EDBT 2026 Demo / reviewers in the wild / expert
Julien Valentin
dblp:21/11088
· DBLP profile ↗
13ranked-venue papers
0as first author
8since 2021 · last 2024
0000-0001-8503-6325ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 11 · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 8 since 2021Systems, architecture and hardware · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | MultiPly: Reconstruction of Multiple People from Monocular Video in the WildabstractWe present MultiPly, a novel framework to reconstruct multiple people in 3D from monocular in-the-wild videos. Reconstructing multiple individuals moving and interacting naturally from monocular in-the-wild videos poses a challenging task. Addressing it necessitates precise pixel-level disentanglement of individuals without any prior knowledge about the subjects. Moreover, it requires recovering intricate and complete 3D human shapes from short video sequences, intensifying the level of difficulty. To tackle these challenges, we first define a layered neural representation for the entire scene, composited by individual human and background models. We learn the layered neural representation from videos via our layer-wise differentiable volume rendering. This learning process is further enhanced by our hybrid instance segmentation approach which combines the self-supervised 3D segmentation and the promp table 2D segmentation module, yielding reliable instance segmentation supervision even under close human interaction. A confidence-guided optimization formulation is introduced to optimize the human poses and shape/appearance alternately. We incorporate effective objectives to refine human poses via photometric information and impose physically plausible constraints on human dynamics, leading to temporally consistent 3D reconstructions with high fidelity. The evaluation of our method shows the superiority over prior art on publicly available datasets and in-the-wild videos. Zeren Jiang, Manuel Kaufmann, Tianjian Jiang, Julien Valentin, Otmar Hilliges, Jie Song 0006 |
CVPR | 5 |
| 2024 | ReLoo: Reconstructing Humans Dressed in Loose Garments from Monocular Video in the Wild
Tianjian Jiang, Manuel Kaufmann, Chengwei Zheng, Julien Valentin, Jie Song 0006, Otmar Hilliges |
ECCV (9) | 5 |
| 2024 | VolTeMorph: Real-time, Controllable and Generalizable Animation of Volumetric RepresentationsabstractAbstract The recent increase in popularity of volumetric representations for scene reconstruction and novel view synthesis has put renewed focus on animating volumetric content at high visual quality and in real‐time. While implicit deformation methods based on learned functions can produce impressive results, they are ‘black boxes’ to artists and content creators, they require large amounts of training data to generalize meaningfully, and they do not produce realistic extrapolations outside of this data. In this work, we solve these issues by introducing a volume deformation method which is real‐time even for complex deformations, easy to edit with off‐the‐shelf software and can extrapolate convincingly. To demonstrate the versatility of our method, we apply it in two scenarios: physics‐based object deformation and telepresence where avatars are controlled using blendshapes. We also perform thorough experiments showing that our method compares favourably to both volumetric approaches combined with implicit deformation and methods based on mesh deformation. Stephan J. Garbin, Marek Kowalski, Virginia Estellers, Stanislaw Szymanowicz, Shideh Rezaeifar, Jingjing Shen, Matthew Johnson 0003, Julien Valentin |
Comput. Graph. Forum | 8 |
| 2024 | Look Ma, no markers: holistic performance capture without the hassleabstractWe tackle the problem of highly-accurate, holistic performance capture for the face, body and hands simultaneously. Motion-capture technologies used in film and game production typically focus only on face, body or hand capture independently, involve complex and expensive hardware and a high degree of manual intervention from skilled operators. While machine-learning-based approaches exist to overcome these problems, they usually only support a single camera, often operate on a single part of the body, do not produce precise world-space results, and rarely generalize outside specific contexts. In this work, we introduce the first technique for markerfree, high-quality reconstruction of the complete human body, including eyes and tongue, without requiring any calibration, manual intervention or custom hardware. Our approach produces stable world-space results from arbitrary camera rigs as well as supporting varied capture environments and clothing. We achieve this through a hybrid approach that leverages machine learning models trained exclusively on synthetic data and powerful parametric models of human shape and motion. We evaluate our method on a number of body, face and hand reconstruction benchmarks and demonstrate state-of-the-art results that generalize on diverse datasets. Charlie Hewitt, Fatemehsadat Saleh, Mohammad Sadegh Ali Akbarian, Lohit Petikam, Shideh Rezaeifar, Louis Florentin, Zafiirah Hosenie, Thomas J. Cashman 0001, Julien Valentin, Darren Cosker, Tadas Baltrusaitis |
ACM Trans. Graph. | 9 |
| 2023 | BlendFields: Few-Shot Example-Driven Facial ModelingabstractGenerating faithful visualizations of human faces requires capturing both coarse and fine-level details of the face geometry and appearance. Existing methods are either data-driven, requiring an extensive corpus of data not publicly accessible to the research community, or fail to capture fine details because they rely on geometric face models that cannot represent fine-grained details in texture with a mesh discretization and linear deformation designed to model only a coarse face geometry. We introduce a method that bridges this gap by drawing inspiration from traditional computer graphics techniques. Unseen expressions are modeled by blending appearance from a sparse set of extreme poses. This blending is performed by measuring local volumetric changes in those expressions and locally reproducing their appearance whenever a similar expression is performed at test time. We show that our method generalizes to unseen expressions, adding fine-grained effects on top of smooth volumetric deformations of a face, and demonstrate how it generalizes beyond faces. Kacper Kania, Stephan J. Garbin, Andrea Tagliasacchi, Virginia Estellers, Kwang Moo Yi, Julien Valentin, Tomasz Trzcinski, Marek Kowalski |
