Rishabh Dabral

dblp:210/2334 · DBLP profile ↗
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29ranked-venue papers
5as first author
25since 2021 · last 2026
0009-0004-1245-4146ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 25 · 5 first-author · 21 since 2021Artificial intelligence and machine learning · 14 · 3 first-author · 13 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
YearPublicationVenuePosition
2026 Follow My Hold: Hand-Object Interaction Reconstruction Through Geometric Guidance
abstract
We propose a novel diffusion-based framework for reconstructing 3D geometry of hand-held objects from monocular RGB images by leveraging hand-object interaction as geometric guidance. Our method conditions a latent diffusion model on an inpainted object appearance and uses inference-time guidance to optimize the object reconstruction, while simultaneously ensuring plausible hand-object interactions. Unlike prior methods that rely on extensive post-processing or produce low-quality reconstructions, our approach directly generates high-quality object geometry during the diffusion process by introducing guidance with an optimization-in-the-loop design. Specifically, we guide the diffusion model by applying supervision to the velocity field while simultaneously optimizing the transformations of both the hand and the object being reconstructed. This optimization is driven by multi-modal geometric cues, including normal and depth alignment, silhouette consistency, and 2D keypoint reprojection. We further incorporate signed distance field supervision and enforce contact and non-intersection constraints to ensure physical plausibility of hand-object interaction. Our method yields accurate, robust and coherent reconstructions under occlusion while generalizing well to in-the-wild scenarios. The project page is at https://aidilayce.github.io/FollowMyHold-page/.
Ayce Idil Aytekin, Helge Rhodin, Rishabh Dabral, Christian Theobalt
3DV3
2025 Betsu-Betsu: Multi-View Separable 3D Reconstruction of Two Interacting Objects
abstract
Separable 3D reconstruction of multiple objects from multi-view RGB images—resulting in two different 3D shapes for the two objects with a clear separation between them—remains a sparsely researched problem. It is challenging due to severe mutual occlusions and ambiguities along the objects' interaction boundaries. This paper investigates the setting and introduces a new neuro-implicit method that can reconstruct the geometry and appearance of two objects undergoing close interactions while disjoining both in 3D, avoiding surface inter-penetrations and enabling novel-view synthesis of the observed scene. The framework is end-to-end trainable and supervised using a novel alpha-blending regularisation that ensures that the two geometries are well separated even under extreme occlusions. Our reconstruction method is markerless and can be applied to rigid as well as articulated objects. We introduce a new dataset consisting of close interactions between a human and an object and also evaluate on two scenes of humans performing martial arts. The experiments confirm the effectiveness of our framework and substantial improvements using 3D and novel view synthesis metrics compared to several existing approaches applicable in our setting11 Project page: https://vcai.mpi-inf.mpg.de/projects/separable-recon/.
Suhas Gopal, Rishabh Dabral, Vladislav Golyanik, Christian Theobalt
3DV2
2025 3HANDS Dataset: Learning from Humans for Generating Naturalistic Handovers with Supernumerary Robotic Limbs
abstract
Supernumerary robotic limbs (SRLs) are robotic structures integrated closely with the user's body, which augment human physical capabilities and necessitate seamless, naturalistic human-machine interaction. For effective assistance in physical tasks, enabling SRLs to hand over objects to humans is crucial. Yet, designing heuristic-based policies for robots is time-consuming, difficult to generalize across tasks, and results in less human-like motion. When trained with proper datasets, generative models are powerful alternatives for creating naturalistic handover motions. We introduce 3HANDS, a novel dataset of object handover interactions between a participant performing a daily activity and another participant enacting a hip-mounted SRL in a naturalistic manner. 3HANDS captures the unique characteristics of SRL interactions: operating in intimate personal space with asymmetric object origins, implicit motion synchronization, and the user's engagement in a primary task during the handover. To demonstrate the effectiveness of our dataset, we present three models: one that generates naturalistic handover trajectories, another that determines the appropriate handover endpoints, and a third that predicts the moment to initiate a handover. In a user study (N=10), we compare the handover interaction performed with our method compared to a baseline. The findings show that our method was perceived as significantly more natural, less physically demanding, and more comfortable.
