Dan Casas

dblp:00/10396 · also Dan Casas Guix · DBLP profile ↗
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52ranked-venue papers
10as first author
18since 2021 · last 2026
0000-0002-3664-089XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 45 · 10 first-author · 16 since 2021Artificial intelligence and machine learning · 20 · 2 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 7 · 2 first-author · 2 since 2021
YearPublicationVenuePosition
2026 GNOCHI: Generative Neural mOdel for Close Human-Human Interactions
abstract
Abstract Creating realistic 3D human‐human interactions in virtual environments is challenging due to the high degrees of freedom in human body and the need for physically accurate poses that do not collide with each other. Traditional methods for humanhuman interaction are based on motion tracking or 3D body reconstruction, but lack generative capabilities. Recent generative methods enable the synthesis of individual or interacting motions via text or image input, but generally fall short in modeling close interactions. This paper introduces a novel generative model for close 3D human‐human interactions using a conditional variational autoencoder (cVAE), which generates poses for one human conditioned on the pose of another, allowing for controlled and diverse interaction synthesis. To train our model, we address two underlying long‐standing challenges in the field of human‐human interaction: data scarcity, for which we propose an automated supervised data augmentation strategy that generates synthetic yet realistic interaction poses; and collision awareness in generative approaches, for which we propose a self‐supervised loss based on a collision resolution technique using volumetric proxies to ensure physically correct interactions. We extensively evaluate the capabilities of our model, and demonstrate a wide variety of plausible and physically correct interactions, not possible to generate with current state‐of‐the‐art methods.
Gonzalo Gomez-Nogales, Marc Comino, Andrés Casado-Elvira, Dan Casas
Comput. Graph. Forum4
2025 Learning Extremely High Density Crowds as Active Matters
abstract
Video-based high-density crowd analysis and prediction has been a long-standing topic in computer vision. It is notoriously difficult due to, but not limited to, the lack of high-quality data and complex crowd dynamics. Consequently, it has been relatively under-studied. In this paper, we propose a new approach that aims to learn from in-the-wild videos, often with low quality where it is difficult to track individuals or count heads. The key novelty is a new physics prior to model crowd dynamics. We model high-density crowds as active matter, a continuum with active particles subject to stochastic forces, named ‘crowd material’. Our physics model is combined with neural networks, resulting in a neural stochastic differential equation system that can mimic complex crowd dynamics. Due to the lack of similar research, we adapt a range of existing methods which are close to ours for comparison. Through exhaustive evaluations, we show our model outperforms existing methods in analyzing and forecasting extremely high-density crowds. Furthermore, since our model is a continuous-time physics model, it can be used for simulation and analysis, providing strong interpretability. This is categorically different from most deep learning methods, which are discrete-time models and black-boxes.
Feixiang He, Jiangbei Yue, Jialin Zhu 0001, Armin Seyfried, Dan Casas, Julien Pettré, He Wang 0002
CVPR5
2025 Detecting anomalies in dense 3D crowds
abstract
Estimating the behavior of dense 3D crowds is crucial for applications in security, surveillance, and planning. Detecting events in such crowds from a single video, the most common scenario, is challenging due to ambiguities, occlusions, and complex human behavior. To address this, we propose a method that overlays pixel-based labels on video data to highlight anomalies in dense 3D crowds movement. Our key contribution is a data-driven, image-based model trained on features derived from 3D virtual crowd animations of articulated characters that mimic real crowds at a micro-level. By using training data based on captured dense crowd trajectories and realistic 3D motions, we can analyze and detect anomalies in complex real-world scenarios. Additionally, while acquiring ground-truth data from diverse viewpoints is difficult in real-world settings, our virtual simulator allows rendering scenes from multiple perspectives, enabling the training of models robust to viewpoint variations. We demonstrate qualitatively and quantitatively that our method can detect anomalies in much denser crowds than existing methods.
Melania Prieto-Martín, Marc Comino, Dan Casas
Comput. Graph.3
2025 Accurate hand contact detection from RGB images via image-to-image translation
abstract
Hand tracking is a growing research field that can potentially provide a natural interface to interact with virtual environments. However, despite the impressive recent advances, the 3D tracking of two interacting hands from RGB video remains an open problem. While current methods are able to infer the 3D pose of two hands in interaction reasonably, residual errors in depth, shape, and pose estimation prevent the accurate detection of hand-to-hand contact. To mitigate these errors, in this paper, we propose an image-based data-driven method to estimate the contact in hand-to-hand interactions. Our method is built on top of 3D hand trackers that predict the articulated pose of two hands, enriching them with camera-space probability maps of contact points. To train our method, we first feed motion capture data of interacting hands into a physics-based hand simulator, and compute dense 3D contact points. We then render such contact maps from various viewpoints and create a dataset of pairs of pixel-to-surface hand images and their corresponding contact labels. Finally, we train an image-to-image network that learns to translate pixel-to-surface correspondences to contact maps. At inference time, we estimate pixel-to-surface correspondences using state-of-the-art hand tracking and then use our network to predict accurate hand-to-hand contact. We qualitatively and quantitatively validate our method in real-world data and demonstrate that our contact predictions are more accurate than state-of-the-art hand-tracking methods.
Suzanne Sorli, Marc Comino, Dan Casas
Comput. Graph.3
2024 DiffusedWrinkles: A Diffusion-Based Model for Data-Driven Garment Animation
Raquel Vidaurre, Elena Garces 0001, Dan Casas
BMVC3
2024 TexTile: A Differentiable Metric for Texture Tileability
abstract
We introduce TexTile, a novel differentiable metric to quantify the degree upon which a texture image can be concatenated with itself without introducing repeating artifacts (i.e., the tileability). Existing methods for tileable texture synthesis focus on general texture quality, but lack explicit analysis of the intrinsic repeatability properties of a texture. In contrast, our TexTile metric effectively evaluates the tileable properties of a texture, opening the door to more in-formed synthesis and analysis of tileable textures. Under the hood, TexTile is formulated as a binary classifier carefully built from a large dataset of textures of different styles, semantics, regularities, and human annotations. Key to our method is a set of architectural modifications to baseline pretrain image classifiers to overcome their shortcomings at measuring tileability, along with a custom data augmen-tation and training regime aimed at increasing robustness and accuracy. We demonstrate that TexTile can be plugged into different state-of-the-art texture synthesis methods, in-cluding diffusion-based strategies, and generate tileable textures while keeping or even improving the overall texture quality. Furthermore, we show that TexTile can objectively evaluate any tileable texture synthesis method, whereas the current mix of existing metrics produces uncorrelated scores which heavily hinders progress in the field.
