VLDB 2026 Research / reviewers in the wild / expert
Gerard Pons-Moll
dblp:66/8652
· DBLP profile ↗
94ranked-venue papers
8as first author
48since 2021 · last 2026
0000-0001-5115-7794ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 83 · 7 first-author · 42 since 2021Artificial intelligence and machine learning · 62 · 5 first-author · 30 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Are Pose Estimators Ready for the Open World? STAGE: A GenAI Toolkit for Auditing 3D Human Pose EstimatorsabstractFor safety-critical applications, it is crucial to audit 3D human pose estimators before deployment. Will the system break down if the weather or the clothing changes? Is it robust regarding gender and age? To answer these questions and more, we need controlled studies with images that differ in a single attribute, but real benchmarks cannot provide such pairs. We thus present STAGE, a GenAI data toolkit for auditing 3D human pose estimators. For STAGE, we develop the first GenAI image creator with accurate 3D pose control and propose a novel evaluation strategy to isolate and quantify the effects of single factors such as gender, ethnicity, age, clothing, location, and weather. Enabled by STAGE, we generate a series of benchmarks to audit, for the first time, the sensitivity of popular pose estimators towards such factors. Our results show that natural variations can severely degrade pose estimator performance, raising doubts about their readiness for open-world deployment. We aim to highlight these robustness issues and establish STAGE as a benchmark to quantify them. Nikita Kister, István Sárándi, Anna Khoreva, Gerard Pons-Moll |
3DV | 5 |
| 2026 | SCENIC: Scene-Aware Semantic Navigation with Instruction-Guided ControlabstractSynthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as “carefully stepping over obstacles” or “walking upstairs like a zombie.” Our solution introduces a hierarchical scene reasoning approach. At the core of our method is a novel hierarchical scene reasoning framework. It combines two key components: a motion-scene cross-attention block that aligns the human body's motion features with local scene geometry, enabling precise low-level interactions; and a target point canonicalization module that provides global goal conditioning by normalizing target scene coordinates for high-level guidance. To ensure plausibility and naturalness, we leverage a pre-trained motion diffusion prior and apply scene-constrained diffusion noise optimization during sampling, enabling long-horizon motion generation that respects both scene structure and semantic text input. Experiments demonstrate that our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Sebastian Starke, Vladimir Guzov, Zhensong Zhang, Eduardo Pérez-Pellitero, Gerard Pons-Moll |
3DV | 6 |
| 2026 | ControlEvents: Controllable Synthesis of Event Camera Data with Foundational Prior from Image Diffusion ModelsabstractEvent cameras have gained significant attention due to their bio-inspired properties, such as high temporal resolution and high dynamic range. However, obtaining large-scale labeled ground-truth data for event-based vision tasks remains challenging and costly, which hinders the development of the event-based algorithm. In this paper, we present ControlEvents, a diffusion-based generative model designed to synthesize unlimited high-quality event data guided by diverse control signals such as class text labels, 2D skeletons, and 3D body poses. Our key insight is to leverage the diffusion prior from foundation models, such as Stable Diffusion, enabling high-quality event data generation with minimal fine-tuning and limited labeled data. Our method streamlines the data generation process and significantly reduces the cost of producing labeled event datasets. We demonstrate the effectiveness of our approach by synthesizing event data for visual recognition, 2D skeleton estimation, and 3D body pose estimation. Our experiments show that the synthesized labeled event data enhances model performance in all tasks. Additionally, our approach can generate events based on unseen text labels during training, illustrating the powerful text-based generation capabilities inherited from foundation models. Yixuan Hu, Yuxuan Xue 0001, Simon Klenk, Daniel Cremers, Gerard Pons-Moll |
WACV | 5 |
| 2025 | HMD2: Environment-Aware Motion Generation from Single Egocentric Head-Mounted DeviceabstractThis paper investigates the generation of realistic full-body human motion using a single head-mounted device with an outward-facing color camera and the ability to perform visual SLAM. To address the ambiguity of this setup, we present HMD2, a novel system that balances motion reconstruction and generation. From a reconstruction stand-point, it aims to maximally utilize the camera streams to produce both analytical and learned features, including head motion, SLAM point cloud, and image embeddings. On the generative front, HMD2 employs a multi-modal conditional motion diffusion model with a Transformer back-bone to maintain temporal coherence of generated motions, and utilizes autoregressive inpainting to facilitate online motion inference with minimal latency (0.17 seconds). We show that our system provides an effective and robust so-lution that scales to a diverse dataset of over 200 hours of motion in complex indoor and outdoor environments. Vladimir Guzov, Yifeng Jiang 0002, Fangzhou Hong, Gerard Pons-Moll, Richard A. Newcombe, C. Karen Liu, Yuting Ye, Lingni Ma |
3DV | 4 |
| 2025 | Unimotion: Unifying 3D Human Motion Synthesis and UnderstandingabstractWe introduce UniMotion, the first unified multi-task human motion model capable of both flexible motion control and frame-level motion understanding. While existing works control avatar motion with global text conditioning, or with fine-grained per frame scripts, none can do both at once. In addition, none of the existing works can output frame-level text paired with the generated poses. In contrast, UniMotion allows to control motion with global text, or local frame-level text, or both at once, providing more flexible control for users. Importantly, UniMotion is the first model which by design outputs local text paired with the generated poses, allowing users to know what motion happens and when, which is necessary for a wide range of applications. We show UniMotion opens up new applications: 1.) hierarchical control, allowing users to specify motion at different levels of detail, 2.) obtaining motion text descriptions for existing MoCap data or youtube videos 3.) allowing for editability, generating motion from text and editing the motion via text edits. Moreover, UniMotion attains state-of-the-art results for the frame-level text-to-motion task on the established HumanML3D dataset. The pre-trained model and code are available available on our project page at https://coral79.github.io/uni-motion/. Chuqiao Li, Julian Chibane, Yannan He, Naama Pearl, Andreas Geiger 0001, Gerard Pons-Moll |
3DV | 6 |
| 2025 | InterTrack: Tracking Human Object Interaction Without Object TemplatesabstractTracking human object interaction from videos is important to understand human behavior from the rapidly growing stream of video data. Previous video-based methods require predefined object templates while single-image-based methods are template-free but lack temporal consistency. In this paper, we present a method to track human object interaction without any object shape templates. We decompose the 4D tracking problem into per-frame pose tracking and canonical shape optimization. We first apply a single-view reconstruction method to obtain temporallyinconsistent per-frame interaction reconstructions. Then, for the human, we propose an efficient autoencoder to predict SMPL vertices directly from the per-frame reconstructions, introducing temporally consistent correspondence. For the object, we introduce a pose estimator that leverages temporal information to predict smooth object rotations under occlusions. To train our model, we propose a method to generate synthetic interaction videos and synthesize in total10 hour videos of 8.3k sequences with full 3D ground truth. Experiments on BEHAVE and InterCap show that our method significantly outperforms previous template-based video tracking and single-frame reconstruction methods. Our proposed synthetic video dataset also allows training video-based methods that generalize to real-world videos. Our code and dataset are publicly released. Jan Eric Lenssen, Gerard Pons-Moll |
3DV | 3 |
| 2025 | FORCE: Physics-Aware Human-Object InteractionabstractInteractions between human and objects are influenced not only by the object's pose and shape, but also by physical attributes such as object mass and surface friction. They introduce important motion nuances that are essential for diversity and realism. Despite advancements in recent human-object interaction methods, this aspect has been overlooked. Generating nuanced human motion presents two challenges. First, it is non-trivial to learn from multi-modal human and object information derived from both the physical and non-physical attributes. Second, there exists no dataset capturing nuanced human interactions with objects of varying physical properties, hampering model development. This work addresses the gap by introducing the FORCE model, an approach for synthesizing diverse, nuanced human-object interactions by modeling physical attributes. Our key insight is that human motion is dictated by the interrelation between the force exerted by the human and the perceived resistance. Guided by a novel intuitive physics encoding, the model captures the interplay between human force and resistance. Experiments also demonstrate incorporating human force facilitates learning multi-class motion. Accompanying our model, we contribute a dataset, which features diverse, different-styled motion through interactions with varying resistances. Bharat Lal Bhatnagar, Sebastian Starke, Ilya Petrov, Vladimir Guzov, Helisa Dhamo, Eduardo Pérez-Pellitero, Gerard Pons-Moll |
3DV | 8 |
| 2025 | Feat2GS: Probing Visual Foundation Models with Gaussian SplattingabstractGiven that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DG Sparameters - geometry (x,α, ∑) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at fanegg.github.io/Feat2GS. Anpei Chen, Gerard Pons-Moll, Yuliang Xiu |
CVPR | 4 |
| 2025 | TriDi: Trilateral Diffusion of 3D Humans, Objects, and InteractionsabstractModeling 3D human-object interaction (HOI) is a problem of great interest for computer vision and a key enabler for virtual and mixed-reality applications. Existing methods work in a one-way direction: some recover plausible human interactions conditioned on a 3D object; others recover the object pose conditioned on a human pose. Instead, we provide the first unified model - TriDi which works in any direction. Concretely, we generate Human, Object, and Interaction modalities simultaneously with a new three-way diffusion process, allowing to model seven distributions with one network. We implement TriDi as a transformer attending to the various modalities' tokens, thereby discovering conditional relations between them. The user can control the interaction either as a text description of HOI or a contact map. We embed these two representations into a shared latent space, combining the practicality of text descriptions with the expressiveness of contact maps. Using a single network, TriDi unifies all the special cases of prior work and extends to new ones, modeling a family of seven distributions. Remarkably, despite using a single model, TriDi generated samples surpass one-way specialized baselines on GRAB and BEHAVE in terms of both qualitative and quantitative metrics, and demonstrating better diversity. We show the applicability of TriDi to scene population, generating objects for human-contact datasets, and generalization to unseen object geometry. The project page is available at: https://virtualhumans.mpi-inf.mpg.de/tridi. Ilia A. Petrov 0001, Riccardo Marin, Julian Chibane, Gerard Pons-Moll |
