D features to perform volume rendering. However, under severe occlusion, this projection fails to resolve uncertainty, resulting in blurry renderings that lack details. In this work, we propose NerfDiff, which addresses this issue by distilling the knowledge of a 3D-aware conditional diffusion model (CDM) into NeRF through synthesizing and refining a set of virtual views at test-time. We further propose a novel NeRF-guided distillation algorithm that simultaneously generates 3D consistent virtual views from the CDM samples, and finetunes the NeRF based on the improved virtual views. Our approach significantly outperforms existing NeRF-based and geometry-free approaches on challenging datasets including ShapeNet, ABO, and Clevr3D. Jiatao Gu, Alex Trevithick, Kai-En Lin, Joshua M. Susskind, Christian Theobalt, Lingjie Liu, Ravi Ramamoorthi |
ICML | 5 |
| 2023 | DELIFFAS: Deformable Light Fields for Fast Avatar SynthesisabstractGenerating controllable and photorealistic digital human avatars is a long-standing and important problem in Vision and Graphics. Recent methods have shown great progress in terms of either photorealism or inference speed while the combination of the two desired properties still remains unsolved. To this end, we propose a novel method, called DELIFFAS, which parameterizes the appearance of the human as a surface light field that is attached to a controllable and deforming human mesh model. At the core, we represent the light field around the human with a deformable two-surface parameterization, which enables fast and accurate inference of the human appearance. This allows perceptual supervision on the full image compared to previous approaches that could only supervise individual pixels or small patches due to their slow runtime. Our carefully designed human representation and supervision strategy leads to state-of-the-art synthesis results and inference time. The video results and code are available at https://vcai.mpi-inf.mpg.de/projects/DELIFFAS. Youngjoong Kwon, Lingjie Liu, Henry Fuchs, Marc Habermann, Christian Theobalt |
NeurIPS | 5 |
| 2023 | Weakly Supervised 3D Open-vocabulary SegmentationabstractOpen-vocabulary segmentation of 3D scenes is a fundamental function of human perception and thus a crucial objective in computer vision research. However, this task is heavily impeded by the lack of large-scale and diverse 3D open-vocabulary segmentation datasets for training robust and generalizable models. Distilling knowledge from pre-trained 2D open-vocabulary segmentation models helps but it compromises the open-vocabulary feature as the 2D models are mostly finetuned with close-vocabulary datasets. We tackle the challenges in 3D open-vocabulary segmentation by exploiting pre-trained foundation models CLIP and DINO in a weakly supervised manner. Specifically, given only the open-vocabulary text descriptions of the objects in a scene, we distill the open-vocabulary multimodal knowledge and object reasoning capability of CLIP and DINO into a neural radiance field (NeRF), which effectively lifts 2D features into view-consistent 3D segmentation. A notable aspect of our approach is that it does not require any manual segmentation annotations for either the foundation models or the distillation process. Extensive experiments show that our method even outperforms fully supervised models trained with segmentation annotations in certain scenes, suggesting that 3D open-vocabulary segmentation can be effectively learned from 2D images and text-image pairs. Code is available at https://github.com/Kunhao-Liu/3D-OVS. Kunhao Liu, Fangneng Zhan, Muyu Xu, Yingchen Yu, Abdulmotaleb El Saddik, Christian Theobalt, Eric P. Xing, Shijian Lu |
NeurIPS | 7 |
| 2023 | Discovering Fatigued Movements for Virtual Character AnimationabstractVirtual character animation and movement synthesis have advanced rapidly during recent years, especially through a combination of extensive motion capture datasets and machine learning. A remaining challenge is interactively simulating characters that fatigue when performing extended motions, which is indispensable for the realism of generated animations. However, capturing such movements is problematic, as performing movements like backflips with fatigued variations up to exhaustion raises capture cost and risk of injury. Surprisingly, little research has been done on faithful fatigue modeling. To address this, we propose a deep reinforcement learning-based approach, which—for the first time in literature—generates control policies for full-body physically simulated agents aware of cumulative fatigue. For this, we first leverage Generative Adversarial Imitation Learning (GAIL) to learn an expert policy for the skill; Second, we learn a fatigue policy by limiting the generated constant torque bounds based on endurance time to non-linear, state- and time-dependent limits in the joint-actuation space using a Three-Compartment Controller (3CC) model. Our results demonstrate that agents can adapt to different fatigue and rest rates interactively, and discover realistic recovery strategies without the need for any captured data of fatigued movement. Noshaba Cheema, Nam Hee Kim, Perttu Hämäläinen, Vladislav Golyanik, Marc Habermann, Christian Theobalt, Philipp Slusallek |
SIGGRAPH Asia | 7 |
| 2023 | Computational Design of Personalized Wearable Robotic LimbsabstractWearable robotic limbs (WRLs) augment human capabilities through robotic structures that attach to the user’s body. While WRLs are intensely researched and various device designs have been presented, it remains difficult for non-roboticists to engage with this exciting field. We aim to empower interaction designers and application domain experts to explore novel designs and applications by rapidly prototyping personalized WRLs that are customized for different tasks, different body locations, or different users. In this paper, we present WRLKit, an interactive computational design approach that enables designers to rapidly prototype a personalized WRL without requiring extensive robotics and ergonomics expertise. The body-aware optimization approach starts by capturing the user’s body dimensions and dynamic body poses. Then, an optimized fabricable structure of the WRL is generated for a desired mounting location and workspace of the WRL, to fit the user’s body and intended task. The results of a user study and several implemented prototypes demonstrate the practical feasibility and versatility of WRLKit. Artin Saberpour, Ata Otaran, Martin Schmitz 0001, Marie Muehlhaus, Rishabh Dabral, Diogo C. Luvizon, Azumi Maekawa, Masahiko Inami, Christian Theobalt, Jürgen Steimle |
UIST | 9 |
| 2023 | IMoS: Intent-Driven Full-Body Motion Synthesis for Human-Object InteractionsabstractAbstract Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions, we present the first framework to synthesize the full‐body motion of virtual human characters performing specified actions with 3D objects placed within their reach. Our system takes textual instructions specifying the objects and the associated ‘intentions’ of the virtual characters as input and outputs diverse sequences of full‐body motions. This contrasts existing works, where full‐body action synthesis methods generally do not consider object interactions, and human‐object interaction methods focus mainly on synthesizing hand or finger movements for grasping objects. We accomplish our objective by designing an intent‐driven full‐body motion generator, which uses a pair of decoupled conditional variational auto‐regressors to learn the motion of the body parts in an autoregressive manner. We also optimize the 6‐DoF pose of the objects such that they plausibly fit within the hands of the synthesized characters. We compare our proposed method with the existing methods of motion synthesis and establish a new and stronger state‐of‐the‐art for the task of intent‐driven motion synthesis. Anindita Ghosh, Rishabh Dabral, Vladislav Golyanik, Christian Theobalt, Philipp Slusallek |
Comput. Graph. Forum | 4 |
| 2023 | Scene-Aware 3D Multi-Human Motion Capture from a Single CameraabstractAbstract In this work, we consider the problem of estimating the 3D position of multiple humans in a scene as well as their body shape and articulation from a single RGB video recorded with a static camera. In contrast to expensive marker‐based or multi‐view systems, our lightweight setup is ideal for private users as it enables an affordable 3D motion capture that is easy to install and does not require expert knowledge. To deal with this challenging setting, we leverage recent advances in computer vision using large‐scale pre‐trained models for a variety of modalities, including 2D body joints, joint angles, normalized disparity maps, and human segmentation masks. Thus, we introduce the first non‐linear optimization‐based approach that jointly solves for the 3D position of each human, their articulated pose, their individual shapes as well as the scale of the scene. In particular, we estimate the scene depth and person scale from normalized disparity predictions using the 2D body joints and joint angles. Given the per‐frame scene depth, we reconstruct a point‐cloud of the static scene in 3D space. Finally, given the per‐frame 3D estimates of the humans and scene point‐cloud, we perform a space‐time coherent optimization over the video to ensure temporal, spatial and physical plausibility. We evaluate our method on established multi‐person 3D human pose benchmarks where we consistently outperform previous methods and we qualitatively demonstrate that our method is robust to in‐the‐wild conditions including challenging scenes with people of different sizes. Code: https://github.com/dluvizon/scene‐aware‐3d‐multi‐human Diogo C. Luvizon, Marc Habermann, Vladislav Golyanik, Adam Kortylewski, Christian Theobalt |
Comput. Graph. Forum | 5 |
| 2023 | State of the Art in Dense Monocular Non-Rigid 3D ReconstructionabstractAbstract 3D reconstruction of deformable (ornon‐rigid) scenes from a set of monocular 2D image observations is a long‐standing and actively researched area of computer vision and graphics. It is an ill‐posed inverse problem, since—without additional prior assumptions—it permits infinitely many solutions leading to accurate projection to the input 2D images. Non‐rigid reconstruction is a foundational building block for downstream applications like robotics, AR/VR, or visual content creation. The key advantage of using monocular cameras is their omnipresence and availability to the end users as well as their ease of use compared to more sophisticated camera set‐ups such as stereo or multi‐view systems. This survey focuses on state‐of‐the‐art methods for dense non‐rigid 3D reconstruction of various deformable objects and composite scenes from monocular videos or sets of monocular views. It reviews the fundamentals of 3D reconstruction and deformation modeling from 2D image observations. We then start from general methods—that handle arbitrary scenes and make only a few prior assumptions—and proceed towards techniques making stronger assumptions about the observed objects and types of deformations (e.g. human faces, bodies, hands, and animals). A significant part of this STAR is also devoted to classification and a high‐level comparison of the methods, as well as an overview of the datasets for training and evaluation of the discussed techniques. We conclude by discussing open challenges in the field and the social aspects associated with the usage of the reviewed methods. Edith Tretschk, Navami Kairanda, Mallikarjun B. R. 0001, Rishabh Dabral, Adam Kortylewski, Bernhard Egger 0001, Marc Habermann, Pascal Fua, Christian Theobalt, Vladislav Golyanik |
Comput. Graph. Forum | 9 |
| 2023 | A Deeper Look into DeepCap (Invited Paper)abstractHuman performance capture is a highly important computer vision problem with many applications in movie production and virtual/augmented reality. Many previous performance capture approaches either required expensive multi-view setups or did not recover dense space-time coherent geometry with frame-to-frame correspondences. We propose a novel deep learning approach for monocular dense human performance capture. Our method is trained in a weakly supervised manner based on multi-view supervision completely removing the need for training data with 3D ground truth annotations. The network architecture is based on two separate networks that disentangle the task into a pose estimation and a non-rigid surface deformation step. Extensive qualitative and quantitative evaluations show that our approach outperforms the state of the art in terms of quality and robustness. This work is an extended version of [1] where we provide more detailed explanations, comparisons and results as well as applications. Marc Habermann, Weipeng Xu, Michael Zollhöfer, Gerard Pons-Moll, Christian Theobalt |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2023 | Multimodal Image Synthesis and Editing: The Generative AI EraabstractAs information exists in various modalities in real world, effective interaction and fusion among multimodal information plays a key role for the creation and perception of multimodal data in computer vision and deep learning research. With superb power in modeling the interaction among multimodal information, multimodal image synthesis and editing has become a hot research topic in recent years. Instead of providing explicit guidance for network training, multimodal guidance offers intuitive and flexible means for image synthesis and editing. On the other hand, this field is also facing several challenges in alignment of multimodal features, synthesis of high-resolution images, faithful evaluation metrics, etc. In this survey, we comprehensively contextualize the advance of the recent multimodal image synthesis and editing and formulate taxonomies according to data modalities and model types. We start with an introduction to different guidance modalities in image synthesis and editing, and then describe multimodal image synthesis and editing approaches extensively according to their model types. After that, we describe benchmark datasets and evaluation metrics as well as corresponding experimental results. Finally, we provide insights about the current research challenges and possible directions for future research. Fangneng Zhan, Yingchen Yu, Rongliang Wu, Shijian Lu, Lingjie Liu, Adam Kortylewski, Christian Theobalt, Eric P. Xing |
IEEE Trans. Pattern Anal. Mach. Intell. | 8 |
| 2023 | Diffusion Posterior Illumination for Ambiguity-Aware Inverse RenderingabstractInverse rendering, the process of inferring scene properties from images, is a challenging inverse problem. The task is ill-posed, as many different scene configurations can give rise to the same image. Most existing solutions incorporate priors into the inverse-rendering pipeline to encourage plausible solutions, but they do not consider the inherent ambiguities and the multi-modal distribution of possible decompositions. In this work, we propose a novel scheme that integrates a denoising diffusion probabilistic model pre-trained on natural illumination maps into an optimization framework involving a differentiable path tracer. The proposed method allows sampling from combinations of illumination and spatially-varying surface materials that are, both, natural and explain the image observations. We further conduct an extensive comparative study of different priors on illumination used in previous work on inverse rendering. Our method excels in recovering materials and producing highly realistic and diverse environment map samples that faithfully explain the illumination of the input images. Linjie Lyu, Ayush Tewari, Marc Habermann, Shunsuke Saito, Michael Zollhöfer, Thomas Leimkühler, Christian Theobalt |
ACM Trans. Graph. | 7 |
| 2023 | AvatarStudio: Text-Driven Editing of 3D Dynamic Human Head AvatarsabstractCapturing and editing full-head performances enables the creation of virtual characters with various applications such as extended reality and media production. The past few years witnessed a steep rise in the photorealism of human head avatars. Such avatars can be controlled through different input data modalities, including RGB, audio, depth, IMUs, and others. While these data modalities provide effective means of control, they mostly focus on editing the head movements such as the facial expressions, head pose, and/or camera viewpoint. In this paper, we propose AvatarStudio, a text-based method for editing the appearance of a dynamic full head avatar. Our approach builds on existing work to capture dynamic performances of human heads using Neural Radiance Field (NeRF) and edits this representation with a text-to-image diffusion model. Specifically, we introduce an optimization strategy for incorporating multiple keyframes representing different camera viewpoints and time stamps of a video performance into a single diffusion model. Using this personalized diffusion model, we edit the dynamic NeRF by introducing view-and-time-aware Score Distillation Sampling (VT-SDS) following a model-based guidance approach. Our method edits the full head in a canonical space and then propagates these edits to the remaining time steps via a pre-trained deformation network. We evaluate our method visually and numerically via a user study, and results show that our method outperforms existing approaches. Our experiments validate the design choices of our method and highlight that our edits are genuine, personalized, as well as 3D- and time-consistent. Mohit Mendiratta, Xingang Pan, Mohamed A. Elgharib, Kartik Teotia, Mallikarjun B. R. 0001, Ayush Tewari, Vladislav Golyanik, Adam Kortylewski, Christian Theobalt |
ACM Trans. Graph. | 9 |
| 2023 | Decaf: Monocular Deformation Capture for Face and Hand InteractionsabstractExisting methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects ( e.g. , two hands or humans interacting with rigid environments). Modelling dense non-rigid object deformations in this setting ( e.g. when hands are interacting with a face), remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR, 3D virtual avatar communications, and character animations. This is due to the severe ill-posedness of the monocular view setting and the associated challenges ( e.g. , in acquiring a dataset for training and evaluation or obtaining the reasonable non-uniform stiffness of the deformable object). While it is possible to naïvely track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf Soshi Shimada, Vladislav Golyanik, Patrick Pérez, Christian Theobalt |
ACM Trans. Graph. | 4 |
| 2023 | An Implicit Neural Representation for the Image Stack: Depth, All in Focus, and High Dynamic RangeabstractIn everyday photography, physical limitations of camera sensors and lenses frequently lead to a variety of degradations in captured images such as saturation or defocus blur. A common approach to overcome these limitations is to resort to image stack fusion, which involves capturing multiple images with different focal distances or exposures. For instance, to obtain an all-in-focus image, a set of multi-focus images is captured. Similarly, capturing multiple exposures allows for the reconstruction of high dynamic range. In this paper, we present a novel approach that combines neural fields with an expressive camera model to achieve a unified reconstruction of an all-in-focus high-dynamic-range image from an image stack. Our approach is composed of a set of specialized implicit neural representations tailored to address specific sub-problems along our pipeline: We use neural implicits to predict flow to overcome misalignments arising from lens breathing, depth, and all-in-focus images to account for depth of field, as well as tonemapping to deal with sensor responses and saturation - all trained using a physically inspired supervision structure with a differentiable thin lens model at its core. An important benefit of our approach is its ability to handle these tasks simultaneously or independently, providing flexible post-editing capabilities such as refocusing and exposure adjustment. By sampling the three primary factors in photography within our framework (focal distance, aperture, and exposure time), we conduct a thorough exploration to gain valuable insights into their significance and impact on overall reconstruction quality. Through extensive validation, we demonstrate that our method outperforms existing approaches in both depth-from-defocus and all-in-focus image reconstruction tasks. Moreover, our approach exhibits promising results in each of these three dimensions, showcasing its potential to enhance captured image quality and provide greater control in post-processing. Chao Wang 0037, Ana Serrano, Xingang Pan, Krzysztof Wolski, Bin Chen 0019, Karol Myszkowski, Hans-Peter Seidel, Christian Theobalt, Thomas Leimkühler |
ACM Trans. Graph. | 8 |
| 2023 | EgoLocate: Real-time Motion Capture, Localization, and Mapping with Sparse Body-mounted SensorsabstractHuman and environment sensing are two important topics in Computer Vision and Graphics. Human motion is often captured by inertial sensors, while the environment is mostly reconstructed using cameras. We integrate the two techniques together in EgoLocate, a system that simultaneously performs human motion capture (mocap), localization, and mapping in real time from sparse body-mounted sensors, including 6 inertial measurement units (IMUs) and a monocular phone camera. On one hand, inertial mocap suffers from large translation drift due to the lack of the global positioning signal. EgoLo-cate leverages image-based simultaneous localization and mapping (SLAM) techniquesto locate the human in the reconstructed scene. Onthe other hand, SLAM often fails when the visual feature is poor. EgoLocate involves inertial mocap to provide a strong prior for the camera motion. Experiments show that localization, a key challenge for both two fields, is largely improved by our technique, compared with the state of the art of the two fields. Our codes are available for research at https://xinyu-yi.github.io/EgoLocate/. Xinyu Yi, Yuxiao Zhou 0001, Marc Habermann, Vladislav Golyanik, Shaohua Pan 0002, Christian Theobalt, Feng Xu 0005 |
ACM Trans. Graph. | 6 |
| 2022 | MoCapDeform: Monocular 3D Human Motion Capture in Deformable Scenesabstract3D human motion capture from monocular RGB images respecting interactions of a subject with complex and possibly deformable environments is a very challenging, illposed and under-explored problem. Existing methods address it only weakly and do not model possible surface deformations often occurring when humans interact with scene surfaces. In contrast, this paper proposes MoCapDe-form, i.e., a new framework for monocular 3D human motion capture that is the first to explicitly model non-rigid deformations of a 3D scene for improved 3D human pose estimation and deformable environment reconstruction. Mo-CapDeform accepts a monocular RGB video and a 3D scene mesh aligned in the camera space. It first localises a subject in the input monocular video along with dense contact labels using a new raycasting based strategy. Next, our human-environment interaction constraints are leveraged to jointly optimise global 3D human poses and non-rigid surface deformations. MoCapDeform achieves superior accuracy than competing methods on several datasets, including our newly recorded one with deforming background scenes. Zhi Li 0055, Soshi Shimada, Bernt Schiele, Christian Theobalt, Vladislav Golyanik |
3DV | 4 |
| 2022 | GAN2X: Non-Lambertian Inverse Rendering of Image GANsabstract2D images are observations of the 3D physical world depicted with the geometry, material, and illumination components. Recovering these underlying intrinsic components from 2D images, also known as inverse rendering, usually requires a supervised setting with paired images collected from multiple viewpoints and lighting conditions, which is resource-demanding. In this work, we present GAN2X, a new method for unsupervised inverse rendering that only uses unpaired images for training. Unlike previous Shape-from-GAN approaches that mainly focus on 3D shapes, we take the first attempt to also recover non-Lambertian material properties by exploiting the pseudo paired data generated by a GAN. To achieve precise inverse rendering, we devise a specularity-aware neural surface representation that continuously models the geometry and material properties. A shading-based refinement technique is adopted to further distill information in the target image and recover more fine details. Experiments demonstrate that GAN2X can accurately decompose 2D images to 3D shape, albedo, and specular properties for different object categories, and achieves state-of-the-art performance for unsupervised single-view 3D face reconstruction. We also show its applications in downstream tasks including real image editing and lifting 2D GANs to decomposed 3D GANs. Xingang Pan, Ayush Tewari, Lingjie Liu, Christian Theobalt |
3DV | 4 |
| 2022 | gCoRF: Generative Compositional Radiance Fieldsabstract3D generative models of objects enable photorealistic image synthesis with 3D control. Existing methods model the scene as a global scene representation, ignoring the compositional aspect of the scene. Compositional reasoning can enable a wide variety of editing applications, in addition to enabling generalizable 3D reasoning. In this paper, we present a compositional generative model, where each semantic part of the object is represented as an independent 3D representation learnt from only in-the-wild 2D data. We start with a global generative model (GAN) and learn to decompose it into different semantic parts using supervision from 2D segmentation masks. We then learn to composite independently sampled parts in order to create coherent global scenes. Different parts can be independently sampled, while keeping rest of the object fixed. We evaluate our method on a wide variety of objects and parts, and demonstrate editing applications. Mallikarjun B. R. 0001, Ayush Tewari, Xingang Pan, Mohamed A. Elgharib, Christian Theobalt |
3DV | 5 |
| 2022 | HiFECap: Monocular High-Fidelity and Expressive Capture of Human Performances
Marc Habermann, Vladislav Golyanik, Christian Theobalt |
BMVC | 4 |
| 2022 | VoRF: Volumetric Relightable Faces
Pramod Rao, Mallikarjun B. R. 0001, Gereon Fox, Tim Weyrich, Bernd Bickel, Hanspeter Pfister, Wojciech Matusik, Ayush Tewari, Christian Theobalt, Mohamed A. Elgharib |
BMVC | 9 |
| 2022 | BEHAVE: Dataset and Method for Tracking Human Object InteractionsabstractModelling interactions between humans and objects in natural environments is central to many applications including gaming, virtual and mixed reality, as well as human behavior analysis and human-robot collaboration. This challenging operation scenario requires generalization to vast number of objects, scenes, and human actions. Unfortunately, there exist no such dataset. Moreover, this data needs to be acquired in diverse natural environments, which rules out 4D scanners and marker based capture systems. We present BEHAVE dataset, the first full body human-object interaction dataset with multi-view RGBD frames and corresponding 3D SMPL and object fits along with the annotated contacts between them. We record ~15k frames at 5 locations with 8 subjects performing a wide range of interactions with 20 common objects. We use this data to learn a model that can jointly track humans and objects in natural environments with an easy-to-use portable multi-camera setup. Our key insight is to predict correspondences from the human and the object to a statistical body model to obtain human-object contacts during interactions. Our approach can record and track not just the humans and objects but also their interactions, modeled as surface contacts, in 3D. Our code and data can be found at: http://virtualhumans.mpi-inf.mpg.de/behave. Bharat Lal Bhatnagar, Ilia A. Petrov 0001, Cristian Sminchisescu, Christian Theobalt, Gerard Pons-Moll |
CVPR | 5 |
| 2022 | $\phi$-SfT: Shape-from-Template with a Physics-Based Deformation ModelabstractShape-from-Template (SfT) methods estimate 3D surface deformations from a single monocular RGB camera while assuming a 3D state known in advance (a template). This is an important yet challenging problem due to the under-constrained nature of the monocular setting. Existing SfT techniques predominantly use geometric and simplified deformation models, which often limits their reconstruction abilities. In contrast to previous works, this paper proposes a new SfT approach explaining 2D observations through physical simulations accounting for forces and material properties. Our differentiable physics simulator regularises the surface evolution and optimises the material elastic properties such as bending coefficients, stretching stiffness and density. We use a differentiable renderer to minimise the dense reprojection error between the estimated 3D states and the input images and recover the deformation parameters using an adaptive gradient-based optimisation. For the evaluation, we record with an RGB-D camera challenging real surfaces exposed to physical forces with various material properties and textures. Our approach significantly reduces the 3D reconstruction error compared to multiple competing methods. For the source code and data, see https://4dqv.mpi-inf.mpg.de/phi-SfT/. Navami Kairanda, Edith Tretschk, Mohamed A. Elgharib, Christian Theobalt, Vladislav Golyanik |
CVPR | 4 |
| 2022 | Neural Rays for Occlusion-aware Image-based RenderingabstractWe present a new neural representation, called Neural Ray (NeuRay), for the novel view synthesis task. Recent works construct radiance fields from image features of input views to render novel view images, which enables the generalization to new scenes. However, due to occlusions, a 3D point may be invisible to some input views. On such a 3D point, these generalization methods will include inconsistent image features from invisible views, which interfere with the radiance field construction. To solve this problem, we predict the visibility of 3D points to input views within our NeuRay representation. This visibility enables the radiance field construction to focus on visible image features, which significantly improves its rendering quality. Meanwhile, a novel consistency loss is proposed to refine the visibility in NeuRay when finetuning on a specific scene. Experiments demonstrate that our approach achieves state-of-the-art performance on the novel view synthesis task when generalizing to unseen scenes and outperforms perscene optimization methods after finetuning. Project page:https://liuyuan-pal.github.io/NeuRay/ Yuan Liu 0025, Sida Peng, Lingjie Liu, Qianqian Wang 0002, Peng Wang 0099, Christian Theobalt, Xiaowei Zhou 0001, Wenping Wang 0001 |
CVPR | 6 |
| 2022 | Playable Environments: Video Manipulation in Space and TimeabstractWe present Playable Environments-a new representation for interactive video generation and manipulation in space and time. With a single image at inference time, our novel framework allows the user to move objects in 3D while generating a video by providing a sequence of desired actions. The actions are learnt in an unsupervised manner. The camera can be controlled to get the desired viewpoint. Our method builds an environment state for each frame, which can be manipulated by our proposed action mod-ule and decoded back to the image space with volumetric rendering. To support diverse appearances of objects, we extend neural radiance fields with style-based modulation. Our method trains on a collection of various monocular videos requiring only the estimated camera parameters and 2D object locations. To set a challenging benchmark, we in-troduce two large scale video datasets with significant cam-era movements. As evidenced by our experiments, playable environments enable several creative applications not at-tainable by prior video synthesis works, including playable 3D video generation, stylization and manipulation11willi-menapace.github.io/playable-environments-website. Willi Menapace, Stéphane Lathuilière, Aliaksandr Siarohin, Christian Theobalt, Sergey Tulyakov, Vladislav Golyanik, Elisa Ricci 0001 |
CVPR | 4 |
| 2022 | Disentangled3D: Learning a 3D Generative Model with Disentangled Geometry and Appearance from Monocular ImagesabstractLearning 3D generative models from a dataset of monocular images enables self-supervised 3D reasoning and controllable synthesis. State-of-the-art 3D generative models are GANs that use neural 3D volumetric representations for synthesis. Images are synthesized by rendering the volumes from a given camera. These models can disentangle the 3D scene from the camera viewpoint in any generated image. However, most models do not disentangle other factors of image formation, such as geometry and appearance. In this paper, we design a 3D GAN which can learn a disentangled model of objects, just from monocular observations. Our model can disentangle the geometry and appearance variations in the scene, i.e., we can independently sample from the geometry and appearance spaces of the generative model. This is achieved using a novel non-rigid deformable scene formulation. A 3D volume that represents an object instance is computed as a non-rigidly deformed canonical 3D volume. Our method learns the canonical volume, as well as its deformations, jointly during training. This formulation also helps us improve the disentanglement between the 3D scene and the camera viewpoints using a novel pose regularization loss defined on the 3D deformation field. In addition, we model the inverse deformations, enabling the computation of dense correspondences between images generated by our model. Finally, we design an approach to embed real images into the latent space of our model, enabling editing of real images. Ayush Tewari, Mallikarjun B. R. 0001, Xingang Pan, Ohad Fried, Maneesh Agrawala, Christian Theobalt |
CVPR | 6 |
| 2022 | Estimating Egocentric 3D Human Pose in the Wild with External Weak SupervisionabstractEgocentric 3D human pose estimation with a single fisheye camera has drawn a significant amount of attention recently. However, existing methods struggle with pose estimation from in-the-wild images, because they can only be trained on synthetic data due to the unavailability of large-scale in-the-wild egocentric datasets. Furthermore, these methods easily fail when the body parts are occluded by or interacting with the surrounding scene. To address the shortage of in-the-wild data, we collect a large-scale in-the-wild egocentric dataset called Egocentric Poses in the Wild (EgoPW). This dataset is captured by a head-mounted fisheye camera and an auxiliary external camera, which provides an additional observation of the human body from a third-person perspective during training. We present a new egocentric pose estimation method, which can be trained on the new dataset with weak external supervision. Specifically, we first generate pseudo labels for the EgoPW dataset with a spatio-temporal optimization method by incorporating the external-view supervision. The pseudo labels are then used to train an egocentric pose estimation network. To facilitate the network training, we propose a novel learning strategy to supervise the egocentric features with the high-quality features extracted by a pretrained external-view pose estimation model. The experiments show that our method predicts accurate 3D poses from a single in-the-wild egocentric image and outperforms the state-of-the-art methods both quantitatively and qualitatively. Jian Wang 0042, Lingjie Liu, Weipeng Xu, Kripasindhu Sarkar, Diogo C. Luvizon, Christian Theobalt |
CVPR | 6 |
| 2022 | Physical Inertial Poser (PIP): Physics-aware Real-time Human Motion Tracking from Sparse Inertial SensorsabstractMotion capture from sparse inertial sensors has shown great potential compared to image-based approaches since occlusions do not lead to a reduced tracking quality and the recording space is not restricted to be within the viewing frustum of the camera. However, capturing the motion and global position only from a sparse set of inertial sensors is inherently ambiguous and challenging. In consequence, recent state-of-the-art methods can barely handle very long period motions, and unrealistic artifacts are common due to the unawareness of physical constraints. To this end, we present the first method which combines a neural kinematics estimator and a physics-aware motion optimizer to track body motions with only 6 inertial sensors. The kinematics module first regresses the motion status as a reference, and then the physics module refines the motion to satisfy the physical constraints. Experiments demonstrate a clear improvement over the state of the art in terms of capture accuracy, temporal stability, and physical correctness. Xinyu Yi, Yuxiao Zhou 0001, Marc Habermann, Soshi Shimada, Vladislav Golyanik, Christian Theobalt, Feng Xu 0005 |
CVPR | 6 |
| 2022 | UnrealEgo: A New Dataset for Robust Egocentric 3D Human Motion Capture
Hiroyasu Akada, Jian Wang 0042, Soshi Shimada, Masaki Takahashi 0001, Christian Theobalt, Vladislav Golyanik |
ECCV (6) | 5 |
| 2022 | Neural Radiance Transfer Fields for Relightable Novel-View Synthesis with Global Illumination
Linjie Lyu, Ayush Tewari, Thomas Leimkühler, Marc Habermann, Christian Theobalt |
ECCV (17) | 5 |
| 2022 | NeRF for Outdoor Scene Relighting
Viktor Rudnev, Mohamed A. Elgharib, William A. P. Smith, Lingjie Liu, Vladislav Golyanik, Christian Theobalt |
ECCV (16) | 6 |
| 2022 | HULC: 3D HUman Motion Capture with Pose Manifold SampLing and Dense Contact Guidance
Soshi Shimada, Vladislav Golyanik, Zhi Li 0055, Patrick Pérez, Weipeng Xu, Christian Theobalt |
ECCV (22) | 6 |
| 2022 | NeuRIS: Neural Reconstruction of Indoor Scenes Using Normal Priors
Jiepeng Wang 0001, Peng Wang 0099, Xiaoxiao Long, Christian Theobalt, Taku Komura, Lingjie Liu, Wenping Wang 0001 |
ECCV (32) | 4 |
| 2022 | BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering
Yuanbo Xiangli, Linning Xu, Xingang Pan, Nanxuan Zhao, Anyi Rao, Christian Theobalt, Bo Dai 0002, Dahua Lin |
ECCV (32) | 6 |
| 2022 | StyleNeRF: A Style-based 3D Aware Generator for High-resolution Image Synthesis
Jiatao Gu, Lingjie Liu, Peng Wang 0099, Christian Theobalt |
ICLR | 4 |