Artin Saberpour, Yi-Chi Liao 0001, Ata Otaran, Rishabh Dabral, Marie Muehlhaus, Christian Theobalt, Martin Schmitz 0001, Jürgen Steimle
CHI4
2025 Real-time Free-view Human Rendering from Sparse-view RGB Videos using Double Unprojected Textures
abstract
Real-time free-view human rendering from sparse-view RGB inputs is a challenging task due to the sensor scarcity and the tight time budget. To ensure efficiency, recent methods leverage 2D CNNs operating in texture space to learn rendering primitives. However, they either jointly learn geometry and appearance, or completely ignore sparse image information for geometry estimation, significantly harming visual quality and robustness to unseen body poses. To address these issues, we present Double Unprojected Textures, which at the core disentangles coarse geometric deformation estimation from appearance synthesis, enabling robust and photorealistic 4K rendering in real-time. Specifically, we first introduce a novel image-conditioned template deformation network, which estimates the coarse deformation of the human template from a first unprojected texture. This updated geometry is then used to apply a second and more accurate texture unprojection. The resulting texture map has fewer artifacts and better alignment with input views, which benefits our learning of finer-level geometry and appearance represented by Gaussian splats. We validate the effectiveness and efficiency of the proposed method in quantitative and qualitative experiments, which significantly surpasses other state-of-the-art methods.
Guoxing Sun 0001, Rishabh Dabral, Heming Zhu, Pascal Fua, Christian Theobalt, Marc Habermann
CVPR2
2025 Ego4o: Egocentric Human Motion Capture and Understanding from Multi-Modal Input
abstract
This work focuses on tracking and understanding human motion using consumer wearable devices, such as VR/AR headsets, smart glasses, cellphones, and smartwatches. These devices provide diverse, multi-modal sensor inputs, including egocentric images, and 1-3 sparse IMU sensors in varied combinations. Motion descriptions can also accompany these signals. The diverse input modalities and their intermittent availability pose challenges for consistent motion capture and understanding. In this work, we present Ego4o (o for omni), a new framework for simultaneous human motion capture and understanding from multi-modal egocentric inputs. This method maintains performance with partial inputs while achieving better results when multiple modalities are combined. First, the IMU sensor inputs, the optional egocentric image, and text description of human motion are encoded into the latent space of a motion VQ-VAE. Next, the latent vectors are sent to the VQ-VAE decoder and optimized to track human motion. When motion descriptions are unavailable, the latent vectors can be input into a multi-modal LLM to generate human motion descriptions, which can further enhance motion capture accuracy. Quantitative and qualitative evaluations demonstrate the effectiveness of our method in predicting accurate human motion and high-quality motion descriptions. Project page: https://jianwang-mpi.github.io/ego4o.
Jian Wang 0100, Rishabh Dabral, Diogo C. Luvizon, Zhe Cao 0003, Lingjie Liu, Thabo Beeler, Christian Theobalt
CVPR2
2025 FRAME: Floor-aligned Representation for Avatar Motion from Egocentric Video
abstract
Egocentric motion capture with a head-mounted body-facing stereo camera is crucial for VR and AR applications but presents significant challenges such as heavy occlusions and limited annotated real-world data. Existing methods rely on synthetic pretraining and struggle to generate smooth and accurate predictions in real-world settings, particularly for lower limbs. Our work addresses these limitations by introducing a lightweight VR-based data collection setup with on-board, real-time 6D pose tracking. Using this setup, we collected the most extensive real-world dataset for ego-facing ego-mounted cameras to date in size and motion variability. Effectively integrating this multimodal input –device pose and camera feeds –is challenging due to the differing characteristics of each data source. To address this, we propose FRAME, a simple yet effective architecture that combines device pose and camera feeds for state-of-the-art body pose prediction through geometrically sound multimodal integration and can run at 300 FPS on modern hardware. Lastly, we showcase a novel training strategy to enhance the model’s generalization capabilities. Our approach exploits the problem’s geometric properties, yielding high-quality motion capture free from common artifacts in prior work. Qualitative and quantitative evaluations, along with extensive comparisons, demonstrate the effectiveness of our method. Data, code, and CAD designs will be available at vcai.mpi-inf.mpg.de/projects/FRAME.