ICCV | 4 |
| 2025 | MVGBench: A Comprehensive Benchmark for Multi-View Generation Models
Jan Eric Lenssen, Gerard Pons-Moll |
ICCV | 3 |
| 2025 | PhySIC: Physically Plausible 3D Human-Scene Interaction and Contact from a Single ImageabstractReconstructing metrically accurate humans and their surrounding scenes from a single image is crucial for virtual reality, robotics, and comprehensive 3D scene understanding. However, existing methods struggle with depth ambiguity, occlusions, and physically inconsistent contacts. To address these challenges, we introduce PhySIC, a unified framework for physically plausible Human–Scene Interaction and Contact reconstruction. PhySIC recovers metrically consistent SMPL-X human meshes, dense scene surfaces, and vertex-level contact maps within a shared coordinate frame, all from a single RGB image. Starting from coarse monocular depth and parametric body estimates, PhySIC performs occlusion-aware inpainting, fuses visible depth with unscaled geometry for a robust initial metric scene scaffold, and synthesizes missing support surfaces like floors. A confidence-weighted optimization subsequently refines body pose, camera parameters, and global scale by jointly enforcing depth alignment, contact priors, interpenetration avoidance, and 2D reprojection consistency. Explicit occlusion masking safeguards invisible body regions against implausible configurations. PhySIC is highly efficient, requiring only 9 seconds for a joint human-scene optimization and less than 27 seconds for end-to-end reconstruction process. Moreover, the framework naturally handles multiple humans, enabling reconstruction of diverse human scene interactions. Empirically, PhySIC substantially outperforms single-image baselines, reducing mean per-vertex scene error from 641 mm to 227 mm, halving the pose-aligned mean per-joint position error (PA-MPJPE) to 42 mm, and improving contact F1-score from 0.09 to 0.51. Qualitative results demonstrate that PhySIC yields realistic foot-floor interactions, natural seating postures, and plausible reconstructions of heavily occluded furniture. By converting a single image into a physically plausible 3D human-scene pair, PhySIC advances accessible and scalable 3D scene understanding. Our implementation is publicly available at https://yuxuan-xue.com/physic. Pradyumna Yalandur Muralidhar, Yuxuan Xue 0001, Margaret Kostyrko, Gerard Pons-Moll |
SIGGRAPH Asia | 5 |
| 2025 | InfiniHuman: Realistic 3D Human Creation with Precise ControlabstractGenerating realistic and controllable 3D human avatars is a long-standing challenge. The difficulty increases when covering a broad range of attributes such as ethnicity, age, clothing styles, and detailed body shapes. Capturing and annotating large-scale human datasets for training generative models is prohibitively expensive and limited in both scale and diversity. The central question we address in this paper is: Can we distill existing foundation models to generate theoretically unbounded richly annotated 3D human data? We introduce InfiniHuman, a novel framework to distill these models synergistically, to generate richly annotated human data with minimal cost and theoretically unlimited scalability. Specifically, we propose InfiniHumanData, a fully automatic pipeline that leverages vision-language and image generation models to create a large-scale multi-modal dataset. Remarkably, users cannot distinguish our automatically generated identities from scan renderings. InfiniHumanData contains 111K identities and covers unprecedented diversity in ethnicity, age, clothing styles, and more. Each identity is annotated with multi-granularity text descriptions, multi-view RGB images, detailed clothing images, and SMPL body shape parameters. Based on this, we learn InfiniHumanGen, a diffusion-based generative pipeline conditioned on text, body shape, and clothing assets. InfiniHumanGen enables fast, realistic, and precisely controllable avatar generation. Extensive experiments demonstrate that InfiniHuman significantly surpasses existing state-of-the-art methods in terms of visual quality, generation speed, and controllability. Importantly, our approach democratizes high-quality avatar generation with fine-grained control at infinite scale through a practical and affordable solution. To facilitate future research, we will publicly release our automatic data generation pipeline and the comprehensive dataset InfiniHumanData, and the generative models InfiniHumanGen. The code and data of InfiniHuman is publicly available at https://yuxuan-xue.com/infini-human. Yuxuan Xue 0001, Margaret Kostyrko, Gerard Pons-Moll |
SIGGRAPH Asia | 4 |
| 2024 | CloSe: A 3D Clothing Segmentation Dataset and Modelabstract3D Clothing modeling and datasets play crucial role in the entertainment, animation, and digital fashion industries. Existing work often lacks detailed semantic understanding or uses synthetic datasets, lacking realism and personalization. To address this, we first introduce CloSe-D: a novel large-scale dataset containing 3D clothing segmentation of 3167 scans, covering a range of 18 distinct clothing classes. Additionally, we propose CloSe-Net, the first learning-based 3D clothing segmentation model for fine-grained segmentation from colored point clouds. CloSe-Net uses local point features, body-clothing correlation, and a garment-class and point features-based attention module, improving performance over baselines and prior work. The proposed attention module enables our model to learn appearance and geometry-dependent clothing prior from data. We further validate the efficacy of our approach by successfully segmenting publicly available datasets of people in clothing. We also introduce CloSe-T, a 3D interactive tool for refining segmentation labels. Combining the tool with CloSe-Net in a continual learning setup demonstrates improved generalization on real-world data. Dataset, model, and tool can be found at https://virtualhumans.mpi-inf.mpg.de/close3dv24/. Dimitrije Antic, Garvita Tiwari, Batuhan Ozcomlekci, Riccardo Marin, Gerard Pons-Moll |
3DV | 5 |
| 2024 | Interaction Replica: Tracking Human-Object Interaction and Scene Changes From Human MotionabstractOur world is not static and humans naturally cause changes in their environments through interactions, e.g., opening doors or moving furniture. Modeling changes caused by humans is essential for building digital twins, e.g., in the context of shared physical-virtual spaces (meta-verses) and robotics. In order for widespread adoption of such emerging applications, the sensor setup used to capture the interactions needs to be inexpensive and easy-to-use for non-expert users. I.e., interactions should be captured and modeled by simple ego-centric sensors such as a combination of cameras and IMU sensors, not relying on any external cameras or object trackers. Yet, to the best of our knowledge, no work tackling the challenging problem of modeling human-scene interactions via such an ego-centric sensor setup exists. This paper closes this gap in the literature by developing a novel approach that combines visual localization of humans in the scene with contact-based reasoning about human-scene interactions from IMU data. Interestingly, we can show that even without visual observations of the interactions, human-scene contacts and interactions can be realistically predicted from human pose sequences. Our method, iReplica (Interaction Replica), is an essential first step towards the egocentric capture of human interactions and modeling of dynamic scenes, which is required for future AR/VR applications in immersive virtual universes and for training machines to behave like humans. Our code, data and model is available on our project page at http://virtualhumans.mpi-inf.mpg.de/ireplica/. Vladimir Guzov, Julian Chibane, Riccardo Marin, Yannan He, Yunus Saracoglu, Torsten Sattler, Gerard Pons-Moll |
3DV | 7 |
| 2024 | GAN-Avatar: Controllable Personalized GAN-based Human Head AvatarabstractDigital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. Despite the progress, facial avatars reconstructed from commodity hardware are incomplete and miss out on parts of the side and back of the head, severely limiting the usability of the avatar. This limitation in prior work stems from their requirement of face tracking, which fails for profile and back views. To address this issue, we propose to learn person-specific animatable avatars from images without assuming to have access to precise facial expression tracking. At the core of our method, we leverage a 3D-aware generative model that is trained to reproduce the distribution of facial expressions from the training data. To train this appearance model, we only assume to have a collection of 2D images with the corresponding camera parameters. For controlling the model, we learn a mapping from 3DMM facial expression parameters to the latent space of the generative model. This mapping can be learned by sampling the latent space of the appearance model and reconstructing the facial parameters from a normalized frontal view, where facial expression estimation performs well. With this scheme, we decouple 3D appearance reconstruction and animation control to achieve high fidelity in image synthesis. In a series of experiments, we compare our proposed technique to state-of-the-art monocular methods and show superior quality while not requiring expression tracking of the training data. Berna Kabadayi, Wojciech Zielonka, Bharat Lal Bhatnagar, Gerard Pons-Moll, Justus Thies |
3DV | 4 |
| 2024 | Generating Continual Human Motion in Diverse 3D ScenesabstractWe introduce a method to synthesize animator guided human motion across 3D scenes. Given a set of sparse (3 or 4) joint locations (such as the location of a person’s hand and two feet) and a seed motion sequence in a 3D scene, our method generates a plausible motion sequence starting from the seed motion while satisfying the constraints imposed by the provided keypoints. We decompose the continual motion synthesis problem into walking along paths and transitioning in and out of the actions specified by the keypoints, which enables long generation of motions that satisfy scene constraints without explicitly incorporating scene information. Our method is trained only using scene agnostic mocap data. As a result, our approach is deployable across 3D scenes with various geometries. For achieving plausible continual motion synthesis without drift, our key contribution is to iteratively generate motion in a goal-centric canonical coordinate frame where the next immediate target is situated at the origin. Our model can generate long sequences of diverse actions such as grabbing, sitting and leaning chained together in arbitrary order, demonstrated on scenes of varying geometry: HPS, Replica, Matterport, ScanNet scenes. Several experiments demonstrate that our method outperforms existing methods that navigate paths in 3D scenes. Aymen Mir, Xavier Puig, Angjoo Kanazawa, Gerard Pons-Moll |
3DV | 4 |