| 2022 | Advances in Neural RenderingabstractAbstract Synthesizing photo‐realistic images and videos is at the heart of computer graphics and has been the focus of decades of research. Traditionally, synthetic images of a scene are generated using rendering algorithms such as rasterization or ray tracing, which take specifically defined representations of geometry and material properties as input. Collectively, these inputs define the actual scene and what is rendered, and are referred to as the scene representation (where a scene consists of one or more objects). Example scene representations are triangle meshes with accompanied textures (e.g., created by an artist), point clouds (e.g., from a depth sensor), volumetric grids (e.g., from a CT scan), or implicit surface functions (e.g., truncated signed distance fields). The reconstruction of such a scene representation from observations using differentiable rendering losses is known as inverse graphics or inverse rendering. Neural rendering is closely related, and combines ideas from classical computer graphics and machine learning to create algorithms for synthesizing images from real‐world observations. Neural rendering is a leap forward towards the goal of synthesizing photo‐realistic image and video content. In recent years, we have seen immense progress in this field through hundreds of publications that show different ways to inject learnable components into the rendering pipeline. This state‐of‐the‐art report on advances in neural rendering focuses on methods that combine classical rendering principles with learned 3D scene representations, often now referred to as neural scene representations. A key advantage of these methods is that they are 3D‐consistent by design, enabling applications such as novel viewpoint synthesis of a captured scene. In addition to methods that handle static scenes, we cover neural scene representations for modeling non‐rigidly deforming objects and scene editing and composition. While most of these approaches are scene‐specific, we also discuss techniques that generalize across object classes and can be used for generative tasks. In addition to reviewing these state‐of‐the‐art methods, we provide an overview of fundamental concepts and definitions used in the current literature. We conclude with a discussion on open challenges and social implications. Ayush Tewari, Justus Thies, Ben Mildenhall, Pratul P. Srinivasan, Edith Tretschk, Wang Yifan 0001, Christoph Lassner, Vincent Sitzmann, Ricardo Martin-Brualla, Stephen Lombardi, Tomas Simon, Christian Theobalt, Matthias Nießner, Jonathan T. Barron, Gordon Wetzstein, Michael Zollhöfer, Vladislav Golyanik |
Comput. Graph. Forum | 12 |
| 2022 | HandVoxNet++: 3D Hand Shape and Pose Estimation Using Voxel-Based Neural Networksabstract3D hand shape and pose estimation from a single depth map is a new and challenging computer vision problem with many applications. Existing methods addressing it directly regress hand meshes via 2D convolutional neural networks, which leads to artifacts due to perspective distortions in the images. To address the limitations of the existing methods, we develop HandVoxNet++, i.e., a voxel-based deep network with 3D and graph convolutions trained in a fully supervised manner. The input to our network is a 3D voxelized-depth-map-based on the truncated signed distance function (TSDF). HandVoxNet++ relies on two hand shape representations. The first one is the 3D voxelized grid of hand shape, which does not preserve the mesh topology and which is the most accurate representation. The second representation is the hand surface that preserves the mesh topology. We combine the advantages of both representations by aligning the hand surface to the voxelized hand shape either with a new neural Graph-Convolutions-based Mesh Registration (GCN-MeshReg) or classical segment-wise Non-Rigid Gravitational Approach (NRGA++) which does not rely on training data. In extensive evaluations on three public benchmarks, i.e., SynHand5M, depth-based HANDS19 challenge and HO-3D, the proposed HandVoxNet++ achieves the state-of-the-art performance. In this journal extension of our previous approach presented at CVPR 2020, we gain 41.09% and 13.7% higher shape alignment accuracy on SynHand5M and HANDS19 datasets, respectively. Our method is ranked first on the HANDS19 challenge dataset (Task 1: Depth-Based 3D Hand Pose Estimation) at the moment of the submission of our results to the portal in August 2020. Jameel Malik, Soshi Shimada, Ahmed Elhayek, Sk Aziz Ali, Christian Theobalt, Vladislav Golyanik, Didier Stricker |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2022 | Physics informed neural fields for smoke reconstruction with sparse dataabstractHigh-fidelity reconstruction of dynamic fluids from sparse multiview RGB videos remains a formidable challenge, due to the complexity of the underlying physics as well as the severe occlusion and complex lighting in the captured data. Existing solutions either assume knowledge of obstacles and lighting, or only focus on simple fluid scenes without obstacles or complex lighting, and thus are unsuitable for real-world scenes with unknown lighting conditions or arbitrary obstacles. We present the first method to reconstruct dynamic fluid phenomena by leveraging the governing physics (ie, Navier -Stokes equations) in an end-to-end optimization from a mere set of sparse video frames without taking lighting conditions, geometry information, or boundary conditions as input. Our method provides a continuous spatio-temporal scene representation using neural networks as the ansatz of density and velocity solution functions for fluids as well as the radiance field for static objects. With a hybrid architecture that separates static and dynamic contents apart, fluid interactions with static obstacles are reconstructed for the first time without additional geometry input or human labeling. By augmenting time-varying neural radiance fields with physics-informed deep learning, our method benefits from the supervision of images and physical priors. Our progressively growing model with regularization further disentangles the density-color ambiguity in the radiance field, which allows for a more robust optimization from the given input of sparse views. A pretrained density-to-velocity fluid model is leveraged in addition as the data prior to avoid suboptimal velocity solutions which underestimate vorticity but trivially fulfill physical equations. Our method exhibits high-quality results with relaxed constraints and strong flexibility on a representative set of synthetic and real flow captures. Code and sample tests are at https://people.mpi-inf.mpg.de/~mchu/projects/PI-NeRF/. Mengyu Chu, Lingjie Liu, Quan Zheng 0004, Aleksandra Franz, Hans-Peter Seidel, Christian Theobalt, Rhaleb Zayer |
ACM Trans. Graph. | 6 |
| 2022 | An Implicit Parametric Morphable Dental Modelabstract3D Morphable models of the human body capture variations among subjects and are useful in reconstruction and editing applications. Current dental models use an explicit mesh scene representation and model only the teeth, ignoring the gum. In this work, we present the first parametric 3D morphable dental model for both teeth and gum. Our model uses an implicit scene representation and is learned from rigidly aligned scans. It is based on a component-wise representation for each tooth and the gum, together with a learnable latent code for each of such components. It also learns a template shape thus enabling several applications such as segmentation, interpolation and tooth replacement. Our reconstruction quality is on par with the most advanced global implicit representations while enabling novel applications. The code will be available at https://github.com/cong-yi/DMM Congyi Zhang 0001, Mohamed A. Elgharib, Gereon Fox, Min Gu 0003, Christian Theobalt, Wenping Wang 0001 |
ACM Trans. Graph. | 5 |
| 2021 | Deep Physics-aware Inference of Cloth Deformation for Monocular Human Performance CaptureabstractRecent monocular human performance capture approaches have shown compelling dense tracking results of the full body from a single RGB camera. However, existing methods either do not estimate clothing at all or model cloth deformation with simple geometric priors instead of taking into account the underlying physical principles. This leads to noticeable artifacts in their reconstructions, e.g. baked-in wrinkles, implausible deformations that seemingly defy gravity, and intersections between cloth and body. To address these problems, we propose a person-specific, learning-based method that integrates a simulation layer into the training process to provide for the first time physics supervision in the context of weakly supervised deep monocular human performance capture. We show how integrating physics into the training process improves the learned cloth deformations, allows modeling clothing as a separate piece of geometry, and largely reduces cloth-body intersections. Relying only on weak 2D multi-view supervision during training, our approach leads to a significant improvement over current state-of-the-art methods and is thus a clear step towards realistic monocular capture of the entire deforming surface of a clothed human. Yue Li 0049, Marc Habermann, Bernhard Thomaszewski, Stelian Coros, Thabo Beeler, Christian Theobalt |
3DV | 6 |
| 2021 | Direct Dense Pose EstimationabstractDense human pose estimation is the problem of learning dense correspondences between RGB images and the surfaces of human bodies, which finds various applications, such as human body reconstruction, human pose transfer, and human action recognition. Prior dense pose estimation methods are all based on Mask R-CNN framework and operate in a top-down manner of first attempting to identify a bounding box for each person and matching dense correspondences in each bounding box. Consequently, these methods lack robustness due to their critical dependence on the Mask R-CNN detection, and the runtime increases drastically as the number of persons in the image increases. We therefore propose a novel alternative method for solving the dense pose estimation problem, called Direct Dense Pose (DDP). DDP first predicts the instance mask and global IUV representation separately and then combines them together. We also propose a simple yet effective 2D temporal-smoothing scheme to alleviate the temporal jitters when dealing with video data. Experiments demonstrate that DDP overcomes the limitations of previous top-down baseline methods and achieves competitive accuracy. In addition, DDP is computationally more efficient than previous dense pose estimation methods, and it reduces jitters when applied to a video sequence, which is a problem plaguing the previous methods. Liqian Ma, Lingjie Liu, Christian Theobalt, Luc Van Gool |
3DV | 3 |
| 2021 | HumanGAN: A Generative Model of Human ImagesabstractGenerative adversarial networks achieve great performance in photorealistic image synthesis in various domains, including human images. However, they usually employ latent vectors that encode the sampled outputs globally. This does not allow convenient control of semantically relevant individual parts of the image, and cannot draw samples that only differ in partial aspects, such as clothing style. We address these limitations and present a generative model for images of dressed humans offering control over pose, local body part appearance and garment style. This is the first method to solve various aspects of human image generation, such as global appearance sampling, pose transfer, parts and garment transfer, and part sampling jointly in a unified framework. As our model encodes part-based latent appearance vectors in a normalized pose-independent space and warps them to different poses, it preserves body and clothing appearance under varying posture. Experiments show that our flexible and general generative method outperforms task-specific baselines for pose-conditioned image generation, pose transfer and part sampling in terms of realism and output resolution. Kripasindhu Sarkar, Lingjie Liu, Vladislav Golyanik, Christian Theobalt |
3DV | 4 |
| 2021 | StyleVideoGAN: A Temporal Generative Model using a Pretrained StyleGAN
Gereon Fox, Ayush Tewari, Mohamed A. Elgharib, Christian Theobalt |
BMVC | 4 |
| 2021 | Monocular Reconstruction of Neural Face Reflectance FieldsabstractThe reflectance field of a face describes the reflectance properties responsible for complex lighting effects including diffuse, specular, inter-reflection and self shadowing. Most existing methods for estimating the face reflectance from a monocular image assume faces to be diffuse with very few approaches adding a specular component. This still leaves out important perceptual aspects of reflectance such as higher-order global illumination effects and self-shadowing. We present a new neural representation for face reflectance where we can estimate all components of the reflectance responsible for the final appearance from a monocular image. Instead of modeling each component of the reflectance separately using parametric models, our neural representation allows us to generate a basis set of faces in a geometric deformation-invariant space, parameterized by the input light direction, viewpoint and face geometry. We learn to reconstruct this reflectance field of a face just from a monocular image, which can be used to render the face from any viewpoint in any light condition. Our method is trained on a light-stage dataset, which captures 300 people illuminated with 150 light conditions from 8 viewpoints. We show that our method outperforms existing monocular reflectance reconstruction methods due to better capturing of physical effects, such as sub-surface scattering, specularities, self-shadows and other higher-order effects. Mallikarjun B. R. 0001, Ayush Tewari, Tae-Hyun Oh, Tim Weyrich, Bernd Bickel, Hans-Peter Seidel, Hanspeter Pfister, Wojciech Matusik, Mohamed A. Elgharib, Christian Theobalt |
CVPR | 10 |
| 2021 | Learning Complete 3D Morphable Face Models From Images and VideosabstractMost 3D face reconstruction methods rely on 3D morphable models, which disentangle the space of facial deformations into identity and expression geometry, and skin reflectance. These models are typically learned from a limited number of 3D scans and thus do not generalize well across different identities and expressions. We present the first approach to learn complete 3D models of face identity and expression geometry, and reflectance, just from images and videos. The virtually endless collection of such data, in combination with our self-supervised learning-based approach allows for learning face models that generalize beyond the span of existing approaches. Our network design and loss functions ensure a disentangled parameterization of not only identity and albedo, but also, for the first time, an expression basis. Our method also allows for in-the-wild monocular reconstruction at test time. We show that our learned models better generalize and lead to higher quality image-based reconstructions than existing approaches. We show that the learned model can also be personalized to a video, for a better capture of the geometry and albedo. Mallikarjun B. R. 0001, Ayush Tewari, Hans-Peter Seidel, Mohamed A. Elgharib, Christian Theobalt |
CVPR | 5 |
| 2021 | Quantum Permutation SynchronizationabstractWe present QuantumSync, the first quantum algorithm for solving a synchronization problem in the context of computer vision. In particular, we focus on permutation synchronization which involves solving a non-convex optimization problem in discrete variables. We start by formulating synchronization into a quadratic unconstrained binary optimization problem (QUBO). While such formulation respects the binary nature of the problem, ensuring that the result is a set of permutations requires extra care. Hence, we: (i) show how to insert permutation constraints into a QUBO problem and (ii) solve the constrained QUBO problem on the current generation of the adiabatic quantum computers D-Wave. Thanks to the quantum annealing, we guarantee global optimality with high probability while sampling the energy landscape to yield confidence estimates. Our proof-of-concepts realization on the adiabatic D-Wave computer demonstrates that quantum machines offer a promising way to solve the prevalent yet difficult synchronization problems. Tolga Birdal, Vladislav Golyanik, Christian Theobalt, Leonidas J. Guibas |
CVPR | 3 |
| 2021 | High-Fidelity Neural Human Motion Transfer From Monocular VideoabstractVideo-based human motion transfer creates video animations of humans following a source motion. Current methods show remarkable results for tightly-clad subjects. However, the lack of temporally consistent handling of plausible clothing dynamics, including fine and high-frequency details, significantly limits the attainable visual quality. We address these limitations for the first time in the literature and present a new framework which performs high-fidelity and temporally-consistent human motion transfer with natural pose-dependent non-rigid deformations, for several types of loose garments. In contrast to the previous techniques, we perform image generation in three subsequent stages: synthesizing human shape, structure, and appearance. Given a monocular RGB video of an actor, we train a stack of recurrent deep neural networks that generate these intermediate representations from 2D poses and their temporal derivatives. Splitting the difficult motion transfer problem into subtasks that are aware of the temporal motion context helps us to synthesize results with plausible dynamics and pose-dependent detail. It also allows artistic control of results by manipulation of individual framework stages. In the experimental results, we significantly outperform the state-of-the-art in terms of video realism. The source code is available at https://graphics.tu-bs.de/publications/kappel2020high-fidelity. Moritz Kappel, Vladislav Golyanik, Mohamed A. Elgharib, Jann-Ole Henningson, Hans-Peter Seidel, Susana Castillo 0001, Christian Theobalt, Marcus A. Magnor |
CVPR | 7 |
| 2021 | Multi-view Depth Estimation using Epipolar Spatio-Temporal NetworksabstractWe present a novel method for multi-view depth estimation from a single video, which is a critical task in various applications, such as perception, reconstruction and robot navigation. Although previous learning-based methods have demonstrated compelling results, most works estimate depth maps of individual video frames independently, without taking into consideration the strong geometric and temporal coherence among the frames. Moreover, current state-of-the-art (SOTA) models mostly adopt a fully 3D convolution network for cost regularization and therefore require high computational cost, thus limiting their deployment in real-world applications. Our method achieves temporally coherent depth estimation results by using a novel Epipolar Spatio-Temporal (EST) transformer to explicitly associate geometric and temporal correlation with multiple estimated depth maps. Furthermore, to reduce the computational cost, inspired by recent Mixture-of-Experts models, we design a compact hybrid network consisting of a 2D context-aware network and a 3D matching network which learn 2D context information and 3D disparity cues separately. Extensive experiments demonstrate that our method achieves higher accuracy in depth estimation and significant speedup than the SOTA methods. Xiaoxiao Long, Lingjie Liu, Wei Li 0111, Christian Theobalt, Wenping Wang 0001 |
CVPR | 4 |
| 2021 | i3DMM: Deep Implicit 3D Morphable Model of Human HeadsabstractWe present the first deep implicit 3D morphable model (i3DMM) of full heads. Unlike earlier morphable face models it not only captures identity-specific geometry, texture, and expressions of the frontal face, but also models the entire head, including hair. We collect a new dataset consisting of 64 people with different expressions and hairstyles to train i3DMM. Our approach has the following favorable properties: (i) It is the first full head morphable model that includes hair. (ii) In contrast to mesh-based models it can be trained on merely rigidly aligned scans, without requiring difficult non-rigid registration. (iii) We design a novel architecture to decouple the shape model into an implicit reference shape and a deformation of this reference shape. With that, dense correspondences between shapes can be learned implicitly. (iv) This architecture allows us to semantically disentangle the geometry and color components, as color is learned in the reference space. Geometry is further disentangled as identity, expressions, and hairstyle, while color is disentangled as identity and hairstyle components. We show the merits of i3DMM using ablation studies, comparisons to state-of-the-art models, and applications such as semantic head editing and texture transfer. We will make our model publicly available1. Tarun Yenamandra, Ayush Tewari, Florian Bernard 0001, Hans-Peter Seidel, Mohamed A. Elgharib, Daniel Cremers, Christian Theobalt |
CVPR | 7 |
| 2021 | Pose-Guided Human Animation From a Single Image in the WildabstractWe present a new pose transfer method for synthesizing a human animation from a single image of a person controlled by a sequence of body poses. Existing pose transfer methods exhibit significant visual artifacts when applying to a novel scene, resulting in temporal inconsistency and failures in preserving the identity and textures of the person. To address these limitations, we design a compositional neural network that predicts the silhouette, garment labels, and textures. Each modular network is explicitly dedicated to a subtask that can be learned from the synthetic data. At the inference time, we utilize the trained network to produce a unified representation of appearance and its labels in UV coordinates, which remains constant across poses. The unified representation provides an incomplete yet strong guidance to generating the appearance in response to the pose change. We use the trained network to complete the appearance and render it with the background. With these strategies, we are able to synthesize human animations that can preserve the identity and appearance of the person in a temporally coherent way without any fine-tuning of the network on the testing scene. Experiments show that our method outperforms the state-of-the-arts in terms of synthesis quality, temporal coherence, and generalization ability. Jae Shin Yoon, Lingjie Liu, Vladislav Golyanik, Kripasindhu Sarkar, Hyun Soo Park, Christian Theobalt |
CVPR | 6 |
| 2021 | Monocular Real-Time Full Body Capture With Inter-Part CorrelationsabstractWe present the first method for real-time full body capture that estimates shape and motion of body and hands together with a dynamic 3D face model from a single color image. Our approach uses a new neural network architecture that exploits correlations between body and hands at high computational efficiency. Unlike previous works, our approach is jointly trained on multiple datasets focusing on hand, body or face separately, without requiring data where all the parts are annotated at the same time, which is much more difficult to create at sufficient variety. The possibility of such multi-dataset training enables superior generalization ability. In contrast to earlier monocular full body methods, our approach captures more expressive 3D face geometry and color by estimating the shape, expression, albedo and illumination parameters of a statistical face model. Our method achieves competitive accuracy on public benchmarks, while being significantly faster and providing more complete face reconstructions. Yuxiao Zhou 0001, Marc Habermann, Ikhsanul Habibie, Ayush Tewari, Christian Theobalt, Feng Xu 0005 |
CVPR | 5 |
| 2021 | Estimating Egocentric 3D Human Pose in Global SpaceabstractEgocentric 3D human pose estimation using a single fisheye camera has become popular recently as it allows capturing a wide range of daily activities in unconstrained environments, which is difficult for traditional outside-in motion capture with external cameras. However, existing methods have several limitations. A prominent problem is that the estimated poses lie in the local coordinate system of the fisheye camera, rather than in the world coordinate system, which is restrictive for many applications. Furthermore, these methods suffer from limited accuracy and temporal instability due to ambiguities caused by the monocular setup and the severe occlusion in a strongly distorted egocentric perspective. To tackle these limitations, we present a new method for egocentric global 3D body pose estimation using a single head-mounted fish-eye camera. To achieve accurate and temporally stable global poses, a spatio-temporal optimization is performed over a sequence of frames by minimizing heatmap reprojection errors and enforcing local and global body motion priors learned from a mocap dataset. Experimental results show that our approach outperforms state-of-the-art methods both quantitatively and qualitatively. Jian Wang 0042, Lingjie Liu, Weipeng Xu, Kripasindhu Sarkar, Christian Theobalt |
ICCV | 5 |
| 2021 | Q-Match: Iterative Shape Matching via Quantum AnnealingabstractFinding shape correspondences can be formulated as an ${\mathcal{N}}{\mathcal{P}} - hard$ quadratic assignment problem (QAP) that becomes infeasible for shapes with high sampling density. A promising research direction is to tackle such quadratic optimization problems over binary variables with quantum annealing, which allows for some problems a more efficient search in the solution space. Unfortunately, enforcing the linear equality constraints in QAPs via a penalty significantly limits the success probability of such methods on currently available quantum hardware. To address this limitation, this paper proposes Q-Match, i.e., a new iterative quantum method for QAPs inspired by the α-expansion algorithm, which allows solving problems of an order of magnitude larger than current quantum methods. It implicitly enforces the QAP constraints by updating the current estimates in a cyclic fashion. Further, Q-Match can be applied iteratively, on a subset of well-chosen correspondences, al-lowing us to scale to real-world problems. Using the latest quantum annealer, the D-Wave Advantage, we evaluate the proposed method on a subset of QAPLIB as well as on isometric shape matching problems from the FAUST dataset. Marcel Seelbach Benkner, Zorah Lähner, Vladislav Golyanik, Christof Wunderlich, Christian Theobalt, Michael Möller 0001 |
ICCV | 5 |
| 2021 | Gravity-Aware Monocular 3D Human-Object ReconstructionabstractThis paper proposes GraviCap, i.e., a new approach for joint markerless 3D human motion capture and object trajectory estimation from monocular RGB videos. We focus on scenes with objects partially observed during a free flight. In contrast to existing monocular methods, we can recover scale, object trajectories as well as human bone lengths in meters and the ground plane's orientation, thanks to the awareness of the gravity constraining object motions. Our objective function is parametrised by the object's initial velocity and position, gravity direction and focal length, and jointly optimised for one or several free flight episodes. The proposed human-object interaction constraints ensure geometric consistency of the 3D reconstructions and improved physical plausibility of human poses compared to the unconstrained case. We evaluate GraviCap on a new dataset with ground-truth annotations for persons and different objects undergoing free flights. In the experiments, our approach achieves state-of-the-art accuracy in 3D human motion capture on various metrics. We urge the reader to watch our supplementary video. Both the source code and the dataset are released; see http://4dqv.mpi-inf.mpg.de/GraviCap/. Rishabh Dabral, Soshi Shimada, Arjun Jain, Christian Theobalt, Vladislav Golyanik |
ICCV | 4 |
| 2021 | Towards High Fidelity Monocular Face Reconstruction with Rich Reflectance using Self-supervised Learning and Ray TracingabstractRobust face reconstruction from monocular image in general lighting conditions is challenging. Methods combining deep neural network encoders with differentiable rendering have opened up the path for very fast monocular reconstruction of geometry, lighting and reflectance. They can also be trained in self-supervised manner for increased robustness and better generalization. However, their differentiable rasterization-based image formation models, as well as underlying scene parameterization, limit them to Lambertian face reflectance and to poor shape details. More recently, ray tracing was introduced for monocular face reconstruction within a classic optimization-based framework and enables state-of-the art results. However, optimization-based approaches are inherently slow and lack robustness. In this paper, we build our work on the afore-mentioned approaches and propose a new method that greatly improves reconstruction quality and robustness in general scenes. We achieve this by combining a CNN encoder with a differentiable ray tracer, which enables us to base the reconstruction on much more advanced personalized diffuse and specular albedos, a more sophisticated illumination model and a plausible representation of self-shadows. This enables to take a big leap forward in reconstruction quality of shape, appearance and lighting even in scenes with difficult illumination. With consistent face attributes reconstruction, our method leads to practical applications such as relighting and self-shadows removal. Compared to state-of-the-art methods, our results show improved accuracy and validity of the approach. Abdallah Dib, Cédric Thébault, Junghyun Ahn, Philippe Henri Gosselin, Christian Theobalt, Louis Chevallier |
ICCV | 5 |
| 2021 | Synthesis of Compositional Animations from Textual Descriptionsabstract"How can we animate 3D-characters from a movie script or move robots by simply telling them what we would like them to do?" "How unstructured and complex can we make a sentence and still generate plausible movements from it?" These are questions that need to be answered in the long-run, as the field is still in its infancy. Inspired by these problems, we present a new technique for generating compositional actions, which handles complex input sentences. Our output is a 3D pose sequence depicting the actions in the input sentence. We propose a hierarchical two-stream sequential model to explore a finer joint-level mapping between natural language sentences and 3D pose sequences corresponding to the given motion. We learn two manifold representations of the motion, one each for the upper body and the lower body movements. Our model can generate plausible pose sequences for short sentences describing single actions as well as long complex sentences describing multiple sequential and compositional actions. We evaluate our proposed model on the publicly available KIT Motion-Language Dataset containing 3D pose data with human-annotated sentences. Experimental results show that our model advances the state-of-the-art on text-based motion synthesis in objective evaluations by a margin of 50%. Qualitative evaluations based on a user study indicate that our synthesized motions are perceived to be the closest to the ground-truth motion captures for both short and compositional sentences. Anindita Ghosh, Noshaba Cheema, Cennet Oguz, Christian Theobalt, Philipp Slusallek |
ICCV | 4 |
| 2021 | EgoRenderer: Rendering Human Avatars from Egocentric Camera ImagesabstractWe present EgoRenderer, a system for rendering full-body neural avatars of a person captured by a wearable, egocentric fisheye camera that is mounted on a cap or a VR headset. Our system renders photorealistic novel views of the actor and her motion from arbitrary virtual camera locations. Rendering full-body avatars from such egocentric images come with unique challenges due to the top-down view and large distortions. We tackle these challenges by decomposing the rendering process into several steps, including texture synthesis, pose construction, and neural image translation. For texture synthesis, we propose Ego-DPNet, a neural network that infers dense correspondences between the input fisheye images and an underlying parametric body model, and to extract textures from egocentric inputs. In addition, to encode dynamic appearances, our approach also learns an implicit texture stack that captures detailed appearance variation across poses and viewpoints. For correct pose generation, we first estimate body pose from the egocentric view using a parametric model. We then synthesize an external free-viewpoint pose image by projecting the parametric model to the user-specified target viewpoint. We next combine the target pose image and the textures into a combined feature image, which is transformed into the output color image using a neural image translation network. Experimental evaluations show that EgoRenderer is capable of generating realistic free-viewpoint avatars of a person wearing an egocentric camera. Comparisons to several baselines demonstrate the advantages of our approach. Tao Hu 0006, Kripasindhu Sarkar, Lingjie Liu, Matthias Zwicker, Christian Theobalt |
ICCV | 5 |
| 2021 | Adaptive Surface Normal Constraint for Depth EstimationabstractWe present a novel method for single image depth estimation using surface normal constraints. Existing depth estimation methods either suffer from the lack of geometric constraints, or are limited to the difficulty of reliably capturing geometric context, which leads to a bottleneck of depth estimation quality. We therefore introduce a simple yet effective method, named Adaptive Surface Normal (ASN) constraint, to effectively correlate the depth estimation with geometric consistency. Our key idea is to adaptively determine the reliable local geometry from a set of randomly sampled candidates to derive surface normal constraint, for which we measure the consistency of the geometric contextual features. As a result, our method can faithfully reconstruct the 3D geometry and is robust to local shape variations, such as boundaries, sharp corners and noises. We conduct extensive evaluations and comparisons using public datasets. The experimental results demonstrate our method outperforms the state-of-the-art methods and has superior efficiency and robustness. Codes are available at: https://github.com/xxlong0/ASNDepth Xiaoxiao Long, Cheng Lin 0001, Lingjie Liu, Wei Li 0111, Christian Theobalt, Ruigang Yang, Wenping Wang 0001 |
ICCV | 5 |
| 2021 | Efficient and Differentiable Shadow Computation for Inverse ProblemsabstractDifferentiable rendering has received increasing interest for image-based inverse problems. It can benefit traditional optimization-based solutions to inverse problems, but also allows for self-supervision of learning-based approaches for which training data with ground truth annotation is hard to obtain. However, existing differentiable renderers either do not model visibility of the light sources from the different points in the scene, responsible for shadows in the images, or are very slow which makes it difficult to train deep architectures over thousands of iterations. To this end, we propose an accurate yet efficient approach for differentiable visibility and soft shadow computation. Our approach is based on the spherical harmonics approximations of the scene illumination and visibility, where the occluding surface is approximated with spheres. This allows for a significantly more efficient shadow computation compared to methods based on ray tracing. As our formulation is differentiable, it can be used to solve inverse problems such as texture, illumination, rigid pose, and geometric deformation recovery from images using analysis-by-synthesis optimization. Linjie Lyu, Marc Habermann, Lingjie Liu, Mallikarjun B. R. 0001, Ayush Tewari, Christian Theobalt |
ICCV | 6 |
| 2021 | EventHands: Real-Time Neural 3D Hand Pose Estimation from an Event Streamabstract3D hand pose estimation from monocular videos is a long-standing and challenging problem, which is now seeing a strong upturn. In this work, we address it for the first time using a single event camera, i.e., an asynchronous vision sensor reacting on brightness changes. Our EventHands approach has characteristics previously not demonstrated with a single RGB or depth camera such as high temporal resolution at low data throughputs and real-time performance at 1000 Hz. Due to the different data modality of event cameras compared to classical cameras, existing methods cannot be directly applied to and re-trained for event streams. We thus design a new neural approach which accepts a new event stream representation suitable for learning, which is trained on newly-generated synthetic event streams and can generalise to real data. Experiments show that EventHands outperforms recent monocular methods using a colour (or depth) camera in terms of accuracy and its ability to capture hand motions of unprecedented speed. Our method, the event stream simulator and the dataset are publicly available (see https://4dqv.mpi-inf.mpg.de/EventHands/). Viktor Rudnev, Vladislav Golyanik, Jiayi Wang 0001, Hans-Peter Seidel, Franziska Mueller 0001, Mohamed A. Elgharib, Christian Theobalt |
ICCV | 7 |
| 2021 | Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular VideoabstractWe present Non-Rigid Neural Radiance Fields (NR-NeRF), a reconstruction and novel view synthesis approach for general non-rigid dynamic scenes. Our approach takes RGB images of a dynamic scene as input (e.g., from a monocular video recording), and creates a high-quality space-time geometry and appearance representation. We show that a single handheld consumer-grade camera is sufficient to synthesize sophisticated renderings of a dynamic scene from novel virtual camera views, e.g. a ‘bullet-time’ video effect. NR-NeRF disentangles the dynamic scene into a canonical volume and its deformation. Scene deformation is implemented as ray bending, where straight rays are deformed non-rigidly. We also propose a novel rigidity network to better constrain rigid regions of the scene, leading to more stable results. The ray bending and rigidity network are trained without explicit supervision. Our formulation enables dense correspondence estimation across views and time, and compelling video editing applications such as motion exaggeration. Our code will be open sourced. Edith Tretschk, Ayush Tewari, Vladislav Golyanik, Michael Zollhöfer, Christoph Lassner, Christian Theobalt |
ICCV | 6 |
| 2021 | Videoforensicshq: Detecting High-Quality Manipulated Face VideosabstractThere are concerns that new approaches to the synthesis of high quality face videos may be misused to manipulate videos with malicious intent. The research community therefore developed methods for the detection of modified footage and assembled benchmark datasets for this task. In this paper, we examine how the performance of forgery detectors depends on the presence of artefacts that the human eye can see. We introduce a new benchmark dataset for face video forgery detection, of unprecedented quality. It allows us to demonstrate that existing detection techniques have difficulties detecting fakes that reliably fool the human eye. We thus introduce a new family of detectors that examine combinations of spatial and temporal features and outperform existing approaches both in terms of detection accuracy and generalization. Gereon Fox, Hyeongwoo Kim, Hans-Peter Seidel, Mohamed A. Elgharib, Christian Theobalt |
ICME | 6 |
