VLDB 2026 Research / reviewers in the wild / expert
Xu Chen 0025
dblp:83/6331-25
· DBLP profile ↗
16ranked-venue papers
4as first author
13since 2021 · last 2024
0000-0003-1715-2820ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 15 · 3 first-author · 12 since 2021Artificial intelligence and machine learning · 14 · 4 first-author · 11 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | HOLD: Category-Agnostic 3D Reconstruction of Interacting Hands and Objects from VideoabstractSince humans interact with diverse objects every day, the holistic 3D capture of these interactions is important to understand and model human behaviour. However, most ex-isting methods for hand-object reconstruction from RGB ei-ther assume pre-scanned object templates or heavily rely on limited 3D hand-object data, restricting their ability to scale and generalize to more unconstrained interaction settings. To address this, we introduce HOLD the first category-agnostic method that reconstructs an articulated hand and an object jointly from a monocular interaction video. We develop a compositional articulated implicit model that can reconstruct disentangled 3D hands and ob-jects from 2D images. We also further incorporate hand-object constraints to improve hand-object poses and con-sequently the reconstruction quality. Our method does not rely on any 3D hand-object annotations while significantly outperforming fully-supervised baselines in both in-the-lab and challenging in-the-wild settings. Moreover, we qualita-tively show its robustness in reconstructing from in-the-wild videos. See here for code, data, models, and updates. Zicong Fan, Maria Parelli, Maria Eleni Kadoglou, Xu Chen 0025, Muhammed Kocabas, Michael J. Black, Otmar Hilliges |
CVPR | 4 |
| 2024 | Cafca: High-quality Novel View Synthesis of Expressive Faces from Casual Few-shot CapturesabstractVolumetric modeling and neural radiance field representations have revolutionized 3D face capture and photorealistic novel view synthesis. However, these methods often require hundreds of multi-view input images and are thus inapplicable to cases with less than a handful of inputs. We present a novel volumetric prior on human faces that allows for high-fidelity expressive face modeling from as few as three input views captured in the wild. Our key insight is that an implicit prior trained on synthetic data alone can generalize to extremely challenging real-world identities and expressions and render novel views with fine idiosyncratic details like wrinkles and eyelashes. We leverage a 3D Morphable Face Model to synthesize a large training set, rendering each identity with different expressions, hair, clothing, and other assets. We then train a conditional Neural Radiance Field prior on this synthetic dataset and, at inference time, fine-tune the model on a very sparse set of real images of a single subject. On average, the fine-tuning requires only three inputs to cross the synthetic-to-real domain gap. The resulting personalized 3D model reconstructs strong idiosyncratic facial expressions and outperforms the state-of-the-art in high-quality novel view synthesis of faces from sparse inputs in terms of perceptual and photo-metric quality. Marcel C. Bühler, Gengyan Li 0001, Erroll Wood, Leonhard Helminger, Xu Chen 0025, Tanmay Shah, Daoye Wang, Stephan J. Garbin, Sergio Orts, Otmar Hilliges, Dmitry Lagun, Jérémy Riviere, Paulo F. U. Gotardo, Thabo Beeler, Abhimitra Meka, Kripasindhu Sarkar |
SIGGRAPH Asia | 5 |
| 2023 | Vid2Avatar: 3D Avatar Reconstruction from Videos in the Wild via Self-supervised Scene DecompositionabstractWe present Vid2Avatar, a method to learn human avatars from monocular in-the-wild videos. Reconstructing humans that move naturally from monocular in-the-wild videos is difficult. Solving it requires accurately separating humans from arbitrary backgrounds. Moreover, it requires reconstructing detailed 3D surface from short video sequences, making it even more challenging. Despite these challenges, our method does not require any groundtruth supervision or priors extracted from large datasets of clothed human scans, nor do we rely on any external segmentation modules. Instead, it solves the tasks of scene decomposition and surface reconstruction directly in 3D by modeling both the human and the background in the scene jointly, parameterized via two separate neural fields. Specifically, we define a temporally consistent human representation in canonical space and formulate a global optimization over the background model, the canonical human shape and texture, and per-frame human pose parameters. A coarse-to-fine sampling strategy for volume rendering and novel objectives are introduced for a clean separation of dynamic human and static background, yielding detailed and robust 3D human reconstructions. The evaluation of our method shows improvements over prior art on publicly available datasets. Tianjian Jiang, Xu Chen 0025, Jie Song 0006, Otmar Hilliges |