| 2024 | NRDF: Neural Riemannian Distance Fields for Learning Articulated Pose PriorsabstractFaithfully modeling the space of articulations is a cru-cial task that allows recovery and generation of realistic poses, and remains a notorious challenge. To this end, we introduce Neural Riemannian Distance Fields (NRDFs), data-driven priors modeling the space of plausible articu-lations, represented as the zero-level-set of a neural field in a high-dimensional product-quaternion space. To train NRDFs only on positive examples, we introduce a new sam-pling algorithm, ensuring that the geodesic distances fol-low a desired distribution, yielding a principled distance field learning paradigm. We then devise a projection al-gorithm to map any random pose onto the level-set by an adaptive-step Riemannian optimizer, adhering to the product manifold of joint rotations at all times. NRDFs can compute the Riemannian gradient via backpropagation and by mathematical analogy, are related to Rieman-nian flow matching, a recent generative model. We conduct a comprehensive evaluation of NRDF against other pose priors in various downstream tasks, i.e., pose generation, image-based pose estimation, and solving inverse kinematics, highlighting NRDF's superior performance. Besides humans, NRDF's versatility extends to hand and animal poses, as it can effectively represent any articulation. Yannan He, Garvita Tiwari, Tolga Birdal, Jan Eric Lenssen, Gerard Pons-Moll |
CVPR | 5 |
| 2024 | Template Free Reconstruction of Human-object Interaction with Procedural Interaction GenerationabstractReconstructing human-object interaction in 3D from a single RGB image is a challenging task and existing data driven methods do not generalize beyond the objects present in the carefully curated 3D interaction datasets. Capturing large-scale real data to learn strong interaction and 3D shape priors is very expensive due to the combinato-rial nature of human-object interactions. In this paper, we propose ProciGen (Procedural interaction Generation), a method to procedurally generate datasets with both, plau-sible interaction and diverse object variation. We gener-ate 1M+ human-object interaction pairs in 3D and lever-age this large-scale data to train our HDM (Hierarchical Diffusion Model), a novel method to reconstruct interacting human and unseen object instances, without any tem-plates. Our HDM is an image-conditioned diffusion model that learns both realistic interaction and highly accurate human and object shapes. Experiments show that our HDM trained with ProciGen significantly outperforms prior meth-ods that require template meshes, and our dataset allows training methods with strong generalization ability to un-seen object instances. Our code and data are released. Bharat Lal Bhatnagar, Jan Eric Lenssen, Gerard Pons-Moll |
CVPR | 4 |
| 2024 | Paint-it: Text-to-Texture Synthesis via Deep Convolutional Texture Map Optimization and Physically-Based RenderingabstractWe present Paint-it, a text-driven high-fidelity texture map synthesis method for 3D meshes via neural re-parameterized texture optimization. Paint-it synthesizes texture maps from a text description by synthesis-through-optimization, exploiting the Score-Distillation Sampling (SDS). We observe that directly applying SDS yields undesirable texture quality due to its noisy gradients. We reveal the importance of texture parameterization when using SDS. Specifically, we propose Deep Convolutional Physically-Based Rendering (DC-PBR) parameterization, which re-parameterizes the physically-based rendering (PBR) texture maps with randomly initialized convolution-based neural kernels, instead of a standard pixel-based parameterization. We show that DC-PBR inherently schedules the optimization curriculum according to texture frequency and naturally filters out the noisy signals from SDS. In experiments, Paint-it obtains remarkable quality PBR texture maps within 15 min., given only a text description. We demonstrate the generalizability and practicality of Paint-it by synthesizing high-quality texture maps for large-scale mesh datasets and showing test-time applications such as relighting and material control using a popular graphics engine. Project page: https://kim-youwang.github.io/paint-it. Kim Youwang, Tae-Hyun Oh, Gerard Pons-Moll |
CVPR | 3 |
| 2024 | GEARS: Local Geometry-Aware Hand-Object Interaction SynthesisabstractGenerating realistic hand motion sequences in interaction with objects has gained increasing attention with the growing interest in digital humans. Prior work has illustrated the effectiveness of employing occupancy-based or distance-based virtual sensors to extract hand-object interaction features. Nonetheless, these methods show limited generalizability across object categories, shapes and sizes. We hypothesize that this is due to two reasons: 1) the limited expressiveness of employed virtual sensors, and 2) scarcity of available training data. To tackle this challenge, we introduce a novel joint-centered sensor designed to reason about local object geometry near potential interaction regions. The sensor queries for object surface points in the neighbourhood of each hand joint. As an important step to-wards mitigating the learning complexity, we transform the points from global frame to hand template frame and use a shared module to process sensor features of each individual joint. This is followed by a spatio-temporal transformer network aimed at capturing correlation among the joints in different dimensions. Moreover, we devise simple heuristic rules to augment the limited training sequences with vast static hand grasping samples. This leads to a broader spectrum of grasping types observed during training, in turn enhancing our model's generalization capability. We evaluate on two public datasets, GRAB and InterCap, where our method shows superiority over baselines both quantitatively and perceptually. Keyang Zhou, Bharat Lal Bhatnagar, Jan Eric Lenssen, Gerard Pons-Moll |
CVPR | 4 |
| 2024 | NICP: Neural ICP for 3D Human Registration at Scale
Riccardo Marin, Enric Corona, Gerard Pons-Moll |
ECCV (58) | 3 |
| 2024 | Neural Localizer Fields for Continuous 3D Human Pose and Shape EstimationabstractWith the explosive growth of available training data, single-image 3D human modeling is ahead of a transition to a data-centric paradigm.
A key to successfully exploiting data scale is to design flexible models that can be supervised from various heterogeneous data sources produced by different researchers or vendors.
To this end, we propose a simple yet powerful paradigm for seamlessly unifying different human pose and shape-related tasks and datasets.
Our formulation is centered on the ability - both at training and test time - to query any arbitrary point of the human volume, and obtain its estimated location in 3D.
We achieve this by learning a continuous neural field of body point localizer functions, each of which is a differently parameterized 3D heatmap-based convolutional point localizer (detector).
For generating parametric output, we propose an efficient post-processing step for fitting SMPL-family body models to nonparametric joint and vertex predictions.
With this approach, we can naturally exploit differently annotated data sources including mesh, 2D/3D skeleton and dense pose, without having to convert between them, and thereby train large-scale 3D human mesh and skeleton estimation models that outperform the state-of-the-art on several public benchmarks including 3DPW, EMDB, EHF, SSP-3D and AGORA by a considerable margin.
We release our code and models to foster downstream research. István Sárándi, Gerard Pons-Moll |
NeurIPS | 2 |
| 2024 | Human-3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion ModelsabstractCreating realistic avatars from a single RGB image is an attractive yet challenging problem. To deal with challenging loose clothing or occlusion by interaction objects, we leverage powerful shape prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human-3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other. By coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the prior from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process
to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models are released at https://yuxuan-xue.com/human-3diffusion/. Yuxuan Xue 0001, Riccardo Marin, Gerard Pons-Moll |
NeurIPS | 4 |
| 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 | 7 |
| 2024 | LayerNet: High-Resolution Semantic 3D Reconstruction of Clothed PeopleabstractIn this article, we introduce SMPLicit, a novel generative model to jointly represent body pose, shape and clothing geometry; and LayerNet, a deep network that given a single image of a person simultaneously performs detailed 3D reconstruction of body and clothes. In contrast to existing learning-based approaches that require training specific models for each type of garment, SMPLicit can represent in a unified manner different garment topologies (e.g. from sleeveless tops to hoodies and open jackets), while controlling other properties like garment size or tightness/looseness. LayerNet follows a coarse-to-fine multi-stage strategy by first predicting smooth cloth geometries from SMPLicit, which are then refined by an image-guided displacement network that gracefully fits the body recovering high-frequency details and wrinkles. LayerNet achieves competitive accuracy in the task of 3D reconstruction against current 'garment-agnostic' state of the art for images of people in up-right positions and controlled environments, and consistently surpasses these methods on challenging body poses and uncontrolled settings. Furthermore, the semantically rich outcome of our approach is suitable for performing Virtual Try-on tasks directly on 3D, a task which, so far, has only been addressed in the 2D domain. Enric Corona, Guillem Alenyà, Gerard Pons-Moll, Francesc Moreno-Noguer |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2023 | Object pop-up: Can we infer 3D objects and their poses from human interactions alone?abstractThe intimate entanglement between objects affordances and human poses is of large interest, among others, for behavioural sciences, cognitive psychology, and Computer Vision communities. In recent years, the latter has developed several object-centric approaches: starting from items, learning pipelines synthesizing human poses and dynamics in a realistic way, satisfying both geometrical and functional expectations. However, the inverse perspective is significantly less explored: Can we infer 3D objects and their poses from human interactions alone? Our investigation follows this direction, showing that a generic 3D human point cloud is enough to pop up an unobserved object, even when the user is just imitating a functionality (e.g., looking through a binocular) without involving a tangible counterpart. We validate our method qualitatively and quantitatively, with synthetic data and sequences acquired for the task, showing applicability for XR/VR. Ilia A. Petrov 0001, Riccardo Marin, Julian Chibane, Gerard Pons-Moll |
CVPR | 4 |
| 2023 | Visibility Aware Human-Object Interaction Tracking from Single RGB CameraabstractCapturing the interactions between humans and their environment in 3D is important for many applications in robotics, graphics, and vision. Recent works to reconstruct the 3D human and object from a single RGB image do not have consistent relative translation across frames because they assume a fixed depth. Moreover, their performance drops significantly when the object is occluded. In this work, we propose a novel method to track the 3D human, object, contacts, and relative translation across frames from a single RGB camera, while being robust to heavy occlusions. Our method is built on two key insights. First, we condition our neural field reconstructions for human and object on per-frame SMPL model estimates obtained by pre-fitting SMPL to a video sequence. This improves neural reconstruction accuracy and produces coherent relative translation across frames. Second, human and object motion from visible frames provides valuable information to infer the occluded object. We propose a novel transformer-based neural network that explicitly uses object visibility and human motion to leverage neighboring frames to make predictions for the occluded frames. Building on these insights, our method is able to track both human and object robustly even under occlusions. Experiments on two datasets show that our method significantly improves over the state-of-the-art methods. Our code and pretrained models are available at: https://virtualhumans.mpi-inf.mpg.de/VisTracker. Bharat Lal Bhatnagar, Gerard Pons-Moll |