Carlos Rodríguez-Pardo, Dan Casas, Elena Garces 0001, Jorge Lopez-Moreno
CVPR2
2024 Resolving Collisions in Dense 3D Crowd Animations
abstract
We propose a novel contact-aware method to synthesize highly-dense 3D crowds of animated characters. Existing methods animate crowds by, first, computing the 2D global motion approximating subjects as 2D particles and, then, introducing individual character motions without considering their surroundings. This creates the illusion of a 3D crowd, but, with density, characters frequently intersect each other since character-to-character contact is not modeled. We tackle this issue and propose a general method that considers any crowd animation and resolves existing residual collisions. To this end, we take a physics-based approach to model contacts between articulated characters. This enables the real-time synthesis of 3D high-density crowds with dozens of individuals that do not intersect each other, producing an unprecedented level of physical correctness in animations. Under the hood, we model each individual using a parametric human body incorporating a set of 3D proxies to approximate their volume. We then build a large system of articulated rigid bodies, and use an efficient physics-based approach to solve for individual body poses that do not collide with each other while maintaining the overall motion of the crowd. We first validate our approach objectively and quantitatively. We then explore relations between physical correctness and perceived realism based on an extensive user study that evaluates the relevance of solving contacts in dense crowds. Results demonstrate that our approach outperforms existing methods for crowd animation in terms of geometric accuracy and overall realism.
Gonzalo Gomez-Nogales, Melania Prieto-Martín, Cristian Romero, Marc Comino, Pablo Ramon-Prieto, Anne-Hélène Olivier, Ludovic Hoyet, Miguel A. Otaduy, Julien Pettré, Dan Casas
ACM Trans. Graph.10
2023 SMPLitex: A Generative Model and Dataset for 3D Human Texture Estimation from Single Image
Dan Casas, Marc Comino
BMVC1
2023 Learning Contact Deformations with General Collider Descriptors
abstract
This paper presents a learning-based method for the simulation of rich contact deformations on reduced deformation models. Previous works learn deformation models for specific pairs of objects; we lift this limitation by designing a neural model that supports general rigid collider shapes. We do this by formulating a novel collider descriptor that characterizes local geometry in a region of interest. The paper shows that the learning-based deformation model can be trained on a library of colliders, but it accurately supports unseen collider shapes at runtime. We showcase our method on interactive dynamic simulations with animation of rich deformation detail, manipulation and exploration of untrained objects, and augmentation of contact information suitable for high-fidelity haptics.
Cristian Romero, Dan Casas, Maurizio M. Chiaramonte, Miguel A. Otaduy
SIGGRAPH Asia2
2023 How Will It Drape Like? Capturing Fabric Mechanics from Depth Images
abstract
Abstract We propose a method to estimate the mechanical parameters of fabrics using a casual capture setup with a depth camera. Our approach enables to create mechanically‐correct digital representations of real‐world textile materials, which is a fundamental step for many interactive design and engineering applications. As opposed to existing capture methods, which typically require expensive setups, video sequences, or manual intervention, our solution can capture at scale, is agnostic to the optical appearance of the textile, and facilitates fabric arrangement by non‐expert operators. To this end, we propose a sim‐to‐real strategy to train a learning‐based framework that can take as input one or multiple images and outputs a full set of mechanical parameters. Thanks to carefully designed data augmentation and transfer learning protocols, our solution generalizes to real images despite being trained only on synthetic data, hence successfully closing the sim‐to‐real loop. Key in our work is to demonstrate that evaluating the regression accuracy based on the similarity at parameter space leads to an inaccurate distances that do not match the human perception. To overcome this, we propose a novel metric for fabric drape similarity that operates on the image domain instead on the parameter space, allowing us to evaluate our estimation within the context of a similarity rank. We show that out metric correlates with human judgments about the perception of drape similarity, and that our model predictions produce perceptually accurate results compared to the ground truth parameters.
Carlos Rodríguez-Pardo, Melania Prieto-Martín, Dan Casas, Elena Garces 0001
Comput. Graph. Forum3
2022 SNUG: Self-Supervised Neural Dynamic Garments
abstract
We present a self-supervised method to learn dynamic 3D deformations of garments worn by parametric human bodies. State-of-the-art data-driven approaches to model 3D garment deformations are trained using supervised strategies that require large datasets, usually obtained by expensive physics-based simulation methods or professional multi-camera capture setups. In contrast, we propose a new training scheme that removes the need for ground-truth samples, enabling self-supervised training of dynamic 3D garment deformations. Our key contribution is to realize that physics-based deformation models, traditionally solved in a frame-by-frame basis by implicit integrators, can be recasted as an optimization problem. We leverage such optimization-based scheme to formulate a set of physics-based loss terms that can be used to train neural networks without precomputing ground-truth data. This allows us to learn models for interactive garments, including dynamic deformations and fine wrinkles, with a two orders of magnitude speed up in training time compared to state-of-the-art supervised methods.
Igor Santesteban, Miguel A. Otaduy, Dan Casas
CVPR3
2022 ULNeF: Untangled Layered Neural Fields for Mix-and-Match Virtual Try-On
abstract
Recent advances in neural models have shown great results for virtual try-on (VTO) problems, where a 3D representation of a garment is deformed to fit a target body shape. However, current solutions are limited to a single garment layer, and cannot address the combinatorial complexity of mixing different garments. Motivated by this limitation, we investigate the use of neural fields for mix-and-match VTO, and identify and solve a fundamental challenge that existing neural-field methods cannot address: the interaction between layered neural fields. To this end, we propose a neural model that untangles layered neural fields to represent collision-free garment surfaces. The key ingredient is a neural untangling projection operator that works directly on the layered neural fields, not on explicit surface representations. Algorithms to resolve object-object interaction are inherently limited by the use of explicit geometric representations, and we show how methods that work directly on neural implicit representations could bring a change of paradigm and open the door to radically different approaches.