CVPR | 6 |
| 2023 | X-Avatar: Expressive Human AvatarsabstractWe present X-Avatar, a novel avatar model that captures the full expressiveness of digital humans to bring about life-like experiences in telepresence, AR/VR and beyond. Our method models bodies, hands, facial expressions and appearance in a holistic fashion and can be learned from either full 3D scans or RGB-D data. To achieve this, we propose a part-aware learned forward skinning module that can be driven by the parameter space of SMPL-X, allowing for expressive animation of X-Avatars. To efficiently learn the neural shape and deformation fields, we propose novel part-aware sampling and initialization strategies. This leads to higher fidelity results, especially for smaller body parts while maintaining efficient training despite increased number of articulated bones. To capture the appearance of the avatar with high-frequency details, we extend the geometry and deformation fields with a texture network that is conditioned on pose, facial expression, geometry and the normals of the deformed surface. We show experimentally that our method outperforms strong baselines both quantitatively and qualitatively on the animation task. To facilitate future research on expressive avatars we contribute a new dataset, called X-Humans, containing 233 sequences of high-quality textured scans from 20 participants, totalling 35,500 data frames. Project page: https://ait.ethz.ch/X-Avatar. Kaiyue Shen, Manuel Kaufmann, Juan Jose Zarate, Julien Valentin, Jie Song 0006, Otmar Hilliges |
CVPR | 5 |
| 2023 | Dynamic Point FieldsabstractRecent years have witnessed significant progress in the field of neural surface reconstruction. While extensive focus was put on volumetric and implicit approaches, a number of works have shown that explicit graphics primitives, such as point clouds, can significantly reduce computational complexity without sacrificing the reconstructed surface quality. However, less emphasis has been put on modeling dynamic surfaces with point primitives. In this work, we present a dynamic point field model that combines the representational benefits of explicit point-based graphics with implicit deformation networks to allow efficient modeling of non-rigid 3D surfaces. Using explicit surface primitives also allows us to easily incorporate well-established constraints such as isometric-as-possible regularization. While learning this deformation model is prone to local optima when trained in a fully unsupervised manner, we propose to also leverage semantic information, such as keypoint correspondence, to guide the deformation learning. We demonstrate how this approach can be used for creating an expressive animatable human avatar from a collection of 3D scans. Here, previous methods mostly rely on variants of the linear blend skinning paradigm, which fundamentally limits the expressivity of such models when dealing with complex cloth appearances, such as long skirts. We show the advantages of our dynamic point field framework in terms of its representational power, learning efficiency, and robustness to out-of-distribution novel poses. The code for the project is publicly available1. Sergey Prokudin, Qianli Ma 0007, Maxime Raafat, Julien Valentin, Siyu Tang 0001 |
ICCV | 4 |
| 2021 | SPSG: Self-Supervised Photometric Scene Generation From RGB-D ScansabstractWe present SPSG, a novel approach to generate high-quality, colored 3D models of scenes from RGB-D scan observations by learning to infer unobserved scene geometry and color in a self-supervised fashion. Our self-supervised approach learns to jointly inpaint geometry and color by correlating an incomplete RGB-D scan with a more complete version of that scan. Notably, rather than relying on 3D reconstruction losses to inform our 3D geometry and color reconstruction, we propose adversarial and perceptual losses operating on 2D renderings in order to achieve high-resolution, high-quality colored reconstructions of scenes. This exploits the high-resolution, self-consistent signal from individual raw RGB-D frames, in contrast to fused 3D reconstructions of the frames which exhibit inconsistencies from view-dependent effects, such as color balancing or pose inconsistencies. Thus, by informing our 3D scene generation directly through 2D signal, we produce high-quality colored reconstructions of 3D scenes, outperforming state of the art on both synthetic and real data. Angela Dai, Yawar Siddiqui, Justus Thies, Julien Valentin, Matthias Nießner |
CVPR | 4 |
| 2020 | ViewAL: Active Learning With Viewpoint Entropy for Semantic SegmentationabstractWe propose ViewAL, a novel active learning strategy for semantic segmentation that exploits viewpoint consistency in multi-view datasets. Our core idea is that inconsistencies in model predictions across viewpoints provide a very reliable measure of uncertainty and encourage the model to perform well irrespective of the viewpoint under which objects are observed. To incorporate this uncertainty measure, we introduce a new viewpoint entropy formulation, which is the basis of our active learning strategy. In addition, we propose uncertainty computations on a superpixel level, which exploits inherently localized signal in the segmentation task, directly lowering the annotation costs. This combination of viewpoint entropy and the use of superpixels allows to efficiently select samples that are highly informative for improving the network. We demonstrate that our proposed active learning strategy not only yields the best-performing models for the same amount of required labeled data, but also significantly reduces labeling effort. For instance, our method achieves 95% of maximum achievable network performance using only 7%, 17%, and 24% labeled data on SceneNet-RGBD, ScanNet, and Matterport3D, respectively. On these datasets, the best state-of-the-art method achieves the same performance with 14%, 27% and 33% labeled data. Finally, we demonstrate that labeling using superpixels yields the same quality of ground-truth compared to labeling whole images, but requires 25% less time. Yawar Siddiqui, Julien Valentin, Matthias Nießner |