| 2021 | Learning Speech-driven 3D Conversational Gestures from VideoabstractWe propose the first approach to synthesize the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN architecture that leverages the inherent correlation between facial expression and hand gestures. Synthesis of conversational body gestures is a multi-modal problem since many similar gestures can plausibly accompany the same input speech. To synthesize plausible body gestures in this setting, we train a Generative Adversarial Network (GAN) based model that measures the plausibility of the generated sequences of 3D body motion when paired with the input audio features. We also contribute a new corpus that contains more than 33 hours of annotated data from in-the-wild videos of talking people. To this end, we apply state-of-the-art monocular approaches for 3D body and hand pose estimation as well as 3D face performance capture to the video corpus. In this way, we can train on orders of magnitude more data than previous algorithms that resort to complex in-studio motion capture solutions, and thereby train more expressive synthesis algorithms. Our experiments and user study show the state-of-the-art quality of our speech-synthesized full 3D character animations. Ikhsanul Habibie, Weipeng Xu, Dushyant Mehta, Lingjie Liu, Hans-Peter Seidel, Gerard Pons-Moll, Mohamed A. Elgharib, Christian Theobalt |
IVA | 8 |
| 2021 | A Shading-Guided Generative Implicit Model for Shape-Accurate 3D-Aware Image SynthesisabstractThe advancement of generative radiance fields has pushed the boundary of 3D-aware image synthesis. Motivated by the observation that a 3D object should look realistic from multiple viewpoints, these methods introduce a multi-view constraint as regularization to learn valid 3D radiance fields from 2D images. Despite the progress, they often fall short of capturing accurate 3D shapes due to the shape-color ambiguity, limiting their applicability in downstream tasks. In this work, we address this ambiguity by proposing a novel shading-guided generative implicit model that is able to learn a starkly improved shape representation. Our key insight is that an accurate 3D shape should also yield a realistic rendering under different lighting conditions. This multi-lighting constraint is realized by modeling illumination explicitly and performing shading with various lighting conditions. Gradients are derived by feeding the synthesized images to a discriminator. To compensate for the additional computational burden of calculating surface normals, we further devise an efficient volume rendering strategy via surface tracking, reducing the training and inference time by 24% and 48%, respectively. Our experiments on multiple datasets show that the proposed approach achieves photorealistic 3D-aware image synthesis while capturing accurate underlying 3D shapes. We demonstrate improved performance of our approach on 3D shape reconstruction against existing methods, and show its applicability on image relighting. Our code is available at https://github.com/XingangPan/ShadeGAN. Xingang Pan, Xudong Xu, Chen Change Loy, Christian Theobalt, Bo Dai 0002 |
NeurIPS | 4 |
| 2021 | NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view ReconstructionabstractWe present a novel neural surface reconstruction method, called NeuS, for reconstructing objects and scenes with high fidelity from 2D image inputs. Existing neural surface reconstruction approaches, such as DVR [Niemeyer et al., 2020] and IDR [Yariv et al., 2020], require foreground mask as supervision, easily get trapped in local minima, and therefore struggle with the reconstruction of objects with severe self-occlusion or thin structures. Meanwhile, recent neural methods for novel view synthesis, such as NeRF [Mildenhall et al., 2020] and its variants, use volume rendering to produce a neural scene representation with robustness of optimization, even for highly complex objects. However, extracting high-quality surfaces from this learned implicit representation is difficult because there are not sufficient surface constraints in the representation. In NeuS, we propose to represent a surface as the zero-level set of a signed distance function (SDF) and develop a new volume rendering method to train a neural SDF representation. We observe that the conventional volume rendering method causes inherent geometric errors (i.e. bias) for surface reconstruction, and therefore propose a new formulation that is free of bias in the first order of approximation, thus leading to more accurate surface reconstruction even without the mask supervision. Experiments on the DTU dataset and the BlendedMVS dataset show that NeuS outperforms the state-of-the-arts in high-quality surface reconstruction, especially for objects and scenes with complex structures and self-occlusion. Peng Wang 0099, Lingjie Liu, Yuan Liu 0025, Christian Theobalt, Taku Komura, Wenping Wang 0001 |
NeurIPS | 4 |
| 2021 | PhotoApp: photorealistic appearance editing of head portraitsabstractPhotorealistic editing of head portraits is a challenging task as humans are very sensitive to inconsistencies in faces. We present an approach for high-quality intuitive editing of the camera viewpoint and scene illumination (parameterised with an environment map) in a portrait image. This requires our method to capture and control the full reflectance field of the person in the image. Most editing approaches rely on supervised learning using training data captured with setups such as light and camera stages. Such datasets are expensive to acquire, not readily available and do not capture all the rich variations of in-the-wild portrait images. In addition, most supervised approaches only focus on relighting, and do not allow camera viewpoint editing. Thus, they only capture and control a subset of the reflectance field. Recently, portrait editing has been demonstrated by operating in the generative model space of StyleGAN. While such approaches do not require direct supervision, there is a significant loss of quality when compared to the supervised approaches. In this paper, we present a method which learns from limited supervised training data. The training images only include people in a fixed neutral expression with eyes closed, without much hair or background variations. Each person is captured under 150 one-light-at-a-time conditions and under 8 camera poses. Instead of training directly in the image space, we design a supervised problem which learns transformations in the latent space of StyleGAN. This combines the best of supervised learning and generative adversarial modeling. We show that the StyleGAN prior allows for generalisation to different expressions, hairstyles and backgrounds. This produces high-quality photorealistic results for in-the-wild images and significantly outperforms existing methods. Our approach can edit the illumination and pose simultaneously, and runs at interactive rates. Mallikarjun B. R. 0001, Ayush Tewari, Abdallah Dib, Tim Weyrich, Bernd Bickel, Hans-Peter Seidel, Hanspeter Pfister, Wojciech Matusik, Louis Chevallier, Mohamed A. Elgharib, Christian Theobalt |
ACM Trans. Graph. | 11 |
| 2021 | Learning meaningful controls for fluidsabstractWhile modern fluid simulation methods achieve high-quality simulation results, it is still a big challenge to interpret and control motion from visual quantities, such as the advected marker density. These visual quantities play an important role in user interactions: Being familiar and meaningful to humans, these quantities have a strong correlation with the underlying motion. We propose a novel data-driven conditional adversarial model that solves the challenging and theoretically ill-posed problem of deriving plausible velocity fields from a single frame of a density field. Besides density modifications, our generative model is the first to enable the control of the results using all of the following control modalities: obstacles, physical parameters, kinetic energy, and vorticity. Our method is based on a new conditional generative adversarial neural network that explicitly embeds physical quantities into the learned latent space, and a new cyclic adversarial network design for control disentanglement. We show the high quality and versatile controllability of our results for density-based inference, realistic obstacle interaction, and sensitive responses to modifications of physical parameters, kinetic energy, and vorticity. Code, models, and results can be found at https://github.com/RachelCmy/den2vel. Mengyu Chu, Nils Thürey, Hans-Peter Seidel, Christian Theobalt, Rhaleb Zayer |
ACM Trans. Graph. | 4 |
| 2021 | Real-time deep dynamic charactersabstractWe propose a deep videorealistic 3D human character model displaying highly realistic shape, motion, and dynamic appearance learned in a new weakly supervised way from multi-view imagery. In contrast to previous work, our controllable 3D character displays dynamics, e.g., the swing of the skirt, dependent on skeletal body motion in an efficient data-driven way, without requiring complex physics simulation. Our character model also features a learned dynamic texture model that accounts for photo-realistic motion-dependent appearance details, as well as view-dependent lighting effects. During training, we do not need to resort to difficult dynamic 3D capture of the human; instead we can train our model entirely from multi-view video in a weakly supervised manner. To this end, we propose a parametric and differentiable character representation which allows us to model coarse and fine dynamic deformations, e.g., garment wrinkles, as explicit spacetime coherent mesh geometry that is augmented with high-quality dynamic textures dependent on motion and view point. As input to the model, only an arbitrary 3D skeleton motion is required, making it directly compatible with the established 3D animation pipeline. We use a novel graph convolutional network architecture to enable motion-dependent deformation learning of body and clothing, including dynamics, and a neural generative dynamic texture model creates corresponding dynamic texture maps. We show that by merely providing new skeletal motions, our model creates motion-dependent surface deformations, physically plausible dynamic clothing deformations, as well as video-realistic surface textures at a much higher level of detail than previous state of the art approaches, and even in real-time. Marc Habermann, Lingjie Liu, Weipeng Xu, Michael Zollhöfer, Gerard Pons-Moll, Christian Theobalt |
ACM Trans. Graph. | 6 |
| 2021 | Neural actor: neural free-view synthesis of human actors with pose controlabstractWe propose Neural Actor (NA), a new method for high-quality synthesis of humans from arbitrary viewpoints and under arbitrary controllable poses. Our method is developed upon recent neural scene representation and rendering works which learn representations of geometry and appearance from only 2D images. While existing works demonstrated compelling rendering of static scenes and playback of dynamic scenes, photo-realistic reconstruction and rendering of humans with neural implicit methods, in particular under user-controlled novel poses, is still difficult. To address this problem, we utilize a coarse body model as a proxy to unwarp the surrounding 3D space into a canonical pose. A neural radiance field learns pose-dependent geometric deformations and pose- and view-dependent appearance effects in the canonical space from multi-view video input. To synthesize novel views of high-fidelity dynamic geometry and appearance, NA leverages 2D texture maps defined on the body model as latent variables for predicting residual deformations and the dynamic appearance. Experiments demonstrate that our method achieves better quality than the state-of-the-arts on playback as well as novel pose synthesis, and can even generalize well to new poses that starkly differ from the training poses. Furthermore, our method also supports shape control on the free-view synthesis of human actors. Lingjie Liu, Marc Habermann, Viktor Rudnev, Kripasindhu Sarkar, Jiatao Gu, Christian Theobalt |
ACM Trans. Graph. | 6 |
| 2021 | Real-time Global Illumination Decomposition of VideosabstractWe propose the first approach for the decomposition of a monocular color video into direct and indirect illumination components in real time. We retrieve, in separate layers, the contribution made to the scene appearance by the scene reflectance, the light sources, and the reflections from various coherent scene regions to one another. Existing techniques that invert global light transport require image capture under multiplexed controlled lighting or only enable the decomposition of a single image at slow off-line frame rates. In contrast, our approach works for regular videos and produces temporally coherent decomposition layers at real-time frame rates. At the core of our approach are several sparsity priors that enable the estimation of the per-pixel direct and indirect illumination layers based on a small set of jointly estimated base reflectance colors. The resulting variational decomposition problem uses a new formulation based on sparse and dense sets of non-linear equations that we solve efficiently using a novel alternating data-parallel optimization strategy. We evaluate our approach qualitatively and quantitatively and show improvements over the state-of-the-art in this field, in both quality and runtime. In addition, we demonstrate various real-time appearance editing applications for videos with consistent illumination. Abhimitra Meka, Mohammad Shafiei, Michael Zollhöfer, Christian Richardt, Christian Theobalt |
ACM Trans. Graph. | 5 |
| 2021 | Neural monocular 3D human motion capture with physical awarenessabstractWe present a new trainable system for physically plausible markerless 3D human motion capture, which achieves state-of-the-art results in a broad range of challenging scenarios. Unlike most neural methods for human motion capture, our approach, which we dub "physionical", is aware of physical and environmental constraints. It combines in a fully-differentiable way several key innovations, i.e. , 1) a proportional-derivative controller, with gains predicted by a neural network, that reduces delays even in the presence of fast motions, 2) an explicit rigid body dynamics model and 3) a novel optimisation layer that prevents physically implausible foot-floor penetration as a hard constraint. The inputs to our system are 2D joint keypoints, which are canonicalised in a novel way so as to reduce the dependency on intrinsic camera parameters---both at train and test time. This enables more accurate global translation estimation without generalisability loss. Our model can be finetuned only with 2D annotations when the 3D annotations are not available. It produces smooth and physically-principled 3D motions in an interactive frame rate in a wide variety of challenging scenes, including newly recorded ones. Its advantages are especially noticeable on in-the-wild sequences that significantly differ from common 3D pose estimation benchmarks such as Human 3.6M and MPI-INF-3DHP. Qualitative results are provided in the supplementary video. Soshi Shimada, Vladislav Golyanik, Weipeng Xu, Patrick Pérez, Christian Theobalt |
ACM Trans. Graph. | 5 |
| 2021 | Learning Dynamic Textures for Neural Rendering of Human ActorsabstractSynthesizing realistic videos of humans using neural networks has been a popular alternative to the conventional graphics-based rendering pipeline due to its high efficiency. Existing works typically formulate this as an image-to-image translation problem in 2D screen space, which leads to artifacts such as over-smoothing, missing body parts, and temporal instability of fine-scale detail, such as pose-dependent wrinkles in the clothing. In this article, we propose a novel human video synthesis method that approaches these limiting factors by explicitly disentangling the learning of time-coherent fine-scale details from the embedding of the human in 2D screen space. More specifically, our method relies on the combination of two convolutional neural networks (CNNs). Given the pose information, the first CNN predicts a dynamic texture map that contains time-coherent high-frequency details, and the second CNN conditions the generation of the final video on the temporally coherent output of the first CNN. We demonstrate several applications of our approach, such as human reenactment and novel view synthesis from monocular video, where we show significant improvement over the state of the art both qualitatively and quantitatively. Lingjie Liu, Weipeng Xu, Marc Habermann, Michael Zollhöfer, Florian Bernard 0001, Hyeongwoo Kim, Wenping Wang 0001, Christian Theobalt |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2020 | Adiabatic Quantum Graph Matching with Permutation Matrix ConstraintsabstractMatching problems on 3D shapes and images are challenging as they are frequently formulated as combinatorial quadratic assignment problems (QAPs) with permutation matrix constraints, which are NP-hard. In this work, we address such problems with emerging quantum computing technology and propose several reformulations of QAPs as unconstrained problems suitable for efficient execution on quantum hardware. We investigate several ways to inject permutation matrix constraints in a quadratic unconstrained binary optimization problem which can be mapped to quantum hardware. We focus on obtaining a sufficient spectral gap, which further increases the probability to measure optimal solutions and valid permutation matrices in a single run. We perform our experiments on the quantum computer D-Wave 2000Q(211qubits, adiabatic). Despite the observed discrepancy between simulated adiabatic quantum computing and execution on real quantum hardware, our reformulation of permutation matrix constraints increases the robustness of the numerical computations over other penalty approaches in our experiments. The proposed algorithm has the potential to scale to higher dimensions on future quantum computing architectures, which opens up multiple new directions for solving matching problems in 3D computer vision and graphics. Marcel Seelbach Benkner, Vladislav Golyanik, Christian Theobalt, Michael Möller 0001 |
3DV | 3 |
| 2020 | Intrinsic Dynamic Shape Prior for Dense Non-Rigid Structure from MotionabstractWhile dense non-rigid structure from motion (NRSfM) has been extensively studied from the perspective of the reconstructability problem over the recent years, almost no attempts have been undertaken to bring it into the practical realm. The reasons for the slow dissemination are the severe ill-posedness, high sensitivity to motion and deformation cues, and the difficulty to obtain reliable point tracks in the vast majority of practical scenarios.To fill this gap, we propose a new framework that first extracts prior knowledge from an input image sequence with NRSfM. Our Dynamic Shape Prior Reconstruction (DSPR) approach then uses the obtained 3D reconstructions as a dynamic shape prior for sequential surface recovery in scenarios with recurrence. DSPR can be combined with existing dense NRSfM techniques while its energy functional is optimised with multi-start gradient descent at real-time frame rates for new incoming point tracks. The proposed versatile framework with a new core NRSfM approach outperforms several other methods in the ability to handle inaccurate and noisy point tracks, provided we have access to a representative (in terms of the deformation variety) image sequence. Comprehensive experiments highlight convergence properties and the accuracy of DSPR under different disturbing effects. We also perform a joint study of tracking and reconstruction and show applications to shape compression and heart reconstruction under occlusions. We achieve state-of-the-art metrics (accuracy and compression ratios) in different scenarios. Vladislav Golyanik, André Jonas, Didier Stricker, Christian Theobalt |
3DV | 4 |
| 2020 | Fast Simultaneous Gravitational Alignment of Multiple Point SetsabstractThe problem of simultaneous rigid alignment of multiple unordered point sets which is unbiased towards any of the inputs has recently attracted increasing interest, and several reliable methods have been newly proposed. While being remarkably robust towards noise and clustered outliers, current approaches require sophisticated initialisation schemes and do not scale well to large point sets. This paper proposes a new resilient technique for simultaneous registration of multiple point sets by interpreting the latter as particle swarms rigidly moving in the mutually induced force fields. Thanks to the improved simulation with altered physical laws and acceleration of globally multiply-linked point interactions with a 2D-tree (D is the space dimensionality), our Multi-Body Gravitational Approach (MBGA) is robust to noise and missing data while supporting more massive point sets than previous methods (with 105 points and more). In various experimental settings, MBGA is shown to outperform several baseline point set alignment approaches in terms of accuracy and runtime. We make our source code available for the community to facilitate the reproducibility of the results1.1http://gvv.mpi-inf.mpg.de/projects/MBGA/. Vladislav Golyanik, Soshi Shimada, Christian Theobalt |
3DV | 3 |
| 2020 | MINA: Convex Mixed-Integer Programming for Non-Rigid Shape AlignmentabstractWe present a convex mixed-integer programming formulation for non-rigid shape matching. To this end, we propose a novel shape deformation model based on an efficient low-dimensional discrete model, so that finding a globally optimal solution is tractable in (most) practical cases. Our approach combines several favourable properties, namely it is independent of the initialisation, it is much more efficient to solve to global optimality compared to analogous quadratic assignment problem formulations, and it is highly flexible in terms of the variants of matching problems it can handle. Experimentally we demonstrate that our approach outperforms existing methods for sparse shape matching, that it can be used for initialising dense shape matching methods, and we showcase its flexibility on several examples. Florian Bernard 0001, Zeeshan Khan Suri, Christian Theobalt |
CVPR | 3 |
| 2020 | DeepDeform: Learning Non-Rigid RGB-D Reconstruction With Semi-Supervised DataabstractApplying data-driven approaches to non-rigid 3D reconstruction has been difficult, which we believe can be attributed to the lack of a large-scale training corpus. Unfortunately, this method fails for important cases such as highly non-rigid deformations. We first address this problem of lack of data by introducing a novel semi-supervised strategy to obtain dense inter-frame correspondences from a sparse set of annotations. This way, we obtain a large dataset of 400 scenes, over 390,000 RGB-D frames, and 5,533 densely aligned frame pairs; in addition, we provide a test set along with several metrics for evaluation. Based on this corpus, we introduce a data-driven non-rigid feature matching approach, which we integrate into an optimization-based reconstruction pipeline. Here, we propose a new neural network that operates on RGB-D frames, while maintaining robustness under large non-rigid deformations and producing accurate predictions. Our approach significantly outperforms existing non-rigid reconstruction methods that do not use learned data terms, as well as learning-based approaches that only use self-supervision. Aljaz Bozic, Michael Zollhöfer, Christian Theobalt, Matthias Nießner |
CVPR | 3 |
| 2020 | A Quantum Computational Approach to Correspondence Problems on Point SetsabstractModern adiabatic quantum computers (AQC) are already used to solve difficult combinatorial optimisation problems in various domains of science. Currently, only a few applications of AQC in computer vision have been demonstrated. We review AQC and derive a new algorithm for correspondence problems on point sets suitable for execution on AQC. Our algorithm has a subquadratic computational complexity of the state preparation. Examples of successful transformation estimation and point set alignment by simulated sampling are shown in the systematic experimental evaluation. Finally, we analyse the differences in the solutions and the corresponding energy values. Vladislav Golyanik, Christian Theobalt |
CVPR | 2 |
| 2020 | DeepCap: Monocular Human Performance Capture Using Weak SupervisionabstractHuman performance capture is a highly important computer vision problem with many applications in movie production and virtual/augmented reality. Many previous performance capture approaches either required expensive multi-view setups or did not recover dense space-time coherent geometry with frame-to-frame correspondences. We propose a novel deep learning approach for monocular dense human performance capture. Our method is trained in a weakly supervised manner based on multi-view supervision completely removing the need for training data with 3D ground truth annotations. The network architecture is based on two separate networks that disentangle the task into a pose estimation and a non-rigid surface deformation step. Extensive qualitative and quantitative evaluations show that our approach outperforms the state of the art in terms of quality and robustness. Marc Habermann, Weipeng Xu, Michael Zollhöfer, Gerard Pons-Moll, Christian Theobalt |
CVPR | 5 |
| 2020 | HandVoxNet: Deep Voxel-Based Network for 3D Hand Shape and Pose Estimation From a Single Depth Mapabstract3D hand shape and pose estimation from a single depth map is a new and challenging computer vision problem with many applications. The state-of-the-art methods directly regress 3D hand meshes from 2D depth images via 2D convolutional neural networks, which leads to artefacts in the estimations due to perspective distortions in the images. In contrast, we propose a novel architecture with 3D convolutions trained in a weakly-supervised manner. The input to our method is a 3D voxelized depth map, and we rely on two hand shape representations. The first one is the 3D voxelized grid of the shape which is accurate but does not preserve the mesh topology and the number of mesh vertices. The second representation is the 3D hand surface which is less accurate but does not suffer from the limitations of the first representation. We combine the advantages of these two representations by registering the hand surface to the voxelized hand shape. In the extensive experiments, the proposed approach improves over the state of the art by47.8% on the SynHand5M dataset. Moreover, our augmentation policy for voxelized depth maps further enhances the accuracy of 3D hand pose estimation on real data. Our method produces visually more reasonable and realistic hand shapes on NYU and BigHand2.2M datasets compared to the existing approaches. Jameel Malik, Ibrahim Abdelaziz, Ahmed Elhayek, Soshi Shimada, Sk Aziz Ali, Vladislav Golyanik, Christian Theobalt, Didier Stricker |
CVPR | 7 |
| 2020 | StyleRig: Rigging StyleGAN for 3D Control Over Portrait ImagesabstractStyleGAN generates photorealistic portrait images of faces with eyes, teeth, hair and context (neck, shoulders, background), but lacks a rig-like control over semantic face parameters that are interpretable in 3D, such as face pose, expressions, and scene illumination. Three-dimensional morphable face models (3DMMs) on the other hand offer control over the semantic parameters, but lack photorealism when rendered and only model the face interior, not other parts of a portrait image (hair, mouth interior, background). We present the first method to provide a face rig-like control over a pretrained and fixed StyleGAN via a 3DMM. A new rigging network, is trained between the 3DMM's semantic parameters and StyleGAN's input. The network is trained in a self-supervised manner, without the need for manual annotations. At test time, our method generates portrait images with the photorealism of StyleGAN and provides explicit control over the 3D semantic parameters of the face. Ayush Tewari, Mohamed A. Elgharib, Gaurav Bharaj, Florian Bernard 0001, Hans-Peter Seidel, Patrick Pérez, Michael Zollhöfer, Christian Theobalt |
CVPR | 8 |
| 2020 | EventCap: Monocular 3D Capture of High-Speed Human Motions Using an Event CameraabstractThe high frame rate is a critical requirement for capturing fast human motions. In this setting, existing markerless image-based methods are constrained by the lighting requirement, the high data bandwidth and the consequent high computation overhead. In this paper, we propose EventCap - the first approach for 3D capturing of high-speed human motions using a single event camera. Our method combines model-based optimization and CNN-based human pose detection to capture high frequency motion details and to reduce the drifting in the tracking. As a result, we can capture fast motions at millisecond resolution with significantly higher data efficiency than using high frame rate videos. Experiments on our new event-based fast human motion dataset demonstrate the effectiveness and accuracy of our method, as well as its robustness to challenging lighting conditions. Lan Xu 0003, Weipeng Xu, Vladislav Golyanik, Marc Habermann, Lu Fang 0001, Christian Theobalt |
CVPR | 6 |
| 2020 | Monocular Real-Time Hand Shape and Motion Capture Using Multi-Modal DataabstractWe present a novel method for monocular hand shape and pose estimation at unprecedented runtime performance of 100fps and at state-of-the-art accuracy. This is enabled by a new learning based architecture designed such that it can make use of all the sources of available hand training data: image data with either 2D or 3D annotations, as well as stand-alone 3D animations without corresponding image data. It features a 3D hand joint detection module and an inverse kinematics module which regresses not only 3D joint positions but also maps them to joint rotations in a single feed-forward pass. This output makes the method more directly usable for applications in computer vision and graphics compared to only regressing 3D joint positions. We demonstrate that our architectural design leads to a significant quantitative and qualitative improvement over the state of the art on several challenging benchmarks. We will make our code publicly available for future research. Yuxiao Zhou 0001, Marc Habermann, Weipeng Xu, Ikhsanul Habibie, Christian Theobalt, Feng Xu 0005 |
CVPR | 5 |
| 2020 | Combining Implicit Function Learning and Parametric Models for 3D Human Reconstruction
Bharat Lal Bhatnagar, Cristian Sminchisescu, Christian Theobalt, Gerard Pons-Moll |
ECCV (2) | 3 |
| 2020 | Occlusion-Aware Depth Estimation with Adaptive Normal Constraints
Xiaoxiao Long, Lingjie Liu, Christian Theobalt, Wenping Wang 0001 |
ECCV (9) | 3 |
| 2020 | HTML: A Parametric Hand Texture Model for 3D Hand Reconstruction and Personalization
Neng Qian, Jiayi Wang 0001, Franziska Mueller 0001, Florian Bernard 0001, Vladislav Golyanik, Christian Theobalt |
ECCV (11) | 6 |
| 2020 | Neural Re-rendering of Humans from a Single Image
Kripasindhu Sarkar, Dushyant Mehta, Weipeng Xu, Vladislav Golyanik, Christian Theobalt |
ECCV (11) | 5 |
| 2020 | Neural Dense Non-Rigid Structure from Motion with Latent Space Constraints
Vikramjit Sidhu, Edith Tretschk, Vladislav Golyanik, Antonio Agudo, Christian Theobalt |
ECCV (16) | 5 |
| 2020 | Neural Voice Puppetry: Audio-Driven Facial Reenactment
Justus Thies, Mohamed A. Elgharib, Ayush Tewari, Christian Theobalt, Matthias Nießner |
ECCV (16) | 4 |
| 2020 | PatchNets: Patch-Based Generalizable Deep Implicit 3D Shape Representations
Edith Tretschk, Ayush Tewari, Vladislav Golyanik, Michael Zollhöfer, Carsten Stoll, Christian Theobalt |
ECCV (16) | 6 |
| 2020 | DEMEA: Deep Mesh Autoencoders for Non-rigidly Deforming Objects
Edith Tretschk, Ayush Tewari, Michael Zollhöfer, Vladislav Golyanik, Christian Theobalt |
ECCV (4) | 5 |
| 2020 | Self-supervised Outdoor Scene Relighting
Abhimitra Meka, Mohamed A. Elgharib, Hans-Peter Seidel, Christian Theobalt, William A. P. Smith |
ECCV (22) | 5 |
| 2020 | Generative Model-Based Loss to the Rescue: A Method to Overcome Annotation Errors for Depth-Based Hand Pose EstimationabstractWe propose to use a model-based generative loss for training hand pose estimators on depth images based on a volumetric hand model. This additional loss allows training of a hand pose estimator that accurately infers the entire set of 21 hand keypoints while only using supervision for 6 easy-to-annotate keypoints (fingertips and wrist). We show that our partially-supervised method achieves results that are comparable to those of fully-supervised methods which enforce articulation consistency. Moreover, for the first time we demonstrate that such an approach can be used to train on datasets that have erroneous annotations, i.e. “ground truth” with notable measurement errors, while obtaining predictions that explain the depth images better than the given “ground truth.” Jiayi Wang 0001, Franziska Mueller 0001, Florian Bernard 0001, Christian Theobalt |
FG | 4 |
| 2020 | Image-guided Neural Object Rendering
Justus Thies, Michael Zollhöfer, Christian Theobalt, Marc Stamminger, Matthias Nießner |
ICLR | 3 |
| 2020 | LoopReg: Self-supervised Learning of Implicit Surface Correspondences, Pose and Shape for 3D Human Mesh RegistrationabstractWe address the problem of fitting 3D human models to 3D scans of dressed humans. Classical methods optimize both the data-to-model correspondences and the human model parameters (pose and shape), but are reliable only when initialised close to the solution. Some methods initialize the optimization based on fully supervised correspondence predictors, which is not differentiable end-to-end, and can only process a single scan at a time. Our main contribution is LoopReg, an end-to-end learning framework to register a corpus of scans to a common 3D human model. The key idea is to create a self-supervised loop. A backward map, parameterized by a Neural Network, predicts the correspondence from every scan point to the surface of the human model. A forward map, parameterized by a human model, transforms the corresponding points back to the scan based on the model parameters (pose and shape), thus closing the loop. Formulating this closed loop is not straightforward because it is not trivial to force the output of the NN to be on the surface of the human model -- outside this surface the human model is not even defined. To this end, we propose two key innovations. First, we define the canonical surface implicitly as the zero level set of a distance field in R3, which in contrast to more common UV parameterizations does not require cutting the surface, does not have discontinuities, and does not induce distortion. Second, we diffuse the human model to the 3D domain. This allows to map the NN predictions forward, even when they slightly deviate from the zero level set. Results demonstrate that we can train LoopReg mainly self-supervised -- following a supervised warm-start, the model becomes increasingly more accurate as additional unlabelled raw scans are processed. Our code and pre-trained models can be downloaded for research. Bharat Lal Bhatnagar, Cristian Sminchisescu, Christian Theobalt, Gerard Pons-Moll |
NeurIPS | 3 |
| 2020 | Neural Sparse Voxel FieldsabstractPhoto-realistic free-viewpoint rendering of real-world scenes using classical computer graphics techniques is challenging, because it requires the difficult step of capturing detailed appearance and geometry models. Recent studies have demonstrated promising results by learning scene representations that implicitly encodes both geometry and appearance without 3D supervision. However, existing approaches in practice often show blurry renderings caused by the limited network capacity or the difficulty in finding accurate intersections of camera rays with the scene geometry. Synthesizing high-resolution imagery from these representations often requires time-consuming optical ray marching. In this work, we introduce Neural Sparse Voxel Fields (NSVF), a new neural scene representation for fast and high-quality free-viewpoint rendering. The NSVF defines a series of voxel-bounded implicit fields organized in a sparse voxel octree to model local properties in each cell. We progressively learn the underlying voxel structures with a differentiable ray-marching operation from only a set of posed RGB images. With the sparse voxel octree structure, rendering novel views at inference time can be accelerated by skipping the voxels without relevant scene content. Our method is over 10 times faster than the state-of-the-art while achieving higher quality results. Furthermore, by utilizing an explicit sparse voxel representation, our method can be easily applied to scene editing and scene composition. we also demonstrate various kinds of challenging tasks, including multi-object learning, free-viewpoint rendering of a moving human, and large-scale scene rendering. Lingjie Liu, Jiatao Gu, Kyaw Zaw Lin, Tat-Seng Chua, Christian Theobalt |
NeurIPS | 5 |
| 2020 | State of the Art on Neural RenderingabstractAbstract Efficient rendering of photo‐realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo‐realistic images from hand‐crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo‐realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state‐of‐the‐art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photorealistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. Specifically, our emphasis is on the type of control, i.e., how the control is provided, which parts of the pipeline are learned, explicit vs. implicit control, generalization, and stochastic vs. deterministic synthesis. The second half of this state‐of‐the‐art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free‐viewpoint video, and the creation of photo‐realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems. Ayush Tewari, Ohad Fried, Justus Thies, Vincent Sitzmann, Stephen Lombardi, Kalyan Sunkavalli, Ricardo Martin-Brualla, Tomas Simon, Jason M. Saragih, Matthias Nießner, Rohit Pandey, Sean Ryan Fanello, Gordon Wetzstein, Jun-Yan Zhu, Christian Theobalt, Maneesh Agrawala, Eli Shechtman, Dan B. Goldman, Michael Zollhöfer |
Comput. Graph. Forum | 15 |
| 2020 | High-Fidelity Monocular Face Reconstruction Based on an Unsupervised Model-Based Face AutoencoderabstractIn this work, we propose a novel model-based deep convolutional autoencoder that addresses the highly challenging problem of reconstructing a 3D human face from a single in-the-wild color image. To this end, we combine a convolutional encoder network with an expert-designed generative model that serves as decoder. The core innovation is the differentiable parametric decoder that encapsulates image formation analytically based on a generative model. Our decoder takes as input a code vector with exactly defined semantic meaning that encodes detailed face pose, shape, expression, skin reflectance, and scene illumination. Due to this new way of combining CNN-based with model-based face reconstruction, the CNN-based encoder learns to extract semantically meaningful parameters from a single monocular input image. For the first time, a CNN encoder and an expert-designed generative model can be trained end-to-end in an unsupervised manner, which renders training on very large (unlabeled) real world datasets feasible. The obtained reconstructions compare favorably to current state-of-the-art approaches in terms of quality and richness of representation. This work is an extended version of [1] , where we additionally present a stochastic vertex sampling technique for faster training of our networks, and moreover, we propose and evaluate analysis-by-synthesis and shape-from-shading refinement approaches to achieve a high-fidelity reconstruction. Ayush Tewari, Michael Zollhöfer, Florian Bernard 0001, Pablo Garrido 0001, Hyeongwoo Kim, Patrick Pérez, Christian Theobalt |