Igor Santesteban, Miguel A. Otaduy, Nils Thürey, Dan Casas
NeurIPS4
2022 PERGAMO: Personalized 3D Garments from Monocular Video
abstract
Abstract Clothing plays a fundamental role in digital humans. Current approaches to animate 3D garments are mostly based on realistic physics simulation, however, they typically suffer from two main issues: high computational run‐time cost, which hinders their deployment; and simulation‐to‐real gap, which impedes the synthesis of specific real‐world cloth samples. To circumvent both issues we propose PERGAMO, a data‐driven approach to learn a deformable model for 3D garments from monocular images. To this end, we first introduce a novel method to reconstruct the 3D geometry of garments from a single image, and use it to build a dataset of clothing from monocular videos. We use these 3D reconstructions to train a regression model that accurately predicts how the garment deforms as a function of the underlying body pose. We show that our method is capable of producing garment animations that match the real‐world behavior, and generalizes to unseen body motions extracted from motion capture dataset.
Andrés Casado-Elvira, Marc Comino, Dan Casas
Comput. Graph. Forum3
2022 A Survey on Intrinsic Images: Delving Deep into Lambert and Beyond
Elena Garces 0001, Carlos Rodríguez-Pardo, Dan Casas, Jorge Lopez-Moreno
Int. J. Comput. Vis.3
2022 Contact-centric deformation learning
abstract
We propose a novel method to machine-learn highly detailed, nonlinear contact deformations for real-time dynamic simulation. We depart from previous deformation-learning strategies, and model contact deformations in a contact-centric manner. This strategy shows excellent generalization with respect to the object's configuration space, and it allows for simple and accurate learning. We complement the contact-centric learning strategy with two additional key ingredients: learning a continuous vector field of contact deformations, instead of a discrete approximation; and sparsifying the mapping between the contact configuration and contact deformations. These two ingredients further contribute to the accuracy, efficiency, and generalization of the method. We integrate our learning-based contact deformation model with subspace dynamics, showing real-time dynamic simulations with fine contact deformation detail.
Cristian Romero, Dan Casas, Maurizio M. Chiaramonte, Miguel A. Otaduy
ACM Trans. Graph.2
2021 Self-Supervised Collision Handling via Generative 3D Garment Models for Virtual Try-On
abstract
We propose a new generative model for 3D garment deformations that enables us to learn, for the first time, a data-driven method for virtual try-on that effectively addresses garment-body collisions. In contrast to existing methods that require an undesirable postprocessing step to fix garment-body interpenetrations at test time, our approach directly outputs 3D garment configurations that do not collide with the underlying body. Key to our success is a new canonical space for garments that removes pose-and-shape deformations already captured by a new diffused human body model, which extrapolates body surface properties such as skinning weights and blendshapes to any 3D point. We leverage this representation to train a generative model with a novel self-supervised collision term that learns to reliably solve garment-body interpenetrations. We extensively evaluate and compare our results with recently proposed data-driven methods, and show that our method is the first to successfully address garment-body contact in unseen body shapes and motions, without compromising realism and detail.
Igor Santesteban, Nils Thürey, Miguel A. Otaduy, Dan Casas
CVPR4
2021 Fine Virtual Manipulation with Hands of Different Sizes
abstract
Natural interaction with virtual objects relies on two major technology components: hand tracking and hand-object physics simulation. There are functional solutions for these two components, but their hand representations may differ in size and skeletal morphology, hence making the connection non-trivial. In this paper, we introduce a pose retargeting strategy to connect the tracked and simulated hand representations, and we have formulated and solved this hand retargeting as an optimization problem. We have also carried out a user study that demonstrates the effectiveness of our approach to enable fine manipulations that are slow and awkward with naïve approaches.
Suzanne Sorli, Dan Casas, Mickeal Verschoor, Ana Tajadura-Jiménez, Miguel A. Otaduy
ISMAR2
2021 Learning contact corrections for handle-based subspace dynamics
abstract
This paper introduces a novel subspace method for the simulation of dynamic deformations. The method augments existing linear handle-based subspace formulations with nonlinear learning-based corrections parameterized by the same subspace. Together, they produce a compact nonlinear model that combines the fast dynamics and overall contact-based interaction of subspace methods, with the highly detailed deformations of learning-based methods. We propose a formulation of the model with nonlinear corrections applied on the local undeformed setting, and decoupling internal and external contact-driven corrections. We define a simple mapping of these corrections to the global setting, an efficient implementation for dynamic simulation, and a training pipeline to generate examples that efficiently cover the interaction space. Altogether, the method achieves unprecedented combination of speed and contact-driven deformation detail.
Cristian Romero, Dan Casas, Jesús Pérez 0003, Miguel A. Otaduy
ACM Trans. Graph.2
2020 Modeling and Estimation of Nonlinear Skin Mechanics for Animated Avatars
abstract
Abstract Data‐driven models of human avatars have shown very accurate representations of static poses with soft‐tissue deformations. However they are not yet capable of precisely representing very nonlinear deformations and highly dynamic effects. Nonlinear skin mechanics are essential for a realistic depiction of animated avatars interacting with the environment, but controlling physics‐only solutions often results in a very complex parameterization task. In this work, we propose a hybrid model in which the soft‐tissue deformation of animated avatars is built as a combination of a data‐driven statistical model, which kinematically drives the animation, an FEM mechanical simulation. Our key contribution is the definition of deformation mechanics in a reference pose space by inverse skinning of the statistical model. This way, we retain as much as possible of the accurate static data‐driven deformation and use a custom anisotropic nonlinear material to accurately represent skin dynamics. Model parameters including the heterogeneous distribution of skin thickness and material properties are automatically optimized from 4D captures of humans showing soft‐tissue deformations.