CVPR | 3 |
| 2023 | NSF: Neural Surface Fields for Human Modeling from Monocular DepthabstractObtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and finegrained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a predesigned human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method 'NSF : Neural Surface Fields’ for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf. Yuxuan Xue 0001, Bharat Lal Bhatnagar, Riccardo Marin, Nikolaos Sarafianos, Yuanlu Xu, Gerard Pons-Moll, Tony Tung |
ICCV | 6 |
| 2023 | Control-NeRF: Editable Feature Volumes for Scene Rendering and ManipulationabstractWe present Control-NeRF1, a method for performing flexible, 3D-aware image content manipulation while enabling high-quality novel view synthesis, from a set of posed input images. NeRF-based approaches [23] are effective for novel view synthesis, however such models memorize the radiance for every point in a scene within a neural network. Since these models are scene-specific and lack a 3D scene representation, classical editing such as shape manipulation, or combining scenes is not possible. While there are some recent hybrid approaches that combine NeRF with external scene representations such as sparse voxels, planes, hash tables, etc. [16], [5], [24], [9], they focus mostly on efficiency and don't explore the scene editing and manipulation capabilities of hybrid approaches. With the aim of exploring controllable scene representations for novel view synthesis, our model couples learnt scene-specific 3D feature volumes with a general NeRF rendering network. We can generalize to novel scenes by optimizing only the scene-specific 3D feature volume, while keeping the parameters of the rendering network fixed. Since the feature volumes are independent of the rendering model, we can manipulate and combine scenes by editing their corresponding feature volumes. The edited volume can then be plugged into the rendering model to synthesize high-quality novel views. We demonstrate scene manipulations including: scene mixing; applying rigid and non-rigid transformations; inserting, moving and deleting objects in a scene; while producing photo-realistic novel-view synthesis results. Verica Lazova, Vladimir Guzov, Kyle Olszewski, Sergey Tulyakov, Gerard Pons-Moll |
WACV | 5 |
| 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. | 4 |
| 2023 | SelfPose: 3D Egocentric Pose Estimation From a Headset Mounted CameraabstractWe present a new solution to egocentric 3D body pose estimation from monocular images captured from a downward looking fish-eye camera installed on the rim of a head mounted virtual reality device. This unusual viewpoint leads to images with unique visual appearance, characterized by severe self-occlusions and strong perspective distortions that result in a drastic difference in resolution between lower and upper body. We propose a new encoder-decoder architecture with a novel multi-branch decoder designed specifically to account for the varying uncertainty in 2D joint locations. Our quantitative evaluation, both on synthetic and real-world datasets, shows that our strategy leads to substantial improvements in accuracy over state of the art egocentric pose estimation approaches. To tackle the severe lack of labelled training data for egocentric 3D pose estimation we also introduced a large-scale photo-realistic synthetic dataset. xR-EgoPose offers 383K frames of high quality renderings of people with diverse skin tones, body shapes and clothing, in a variety of backgrounds and lighting conditions, performing a range of actions. Our experiments show that the high variability in our new synthetic training corpus leads to good generalization to real world footage and to state of the art results on real world datasets with ground truth. Moreover, an evaluation on the Human3.6M benchmark shows that the performance of our method is on par with top performing approaches on the more classic problem of 3D human pose from a third person viewpoint. Denis Tomè, Thiemo Alldieck, Patrick Peluse, Gerard Pons-Moll, Lourdes Agapito, Hernán Badino, Fernando De la Torre |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2022 | Any-Shot GIN: Generalizing Implicit Networks for Reconstructing Novel ClassesabstractWe address the task of estimating the 3D shapes of novel shape classes from a single RGB image. Prior works are either limited to reconstructing known training classes or are unable to reconstruct high-quality shapes. To solve those issues, we propose Generalizing Implicit Networks (GIN) which decomposes 3D reconstruction into 1.) front-back depth estimation followed by differentiable depth voxelization, and 2.) implicit shape completion with 3D features. The key insight is that the depth estimation network learns local class-agnostic shape priors, allowing us to generalize to novel classes, while our implicit shape completion network is able to predict accurate shapes with rich details by learning implicit surfaces in 3D voxel space. We conduct extensive experiments on a large-scale benchmark using 55 classes of ShapeNet and real images of Pix3D. We qualitatively and quantitatively show that the proposed GIN significantly outperforms the state of the art on both seen and novel shape classes for single-image 3D reconstruction. We also illustrate that our GIN can be further improved by using only few-shot depth supervision from novel classes. Yongqin Xian, Julian Chibane, Bharat Lal Bhatnagar, Bernt Schiele, Zeynep Akata, Gerard Pons-Moll |
3DV | 6 |
| 2022 | Adjoint Rigid Transform Network: Task-conditioned Alignment of 3D ShapesabstractMost learning methods for 3D data suffer significant performance drops when the data is not carefully aligned to a canonical orientation. Aligning real world 3D data collected from different sources is non-trivial and requires manual intervention. In this paper, we propose the Adjoint Rigid Transform (ART) Network, a neural module which can be integrated with a variety of 3D networks to significantly boost their performance. ART learns to rotate input shapes to a learned canonical orientation, which is crucial for a lot of tasks such as shape reconstruction, interpolation, non-rigid registration, and latent disentanglement. ART achieves this with self-supervision and a rotation equivariance constraint on predicted rotations. With only self-supervision, ART facilitates learning a canonical orientation for both rigid and nonrigid shapes, which leads to a notable boost in performance of aforementioned tasks. Our code and model are available at [2]. Keyang Zhou, Bharat Lal Bhatnagar, Bernt Schiele, Gerard Pons-Moll |
3DV | 4 |
| 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 | 6 |
| 2022 | Box2Mask: Weakly Supervised 3D Semantic Instance Segmentation using Bounding Boxes
Julian Chibane, Francis Engelmann, Tuan Anh Tran 0006, Gerard Pons-Moll |
ECCV (31) | 4 |
| 2022 | Learned Vertex Descent: A New Direction for 3D Human Model Fitting
Enric Corona, Gerard Pons-Moll, Guillem Alenyà, Francesc Moreno-Noguer |
ECCV (2) | 2 |
| 2022 | Skeleton-Free Pose Transfer for Stylized 3D Characters
Zhouyingcheng Liao, Jimei Yang, Jun Saito, Gerard Pons-Moll, Yang Zhou 0009 |
ECCV (2) | 4 |
| 2022 | Pose-NDF: Modeling Human Pose Manifolds with Neural Distance Fields
Garvita Tiwari, Dimitrije Antic, Jan Eric Lenssen, Nikolaos Sarafianos, Tony Tung, Gerard Pons-Moll |
ECCV (5) | 6 |
| 2022 | CHORE: Contact, Human and Object Reconstruction from a Single RGB Image
Bharat Lal Bhatnagar, Gerard Pons-Moll |
ECCV (2) | 3 |
| 2022 | COUCH: Towards Controllable Human-Chair Interactions
Bharat Lal Bhatnagar, Sebastian Starke, Vladimir Guzov, Gerard Pons-Moll |
ECCV (5) | 5 |
| 2022 | TOCH: Spatio-Temporal Object-to-Hand Correspondence for Motion Refinement
Keyang Zhou, Bharat Lal Bhatnagar, Jan Eric Lenssen, Gerard Pons-Moll |
ECCV (3) | 4 |
| 2021 | Stereo Radiance Fields (SRF): Learning View Synthesis for Sparse Views of Novel ScenesabstractRecent neural view synthesis methods have achieved impressive quality and realism, surpassing classical pipelines which rely on multi-view reconstruction. State-of-the-Art methods, such as NeRF [34], are designed to learn a single scene with a neural network and require dense multi-view inputs. Testing on a new scene requires re-training from scratch, which takes 2-3 days. In this work, we introduce Stereo Radiance Fields (SRF), a neural view synthesis approach that is trained end-to-end, generalizes to new scenes, and requires only sparse views at test time. The core idea is a neural architecture inspired by classical multi-view stereo methods, which estimates surface points by finding similar image regions in stereo images. In SRF, we predict color and density for each 3D point given an encoding of its stereo correspondence in the input images. The encoding is implicitly learned by an ensemble of pair-wise similarities – emulating classical stereo. Experiments show that SRF learns structure instead of over-fitting on a scene. We train on multiple scenes of the DTU dataset and generalize to new ones without re-training, requiring only 10 sparse and spread-out views as input. We show that 10-15 minutes of fine-tuning further improve the results, achieving significantly sharper, more detailed results than scene-specific models. The code, model, and videos are available – https://virtualhumans.mpi-inf.mpg.de/srf/. Julian Chibane, Aayush Bansal, Verica Lazova, Gerard Pons-Moll |
CVPR | 4 |
| 2021 | SMPLicit: Topology-Aware Generative Model for Clothed PeopleabstractIn this paper we introduce SMPLicit, a novel generative model to jointly represent body pose, shape and clothing geometry. In contrast to existing learning-based approaches that require training specific models for each type of garment, SMPLicit can represent in a unified manner different garment topologies (e.g. from sleeveless tops to hoodies and to open jackets), while controlling other properties like the garment size or tightness/looseness. We show our model to be applicable to a large variety of garments including T-shirts, hoodies, jackets, shorts, pants, skirts, shoes and even hair. The representation flexibility of SMPLicit builds upon an implicit model conditioned with the SMPL human body parameters and a learnable latent space which is semantically interpretable and aligned with the clothing attributes. The proposed model is fully differentiable, allowing for its use into larger end-to-end trainable systems. In the experimental section, we demonstrate SMPLicit can be readily used for fitting 3D scans and for 3D reconstruction in images of dressed people. In both cases we are able to go beyond state of the art, by retrieving complex garment geometries, handling situations with multiple clothing layers and providing a tool for easy outfit editing. To stimulate further research in this direction, we will make our code and model publicly available at http://www.iri.upc.edu/people/ecorona/smplicit/. Enric Corona, Albert Pumarola, Guillem Alenyà, Gerard Pons-Moll, Francesc Moreno-Noguer |
CVPR | 4 |