CVPR | 3 |
| 2023 | InstantAvatar: Learning Avatars from Monocular Video in 60 SecondsabstractIn this paper, we take one step further towards real-world applicability of monocular neural avatar reconstruction by contributing InstantAvatar, a system that can reconstruct human avatars from a monocular video within seconds, and these avatars can be animated and rendered at an inter-active rate. To achieve this efficiency we propose a carefully designed and engineered system, that leverages emerging acceleration structures for neural fields, in combination with an efficient empty-space skipping strategy for dynamic scenes. We also contribute an efficient implementation that we will make available for research purposes. Compared to existing methods, InstantAvatar converges 130x faster and can be trained in minutes instead of hours. It achieves comparable or even better reconstruction quality and novel pose synthesis results. When given the same time budget, our method significantly outperforms SoTA methods. In-stantAvatar can yield acceptable visual quality in as little as 10 seconds training time. For code and more demo results, please refer to https://ait.ethz.ch/InstantAvatar. Tianjian Jiang, Xu Chen 0025, Jie Song 0006, Otmar Hilliges |
CVPR | 2 |
| 2023 | AG3D: Learning to Generate 3D Avatars from 2D Image CollectionsabstractWhile progress in 2D generative models of human appearance has been rapid, many applications require 3D avatars that can be animated and rendered. Unfortunately, most existing methods for learning generative models of 3D humans with diverse shape and appearance require 3D training data, which is limited and expensive to acquire. The key to progress is hence to learn generative models of 3D avatars from abundant unstructured 2D image collections. However, learning realistic and complete 3D appearance and geometry in this under-constrained setting remains challenging, especially in the presence of loose clothing such as dresses. In this paper, we propose a new adversarial generative model of realistic 3D people learned from 2D images. Our method captures shape and deformation of the body and loose clothing by adopting a holistic 3D generator and integrating an efficient, flexible, articulation module. To improve realism, we train our model using multiple discriminators while also integrating geometric cues in the form of predicted 2D normal maps. We experimentally find that our method outperforms previous 3D- and articulation-aware methods in terms of geometry and appearance. We validate the effectiveness of our model and the importance of each component via systematic ablation studies. Xu Chen 0025, Michael J. Black, Otmar Hilliges, Andreas Geiger 0001 |
ICCV | 2 |
| 2023 | Fast-SNARF: A Fast Deformer for Articulated Neural FieldsabstractNeural fields have revolutionized the area of 3D reconstruction and novel view synthesis of rigid scenes. A key challenge in making such methods applicable to articulated objects, such as the human body, is to model the deformation of 3D locations between the rest pose (a canonical space) and the deformed space. We propose a new articulation module for neural fields, Fast-SNARF, which finds accurate correspondences between canonical space and posed space via iterative root finding. Fast-SNARF is a drop-in replacement in functionality to our previous work, SNARF, while significantly improving its computational efficiency. We contribute several algorithmic and implementation improvements over SNARF, yielding a speed-up of 150×. These improvements include voxel-based correspondence search, pre-computing the linear blend skinning function, and an efficient software implementation with CUDA kernels. Fast-SNARF enables efficient and simultaneous optimization of shape and skinning weights given deformed observations without correspondences (e.g. 3D meshes). Because learning of deformation maps is a crucial component in many 3D human avatar methods and since Fast-SNARF provides a computationally efficient solution, we believe that this work represents a significant step towards the practical creation of 3D virtual humans. Xu Chen 0025, Tianjian Jiang, Jie Song 0006, Max Rietmann, Andreas Geiger 0001, Michael J. Black, Otmar Hilliges |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2022 | gDNA: Towards Generative Detailed Neural AvatarsabstractTo make 3D human avatars widely available, we must be able to generate a variety of 3D virtual humans with varied identities and shapes in arbitrary poses. This task is chal-lenging due to the diversity of