Cristian Romero, Miguel A. Otaduy, Dan Casas, Jesús Pérez 0003
Comput. Graph. Forum3
2020 SoftSMPL: Data-driven Modeling of Nonlinear Soft-tissue Dynamics for Parametric Humans
abstract
Abstract We present SoftSMPL, a learning‐based method to model realistic soft‐tissue dynamics as a function of body shape and motion. Datasets to learn such task are scarce and expensive to generate, which makes training models prone to overfitting. At the core of our method there are three key contributions that enable us to model highly realistic dynamics and better generalization capabilities than state‐of‐the‐art methods, while training on the same data. First, a novel motion descriptor that disentangles the standard pose representation by removing subject‐specific features; second, a neural‐network‐based recurrent regressor that generalizes to unseen shapes and motions; and third, a highly efficient nonlinear deformation subspace capable of representing soft‐tissue deformations of arbitrary shapes. We demonstrate qualitative and quantitative improvements over existing methods and, additionally, we show the robustness of our method on a variety of motion capture databases.
Igor Santesteban, Elena Garces 0001, Miguel A. Otaduy, Dan Casas
Comput. Graph. Forum4
2020 Fully Convolutional Graph Neural Networks for Parametric Virtual Try-On
abstract
Abstract We present a learning‐based approach for virtual try‐on applications based on a fully convolutional graph neural network. In contrast to existing data‐driven models, which are trained for a specific garment or mesh topology, our fully convolutional model can cope with a large family of garments, represented as parametric predefined 2D panels with arbitrary mesh topology, including long dresses, shirts, and tight tops. Under the hood, our novel geometric deep learning approach learns to drape 3D garments by decoupling the three different sources of deformations that condition the fit of clothing: garment type, target body shape, and material. Specifically, we first learn a regressor that predicts the 3D drape of the input parametric garment when worn by a mean body shape. Then, after a mesh topology optimization step where we generate a sufficient level of detail for the input garment type, we further deform the mesh to reproduce deformations caused by the target body shape. Finally, we predict fine‐scale details such as wrinkles that depend mostly on the garment material. We qualitatively and quantitatively demonstrate that our fully convolutional approach outperforms existing methods in terms of generalization capabilities and memory requirements, and therefore it opens the door to more general learning‐based models for virtual try‐on applications.
Raquel Vidaurre, Igor Santesteban, Elena Garces 0001, Dan Casas
Comput. Graph. Forum4
2020 Tactile rendering based on skin stress optimization
abstract
We present a method to render virtual touch, such that the stimulus produced by a tactile device on a user's skin matches the stimulus computed in a virtual environment simulation. To achieve this, we solve the inverse mapping from skin stimulus to device configuration thanks to a novel optimization algorithm. Within this algorithm, we use a device-skin simulation model to estimate rendered stimuli, we account for trajectory-dependent effects efficiently by decoupling the computation of the friction state from the optimization of device configuration, and we accelerate computations using a neural-network approximation of the device-skin model. Altogether, we enable real-time tactile rendering of rich interactions including smooth rolling, but also contact with edges, or frictional stick-slip motion. We validate our algorithm both qualitatively through user experiments, and quantitatively on a BioTac biomimetic finger sensor.
Mickeal Verschoor, Dan Casas, Miguel A. Otaduy
ACM Trans. Graph.2
2020 RGB2Hands: real-time tracking of 3D hand interactions from monocular RGB video
abstract
Tracking and reconstructing the 3D pose and geometry of two hands in interaction is a challenging problem that has a high relevance for several human-computer interaction applications, including AR/VR, robotics, or sign language recognition. Existing works are either limited to simpler tracking settings ( e.g. , considering only a single hand or two spatially separated hands), or rely on less ubiquitous sensors, such as depth cameras. In contrast, in this work we present the first real-time method for motion capture of skeletal pose and 3D surface geometry of hands from a single RGB camera that explicitly considers close interactions. In order to address the inherent depth ambiguities in RGB data, we propose a novel multi-task CNN that regresses multiple complementary pieces of information, including segmentation, dense matchings to a 3D hand model, and 2D keypoint positions, together with newly proposed intra-hand relative depth and inter-hand distance maps. These predictions are subsequently used in a generative model fitting framework in order to estimate pose and shape parameters of a 3D hand model for both hands. We experimentally verify the individual components of our RGB two-hand tracking and 3D reconstruction pipeline through an extensive ablation study. Moreover, we demonstrate that our approach offers previously unseen two-hand tracking performance from RGB, and quantitatively and qualitatively outperforms existing RGB-based methods that were not explicitly designed for two-hand interactions. Moreover, our method even performs on-par with depth-based real-time methods.
Jiayi Wang 0001, Franziska Mueller 0001, Florian Bernard 0001, Suzanne Sorli, Oleksandr Sotnychenko, Neng Qian, Miguel A. Otaduy, Dan Casas, Christian Theobalt
ACM Trans. Graph.8
2019 BRDF Estimation of Complex Materials with Nested Learning
abstract
The estimation of the optical properties of a material from RGB-images is an important but extremely ill-posed problem in Computer Graphics. While recent works have successfully approached this problem even from just a single photograph, significant simplifications of the material model are assumed, limiting the usability of such methods. The detection of complex material properties such as anisotropy or Fresnel effect remains an unsolved challenge. We propose a novel method that predicts the model parameters of an artist-friendly, physically-based BRDF, from only two low-resolution shots of the material. Thanks to a novel combination of deep neural networks in a nested architecture, we are able to handle the ambiguities given by the non-orthogonality and non-convexity of the parameter space. To train the network, we generate a novel dataset of physically-based synthetic images. We prove that our model can recover new properties like anisotropy, index of refraction and a second reflectance color, for materials that have tinted specular reflections or whose albedo changes at glancing angles.
Raquel Vidaurre, Dan Casas, Elena Garces 0001, Jorge Lopez-Moreno
WACV2
2019 Foreword to the Special Section on CEIG 2019
Dan Casas, Adrián Jarabo, Miguel A. Otaduy
Comput. Graph.1
2019 Learning-Based Animation of Clothing for Virtual Try-On
abstract
Abstract This paper presents a learning‐based clothing animation method for highly efficient virtual try‐on simulation. Given a garment, we preprocess a rich database of physically‐based dressed character simulations, for multiple body shapes and animations. Then, using this database, we train a learning‐based model of cloth drape and wrinkles, as a function of body shape and dynamics. We propose a model that separates global garment fit, due to body shape, from local garment wrinkles, due to both pose dynamics and body shape. We use a recurrent neural network to regress garment wrinkles, and we achieve highly plausible nonlinear effects, in contrast to the blending artifacts suffered by previous methods. At runtime, dynamic virtual try‐on animations are produced in just a few milliseconds for garments with thousands of triangles. We show qualitative and quantitative analysis of results.