Andrea Boscolo Camiletto, Jian Wang 0100, Eduardo Alvarado, Rishabh Dabral, Thabo Beeler, Marc Habermann, Christian Theobalt
CVPR4
2025 Retrieving Semantics from the Deep: an RAG Solution for Gesture Synthesis
abstract
Non-Verbal communication often comprises of semantically rich gestures that help convey the meaning of an utterance. Producing such semantic co-speech gestures has been a major challenge for the existing neural systems that can generate rhythmic beat gestures, but struggle to produce semantically meaningful gestures. Therefore, we present RAG-GESTURE, a diffusion-based gesture generation approach that leverages Retrieval Augmented Generation (RAG) to produce natural-looking and semantically rich gestures. Our neuro-explicit gesture generation approach is designed to produce semantic gestures grounded in interpretable linguistic knowledge. We achieve this by using explicit domain knowledge to retrieve exemplar motions from a database of co-speech gestures. Once retrieved, we then inject these semantic exemplar gestures into our diffusion-based gesture generation pipeline using DDIM inversion and retrieval guidance at the inference time without any need of training. Further, we propose a control paradigm for guidance, that allows the users to modulate the amount of influence each retrieval insertion has over the generated sequence. Our comparative evaluations demonstrate the validity of our approach against recent gesture generation approaches. The reader is urged to explore the results on our project page.
Muhammad Hamza Mughal, Rishabh Dabral, Merel C. J. Scholman, Vera Demberg, Christian Theobalt
CVPR2
2025 BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated Objects
abstract
We present BimArt, a novel generative approach for synthesizing 3D bimanual hand interactions with articulated objects. Unlike prior works, we do not rely on a reference grasp, a coarse hand trajectory, or separate modes for grasping and articulating. To achieve this, we first generate distance-based contact maps conditioned on the object trajectory with an articulation-aware feature representation, revealing rich bimanual patterns for manipulation. The learned contact prior is then used to guide our hand motion generator, producing diverse and realistic bimanual motions for object movement and articulation. Our work offers key insights into feature representation and contact prior for articulated objects, demonstrating their effectiveness in taming the complex, high-dimensional space of bimanual hand-object interactions. Through comprehensive quantitative experiments, we demonstrate a clear step towards simplified and high-quality hand-object animations that surpass the state of the art in motion quality and diversity. Project page: https://vcai.mpi-inf.mpg.de/projects/bimart/.
Wanyue Zhang, Rishabh Dabral, Vladislav Golyanik, Vasileios Choutas, Eduardo Alvarado, Thabo Beeler, Marc Habermann, Christian Theobalt
CVPR2
2025 Attention (as Discrete-Time Markov) Chains
abstract
We introduce a new interpretation of the attention matrix as a discrete-time Markov chain. Our interpretation sheds light on common operations involving attention scores such as selection, summation, and averaging in a unified framework. It further extends them by considering indirect attention, propagated through the Markov chain, as opposed to previous studies that only model immediate effects. Our key observation is that tokens linked to semantically similar regions form metastable states, i.e., regions where attention tends to concentrate, while noisy attention scores dissipate. Metastable states and their prevalence can be easily computed through simple matrix multiplication and eigenanalysis, respectively. Using these lightweight tools, we demonstrate state-of-the-art zero-shot segmentation. Lastly, we define TokenRank---the steady state vector of the Markov chain, which measures global token importance. We show that TokenRank enhances unconditional image generation, improving both quality (IS) and diversity (FID), and can also be incorporated into existing segmentation techniques to improve their performance over existing benchmarks. We believe our framework offers a fresh view of how tokens are being attended in modern visual transformers.