| 2021 | Human POSEitioning System (HPS): 3D Human Pose Estimation and Self-Localization in Large Scenes From Body-Mounted SensorsabstractWe introduce (HPS) Human POSEitioning System, a method to recover the full 3D pose of a human registered with a 3D scan of the surrounding environment using wearable sensors. Using IMUs attached at the body limbs and a head mounted camera looking outwards, HPS fuses camera based self-localization with IMU-based human body tracking. The former provides drift-free but noisy position and orientation estimates while the latter is accurate in the short-term but subject to drift over longer periods of time.We show that our optimization-based integration exploits the benefits of the two, resulting in pose accuracy free of drift. Furthermore, we integrate 3D scene constraints into our optimization, such as foot contact with the ground, resulting in physically plausible motion. HPS complements more common third-person-based 3D pose estimation methods. It allows capturing larger recording volumes and longer periods of motion, and could be used for VR/AR ap plications where humans interact with the scene without requiring direct line of sight with an external camera, or to train agents that navigate and interact with the environment based on first-person visual input, like real humans.With HPS, we recorded a dataset of humans interacting with large 3D scenes (300-1000 m2) consisting of 7 subjects and more than 3 hours of diverse motion. The dataset, code and video will be available on the project page: http://virtualhumans.mpi-inf.mpg.de/hps/. Vladimir Guzov, Aymen Mir, Torsten Sattler, Gerard Pons-Moll |
CVPR | 4 |
| 2021 | D-NeRF: Neural Radiance Fields for Dynamic ScenesabstractNeural rendering techniques combining machine learning with geometric reasoning have arisen as one of the most promising approaches for synthesizing novel views of a scene from a sparse set of images. Among these, stands out the Neural radiance fields (NeRF) [31], which trains a deep network to map 5D input coordinates (representing spatial location and viewing direction) into a volume density and view-dependent emitted radiance. However, despite achieving an unprecedented level of photorealism on the generated images, NeRF is only applicable to static scenes, where the same spatial location can be queried from different images. In this paper we introduce D-NeRF, a method that extends neural radiance fields to a dynamic domain, allowing to reconstruct and render novel images of objects under rigid and non-rigid motions from a single camera moving around the scene. For this purpose we consider time as an additional input to the system, and split the learning process in two main stages: one that encodes the scene into a canonical space and another that maps this canonical representation into the deformed scene at a particular time. Both mappings are simultaneously learned using fully-connected networks. Once the networks are trained, D-NeRF can render novel images, controlling both the camera view and the time variable, and thus, the object movement. We demonstrate the effectiveness of our approach on scenes with objects under rigid, articulated and non-rigid motions. Code, model weights and the dynamic scenes dataset will be available at [1]. Albert Pumarola, Enric Corona, Gerard Pons-Moll, Francesc Moreno-Noguer |
CVPR | 3 |
| 2021 | Neural-GIF: Neural Generalized Implicit Functions for Animating People in ClothingabstractWe present Neural Generalized Implicit Functions (Neural-GIF), to animate people in clothing as a function of the body pose. Given a sequence of scans of a subject in various poses, we learn to animate the character for new poses. Existing methods have relied on template-based representations of the human body (or clothing). However such models usually have fixed and limited resolutions, require difficult data pre-processing steps and cannot be used with complex clothing. We draw inspiration from template-based methods, which factorize motion into articulation and nonrigid deformation, but generalize this concept for implicit shape learning to obtain a more flexible model. We learn to map every point in the space to a canonical space, where a learned deformation field is applied to model non-rigid effects, before evaluating the signed distance field. Our formulation allows the learning of complex and non-rigid deformations of clothing and soft tissue, without computing a template registration as it is common with current approaches. Neural-GIF can be trained on raw 3D scans and reconstructs detailed complex surface geometry and deformations. Moreover, the model can generalize to new poses. We evaluate our method on a variety of characters from different public datasets in diverse clothing styles and show significant improvements over baseline methods, quantitatively and qualitatively. We also extend our model to multiple shape setting. To stimulate further research, we will make the model, code and data publicly available at [1]. Garvita Tiwari, Nikolaos Sarafianos, Tony Tung, Gerard Pons-Moll |
ICCV | 4 |
| 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 | 6 |
| 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. | 5 |
| 2020 | Implicit Functions in Feature Space for 3D Shape Reconstruction and CompletionabstractWhile many works focus on 3D reconstruction from images, in this paper, we focus on 3D shape reconstruction and completion from a variety of 3D inputs, which are deficient in some respect: low and high resolution voxels, sparse and dense point clouds, complete or incomplete. Processing of such 3D inputs is an increasingly important problem as they are the output of 3D scanners, which are becoming more accessible, and are the intermediate output of 3D computer vision algorithms. Recently, learned implicit functions have shown great promise as they produce continuous reconstructions. However, we identified two limitations in reconstruction from 3D inputs: 1) details present in the input data are not retained, and 2) poor reconstruction of articulated humans. To solve this, we propose Implicit Feature Networks (IF-Nets), which deliver continuous outputs, can handle multiple topologies, and complete shapes for missing or sparse input data retaining the nice properties of recent learned implicit functions, but critically they can also retain detail when it is present in the input data, and can reconstruct articulated humans. Our work differs from prior work in two crucial aspects. First, instead of using a single vector to encode a 3D shape, we extract a learnable 3-dimensional multi-scale tensor of deep features, which is aligned with the original Euclidean space embedding the shape. Second, instead of classifying x-y-z point coordinates directly, we classify deep features extracted from the tensor at a continuous query point. We show that this forces our model to make decisions based on global and local shape structure, as opposed to point coordinates, which are arbitrary under Euclidean transformations. Experiments demonstrate that IF-Nets outperform prior work in 3D object reconstruction in ShapeNet, and obtain significantly more accurate 3D human reconstructions. Code and project website is available at https://virtualhumans.mpi-inf.mpg.de/ifnets/. Julian Chibane, Thiemo Alldieck, Gerard Pons-Moll |
CVPR | 3 |
| 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 | 4 |
| 2020 | Learning to Dress 3D People in Generative ClothingabstractThree-dimensional human body models are widely used in the analysis of human pose and motion. Existing models, however, are learned from minimally-clothed 3D scans and thus do not generalize to the complexity of dressed people in common images and videos. Additionally, current models lack the expressive power needed to represent the complex non-linear geometry of pose-dependent clothing shapes. To address this, we learn a generative 3D mesh model of clothed people from 3D scans with varying pose and clothing. Specifically, we train a conditional Mesh-VAE-GAN to learn the clothing deformation from the SMPL body model, making clothing an additional term in SMPL. Our model is conditioned on both pose and clothing type, giving the ability to draw samples of clothing to dress different body shapes in a variety of styles and poses. To preserve wrinkle detail, our Mesh-VAE-GAN extends patchwise discriminators to 3D meshes. Our model, named CAPE, represents global shape and fine local structure, effectively extending the SMPL body model to clothing. To our knowledge, this is the first generative model that directly dresses 3D human body meshes and generalizes to different poses. The model, code and data are available for research purposes at https://cape.is.tue.mpg.de. Qianli Ma 0007, Anurag Ranjan, Sergi Pujades, Gerard Pons-Moll, Siyu Tang 0001, Michael J. Black |
CVPR | 5 |
| 2020 | Learning to Transfer Texture From Clothing Images to 3D HumansabstractIn this paper, we present a simple yet effective method to automatically transfer textures of clothing images (front and back) to 3D garments worn on top SMPL, in real time. We first automatically compute training pairs of images with aligned 3D garments using a custom non-rigid 3D to 2D registration method, which is accurate but slow. Using these pairs, we learn a mapping from pixels to the 3D garment surface. Our idea is to learn dense correspondences from garment image silhouettes to a 2D-UV map of a 3D garment surface using shape information alone, completely ignoring texture, which allows us to generalize to the wide range of web images. Several experiments demonstrate that our model is more accurate than widely used baselines such as thin-plate-spline warping and image-to-image translation networks while being orders of magnitude faster. Our model opens the door for applications such as virtual try-on, and allows for generation of 3D humans with varied textures which is necessary for learning. Code will be available at https://virtualhumans.mpi-inf.mpg.de/pix2surf/. Aymen Mir, Thiemo Alldieck, Gerard Pons-Moll |
CVPR | 3 |
| 2020 | TailorNet: Predicting Clothing in 3D as a Function of Human Pose, Shape and Garment StyleabstractIn this paper, we present TailorNet, a neural model which predicts clothing deformation in 3D as a function of three factors: pose, shape and style (garment geometry), while retaining wrinkle detail. This goes beyond prior models, which are either specific to one style and shape, or generalize to different shapes producing smooth results, despite being style specific. Our hypothesis is that (even non-linear) combinations of examples smoothes out high frequency components such as fine-wrinkles, which makes learning the three factors jointly hard. At the heart of our technique is a decomposition of deformation into a high frequency and a low frequency component. While the low-frequency component is predicted from pose, shape and style parameters with an MLP, the high-frequency component is predicted with a mixture of shape-style specific pose models. The weights of the mixture are computed with a narrow bandwidth kernel to guarantee that only predictions with similar high-frequency patterns are combined. The style variation is obtained by computing, in a canonical pose, a subspace of deformation, which satisfies physical constraints such as inter-penetration, and draping on the body. TailorNet delivers 3D garments which retain the wrinkles from the physics based simulations (PBS) it is learned from, while running more than 1000 times faster. In contrast to classical PBS, TailorNet is easy to use and fully differentiable, which is crucial for computer vision and learning algorithms. Several experiments demonstrate TailorNet produces more realistic results than prior work, and even generates temporally coherent deformations on sequences of the AMASS dataset, despite being trained on static poses from a different dataset. To stimulate further research in this direction, we will make a dataset consisting of 55800 frames, as well as our model publicly available at https://virtualhumans.mpi-inf.mpg.de/tailornet/. Chaitanya Patel, Zhouyingcheng Liao, Gerard Pons-Moll |