Igor Santesteban, Miguel A. Otaduy, Dan Casas
Comput. Graph. Forum3
2019 Real-time pose and shape reconstruction of two interacting hands with a single depth camera
abstract
We present a novel method for real-time pose and shape reconstruction of two strongly interacting hands. Our approach is the first two-hand tracking solution that combines an extensive list of favorable properties, namely it is marker-less, uses a single consumer-level depth camera, runs in real time, handles inter- and intra-hand collisions, and automatically adjusts to the user's hand shape. In order to achieve this, we embed a recent parametric hand pose and shape model and a dense correspondence predictor based on a deep neural network into a suitable energy minimization framework. For training the correspondence prediction network, we synthesize a two-hand dataset based on physical simulations that includes both hand pose and shape annotations while at the same time avoiding inter-hand penetrations. To achieve real-time rates, we phrase the model fitting in terms of a nonlinear least-squares problem so that the energy can be optimized based on a highly efficient GPU-based Gauss-Newton optimizer. We show state-of-the-art results in scenes that exceed the complexity level demonstrated by previous work, including tight two-hand grasps, significant inter-hand occlusions, and gesture interaction. 1
Franziska Mueller 0001, Micah Davis, Florian Bernard 0001, Oleksandr Sotnychenko, Mickeal Verschoor, Miguel A. Otaduy, Dan Casas, Christian Theobalt
ACM Trans. Graph.7
2018 GANerated Hands for Real-Time 3D Hand Tracking From Monocular RGB
abstract
We address the highly challenging problem of real-time 3D hand tracking based on a monocular RGB-only sequence. Our tracking method combines a convolutional neural network with a kinematic 3D hand model, such that it generalizes well to unseen data, is robust to occlusions and varying camera viewpoints, and leads to anatomically plausible as well as temporally smooth hand motions. For training our CNN we propose a novel approach for the synthetic generation of training data that is based on a geometrically consistent image-to-image translation network. To be more specific, we use a neural network that translates synthetic images to "real" images, such that the so-generated images follow the same statistical distribution as real-world hand images. For training this translation network we combine an adversarial loss and a cycle-consistency loss with a geometric consistency loss in order to preserve geometric properties (such as hand pose) during translation. We demonstrate that our hand tracking system outperforms the current state-of-the-art on challenging RGB-only footage.
Franziska Mueller 0001, Florian Bernard 0001, Oleksandr Sotnychenko, Dushyant Mehta, Srinath Sridhar 0002, Dan Casas, Christian Theobalt
CVPR6
2017 Monocular 3D Human Pose Estimation in the Wild Using Improved CNN Supervision
abstract
We propose a CNN-based approach for 3D human body pose estimation from single RGB images that addresses the issue of limited generalizability of models trained solely on the starkly limited publicly available 3D pose data. Using only the existing 3D pose data and 2D pose data, we show state-of-the-art performance on established benchmarks through transfer of learned features, while also generalizing to in-the-wild scenes. We further introduce a new training set for human body pose estimation from monocular images of real humans that has the ground truth captured with a multi-camera marker-less motion capture system. It complements existing corpora with greater diversity in pose, human appearance, clothing, occlusion, and viewpoints, and enables an increased scope of augmentation. We also contribute a new benchmark that covers outdoor and indoor scenes, and demonstrate that our 3D pose dataset shows better in-the-wild performance than existing annotated data, which is further improved in conjunction with transfer learning from 2D pose data. All in all, we argue that the use of transfer learning of representations in tandem with algorithmic and data contributions is crucial for general 3D body pose estimation.
Dushyant Mehta, Helge Rhodin, Dan Casas, Pascal Fua, Oleksandr Sotnychenko, Weipeng Xu, Christian Theobalt
3DV3
2017 Real-Time Hand Tracking under Occlusion from an Egocentric RGB-D Sensor
abstract
We present an approach for real-time, robust and accurate hand pose estimation from moving egocentric RGB-D cameras in cluttered real environments. Existing methods typically fail for hand-object interactions in cluttered scenes imaged from egocentric viewpoints-common for virtual or augmented reality applications. Our approach uses two subsequently applied Convolutional Neural Networks (CNNs) to localize the hand and regress 3D joint locations. Hand localization is achieved by using a CNN to estimate the 2D position of the hand center in the input, even in the presence of clutter and occlusions. The localized hand position, together with the corresponding input depth value, is used to generate a normalized cropped image that is fed into a second CNN to regress relative 3D hand joint locations in real time. For added accuracy, robustness and temporal stability, we refine the pose estimates using a kinematic pose tracking energy. To train the CNNs, we introduce a new photorealistic dataset that uses a merged reality approach to capture and synthesize large amounts of annotated data of natural hand interaction in cluttered scenes. Through quantitative and qualitative evaluation, we show that our method is robust to self-occlusion and occlusions by objects, particularly in moving egocentric perspectives.
Franziska Mueller 0001, Dushyant Mehta, Oleksandr Sotnychenko, Srinath Sridhar 0002, Dan Casas, Christian Theobalt
ICCV5
2017 Multi-view Performance Capture of Surface Details
abstract
This paper presents a novel approach to recover true fine surface detail of deforming meshes reconstructed from multi-view video. Template-based methods for performance capture usually produce a coarse-to-medium scale detail 4D surface reconstruction which does not contain the real high-frequency geometric detail present in the original video footage. Fine scale deformation is often incorporated in a second pass by using stereo constraints, features, or shading-based refinement. In this paper, we propose an alternative solution to this second stage by formulating dense dynamic surface reconstruction as a global optimization problem of the densely deforming surface. Our main contribution is an implicit representation of a deformable mesh that uses a set of Gaussian functions on the surface to represent the initial coarse mesh, and a set of Gaussians for the images to represent the original captured multi-view images. We effectively find the fine scale deformations for all mesh vertices, which maximize photo-temporal-consistency, by densely optimizing our model-to-image consistency energy on all vertex positions. Our formulation yields a smooth closed form energy with implicit occlusion handling and analytic derivatives. Furthermore, it does not require error-prone correspondence finding or discrete sampling of surface displacement values. We demonstrate our approach on a variety of datasets of human subjects wearing loose clothing and performing different motions. We qualitatively and quantitatively demonstrate that our technique successfully reproduces finer detail than the input baseline geometry.