Yotam Erel, Olaf Dünkel, Rishabh Dabral, Vladislav Golyanik, Christian Theobalt, Amit Bermano
NeurIPS3
2025 PocoLoco: A Point Cloud Diffusion Model of Human Shape in Loose Clothing
abstract
Modeling a human avatar that can plausibly deform to articulations is an active area of research. We present PocoLoco - the first template-free, point-based, pose-conditioned generative model for 3D humans in loose clothing. We motivate our work by noting that most methods require a parametric model of the human body to ground pose-dependent deformations. Consequently, they are restricted to modeling clothing that is topologically similar to the naked body and do not extend well to loose clothing. The few methods that attempt to model loose clothing typically require either canonicalization or a UV-parameterization and need to address the challenging problem of explicitly estimating correspondences for the deforming clothes. In this work, we formulate avatar clothing deformation as a conditional point-cloud generation task within the denoising diffusion framework. Crucially, our framework operates directly on unordered point clouds, eliminating the need for a parametric model or a clothing template. This also enables a variety of practical applications, such as point-cloud completion and pose-based editing - important features for virtual human animation. As current datasets for human avatars in loose clothing are far too small for training diffusion models, we release a dataset of two subjects performing various poses in loose clothing with a total of 75K point clouds. By contributing towards tackling the challenging task of effectively modeling loose clothing and expanding the available data for training these models, we aim to set the stage for further innovation in digital humans. The source code is available at https://github.com/sidsunny/pocoloco.
Siddharth Seth, Rishabh Dabral, Diogo C. Luvizon, Marc Habermann, Ming-Hsuan Yang 0001, Christian Theobalt, Adam Kortylewski
WACV2
2025 PractiLight: Practical Light Control Using Foundational Diffusion Models
abstract
Light control in generated images is a difficult task, posing specific challenges, spanning over the entire image and frequency spectrum. Most approaches tackle this problem by training on extensive yet domain-specific datasets, limiting the inherent generalization and applicability of the foundational backbones used. Instead, PractiLight is a practical approach, effectively leveraging foundational understanding of recent generative models for the task. Our key insight is that lighting relationships in an image are similar in nature to token interaction in self-attention layers, and hence are best represented there. Based on this and other analyses regarding the importance of early diffusion iterations, PractiLight trains a lightweight LoRA regressor to produce the direct-irradiance map for a given image, using a small set of training images. We then employ this regressor to incorporate the desired lighting into the generation process of another image using Classifier Guidance. This careful design generalizes well to diverse conditions and image domains. We demonstrate state-of-the-art performance in terms of quality and control with proven parameter and data efficiency compared to leading works over a wide variety of scene types. We hope this work affirms that image lighting can feasibly be controlled by tapping into foundational knowledge, enabling practical and general relighting.
Yotam Erel, Rishabh Dabral, Vladislav Golyanik, Amit Bermano, Christian Theobalt
ACM Trans. Graph.2
2024 ROAM: Robust and Object-Aware Motion Generation Using Neural Pose Descriptors
abstract
Existing automatic approaches for 3D virtual character motion synthesis supporting scene interactions do not gen-eralise well to new objects outside training distributions, even when trained on extensive motion capture datasets with diverse objects and annotated interactions. This paper addresses this limitation and shows that robustness and generalisation to novel scene objects in 3D object-aware character synthesis can be achieved by training a motion model with as few as one reference object. We leverage an implicit feature representation trained on object-only datasets, which encodes an SE(3)-equivariant descriptor field around the object. Given an unseen object and a reference pose-object pair, we optimise for the object-aware pose that is closest in the feature space to the reference pose. Finally, we use l-NSM, i.e., our motion generation model that is trained to seamlessly transition from locomotion to object interaction with the proposed bidirectional pose blending scheme. Through comprehensive numerical comparisons to state-of-the-art methods and in a user study, we demonstrate substantial improvements in 3D virtual character motion and interaction quality and robustness to scenarios with unseen objects. Our project page is available at https://vcai.mpi-inf.mpg.de/projects/ROAM/.