clothed body shapes, their complex articulations, and the resulting rich, yet stochas-tic geometric detail in clothing. Hence, current methods that represent 3D people do not provide a full generative model of people in clothing. In this paper, we propose a novel method that learns to generate detailed 3D shapes of people in a variety of garments with corresponding skin-ning weights. Specifically, we devise a multi-subject forward skinning module that is learned from only a few posed, unrigged scans per subject. To capture the stochastic nature of high-frequency details in garments, we leverage an adversarial loss formulation that encourages the model to capture the underlying statistics. We provide empirical evi-dence that this leads to realistic generation of local details such as wrinkles. We show that our model is able to gen-erate natural human avatars wearing diverse and detailed clothing. Furthermore, we show that our method can be used on the task of fitting human models to raw scans, out-performing the previous state-of-the-art. Xu Chen 0025, Tianjian Jiang, Jie Song 0006, Michael J. Black, Andreas Geiger 0001, Otmar Hilliges |
CVPR | 1 |
| 2022 | PINA: Learning a Personalized Implicit Neural Avatar from a Single RGB-D Video SequenceabstractWe present a novel method to learn Personalized Implicit Neural Avatars (PINA) from a short RGB-D sequence. This allows non-expert users to create a detailed and personal-ized virtual copy of themselves, which can be animated with realistic clothing deformations. PINA does not require complete scans, nor does it require a prior learned from large datasets of clothed humans. Learning a complete avatar in this setting is challenging, since only few depth observations are available, which are noisy and incomplete (i.e. only partial visibility of the body per frame). We propose a method to learn the shape and non-rigid deformations via a pose-conditioned implicit surface and a deformation field, defined in canonical space. This allows us to fuse all partial observations into a single consistent canonical representation. Fusion is formulated as a global optimization problem over the pose, shape and skinning parameters. The method can learn neural avatars from real noisy RGB-D sequences for a diverse set of people and clothing styles and these avatars can be animated given unseen motion sequences. Jie Song 0006, Xu Chen 0025, Andreas Geiger 0001, Otmar Hilliges |
CVPR | 4 |
| 2022 | I M Avatar: Implicit Morphable Head Avatars from VideosabstractTraditional 3D morphable face models (3DMMs) provide fine-grained control over expression but cannot easily capture geometric and appearance details. Neural volumetric representations approach photorealism but are hard to animate and do not generalize well to unseen expressions. To tackle this problem, we propose IMavatar (Implicit Morphable avatar), a novel method for learning implicit head avatars from monocular videos. Inspired by the fine-grained control mechanisms afforded by conventional 3DMMs, we represent the expression- and pose-related deformations via learned blendshapes and skinning fields. These attributes are pose-independent and can be used to morph the canonical geometry and texture fields given novel expression and pose parameters. We employ ray marching and iterative root-finding to locate the canonical surface intersection for each pixel. A key contribution is our novel analytical gradient formulation that enables end-to-end training of IMavatars from videos. We show quantitatively and qualitatively that our method improves geometry and covers a more complete expression space compared to state-of-the-art methods. Code and data can be found at https://ait.ethz.ch/projects/2022/IMavatar/. Victoria Fernández Abrevaya, Marcel C. Bühler, Xu Chen 0025, Michael J. Black, Otmar Hilliges |
CVPR | 4 |
| 2021 | Human Performance Capture from Monocular Video in the WildabstractCapturing the dynamically deforming 3D shape of clothed human is essential for numerous applications, including VR/AR, autonomous driving, and human-computer interaction. Existing methods either require a highly specialized capturing setup, such as expensive multi-view imaging systems, or they lack robustness to challenging body poses. In this work, we propose a method capable of capturing the dynamic 3D human shape from a monocular video featuring challenging body poses, without any additional input. We first build a 3D template human model of the subject based on a learned regression model. We then track this template model’s deformation under challenging body articulations based on 2D image observations. Our method outperforms state-of-the-art methods on an in-the-wild human video dataset 3DPW. Moreover, we demonstrate its efficacy in robustness and generalizability on videos from iPER datasets. Xu Chen 0025, Jie Song 0006, Otmar Hilliges |