CVPR | 3 |
| 2020 | Combining Implicit Function Learning and Parametric Models for 3D Human Reconstruction
Bharat Lal Bhatnagar, Cristian Sminchisescu, Christian Theobalt, Gerard Pons-Moll |
ECCV (2) | 4 |
| 2020 | Kinematic 3D Object Detection in Monocular Video
Garrick Brazil, Gerard Pons-Moll, Xiaoming Liu 0002, Bernt Schiele |
ECCV (23) | 2 |
| 2020 | NASA Neural Articulated Shape Approximation
Boyang Deng, John P. Lewis, Timothy Jeruzalski, Gerard Pons-Moll, Geoffrey E. Hinton, Mohammad Norouzi 0002, Andrea Tagliasacchi |
ECCV (7) | 4 |
| 2020 | SIZER: A Dataset and Model for Parsing 3D Clothing and Learning Size Sensitive 3D Clothing
Garvita Tiwari, Bharat Lal Bhatnagar, Tony Tung, Gerard Pons-Moll |
ECCV (3) | 4 |
| 2020 | Unsupervised Shape and Pose Disentanglement for 3D Meshes
Keyang Zhou, Bharat Lal Bhatnagar, Gerard Pons-Moll |
ECCV (22) | 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 | 4 |
| 2020 | Neural Unsigned Distance Fields for Implicit Function LearningabstractIn this work we target a learnable output representation that allows continuous, high resolution outputs of arbitrary shape. Recent works represent 3D surfaces implicitly with a Neural Network, thereby breaking previous barriers in resolution, and ability to represent diverse topologies. However, neural implicit representations are limited to closed surfaces, which divide the space into inside and outside. Many real world objects such as walls of a scene scanned by a sensor, clothing, or a car with inner structures are not closed. This constitutes a significant barrier, in terms of data pre-processing (objects need to be artificially closed creating artifacts), and the ability to output open surfaces. In this work, we propose Neural Distance Fields (NDF), a neural network based model which predicts the unsigned distance field for arbitrary 3D shapes given sparse point clouds. NDF represent surfaces at high resolutions as prior implicit models, but do not require closed surface data, and significantly broaden the class of representable shapes in the output. NDF allow to extract the surface as very dense point clouds and as meshes. We also show that NDF allow for surface normal calculation and can be rendered using a slight modification of sphere tracing. We find NDF can be used for multi-target regression (multiple outputs for one input) with techniques that have been exclusively used for rendering in graphics. Experiments on ShapeNet show that NDF, while simple, is the state-of-the art, and allows to reconstruct shapes with inner structures, such as the chairs inside a bus. Notably, we show that NDF are not restricted to 3D shapes, and can approximate more general open surfaces such as curves, manifolds, and functions. Code is available for research at https://virtualhumans.mpi-inf.mpg.de/ndf/. Julian Chibane, Aymen Mir, Gerard Pons-Moll |
NeurIPS | 3 |
| 2020 | DoubleFusion: Real-Time Capture of Human Performances with Inner Body Shapes from a Single Depth SensorabstractWe propose DoubleFusion, a new real-time system that combines volumetric non-rigid reconstruction with data-driven template fitting to simultaneously reconstruct detailed surface geometry, large non-rigid motion and the optimized human body shape from a single depth camera. One of the key contributions of this method is a double-layer representation consisting of a complete parametric body model inside, and a gradually fused detailed surface outside. A pre-defined node graph on the body parameterizes the non-rigid deformations near the body, and a free-form dynamically changing graph parameterizes the outer surface layer far from the body, which allows more general reconstruction. We further propose a joint motion tracking method based on the double-layer representation to enable robust and fast motion tracking performance. Moreover, the inner parametric body is optimized online and forced to fit inside the outer surface layer as well as the live depth input. Overall, our method enables increasingly denoised, detailed and complete surface reconstructions, fast motion tracking performance and plausible inner body shape reconstruction in real-time. Experiments and comparisons show improved fast motion tracking and loop closure performance on more challenging scenarios. Two extended applications including body measurement and shape retargeting show the potential of our system in terms of practical use. Tao Yu 0007, Jianhui Zhao 0002, Zerong Zheng, Qionghai Dai, Hao Li 0015, Gerard Pons-Moll, Yebin Liu |
IEEE Trans. Pattern Anal. Mach. Intell. | 7 |
| 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. | 9 |
| 2019 | 360-Degree Textures of People in Clothing from a Single ImageabstractIn this paper we predict a full 3D avatar of a person from a single image. We infer texture and geometry in the UV-space of the SMPL model using an image-to-image translation method. Given partial texture and segmentation layout maps derived from the input view, our model predicts the complete segmentation map, the complete texture map, and a displacement map. The predicted maps can be applied to the SMPL model in order to naturally generalize to novel poses, shapes, and even new clothing. In order to learn our model in a common UV-space, we non-rigidly register the SMPL model to thousands of 3D scans, effectively encoding textures and geometries as images in correspondence. This turns a difficult 3D inference task into a simpler image-to-image translation one. Results on rendered scans of people and images from the DeepFashion dataset demonstrate that our method can reconstruct plausible 3D avatars from a single image. We further use our model to digitally change pose, shape, swap garments between people and edit clothing. To encourage research in this direction we will make the source code available for research purpose [5]. Verica Lazova, Eldar Insafutdinov, Gerard Pons-Moll |
3DV | 3 |
| 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 | 5 |
| 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 | 4 |
| 2019 | SimulCap : Single-View Human Performance Capture With Cloth SimulationabstractThis paper proposes a new method for live free-viewpoint human performance capture with dynamic details (e.g., cloth wrinkles) using a single RGBD camera. Our main contributions are: (i) a multi-layer representation of garments and body, and (ii) a physics-based performance capture procedure. We first digitize the performer using multi-layer surface representation, which includes the undressed body surface and separate clothing meshes. For performance capture, we perform skeleton tracking, cloth simulation, and iterative depth fitting sequentially for the incoming frame. By incorporating cloth simulation into the performance capture pipeline, we can simulate plausible cloth dynamics and cloth-body interactions even in the occluded regions, which was not possible in previous capture methods. Moreover, by formulating depth fitting as a physical process, our system produces cloth tracking results consistent with the depth observation while still maintaining physical constraints. Results and evaluations show the effectiveness of our method. Our method also enables new types of applications such as cloth retargeting, free-viewpoint video rendering and animations. Tao Yu 0007, Zerong Zheng, Jianhui Zhao 0002, Qionghai Dai, Gerard Pons-Moll, Yebin Liu |
CVPR | 6 |
| 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 | 2 |
| 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 | 4 |
| 2019 | AMASS: Archive of Motion Capture As Surface ShapesabstractLarge datasets are the cornerstone of recent advances in computer vision using deep learning. In contrast, existing human motion capture (mocap) datasets are small and the motions limited, hampering progress on learning models of human motion. While there are many different datasets available, they each use a different parameterization of the body, making it difficult to integrate them into a single meta dataset. To address this, we introduce AMASS, a large and varied database of human motion that unifies 15 different optical marker-based mocap datasets by representing them within a common framework and parameterization. We achieve this using a new method, MoSh++, that converts mocap data into realistic 3D human meshes represented by a rigged body model. Here we use SMPL [Loper et al., 2015], which is widely used and provides a standard skeletal representation as well as a fully rigged surface mesh. The method works for arbitrary marker sets, while recovering soft-tissue dynamics and realistic hand motion. We evaluate MoSh++ and tune its hyperparameters using a new dataset of 4D body scans that are jointly recorded with marker-based mocap. The consistent representation of AMASS makes it readily useful for animation, visualization, and generating training data for deep learning. Our dataset is significantly richer than previous human motion collections, having more than 40 hours of motion data, spanning over 300 subjects, more than 11000 motions, and will be publicly available to the research community. Naureen Mahmood, Nima Ghorbani, Nikolaus F. Troje, Gerard Pons-Moll, Michael J. Black |
ICCV | 4 |
| 2019 | Fashion Is Taking Shape: Understanding Clothing Preference Based on Body Shape From Online SourcesabstractTo study the correlation between clothing garments and body shape, we collected a new dataset (Fashion Takes Shape), which includes images of female users with clothing category annotations. Despite the progress in body shape estimation from images, it turns out to be challenging to infer body shape from such diverse, real-world photos. Hence, we propose a novel and robust multi-photo approach to estimate body shapes of each user and build a conditional model of clothing categories given body-shape. We demonstrate that in real-world data, clothing categories and body-shapes are correlated and show that our multi-photo approach leads to a better predictive model for clothing categories compared to models based on single-view shape estimates or manually annotated body types. We see our method as the first step towards the large-scale understanding of clothing preferences from body shape. Hosnieh Sattar, Gerard Pons-Moll, Mario Fritz |
WACV | 2 |
| 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. | 4 |
| 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 | 5 |
| 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 | 6 |
| 2018 | Neural Body Fitting: Unifying Deep Learning and Model Based Human Pose and Shape EstimationabstractDirect prediction of 3D body pose and shape remains a challenge even for highly parameterized deep learning models. Mapping from the 2D image space to the prediction space is difficult: perspective ambiguities make the loss function noisy and training data is scarce. In this paper, we propose a novel approach (Neural Body Fitting (NBF)). It integrates a statistical body model within a CNN, leveraging reliable bottom-up semantic body part segmentation and robust top-down body model constraints. NBF is fully differentiable and can be trained using 2D and 3D annotations. In detailed experiments, we analyze how the components of our model affect performance, especially the use ofpart segmentations as an explicit intermediate representation, and present a robust, efficiently trainable framework for 3D human pose estimation from 2D images with competitive results on standard benchmarks. Code will be made available at http://github.com/mohomran/ neural_body_fitting. Mohamed Omran, Christoph Lassner, Gerard Pons-Moll, Peter V. Gehler, Bernt Schiele |