Wanyue Zhang, Rishabh Dabral, Thomas Leimkühler, Vladislav Golyanik, Marc Habermann, Christian Theobalt
3DV2
2024 ConvoFusion: Multi-Modal Conversational Diffusion for Co-Speech Gesture Synthesis
abstract
Gestures play a key role in human communication. Recent methods for co-speech gesture generation, while managing to generate beat-aligned motions, struggle generating gestures that are semantically aligned with the utterance. Compared to beat gestures that align naturally to the audio signal, semantically coherent gestures require modeling the complex interactions between the language and human motion, and can be controlled by focusing on certain words. Therefore, we present ConvoFusion, a diffusion-based approach for multi-modal gesture synthesis, which can not only generate gestures based on multi-modal speech inputs, but can also facilitate controllability in gesture synthesis. Our method proposes two guidance objectives that allow the users to modulate the impact of different conditioning modalities (e.g. audio vs text) as well as to choose certain words to be emphasized during gesturing. Our method is versatile in that it can be trained either for generating monologue gestures or even the conversational gestures. To further advance the research on multi-party interactive gestures, the DndGroup Gesture dataset is released, which contains 6 hours of gesture data showing 5 people interacting with one another. We compare our method with several recent works and demonstrate effectiveness of our method on a variety of tasks. We urge the reader to watch our supplementary video at our webpage.
Muhammad Hamza Mughal, Rishabh Dabral, Ikhsanul Habibie, Lucia Donatelli, Marc Habermann, Christian Theobalt
CVPR2
2024 REMOS: 3D Motion-Conditioned Reaction Synthesis for Two-Person Interactions
Anindita Ghosh, Rishabh Dabral, Vladislav Golyanik, Christian Theobalt, Philipp Slusallek
ECCV (36)2
2024 MetaCap: Meta-learning Priors from Multi-view Imagery for Sparse-View Human Performance Capture and Rendering
Guoxing Sun 0001, Rishabh Dabral, Pascal Fua, Christian Theobalt, Marc Habermann
ECCV (46)2
2023 Fully Quantum Auto-Encoding of 3D Shapes
Lakshika Rathi, Edith Tretschk, Christian Theobalt, Rishabh Dabral, Vladislav Golyanik
BMVC4
2023 MoFusion: A Framework for Denoising-Diffusion-Based Motion Synthesis
abstract
Conventional methods for human motion synthesis have either been deterministic or have had to struggle with the trade-off between motion diversity vs motion quality. In response to these limitations, we introduce MoFusion, i.e., a new denoising-diffusion-based framework for high-quality conditional human motion synthesis that can synthesise long, temporally plausible, and semantically accurate motions based on a range of conditioning contexts (such as music and text). We also present ways to introduce well-known kinematic losses for motion plausibility within the motion-diffusion framework through our scheduled weighting strategy. The learned latent space can be used for several interactive motion-editing applications like in-betweening, seed-conditioning, and text-based editing, thus, providing crucial abilities for virtual-character animation and robotics. Through comprehensive quantitative evaluations and a perceptual user study, we demonstrate the effectiveness of MoFusion compared to the state of the art on established benchmarks in the literature. We urge the reader to watch our supplementary video at https://vcai.mpi-inf.mpg.de/projects/MoFusion/.
Rishabh Dabral, Muhammad Hamza Mughal, Vladislav Golyanik, Christian Theobalt
CVPR1
2023 Computational Design of Personalized Wearable Robotic Limbs
abstract
Wearable robotic limbs (WRLs) augment human capabilities through robotic structures that attach to the user’s body. While WRLs are intensely researched and various device designs have been presented, it remains difficult for non-roboticists to engage with this exciting field. We aim to empower interaction designers and application domain experts to explore novel designs and applications by rapidly prototyping personalized WRLs that are customized for different tasks, different body locations, or different users. In this paper, we present WRLKit, an interactive computational design approach that enables designers to rapidly prototype a personalized WRL without requiring extensive robotics and ergonomics expertise. The body-aware optimization approach starts by capturing the user’s body dimensions and dynamic body poses. Then, an optimized fabricable structure of the WRL is generated for a desired mounting location and workspace of the WRL, to fit the user’s body and intended task. The results of a user study and several implemented prototypes demonstrate the practical feasibility and versatility of WRLKit.