IEEE Trans. Pattern Anal. Mach. Intell. | 7 |
| 2020 | 3D Morphable Face Models - Past, Present, and FutureabstractIn this article, we provide a detailed survey of 3D Morphable Face Models over the 20 years since they were first proposed. The challenges in building and applying these models, namely, capture, modeling, image formation, and image analysis, are still active research topics, and we review the state-of-the-art in each of these areas. We also look ahead, identifying unsolved challenges, proposing directions for future research, and highlighting the broad range of current and future applications. Bernhard Egger 0001, William A. P. Smith, Ayush Tewari, Stefanie Wuhrer, Michael Zollhöfer, Thabo Beeler, Florian Bernard 0001, Timo Bolkart, Adam Kortylewski, Sami Romdhani, Christian Theobalt, Volker Blanz, Thomas Vetter |
ACM Trans. Graph. | 11 |
| 2020 | Egocentric videoconferencingabstractWe introduce a method for egocentric videoconferencing that enables hands-free video calls, for instance by people wearing smart glasses or other mixed-reality devices. Videoconferencing portrays valuable non-verbal communication and face expression cues, but usually requires a front-facing camera. Using a frontal camera in a hands-free setting when a person is on the move is impractical. Even holding a mobile phone camera in the front of the face while sitting for a long duration is not convenient. To overcome these issues, we propose a low-cost wearable egocentric camera setup that can be integrated into smart glasses. Our goal is to mimic a classical video call, and therefore, we transform the egocentric perspective of this camera into a front facing video. To this end, we employ a conditional generative adversarial neural network that learns a transition from the highly distorted egocentric views to frontal views common in videoconferencing. Our approach learns to transfer expression details directly from the egocentric view without using a complex intermediate parametric expressions model, as it is used by related face reenactment methods. We successfully handle subtle expressions, not easily captured by parametric blendshape-based solutions, e.g., tongue movement, eye movements, eye blinking, strong expressions and depth varying movements. To get control over the rigid head movements in the target view, we condition the generator on synthetic renderings of a moving neutral face. This allows us to synthesis results at different head poses. Our technique produces temporally smooth video-realistic renderings in real-time using a video-to-video translation network in conjunction with a temporal discriminator. We demonstrate the improved capabilities of our technique by comparing against related state-of-the art approaches. Mohamed A. Elgharib, Mohit Mendiratta, Justus Thies, Matthias Nießner, Hans-Peter Seidel, Ayush Tewari, Vladislav Golyanik, Christian Theobalt |
ACM Trans. Graph. | 8 |
| 2020 | XNect: real-time multi-person 3D motion capture with a single RGB cameraabstractWe present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals. We contribute a new architecture for this CNN, called SelecSLS Net , that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fullyconnected neural network turns the possibly partial (on account of occlusion) 2D pose and 3D pose features for each subject into a complete 3D pose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes. Dushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller 0001, Weipeng Xu, Mohamed A. Elgharib, Pascal Fua, Hans-Peter Seidel, Helge Rhodin, Gerard Pons-Moll, Christian Theobalt |
ACM Trans. Graph. | 10 |
| 2020 | Deep relightable textures: volumetric performance capture with neural renderingabstractThe increasing demand for 3D content in augmented and virtual reality has motivated the development of volumetric performance capture systemsnsuch as the Light Stage. Recent advances are pushing free viewpoint relightable videos of dynamic human performances closer to photorealistic quality. However, despite significant efforts, these sophisticated systems are limited by reconstruction and rendering algorithms which do not fully model complex 3D structures and higher order light transport effects such as global illumination and sub-surface scattering. In this paper, we propose a system that combines traditional geometric pipelines with a neural rendering scheme to generate photorealistic renderings of dynamic performances under desired viewpoint and lighting. Our system leverages deep neural networks that model the classical rendering process to learn implicit features that represent the view-dependent appearance of the subject independent of the geometry layout, allowing for generalization to unseen subject poses and even novel subject identity. Detailed experiments and comparisons demonstrate the efficacy and versatility of our method to generate high-quality results, significantly outperforming the existing state-of-the-art solutions. Abhimitra Meka, Rohit Pandey, Christian Häne, Sergio Orts, Peter Barnum, Philip L. Davidson, Daniel Erickson, Yinda Zhang 0001, Jonathan Taylor 0001, Sofien Bouaziz, Chloe LeGendre, Wan-Chun Ma, Ryan S. Overbeck, Thabo Beeler, Paul E. Debevec, Shahram Izadi, Christian Theobalt, Christoph Rhemann, Sean Ryan Fanello |
ACM Trans. Graph. | 17 |
| 2020 | PhysCap: physically plausible monocular 3D motion capture in real timeabstractMarker-less 3D human motion capture from a single colour camera has seen significant progress. However, it is a very challenging and severely ill-posed problem. In consequence, even the most accurate state-of-the-art approaches have significant limitations. Purely kinematic formulations on the basis of individual joints or skeletons, and the frequent frame-wise reconstruction in state-of-the-art methods greatly limit 3D accuracy and temporal stability compared to multi-view or marker-based motion capture. Further, captured 3D poses are often physically incorrect and biomechanically implausible, or exhibit implausible environment interactions (floor penetration, foot skating, unnatural body leaning and strong shifting in depth), which is problematic for any use case in computer graphics. We, therefore, present PhysCap , the first algorithm for physically plausible, real-time and marker-less human 3D motion capture with a single colour camera at 25 fps. Our algorithm first captures 3D human poses purely kinematically. To this end, a CNN infers 2D and 3D joint positions, and subsequently, an inverse kinematics step finds space-time coherent joint angles and global 3D pose. Next, these kinematic reconstructions are used as constraints in a real-time physics-based pose optimiser that accounts for environment constraints ( e.g. , collision handling and floor placement), gravity, and biophysical plausibility of human postures. Our approach employs a combination of ground reaction force and residual force for plausible root control, and uses a trained neural network to detect foot contact events in images. Our method captures physically plausible and temporally stable global 3D human motion, without physically implausible postures, floor penetrations or foot skating, from video in real time and in general scenes. PhysCap achieves state-of-the-art accuracy on established pose benchmarks, and we propose new metrics to demonstrate the improved physical plausibility and temporal stability. Soshi Shimada, Vladislav Golyanik, Weipeng Xu, Christian Theobalt |
ACM Trans. Graph. | 4 |
| 2020 | PIE: portrait image embedding for semantic controlabstractEditing of portrait images is a very popular and important research topic with a large variety of applications. For ease of use, control should be provided via a semantically meaningful parameterization that is akin to computer animation controls. The vast majority of existing techniques do not provide such intuitive and fine-grained control, or only enable coarse editing of a single isolated control parameter. Very recently, high-quality semantically controlled editing has been demonstrated, however only on synthetically created StyleGAN images. We present the first approach for embedding real portrait images in the latent space of StyleGAN, which allows for intuitive editing of the head pose, facial expression, and scene illumination in the image. Semantic editing in parameter space is achieved based on StyleRig, a pretrained neural network that maps the control space of a 3D morphable face model to the latent space of the GAN. We design a novel hierarchical non-linear optimization problem to obtain the embedding. An identity preservation energy term allows spatially coherent edits while maintaining facial integrity. Our approach runs at interactive frame rates and thus allows the user to explore the space of possible edits. We evaluate our approach on a wide set of portrait photos, compare it to the current state of the art, and validate the effectiveness of its components in an ablation study. Ayush Tewari, Mohamed A. Elgharib, Mallikarjun B. R. 0001, Florian Bernard 0001, Hans-Peter Seidel, Patrick Pérez, Michael Zollhöfer, Christian Theobalt |
ACM Trans. Graph. | 8 |
| 2020 | RGB2Hands: real-time tracking of 3D hand interactions from monocular RGB videoabstractTracking and reconstructing the 3D pose and geometry of two hands in interaction is a challenging problem that has a high relevance for several human-computer interaction applications, including AR/VR, robotics, or sign language recognition. Existing works are either limited to simpler tracking settings ( e.g. , considering only a single hand or two spatially separated hands), or rely on less ubiquitous sensors, such as depth cameras. In contrast, in this work we present the first real-time method for motion capture of skeletal pose and 3D surface geometry of hands from a single RGB camera that explicitly considers close interactions. In order to address the inherent depth ambiguities in RGB data, we propose a novel multi-task CNN that regresses multiple complementary pieces of information, including segmentation, dense matchings to a 3D hand model, and 2D keypoint positions, together with newly proposed intra-hand relative depth and inter-hand distance maps. These predictions are subsequently used in a generative model fitting framework in order to estimate pose and shape parameters of a 3D hand model for both hands. We experimentally verify the individual components of our RGB two-hand tracking and 3D reconstruction pipeline through an extensive ablation study. Moreover, we demonstrate that our approach offers previously unseen two-hand tracking performance from RGB, and quantitatively and qualitatively outperforms existing RGB-based methods that were not explicitly designed for two-hand interactions. Moreover, our method even performs on-par with depth-based real-time methods. Jiayi Wang 0001, Franziska Mueller 0001, Florian Bernard 0001, Suzanne Sorli, Oleksandr Sotnychenko, Neng Qian, Miguel A. Otaduy, Dan Casas, Christian Theobalt |
ACM Trans. Graph. | 9 |
| 2020 | Vid2Curve: simultaneous camera motion estimation and thin structure reconstruction from an RGB videoabstractThin structures, such as wire-frame sculptures, fences, cables, power lines, and tree branches, are common in the real world. It is extremely challenging to acquire their 3D digital models using traditional image-based or depth-based reconstruction methods, because thin structures often lack distinct point features and have severe self-occlusion. We propose the first approach that simultaneously estimates camera motion and reconstructs the geometry of complex 3D thin structures in high quality from a color video captured by a handheld camera. Specifically, we present a new curve-based approach to estimate accurate camera poses by establishing correspondences between featureless thin objects in the foreground in consecutive video frames, without requiring visual texture in the background scene to lock on. Enabled by this effective curve-based camera pose estimation strategy, we develop an iterative optimization method with tailored measures on geometry, topology as well as self-occlusion handling for reconstructing 3D thin structures. Extensive validations on a variety of thin structures show that our method achieves accurate camera pose estimation and faithful reconstruction of 3D thin structures with complex shape and topology at a level that has not been attained by other existing reconstruction methods. Peng Wang 0099, Lingjie Liu, Nenglun Chen, Hung-Kuo Chu, Christian Theobalt, Wenping Wang 0001 |
ACM Trans. Graph. | 5 |
| 2019 | Optimising for Scale in Globally Multiply-Linked Gravitational Point Set Registration Leads to SingularitiesabstractThe recently introduced gravitational point set registration methods can robustly align point sets with high noise ratios. While many results with rotation and translation resolution have been presented in the literature so far, the uncertainty about the scale resolving capability of globally multiply-linked gravitational point set registration methods is remaining. To address the uncertainty, we analyse the gravitational potential energy (GPE) functional of the system with two point sets with multivariate calculus and come to the conclusion that GPE of a singularity, i.e., the state when the template collapses to a single point, always has a lower energy than the state of the optimal alignment. Moreover, the GPE as a function of scale monotonically increases and does not have equienergetic states, which we prove for several hollow and volumetric geometric primitives in R 2 and R 3 including a unit circle, a unit sphere, a unit disk and a unit ball. We perform a series of experiments with various regular shapes and different combinations of references and templates to validate our findings. The consequence is that in practice, it is highly unlikely for globally multiply-linked gravitational alignment to resolve the scale accurately. We propose ways to overcome the limitation in scale resolution, which can be considered in the next generation of gravitational approaches. Vladislav Golyanik, Christian Theobalt |
3DV | 2 |
| 2019 | DispVoxNets: Non-Rigid Point Set Alignment with Supervised Learning ProxiesabstractWe introduce a supervised-learning framework for nonrigid point set alignment of a new kind - Displacements on Voxels Networks (DispVoxNets) - which abstracts away from the point set representation and regresses 3D displacement fields on regularly sampled proxy 3D voxel grids. Thanks to recently released collections of deformable objects with known intra-state correspondences, DispVoxNets learn a deformation model and further priors (e.g., weak point topology preservation) for different object categories such as cloths, human bodies and faces. DispVoxNets cope with large deformations, noise and clustered outliers more robustly than the state-of-the-art. At test time, our approach runs orders of magnitude faster than previous techniques. All properties of DispVoxNets are ascertained numerically and qualitatively in extensive experiments and comparisons to several previous methods. Soshi Shimada, Vladislav Golyanik, Edith Tretschk, Didier Stricker, Christian Theobalt |
3DV | 5 |
| 2019 | Convex Optimisation for Inverse KinematicsabstractWe consider the problem of inverse kinematics (IK), where one wants to find the parameters of a given kinematic skeleton that best explain a set of observed 3D joint locations. The kinematic skeleton has a tree structure, where each node is a joint that has an associated geometric transformation that is propagated to all its child nodes. The IK problem has various applications in vision and graphics, for example for tracking or reconstructing articulated objects, such as human hands or bodies. Most commonly, the IK problem is tackled using local optimisation methods. A major downside of these approaches is that, due to the non-convex nature of the problem, such methods are prone to converge to unwanted local optima and therefore require a good initialisation. In this paper we propose a convex optimisation approach for the IK problem based on semidefinite programming, which admits a polynomial-time algorithm that globally solves (a relaxation of) the IK problem. Experimentally, we demonstrate that the proposed method significantly outperforms local optimisation methods using different real-world skeletons. Tarun Yenamandra, Florian Bernard 0001, Jiayi Wang 0001, Franziska Mueller 0001, Christian Theobalt |
3DV | 5 |
| 2019 | Learning to Reconstruct People in Clothing From a Single RGB CameraabstractWe present Octopus, a learning-based model to infer the personalized 3D shape of people from a few frames (1-8) of a monocular video in which the person is moving with a reconstruction accuracy of 4 to 5mm, while being orders of magnitude faster than previous methods. From semantic segmentation images, our Octopus model reconstructs a 3D shape, including the parameters of SMPL plus clothing and hair in 10 seconds or less. The model achieves fast and accurate predictions based on two key design choices. First, by predicting shape in a canonical T-pose space, the network learns to encode the images of the person into pose-invariant latent codes, where the information is fused. Second, based on the observation that feed-forward predictions are fast but do not always align with the input images, we predict using both, bottom-up and top-down streams (one per view) allowing information to flow in both directions. Learning relies only on synthetic 3D data. Once learned, Octopus can take a variable number of frames as input, and is able to reconstruct shapes even from a single image with an accuracy of 5mm. Results on 3 different datasets demonstrate the efficacy and accuracy of our approach. Thiemo Alldieck, Marcus A. Magnor, Bharat Lal Bhatnagar, Christian Theobalt, Gerard Pons-Moll |
CVPR | 4 |
| 2019 | In the Wild Human Pose Estimation Using Explicit 2D Features and Intermediate 3D RepresentationsabstractConvolutional Neural Network based approaches for monocular 3D human pose estimation usually require a large amount of training images with 3D pose annotations. While it is feasible to provide 2D joint annotations for large corpora of in-the-wild images with humans, providing accurate 3D annotations to such in-the-wild corpora is hardly feasible in practice. Most existing 3D labelled data sets are either synthetically created or feature in-studio images. 3D pose estimation algorithms trained on such data often have limited ability to generalize to real world scene diversity. We therefore propose a new deep learning based method for monocular 3D human pose estimation that shows high accuracy and generalizes better to in-the-wild scenes. It has a network architecture that comprises a new disentangled hidden space encoding of explicit 2D and 3D features, and uses supervision by a new learned projection model from predicted 3D pose. Our algorithm can be jointly trained on image data with 3D labels and image data with only 2D labels. It achieves state-of-the-art accuracy on challenging in-the-wild data. Ikhsanul Habibie, Weipeng Xu, Dushyant Mehta, Gerard Pons-Moll, Christian Theobalt |
CVPR | 5 |
| 2019 | On Implicit Filter Level Sparsity in Convolutional Neural NetworksabstractWe investigate filter level sparsity that emerges in convolutional neural networks (CNNs) which employ Batch Normalization and ReLU activation, and are trained with adaptive gradient descent techniques and L2 regularization or weight decay. We conduct an extensive experimental study casting our initial findings into hypotheses and conclusions about the mechanisms underlying the emergent filter level sparsity. This study allows new insight into the performance gap obeserved between adapative and non-adaptive gradient descent methods in practice. Further, analysis of the effect of training strategies and hyperparameters on the sparsity leads to practical suggestions in designing CNN training strategies enabling us to explore the tradeoffs between feature selectivity, network capacity, and generalization performance. Lastly, we show that the implicit sparsity can be harnessed for neural network speedup at par or better than explicit sparsification / pruning approaches, with no modifications to the typical training pipeline required. Dushyant Mehta, Kwang In Kim, Christian Theobalt |
CVPR | 3 |
| 2019 | A Convex Relaxation for Multi-Graph MatchingabstractWe present a convex relaxation for the multi-graph matching problem. Our formulation allows for partial pairwise matchings, guarantees cycle consistency, and our objective incorporates both linear and quadratic costs. Moreover, we also present an extension to higher-order costs. In order to solve the convex relaxation we employ a message passing algorithm that optimizes the dual problem. We experimentally compare our algorithm on established benchmark problems from computer vision, as well as on large problems from biological image analysis, the size of which exceed previously investigated multi-graph matching instances. Paul Swoboda, Dagmar Kainmüller, Ashkan Mokarian, Christian Theobalt, Florian Bernard 0001 |
CVPR | 4 |
| 2019 | FML: Face Model Learning From VideosabstractMonocular image-based 3D reconstruction of faces is a long-standing problem in computer vision. Since image data is a 2D projection of a 3D face, the resulting depth ambiguity makes the problem ill-posed. Most existing methods rely on data-driven priors that are built from limited 3D face scans. In contrast, we propose multi-frame video-based self-supervised training of a deep network that (i) learns a face identity model both in shape and appearance while (ii) jointly learning to reconstruct 3D faces. Our face model is learned using only corpora of in-the-wild video clips collected from the Internet. This virtually endless source of training data enables learning of a highly general 3D face model. In order to achieve this, we propose a novel multi-frame consistency loss that ensures consistent shape and appearance across multiple frames of a subject's face, thus minimizing depth ambiguity. At test time we can use an arbitrary number of frames, so that we can perform both monocular as well as multi-frame reconstruction. Ayush Tewari, Florian Bernard 0001, Pablo Garrido 0001, Gaurav Bharaj, Mohamed A. Elgharib, Hans-Peter Seidel, Patrick Pérez, Michael Zollhöfer, Christian Theobalt |
CVPR | 9 |
| 2019 | Tex2Shape: Detailed Full Human Body Geometry From a Single ImageabstractWe present a simple yet effective method to infer detailed full human body shape from only a single photograph. Our model can infer full-body shape including face, hair, and clothing including wrinkles at interactive frame-rates. Results feature details even on parts that are occluded in the input image. Our main idea is to turn shape regression into an aligned image-to-image translation problem. The input to our method is a partial texture map of the visible region obtained from off-the-shelf methods. From a partial texture, we estimate detailed normal and vector displacement maps, which can be applied to a low-resolution smooth body model to add detail and clothing. Despite being trained purely with synthetic data, our model generalizes well to real-world photographs. Numerous results demonstrate the versatility and robustness of our method. Thiemo Alldieck, Gerard Pons-Moll, Christian Theobalt, Marcus A. Magnor |
ICCV | 3 |
| 2019 | HiPPI: Higher-Order Projected Power Iterations for Scalable Multi-MatchingabstractThe matching of multiple objects (e.g. shapes or images) is a fundamental problem in vision and graphics. In order to robustly handle ambiguities, noise and repetitive patterns in challenging real-world settings, it is essential to take geometric consistency between points into account. Computationally, the multi-matching problem is difficult. It can be phrased as simultaneously solving multiple (NP-hard) quadratic assignment problems (QAPs) that are coupled via cycle-consistency constraints. The main limitations of existing multi-matching methods are that they either ignore geometric consistency and thus have limited robustness, or they are restricted to small-scale problems due to their (relatively) high computational cost. We address these shortcomings by introducing a Higher-order Projected Power Iteration method, which is (i) efficient and scales to tens of thousands of points, (ii) straightforward to implement, (iii) able to incorporate geometric consistency, (iv) guarantees cycle-consistent multi-matchings, and (iv) comes with theoretical convergence guarantees. Experimentally we show that our approach is superior to existing methods. Florian Bernard 0001, Johan Thunberg, Paul Swoboda, Christian Theobalt |
ICCV | 4 |
| 2019 | Multi-Garment Net: Learning to Dress 3D People From ImagesabstractWe present Multi-Garment Network (MGN), a method to predict body shape and clothing, layered on top of the SMPL [40] model from a few frames (1-8) of a video. Several experiments demonstrate that this representation allows higher level of control when compared to single mesh or voxel representations of shape. Our model allows to predict garment geometry, relate it to the body shape, and transfer it to new body shapes and poses. To train MGN, we leverage a digital wardrobe containing 712 digital garments in correspondence, obtained with a novel method to register a set of clothing templates to a dataset of real 3D scans of people in different clothing and poses. Garments from the digital wardrobe, or predicted by MGN, can be used to dress any body shape in arbitrary poses. We will make publicly available the digital wardrobe, the MGN model, and code to dress SMPL with the garments at [1]. Bharat Lal Bhatnagar, Garvita Tiwari, Christian Theobalt, Gerard Pons-Moll |
ICCV | 3 |
| 2019 | Accelerated Gravitational Point Set Alignment With Altered Physical LawsabstractThis work describes Barnes-Hut Rigid Gravitational Approach (BH-RGA) - a new rigid point set registration method relying on principles of particle dynamics. Interpreting the inputs as two interacting particle swarms, we directly minimise the gravitational potential energy of the system using non-linear least squares. Compared to solutions obtained by solving systems of second-order ordinary differential equations, our approach is more robust and less dependent on the parameter choice. We accelerate otherwise exhaustive particle interactions with a Barnes-Hut tree and efficiently handle massive point sets in quasilinear time while preserving the globally multiply-linked character of interactions. Among the advantages of BH-RGA is the possibility to define boundary conditions or additional alignment cues through varying point masses. Systematic experiments demonstrate that BH-RGA surpasses performances of baseline methods in terms of the convergence basin and accuracy when handling incomplete, noisy and perturbed data. The proposed approach also positively compares to the competing method for the alignment with prior matches. Vladislav Golyanik, Christian Theobalt, Didier Stricker |
ICCV | 2 |
| 2019 | Synchronisation of partial multi-matchings via non-negative factorisations
Florian Bernard 0001, Johan Thunberg, Jorge M. Gonçalves, Christian Theobalt |
Pattern Recognit. | 4 |
| 2019 | Text-based editing of talking-head videoabstractEditing talking-head video to change the speech content or to remove filler words is challenging. We propose a novel method to edit talking-head video based on its transcript to produce a realistic output video in which the dialogue of the speaker has been modified, while maintaining a seamless audio-visual flow (i.e. no jump cuts). Our method automatically annotates an input talking-head video with phonemes, visemes, 3D face pose and geometry, reflectance, expression and scene illumination per frame. To edit a video, the user has to only edit the transcript, and an optimization strategy then chooses segments of the input corpus as base material. The annotated parameters corresponding to the selected segments are seamlessly stitched together and used to produce an intermediate video representation in which the lower half of the face is rendered with a parametric face model. Finally, a recurrent video generation network transforms this representation to a photorealistic video that matches the edited transcript. We demonstrate a large variety of edits, such as the addition, removal, and alteration of words, as well as convincing language translation and full sentence synthesis. Ohad Fried, Ayush Tewari, Michael Zollhöfer, Adam Finkelstein, Eli Shechtman, Dan B. Goldman, Kyle Genova, Zeyu Jin, Christian Theobalt, Maneesh Agrawala |
ACM Trans. Graph. | 9 |
| 2019 | LiveCap: Real-Time Human Performance Capture From Monocular VideoabstractWe present the first real-time human performance capture approach that reconstructs dense, space-time coherent deforming geometry of entire humans in general everyday clothing from just a single RGB video. We propose a novel two-stage analysis-by-synthesis optimization whose formulation and implementation are designed for high performance. In the first stage, a skinned template model is jointly fitted to background subtracted input video, 2D and 3D skeleton joint positions found using a deep neural network, and a set of sparse facial landmark detections. In the second stage, dense non-rigid 3D deformations of skin and even loose apparel are captured based on a novel real-time capable algorithm for non-rigid tracking using dense photometric and silhouette constraints. Our novel energy formulation leverages automatically identified material regions on the template to model the differing non-rigid deformation behavior of skin and apparel. The two resulting non-linear optimization problems per frame are solved with specially tailored data-parallel Gauss-Newton solvers. To achieve real-time performance of over 25Hz, we design a pipelined parallel architecture using the CPU and two commodity GPUs. Our method is the first real-time monocular approach for full-body performance capture. Our method yields comparable accuracy with off-line performance capture techniques while being orders of magnitude faster. Marc Habermann, Weipeng Xu, Michael Zollhöfer, Gerard Pons-Moll, Christian Theobalt |
ACM Trans. Graph. | 5 |
| 2019 | Neural style-preserving visual dubbingabstractDubbing is a technique for translating video content from one language to another. However, state-of-the-art visual dubbing techniques directly copy facial expressions from source to target actors without considering identity-specific idiosyncrasies such as a unique type of smile. We present a style-preserving visual dubbing approach from single video inputs, which maintains the signature style of target actors when modifying facial expressions, including mouth motions, to match foreign languages. At the heart of our approach is the concept of motion style, in particular for facial expressions, i.e., the person-specific expression change that is yet another essential factor beyond visual accuracy in face editing applications. Our method is based on a recurrent generative adversarial network that captures the spatiotemporal co-activation of facial expressions, and enables generating and modifying the facial expressions of the target actor while preserving their style. We train our model with unsynchronized source and target videos in an unsupervised manner using cycle-consistency and mouth expression losses, and synthesize photorealistic video frames using a layered neural face renderer. Our approach generates temporally coherent results, and handles dynamic backgrounds. Our results show that our dubbing approach maintains the idiosyncratic style of the target actor better than previous approaches, even for widely differing source and target actors. Hyeongwoo Kim, Mohamed A. Elgharib, Michael Zollhöfer, Hans-Peter Seidel, Thabo Beeler, Christian Richardt, Christian Theobalt |
ACM Trans. Graph. | 7 |
| 2019 | Neural Rendering and Reenactment of Human Actor VideosabstractWe propose a method for generating video-realistic animations of real humans under user control. In contrast to conventional human character rendering, we do not require the availability of a production-quality photo-realistic three-dimensional (3D) model of the human but instead rely on a video sequence in conjunction with a (medium-quality) controllable 3D template model of the person. With that, our approach significantly reduces production cost compared to conventional rendering approaches based on production-quality 3D models and can also be used to realistically edit existing videos. Technically, this is achieved by training a neural network that translates simple synthetic images of a human character into realistic imagery. For training our networks, we first track the 3D motion of the person in the video using the template model and subsequently generate a synthetically rendered version of the video. These images are then used to train a conditional generative adversarial network that translates synthetic images of the 3D model into realistic imagery of the human. We evaluate our method for the reenactment of another person that is tracked to obtain the motion data, and show video results generated from artist-designed skeleton motion. Our results outperform the state of the art in learning-based human image synthesis. Lingjie Liu, Weipeng Xu, Michael Zollhöfer, Hyeongwoo Kim, Florian Bernard 0001, Marc Habermann, Wenping Wang 0001, Christian Theobalt |
ACM Trans. Graph. | 8 |
| 2019 | Deep reflectance fields: high-quality facial reflectance field inference from color gradient illuminationabstractWe present a novel technique to relight images of human faces by learning a model of facial reflectance from a database of 4D reflectance field data of several subjects in a variety of expressions and viewpoints. Using our learned model, a face can be relit in arbitrary illumination environments using only two original images recorded under spherical color gradient illumination. The output of our deep network indicates that the color gradient images contain the information needed to estimate the full 4D reflectance field, including specular reflections and high frequency details. While capturing spherical color gradient illumination still requires a special lighting setup, reduction to just two illumination conditions allows the technique to be applied to dynamic facial performance capture. We show side-by-side comparisons which demonstrate that the proposed system outperforms the state-of-the-art techniques in both realism and speed. Abhimitra Meka, Christian Häne, Rohit Pandey, Michael Zollhöfer, Sean Ryan Fanello, Graham Fyffe, Adarsh Kowdle, Xueming Yu, Jay Busch, Jason Dourgarian, Peter Denny, Sofien Bouaziz, Peter Lincoln, Matt Whalen, Geoff Harvey, Jonathan Taylor 0001, Shahram Izadi, Andrea Tagliasacchi, Paul E. Debevec, Christian Theobalt, Julien P. C. Valentin, Christoph Rhemann |
ACM Trans. Graph. | 20 |
| 2019 | Real-time pose and shape reconstruction of two interacting hands with a single depth cameraabstractWe present a novel method for real-time pose and shape reconstruction of two strongly interacting hands. Our approach is the first two-hand tracking solution that combines an extensive list of favorable properties, namely it is marker-less, uses a single consumer-level depth camera, runs in real time, handles inter- and intra-hand collisions, and automatically adjusts to the user's hand shape. In order to achieve this, we embed a recent parametric hand pose and shape model and a dense correspondence predictor based on a deep neural network into a suitable energy minimization framework. For training the correspondence prediction network, we synthesize a two-hand dataset based on physical simulations that includes both hand pose and shape annotations while at the same time avoiding inter-hand penetrations. To achieve real-time rates, we phrase the model fitting in terms of a nonlinear least-squares problem so that the energy can be optimized based on a highly efficient GPU-based Gauss-Newton optimizer. We show state-of-the-art results in scenes that exceed the complexity level demonstrated by previous work, including tight two-hand grasps, significant inter-hand occlusions, and gesture interaction. 1 Franziska Mueller 0001, Micah Davis, Florian Bernard 0001, Oleksandr Sotnychenko, Mickeal Verschoor, Miguel A. Otaduy, Dan Casas, Christian Theobalt |
ACM Trans. Graph. | 8 |
| 2019 | Mo2Cap2: Real-time Mobile 3D Motion Capture with a Cap-mounted Fisheye CameraabstractWe propose the first real-time system for the egocentric estimation of 3D human body pose in a wide range of unconstrained everyday activities. This setting has a unique set of challenges, such as mobility of the hardware setup, and robustness to long capture sessions with fast recovery from tracking failures. We tackle these challenges based on a novel lightweight setup that converts a standard baseball cap to a device for high-quality pose estimation based on a single cap-mounted fisheye camera. From the captured egocentric live stream, our CNN based 3D pose estimation approach runs at 60 Hz on a consumer-level GPU. In addition to the lightweight hardware setup, our other main contributions are: 1) a large ground truth training corpus of top-down fisheye images and 2) a disentangled 3D pose estimation approach that takes the unique properties of the egocentric viewpoint into account. As shown by our evaluation, we achieve lower 3D joint error as well as better 2D overlay than the existing baselines. Weipeng Xu, Avishek Chatterjee, Michael Zollhöfer, Helge Rhodin, Pascal Fua, Hans-Peter Seidel, Christian Theobalt |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2018 | Detailed Human Avatars from Monocular VideoabstractWe present a novel method for high detail-preserving human avatar creation from monocular video. A parameterized body model is refined and optimized to maximally resemble subjects from a video showing them from all sides. Our avatars feature a natural face, hairstyle, clothes with garment wrinkles, and high-resolution texture. Our paper contributes facial landmark and shading-based human body shape refinement, a semantic texture prior, and a novel texture stitching strategy, resulting in the most sophisticated-looking human avatars obtained from a single video to date. Numerous results show the robustness and versatility of our method. A user study illustrates its superiority over the state-of-the-art in terms of identity preservation, level of detail, realism, and overall user preference. Thiemo Alldieck, Marcus A. Magnor, Weipeng Xu, Christian Theobalt, Gerard Pons-Moll |