3DV | 3 |
| 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 | 5 |
| 2018 | DoubleFusion: Real-Time Capture of Human Performances With Inner Body Shapes From a Single Depth SensorabstractWe propose DoubleFusion, a new real-time system that combines volumetric dynamic reconstruction with data-driven template fitting to simultaneously reconstruct detailed geometry, non-rigid motion and the inner human body shape from a single depth camera. One of the key contributions of this method is a double layer representation consisting of a complete parametric body shape inside, and a gradually fused outer surface layer. A pre-defined node graph on the body surface parameterizes the non-rigid deformations near the body, and a free-form dynamically changing graph parameterizes the outer surface layer far from the body, which allows more general reconstruction. We further propose a joint motion tracking method based on the double layer representation to enable robust and fast motion tracking performance. Moreover, the inner body shape is optimized online and forced to fit inside the outer surface layer. Overall, our method enables increasingly denoised, detailed and complete surface reconstructions, fast motion tracking performance and plausible inner body shape reconstruction in real-time. In particular, experiments show improved fast motion tracking and loop closure performance on more challenging scenarios. Tao Yu 0007, Zerong Zheng, Jianhui Zhao 0002, Qionghai Dai, Hao Li 0015, Gerard Pons-Moll, Yebin Liu |
CVPR | 7 |
| 2018 | Recovering Accurate 3D Human Pose in the Wild Using IMUs and a Moving Camera
Timo von Marcard, Roberto Henschel, Michael J. Black, Bodo Rosenhahn, Gerard Pons-Moll |
ECCV (10) | 5 |
| 2018 | Deep inertial poser: learning to reconstruct human pose from sparse inertial measurements in real timeabstractWe demonstrate a novel deep neural network capable of reconstructing human full body pose in real-time from 6 Inertial Measurement Units (IMUs) worn on the user's body. In doing so, we address several difficult challenges. First, the problem is severely under-constrained as multiple pose parameters produce the same IMU orientations. Second, capturing IMU data in conjunction with ground-truth poses is expensive and difficult to do in many target application scenarios (e.g., outdoors). Third, modeling temporal dependencies through non-linear optimization has proven effective in prior work but makes real-time prediction infeasible. To address this important limitation, we learn the temporal pose priors using deep learning. To learn from sufficient data, we synthesize IMU data from motion capture datasets. A bi-directional RNN architecture leverages past and future information that is available at training time. At test time, we deploy the network in a sliding window fashion, retaining real time capabilities. To evaluate our method, we recorded DIP-IMU, a dataset consisting of 10 subjects wearing 17 IMUs for validation in 64 sequences with 330 000 time instants; this constitutes the largest IMU dataset publicly available. We quantitatively evaluate our approach on multiple datasets and show results from a real-time implementation. DIP-IMU and the code are available for research purposes. 1 Yinghao Huang, Manuel Kaufmann, Emre Aksan, Michael J. Black, Otmar Hilliges, Gerard Pons-Moll |
ACM Trans. Graph. | 6 |
| 2017 | Dynamic FAUST: Registering Human Bodies in MotionabstractWhile the ready availability of 3D scan data has influenced research throughout computer vision, less attention has focused on 4D data, that is 3D scans of moving non-rigid objects, captured over time. To be useful for vision research, such 4D scans need to be registered, or aligned, to a common topology. Consequently, extending mesh registration methods to 4D is important. Unfortunately, no ground-truth datasets are available for quantitative evaluation and comparison of 4D registration methods. To address this we create a novel dataset of high-resolution 4D scans of human subjects in motion, captured at 60 fps. We propose a new mesh registration method that uses both 3D geometry and texture information to register all scans in a sequence to a common reference topology. The approach exploits consistency in texture over both short and long time intervals and deals with temporal offsets between shape and texture capture. We show how using geometry alone results in significant errors in alignment when the motions are fast and non-rigid. We evaluate the accuracy of our registration and provide a dataset of 40,000 raw and aligned meshes. Dynamic FAUST extends the popular FAUST dataset to dynamic 4D data, and is available for research purposes at http://dfaust.is.tue.mpg.de. Federica Bogo, Javier Romero 0002, Gerard Pons-Moll, Michael J. Black |
CVPR | 3 |
| 2017 | Detailed, Accurate, Human Shape Estimation from Clothed 3D Scan SequencesabstractWe address the problem of estimating human pose and body shape from 3D scans over time. Reliable estimation of 3D body shape is necessary for many applications including virtual try-on, health monitoring, and avatar creation for virtual reality. Scanning bodies in minimal clothing, however, presents a practical barrier to these applications. We address this problem by estimating body shape under clothing from a sequence of 3D scans. Previous methods that have exploited body models produce smooth shapes lacking personalized details. We contribute a new approach to recover a personalized shape of the person. The estimated shape deviates from a parametric model to fit the 3D scans. We demonstrate the method using high quality 4D data as well as sequences of visual hulls extracted from multi-view images. We also make available BUFF, a new 4D dataset that enables quantitative evaluation (http://buff.is.tue.mpg.de). Our method outperforms the state of the art in both pose estimation and shape estimation, qualitatively and quantitatively. Sergi Pujades, Michael J. Black, Gerard Pons-Moll |
CVPR | 4 |
| 2017 | A Generative Model of People in ClothingabstractWe present the first image-based generative model of people in clothing for the full body. We sidestep the commonly used complex graphics rendering pipeline and the need for high-quality 3D scans of dressed people. Instead, we learn generative models from a large image database. The main challenge is to cope with the high variance in human pose, shape and appearance. For this reason, pure image-based approaches have not been considered so far. We show that this challenge can be overcome by splitting the generating process in two parts. First, we learn to generate a semantic segmentation of the body and clothing. Second, we learn a conditional model on the resulting segments that creates realistic images. The full model is differentiable and can be conditioned on pose, shape or color. The result are samples of people in different clothing items and styles. The proposed model can generate entirely new people with realistic clothing. In several experiments we present encouraging results that suggest an entirely data-driven approach to people generation is possible. Christoph Lassner, Gerard Pons-Moll, Peter V. Gehler |
ICCV | 2 |
| 2017 | Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUsabstractWe address the problem of making human motion capture in the wild more practical by using a small set of inertial sensors attached to the body. Since the problem is heavily under-constrained, previous methods either use a large number of sensors, which is intrusive, or they require additional video input. We take a different approach and constrain the problem by: (i) making use of a realistic statistical body model that includes anthropometric constraints and (ii) using a joint optimization framework to fit the model to orientation and acceleration measurements over multiple frames. The resulting tracker Sparse Inertial Poser (SIP) enables motion capture using only 6 sensors (attached to the wrists, lower legs, back and head) and works for arbitrary human motions. Experiments on the recently released TNT15 dataset show that, using the same number of sensors, SIP achieves higher accuracy than the dataset baseline without using any video data. We further demonstrate the effectiveness of SIP on newly recorded challenging motions in outdoor scenarios such as climbing or jumping over a wall. Timo von Marcard, Bodo Rosenhahn, Michael J. Black, Gerard Pons-Moll |
Comput. Graph. Forum | 4 |
| 2017 | Data-driven physics for human soft tissue animationabstractData driven models of human poses and soft-tissue deformations can produce very realistic results, but they only model the visible surface of the human body and cannot create skin deformation due to interactions with the environment. Physical simulations can generalize to external forces, but their parameters are difficult to control. In this paper, we present a layered volumetric human body model learned from data. Our model is composed of a data-driven inner layer and a physics-based external layer. The inner layer is driven with a volumetric statistical body model (VSMPL). The soft tissue layer consists of a tetrahedral mesh that is driven using the finite element method (FEM). Model parameters, namely the segmentation of the body into layers and the soft tissue elasticity, are learned directly from 4D registrations of humans exhibiting soft tissue deformations. The learned two layer model is a realistic full-body avatar that generalizes to novel motions and external forces. Experiments show that the resulting avatars produce realistic results on held out sequences and react to external forces. Moreover, the model supports the retargeting of physical properties from one avatar when they share the same topology. Meekyoung Kim, Gerard Pons-Moll, Sergi Pujades, Seungbae Bang, Michael J. Black, Sung-Hee Lee |
ACM Trans. Graph. | 2 |
| 2017 | ClothCap: seamless 4D clothing capture and retargetingabstractDesigning and simulating realistic clothing is challenging. Previous methods addressing the capture of clothing from 3D scans have been limited to single garments and simple motions, lack detail, or require specialized texture patterns. Here we address the problem of capturing regular clothing on fully dressed people in motion. People typically wear multiple pieces of clothing at a time. To estimate the shape of such clothing, track it over time, and render it believably, each garment must be segmented from the others and the body. Our ClothCap approach uses a new multi-part 3D model of clothed bodies, automatically segments each piece of clothing, estimates the minimally clothed body shape and pose under the clothing, and tracks the 3D deformations of the clothing over time. We estimate the garments and their motion from 4D scans; that is, high-resolution 3D scans of the subject in motion at 60 fps. ClothCap is able to capture a clothed person in motion, extract their clothing, and retarget the clothing to new body shapes; this provides a step towards virtual try-on. Gerard Pons-Moll, Sergi Pujades, Sonny Hu, Michael J. Black |
ACM Trans. Graph. | 1 |