CVPR | 2 |
| 2019 | Normalized Object Coordinate Space for Category-Level 6D Object Pose and Size EstimationabstractThe goal of this paper is to estimate the 6D pose and dimensions of unseen object instances in an RGB-D image. Contrary to "instance-level'' 6D pose estimation tasks, our problem assumes that no exact object CAD models are available during either training or testing time. To handle different and unseen object instances in a given category, we introduce a Normalized Object Coordinate Space (NOCS)-a shared canonical representation for all possible object instances within a category. Our region-based neural network is then trained to directly infer the correspondence from observed pixels to this shared object representation (NOCS) along with other object information such as class label and instance mask. These predictions can be combined with the depth map to jointly estimate the metric 6D pose and dimensions of multiple objects in a cluttered scene. To train our network, we present a new context-aware technique to generate large amounts of fully annotated mixed reality data. To further improve our model and evaluate its performance on real data, we also provide a fully annotated real-world dataset with large environment and instance variation. Extensive experiments demonstrate that the proposed method is able to robustly estimate the pose and size of unseen object instances in real environments while also achieving state-of-the-art performance on standard 6D pose estimation benchmarks. He Wang 0010, Srinath Sridhar 0002, Jingwei Huang 0001, Julien Valentin, Shuran Song, Leonidas J. Guibas |
CVPR | 4 |
| 2019 | Multiview Aggregation for Learning Category-Specific Shape ReconstructionabstractWe investigate the problem of learning category-specific 3D shape reconstruction from a variable number of RGB views of previously unobserved object instances. Most approaches for multiview shape reconstruction operate on sparse shape representations, or assume a fixed number of views. We present a method that can estimate dense 3D shape, and aggregate shape across multiple and varying number of input views. Given a single input view of an object instance, we propose a representation that encodes the dense shape of the visible object surface as well as the surface behind line of sight occluded by the visible surface. When multiple input views are available, the shape representation is designed to be aggregated into a single 3D shape using an inexpensive union operation. We train a 2D CNN to learn to predict this representation from a variable number of views (1 or more). We further aggregate multiview information by using permutation equivariant layers that promote order-agnostic view information exchange at the feature level. Experiments show that our approach is able to produce dense 3D reconstructions of objects that improve in quality as more views are added. Srinath Sridhar 0002, Davis Rempe, Julien Valentin, Sofien Bouaziz, Leonidas J. Guibas |
NeurIPS | 3 |
| 2018 | Exploiting Points and Lines in Regression Forests for RGB-D Camera RelocalizationabstractCamera relocalization plays a vital role in many robotics and computer vision applications, such as self-driving cars and virtual reality. Recent random forests based methods exploit randomly sampled pixel comparison features to predict 3D world locations for 2D image locations to guide the camera pose optimization. However, these point features are only sampled randomly in images, without considering geometric information such as lines, leading to large errors with the existence of poorly textured areas or in motion blur. Line segments are more robust in these environments. In this work, we propose to jointly exploit points and lines within the framework of uncertainty driven regression forests. The proposed approach is thoroughly evaluated on three publicly available datasets against several strong state-of-the-art baselines in terms of several different error metrics. Experimental results prove the efficacy of our method, showing superior or on-par state-of-the-art performance. Lili Meng, Frederick Tung, James J. Little, Julien Valentin, Clarence W. de Silva |
IROS | 4 |
| 2017 | Backtracking regression forests for accurate camera relocalizationabstractCamera relocalization plays a vital role in many robotics and computer vision tasks, such as global localization, recovery from tracking failure, and loop closure detection. Recent random forests based methods directly predict 3D world locations for 2D image locations to guide the camera pose optimization. During training, each tree greedily splits the samples to minimize the spatial variance. However, these greedy splits often produce uneven sub-trees in training or incorrect 2D-3D correspondences in testing. To address these problems, we propose a sample-balanced objective to encourage equal numbers of samples in the left and right sub-trees, and a novel backtracking scheme to remedy the incorrect 2D-3D correspondence predictions. Furthermore, we extend the regression forests based methods to use local features in both training and testing stages for outdoor RGB-only applications. Experimental results on publicly available indoor and outdoor datasets demonstrate the efficacy of our approach, which shows superior or on-par accuracy with several state-of-the-art methods. Lili Meng, Frederick Tung, James J. Little, Julien Valentin, Clarence W. de Silva |
IROS | 5 |