Artin Saberpour, Ata Otaran, Martin Schmitz 0001, Marie Muehlhaus, Rishabh Dabral, Diogo C. Luvizon, Azumi Maekawa, Masahiko Inami, Christian Theobalt, Jürgen Steimle
UIST5
2023 Skew-Robust Human-Object Interactions in Videos
abstract
Humans are, arguably, one of the most important regions of interest in a visual analysis pipeline. Detecting how the human interacts with the surrounding environment, thus, becomes an important problem and has several potential use-cases. While this has been adequately addressed in the literature in the image setting, there exist very few methods addressing the case for in-the-wild videos. The problem is further exacerbated by the high degree of label skew. To this end, we propose SERVO-HOI, a robust end-to-end framework for recognizing human-object interactions from a video, particularly in high label-skew settings. The network contextualizes multiple image representations and is trained to explicitly handle dataset skew. We propose and analyse methods to address the long-tail distribution of the labels and show improvements on the tail-labels. SeRVo-HOI outperforms the state-of-the-art by a significant margin (21.1% vs 17.6% mAP) on the large-scale, in-the-wild VidHOI dataset while particularly demonstrating solid improvements in the tail-classes (19.9% vs 17.3% mAP).
Apoorva Agarwal, Rishabh Dabral, Arjun Jain, Ganesh Ramakrishnan
WACV2
2023 IMoS: Intent-Driven Full-Body Motion Synthesis for Human-Object Interactions
abstract
Abstract Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions, we present the first framework to synthesize the full‐body motion of virtual human characters performing specified actions with 3D objects placed within their reach. Our system takes textual instructions specifying the objects and the associated ‘intentions’ of the virtual characters as input and outputs diverse sequences of full‐body motions. This contrasts existing works, where full‐body action synthesis methods generally do not consider object interactions, and human‐object interaction methods focus mainly on synthesizing hand or finger movements for grasping objects. We accomplish our objective by designing an intent‐driven full‐body motion generator, which uses a pair of decoupled conditional variational auto‐regressors to learn the motion of the body parts in an autoregressive manner. We also optimize the 6‐DoF pose of the objects such that they plausibly fit within the hands of the synthesized characters. We compare our proposed method with the existing methods of motion synthesis and establish a new and stronger state‐of‐the‐art for the task of intent‐driven motion synthesis.
Anindita Ghosh, Rishabh Dabral, Vladislav Golyanik, Christian Theobalt, Philipp Slusallek
Comput. Graph. Forum2
2023 State of the Art in Dense Monocular Non-Rigid 3D Reconstruction
abstract
Abstract 3D reconstruction of deformable (ornon‐rigid) scenes from a set of monocular 2D image observations is a long‐standing and actively researched area of computer vision and graphics. It is an ill‐posed inverse problem, since—without additional prior assumptions—it permits infinitely many solutions leading to accurate projection to the input 2D images. Non‐rigid reconstruction is a foundational building block for downstream applications like robotics, AR/VR, or visual content creation. The key advantage of using monocular cameras is their omnipresence and availability to the end users as well as their ease of use compared to more sophisticated camera set‐ups such as stereo or multi‐view systems. This survey focuses on state‐of‐the‐art methods for dense non‐rigid 3D reconstruction of various deformable objects and composite scenes from monocular videos or sets of monocular views. It reviews the fundamentals of 3D reconstruction and deformation modeling from 2D image observations. We then start from general methods—that handle arbitrary scenes and make only a few prior assumptions—and proceed towards techniques making stronger assumptions about the observed objects and types of deformations (e.g. human faces, bodies, hands, and animals). A significant part of this STAR is also devoted to classification and a high‐level comparison of the methods, as well as an overview of the datasets for training and evaluation of the discussed techniques. We conclude by discussing open challenges in the field and the social aspects associated with the usage of the reviewed methods.