3DV | 2 |
| 2021 | Render In-between: Motion Guided Video Synthesis for Action Interpolation
Hsuan-I Ho, Xu Chen 0025, Jie Song 0006, Otmar Hilliges |
BMVC | 2 |
| 2021 | SNARF: Differentiable Forward Skinning for Animating Non-Rigid Neural Implicit ShapesabstractNeural implicit surface representations have emerged as a promising paradigm to capture 3D shapes in a continuous and resolution-independent manner. However, adapting them to articulated shapes is non-trivial. Existing approaches learn a backward warp field that maps deformed to canonical points. However, this is problematic since the backward warp field is pose dependent and thus requires large amounts of data to learn. To address this, we introduce SNARF, which combines the advantages of linear blend skinning (LBS) for polygonal meshes with those of neural implicit surfaces by learning a forward deformation field without direct supervision. This deformation field is defined in canonical, pose-independent, space, enabling generalization to unseen poses. Learning the deformation field from posed meshes alone is challenging since the correspondences of deformed points are defined implicitly and may not be unique under changes of topology. We propose a forward skinning model that finds all canonical correspondences of any deformed point using iterative root finding. We derive analytical gradients via implicit differentiation, enabling end-to-end training from 3D meshes with bone transformations. Compared to state-of-the-art neural implicit representations, our approach generalizes better to unseen poses while preserving accuracy. We demonstrate our method in challenging scenarios on (clothed) 3D humans in diverse and unseen poses. Xu Chen 0025, Michael J. Black, Otmar Hilliges, Andreas Geiger 0001 |
ICCV | 1 |
| 2021 | Shape-aware Multi-Person Pose Estimation from Multi-View ImagesabstractIn this paper we contribute a simple yet effective approach for estimating 3D poses of multiple people from multi-view images. Our proposed coarse-to-fine pipeline first aggregates noisy 2D observations from multiple camera views into 3D space and then associates them into individual instances based on a confidence-aware majority voting technique. The final pose estimates are attained from a novel optimization scheme which links high-confidence multi-view 2D observations and 3D joint candidates. More-over, a statistical parametric body model such as SMPL is leveraged as a regularizing prior for these 3D joint candidates. Specifically, both 3D poses and SMPL parameters are optimized jointly in an alternating fashion. Here the parametric models help in correcting implausible 3D pose estimates and filling in missing joint detections while updated 3D poses in turn guide obtaining better SMPL estimations. By linking 2D and 3D observations, our method is both accurate and generalizes to different data sources because it better decouples the final 3D pose from the interperson constellation and is more robust to noisy 2D detections. We systematically evaluate our method on public datasets and achieve state-of-the-art performance. The code and video will be available on the project page: https://ait.ethz.ch/projects/2021/multi-human-pose/. Jie Song 0006, Xu Chen 0025, Otmar Hilliges |
ICCV | 3 |
| 2020 | Category Level Object Pose Estimation via Neural Analysis-by-Synthesis
Xu Chen 0025, Jie Song 0006, Andreas Geiger 0001, Otmar Hilliges |
ECCV (26) | 1 |
| 2020 | Human Body Model Fitting by Learned Gradient Descent
Jie Song 0006, Xu Chen 0025, Otmar Hilliges |
ECCV (20) | 2 |
| 2019 | Monocular Neural Image Based Rendering With Continuous View ControlabstractWe propose a method to produce a continuous stream of novel views under fine-grained (e.g., 1 degree step-size) camera control at interactive rates. A novel learning pipeline determines the output pixels directly from the source color. Injecting geometric transformations, including perspective projection, 3D rotation and translation into the network forces implicit reasoning about the underlying geometry. The latent 3D geometry representation is compact and meaningful under 3D transformation, being able to produce geometrically accurate views for both single objects and natural scenes. Our experiments show that both proposed components, the transforming encoder-decoder and depth-guided appearance mapping, lead to significantly improved generalization beyond the training views and in consequence to more accurate view synthesis under continuous 6-DoF camera control. Finally, we show that our method outperforms state-of-the-art baseline methods on public datasets. Jie Song 0006, Xu Chen 0025, Otmar Hilliges |
ICCV | 2 |