Linguang Zhang

dblp:166/1290 · DBLP profile ↗
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15ranked-venue papers
3as first author
10since 2021 · last 2025
0000-0001-7250-1400ORCID · corroborated

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

Artificial intelligence and machine learning · 12 · 3 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 2 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Systems, architecture and hardware · 1 · 1 first-author
YearPublicationVenuePosition
2025 HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos
abstract
We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (3.7M+ images) of recordings that feature 19 subjects interacting with 33 diverse rigid objects. In addition to simple pickup, observe, and put-down actions, the subjects perform actions typical for a kitchen, office, and living room environment. The recordings include multiple synchronized data streams containing egocentric multi-view RGB/monochrome images, eye gaze signal, scene point clouds, and 3D poses of cameras, hands, and objects. The dataset is recorded with two headsets from Meta: Project Aria, which is a research prototype of AI glasses, and Quest 3, a virtual-reality headset that has shipped millions of units. Ground-truth poses were obtained by a motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats, and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. In our experiments, we demonstrate the effectiveness of multi-view egocentric data for three popular tasks: 3D hand tracking, model-based 6DoF object pose estimation, and 3D lifting of unknown in-hand objects. The evaluated multi-view methods, whose benchmarking is uniquely enabled by HOT3D, significantly outperform their single-view counterparts.
Prithviraj Banerjee, Sindi Shkodrani, Pierre Moulon, Shreyas Hampali, Shangchen Han, Linguang Zhang, Jade Fountain, Edward Miller 0001, Selen Basol, Richard A. Newcombe, Robert Wang 0002, Jakob J. Engel, Tomas Hodan
CVPR7
2025 FoundHand: Large-Scale Domain-Specific Learning for Controllable Hand Image Generation
abstract
Despite remarkable progress in image generation models, generating realistic hands remains a persistent challenge due to their complex articulation, varying viewpoints, and frequent occlusions. We present FoundHand, a large-scale domain-specific diffusion model for synthesizing single and dual hand images. To train our model, we introduce FoundHand-10M, a large-scale hand dataset with 2D keypoints and segmentation mask annotations. Our insight is to use 2D hand keypoints as a universal representation that encodes both hand articulation and camera viewpoint. FoundHand learns from image pairs to capture physically plausible hand articulations, natively enables precise control through 2D keypoints, and supports appearance control. Our model exhibits core capabilities that include the ability to repose hands, transfer hand appearance, and even synthesize novel views. This leads to zero-shot capabilities for fixing malformed hands in previously generated images, or synthesizing hand video sequences. We present extensive experiments and evaluations that demonstrate state-of-the-art performance of our method.
Chaerin Min, Linguang Zhang, Shreyas Hampali, Cem Keskin, Srinath Sridhar 0002
CVPR3
2025 PHD: Personalized 3D Human Body Fitting with Point Diffusion
abstract
We introduce PHD, a novel approach for personalized 3D human mesh recovery (HMR) and body fitting that leverages user-specific shape information to improve pose estimation accuracy from videos. Traditional HMR methods are designed to be user-agnostic and optimized for generalization. While these methods often refine poses using constraints derived from the 2D image to improve alignment, this process compromises 3D accuracy by failing to jointly account for person-specific body shapes and the plausibility of 3D poses. In contrast, our pipeline decouples this process by first calibrating the user's body shape and then employing a personalized pose fitting process conditioned on that shape. To achieve this, we develop a body shape-conditioned 3D pose prior, implemented as a Point Diffusion Transformer, which iteratively guides the pose fitting via a Point Distillation Sampling loss. This learned 3D pose prior effectively mitigates errors arising from an over-reliance on 2D constraints. Consequently, our approach improves not only pelvis-aligned pose accuracy but also absolute pose accuracy -- an important metric often overlooked by prior work. Furthermore, our method is highly data-efficient, requiring only synthetic data for training, and serves as a versatile plug-and-play module that can be seamlessly integrated with existing 3D pose estimators to enhance their performance. Project page: https://phd-pose.github.io/
Hsuan-I Ho, Po-Chen Wu, Ivan Shugurov, Chengcheng Tang, Abhay Mittal, Sizhe An, Manuel Kaufmann, Linguang Zhang
ICCV9
2024 EgoPoseFormer: A Simple Baseline for Stereo Egocentric 3D Human Pose Estimation
Chenhongyi Yang, Anastasia Tkach, Shreyas Hampali, Linguang Zhang, Elliot Crowley, Cem Keskin
ECCV (55)4
2024 StegoType: Surface Typing from Egocentric Cameras
abstract
Text input is a critical component of any general purpose computing system, yet efficient and natural text input remains a challenge in AR and VR. Headset based hand-tracking has recently become pervasive among consumer VR devices and affords the opportunity to enable touch typing on virtual keyboards. We present an approach for decoding touch typing on uninstrumented flat surfaces using only egocentric camera-based hand-tracking as input. While egocentric hand-tracking accuracy is limited by issues like self occlusion and image fidelity, we show that a sufficiently diverse training set of hand motions paired with typed text can enable a deep learning model to extract signal from this noisy input. Furthermore, by carefully designing a closed-loop data collection process, we can train an end-to-end text decoder that accounts for natural sloppy typing on virtual keyboards. We evaluate our work with a user study (n=18) showing a mean online throughput of 42.4 WPM with an uncorrected error rate (UER) of 7% with our method compared to a physical keyboard baseline of 74.5 WPM at 0.8% UER, showing progress towards unlocking productivity and high throughput use cases in AR/VR.