Nadia Robertini, Dan Casas, Edilson de Aguiar, Christian Theobalt
Int. J. Comput. Vis.2
2017 VNect: real-time 3D human pose estimation with a single RGB camera
abstract
We present the first real-time method to capture the full global 3D skeletal pose of a human in a stable, temporally consistent manner using a single RGB camera. Our method combines a new convolutional neural network (CNN) based pose regressor with kinematic skeleton fitting. Our novel fully-convolutional pose formulation regresses 2D and 3D joint positions jointly in real time and does not require tightly cropped input frames. A real-time kinematic skeleton fitting method uses the CNN output to yield temporally stable 3D global pose reconstructions on the basis of a coherent kinematic skeleton. This makes our approach the first monocular RGB method usable in real-time applications such as 3D character control---thus far, the only monocular methods for such applications employed specialized RGB-D cameras. Our method's accuracy is quantitatively on par with the best offline 3D monocular RGB pose estimation methods. Our results are qualitatively comparable to, and sometimes better than, results from monocular RGB-D approaches, such as the Kinect. However, we show that our approach is more broadly applicable than RGB-D solutions, i.e., it works for outdoor scenes, community videos, and low quality commodity RGB cameras.
Dushyant Mehta, Srinath Sridhar 0002, Oleksandr Sotnychenko, Helge Rhodin, Mohammad Shafiei, Hans-Peter Seidel, Weipeng Xu, Dan Casas, Christian Theobalt
ACM Trans. Graph.8
2016 Model-Based Outdoor Performance Capture
abstract
We propose a new model-based method to accurately reconstruct human performances captured outdoors in a multi-camera setup. Starting from a template of the actor model, we introduce a new unified implicit representation for both, articulated skeleton tracking and non-rigid surface shape refinement. Our method fits the template to unsegmented video frames in two stages - first, the coarse skeletal pose is estimated, and subsequently non-rigid surface shape and body pose are jointly refined. Particularly for surface shape refinement we propose a new combination of 3D Gaussians designed to align the projected model with likely silhouette contours without explicit segmentation or edge detection. We obtain reconstructions of much higher quality in outdoor settings than existing methods, and show that we are on par with state-of-the-art methods on indoor scenes for which they were designed.
Nadia Robertini, Dan Casas, Helge Rhodin, Hans-Peter Seidel, Christian Theobalt
3DV2
2016 Rapid Photorealistic Blendshape Modeling from RGB-D Sensors
abstract
Creating and animating realistic 3D human faces is an important element of virtual reality, video games, and other areas that involve interactive 3D graphics. In this paper, we propose a system to generate photorealistic 3D blendshape-based face models automatically using only a single consumer RGB-D sensor. The capture and processing requires no artistic expertise to operate, takes 15 seconds to capture and generate a single facial expression, and approximately 1 minute of processing time per expression to transform it into a blendshape model. Our main contributions include a complete end-to-end pipeline for capturing and generating photorealistic blendshape models automatically and a registration method that solves dense correspondences between two face scans by utilizing facial landmarks detection and optical flows. We demonstrate the effectiveness of the proposed method by capturing different human subjects with a variety of sensors and puppeteering their 3D faces with real-time facial performance retargeting. The rapid nature of our method allows for just-in-time construction of a digital face. To that end, we also integrated our pipeline with a virtual reality facial performance capture system that allows dynamic embodiment of the generated faces despite partial occlusion of the user's real face by the head-mounted display.
Dan Casas, Andrew W. Feng, Oleg Alexander, Graham Fyffe, Paul E. Debevec, Ryosuke Ichikari, Hao Li 0015, Kyle Olszewski, Evan A. Suma, Ari Shapiro
CASA1
2016 Real-Time Joint Tracking of a Hand Manipulating an Object from RGB-D Input
Srinath Sridhar 0002, Franziska Mueller 0001, Michael Zollhöfer, Dan Casas, Antti Oulasvirta, Christian Theobalt
ECCV (2)4
2016 General Automatic Human Shape and Motion Capture Using Volumetric Contour Cues
Helge Rhodin, Nadia Robertini, Dan Casas, Christian Richardt, Hans-Peter Seidel, Christian Theobalt
ECCV (5)3
2016 Reconstruction of Personalized 3D Face Rigs from Monocular Video
abstract
We present a novel approach for the automatic creation of a personalized high-quality 3D face rig of an actor from just monocular video data (e.g., vintage movies). Our rig is based on three distinct layers that allow us to model the actor’s facial shape as well as capture his person-specific expression characteristics at high fidelity, ranging from coarse-scale geometry to fine-scale static and transient detail on the scale of folds and wrinkles. At the heart of our approach is a parametric shape prior that encodes the plausible subspace of facial identity and expression variations. Based on this prior, a coarse-scale reconstruction is obtained by means of a novel variational fitting approach. We represent person-specific idiosyncrasies, which cannot be represented in the restricted shape and expression space, by learning a set of medium-scale corrective shapes. Fine-scale skin detail, such as wrinkles, are captured from video via shading-based refinement, and a generative detail formation model is learned. Both the medium- and fine-scale detail layers are coupled with the parametric prior by means of a novel sparse linear regression formulation. Once reconstructed, all layers of the face rig can be conveniently controlled by a low number of blendshape expression parameters, as widely used by animation artists. We show captured face rigs and their motions for several actors filmed in different monocular video formats, including legacy footage from YouTube, and demonstrate how they can be used for 3D animation and 2D video editing. Finally, we evaluate our approach qualitatively and quantitatively and compare to related state-of-the-art methods.