3DV | 4 |
| 2018 | Single-Shot Multi-person 3D Pose Estimation from Monocular RGBabstractWe propose a new single-shot method for multi-person 3D pose estimation in general scenes from a monocular RGB camera. Our approach uses novel occlusion-robust pose-maps (ORPM) which enable full body pose inference even under strong partial occlusions by other people and objects in the scene. ORPM outputs a fixed number of maps which encode the 3D joint locations of all people in the scene. Body part associations [8] allow us to infer 3D pose for an arbitrary number of people without explicit bounding box prediction. To train our approach we introduce MuCo-3DHP, the first large scale training data set showing real images of sophisticated multi-person interactions and occlusions. We synthesize a large corpus of multi-person images by compositing images of individual people (with ground truth from mutli-view performance capture). We evaluate our method on our new challenging 3D annotated multi-person test set MuPoTs-3D where we achieve state-of-the-art performance. To further stimulate research in multi-person 3D pose estimation, we will make our new datasets, and associated code publicly available for research purposes. Dushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller 0001, Weipeng Xu, Srinath Sridhar 0002, Gerard Pons-Moll, Christian Theobalt |
3DV | 7 |
| 2018 | Structured Low-Rank Matrix Factorization for Point-Cloud DenoisingabstractIn this work we address the problem of point-cloud denoising where we assume that a given point-cloud comprises (noisy) points that were sampled from an underlying surface that is to be denoised. We phrase the point-cloud denoising problem in terms of a dictionary learning framework. To this end, for a given point-cloud we (robustly) extract planar patches covering the entire point-cloud, where each patch contains a (noisy) description of the local structure of the underlying surface. Based on the general assumption that many of the local patches (in the noise-free point-cloud) contain redundant information (e.g. due to smoothness of the surface, or due to repetitive structures), we find a low-dimensional affine subspace that (approximately) explains the extracted (noisy) patches. Computationally, this is achieved by solving a structured low-rank matrix factorization problem, where we impose smoothness on the patch dictionary and sparsity on the coefficients. We experimentally demonstrate that our method outperforms existing denoising approaches in various noise scenarios. Kripasindhu Sarkar, Florian Bernard 0001, Kiran Varanasi, Christian Theobalt, Didier Stricker |
3DV | 4 |
| 2018 | Video Based Reconstruction of 3D People ModelsabstractThis paper describes a method to obtain accurate 3D body models and texture of arbitrary people from a single, monocular video in which a person is moving. Based on a parametric body model, we present a robust processing pipeline to infer 3D model shapes including clothed people with 4.5mm reconstruction accuracy. At the core of our approach is the transformation of dynamic body pose into a canonical frame of reference. Our main contribution is a method to transform the silhouette cones corresponding to dynamic human silhouettes to obtain a visual hull in a common reference frame. This enables efficient estimation of a consensus 3D shape, texture and implanted animation skeleton based on a large number of frames. Results on 4 different datasets demonstrate the effectiveness of our approach to produce accurate 3D models. Requiring only an RGB camera, our method enables everyone to create their own fully animatable digital double, e.g., for social VR applications or virtual try-on for online fashion shopping. Thiemo Alldieck, Marcus A. Magnor, Weipeng Xu, Christian Theobalt, Gerard Pons-Moll |
CVPR | 4 |
| 2018 | DS*: Tighter Lifting-Free Convex Relaxations for Quadratic Matching ProblemsabstractIn this work we study convex relaxations of quadratic optimisation problems over permutation matrices. While existing semidefinite programming approaches can achieve remarkably tight relaxations, they have the strong disadvantage that they lift the original n×n-dimensional variable to an n2×n2-dimensional variable, which limits their practical applicability. In contrast, here we present a lifting-free convex relaxation that is provably at least as tight as existing (lifting-free) convex relaxations. We demonstrate experimentally that our approach is superior to existing convex and non-convex methods for various problems, including image arrangement and multi-graph matching. Florian Bernard 0001, Christian Theobalt, Michael Möller 0001 |
CVPR | 2 |
| 2018 | InverseFaceNet: Deep Monocular Inverse Face RenderingabstractWe introduce InverseFaceNet, a deep convolutional inverse rendering framework for faces that jointly estimates facial pose, shape, expression, reflectance and illumination from a single input image. By estimating all parameters from just a single image, advanced editing possibilities on a single face image, such as appearance editing and relighting, become feasible in real time. Most previous learning-based face reconstruction approaches do not jointly recover all dimensions, or are severely limited in terms of visual quality. In contrast, we propose to recover high-quality facial pose, shape, expression, reflectance and illumination using a deep neural network that is trained using a large, synthetically created training corpus. Our approach builds on a novel loss function that measures model-space similarity directly in parameter space and significantly improves reconstruction accuracy. We further propose a self-supervised bootstrapping process in the network training loop, which iteratively updates the synthetic training corpus to better reflect the distribution of real-world imagery. We demonstrate that this strategy outperforms completely synthetically trained networks. Finally, we show high-quality reconstructions and compare our approach to several state-of-the-art approaches. Hyeongwoo Kim, Michael Zollhöfer, Ayush Tewari, Justus Thies, Christian Richardt, Christian Theobalt |
CVPR | 6 |
| 2018 | LIME: Live Intrinsic Material EstimationabstractWe present the first end-to-end approach for real-time material estimation for general object shapes with uniform material that only requires a single color image as input. In addition to Lambertian surface properties, our approach fully automatically computes the specular albedo, material shininess, and a foreground segmentation. We tackle this challenging and ill-posed inverse rendering problem using recent advances in image-to-image translation techniques based on deep convolutional encoder-decoder architectures. The underlying core representations of our approach are specular shading, diffuse shading and mirror images, which allow to learn the effective and accurate separation of diffuse and specular albedo. In addition, we propose a novel highly efficient perceptual rendering loss that mimics real-world image formation and obtains intermediate results even during run time. The estimation of material parameters at real-time frame rates enables exciting mixed-reality applications, such as seamless illumination-consistent integration of virtual objects into real-world scenes, and virtual material cloning. We demonstrate our approach in a live setup, compare it to the state of the art, and demonstrate its effectiveness through quantitative and qualitative evaluation. Abhimitra Meka, Maxim Maximov, Michael Zollhöfer, Avishek Chatterjee, Hans-Peter Seidel, Christian Richardt, Christian Theobalt |
CVPR | 7 |
| 2018 | GANerated Hands for Real-Time 3D Hand Tracking From Monocular RGBabstractWe address the highly challenging problem of real-time 3D hand tracking based on a monocular RGB-only sequence. Our tracking method combines a convolutional neural network with a kinematic 3D hand model, such that it generalizes well to unseen data, is robust to occlusions and varying camera viewpoints, and leads to anatomically plausible as well as temporally smooth hand motions. For training our CNN we propose a novel approach for the synthetic generation of training data that is based on a geometrically consistent image-to-image translation network. To be more specific, we use a neural network that translates synthetic images to "real" images, such that the so-generated images follow the same statistical distribution as real-world hand images. For training this translation network we combine an adversarial loss and a cycle-consistency loss with a geometric consistency loss in order to preserve geometric properties (such as hand pose) during translation. We demonstrate that our hand tracking system outperforms the current state-of-the-art on challenging RGB-only footage. Franziska Mueller 0001, Florian Bernard 0001, Oleksandr Sotnychenko, Dushyant Mehta, Srinath Sridhar 0002, Dan Casas, Christian Theobalt |
CVPR | 7 |
| 2018 | Self-Supervised Multi-Level Face Model Learning for Monocular Reconstruction at Over 250 HzabstractThe reconstruction of dense 3D models of face geometry and appearance from a single image is highly challenging and ill-posed. To constrain the problem, many approaches rely on strong priors, such as parametric face models learned from limited 3D scan data. However, prior models restrict generalization of the true diversity in facial geometry, skin reflectance and illumination. To alleviate this problem, we present the first approach that jointly learns 1) a regressor for face shape, expression, reflectance and illumination on the basis of 2) a concurrently learned parametric face model. Our multi-level face model combines the advantage of 3D Morphable Models for regularization with the out-of-space generalization of a learned corrective space. We train end-to-end on in-the-wild images without dense annotations by fusing a convolutional encoder with a differentiable expert-designed renderer and a self-supervised training loss, both defined at multiple detail levels. Our approach compares favorably to the state-of-the-art in terms of reconstruction quality, better generalizes to real world faces, and runs at over 250 Hz. Ayush Tewari, Michael Zollhöfer, Pablo Garrido 0001, Florian Bernard 0001, Hyeongwoo Kim, Patrick Pérez, Christian Theobalt |
CVPR | 7 |
| 2018 | A Hybrid Model for Identity Obfuscation by Face Replacement
Qianru Sun, Ayush Tewari, Weipeng Xu, Mario Fritz, Christian Theobalt, Bernt Schiele |
ECCV (1) | 5 |
| 2018 | FingerInput: Capturing Expressive Single-Hand Thumb-to-Finger MicrogesturesabstractSingle-hand thumb-to-finger microgestures have shown great promise for expressive, fast and direct interactions. However, pioneering gesture recognition systems each focused on a particular subset of gestures. We are still in lack of systems that can detect the set of possible gestures to a fuller extent. In this paper, we present a consolidated design space for thumb-to-finger microgestures. Based on this design space, we present a thumb-to-finger gesture recognition system using depth sensing and convolutional neural networks. It is the first system that accurately detects the touch points between fingers as well as the finger flexion. As a result, it can detect a broader set of gestures than the existing alternatives, while also providing high-resolution information about the contact points. The system shows an average accuracy of 91% for the real-time detection of 8 demanding thumb-to-finger gesture classes. We demonstrate the potential of this technology via a set of example applications. Franziska Mueller 0001, Lena Hegemann, Joan Sol Roo, Christian Theobalt, Jürgen Steimle |
ISS | 5 |
| 2018 | Illumination-Invariant Robust Multiview 3D Human Motion CaptureabstractIn this work we address the problem of capturing human body motion under changing lighting conditions in a multiview setup. In order to account for changing lighting conditions we propose to use an intermediate image representation that is invariant to the scene lighting. In our approach this is achieved by solving time-varying segmentation problems that use frame- and view-dependent appearance costs that are able to adjust to the present conditions. Moreover, we use an adaptive combination of our lighting-invariant segmentation with CNN-based joint detectors in order to increase the robustness to segmentation errors. In our experimental validation we demonstrate that our method is able to handle difficult conditions better than existing works. Nadia Robertini, Florian Bernard 0001, Weipeng Xu, Christian Theobalt |
WACV | 4 |
| 2018 | State of the Art on 3D Reconstruction with RGB-D CamerasabstractAbstract The advent of affordable consumer grade RGB‐D cameras has brought about a profound advancement of visual scene reconstruction methods. Both computer graphics and computer vision researchers spend significant effort to develop entirely new algorithms to capture comprehensive shape models of static and dynamic scenes with RGB‐D cameras. This led to significant advances of the state of the art along several dimensions. Some methods achieve very high reconstruction detail, despite limited sensor resolution. Others even achieve real‐time performance, yet possibly at lower quality. New concepts were developed to capture scenes at larger spatial and temporal extent. Other recent algorithms flank shape reconstruction with concurrent material and lighting estimation, even in general scenes and unconstrained conditions. In this state‐of‐the‐art report, we analyze these recent developments in RGB‐D scene reconstruction in detail and review essential related work. We explain, compare, and critically analyze the common underlying algorithmic concepts that enabled these recent advancements. Furthermore, we show how algorithms are designed to best exploit the benefits of RGB‐D data while suppressing their often non‐trivial data distortions. In addition, this report identifies and discusses important open research questions and suggests relevant directions for future work. Michael Zollhöfer, Patrick Stotko, Andreas Görlitz, Christian Theobalt, Matthias Nießner, Reinhard Klein, Andreas Kolb 0001 |
Comput. Graph. Forum | 4 |
| 2018 | State of the Art on Monocular 3D Face Reconstruction, Tracking, and ApplicationsabstractAbstract The computer graphics and vision communities have dedicated long standing efforts in building computerized tools for reconstructing, tracking, and analyzing human faces based on visual input. Over the past years rapid progress has been made, which led to novel and powerful algorithms that obtain impressive results even in the very challenging case of reconstruction from a single RGB or RGB‐D camera. The range of applications is vast and steadily growing as these technologies are further improving in speed, accuracy, and ease of use. Motivated by this rapid progress, this state‐of‐the‐art report summarizes recent trends in monocular facial performance capture and discusses its applications, which range from performance‐based animation to real‐time facial reenactment. We focus our discussion on methods where the central task is to recover and track a three dimensional model of the human face using optimization‐based reconstruction algorithms. We provide an in‐depth overview of the underlying concepts of real‐world image formation, and we discuss common assumptions and simplifications that make these algorithms practical. In addition, we extensively cover the priors that are used to better constrain the under‐constrained monocular reconstruction problem, and discuss the optimization techniques that are employed to recover dense, photo‐geometric 3D face models from monocular 2D data. Finally, we discuss a variety of use cases for the reviewed algorithms in the context of motion capture, facial animation, as well as image and video editing. Michael Zollhöfer, Justus Thies, Pablo Garrido 0001, Derek Bradley, Thabo Beeler, Patrick Pérez, Marc Stamminger, Matthias Nießner, Christian Theobalt |
Comput. Graph. Forum | 9 |
| 2018 | Deep video portraitsabstractWe present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to transfer the full 3D head position, head rotation, face expression, eye gaze, and eye blinking from a source actor to a portrait video of a target actor. The core of our approach is a generative neural network with a novel space-time architecture. The network takes as input synthetic renderings of a parametric face model, based on which it predicts photo-realistic video frames for a given target actor. The realism in this rendering-to-video transfer is achieved by careful adversarial training, and as a result, we can create modified target videos that mimic the behavior of the synthetically-created input. In order to enable source-to-target video re-animation, we render a synthetic target video with the reconstructed head animation parameters from a source video, and feed it into the trained network - thus taking full control of the target. With the ability to freely recombine source and target parameters, we are able to demonstrate a large variety of video rewrite applications without explicitly modeling hair, body or background. For instance, we can reenact the full head using interactive user-controlled editing, and realize high-fidelity visual dubbing. To demonstrate the high quality of our output, we conduct an extensive series of experiments and evaluations, where for instance a user study shows that our video edits are hard to detect. Hyeongwoo Kim, Pablo Garrido 0001, Ayush Tewari, Weipeng Xu, Justus Thies, Matthias Nießner, Patrick Pérez, Christian Richardt, Michael Zollhöfer, Christian Theobalt |
ACM Trans. Graph. | 10 |
| 2018 | CurveFusion: reconstructing thin structures from RGBD sequencesabstractWe introduce C urve F usion , the first approach for high quality scanning of thin structures at interactive rates using a handheld RGBD camera. Thin filament-like structures are mathematically just 1D curves embedded in R 3 , and integration-based reconstruction works best when depth sequences (from the thin structure parts) are fused using the object's (unknown) curve skeleton. Thus, using the complementary but noisy color and depth channels, C urve F usion first automatically identifies point samples on potential thin structures and groups them into bundles , each being a group of a fixed number of aligned consecutive frames. Then, the algorithm extracts per-bundle skeleton curves using L 1 axes, and aligns and iteratively merges the L 1 segments from all the bundles to form the final complete curve skeleton. Thus, unlike previous methods, reconstruction happens via integration along a data-dependent fusion primitive , i.e., the extracted curve skeleton. We extensively evaluate C urve F usion on a range of challenging examples, different scanner and calibration settings, and present high fidelity thin structure reconstructions previously just not possible from raw RGBD sequences. Lingjie Liu, Nenglun Chen, Duygu Ceylan, Christian Theobalt, Wenping Wang 0001, Niloy J. Mitra |
ACM Trans. Graph. | 4 |
| 2018 | FaceVR: Real-Time Gaze-Aware Facial Reenactment in Virtual RealityabstractWe propose FaceVR , a novel image-based method that enables video teleconferencing in VR based on self-reenactment. State-of-the-art face tracking methods in the VR context are focused on the animation of rigged 3D avatars (Li et al. 2015; Olszewski et al. 2016). Although they achieve good tracking performance, the results look cartoonish and not real. In contrast to these model-based approaches, FaceVR enables VR teleconferencing using an image-based technique that results in nearly photo-realistic outputs. The key component of FaceVR is a robust algorithm to perform real-time facial motion capture of an actor who is wearing a head-mounted display (HMD), as well as a new data-driven approach for eye tracking from monocular videos. Based on reenactment of a prerecorded stereo video of the person without the HMD, FaceVR incorporates photo-realistic re-rendering in real time, thus allowing artificial modifications of face and eye appearances. For instance, we can alter facial expressions or change gaze directions in the prerecorded target video. In a live setup, we apply these newly introduced algorithmic components. Justus Thies, Michael Zollhöfer, Marc Stamminger, Christian Theobalt, Matthias Nießner |
ACM Trans. Graph. | 4 |
| 2018 | Headon: real-time reenactment of human portrait videosabstractWe propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel realtime reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos. Justus Thies, Michael Zollhöfer, Christian Theobalt, Marc Stamminger, Matthias Nießner |
ACM Trans. Graph. | 3 |
| 2018 | MonoPerfCap: Human Performance Capture From Monocular VideoabstractWe present the first marker-less approach for temporally coherent 3D performance capture of a human with general clothing from monocular video. Our approach reconstructs articulated human skeleton motion as well as medium-scale non-rigid surface deformations in general scenes. Human performance capture is a challenging problem due to the large range of articulation, potentially fast motion, and considerable non-rigid deformations, even from multi-view data. Reconstruction from monocular video alone is drastically more challenging, since strong occlusions and the inherent depth ambiguity lead to a highly ill-posed reconstruction problem. We tackle these challenges by a novel approach that employs sparse 2D and 3D human pose detections from a convolutional neural network using a batch-based pose estimation strategy. Joint recovery of per-batch motion allows us to resolve the ambiguities of the monocular reconstruction problem based on a low-dimensional trajectory subspace. In addition, we propose refinement of the surface geometry based on fully automatically extracted silhouettes to enable medium-scale non-rigid alignment. We demonstrate state-of-the-art performance capture results that enable exciting applications such as video editing and free viewpoint video, previously infeasible from monocular video. Our qualitative and quantitative evaluation demonstrates that our approach significantly outperforms previous monocular methods in terms of accuracy, robustness, and scene complexity that can be handled. Weipeng Xu, Avishek Chatterjee, Michael Zollhöfer, Helge Rhodin, Dushyant Mehta, Hans-Peter Seidel, Christian Theobalt |
ACM Trans. Graph. | 7 |
| 2017 | Monocular 3D Human Pose Estimation in the Wild Using Improved CNN SupervisionabstractWe propose a CNN-based approach for 3D human body pose estimation from single RGB images that addresses the issue of limited generalizability of models trained solely on the starkly limited publicly available 3D pose data. Using only the existing 3D pose data and 2D pose data, we show state-of-the-art performance on established benchmarks through transfer of learned features, while also generalizing to in-the-wild scenes. We further introduce a new training set for human body pose estimation from monocular images of real humans that has the ground truth captured with a multi-camera marker-less motion capture system. It complements existing corpora with greater diversity in pose, human appearance, clothing, occlusion, and viewpoints, and enables an increased scope of augmentation. We also contribute a new benchmark that covers outdoor and indoor scenes, and demonstrate that our 3D pose dataset shows better in-the-wild performance than existing annotated data, which is further improved in conjunction with transfer learning from 2D pose data. All in all, we argue that the use of transfer learning of representations in tandem with algorithmic and data contributions is crucial for general 3D body pose estimation. Dushyant Mehta, Helge Rhodin, Dan Casas, Pascal Fua, Oleksandr Sotnychenko, Weipeng Xu, Christian Theobalt |
3DV | 7 |
| 2017 | Criteria Sliders: Learning Continuous Database Criteria via Interactive Ranking
James Tompkin 0001, Kwang In Kim, Hanspeter Pfister, Christian Theobalt |
BMVC | 4 |
| 2017 | WatchSense: On- and Above-Skin Input Sensing through a Wearable Depth SensorabstractThis paper contributes a novel sensing approach to support on- and above-skin finger input for interaction on the move. WatchSense uses a depth sensor embedded in a wearable device to expand the input space to neighboring areas of skin and the space above it. Our approach addresses challenging camera-based tracking conditions, such as oblique viewing angles and occlusions. It can accurately detect fingertips, their locations, and whether they are touching the skin or hovering above it. It extends previous work that supported either mid-air or multitouch input by simultaneously supporting both. We demonstrate feasibility with a compact, wearable prototype attached to a user's forearm (simulating an integrated depth sensor). Our prototype---which runs in real-time on consumer mobile devices---enables a 3D input space on the back of the hand. We evaluated the accuracy and robustness of the approach in a user study. We also show how WatchSense increases the expressiveness of input by interweaving mid-air and multitouch for several interactive applications. Srinath Sridhar 0002, Anders Markussen, Antti Oulasvirta, Christian Theobalt, Sebastian Boring |
CHI | 4 |
| 2017 | Real-Time Hand Tracking under Occlusion from an Egocentric RGB-D SensorabstractWe present an approach for real-time, robust and accurate hand pose estimation from moving egocentric RGB-D cameras in cluttered real environments. Existing methods typically fail for hand-object interactions in cluttered scenes imaged from egocentric viewpoints-common for virtual or augmented reality applications. Our approach uses two subsequently applied Convolutional Neural Networks (CNNs) to localize the hand and regress 3D joint locations. Hand localization is achieved by using a CNN to estimate the 2D position of the hand center in the input, even in the presence of clutter and occlusions. The localized hand position, together with the corresponding input depth value, is used to generate a normalized cropped image that is fed into a second CNN to regress relative 3D hand joint locations in real time. For added accuracy, robustness and temporal stability, we refine the pose estimates using a kinematic pose tracking energy. To train the CNNs, we introduce a new photorealistic dataset that uses a merged reality approach to capture and synthesize large amounts of annotated data of natural hand interaction in cluttered scenes. Through quantitative and qualitative evaluation, we show that our method is robust to self-occlusion and occlusions by objects, particularly in moving egocentric perspectives. Franziska Mueller 0001, Dushyant Mehta, Oleksandr Sotnychenko, Srinath Sridhar 0002, Dan Casas, Christian Theobalt |
ICCV | 6 |
| 2017 | MoFA: Model-Based Deep Convolutional Face Autoencoder for Unsupervised Monocular ReconstructionabstractIn this work we propose a novel model-based deep convolutional autoencoder that addresses the highly challenging problem of reconstructing a 3D human face from a single in-the-wild color image. To this end, we combine a convolutional encoder network with an expert-designed generative model that serves as decoder. The core innovation is the differentiable parametric decoder that encapsulates image formation analytically based on a generative model. Our decoder takes as input a code vector with exactly defined semantic meaning that encodes detailed face pose, shape, expression, skin reflectance and scene illumination. Due to this new way of combining CNN-based with model-based face reconstruction, the CNN-based encoder learns to extract semantically meaningful parameters from a single monocular input image. For the first time, a CNN encoder and an expert-designed generative model can be trained end-to-end in an unsupervised manner, which renders training on very large (unlabeled) real world data feasible. The obtained reconstructions compare favorably to current state-of-the-art approaches in terms of quality and richness of representation. Ayush Tewari, Michael Zollhöfer, Hyeongwoo Kim, Pablo Garrido 0001, Florian Bernard 0001, Patrick Pérez, Christian Theobalt |
ICCV | 7 |
| 2017 | Multi-view Performance Capture of Surface DetailsabstractThis paper presents a novel approach to recover true fine surface detail of deforming meshes reconstructed from multi-view video. Template-based methods for performance capture usually produce a coarse-to-medium scale detail 4D surface reconstruction which does not contain the real high-frequency geometric detail present in the original video footage. Fine scale deformation is often incorporated in a second pass by using stereo constraints, features, or shading-based refinement. In this paper, we propose an alternative solution to this second stage by formulating dense dynamic surface reconstruction as a global optimization problem of the densely deforming surface. Our main contribution is an implicit representation of a deformable mesh that uses a set of Gaussian functions on the surface to represent the initial coarse mesh, and a set of Gaussians for the images to represent the original captured multi-view images. We effectively find the fine scale deformations for all mesh vertices, which maximize photo-temporal-consistency, by densely optimizing our model-to-image consistency energy on all vertex positions. Our formulation yields a smooth closed form energy with implicit occlusion handling and analytic derivatives. Furthermore, it does not require error-prone correspondence finding or discrete sampling of surface displacement values. We demonstrate our approach on a variety of datasets of human subjects wearing loose clothing and performing different motions. We qualitatively and quantitatively demonstrate that our technique successfully reproduces finer detail than the input baseline geometry. Nadia Robertini, Dan Casas, Edilson de Aguiar, Christian Theobalt |
Int. J. Comput. Vis. | 4 |
| 2017 | MARCOnI - ConvNet-Based MARker-Less Motion Capture in Outdoor and Indoor ScenesabstractMarker-less motion capture has seen great progress, but most state-of-the-art approaches fail to reliably track articulated human body motion with a very low number of cameras, let alone when applied in outdoor scenes with general background. In this paper, we propose a method for accurate marker-less capture of articulated skeleton motion of several subjects in general scenes, indoors and outdoors, even from input filmed with as few as two cameras. The new algorithm combines the strengths of a discriminative image-based joint detection method with a model-based generative motion tracking algorithm through an unified pose optimization energy. The discriminative part-based pose detection method is implemented using Convolutional Networks (ConvNet) and estimates unary potentials for each joint of a kinematic skeleton model. These unary potentials serve as the basis of a probabilistic extraction of pose constraints for tracking by using weighted sampling from a pose posterior that is guided by the model. In the final energy, we combine these constraints with an appearance-based model-to-image similarity term. Poses can be computed very efficiently using iterative local optimization, since joint detection with a trained ConvNet is fast, and since our formulation yields a combined pose estimation energy with analytic derivatives. In combination, this enables to track full articulated joint angles at state-of-the-art accuracy and temporal stability with a very low number of cameras. Our method is efficient and lends itself to implementation on parallel computing hardware, such as GPUs. We test our method extensively and show its advantages over related work on many indoor and outdoor data sets captured by ourselves, as well as data sets made available to the community by other research labs. The availability of good evaluation data sets is paramount for scientific progress, and many existing test data sets focus on controlled indoor settings, do not feature much variety in the scenes, and often lack a large corpus of data with ground truth annotation. We therefore further contribute with a new extensive test data set called MPI-MARCOnI for indoor and outdoor marker-less motion capture that features 12 scenes of varying complexity and varying camera count, and that features ground truth reference data from different modalities, ranging from manual joint annotations to marker-based motion capture results. Our new method is tested on these data, and the data set will be made available to the community. Ahmed Elhayek, Edilson de Aguiar, Arjun Jain, Jonathan Tompson, Leonid Pishchulin, Mykhaylo Andriluka, Christoph Bregler, Bernt Schiele, Christian Theobalt |
IEEE Trans. Pattern Anal. Mach. Intell. | 9 |
| 2017 | Building statistical shape spaces for 3D human modeling
Leonid Pishchulin, Stefanie Wuhrer, Thomas Helten, Christian Theobalt, Bernt Schiele |
Pattern Recognit. | 4 |
| 2017 | BundleFusion: Real-Time Globally Consistent 3D Reconstruction Using On-the-Fly Surface ReintegrationabstractReal-time, high-quality, 3D scanning of large-scale scenes is key to mixed reality and robotic applications. However, scalability brings challenges of drift in pose estimation, introducing significant errors in the accumulated model. Approaches often require hours of offline processing to globally correct model errors. Recent online methods demonstrate compelling results but suffer from (1) needing minutes to perform online correction, preventing true real-time use; (2) brittle frame-to-frame (or frame-to-model) pose estimation, resulting in many tracking failures; or (3) supporting only unstructured point-based representations, which limit scan quality and applicability. We systematically address these issues with a novel, real-time, end-to-end reconstruction framework. At its core is a robust pose estimation strategy, optimizing per frame for a global set of camera poses by considering the complete history of RGB-D input with an efficient hierarchical approach. We remove the heavy reliance on temporal tracking and continually localize to the globally optimized frames instead. We contribute a parallelizable optimization framework, which employs correspondences based on sparse features and dense geometric and photometric matching. Our approach estimates globally optimized (i.e., bundle adjusted) poses in real time, supports robust tracking with recovery from gross tracking failures (i.e., relocalization), and re-estimates the 3D model in real time to ensure global consistency, all within a single framework. Our approach outperforms state-of-the-art online systems with quality on par to offline methods, but with unprecedented speed and scan completeness. Our framework leads to a comprehensive online scanning solution for large indoor environments, enabling ease of use and high-quality results. 1 Angela Dai, Matthias Nießner, Michael Zollhöfer, Shahram Izadi, Christian Theobalt |
ACM Trans. Graph. | 5 |
| 2017 | Opt: A Domain Specific Language for Non-Linear Least Squares Optimization in Graphics and ImagingabstractMany graphics and vision problems can be expressed as non-linear least squares optimizations of objective functions over visual data, such as images and meshes. The mathematical descriptions of these functions are extremely concise, but their implementation in real code is tedious, especially when optimized for real-time performance on modern GPUs in interactive applications. In this work, we propose a new language, Opt, 1 for writing these objective functions over image- or graph-structured unknowns concisely and at a high level. Our compiler automatically transforms these specifications into state-of-the-art GPU solvers based on Gauss-Newton or Levenberg-Marquardt methods. Opt can generate different variations of the solver, so users can easily explore tradeoffs in numerical precision, matrix-free methods, and solver approaches. In our results, we implement a variety of real-world graphics and vision applications. Their energy functions are expressible in tens of lines of code and produce highly optimized GPU solver implementations. These solvers are competitive in performance with the best published hand-tuned, application-specific GPU solvers, and orders of magnitude beyond a general-purpose auto-generated solver. Zach DeVito, Michael Mara, Michael Zollhöfer, Gilbert Louis Bernstein, Jonathan Ragan-Kelley, Christian Theobalt, Pat Hanrahan, Matthew Fisher, Matthias Nießner |
ACM Trans. Graph. | 6 |
| 2017 | VNect: real-time 3D human pose estimation with a single RGB cameraabstractWe present the first real-time method to capture the full global 3D skeletal pose of a human in a stable, temporally consistent manner using a single RGB camera. Our method combines a new convolutional neural network (CNN) based pose regressor with kinematic skeleton fitting. Our novel fully-convolutional pose formulation regresses 2D and 3D joint positions jointly in real time and does not require tightly cropped input frames. A real-time kinematic skeleton fitting method uses the CNN output to yield temporally stable 3D global pose reconstructions on the basis of a coherent kinematic skeleton. This makes our approach the first monocular RGB method usable in real-time applications such as 3D character control---thus far, the only monocular methods for such applications employed specialized RGB-D cameras. Our method's accuracy is quantitatively on par with the best offline 3D monocular RGB pose estimation methods. Our results are qualitatively comparable to, and sometimes better than, results from monocular RGB-D approaches, such as the Kinect. However, we show that our approach is more broadly applicable than RGB-D solutions, i.e., it works for outdoor scenes, community videos, and low quality commodity RGB cameras. Dushyant Mehta, Srinath Sridhar 0002, Oleksandr Sotnychenko, Helge Rhodin, Mohammad Shafiei, Hans-Peter Seidel, Weipeng Xu, Dan Casas, Christian Theobalt |
ACM Trans. Graph. | 9 |