Fadi Botros, Yangyang Shi, Pinhao Guo, Bradford J. Snow, Linguang Zhang, Jingming Dong, Keith Vertanen, Shugao Ma, Robert Wang 0002
UIST6
2023 Social Diffusion: Long-term Multiple Human Motion Anticipation
abstract
We propose Social Diffusion, a novel method for short-term and long-term forecasting of the motion of multiple persons as well as their social interactions. Jointly forecasting motions for multiple persons involved in social activities is inherently a challenging problem due to the interdependencies between individuals. In this work, we leverage a diffusion model conditioned on motion histories and causal temporal convolutional networks to forecast individually and contextually plausible motions for all participants. The contextual plausibility is achieved via an order-invariant aggregation function. As a second contribution, we design a new evaluation protocol that measures the plausibility of social interactions which we evaluate on the Haggling dataset, which features a challenging social activity where people are actively taking turns to talk and switching their attention. We evaluate our approach on four datasets for multi-person forecasting where our approach outperforms the state-of-the-art in terms of motion realism and contextual plausibility.
Julian Tanke, Linguang Zhang, Amy Zhao, Chengcheng Tang, Yujun Cai, Lezi Wang, Po-Chen Wu, Juergen Gall, Cem Keskin
ICCV2
2022 Neural Correspondence Field for Object Pose Estimation
Lin Huang 0004, Tomas Hodan, Lingni Ma, Linguang Zhang, Luan Tran, Christopher D. Twigg, Po-Chen Wu, Junsong Yuan 0001, Cem Keskin, Robert Wang 0002
ECCV (10)4
2022 Identity-Aware Hand Mesh Estimation and Personalization from RGB Images
Deying Kong, Linguang Zhang, Liangjian Chen, Xiangyi Yan, Shanlin Sun, Xingwei Liu, Xiaohui Xie
ECCV (5)2
2022 Multiview Human Body Reconstruction from Uncalibrated Cameras
abstract
We present a new method to reconstruct 3D human body pose and shape by fusing visual features from multiview images captured by uncalibrated cameras. Existing multiview approaches often use spatial camera calibration (intrinsic and extrinsic parameters) to geometrically align and fuse visual features. Despite remarkable performances, the requirement of camera calibration restricted their applicability to real-world scenarios, e.g., reconstruction from social videos with wide-baseline cameras. We address this challenge by leveraging the commonly observed human body as a semantic calibration target, which eliminates the requirement of camera calibration. Specifically, we map per-pixel image features to a canonical body surface coordinate system agnostic to views and poses using dense keypoints (correspondences). This feature mapping allows us to semantically, instead of geometrically, align and fuse visual features from multiview images. We learn a self-attention mechanism to reason about the confidence of visual features across and within views. With fused visual features, a regressor is learned to predict the parameters of a body model. We demonstrate that our calibration-free multiview fusion method reliably reconstructs 3D body pose and shape, outperforming state-of-the-art single view methods with post-hoc multiview fusion, particularly in the presence of non-trivial occlusion, and showing comparable accuracy to multiview methods that require calibration.
Zhixuan Yu, Linguang Zhang, Yuanlu Xu, Chengcheng Tang, Luan Tran, Cem Keskin, Hyun Soo Park
NeurIPS2
2022 UmeTrack: Unified multi-view end-to-end hand tracking for VR
abstract
Real-time tracking of 3D hand pose in world space is a challenging problem and plays an important role in VR interaction. Existing work in this space are limited to either producing root-relative (versus world space) 3D pose or rely on multiple stages such as generating heatmaps and kinematic optimization to obtain 3D pose. Moreover, the typical VR scenario, which involves multi-view tracking from wide field of view (FOV) cameras is seldom addressed by these methods. In this paper, we present a unified end-to-end differentiable framework for multi-view, multi-frame hand tracking that directly predicts 3D hand pose in world space. We demonstrate the benefits of end-to-end differentiabilty by extending our framework with downstream tasks such as jitter reduction and pinch prediction. To demonstrate the efficacy of our model, we further present a new large-scale egocentric hand pose dataset that consists of both real and synthetic data. Experiments show that our system trained on this dataset handles various challenging interactive motions, and has been successfully applied to real-time VR applications.