Pablo Garrido 0001, Michael Zollhöfer, Dan Casas, Levi Valgaerts, Kiran Varanasi, Patrick Pérez, Christian Theobalt
ACM Trans. Graph.3
2016 EgoCap: egocentric marker-less motion capture with two fisheye cameras
abstract
Marker-based and marker-less optical skeletal motion-capture methods use an outside-in arrangement of cameras placed around a scene, with viewpoints converging on the center. They often create discomfort with marker suits, and their recording volume is severely restricted and often constrained to indoor scenes with controlled backgrounds. Alternative suit-based systems use several inertial measurement units or an exoskeleton to capture motion with an inside-in setup, i.e. without external sensors. This makes capture independent of a confined volume, but requires substantial, often constraining, and hard to set up body instrumentation. Therefore, we propose a new method for real-time, marker-less, and egocentric motion capture: estimating the full-body skeleton pose from a lightweight stereo pair of fisheye cameras attached to a helmet or virtual reality headset - an optical inside-in method, so to speak. This allows full-body motion capture in general indoor and outdoor scenes, including crowded scenes with many people nearby, which enables reconstruction in larger-scale activities. Our approach combines the strength of a new generative pose estimation framework for fisheye views with a ConvNet-based body-part detector trained on a large new dataset. It is particularly useful in virtual reality to freely roam and interact, while seeing the fully motion-captured virtual body.
Helge Rhodin, Christian Richardt, Dan Casas, Eldar Insafutdinov, Mohammad Shafiei, Hans-Peter Seidel, Bernt Schiele, Christian Theobalt
ACM Trans. Graph.3
2015 The Effect of An Animated Virtual Character on Mobile Chat Interactions
abstract
This study explores presentation techniques for a 3D animated chat-based virtual human that communicates engagingly with users. Interactions with the virtual human occur via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with no image or a static image of a virtual character as opposed to the animated visage of a virtual human capable of displaying appropriate nonverbal behavior. We further investigate users' responses to the animated character's gaze aversion which displayed the character's act of looking away from users and was presented as a listening behavior. The findings of our study demonstrate that people tend to engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that averts its gaze, compared to an animated virtual human that does not avert its gaze, a static image of a virtual character, or an audio-only interface.
Sin-Hwa Kang, Andrew W. Feng, Anton Leuski, Dan Casas, Ari Shapiro
HAI4
2015 A Platform for Building Mobile Virtual Humans
Andrew W. Feng, Anton Leuski, Stacy Marsella, Dan Casas, Sin-Hwa Kang, Ari Shapiro
IVA4
2015 Smart Mobile Virtual Humans: "Chat with Me!"
Sin-Hwa Kang, Andrew W. Feng, Anton Leuski, Dan Casas, Ari Shapiro
IVA4
2015 Avatar reshaping and automatic rigging using a deformable model
abstract
3D scans of human figures have become widely available through online marketplaces and have become relatively easy to acquire using commodity scanning hardware. In addition to static uses of such 3D models, such as 3D printed figurines or rendered 3D still imagery, there are numerous uses for an animated 3D character that uses such 3D scan data. In order to effectively use such models as dynamic 3D characters, the models must be properly rigged before they are animated. In this work, we demonstrate a method to automatically rig a 3D mesh by matching a set of morphable models against the 3D scan. Once the morphable model has been matched against the 3D scan, the skeleton position and skinning attributes are then copied, resulting in a skinning and rigging that is similar in quality to the original hand-rigged model. In addition, the use of a morphable model allows us to reshape and resize the 3D scan according to approximate human proportions. Thus, a human 3D scan can be modified to be taller, shorter, fatter or skinnier. Such manipulations of the 3D scan are useful both for social science research, as well as for visualization for applications such as fitness, body image, plastic surgery and the like.
Andrew W. Feng, Dan Casas, Ari Shapiro
MIG2
2015 Rapid photorealistic blendshapes from commodity RGB-D sensors
abstract
Creating and animating a realistic 3D human face has been an important task in computer graphics. The capability of capturing the 3D face of a human subject and reanimate it quickly will find many applications in games, training simulations, and interactive 3D graphics. In this paper, we propose a system to capture photorealistic 3D faces and generate the blendshape models automatically using only a single commodity RGB-D sensor. Our method can rapidly generate a set of expressive facial poses from a single Microsoft Kinect and requires no artistic expertise on the part of the capture subject. The system takes only a matter of seconds to capture and produce a 3D facial pose and only requires 4 minutes of processing time to transform it into a blendshape model. Our main contributions include an end-to-end pipeline for capturing and generating face blendshape models automatically, and a registration method that solves dense correspondences between two face scans by utilizing facial landmark detection and optical flow. We demonstrate the effectiveness of the proposed method by capturing 3D facial models of different human subjects and puppeteering their models in an animation system with real-time facial performance retargeting.
Dan Casas, Oleg Alexander, Andrew W. Feng, Graham Fyffe, Ryosuke Ichikari, Paul E. Debevec, Ruizhe Wang 0002, Evan A. Suma, Ari Shapiro
I3D1
2015 4D Model Flow: Precomputed Appearance Alignment for Real-time 4D Video Interpolation
abstract
We introduce the concept of 4D model flow for the precomputed alignment of dynamic surface appearance across 4D video sequences of different motions reconstructed from multi-view video. Precomputed 4D model flow allows the efficient parametrization of surface appearance from the captured videos, which enables efficient real-time rendering of interpolated 4D video sequences whilst accurately reproducing visual dynamics, even when using a coarse underlying geometry. We estimate the 4D model flow using an image-based approach that is guided by available geometry proxies. We propose a novel representation in surface texture space for efficient storage and online parametric interpolation of dynamic appearance. Our 4D model flow overcomes previous requirements for computationally expensive online optical flow computation for data-driven alignment of dynamic surface appearance by precomputing the appearance alignment. This leads to an efficient rendering technique that enables the online interpolation between 4D videos in real time, from arbitrary viewpoints and with visual quality comparable to the state of the art.