| 2017 | Live User-Guided Intrinsic Video for Static ScenesabstractWe present a novel real-time approach for user-guided intrinsic decomposition of static scenes captured by an RGB-D sensor. In the first step, we acquire a three-dimensional representation of the scene using a dense volumetric reconstruction framework. The obtained reconstruction serves as a proxy to densely fuse reflectance estimates and to store user-provided constraints in three-dimensional space. User constraints, in the form of constant shading and reflectance strokes, can be placed directly on the real-world geometry using an intuitive touch-based interaction metaphor, or using interactive mouse strokes. Fusing the decomposition results and constraints in three-dimensional space allows for robust propagation of this information to novel views by re-projection. We leverage this information to improve on the decomposition quality of existing intrinsic video decomposition techniques by further constraining the ill-posed decomposition problem. In addition to improved decomposition quality, we show a variety of live augmented reality applications such as recoloring of objects, relighting of scenes and editing of material appearance. Abhimitra Meka, Gereon Fox, Michael Zollhöfer, Christian Richardt, Christian Theobalt |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2016 | Video Depth-from-DefocusabstractMany compelling video post-processing effects, in particular aesthetic focus editing and refocusing effects, are feasible if per-frame depth information is available. Existing computational methods to capture RGB and depth either purposefully modify the optics (coded aperture, light-field imaging), or employ active RGB-D cameras. Since these methods are less practical for users with normal cameras, we present an algorithm to capture all-in-focus RGB-D video of dynamic scenes with an unmodified commodity video camera. Our algorithm turns the often unwanted defocus blur into a valuable signal. The input to our method is a video in which the focus plane is continuously moving back and forth during capture, and thus defocus blur is provoked and strongly visible. This can be achieved by manually turning the focus ring of the lens during recording. The core algorithmic ingredient is a new video-based depth-from-defocus algorithm that computes space-time-coherent depth maps, deblurred all-in-focus video, and the focus distance for each frame. We extensively evaluate our approach, and show that it enables compelling video post-processing effects, such as different types of refocusing. Hyeongwoo Kim, Christian Richardt, Christian Theobalt |
3DV | 3 |
| 2016 | Dense Wide-Baseline Scene Flow from Two Handheld Video CamerasabstractWe propose a new technique for computing dense scene flow from two handheld videos with wide camera baselines and different photometric properties due to different sensors or camera settings like exposure and white balance. Our technique innovates in two ways over existing methods: (1) it supports independently moving cameras, and (2) it computes dense scene flow for wide-baseline scenarios. We achieve this by combining state-of-the-art wide-baseline correspondence finding with a variational scene flow formulation. First, we compute dense, wide-baseline correspondences using DAISY descriptors for matching between cameras and over time. We then detect and replace occluded pixels in the correspondence fields using a novel edge-preserving Laplacian correspondence completion technique. We finally refine the computed correspondence fields in a variational scene flow formulation. We show dense scene flow results computed from challenging datasets with independently moving, handheld cameras of varying camera settings. Christian Richardt, Hyeongwoo Kim, Levi Valgaerts, Christian Theobalt |
3DV | 4 |
| 2016 | Model-Based Outdoor Performance CaptureabstractWe propose a new model-based method to accurately reconstruct human performances captured outdoors in a multi-camera setup. Starting from a template of the actor model, we introduce a new unified implicit representation for both, articulated skeleton tracking and non-rigid surface shape refinement. Our method fits the template to unsegmented video frames in two stages - first, the coarse skeletal pose is estimated, and subsequently non-rigid surface shape and body pose are jointly refined. Particularly for surface shape refinement we propose a new combination of 3D Gaussians designed to align the projected model with likely silhouette contours without explicit segmentation or edge detection. We obtain reconstructions of much higher quality in outdoor settings than existing methods, and show that we are on par with state-of-the-art methods on indoor scenes for which they were designed. Nadia Robertini, Dan Casas, Helge Rhodin, Hans-Peter Seidel, Christian Theobalt |
3DV | 5 |
| 2016 | Real-Time Halfway Domain Reconstruction of Motion and GeometryabstractWe present a novel approach for real-time joint reconstruction of 3D scene motion and geometry from binocular stereo videos. Our approach is based on a novel variational halfway-domain scene flow formulation, which allows us to obtain highly accurate spatiotemporal reconstructions of shape and motion. We solve the underlying optimization problem at real-time frame rates using a novel data-parallel robust non-linear optimization strategy. Fast convergence and large displacement flows are achieved by employing a novel hierarchy that stores delta flows between hierarchy levels. High performance is obtained by the introduction of a coarser warp grid that decouples the number of unknowns from the input resolution of the images. We demonstrate our approach in a live setup that is based on two commodity webcams, as well as on publicly available video data. Our extensive experiments and evaluations show that our approach produces high-quality dense reconstructions of 3D geometry and scene flow at real-time frame rates, and compares favorably to the state of the art. Lucas Thies, Michael Zollhöfer, Christian Richardt, Christian Theobalt, Günther Greiner |
3DV | 4 |
| 2016 | Face2Face: Real-Time Face Capture and Reenactment of RGB VideosabstractWe present a novel approach for real-time facial reenactment of a monocular target video sequence (e.g., Youtube video). The source sequence is also a monocular video stream, captured live with a commodity webcam. Our goal is to animate the facial expressions of the target video by a source actor and re-render the manipulated output video in a photo-realistic fashion. To this end, we first address the under-constrained problem of facial identity recovery from monocular video by non-rigid model-based bundling. At run time, we track facial expressions of both source and target video using a dense photometric consistency measure. Reenactment is then achieved by fast and efficient deformation transfer between source and target. The mouth interior that best matches the re-targeted expression is retrieved from the target sequence and warped to produce an accurate fit. Finally, we convincingly re-render the synthesized target face on top of the corresponding video stream such that it seamlessly blends with the real-world illumination. We demonstrate our method in a live setup, where Youtube videos are reenacted in real time. Justus Thies, Michael Zollhöfer, Marc Stamminger, Christian Theobalt, Matthias Nießner |
CVPR | 4 |
| 2016 | Real-Time Joint Tracking of a Hand Manipulating an Object from RGB-D Input
Srinath Sridhar 0002, Franziska Mueller 0001, Michael Zollhöfer, Dan Casas, Antti Oulasvirta, Christian Theobalt |
ECCV (2) | 6 |
| 2016 | VolumeDeform: Real-Time Volumetric Non-rigid Reconstruction
Matthias Innmann, Michael Zollhöfer, Matthias Nießner, Christian Theobalt, Marc Stamminger |
ECCV (8) | 4 |
| 2016 | General Automatic Human Shape and Motion Capture Using Volumetric Contour Cues
Helge Rhodin, Nadia Robertini, Dan Casas, Christian Richardt, Hans-Peter Seidel, Christian Theobalt |
ECCV (5) | 6 |
| 2016 | Reconstruction of Personalized 3D Face Rigs from Monocular VideoabstractWe present a novel approach for the automatic creation of a personalized high-quality 3D face rig of an actor from just monocular video data (e.g., vintage movies). Our rig is based on three distinct layers that allow us to model the actor’s facial shape as well as capture his person-specific expression characteristics at high fidelity, ranging from coarse-scale geometry to fine-scale static and transient detail on the scale of folds and wrinkles. At the heart of our approach is a parametric shape prior that encodes the plausible subspace of facial identity and expression variations. Based on this prior, a coarse-scale reconstruction is obtained by means of a novel variational fitting approach. We represent person-specific idiosyncrasies, which cannot be represented in the restricted shape and expression space, by learning a set of medium-scale corrective shapes. Fine-scale skin detail, such as wrinkles, are captured from video via shading-based refinement, and a generative detail formation model is learned. Both the medium- and fine-scale detail layers are coupled with the parametric prior by means of a novel sparse linear regression formulation. Once reconstructed, all layers of the face rig can be conveniently controlled by a low number of blendshape expression parameters, as widely used by animation artists. We show captured face rigs and their motions for several actors filmed in different monocular video formats, including legacy footage from YouTube, and demonstrate how they can be used for 3D animation and 2D video editing. Finally, we evaluate our approach qualitatively and quantitatively and compare to related state-of-the-art methods. Pablo Garrido 0001, Michael Zollhöfer, Dan Casas, Levi Valgaerts, Kiran Varanasi, Patrick Pérez, Christian Theobalt |
ACM Trans. Graph. | 7 |
| 2016 | Corrective 3D reconstruction of lips from monocular videoabstractIn facial animation, the accurate shape and motion of the lips of virtual humans is of paramount importance, since subtle nuances in mouth expression strongly influence the interpretation of speech and the conveyed emotion. Unfortunately, passive photometric reconstruction of expressive lip motions, such as a kiss or rolling lips, is fundamentally hard even with multi-view methods in controlled studios. To alleviate this problem, we present a novel approach for fully automatic reconstruction of detailed and expressive lip shapes along with the dense geometry of the entire face, from just monocular RGB video. To this end, we learn the difference between inaccurate lip shapes found by a state-of-the-art monocular facial performance capture approach, and the true 3D lip shapes reconstructed using a high-quality multi-view system in combination with applied lip tattoos that are easy to track. A robust gradient domain regressor is trained to infer accurate lip shapes from coarse monocular reconstructions, with the additional help of automatically extracted inner and outer 2D lip contours. We quantitatively and qualitatively show that our monocular approach reconstructs higher quality lip shapes, even for complex shapes like a kiss or lip rolling, than previous monocular approaches. Furthermore, we compare the performance of person-specific and multi-person generic regression strategies and show that our approach generalizes to new individuals and general scenes, enabling high-fidelity reconstruction even from commodity video footage. Pablo Garrido 0001, Michael Zollhöfer, Chenglei Wu, Derek Bradley, Patrick Pérez, Thabo Beeler, Christian Theobalt |
ACM Trans. Graph. | 7 |
| 2016 | Live intrinsic videoabstractIntrinsic video decomposition refers to the fundamentally ambiguous task of separating a video stream into its constituent layers, in particular reflectance and shading layers. Such a decomposition is the basis for a variety of video manipulation applications, such as realistic recoloring or retexturing of objects. We present a novel variational approach to tackle this underconstrained inverse problem at real-time frame rates, which enables on-line processing of live video footage. The problem of finding the intrinsic decomposition is formulated as a mixed variational ℓ 2 - ℓ p -optimization problem based on an objective function that is specifically tailored for fast optimization. To this end, we propose a novel combination of sophisticated local spatial and global spatio-temporal priors resulting in temporally coherent decompositions at real-time frame rates without the need for explicit correspondence search. We tackle the resulting high-dimensional, non-convex optimization problem via a novel data-parallel iteratively reweighted least squares solver that runs on commodity graphics hardware. Real-time performance is obtained by combining a local-global solution strategy with hierarchical coarse-to-fine optimization. Compelling real-time augmented reality applications, such as recoloring, material editing and retexturing, are demonstrated in a live setup. Our qualitative and quantitative evaluation shows that we obtain high-quality real-time decompositions even for challenging sequences. Our method is able to outperform state-of-the-art approaches in terms of runtime and result quality -- even without user guidance such as scribbles. Abhimitra Meka, Michael Zollhöfer, Christian Richardt, Christian Theobalt |
ACM Trans. Graph. | 4 |
| 2016 | EgoCap: egocentric marker-less motion capture with two fisheye camerasabstractMarker-based and marker-less optical skeletal motion-capture methods use an outside-in arrangement of cameras placed around a scene, with viewpoints converging on the center. They often create discomfort with marker suits, and their recording volume is severely restricted and often constrained to indoor scenes with controlled backgrounds. Alternative suit-based systems use several inertial measurement units or an exoskeleton to capture motion with an inside-in setup, i.e. without external sensors. This makes capture independent of a confined volume, but requires substantial, often constraining, and hard to set up body instrumentation. Therefore, we propose a new method for real-time, marker-less, and egocentric motion capture: estimating the full-body skeleton pose from a lightweight stereo pair of fisheye cameras attached to a helmet or virtual reality headset - an optical inside-in method, so to speak. This allows full-body motion capture in general indoor and outdoor scenes, including crowded scenes with many people nearby, which enables reconstruction in larger-scale activities. Our approach combines the strength of a new generative pose estimation framework for fisheye views with a ConvNet-based body-part detector trained on a large new dataset. It is particularly useful in virtual reality to freely roam and interact, while seeing the fully motion-captured virtual body. Helge Rhodin, Christian Richardt, Dan Casas, Eldar Insafutdinov, Mohammad Shafiei, Hans-Peter Seidel, Bernt Schiele, Christian Theobalt |
ACM Trans. Graph. | 8 |
| 2016 | Model-based teeth reconstructionabstractIn recent years, sophisticated image-based reconstruction methods for the human face have been developed. These methods capture highly detailed static and dynamic geometry of the whole face, or specific models of face regions, such as hair, eyes or eye lids. Unfortunately, image-based methods to capture the mouth cavity in general, and the teeth in particular, have received very little attention. The accurate rendering of teeth, however, is crucial for the realistic display of facial expressions, and currently high quality face animations resort to tooth row models created by tedious manual work. In dentistry, special intra-oral scanners for teeth were developed, but they are invasive, expensive, cumbersome to use, and not readily available. In this paper, we therefore present the first approach for non-invasive reconstruction of an entire person-specific tooth row from just a sparse set of photographs of the mouth region. The basis of our approach is a new parametric tooth row prior learned from high quality dental scans. A new model-based reconstruction approach fits teeth to the photographs such that visible teeth are accurately matched and occluded teeth plausibly synthesized. Our approach seamlessly integrates into photogrammetric multi-camera reconstruction setups for entire faces, but also enables high quality teeth modeling from normal uncalibrated photographs and even short videos captured with a mobile phone. Chenglei Wu, Derek Bradley, Pablo Garrido 0001, Michael Zollhöfer, Christian Theobalt, Markus Gross 0001, Thabo Beeler |
ACM Trans. Graph. | 5 |
| 2015 | Investigating the Dexterity of Multi-Finger Input for Mid-Air Text EntryabstractThis paper investigates an emerging input method enabled by progress in hand tracking: input by free motion of fingers. The method is expressive, potentially fast, and usable across many settings as it does not insist on physical contact or visual feedback. Our goal is to inform the design of high-performance input methods by providing detailed analysis of the performance and anatomical characteristics of finger motion. We conducted an experiment using a commercially available sensor to report on the speed, accuracy, individuation, movement ranges, and individual differences of each finger. Findings show differences of up to 50% in movement times and provide indices quantifying the individuation of single fingers. We apply our findings to text entry by computational optimization of multi-finger gestures in mid-air. To this end, we define a novel objective function that considers performance, anatomical factors, and learnability. First investigations of one optimization case show entry rates of 22 words per minute (WPM). We conclude with a critical discussion of the limitations posed by human factors and performance characteristics of existing markerless hand trackers. Srinath Sridhar 0002, Anna Maria Feit, Christian Theobalt, Antti Oulasvirta |
CHI | 3 |
| 2015 | Fast and robust hand tracking using detection-guided optimizationabstractMarkerless tracking of hands and fingers is a promising enabler for human-computer interaction. However, adoption has been limited because of tracking inaccuracies, incomplete coverage of motions, low framerate, complex camera setups, and high computational requirements. In this paper, we present a fast method for accurately tracking rapid and complex articulations of the hand using a single depth camera. Our algorithm uses a novel detectionguided optimization strategy that increases the robustness and speed of pose estimation. In the detection step, a randomized decision forest classifies pixels into parts of the hand. In the optimization step, a novel objective function combines the detected part labels and a Gaussian mixture representation of the depth to estimate a pose that best fits the depth. Our approach needs comparably less computational resources which makes it extremely fast (50 fps without GPU support). The approach also supports varying static, or moving, camera-to-scene arrangements. We show the benefits of our method by evaluating on public datasets and comparing against previous work. Srinath Sridhar 0002, Franziska Mueller 0001, Antti Oulasvirta, Christian Theobalt |
CVPR | 4 |
| 2015 | Efficient ConvNet-based marker-less motion capture in general scenes with a low number of camerasabstractWe present a novel method for accurate marker-less capture of articulated skeleton motion of several subjects in general scenes, indoors and outdoors, even from input filmed with as few as two cameras. Our approach unites a discriminative image-based joint detection method with a model-based generative motion tracking algorithm through a combined pose optimization energy. The discriminative part-based pose detection method, implemented using Convolutional Networks (ConvNet), estimates unary potentials for each joint of a kinematic skeleton model. These unary potentials are used to probabilistically extract pose constraints for tracking by using weighted sampling from a pose posterior guided by the model. In the final energy, these constraints are combined with an appearance-based model-to-image similarity term. Poses can be computed very efficiently using iterative local optimization, as ConvNet detection is fast, and our formulation yields a combined pose estimation energy with analytic derivatives. In combination, this enables to track full articulated joint angles at state-of-the-art accuracy and temporal stability with a very low number of cameras. Ahmed Elhayek, Edilson de Aguiar, Arjun Jain, Jonathan Tompson, Leonid Pishchulin, Mykhaylo Andriluka, Christoph Bregler, Bernt Schiele, Christian Theobalt |
CVPR | 9 |
| 2015 | Semi-supervised learning with explicit relationship regularizationabstractIn many learning tasks, the structure of the target space of a function holds rich information about the relationships between evaluations of functions on different data points. Existing approaches attempt to exploit this relationship information implicitly by enforcing smoothness on function evaluations only. However, what happens if we explicitly regularize the relationships between function evaluations? Inspired by homophily, we regularize based on a smooth relationship function, either defined from the data or with labels. In experiments, we demonstrate that this significantly improves the performance of state-of-the-art algorithms in semi-supervised classification and in spectral data embedding for constrained clustering and dimensionality reduction. Kwang In Kim, James Tompkin 0001, Hanspeter Pfister, Christian Theobalt |
CVPR | 4 |
| 2015 | Local high-order regularization on data manifoldsabstractThe common graph Laplacian regularizer is well-established in semi-supervised learning and spectral dimensionality reduction. However, as a first-order regularizer, it can lead to degenerate functions in high-dimensional manifolds. The iterated graph Laplacian enables high-order regularization, but it has a high computational complexity and so cannot be applied to large problems. We introduce a new regularizer which is globally high order and so does not suffer from the degeneracy of the graph Laplacian regularizer, but is also sparse for efficient computation in semi-supervised learning applications. We reduce computational complexity by building a local first-order approximation of the manifold as a surrogate geometry, and construct our high-order regularizer based on local derivative evaluations therein. Experiments on human body shape and pose analysis demonstrate the effectiveness and efficiency of our method. Kwang In Kim, James Tompkin 0001, Hanspeter Pfister, Christian Theobalt |
CVPR | 4 |
| 2015 | Contrast-Use Metrics for Tone Mapping ImagesabstractExisting tone mapping operators (TMOs) provide good results in well-lit scenes, but often perform poorly on im-ages in low light conditions. In these scenes, noise is prevalent and gets amplified by TMOs, as they confuse contrast created by noise with contrast created by the scene. This paper presents a principled approach to produce tone mapped images with less visible noise. For this purpose, we leverage established models of camera noise and human contrast perception to design two new quality scores: contrast waste and contrast loss, which measure image quality as a function of contrast allocation. To produce tone mappings with less visible noise, we apply these scores in two ways: first, to automatically tune the parameters of existing TMOs to reduce the amount of noise they produce; and second, to propose a new noise-aware tone curve Miguel Granados, Tunç Ozan Aydin, J. Rafael Tena, Jean-François Lalonde, Christian Theobalt |
ICCP | 5 |
| 2015 | Context-Guided Diffusion for Label Propagation on GraphsabstractExisting approaches for diffusion on graphs, e.g., for label propagation, are mainly focused on isotropic diffusion, which is induced by the commonly-used graph Laplacian regularizer. Inspired by the success of diffusivity tensors for anisotropic diffusion in image processing, we presents anisotropic diffusion on graphs and the corresponding label propagation algorithm. We develop positive definite diffusivity operators on the vector bundles of Riemannian manifolds, and discretize them to diffusivity operators on graphs. This enables us to easily define new robust diffusivity operators which significantly improve semi-supervised learning performance over existing diffusion algorithms. Kwang In Kim, James Tompkin 0001, Hanspeter Pfister, Christian Theobalt |
ICCV | 4 |
| 2015 | A Versatile Scene Model with Differentiable Visibility Applied to Generative Pose EstimationabstractGenerative reconstruction methods compute the 3D configuration (such as pose and/or geometry) of a shape by optimizing the overlap of the projected 3D shape model with images. Proper handling of occlusions is a big challenge, since the visibility function that indicates if a surface point is seen from a camera can often not be formulated in closed form, and is in general discrete and non-differentiable at occlusion boundaries. We present a new scene representation that enables an analytically differentiable closed-form formulation of surface visibility. In contrast to previous methods, this yields smooth, analytically differentiable, and efficient to optimize pose similarity energies with rigorous occlusion handling, fewer local minima, and experimentally verified improved convergence of numerical optimization. The underlying idea is a new image formation model that represents opaque objects by a translucent medium with a smooth Gaussian density distribution which turns visibility into a smooth phenomenon. We demonstrate the advantages of our versatile scene model in several generative pose estimation problems, namely marker-less multi-object pose estimation, marker-less human motion capture with few cameras, and image-based 3D geometry estimation. Helge Rhodin, Nadia Robertini, Christian Richardt, Hans-Peter Seidel, Christian Theobalt |
ICCV | 5 |
| 2015 | 4D Model Flow: Precomputed Appearance Alignment for Real-time 4D Video InterpolationabstractWe introduce the concept of 4D model flow for the precomputed alignment of dynamic surface appearance across 4D video sequences of different motions reconstructed from multi-view video. Precomputed 4D model flow allows the efficient parametrization of surface appearance from the captured videos, which enables efficient real-time rendering of interpolated 4D video sequences whilst accurately reproducing visual dynamics, even when using a coarse underlying geometry. We estimate the 4D model flow using an image-based approach that is guided by available geometry proxies. We propose a novel representation in surface texture space for efficient storage and online parametric interpolation of dynamic appearance. Our 4D model flow overcomes previous requirements for computationally expensive online optical flow computation for data-driven alignment of dynamic surface appearance by precomputing the appearance alignment. This leads to an efficient rendering technique that enables the online interpolation between 4D videos in real time, from arbitrary viewpoints and with visual quality comparable to the state of the art. Dan Casas, Christian Richardt, John P. Collomosse, Christian Theobalt, Adrian Hilton 0001 |
Comput. Graph. Forum | 4 |
| 2015 | Outdoor Human Motion Capture by Simultaneous Optimization of Pose and Camera ParametersabstractAbstract We present a method for capturing the skeletal motions of humans using a sparse set of potentially moving cameras in an uncontrolled environment. Our approach is able to track multiple people even in front of cluttered and non‐static backgrounds, and unsynchronized cameras with varying image quality and frame rate. We completely rely on optical information and do not make use of additional sensor information (e.g. depth images or inertial sensors). Our algorithm simultaneously reconstructs the skeletal pose parameters of multiple performers and the motion of each camera. This is facilitated by a new energy functional that captures the alignment of the model and the camera positions with the input videos in an analytic way. The approach can be adopted in many practical applications to replace the complex and expensive motion capture studios with few consumer‐grade cameras even in uncontrolled outdoor scenes. We demonstrate this based on challenging multi‐view video sequences that are captured with unsynchronized and moving (e.g. mobile‐phone or GoPro) cameras. Ahmed Elhayek, Carsten Stoll, Kwang In Kim, Christian Theobalt |
Comput. Graph. Forum | 4 |
| 2015 | VDub: Modifying Face Video of Actors for Plausible Visual Alignment to a Dubbed Audio TrackabstractAbstract In many countries, foreign movies and TV productions are dubbed, i.e., the original voice of an actor is replaced with a translation that is spoken by a dubbing actor in the country's own language. Dubbing is a complex process that requires specific translations and accurately timed recitations such that the new audio at least coarsely adheres to the mouth motion in the video. However, since the sequence of phonemes and visemes in the original and the dubbing language are different, the video‐to‐audio match is never perfect, which is a major source of visual discomfort. In this paper, we propose a system to alter the mouth motion of an actor in a video, so that it matches the new audio track. Our paper builds on high‐quality monocular capture of 3D facial performance, lighting and albedo of the dubbing and target actors, and uses audio analysis in combination with a space‐time retrieval method to synthesize a new photo‐realistically rendered and highly detailed 3D shape model of the mouth region to replace the target performance. We demonstrate plausible visual quality of our results compared to footage that has been professionally dubbed in the traditional way, both qualitatively and through a user study. Pablo Garrido 0001, Levi Valgaerts, H. Sarmadi, Ingmar Steiner, Kiran Varanasi, Patrick Pérez, Christian Theobalt |
Comput. Graph. Forum | 7 |
| 2015 | Efficient Learning of Image Super-Resolution and Compression Artifact Removal with Semi-Local Gaussian ProcessesabstractImproving the quality of degraded images is a key problem in image processing, but the breadth of the problem leads to domain-specific approaches for tasks such as super-resolution and compression artifact removal. Recent approaches have shown that a general approach is possible by learning application-specific models from examples; however, learning models sophisticated enough to generate high-quality images is computationally expensive, and so specific per-application or per-dataset models are impractical. To solve this problem, we present an efficient semi-local approximation scheme to large-scale Gaussian processes. This allows efficient learning of task-specific image enhancements from example images without reducing quality. As such, our algorithm can be easily customized to specific applications and datasets, and we show the efficiency and effectiveness of our approach across five domains: single-image super-resolution for scene, human face, and text images, and artifact removal in JPEG- and JPEG 2000-encoded images. Younghee Kwon, Kwang In Kim, James Tompkin 0001, Jin Hyung Kim, Christian Theobalt |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2015 | Generalizing wave gestures from sparse examples for real-time character controlabstractMotion-tracked real-time character control is important for games and VR, but current solutions are limited: retargeting is hard for non-human characters, with locomotion bound to the sensing volume; and pose mappings are ambiguous with difficult dynamic motion control. We robustly estimate wave properties --- amplitude, frequency, and phase ---for a set of interactively-defined gestures by mapping user motions to a low-dimensional independent representation. The mapping separates simultaneous or intersecting gestures, and extrapolates gesture variations from single training examples. For animations such as locomotion, wave properties map naturally to stride length, step frequency, and progression, and allow smooth transitions from standing, to walking, to running. Interpolating out-of-phase locomotions is hard, e.g., quadruped legs between walks and runs switch phase, so we introduce a new time-interpolation scheme to reduce artifacts. These improvements to real-time motion-tracked character control are important for common cyclic animations. We validate this in a user study, and show versatility to apply to part- and full-body motions across a variety of sensors. Helge Rhodin, James Tompkin 0001, Kwang In Kim, Edilson de Aguiar, Hanspeter Pfister, Hans-Peter Seidel, Christian Theobalt |
ACM Trans. Graph. | 7 |
| 2015 | Real-time expression transfer for facial reenactmentabstractWe present a method for the real-time transfer of facial expressions from an actor in a source video to an actor in a target video, thus enabling the ad-hoc control of the facial expressions of the target actor. The novelty of our approach lies in the transfer and photorealistic re-rendering of facial deformations and detail into the target video in a way that the newly-synthesized expressions are virtually indistinguishable from a real video. To achieve this, we accurately capture the facial performances of the source and target subjects in real-time using a commodity RGB-D sensor. For each frame, we jointly fit a parametric model for identity, expression, and skin reflectance to the input color and depth data, and also reconstruct the scene lighting. For expression transfer, we compute the difference between the source and target expressions in parameter space, and modify the target parameters to match the source expressions. A major challenge is the convincing re-rendering of the synthesized target face into the corresponding video stream. This requires a careful consideration of the lighting and shading design, which both must correspond to the real-world environment. We demonstrate our method in a live setup, where we modify a video conference feed such that the facial expressions of a different person (e.g., translator) are matched in real-time. Justus Thies, Michael Zollhöfer, Matthias Nießner, Levi Valgaerts, Marc Stamminger, Christian Theobalt |
ACM Trans. Graph. | 6 |
| 2015 | Shading-based refinement on volumetric signed distance functionsabstractWe present a novel method to obtain fine-scale detail in 3D reconstructions generated with low-budget RGB-D cameras or other commodity scanning devices. As the depth data of these sensors is noisy, truncated signed distance fields are typically used to regularize out the noise, which unfortunately leads to over-smoothed results. In our approach, we leverage RGB data to refine these reconstructions through shading cues, as color input is typically of much higher resolution than the depth data. As a result, we obtain reconstructions with high geometric detail, far beyond the depth resolution of the camera itself. Our core contribution is shading-based refinement directly on the implicit surface representation, which is generated from globally-aligned RGB-D images. We formulate the inverse shading problem on the volumetric distance field, and present a novel objective function which jointly optimizes for fine-scale surface geometry and spatially-varying surface reflectance. In order to enable the efficient reconstruction of sub-millimeter detail, we store and process our surface using a sparse voxel hashing scheme which we augment by introducing a grid hierarchy. A tailored GPU-based Gauss-Newton solver enables us to refine large shape models to previously unseen resolution within only a few seconds. Michael Zollhöfer, Angela Dai, Matthias Innmann, Chenglei Wu, Marc Stamminger, Christian Theobalt, Matthias Nießner |
ACM Trans. Graph. | 6 |
| 2014 | Real-Time Hand Tracking Using a Sum of Anisotropic Gaussians ModelabstractReal-time marker-less hand tracking is of increasing importance in human-computer interaction. Robust and accurate tracking of arbitrary hand motion is a challenging problem due to the many degrees of freedom, frequent self-occlusions, fast motions, and uniform skin color. In this paper, we propose a new approach that tracks the full skeleton motion of the hand from multiple RGB cameras in real-time. The main contributions include a new generative tracking method which employs an implicit hand shape representation based on Sum of Anisotropic Gaussians (SAG), and a pose fitting energy that is smooth and analytically differentiable making fast gradient based pose optimization possible. This shape representation, together with a full perspective projection model, enables more accurate hand modeling than a related baseline method from literature. Our method achieves better accuracy than previous methods and runs at 25 fps. We show these improvements both qualitatively and quantitatively on publicly available datasets. Srinath Sridhar 0002, Helge Rhodin, Hans-Peter Seidel, Antti Oulasvirta, Christian Theobalt |
3DV | 5 |
| 2014 | Efficient Multi-view Performance Capture of Fine-Scale Surface DetailabstractWe present a new effective way for performance capture of deforming meshes with fine-scale time-varying surface detail from multi-view video. Our method builds up on coarse 4D surface reconstructions, as obtained with commonly used template-based methods. As they only capture models of coarse-to-medium scale detail, fine scale deformation detail is often done in a second pass by using stereo constraints, features, or shading-based refinement. In this paper, we propose a new effective and stable solution to this second step. Our framework creates an implicit representation of the deformable mesh using a dense collection of 3D Gaussian functions on the surface, and a set of 2D Gaussians for the images. The fine scale deformation of all mesh vertices that maximizes photo-consistency can be efficiently found by densely optimizing a new model-to-image consistency energy on all vertex positions. A principal advantage is that our problem formulation yields a smooth closed form energy with implicit occlusion handling and analytic derivatives. Error-prone correspondence finding, or discrete sampling of surface displacement values are also not needed. We show several reconstructions of human subjects wearing loose clothing, and we qualitatively and quantitatively show that we robustly capture more detail than related methods. Nadia Robertini, Edilson de Aguiar, Thomas Helten, Christian Theobalt |
3DV | 4 |
| 2014 | Automatic Face ReenactmentabstractWe propose an image-based, facial reenactment system that replaces the face of an actor in an existing target video with the face of a user from a source video, while preserving the original target performance. Our system is fully automatic and does not require a database of source expressions. Instead, it is able to produce convincing reenactment results from a short source video captured with an off-the-shelf camera, such as a webcam, where the user performs arbitrary facial gestures. Our reenactment pipeline is conceived as part image retrieval and part face transfer: The image retrieval is based on temporal clustering of target frames and a novel image matching metric that combines appearance and motion to select candidate frames from the source video, while the face transfer uses a 2D warping strategy that preserves the user's identity. Our system excels in simplicity as it does not rely on a 3D face model, it is robust under head motion and does not require the source and target performance to be similar. We show convincing reenactment results for videos that we recorded ourselves and for low-quality footage taken from the Internet. Pablo Garrido 0001, Levi Valgaerts, Ole Rehmsen, Thorsten Thormählen, Patrick Pérez, Christian Theobalt |
CVPR | 6 |