Edith Tretschk, Navami Kairanda, Mallikarjun B. R. 0001, Rishabh Dabral, Adam Kortylewski, Bernhard Egger 0001, Marc Habermann, Pascal Fua, Christian Theobalt, Vladislav Golyanik
Comput. Graph. Forum4
2021 Gravity-Aware Monocular 3D Human-Object Reconstruction
abstract
This paper proposes GraviCap, i.e., a new approach for joint markerless 3D human motion capture and object trajectory estimation from monocular RGB videos. We focus on scenes with objects partially observed during a free flight. In contrast to existing monocular methods, we can recover scale, object trajectories as well as human bone lengths in meters and the ground plane's orientation, thanks to the awareness of the gravity constraining object motions. Our objective function is parametrised by the object's initial velocity and position, gravity direction and focal length, and jointly optimised for one or several free flight episodes. The proposed human-object interaction constraints ensure geometric consistency of the 3D reconstructions and improved physical plausibility of human poses compared to the unconstrained case. We evaluate GraviCap on a new dataset with ground-truth annotations for persons and different objects undergoing free flights. In the experiments, our approach achieves state-of-the-art accuracy in 3D human motion capture on various metrics. We urge the reader to watch our supplementary video. Both the source code and the dataset are released; see http://4dqv.mpi-inf.mpg.de/GraviCap/.
Rishabh Dabral, Soshi Shimada, Arjun Jain, Christian Theobalt, Vladislav Golyanik
ICCV1
2021 Cross Lingual Video and Text Retrieval: A New Benchmark Dataset and Algorithm
Jayaprakash Akula, Abhishek Sharma 0010, Rishabh Dabral, Preethi Jyothi, Ganesh Ramakrishnan
ICMI3
2021 Cross-Modal Learning for Audio-Visual Video Parsing
abstract
In this paper, we present a novel approach to the audio-visual video parsing (AVVP) task that demarcates events from a video separately for audio and visual modalities. The proposed parsing approach simultaneously detects the temporal boundaries in terms of start and end times of such events. We show how AVVP can benefit from the following techniques geared towards effective cross-modal learning: (i) adversarial training and skip connections (ii) global context aware attention and, (iii) self-supervised pretraining using an audio-video grounding objective to obtain cross-modal audio-video representations. We present extensive experimental evaluations on the Look, Listen, and Parse (LLP) dataset and show that we outperform the state-of-the-art Hybrid Attention Network (HAN) on all five metrics proposed for AVVP. We also present several ablations to validate the effect of pretraining, global attention and adversarial training.
Jatin Lamba, Jayaprakash Akula, Rishabh Dabral, Preethi Jyothi, Ganesh Ramakrishnan
Interspeech4
2021 Exploration of Spatial and Temporal Modeling Alternatives for HOI
abstract
Human-Object Interaction detection from a video clip can be considered as a special case of video-based Visual-Relationship Detection wherein the subject must be a human. Specifically, it involves detecting the humans and objects in the clip as well as the interactions between them. Conventionally, the problem has been formulated as a space-time graph inference problem over the video clip features. In this work, we explore alternate spatial approaches for detecting Human-Object Interactions. We consider a hierarchical setup that decouples spatial and temporal aspects of the problem and analyse the impacts of a variety of design choices for the spatial networks. Particularly, to capture spatial relationships in the scene, we analyze the effectiveness of the traditionally used Graph Convolutional Networks against Convolutional Networks and Capsule Networks. Unlike current approaches, we avoid using ground truth data like depth maps or 3D human pose during inference, thus increasing generalization across non-RGBD datasets as well. We demonstrate a comprehensive analysis of the exploration, both quantitatively and qualitatively, while achieving state-of-the-art results in human-object interaction detection (88.9% and 92.6%) and anticipation tasks of CAD-120 and competitive results on image based HOI detection in V-COCO dataset, setting a new benchmark for visual features based approaches.