Dan Casas, Christian Richardt, John P. Collomosse, Christian Theobalt, Adrian Hilton 0001
Comput. Graph. Forum1
2014 Optimal Representation of Multiple View Video
Marco Volino, Dan Casas, John P. Collomosse, Adrian Hilton 0001
BMVC2
2014 Acting the part: the role of gesture on avatar identity
abstract
Recent advances in scanning technology have enabled the widespread capture of 3D character models based on human subjects. However, in order to generate a recognizable 3D avatar, the movement and behavior of the human subject should be captured and replicated as well. We present a method of generating a 3D model from a scan, as well as a method to incorporate a subjects style of gesturing into a 3D character. We present a study which shows that 3D characters that used the gestural style as their original human subjects were more recognizable as the original subject than those that don't.
Andrew W. Feng, Gale M. Lucas, Stacy Marsella, Evan A. Suma, Chung-Cheng Chiu, Dan Casas, Ari Shapiro
MIG6
2014 4D video textures for interactive character appearance
abstract
Abstract 4D Video Textures (4DVT) introduce a novel representation for rendering video‐realistic interactive character animation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free‐viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so far been limited to surface shape only. 4DVT is the final piece in the puzzle enabling video‐realistic interactive animation through two contributions: a layered view‐dependent texture map representation which supports efficient storage, transmission and rendering from multiple view video capture; and a rendering approach that combines multiple 4DVT sequences in a parametric motion space, maintaining video quality rendering of dynamic surface appearance whilst allowing high‐level interactive control of character motion and viewpoint. 4DVT is demonstrated for multiple characters and evaluated both quantitatively and through a user‐study which confirms that the visual quality of captured video is maintained. The 4DVT representation achieves >90% reduction in size and halves the rendering cost.
Dan Casas, Marco Volino, John P. Collomosse, Adrian Hilton 0001
Comput. Graph. Forum1
2013 Animation Control of Surface Motion Capture
abstract
Surface motion capture (SurfCap) of actor performance from multiple view video provides reconstruction of the natural nonrigid deformation of skin and clothing. This paper introduces techniques for interactive animation control of SurfCap sequences which allow the flexibility in editing and interactive manipulation associated with existing tools for animation from skeletal motion capture (MoCap). Laplacian mesh editing is extended using a basis model learned from SurfCap sequences to constrain the surface shape to reproduce natural deformation. Three novel approaches for animation control of SurfCap sequences, which exploit the constrained Laplacian mesh editing, are introduced: 1) space–time editing for interactive sequence manipulation; 2) skeleton-driven animation to achieve natural nonrigid surface deformation; and 3) hybrid combination of skeletal MoCap driven and SurfCap sequence to extend the range of movement. These approaches are combined with high-level parametric control of SurfCap sequences in a hybrid surface and skeleton-driven animation control framework to achieve natural surface deformation with an extended range of movement by exploiting existing MoCap archives. Evaluation of each approach and the integrated animation framework are presented on real SurfCap sequences for actors performing multiple motions with a variety of clothing styles. Results demonstrate that these techniques enable flexible control for interactive animation with the natural nonrigid surface dynamics of the captured performance and provide a powerful tool to extend current SurfCap databases by incorporating new motions from MoCap sequences.
Margara Tejera, Dan Casas, Adrian Hilton 0001
IEEE Trans. Cybern.2
2013 Interactive Animation of 4D Performance Capture
abstract
A 4D parametric motion graph representation is presented for interactive animation from actor performance capture in a multiple camera studio. The representation is based on a 4D model database of temporally aligned mesh sequence reconstructions for multiple motions. High-level movement controls such as speed and direction are achieved by blending multiple mesh sequences of related motions. A real-time mesh sequence blending approach is introduced, which combines the realistic deformation of previous nonlinear solutions with efficient online computation. Transitions between different parametric motion spaces are evaluated in real time based on surface shape and motion similarity. Four-dimensional parametric motion graphs allow real-time interactive character animation while preserving the natural dynamics of the captured performance.
Dan Casas, Margara Tejera, Jean-Yves Guillemaut, Adrian Hilton 0001
IEEE Trans. Vis. Comput. Graph.1
2012 4D parametric motion graphs for interactive animation
abstract
A 4D parametric motion graph representation is presented for interactive animation from actor performance capture in a multiple camera studio. The representation is based on a 4D model database of temporally aligned mesh sequence reconstructions for multiple motions. High-level movement controls such as speed and direction are achieved by blending multiple mesh sequences of related motions. A real-time mesh sequence blending approach is introduced which combines the realistic deformation of previous non-linear solutions with efficient online computation. Transitions between different parametric motion spaces are evaluated in real-time based on surface shape and motion similarity. 4D parametric motion graphs allow real-time interactive character animation while preserving the natural dynamics of the captured performance.
Dan Casas, Margara Tejera, Jean-Yves Guillemaut, Adrian Hilton 0001
I3D1
2012 Parametric animation of performance-captured mesh sequences
abstract
ABSTRACT In this paper, we introduce an approach to high‐level parameterisation of captured mesh sequences of actor performance for real‐time interactive animation control. High‐level parametric control is achieved by non‐linear blending between multiple mesh sequences exhibiting variation in a particular movement. For example, walking speed is parameterised by blending fast and slow walk sequences. A hybrid non‐linear mesh sequence blending approach is introduced to approximate the natural deformation of non‐linear interpolation techniques whilst maintaining the real‐time performance of linear mesh blending. Quantitative results show that the hybrid approach gives an accurate real‐time approximation of offline non‐linear deformation. An evaluation of the approach shows good performance not only for entire meshes but also with specific mesh areas. Results are presented for single and multi‐dimensional parametric control of walking (speed/direction), jumping (height/distance) and reaching (height) from captured mesh sequences. This approach allows continuous real‐time control of high‐level parameters such as speed and direction whilst maintaining the natural surface dynamics of captured movement. Copyright © 2012 John Wiley & Sons, Ltd.
Dan Casas, Margara Tejera, Jean-Yves Guillemaut, Adrian Hilton 0001
Comput. Animat. Virtual Worlds1
2011 Parametric Control of Captured Mesh Sequences for Real-Time Animation
Dan Casas, Margara Tejera, Jean-Yves Guillemaut, Adrian Hilton 0001
MIG1