| 2014 | Compressed Manifold Modes for Mesh ProcessingabstractAbstract This paper introduces compressed eigenfunctions of the Laplace‐Beltrami operator on 3D manifold surfaces. They constitute a novel functional basis, called the compressed manifold basis, where each function has local support. We derive an algorithm, based on the alternating direction method of multipliers (ADMM), to compute this basis on a given triangulated mesh. We show that compressed manifold modes identify key shape features, yielding an intuitive understanding of the basis for a human observer, where a shape can be processed as a collection of parts. We evaluate compressed manifold modes for potential applications in shape matching and mesh abstraction. Our results show that this basis has distinct advantages over existing alternatives, indicating high potential for a wide range of use‐cases in mesh processing. Thomas Neumann 0007, Kiran Varanasi, Christian Theobalt, Marcus A. Magnor, Markus Wacker |
Comput. Graph. Forum | 3 |
| 2014 | Interactive motion mapping for real-time character controlabstractAbstract It is now possible to capture the 3D motion of the human body on consumer hardware and to puppet in real time skeleton‐based virtual characters. However, many characters do not have humanoid skeletons. Characters such as spiders and caterpillars do not have boned skeletons at all, and these characters have very different shapes and motions. In general, character control under arbitrary shape and motion transformations is unsolved ‐ how might these motions be mapped? We control characters with a method which avoids the rigging‐skinning pipeline — source and target characters do not have skeletons or rigs. We use interactively‐defined sparse pose correspondences to learn a mapping between arbitrary 3D point source sequences and mesh target sequences. Then, we puppet the target character in real time. We demonstrate the versatility of our method through results on diverse virtual characters with different input motion controllers. Our method provides a fast, flexible, and intuitive interface for arbitrary motion mapping which provides new ways to control characters for real‐time animation. Helge Rhodin, James Tompkin 0001, Kwang In Kim, Kiran Varanasi, Hans-Peter Seidel, Christian Theobalt |
Comput. Graph. Forum | 6 |
| 2014 | Real-time non-rigid reconstruction using an RGB-D cameraabstractWe present a combined hardware and software solution for markerless reconstruction of non-rigidly deforming physical objects with arbitrary shape in real-time . Our system uses a single self-contained stereo camera unit built from off-the-shelf components and consumer graphics hardware to generate spatio-temporally coherent 3D models at 30 Hz. A new stereo matching algorithm estimates real-time RGB-D data. We start by scanning a smooth template model of the subject as they move rigidly. This geometric surface prior avoids strong scene assumptions, such as a kinematic human skeleton or a parametric shape model. Next, a novel GPU pipeline performs non-rigid registration of live RGB-D data to the smooth template using an extended non-linear as-rigid-as-possible (ARAP) framework. High-frequency details are fused onto the final mesh using a linear deformation model. The system is an order of magnitude faster than state-of-the-art methods, while matching the quality and robustness of many offline algorithms. We show precise real-time reconstructions of diverse scenes, including: large deformations of users' heads, hands, and upper bodies; fine-scale wrinkles and folds of skin and clothing; and non-rigid interactions performed by users on flexible objects such as toys. We demonstrate how acquired models can be used for many interactive scenarios, including re-texturing, online performance capture and preview, and real-time shape and motion re-targeting. Michael Zollhöfer, Matthias Nießner, Shahram Izadi, Christoph Rhemann, Christopher Zach, Matthew Fisher, Chenglei Wu, Andrew W. Fitzgibbon, Charles T. Loop, Christian Theobalt, Marc Stamminger |
ACM Trans. Graph. | 10 |
| 2013 | Personalization and Evaluation of a Real-Time Depth-Based Full Body TrackerabstractReconstructing a three-dimensional representation of human motion in real-time constitutes an important research topic with applications in sports sciences, human-computer-interaction, and the movie industry. In this paper, we contribute with a robust algorithm for estimating a personalized human body model from just two sequentially captured depth images that is more accurate and runs an order of magnitude faster than the current state-of-the-art procedure. Then, we employ the estimated body model to track the pose in real-time from a stream of depth images using a tracking algorithm that combines local pose optimization and a stabilizing dataBase look-up. Together, this enables accurate pose tracking that is more accurate than previous approaches. As a further contribution, we evaluate and compare our algorithm to previous work on a comprehensive benchmark dataset containing more than 15 minutes of challenging motions. This dataset comprises calibrated marker-Based motion capture data, depth data, as well as ground truth tracking results and is publicly available for research purposes. Thomas Helten, Andreas Baak, Gaurav Bharaj, Meinard Müller, Hans-Peter Seidel, Christian Theobalt |
3DV | 6 |
| 2013 | 3D Semantic Parameterization for Human Shape Modeling: Application to 3D AnimationabstractStatistical human body models, like SCAPE, capture static 3D human body shapes and poses and are applied to many Computer Vision problems. Defined in a statistical context, their parameters do not explicitly capture semantics of the human body shapes such as height, weight, limb length, etc. Having a set of semantic parameters would allow users and automated algorithms to sample the space of possible body shape variations in a more intuitive way. Therefore, in this paper we propose a method for re-parameterization of statistical human body models such that shapes are controlled by a small set of intuitive semantic parameters. These parameters are learned directly from the available statistical human body model. In order to apply any arbitrary animation to our human body shape model we perform retargeting. From any set of 3D scans, a semantic parametrized model can be generated and animated with the presented methods using any animation data. We quantitatively show that our semantic parameterization is more reliable than standard semantic parameterizations, and show a number of animations retargeted to our semantic body shape model. Christian Rupprecht 0001, Olivier Pauly, Christian Theobalt, Slobodan Ilic |
3DV | 3 |
| 2013 | Real-Time Body Tracking with One Depth Camera and Inertial SensorsabstractIn recent years, the availability of inexpensive depth cameras, such as the Microsoft Kinect, has boosted the research in monocular full body skeletal pose tracking. Unfortunately, existing trackers often fail to capture poses where a single camera provides insufficient data, such as non-frontal poses, and all other poses with body part occlusions. In this paper, we present a novel sensor fusion approach for real-time full body tracking that succeeds in such difficult situations. It takes inspiration from previous tracking solutions, and combines a generative tracker and a discriminative tracker retrieving closest poses in a database. In contrast to previous work, both trackers employ data from a low number of inexpensive body-worn inertial sensors. These sensors provide reliable and complementary information when the monocular depth information alone is not sufficient. We also contribute by new algorithmic solutions to best fuse depth and inertial data in both trackers. One is a new visibility model to determine global body pose, occlusions and usable depth correspondences and to decide what data modality to use for discriminative tracking. We also contribute with a new inertial-based pose retrieval, and an adapted late fusion step to calculate the final body pose. Thomas Helten, Meinard Müller, Hans-Peter Seidel, Christian Theobalt |
ICCV | 4 |
| 2013 | Curvature-Aware Regularization on Riemannian SubmanifoldsabstractOne fundamental assumption in object recognition as well as in other computer vision and pattern recognition problems is that the data generation process lies on a manifold and that it respects the intrinsic geometry of the manifold. This assumption is held in several successful algorithms for diffusion and regularization, in particular, in graph-Laplacian-based algorithms. We claim that the performance of existing algorithms can be improved if we additionally account for how the manifold is embedded within the ambient space, i.e., if we consider the extrinsic geometry of the manifold. We present a procedure for characterizing the extrinsic (as well as intrinsic) curvature of a manifold M which is described by a sampled point cloud in a high-dimensional Euclidean space. Once estimated, we use this characterization in general diffusion and regularization on M, and form a new regularizer on a point cloud. The resulting re-weighted graph Laplacian demonstrates superior performance over classical graph Laplacian in semi-supervised learning and spectral clustering. Kwang In Kim, James Tompkin 0001, Christian Theobalt |
ICCV | 3 |
| 2013 | Interactive Markerless Articulated Hand Motion Tracking Using RGB and Depth DataabstractTracking the articulated 3D motion of the hand has important applications, for example, in human-computer interaction and teleoperation. We present a novel method that can capture a broad range of articulated hand motions at interactive rates. Our hybrid approach combines, in a voting scheme, a discriminative, part-based pose retrieval method with a generative pose estimation method based on local optimization. Color information from a multi-view RGB camera setup along with a person-specific hand model are used by the generative method to find the pose that best explains the observed images. In parallel, our discriminative pose estimation method uses fingertips detected on depth data to estimate a complete or partial pose of the hand by adopting a part-based pose retrieval strategy. This part-based strategy helps reduce the search space drastically in comparison to a global pose retrieval strategy. Quantitative results show that our method achieves state-of-the-art accuracy on challenging sequences and a near-real time performance of 10 fps on a desktop computer. Srinath Sridhar 0002, Antti Oulasvirta, Christian Theobalt |
ICCV | 3 |
| 2013 | Video collections in panoramic contextsabstractVideo collections of places show contrasts and changes in our world, but current interfaces to video collections make it hard for users to explore these changes. Recent state-of-the-art interfaces attempt to solve this problem for 'outside->in' collections, but cannot connect 'inside->out' collections of the same place which do not visually overlap. We extend the focus+context paradigm to create a video-collections+context interface by embedding videos into a panorama. We build a spatio-temporal index and tools for fast exploration of the space and time of the video collection. We demonstrate the flexibility of our representation with interfaces for desktop and mobile flat displays, and for a spherical display with joypad and tablet controllers. We study with users the effect of our video-collection+context system to spatio-temporal localization tasks, and find significant improvements to accuracy and completion time in visual search tasks compared to existing systems. We measure the usability of our interface with System Usability Scale (SUS) and task-specific questionnaires, and find our system scores higher. James Tompkin 0001, Fabrizio Pece, Rajvi Shah, Shahram Izadi, Jan Kautz, Christian Theobalt |
UIST | 6 |
| 2013 | Capture and Statistical Modeling of Arm-Muscle DeformationsabstractAbstract We present a comprehensive data‐driven statistical model for skin and muscle deformation of the human shoulder‐arm complex. Skin deformations arise from complex bio‐physical effects such as non‐linear elasticity of muscles, fat, and connective tissue; and vary with physiological constitution of the subjects and external forces applied during motion. Thus, they are hard to model by direct physical simulation. Our alternative approach is based on learning deformations from multiple subjects performing different exercises under varying external forces. We capture the training data through a novel multi‐camera approach that is able to reconstruct fine‐scale muscle detail in motion. The resulting reconstructions from several people are aligned into one common shape parametrization, and learned using a semi‐parametric non‐linear method. Our learned data‐driven model is fast, compact and controllable with a small set of intuitive parameters – pose, body shape and external forces, through which a novice artist can interactively produce complex muscle deformations. Our method is able to capture and synthesize fine‐scale muscle bulge effects to a greater level of realism than achieved previously. We provide quantitative and qualitative validation of our method. Thomas Neumann 0007, Kiran Varanasi, Nils Hasler, Markus Wacker, Marcus A. Magnor, Christian Theobalt |
Comput. Graph. Forum | 6 |
| 2013 | Capturing Relightable Human Performances under General Uncontrolled IlluminationabstractAbstract We present a novel approach to create relightable free‐viewpoint human performances from multi‐view video recorded under general uncontrolled and uncalibated illumination. We first capture a multi‐view sequence of an actor wearing arbitrary apparel and reconstruct a spatio‐temporal coherent coarse 3D model of the performance using a marker‐less tracking approach. Using these coarse reconstructions, we estimate the low‐frequency component of the illumination in a spherical harmonics (SH) basis as well as the diffuse reflectance, and then utilize them to estimate the dynamic geometry detail of human actors based on shading cues. Given the high‐quality time‐varying geometry, the estimated illumination is extended to the all‐frequency domain by re‐estimating it in the wavelet basis. Finally, the high‐quality all‐frequency illumination is utilized to reconstruct the spatially‐varying BRDF of the surface. The recovered time‐varying surface geometry and spatially‐varying non‐Lambertian reflectance allow us to generate high‐quality model‐based free view‐point videos of the actor under novel illumination conditions. Our method enables plausible reconstruction of relightable dynamic scene models without a complex controlled lighting apparatus, and opens up a path towards relightable performance capture in less constrained environments and using less complex acquisition setups. Chenglei Wu, Carsten Stoll, Yebin Liu, Kiran Varanasi, Qionghai Dai, Christian Theobalt |
Comput. Graph. Forum | 7 |
| 2013 | Algorithms for 3D Shape Scanning with a Depth CameraabstractWe describe a method for 3D object scanning by aligning depth scans that were taken from around an object with a Time-of-Flight (ToF) camera. These ToF cameras can measure depth scans at video rate. Due to comparably simple technology, they bear potential for economical production in big volumes. Our easy-to-use, cost-effective scanning solution, which is based on such a sensor, could make 3D scanning technology more accessible to everyday users. The algorithmic challenge we face is that the sensor's level of random noise is substantial and there is a nontrivial systematic bias. In this paper, we show the surprising result that 3D scans of reasonable quality can also be obtained with a sensor of such low data quality. Established filtering and scan alignment techniques from the literature fail to achieve this goal. In contrast, our algorithm is based on a new combination of a 3D superresolution method with a probabilistic scan alignment approach that explicitly takes into account the sensor's noise characteristics. Yan Cui 0011, Sebastian Schuon, Sebastian Thrun, Didier Stricker, Christian Theobalt |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2013 | Markerless Motion Capture of Multiple Characters Using Multiview Image SegmentationabstractCapturing the skeleton motion and detailed time-varying surface geometry of multiple, closely interacting peoples is a very challenging task, even in a multicamera setup, due to frequent occlusions and ambiguities in feature-to-person assignments. To address this task, we propose a framework that exploits multiview image segmentation. To this end, a probabilistic shape and appearance model is employed to segment the input images and to assign each pixel uniquely to one person. Given the articulated template models of each person and the labeled pixels, a combined optimization scheme, which splits the skeleton pose optimization problem into a local one and a lower dimensional global one, is applied one by one to each individual, followed with surface estimation to capture detailed nonrigid deformations. We show on various sequences that our approach can capture the 3D motion of humans accurately even if they move rapidly, if they wear wide apparel, and if they are engaged in challenging multiperson motions, including dancing, wrestling, and hugging. Yebin Liu, Juergen Gall, Carsten Stoll, Qionghai Dai, Hans-Peter Seidel, Christian Theobalt |
IEEE Trans. Pattern Anal. Mach. Intell. | 6 |
| 2013 | Preference and artifact analysis for video transitions of placesabstractEmerging interfaces for video collections of places attempt to link similar content with seamless transitions. However, the automatic computer vision techniques that enable these transitions have many failure cases which lead to artifacts in the final rendered transition. Under these conditions, which transitions are preferred by participants and which artifacts are most objectionable? We perform an experiment with participants comparing seven transition types, from movie cuts and dissolves to image-based warps and virtual camera transitions, across five scenes in a city. This document describes how we condition this experiment on slight and considerable view change cases, and how we analyze the feedback from participants to find their preference for transition types and artifacts. We discover that transition preference varies with view change, that automatic rendered transitions are significantly preferred even with some artifacts, and that dissolve transitions are comparable to less-sophisticated rendered transitions. This leads to insights into what visual features are important to maintain in a rendered transition, and to an artifact ordering within our transitions. James Tompkin 0001, Min H. Kim 0001, Kwang In Kim, Jan Kautz, Christian Theobalt |
ACM Trans. Appl. Percept. | 5 |
| 2013 | Free-Viewpoint Video of Human Actors Using Multiple Handheld KinectsabstractWe present an algorithm for creating free-viewpoint video of interacting humans using three handheld Kinect cameras. Our method reconstructs deforming surface geometry and temporal varying texture of humans through estimation of human poses and camera poses for every time step of the RGBZ video. Skeletal configurations and camera poses are found by solving a joint energy minimization problem, which optimizes the alignment of RGBZ data from all cameras, as well as the alignment of human shape templates to the Kinect data. The energy function is based on a combination of geometric correspondence finding, implicit scene segmentation, and correspondence finding using image features. Finally, texture recovery is achieved through jointly optimization on spatio-temporal RGB data using matrix completion. As opposed to previous methods, our algorithm succeeds on free-viewpoint video of human actors under general uncontrolled indoor scenes with potentially dynamic background, and it succeeds even if the cameras are moving. Genzhi Ye, Yebin Liu, Yue Deng 0001, Nils Hasler, Xiangyang Ji, Qionghai Dai, Christian Theobalt |
IEEE Trans. Cybern. | 7 |
| 2013 | Sparse localized deformation componentsabstractWe propose a method that extracts sparse and spatially localized deformation modes from an animated mesh sequence. To this end, we propose a new way to extend the theory of sparse matrix decompositions to 3D mesh sequence processing, and further contribute with an automatic way to ensure spatial locality of the decomposition in a new optimization framework. The extracted dimensions often have an intuitive and clear interpretable meaning. Our method optionally accepts user-constraints to guide the process of discovering the underlying latent deformation space. The capabilities of our efficient, versatile, and easy-to-implement method are extensively demonstrated on a variety of data sets and application contexts. We demonstrate its power for user friendly intuitive editing of captured mesh animations, such as faces, full body motion, cloth animations, and muscle deformations. We further show its benefit for statistical geometry processing and biomechanically meaningful animation editing. It is further shown qualitatively and quantitatively that our method outperforms other unsupervised decomposition methods and other animation parameterization approaches in the above use cases. Thomas Neumann 0007, Kiran Varanasi, Stephan Wenger, Markus Wacker, Marcus A. Magnor, Christian Theobalt |
ACM Trans. Graph. | 6 |
| 2013 | Reconstructing detailed dynamic face geometry from monocular videoabstractDetailed facial performance geometry can be reconstructed using dense camera and light setups in controlled studios. However, a wide range of important applications cannot employ these approaches, including all movie productions shot from a single principal camera. For post-production, these require dynamic monocular face capture for appearance modification. We present a new method for capturing face geometry from monocular video. Our approach captures detailed, dynamic, spatio-temporally coherent 3D face geometry without the need for markers. It works under uncontrolled lighting, and it successfully reconstructs expressive motion including high-frequency face detail such as folds and laugh lines. After simple manual initialization, the capturing process is fully automatic, which makes it versatile, lightweight and easy-to-deploy. Our approach tracks accurate sparse 2D features between automatically selected key frames to animate a parametric blend shape model, which is further refined in pose, expression and shape by temporally coherent optical flow and photometric stereo. We demonstrate performance capture results for long and complex face sequences captured indoors and outdoors, and we exemplify the relevance of our approach as an enabling technology for model-based face editing in movies and video, such as adding new facial textures, as well as a step towards enabling everyone to do facial performance capture with a single affordable camera. Pablo Garrido 0001, Levi Valgaerts, Chenglei Wu, Christian Theobalt |
ACM Trans. Graph. | 4 |
| 2013 | Automatic noise modeling for ghost-free HDR reconstructionabstractHigh dynamic range reconstruction of dynamic scenes requires careful handling of dynamic objects to prevent ghosting. However, in a recent review, Srikantha et al. [2012] conclude that "there is no single best method and the selection of an approach depends on the user's goal". We attempt to solve this problem with a novel approach that models the noise distribution of color values. We estimate the likelihood that a pair of colors in different images are observations of the same irradiance, and we use a Markov random field prior to reconstruct irradiance from pixels that are likely to correspond to the same static scene object. Dynamic content is handled by selecting a single low dynamic range source image and hand-held capture is supported through homography-based image alignment. Our noise-based reconstruction method achieves better ghost detection and removal than state-of-the-art methods for cluttered scenes with large object displacements. As such, our method is broadly applicable and helps move the field towards a single method for dynamic scene HDR reconstruction. Miguel Granados, Kwang In Kim, James Tompkin 0001, Christian Theobalt |
ACM Trans. Graph. | 4 |
| 2013 | On-set performance capture of multiple actors with a stereo cameraabstractState-of-the-art marker-less performance capture algorithms reconstruct detailed human skeletal motion and space-time coherent surface geometry. Despite being a big improvement over marker-based motion capture methods, they are still rarely applied in practical VFX productions as they require ten or more cameras and a studio with controlled lighting or a green screen background. If one was able to capture performances directly on a general set using only the primary stereo camera used for principal photography, many possibilities would open up in virtual production and previsualization, the creation of virtual actors, and video editing during post-production. We describe a new algorithm which works towards this goal. It is able to track skeletal motion and detailed surface geometry of one or more actors from footage recorded with a stereo rig that is allowed to move. It succeeds in general sets with uncontrolled background and uncontrolled illumination, and scenes in which actors strike non-frontal poses. It is one of the first performance capture methods to exploit detailed BRDF information and scene illumination for accurate pose tracking and surface refinement in general scenes. It also relies on a new foreground segmentation approach that combines appearance, stereo, and pose tracking results to segment out actors from the background. Appearance, segmentation, and motion cues are combined in a new pose optimization framework that is robust under uncontrolled lighting, uncontrolled background and very sparse camera views. Chenglei Wu, Carsten Stoll, Levi Valgaerts, Christian Theobalt |
ACM Trans. Graph. | 4 |
| 2012 | Efficient Learning-based Image Enhancement: Application to Super-resolution and Compression Artifact RemovalabstractIn this paper, we describe a framework for learning-based image enhancement. At the core of our algorithm lies a generic regularization framework that comprises a prior on natural images, as well as an application-specific conditional model based on Gaussian processes. In contrast to prior learning-based approaches, our algorithm can instantly learn task-specific degradation models from sample images which enables users to easily adopt the algorithm to a specific problem and data set of interest. This is facilitated by our efficient approximation scheme of large-scale Gaussian processes. We demonstrate the efficiency and effectiveness of our approach by applying it to two example enhancement applications: single-image super-resolution as well as artifact removal in JPEG-encoded images. Younghee Kwon, Kwang In Kim, Christian Theobalt |
BMVC | 4 |
| 2012 | Spatio-temporal motion tracking with unsynchronized camerasabstractWe present a new spatio-temporal method for markerless motion capture. We reconstruct the pose and motion of a character from a multi-view video sequence without requiring the cameras to be synchronized and without aligning captured frames in time. By formulating the model-to-image similarity measure as a temporally continuous functional, we are also able to reconstruct motion in much higher temporal detail than was possible with previous synchronized approaches. By purposefully running cameras unsynchronized we can capture even very fast motion at speeds that off-the-shelf but high quality cameras provide. Ahmed Elhayek, Carsten Stoll, Nils Hasler, Kwang In Kim, Hans-Peter Seidel, Christian Theobalt |
CVPR | 6 |
| 2012 | Background Inpainting for Videos with Dynamic Objects and a Free-Moving Camera
Miguel Granados, Kwang In Kim, James Tompkin 0001, Jan Kautz, Christian Theobalt |
ECCV (1) | 5 |
| 2012 | Match Graph Construction for Large Image Databases
Kwang In Kim, James Tompkin 0001, Martin Theobald, Jan Kautz, Christian Theobalt |
ECCV (1) | 5 |
| 2012 | Full Body Performance Capture under Uncontrolled and Varying Illumination: A Shading-Based Approach
Chenglei Wu, Kiran Varanasi, Christian Theobalt |
ECCV (4) | 3 |
| 2012 | Performance Capture of Interacting Characters with Handheld Kinects
Genzhi Ye, Yebin Liu, Nils Hasler, Xiangyang Ji, Qionghai Dai, Christian Theobalt |
ECCV (2) | 6 |
| 2012 | Automatically Rigging Multi-component CharactersabstractAbstract Rigging an arbitrary 3D character by creating an animation skeleton is a time‐consuming process even for experienced animators. In this paper, we present an algorithm that automatically creates animation rigs for multi‐component 3D models, as they are typically found in online shape databases. Our algorithm takes as input a multi‐component model and an input animation skeleton with associated motion data. It then creates a target skeleton for the input model, calculates the rigid skinning weights, and a mapping between the joints of the target skeleton and the input animation skeleton. The automatic approach does not need additional semantic information, such as component labels or user‐provided correspondences, and succeeds on a wide range of models where the number of components is significantly different. It implicitly handles large scale and proportional differences between input and target skeletons and can deal with certain morphological differences, e.g., if input and target have different numbers of limbs. The output of our algorithm can be directly used in a retargeting system to create a plausible animated character. Gaurav Bharaj, Thorsten Thormählen, Hans-Peter Seidel, Christian Theobalt |
Comput. Graph. Forum | 4 |
| 2012 | How Not to Be Seen - Object Removal from Videos of Crowded ScenesabstractAbstract Removing dynamic objects from videos is an extremely challenging problem that even visual effects professionals often solve with time‐consuming manual frame‐by‐frame editing. We propose a new approach to video completion that can deal with complex scenes containing dynamic background and non‐periodical moving objects. We build upon the idea that the spatio‐temporal hole left by a removed object can be filled with data available on other regions of the video where the occluded objects were visible. Video completion is performed by solving a large combinatorial problem that searches for an optimal pattern of pixel offsets from occluded to unoccluded regions. Our contribution includes an energy functional that generalizes well over different scenes with stable parameters, and that has the desirable convergence properties for a graph‐cut‐based optimization. We provide an interface to guide the completion process that both reduces computation time and allows for efficient correction of small errors in the result. We demonstrate that our approach can effectively complete complex, high‐resolution occlusions that are greater in difficulty than what existing methods have shown. Miguel Granados, James Tompkin 0001, Kwang In Kim, Oliver Grau, Jan Kautz, Christian Theobalt |
Comput. Graph. Forum | 6 |
| 2012 | Coherent Spatiotemporal Filtering, Upsampling and Rendering of RGBZ VideosabstractAbstract Sophisticated video processing effects require both image and geometry information. We explore the possibility to augment a video camera with a recent infrared time‐of‐flight depth camera, to capture high‐resolution RGB and low‐resolution, noisy depth at video frame rates. To turn such a setup into a practical RGBZ video camera, we develop efficient data filtering techniques that are tailored to the noise characteristics of IR depth cameras. We first remove typical artefacts in the RGBZ data and then apply an efficient spatiotemporal denoising and upsampling scheme. This allows us to record temporally coherent RGBZ videos at interactive frame rates and to use them to render a variety of effects in unprecedented quality. We show effects such as video relighting, geometry‐based abstraction and stylisation, background segmentation and rendering in stereoscopic 3D. Christian Richardt, Carsten Stoll, Neil A. Dodgson, Hans-Peter Seidel, Christian Theobalt |
Comput. Graph. Forum | 5 |
| 2012 | Performance Capture of High-Speed Motion Using Staggered Multi-View RecordingabstractAbstract We present a markerless performance capture system that can acquire the motion and the texture of human actors performing fast movements using only commodity hardware. To this end we introduce two novel concepts: First, a staggered surround multi‐view recording setup that enables us to perform model‐based motion capture on motion‐blurred images, and second, a model‐based deblurring algorithm which is able to handle disocclusion, self‐occlusion and complex object motions. We show that the model‐based approach is not only a powerful strategy for tracking but also for deblurring highly complex blur patterns. Di Wu 0006, Yebin Liu, Ivo Ihrke, Qionghai Dai, Christian Theobalt |
Comput. Graph. Forum | 5 |
| 2012 | Editorial for the Special Issue on 3D Data Processing, Visualization and Transmission
Adrien Bartoli, Marcus A. Magnor, Robert B. Fisher, Christian Theobalt |
Int. J. Comput. Vis. | 4 |
| 2012 | Videoscapes: exploring sparse, unstructured video collectionsabstractThe abundance of mobile devices and digital cameras with video capture makes it easy to obtain large collections of video clips that contain the same location, environment, or event. However, such an unstructured collection is difficult to comprehend and explore. We propose a system that analyzes collections of unstructured but related video data to create a Videoscape : a data structure that enables interactive exploration of video collections by visually navigating -- spatially and/or temporally -- between different clips. We automatically identify transition opportunities, or portals . From these portals, we construct the Videoscape, a graph whose edges are video clips and whose nodes are portals between clips. Now structured, the videos can be interactively explored by walking the graph or by geographic map. Given this system, we gauge preference for different video transition styles in a user study, and generate heuristics that automatically choose an appropriate transition style. We evaluate our system using three further user studies, which allows us to conclude that Videoscapes provides significant benefits over related methods. Our system leads to previously unseen ways of interactive spatio-temporal exploration of casually captured videos, and we demonstrate this on several video collections. James Tompkin 0001, Kwang In Kim, Jan Kautz, Christian Theobalt |
ACM Trans. Graph. | 4 |
| 2012 | Lightweight binocular facial performance capture under uncontrolled lightingabstractRecent progress in passive facial performance capture has shown impressively detailed results on highly articulated motion. However, most methods rely on complex multi-camera set-ups, controlled lighting or fiducial markers. This prevents them from being used in general environments, outdoor scenes, during live action on a film set, or by freelance animators and everyday users who want to capture their digital selves. In this paper, we therefore propose a lightweight passive facial performance capture approach that is able to reconstruct high-quality dynamic facial geometry from only a single pair of stereo cameras. Our method succeeds under uncontrolled and time-varying lighting, and also in outdoor scenes. Our approach builds upon and extends recent image-based scene flow computation, lighting estimation and shading-based refinement algorithms. It integrates them into a pipeline that is specifically tailored towards facial performance reconstruction from challenging binocular footage under uncontrolled lighting. In an experimental evaluation, the strong capabilities of our method become explicit: We achieve detailed and spatio-temporally coherent results for expressive facial motion in both indoor and outdoor scenes -- even from low quality input images recorded with a hand-held consumer stereo camera. We believe that our approach is the first to capture facial performances of such high quality from a single stereo rig and we demonstrate that it brings facial performance capture out of the studio, into the wild, and within the reach of everybody. Levi Valgaerts, Chenglei Wu, Andrés Bruhn, Hans-Peter Seidel, Christian Theobalt |
ACM Trans. Graph. | 5 |
| 2011 | Markerless motion capture of interacting characters using multi-view image segmentationabstractWe present a markerless motion capture approach that reconstructs the skeletal motion and detailed time-varying surface geometry of two closely interacting people from multi-view video. Due to ambiguities in feature-to-person assignments and frequent occlusions, it is not feasible to directly apply single-person capture approaches to the multi-person case. We therefore propose a combined image segmentation and tracking approach to overcome these difficulties. A new probabilistic shape and appearance model is employed to segment the input images and to assign each pixel uniquely to one person. Thereafter, a single-person markerless motion and surface capture approach can be applied to each individual, either one-by-one or in parallel, even under strong occlusions. We demonstrate the performance of our approach on several challenging multi-person motions, including dance and martial arts, and also provide a reference dataset for multi-person motion capture with ground truth. Yebin Liu, Carsten Stoll, Juergen Gall, Hans-Peter Seidel, Christian Theobalt |
CVPR | 5 |
| 2011 | High-quality shape from multi-view stereo and shading under general illuminationabstractMulti-view stereo methods reconstruct 3D geometry from images well for sufficiently textured scenes, but often fail to recover high-frequency surface detail, particularly for smoothly shaded surfaces. On the other hand, shape-from-shading methods can recover fine detail from shading variations. Unfortunately, it is non-trivial to apply shape-from-shading alone to multi-view data, and most shading-based estimation methods only succeed under very restricted or controlled illumination. We present a new algorithm that combines multi-view stereo and shading-based refinement for high-quality reconstruction of 3D geometry models from images taken under constant but otherwise arbitrary illumination. We have tested our algorithm on several scenes that were captured under several general and unknown lighting conditions, and we show that our final reconstructions rival laser range scans. Chenglei Wu, Bennett Wilburn, Yasuyuki Matsushita, Christian Theobalt |
CVPR | 4 |