Shangchen Han, Po-Chen Wu, Linguang Zhang, Weiguang Si, Peizhao Zhang, Yujun Cai, Tomas Hodan, Randi Cabezas, Luan Tran, Muzaffer Akbay, Tsz-Ho Yu, Cem Keskin, Robert Wang 0002
SIGGRAPH Asia5
2019 Learning Local Descriptors With a CDF-Based Dynamic Soft Margin
abstract
The triplet loss is adopted by a variety of learning tasks, such as local feature descriptor learning. However, its standard formulation with a hard margin only leverages part of the training data in each mini-batch. Moreover, the margin is often empirically chosen or determined through computationally expensive validation, and stays unchanged during the entire training session. In this work, we propose a simple yet effective method to overcome the above limitations. The core idea is to replace the hard margin with a non-parametric soft margin, which is dynamically updated. The major observation is that the difficulty of a triplet can be inferred from the cumulative distribution function of the triplets' signed distances to the decision boundary. We demonstrate through experiments on both real-valued and binary local feature descriptors that our method leads to state-of-the-art performance on popular benchmarks, while eliminating the need to determine the best margin.
Linguang Zhang, Szymon Rusinkiewicz
ICCV1
2019 High-Precision Localization Using Ground Texture
abstract
Location-aware applications play an increasingly critical role in everyday life. However, satellite-based localization (e.g., GPS) has limited accuracy and can be unusable in dense urban areas and indoors. We introduce an image-based global localization system that is accurate to a few millimeters and performs reliable localization both indoors and outside. The key idea is to capture and index distinctive local keypoints in ground textures. This is based on the observation that ground textures including wood, carpet, tile, concrete, and asphalt may look random and homogeneous, but all contain cracks, scratches, or unique arrangements of fibers. These imperfections are persistent, and can serve as local features. Our system incorporates a downward-facing camera to capture the fine texture of the ground, together with an image processing pipeline that locates the captured texture patch in a compact database constructed offline. We demonstrate the capability of our system to robustly, accurately, and quickly locate test images on various types of outdoor and indoor ground surfaces. This paper contains a supplementary video. All datasets and code are available online at microgps.cs.princeton.edu.
Linguang Zhang, Adam Finkelstein, Szymon Rusinkiewicz
ICRA1
2018 Learning to Detect Features in Texture Images
abstract
Local feature detection is a fundamental task in computer vision, and hand-crafted feature detectors such as SIFT have shown success in applications including image-based localization and registration. Recent work has used features detected in texture images for precise global localization, but is limited by the performance of existing feature detectors on textures, as opposed to natural images. We propose an effective and scalable method for learning feature detectors for textures, which combines an existing "ranking" loss with an efficient fully-convolutional architecture as well as a new training-loss term that maximizes the "peakedness" of the response map. We demonstrate that our detector is more repeatable than existing methods, leading to improvements in a real-world texture-based localization application.
Linguang Zhang, Szymon Rusinkiewicz
CVPR1
2016 Automated view and path planning for scalable multi-object 3D scanning
abstract
Demand for high-volume 3D scanning of real objects is rapidly growing in a wide range of applications, including online retailing, quality-control for manufacturing, stop motion capture for 3D animation, and archaeological documentation and reconstruction. Although mature technologies exist for high-fidelity 3D model acquisition, deploying them at scale continues to require non-trivial manual labor. We describe a system that allows non-expert users to scan large numbers of physical objects within a reasonable amount of time, and with greater ease. Our system uses novel view- and path-planning algorithms to control a structured-light scanner mounted on a calibrated motorized positioning system. We demonstrate the ability of our prototype to safely, robustly, and automatically acquire 3D models for large collections of small objects.
Xinyi Fan, Linguang Zhang, Benedict J. Brown, Szymon Rusinkiewicz
ACM Trans. Graph.2
2015 3D ShapeNets: A deep representation for volumetric shapes
abstract
3D shape is a crucial but heavily underutilized cue in today's computer vision systems, mostly due to the lack of a good generic shape representation. With the recent availability of inexpensive 2.5D depth sensors (e.g. Microsoft Kinect), it is becoming increasingly important to have a powerful 3D shape representation in the loop. Apart from category recognition, recovering full 3D shapes from view-based 2.5D depth maps is also a critical part of visual understanding. To this end, we propose to represent a geometric 3D shape as a probability distribution of binary variables on a 3D voxel grid, using a Convolutional Deep Belief Network. Our model, 3D ShapeNets, learns the distribution of complex 3D shapes across different object categories and arbitrary poses from raw CAD data, and discovers hierarchical compositional part representation automatically. It naturally supports joint object recognition and shape completion from 2.5D depth maps, and it enables active object recognition through view planning. To train our 3D deep learning model, we construct ModelNet - a large-scale 3D CAD model dataset. Extensive experiments show that our 3D deep representation enables significant performance improvement over the-state-of-the-arts in a variety of tasks.
Zhirong Wu, Shuran Song, Aditya Khosla, Fisher Yu 0001, Linguang Zhang, Xiaoou Tang, Jianxiong Xiao
CVPR5