| 2016 | Human Pose Estimation from Video and IMUsabstractIn this work, we present an approach to fuse video with sparse orientation data obtained from inertial sensors to improve and stabilize full-body human motion capture. Even though video data is a strong cue for motion analysis, tracking artifacts occur frequently due to ambiguities in the images, rapid motions, occlusions or noise. As a complementary data source, inertial sensors allow for accurate estimation of limb orientations even under fast motions. However, accurate position information cannot be obtained in continuous operation. Therefore, we propose a hybrid tracker that combines video with a small number of inertial units to compensate for the drawbacks of each sensor type: on the one hand, we obtain drift-free and accurate position information from video data and, on the other hand, we obtain accurate limb orientations and good performance under fast motions from inertial sensors. In several experiments we demonstrate the increased performance and stability of our human motion tracker. Timo von Marcard, Gerard Pons-Moll, Bodo Rosenhahn |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2015 | Metric Regression Forests for Correspondence Estimation
Gerard Pons-Moll, Jonathan Taylor 0001, Jamie Shotton, Aaron Hertzmann, Andrew W. Fitzgibbon |
Int. J. Comput. Vis. | 1 |
| 2015 | SMPL: a skinned multi-person linear modelabstractWe present a learned model of human body shape and pose-dependent shape variation that is more accurate than previous models and is compatible with existing graphics pipelines. Our Skinned Multi-Person Linear model (SMPL) is a skinned vertex-based model that accurately represents a wide variety of body shapes in natural human poses. The parameters of the model are learned from data including the rest pose template, blend weights, pose-dependent blend shapes, identity-dependent blend shapes, and a regressor from vertices to joint locations. Unlike previous models, the pose-dependent blend shapes are a linear function of the elements of the pose rotation matrices. This simple formulation enables training the entire model from a relatively large number of aligned 3D meshes of different people in different poses. We quantitatively evaluate variants of SMPL using linear or dual-quaternion blend skinning and show that both are more accurate than a Blend-SCAPE model trained on the same data. We also extend SMPL to realistically model dynamic soft-tissue deformations. Because it is based on blend skinning, SMPL is compatible with existing rendering engines and we make it available for research purposes. Matthew Loper, Naureen Mahmood, Javier Romero 0002, Gerard Pons-Moll, Michael J. Black |
ACM Trans. Graph. | 4 |
| 2015 | Dyna: a model of dynamic human shape in motionabstractTo look human, digital full-body avatars need to have soft-tissue deformations like those of real people. We learn a model of soft-tissue deformations from examples using a high-resolution 4D capture system and a method that accurately registers a template mesh to sequences of 3D scans. Using over 40,000 scans of ten subjects, we learn how soft-tissue motion causes mesh triangles to deform relative to a base 3D body model. Our Dyna model uses a low-dimensional linear subspace to approximate soft-tissue deformation and relates the subspace coefficients to the changing pose of the body. Dyna uses a second-order auto-regressive model that predicts soft-tissue deformations based on previous deformations, the velocity and acceleration of the body, and the angular velocities and accelerations of the limbs. Dyna also models how deformations vary with a person's body mass index (BMI), producing different deformations for people with different shapes. Dyna realistically represents the dynamics of soft tissue for previously unseen subjects and motions. We provide tools for animators to modify the deformations and apply them to new stylized characters. Gerard Pons-Moll, Javier Romero 0002, Naureen Mahmood, Michael J. Black |
ACM Trans. Graph. | 1 |
| 2014 | Posebits for Monocular Human Pose EstimationabstractWe advocate the inference of qualitative information about 3D human pose, called posebits, from images. Posebits represent Boolean geometric relationships between body parts (e.g., left-leg in front of right-leg or hands close to each other). The advantages of posebits as a mid-level representation are 1) for many tasks of interest, such qualitative pose information may be sufficient (e.g., semantic image retrieval), 2) it is relatively easy to annotate large image corpora with posebits, as it simply requires answers to yes/no questions, and 3) they help resolve challenging pose ambiguities and therefore facilitate the difficult talk of image-based 3D pose estimation. We introduce posebits, a posebit database, a method for selecting useful posebits for pose estimation and a structural SVM model for posebit inference. Experiments show the use of posebits for semantic image retrieval and for improving 3D pose estimation. Gerard Pons-Moll, David J. Fleet, Bodo Rosenhahn |
CVPR | 1 |
| 2013 | Metric Regression Forests for Human Pose EstimationabstractTraditionally, human pose estimation algorithms could be classified into generative [2] and discriminative [4] approaches. Generative approaches model the likelihood of the observations given a pose estimate, however, they are susceptible to local minima and thus require good initial pose estimates. Discriminative approaches learn a direct mapping from image features to pose space from training data, however, they struggle to generalize to unseen poses. Building on previous work [3], Taylor et al. [5] bypass some of these limitations using a hybrid-approach that discriminatively predicts, for each pixel in a depth image, a corresponding point on the surface of a humanoid mesh model. This mesh model is then robustly fit to the resulting set of correspondences using local optimization. Surprisingly though, these correspondences are actually inferred using a random forest whose structure was trained using a classification objective that arbitrarily equates target model points belonging to the same predefined body part [3]. In this paper, we address Taylor et al.’s use of this proxy classification objective by proposing Metric Space Information Gain (MSIG), a replacement objective function for training a random forest to directly minimize the uncertainty over the target model points, naturally encoding the correlation between these points as a function of the geodesic distance. To this end, we view the surface of the model U as a metric space (U,dU) defined by the geodesic distance metric dU (see first panel of Figure 1). The natural objective function to minimize the uncertainty in the resulting true distributions that result from a split function s in such a space, is the information gain I(s) [1]. This is generally approximated using an empirical distribution Q = {ui} ⊆U drawn from the true unsplit distribution pU as I(s)≈ I(s;Q) = Ĥ(Q)− ∑ i∈{L,R} |Qi| |Q| Ĥ(Qi), (1) Gerard Pons-Moll, Jonathan Taylor 0001, Jamie Shotton, Aaron Hertzmann, Andrew W. Fitzgibbon |
BMVC | 1 |
| 2012 | Branch-and-price global optimization for multi-view multi-target trackingabstractWe present a new algorithm to jointly track multiple objects in multi-view images. While this has been typically addressed separately in the past, we tackle the problem as a single global optimization. We formulate this assignment problem as a min-cost problem by defining a graph structure that captures both temporal correlations between objects as well as spatial correlations enforced by the configuration of the cameras. This leads to a complex combinatorial optimization problem that we solve using Dantzig-Wolfe decomposition and branching. Our formulation allows us to solve the problem of reconstruction and tracking in a single step by taking all available evidence into account. In several experiments on multiple people tracking and 3D human pose tracking, we show our method outperforms state-of-the-art approaches. Laura Leal-Taixé, Gerard Pons-Moll, Bodo Rosenhahn |
CVPR | 2 |
| 2011 | Outdoor human motion capture using inverse kinematics and von mises-fisher samplingabstractHuman motion capturing (HMC) from multiview image sequences is an extremely difficult problem due to depth and orientation ambiguities and the high dimensionality of the state space. In this paper, we introduce a novel hybrid HMC system that combines video input with sparse inertial sensor input. Employing an annealing particle-based optimization scheme, our idea is to use orientation cues derived from the inertial input to sample particles from the manifold of valid poses. Then, visual cues derived from the video input are used to weight these particles and to iteratively derive the final pose. As our main contribution, we propose an efficient sampling procedure where the particles are derived analytically using inverse kinematics on the orientation cues. Additionally, we introduce a novel sensor noise model to account for uncertainties based on the von Mises-Fisher distribution. Doing so, orientation constraints are naturally fulfilled and the number of needed particles can be kept very small. More generally, our method can be used to sample poses that fulfill arbitrary orientation or positional kinematic constraints. In the experiments, we show that our system can track even highly dynamic motions in an outdoor environment with changing illumination, background clutter, and shadows. Gerard Pons-Moll, Andreas Baak, Juergen Gall, Laura Leal-Taixé, Meinard Müller, Hans-Peter Seidel, Bodo Rosenhahn |
ICCV | 1 |
| 2010 | Multisensor-fusion for 3D full-body human motion captureabstractIn this work, we present an approach to fuse video with orientation data obtained from extended inertial sensors to improve and stabilize full-body human motion capture. Even though video data is a strong cue for motion analysis, tracking artifacts occur frequently due to ambiguities in the images, rapid motions, occlusions or noise. As a complementary data source, inertial sensors allow for drift-free estimation of limb orientations even under fast motions. However, accurate position information cannot be obtained in continuous operation. Therefore, we propose a hybrid tracker that combines video with a small number of inertial units to compensate for the drawbacks of each sensor type: on the one hand, we obtain drift-free and accurate position information from video data and, on the other hand, we obtain accurate limb orientations and good performance under fast motions from inertial sensors. In several experiments we demonstrate the increased performance and stability of our human motion tracker. Gerard Pons-Moll, Andreas Baak, Thomas Helten, Meinard Müller, Hans-Peter Seidel, Bodo Rosenhahn |
CVPR | 1 |
| 2009 | Ball joints for Marker-less human Motion CaptureabstractThis work presents an approach for the modeling and numerical optimization of ball joints within a Marker-less Motion Capture (MoCap) framework. In skeleton based approaches, kinematic chains are commonly used to model 1 DoF revolute joints. A 3 DoF joint (e.g. a shoulder or hip) is consequently modeled by concatenating three consecutive 1 DoF revolute joints. Obviously such a representation is not optimal and singularities can occur. Therefore, we propose to model 3 DoF joints with spherical joints or ball joints using the representation of a twist and its exponential mapping (known from 1 DoF revolute joints). The exact modeling and numerical optimization of ball joints requires additionally the adjoint transform and the logarithm of the exponential mapping. Experiments with simulated and real data demonstrate that ball joints can better represent arbitrary rotations than the concatenation of 3 revolute joints. Moreover, we demonstrate that the 3 revolute joints representation is very similar to the Euler angles representation and has the same limitations in terms of singularities. Gerard Pons-Moll, Bodo Rosenhahn |
WACV | 1 |