| 2011 | A data-driven approach for real-time full body pose reconstruction from a depth cameraabstractIn recent years, depth cameras have become a widely available sensor type that captures depth images at real-time frame rates. Even though recent approaches have shown that 3D pose estimation from monocular 2.5D depth images has become feasible, there are still challenging problems due to strong noise in the depth data and self-occlusions in the motions being captured. In this paper, we present an efficient and robust pose estimation framework for tracking full-body motions from a single depth image stream. Following a data-driven hybrid strategy that combines local optimization with global retrieval techniques, we contribute several technical improvements that lead to speed-ups of an order of magnitude compared to previous approaches. In particular, we introduce a variant of Dijkstra's algorithm to efficiently extract pose features from the depth data and describe a novel late-fusion scheme based on an efficiently computable sparse Hausdorff distance to combine local and global pose estimates. Our experiments show that the combination of these techniques facilitates real-time tracking with stable results even for fast and complex motions, making it applicable to a wide range of inter-active scenarios. Andreas Baak, Meinard Müller, Gaurav Bharaj, Hans-Peter Seidel, Christian Theobalt |
ICCV | 5 |
| 2011 | Fast articulated motion tracking using a sums of Gaussians body modelabstractWe present an approach for modeling the human body by Sums of spatial Gaussians (SoG), allowing us to perform fast and high-quality markerless motion capture from multi-view video sequences. The SoG model is equipped with a color model to represent the shape and appearance of the human and can be reconstructed from a sparse set of images. Similar to the human body, we also represent the image domain as SoG that models color consistent image blobs. Based on the SoG models of the image and the human body, we introduce a novel continuous and differentiable model-to-image similarity measure that can be used to estimate the skeletal motion of a human at 5-15 frames per second even for many camera views. In our experiments, we show that our method, which does not rely on silhouettes or training data, offers an good balance between accuracy and computational cost. Carsten Stoll, Nils Hasler, Juergen Gall, Hans-Peter Seidel, Christian Theobalt |
ICCV | 5 |
| 2011 | Shading-based dynamic shape refinement from multi-view video under general illuminationabstractWe present an approach to add true fine-scale spatio-temporal shape detail to dynamic scene geometry captured from multi-view video footage. Our approach exploits shading information to recover the millimeter-scale surface structure, but in contrast to related approaches succeeds under general unconstrained lighting conditions. Our method starts off from a set of multi-view video frames and an initial series of reconstructed coarse 3D meshes that lack any surface detail. In a spatio-temporal maximum a posteriori probability (MAP) inference framework, our approach first estimates the incident illumination and the spatially-varying albedo map on the mesh surface for every time instant. Thereafter, albedo and illumination are used to estimate the true geometric detail visible in the images and add it to the coarse reconstructions. The MAP framework uses weak temporal priors on lighting, albedo and geometry which improve reconstruction quality yet allow for temporal variations in the data. Chenglei Wu, Kiran Varanasi, Yebin Liu, Hans-Peter Seidel, Christian Theobalt |
ICCV | 5 |
| 2011 | Video-based characters: creating new human performances from a multi-view video databaseabstractWe present a method to synthesize plausible video sequences of humans according to user-defined body motions and viewpoints. We first capture a small database of multi-view video sequences of an actor performing various basic motions. This database needs to be captured only once and serves as the input to our synthesis algorithm. We then apply a marker-less model-based performance capture approach to the entire database to obtain pose and geometry of the actor in each database frame. To create novel video sequences of the actor from the database, a user animates a 3D human skeleton with novel motion and viewpoints. Our technique then synthesizes a realistic video sequence of the actor performing the specified motion based only on the initial database. The first key component of our approach is a new efficient retrieval strategy to find appropriate spatio-temporally coherent database frames from which to synthesize target video frames. The second key component is a warping-based texture synthesis approach that uses the retrieved most-similar database frames to synthesize spatio-temporally coherent target video frames. For instance, this enables us to easily create video sequences of actors performing dangerous stunts without them being placed in harm's way. We show through a variety of result videos and a user study that we can synthesize realistic videos of people, even if the target motions and camera views are different from the database content. Feng Xu 0005, Yebin Liu, Carsten Stoll, James Tompkin 0001, Gaurav Bharaj, Qionghai Dai, Hans-Peter Seidel, Jan Kautz, Christian Theobalt |
ACM Trans. Graph. | 9 |
| 2010 | 3D shape scanning with a time-of-flight cameraabstractWe describe a method for 3D object scanning by aligning depth scans that were taken from around an object with a time-of-flight camera. These ToF cameras can measure depth scans at video rate. Due to comparably simple technology they bear potential for low cost production in big volumes. Our easy-to-use, cost-effective scanning solution based on such a sensor could make 3D scanning technology more accessible to everyday users. The algorithmic challenge we face is that the sensor's level of random noise is substantial and there is a non-trivial systematic bias. In this paper we show the surprising result that 3D scans of reasonable quality can also be obtained with a sensor of such low data quality. Established filtering and scan alignment techniques from the literature fail to achieve this goal. In contrast, our algorithm is based on a new combination of a 3D superresolution method with a probabilistic scan alignment approach that explicitly takes into account the sensor's noise characteristics. Yan Cui 0011, Sebastian Schuon, Derek Chan, Sebastian Thrun, Christian Theobalt |
CVPR | 5 |
| 2010 | Optimal HDR reconstruction with linear digital camerasabstractGiven a multi-exposure sequence of a scene, our aim is to recover the absolute irradiance falling onto a linear camera sensor. The established approach is to perform a weighted average of the scaled input exposures. However, there is no clear consensus on the appropriate weighting to use. We propose a weighting function that produces statistically optimal estimates under the assumption of compound-Gaussian noise. Our weighting is based on a calibrated camera model that accounts for all noise sources. This model also allows us to simultaneously estimate the irradiance and its uncertainty. We evaluate our method on simulated and real world photographs, and show that we consistently improve the signal-to-noise ratio over previous approaches. Finally, we show the effectiveness of our model for optimal exposure sequence selection and HDR image denoising. Miguel Granados, Boris Ajdin, Michael Wand 0001, Christian Theobalt, Hans-Peter Seidel, Hendrik P. A. Lensch |
CVPR | 4 |
| 2010 | Joint Estimation of Motion, Structure and Geometry from Stereo Sequences
Levi Valgaerts, Andrés Bruhn, Henning Zimmer, Joachim Weickert, Carsten Stoll, Christian Theobalt |
ECCV (4) | 6 |
| 2010 | MovieReshape: tracking and reshaping of humans in videosabstractWe present a system for quick and easy manipulation of the body shape and proportions of a human actor in arbitrary video footage. The approach is based on a morphable model of 3D human shape and pose that was learned from laser scans of real people. The algorithm commences by spatio-temporally fitting the pose and shape of this model to the actor in either single-view or multi-view video footage. Once the model has been fitted, semantically meaningful attributes of body shape, such as height, weight or waist girth, can be interactively modified by the user. The changed proportions of the virtual human model are then applied to the actor in all video frames by performing an image-based warping. By this means, we can now conveniently perform spatio-temporal reshaping of human actors in video footage which we show on a variety of video sequences. Arjun Jain, Thorsten Thormählen, Hans-Peter Seidel, Christian Theobalt |
ACM Trans. Graph. | 4 |
| 2010 | Video-based reconstruction of animatable human charactersabstractWe present a new performance capture approach that incorporates a physically-based cloth model to reconstruct a rigged fully-animatable virtual double of a real person in loose apparel from multi-view video recordings. Our algorithm only requires a minimum of manual interaction. Without the use of optical markers in the scene, our algorithm first reconstructs skeleton motion and detailed time-varying surface geometry of a real person from a reference video sequence. These captured reference performance data are then analyzed to automatically identify non-rigidly deforming pieces of apparel on the animated geometry. For each piece of apparel, parameters of a physically-based real-time cloth simulation model are estimated, and surface geometry of occluded body regions is approximated. The reconstructed character model comprises a skeleton-based representation for the actual body parts and a physically-based simulation model for the apparel. In contrast to previous performance capture methods, we can now also create new real-time animations of actors captured in general apparel. Carsten Stoll, Juergen Gall, Edilson de Aguiar, Sebastian Thrun, Christian Theobalt |
ACM Trans. Graph. | 5 |
| 2009 | Motion capture using joint skeleton tracking and surface estimationabstractThis paper proposes a method for capturing the performance of a human or an animal from a multi-view video sequence. Given an articulated template model and silhouettes from a multi-view image sequence, our approach recovers not only the movement of the skeleton, but also the possibly non-rigid temporal deformation of the 3D surface. While large scale deformations or fast movements are captured by the skeleton pose and approximate surface skinning, true small scale deformations or non-rigid garment motion are captured by fitting the surface to the silhouette. We further propose a novel optimization scheme for skeleton-based pose estimation that exploits the skeleton's tree structure to split the optimization problem into a local one and a lower dimensional global one. We show on various sequences that our approach can capture the 3D motion of animals and humans accurately even in the case of rapid movements and wide apparel like skirts. Juergen Gall, Carsten Stoll, Edilson de Aguiar, Christian Theobalt, Bodo Rosenhahn, Hans-Peter Seidel |
CVPR | 4 |
| 2009 | LidarBoost: Depth superresolution for ToF 3D shape scanningabstractDepth maps captured with time-of-flight cameras have very low data quality: the image resolution is rather limited and the level of random noise contained in the depth maps is very high. Therefore, such flash lidars cannot be used out of the box for high-quality 3D object scanning. To solve this problem, we present LidarBoost, a 3D depth superresolution method that combines several low resolution noisy depth images of a static scene from slightly displaced viewpoints, and merges them into a high-resolution depth image. We have developed an optimization framework that uses a data fidelity term and a geometry prior term that is tailored to the specific characteristics of flash lidars. We demonstrate both visually and quantitatively that LidarBoost produces better results than previous methods from the literature. Sebastian Schuon, Christian Theobalt, James Davis 0001, Sebastian Thrun |
CVPR | 2 |
| 2009 | Real-time prosody-driven synthesis of body languageabstractHuman communication involves not only speech, but also a wide variety of gestures and body motions. Interactions in virtual environments often lack this multi-modal aspect of communication. We present a method for automatically synthesizing body language animations directly from the participants' speech signals, without the need for additional input. Our system generates appropriate body language animations by selecting segments from motion capture data of real people in conversation. The synthesis can be performed progressively, with no advance knowledge of the utterance, making the system suitable for animating characters from live human speech. The selection is driven by a hidden Markov model and uses prosody-based features extracted from speech. The training phase is fully automatic and does not require hand-labeling of input data, and the synthesis phase is efficient enough to run in real time on live microphone input. User studies confirm that our method is able to produce realistic and compelling body language. Sergey Levine, Christian Theobalt, Vladlen Koltun |
ACM Trans. Graph. | 2 |
| 2008 | Robust fusion of dynamic shape and normal capture for high-quality reconstruction of time-varying geometryabstractThis paper describes a new passive approach to capture time-varying scene geometry in large acquisition volumes from multi-view video. It can be applied to reconstruct complete moving models of human actors that feature even slightest dynamic geometry detail, such as wrinkles and folds in clothing, and that can be viewed from 360deg. Starting from multi-view video streams recorded under calibrated lighting, we first perform marker-less human motion capture based on a smooth template with no high-frequency surface detail. Subsequently, surface reflectance and time-varying normal fields are estimated based on the coarse template shape. The main contribution of this paper is a new statistical approach to solve the non-trivial problem of transforming the captured normal field that is defined over the smooth non-planar 3D template into true 3D displacements. Our spatio-temporal reconstruction method outputs displaced geometry that is accurate at each time step of video and temporally smooth, even if the input data are affected by noise. Naveed Ahmed 0001, Christian Theobalt, Petar Dobrev, Hans-Peter Seidel, Sebastian Thrun |
CVPR | 2 |
| 2008 | Dense correspondence finding for parametrization-free animation reconstruction from videoabstractWe present a dense 3D correspondence finding method that enables spatio-temporally coherent reconstruction of surface animations from multi-view video data. Given as input a sequence of shape-from-silhouette volumes of a moving subject that were reconstructed for each time frame individually, our method establishes dense surface correspondences between subsequent shapes independently of surface discretization. This is achieved in two steps: first, we obtain sparse correspondences from robust optical features between adjacent frames. Second, we generate dense correspondences which serve as map between respective surfaces. By applying this procedure subsequently to all pairs of time steps we can trivially align one shape with all others. Thus, the original input can be reconstructed as a sequence of meshes with constant connectivity and small tangential distortion. We exemplify the performance and accuracy of our method using several synthetic and captured real-world sequences. Naveed Ahmed 0001, Christian Theobalt, Christian Rössl, Sebastian Thrun, Hans-Peter Seidel |
CVPR | 2 |
| 2008 | Automatic Conversion of Mesh Animations into Skeleton-based AnimationsabstractAbstract Recently, it has become increasingly popular to represent animations not by means of a classical skeleton‐based model, but in the form of deforming mesh sequences. The reason for this new trend is that novel mesh deformation methods as well as new surface based scene capture techniques offer a great level of flexibility during animation creation. Unfortunately, the resulting scene representation is less compact than skeletal ones and there is not yet a rich toolbox available which enables easy post‐processing and modification of mesh animations. To bridge this gap between the mesh‐based and the skeletal paradigm, we propose a new method that automatically extracts a plausible kinematic skeleton, skeletal motion parameters, as well as surface skinning weights from arbitrary mesh animations. By this means, deforming mesh sequences can be fully‐automatically transformed into fullyrigged virtual subjects. The original input can then be quickly rendered based on the new compact bone and skin representation, and it can be easily modified using the full repertoire of already existing animation tools. Edilson de Aguiar, Christian Theobalt, Sebastian Thrun, Hans-Peter Seidel |
Comput. Graph. Forum | 2 |
| 2008 | High-speed Marching Cubes using HistoPyramidsabstractAbstract We present an implementation approach for Marching Cubes (MC) on graphics hardware for OpenGL 2.0 or comparable graphics APIs. It currently outperforms all other known graphics processing units (GPU)‐based iso‐surface extraction algorithms in direct rendering for sparse or large volumes, even those using the recently introduced geometry shader (GS) capabilites. To achieve this, we outfit the Histogram Pyramid (HP) algorithm, previously only used in GPU data compaction, with the capability for arbitrary data expansion. After reformulation of MC as a data compaction and expansion process, the HP algorithm becomes the core of a highly efficient and interactive MC implementation. For graphics hardware lacking GSs, such as mobile GPUs, the concept of HP data expansion is easily generalized, opening new application domains in mobile visual computing. Further, to serve recent developments, we present how the HP can be implemented in the parallel programming language CUDA (compute unified device architecture), by using a novel 1D chunk/layer construction. Christopher Dyken, Gernot Ziegler, Christian Theobalt, Hans-Peter Seidel |
Comput. Graph. Forum | 3 |
| 2008 | Floating TexturesabstractAbstract We present a novel multi‐view, projective texture mapping technique. While previous multi‐view texturing approaches lead to blurring and ghosting artefacts if 3D geometry and/or camera calibration are imprecise, we propose a texturing algorithm that warps (“floats”) projected textures during run‐time to preserve crisp, detailed texture appearance. Our GPU implementation achieves interactive to real‐time frame rates. The method is very generally applicable and can be used in combination with many image‐based rendering methods or projective texturing applications. By using Floating Textures in conjunction with, e.g., visual hull rendering, light field rendering, or free‐viewpoint video, improved rendering results are obtained from fewer input images, less accurately calibrated cameras, and coarser 3D geometry proxies. Martin Eisemann, Bert de Decker, Marcus A. Magnor, Philippe Bekaert, Edilson de Aguiar, Naveed Ahmed 0001, Christian Theobalt, Anita Sellent |
Comput. Graph. Forum | 7 |
| 2008 | Performance capture from sparse multi-view videoabstractThis paper proposes a new marker-less approach to capturing human performances from multi-view video. Our algorithm can jointly reconstruct spatio-temporally coherent geometry, motion and textural surface appearance of actors that perform complex and rapid moves. Furthermore, since our algorithm is purely meshbased and makes as few as possible prior assumptions about the type of subject being tracked, it can even capture performances of people wearing wide apparel, such as a dancer wearing a skirt. To serve this purpose our method efficiently and effectively combines the power of surface- and volume-based shape deformation techniques with a new mesh-based analysis-through-synthesis framework. This framework extracts motion constraints from video and makes the laser-scan of the tracked subject mimic the recorded performance. Also small-scale time-varying shape detail is recovered by applying model-guided multi-view stereo to refine the model surface. Our method delivers captured performance data at high level of detail, is highly versatile, and is applicable to many complex types of scenes that could not be handled by alternative marker-based or marker-free recording techniques. Edilson de Aguiar, Carsten Stoll, Christian Theobalt, Naveed Ahmed 0001, Hans-Peter Seidel, Sebastian Thrun |
ACM Trans. Graph. | 3 |
| 2007 | Marker-less Deformable Mesh Tracking for Human Shape and Motion CaptureabstractWe present a novel algorithm to jointly capture the motion and the dynamic shape of humans from multiple video streams without using optical markers. Instead of relying on kinematic skeletons, as traditional motion capture methods, our approach uses a deformable high-quality mesh of a human as scene representation. It jointly uses an image-based 3D correspondence estimation algorithm and a fast Laplacian mesh deformation scheme to capture both motion and surface deformation of the actor from the input video footage. As opposed to many related methods, our algorithm can track people wearing wide apparel, it can straightforwardly be applied to any type of subject, e.g. animals, and it preserves the connectivity of the mesh over time. We demonstrate the performance of our approach using synthetic and captured real-world video sequences and validate its accuracy by comparison to the ground truth. Edilson de Aguiar, Christian Theobalt, Carsten Stoll, Hans-Peter Seidel |
CVPR | 2 |
| 2007 | Spatio-Temporal Registration Techniques for Relightable 3D VideoabstractBy jointly applying a model-based marker-less motion capture approach and multi-view texture generation 3D videos of human actors can be reconstructed from multi-view video streams. If the input data were recorded under calibrated lighting, the texture information can also be used to measure time-varying surface reflectance. This way, 3D videos can be realistically displayed under novel lighting conditions. Reflectance estimation is only feasible if the multi-view texture-to-surface registration is consistent over time. In this paper, we propose two image-based warping methods that compensate registration errors due to inaccurate model geometry and shifting of apparel over the body. Naveed Ahmed 0001, Christian Theobalt, Marcus A. Magnor, Hans-Peter Seidel |
ICIP (2) | 2 |
| 2007 | Interactive Global Illumination Using Implicit VisibilityabstractRendering global illumination effects for dynamic scenes at interactive frame rates is a computationally challenging task. Much of the computation time needed is spent during visibility queries between individual scene elements, and it is almost illusive to update this information at realtime even for moderately complex scenes. In this paper, we propose a global illumination approach for dynamic scenes that runs at near-real-time frame rates on a single PC. Our method is inspired by the principles of hierarchical radiosity and tackles the visibility problem by implicitly evaluating mutual visibility while constructing a hierarchical link structure between scene elements. By means of the same efficient and easy-to-implement framework, we are able to reproduce a large variety of complex lighting effects for moderately sized scenes, such as interreflections, environment map lighting as well as area light sources. Zhao Dong 0001, Jan Kautz, Christian Theobalt, Hans-Peter Seidel |
PG | 3 |
| 2007 | Rapid Animation of Laser-scanned HumansabstractWe present a simple and efficient approach to turn laser-scanned human geometry into a realistically moving virtual avatar. Instead of relying on the classical skeleton-based animation pipeline, our method uses a mesh-based Laplacian editing scheme to drive the motion of the scanned model. Our framework elegantly solves the motion retargeting problem and produces realistic non-rigid surface deformation with minimal user interaction. Realistic animations can easily be generated from a variety of input motion descriptions, which we exemplify by applying our method to both marker-free and marker-based motion capture data Edilson de Aguiar, Christian Theobalt, Carsten Stoll, Hans-Peter Seidel |
VR | 2 |
| 2007 | 3-D Time-Varying Scene Capture Technologies - A SurveyabstractAdvances in image sensors and evolution of digital computation is a strong stimulus for development and implementation of sophisticated methods for capturing, processing and analysis of 3D data from dynamic scenes. Research on perspective time-varying 3D scene capture technologies is important for the upcoming 3DTV displays. Methods such as shape-from-texture, shape-from-shading, shape-from-focus, and shape-from-motion extraction can restore 3D shape information from a single camera data. The existing techniques for 3D extraction from single-camera video sequences are especially useful for conversion of the already available vast mono-view content to the 3DTV systems. Scene-oriented single-camera methods such as human face reconstruction and facial motion analysis, body modeling and body motion tracking, and motion recognition solve efficiently a variety of tasks. 3D multicamera dynamic acquisition and reconstruction, their hardware specifics including calibration and synchronization and software demands form another area of intensive research. Different classes of multiview stereo algorithms such as those based on cost function computing and optimization, fusing of multiple views, and feature-point reconstruction are possible candidates for dynamic 3D reconstruction. High-resolution digital holography and pattern projection techniques such as coded light or fringe projection for real-time extraction of 3D object positions and color information could manifest themselves as an alternative to traditional camera-based methods. Apart from all of these approaches, there also are some active imaging devices capable of 3D extraction such as the 3D time-of-flight camera, which provides 3D image data of its environment by means of a modulated infrared light source. Elena Stoykova, A. Aydin Alatan, Philip W. Benzie, Nikolaos Grammalidis, Sotiris Malassiotis, Jörn Ostermann, S. Piekh, Ventseslav Sainov, Christian Theobalt, T. Thevar, Xenophon Zabulis |
IEEE Trans. Circuits Syst. Video Technol. | 9 |
| 2007 | A Generic Framework for Efficient 2-D and 3-D Facial Expression AnalogyabstractFacial expression analogy provides computer animation professionals with a tool to map expressions of an arbitrary source face onto an arbitrary target face. In the recent past, several algorithms have been presented in the literature that aim at putting the expression analogy paradigm into practice. Some of these methods exclusively handle expression mapping between 3-D face models, while others enable the transfer of expressions between images of faces only. None of them, however, represents a more general framework that can be applied to either of these two face representations. In this paper, we describe a novel generic method for analogy-based facial animation that employs the same efficient framework to transfer facial expressions between arbitrary 3-D face models, as well as between images of performer's faces. We propose a novel geometry encoding for triangle meshes, vertex-tent-coordinates, that enables us to formulate expression transfer in the 2-D and the 3-D case as a solution to a simple system of linear equations. Our experiments show that our method outperforms many previous analogy-based animation approaches in terms of achieved animation quality, computation time and generality. Mingli Song, Zhao Dong 0001, Christian Theobalt, Huiqiong Wang, Zicheng Liu 0001, Hans-Peter Seidel |
IEEE Trans. Multim. | 3 |
| 2007 | Eikonal rendering: efficient light transport in refractive objectsabstractWe present a new method for real-time rendering of sophisticated lighting effects in and around refractive objects. It enables us to realistically display refractive objects with complex material properties, such as arbitrarily varying refractive index, inhomogeneous attenuation, as well as spatially-varying anisotropic scattering and reflectance properties. User-controlled changes of lighting positions only require a few seconds of update time. Our method is based on a set of ordinary differential equations derived from the eikonal equation, the main postulate of geometric optics. This set of equations allows for fast casting of bent light rays with the complexity of a particle tracer. Based on this concept, we also propose an efficient light propagation technique using adaptive wavefront tracing. Efficient GPU implementations for our algorithmic concepts enable us to render a combination of visual effects that were previously not reproducible in real-time. Ivo Ihrke, Gernot Ziegler, Art Tevs, Christian Theobalt, Marcus A. Magnor, Hans-Peter Seidel |
ACM Trans. Graph. | 4 |
| 2007 | Seeing People in Different Light-Joint Shape, Motion, and Reflectance CaptureabstractBy means of passive optical motion capture, real people can be authentically animated and photo-realistically textured. To import real-world characters into virtual environments, however, surface reflectance properties must also be known. We describe a video-based modeling approach that captures human shape and motion as well as reflectance characteristics from a handful of synchronized video recordings. The presented method is able to recover spatially varying surface reflectance properties of clothes from multiview video footage. The resulting model description enables us to realistically reproduce the appearance of animated virtual actors under different lighting conditions, as well as to interchange surface attributes among different people, e.g., for virtual dressing. Our contribution can be used to create 3D renditions of real-world people under arbitrary novel lighting conditions on standard graphics hardware. Christian Theobalt, Naveed Ahmed 0001, Hendrik P. A. Lensch, Marcus A. Magnor, Hans-Peter Seidel |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2005 | Automatic generation of personalized human avatars from multi-view videoabstractIn multi-user virtual environments real-world people interact via digital avatars. In order to make the step from the real world onto the virtual stage convincing the digital equivalent of the user has to be personalized. It should reflect the shape and proportions, the kinematic properties, as well as the textural appearance of its real-world equivalent. In this paper, we present a novel spatio-temporal approach to create a personalized avatar from multi-view video data of a moving person. The avatar's geometry is generated by shape-adapting a template human body model. Its surface texture is assembled from multi-view video frames showing arbitrary different body poses. consistent surface texture for the model is generated using multi-view video frames from different camera views and different body poses. With our proposed method photo-realistic human avatars can be robustly generated. Naveed Ahmed 0001, Edilson de Aguiar, Christian Theobalt, Marcus A. Magnor, Hans-Peter Seidel |
VRST | 3 |
| 2004 | Mwedge3: Marker-Free Model Reconstruction and Motion Tracking from 3D Voxel DataabstractIn computer animation, human motion capture from video is a widely used technique to acquire motion parameters. The acquisition process typically requires an intrusion into the scene in the form of optical markers which are used to estimate the parameters of motion as well as the kinematic structure of the performer. Marker-free optical motion capture approaches exist, but due to their dependence on a specific type of a priori model they can hardly be used to track other subjects, e.g. animals. To bridge the gap between the generality of marker-based methods and the applicability of marker-free methods, we present a flexible non-intrusive approach that estimates both, a kinematic model and its parameters of motion from a sequence of voxel-volumes. The volume sequences are reconstructed from multi-view video data by means of a shape-from-silhouette technique. The described method is well-suited for but not limited to motion capture of human subjects. Edilson de Aguiar, Christian Theobalt, Marcus A. Magnor, Holger Theisel, Hans-Peter Seidel |
PG | 2 |
| 2004 | Marker-free kinematic skeleton estimation from sequences of volume dataabstractFor realistic animation of an artificial character a body model that represents the character's kinematic structure is required. Hierarchical skeleton models are widely used which represent bodies as chains of bones with interconnecting joints. In video motion capture, animation parameters are derived from the performance of a subject in the real world. For this acquisition procedure too, a kinematic body model is required. Typically, the generation of such a model for tracking and animation is, at best, a semi-automatic process. We present a novel approach that estimates a hierarchical skeleton model of an arbitrary moving subject from sequences of voxel data that were reconstructed from multi-view video footage. Our method does not require a-priori information about the body structure. We demonstrate its performance using synthetic and real data. Christian Theobalt, Edilson de Aguiar, Marcus A. Magnor, Holger Theisel, Hans-Peter Seidel |
VRST | 1 |
| 2004 | Combining 3D flow fields with silhouette-based human motion capture for immersive video
Christian Theobalt, Joel Carranza, Marcus A. Magnor, Hans-Peter Seidel |
Graph. Model. | 1 |
| 2004 | Pitching a baseball: tracking high-speed motion with multi-exposure imagesabstractAthletes and coaches in most professional sports make use of high-tech equipment to analyze and, subsequently, improve the athlete's performance. High-speed video cameras are employed, for instance, to record the swing of a golf club or a tennis racket, the movement of the feet while running, and the body motion in apparatus gymnastics. High-tech and high-speed equipment, however, usually implies high-cost as well. In this paper, we present a passive optical approach to capture high-speed motion using multi-exposure images obtained with low-cost commodity still cameras and a stroboscope. The recorded motion remains completely undisturbed by the motion capture process. We apply our approach to capture the motion of hand and ball for a variety of baseball pitches and present algorithms to automatically track the position, velocity, rotation axis, and spin of the ball along its trajectory. To demonstrate the validity of our setup and algorithms, we analyze the consistency of our measurements with a physically based model that predicts the trajectory of a spinning baseball. Our approach can be applied to capture a wide variety of other high-speed objects and activities such as golfing, bowling, or tennis for visualization as well as analysis purposes. Christian Theobalt, Irene Albrecht, Jörg Haber, Marcus A. Magnor, Hans-Peter Seidel |
ACM Trans. Graph. | 1 |
| 2003 | Enhancing Silhouette-Based Human Motion Capture with 3D Motion FieldsabstractHigh-quality nonintrusive human motion capture is necessary for acquisition of model-based free-viewpoint video of human actors. Silhouette-based approaches have demonstrated that they are able to accurately recover a large range of human motion from multiview video. However, they fail to make use of all available information, specifically that of texture information. This paper presents an algorithm that uses motion fields constructed from optical flow in multiview video sequences. The use of motion fields augments the silhouette-based method by incorporating texture-information into the tracking process. The algorithm is a key-component in a larger free-viewpoint video system of human actors. Our results demonstrate that our method accurately estimates pose parameters and allows for realistic texture generation in 3D video sequences. Christian Theobalt, Joel Carranza, Marcus A. Magnor, Hans-Peter Seidel |
PG | 1 |
| 2003 | Free-viewpoint video of human actorsabstractIn free-viewpoint video, the viewer can interactively choose his viewpoint in 3-D space to observe the action of a dynamic real-world scene from arbitrary perspectives. The human body and its motion plays a central role in most visual media and its structure can be exploited for robust motion estimation and efficient visualization. This paper describes a system that uses multi-view synchronized video footage of an actor's performance to estimate motion parameters and to interactively re-render the actor's appearance from any viewpoint.The actor's silhouettes are extracted from synchronized video frames via background segmentation and then used to determine a sequence of poses for a 3D human body model. By employing multi-view texturing during rendering, time-dependent changes in the body surface are reproduced in high detail. The motion capture subsystem runs offline, is non-intrusive, yields robust motion parameter estimates, and can cope with a broad range of motion. The rendering subsystem runs at real-time frame rates using ubiquous graphics hardware, yielding a highly naturalistic impression of the actor. The actor can be placed in virtual environments to create composite dynamic scenes. Free-viewpoint video allows the creation of camera fly-throughs or viewing the action interactively from arbitrary perspectives. Joel Carranza, Christian Theobalt, Marcus A. Magnor, Hans-Peter Seidel |
ACM Trans. Graph. | 2 |
| 2002 | S PASS Version 2.0
Christoph Weidenbach, Uwe Brahm, Thomas Hillenbrand, Enno Keen, Christian Theobalt, Dalibor Topic |
CADE | 5 |
| 2002 | Talking to Godot: dialogue with a mobile robotabstractGodot is a mobile robot platform that serves as a testbed for the interface between a sophisticated low-level robot navigation and a symbolic high-level spoken dialogue system. The interesting feature of this combined system is that information flows in two directions: (1) the navigation system. supplies landmark; information from the cognitive map used for the interpretation of the user's utterances in the dialogue system; and (2) the semantic content of utterances analysed by the dialogue system are used to adjust probabilities about the robot's position in the navigation system. Christian Theobalt, Johan Bos, Tim Chapman, Arturo Espinosa-Romero, Mark Fraser, Gillian M. Hayes, Ewan Klein, Tetsushi Oka, Richard E. Reeve |
IROS | 1 |
| 2002 | Combining 2D Feature Tracking and Volume Reconstruction for Online Video-Based Human Motion CaptureabstractThe acquisition of human motion data is of major importance for creating interactive virtual environments, intelligent user interfaces, and realistic computer animations. Today's performance of off-the-shelf computer hardware enables marker-free non-intrusive optical tracking of the human body. In addition, recent research shows that it is possible to efficiently acquire and render volumetric scene representations in real-time. This paper describes a system to capture human motion at interactive frame rates without the use of markers or scene-intruding devices. Instead, 2D computer vision and 3D volumetric scene reconstruction algorithms are applied directly to the image data. A person is recorded by multiple synchronized cameras, and a multilayer hierarchical kinematic skeleton is fitted to each frame in a two-stage process. We present results with a prototype system running on two PCs. Christian Theobalt, Marcus A. Magnor, Pascal Schüler, Hans-Peter Seidel |
PG | 1 |