Rishabh Dabral, Srijon Sarkar, Sai Praneeth Reddy, Ganesh Ramakrishnan
WACV1
2020 LIGHTEN: Learning Interactions with Graph and Hierarchical TEmporal Networks for HOI in videos
abstract
Analyzing the interactions between humans and objects from a video includes identification of the relationships between humans and the objects present in the video. It can be thought of as a specialized version of Visual Relationship Detection, wherein one of the objects must be a human. While traditional methods formulate the problem as inference on a sequence of video segments, we present a hierarchical approach, LIGHTEN, to learn visual features to effectively capture spatio-temporal cues at multiple granularities in a video. Unlike current approaches, LIGHTEN avoids using ground truth data like depth maps or 3D human pose, thus increasing generalization across non-RGBD datasets as well. Furthermore, we achieve the same using only the visual features, instead of the commonly used hand-crafted spatial features. We achieve state-of-the-art results in human-object interaction detection (88.9% and 92.6%) and anticipation tasks of CAD-120 and competitive results on image based HOI detection in V-COCO dataset, setting a new benchmark for visual features based approaches. Code for LIGHTEN is available at https://github.com/praneeth11009/LIGHTEN-Learning-Interactions-with-Graphs-and-Hierarchical-TEmporal-Networks-for-HOI
Sai Praneeth Reddy Sunkesula, Rishabh Dabral, Ganesh Ramakrishnan
ACM Multimedia2
2019 Multi-Person 3D Human Pose Estimation from Monocular Images
abstract
Multi-person 3D human pose estimation from a single image is a challenging problem, especially for in-the-wild settings due to the lack of 3D annotated data. We propose HG-RCNN, a Mask-RCNN based network that also leverages the benefits of the Hourglass architecture for multi-person 3D Human Pose Estimation. A two-staged approach is presented that first estimates the 2D keypoints in every Region of Interest (RoI) and then lifts the estimated keypoints to 3D. Finally, the estimated 3D poses are placed in camera-coordinates using weak-perspective projection assumption and joint optimization of focal length and root translations. The result is a simple and modular network for multi-person 3D human pose estimation that does not require any multi-person 3D pose dataset. Despite its simple formulation, HG-RCNN achieves the state-of-the-art results on MuPoTS-3D while also approximating the 3D pose in the camera-coordinate system.
Rishabh Dabral, Nitesh B. Gundavarapu, Abhishek Sharma 0010, Ganesh Ramakrishnan, Arjun Jain
3DV1
2019 Progression Modelling for Online and Early Gesture Detection
abstract
Online and Early detection of gestures is crucial for building touchless gesture based interfaces. These interfaces should operate on a stream of video frames instead of the complete video and detect the presence of gestures at an earlier stage than post-completion for providing real time user experience. To achieve this, it is important to recognize the progression of the gesture across different stages so that appropriate responses can be triggered on reaching the desired execution stage. To address this, we propose a simple yet effective multi-task learning framework which models the progression of the gesture along with frame level recognition. The proposed framework recognizes the gestures at an early stage with high precision and also achieves state-of-the-art recognition accuracy of 87.8% which is closer to human accuracy of 88.4% on the NVIDIA gesture dataset in the offline configuration and advances the state-of-the-art by more than 4%. We also introduce tightly segmented annotations for the NVIDIA gesture dataset and setup a strong baseline for gesture localization for this dataset. We also evaluate our framework on the Montalbano dataset and report competitive results.
Vikram Gupta, Saikumar Dwivedi, Rishabh Dabral, Arjun Jain
3DV3
2018 Learning 3D Human Pose from Structure and Motion
Rishabh Dabral, Anurag Mundhada, Uday Kusupati, Safeer Afaque, Abhishek Sharma 0010, Arjun Jain
ECCV (9)1