Nikos Athanasiou

dblp:218/6714 · also Athanasiou Nikolaos · DBLP profile ↗
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10ranked-venue papers
4as first author
8since 2021 · last 2025
0000-0002-4722-6635ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 8 since 2021Artificial intelligence and machine learning · 8 · 2 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 Contact-Aware Refinement of Human Pose Pseudo-Ground Truth via Bioimpedance Sensing
abstract
Capturing accurate 3D human pose in the wild would provide valuable data for training pose estimation and motion generation methods. While video-based estimation approaches have become increasingly accurate, they often fail in common scenarios involving self-contact, such as a hand touching the face. In contrast, wearable bioimpedance sensing can cheaply and unobtrusively measure ground-truth skin-to-skin contact. Consequently, we propose a novel framework that combines visual pose estimators with bioimpedance sensing to capture the 3D pose of people by taking self-contact into account. Our method, BioTUCH, initializes the pose using an off-the-shelf estimator and introduces contact-aware pose optimization during measured self-contact: reprojection error and deviations from the input estimate are minimized while enforcing vertex proximity constraints. We validate our approach using a new dataset of synchronized RGB video, bioimpedance measurements, and 3D motion capture. Testing with three input pose estimators, we demonstrate an average of 11.7% improvement in reconstruction accuracy. We also present a miniature wearable bioimpedance sensor that enables efficient large-scale collection of contact-aware training data for improving pose estimation and generation using BioTUCH. Code and data are available at biotuch.is.tue.mpg.de
Maria-Paola Forte, Nikos Athanasiou, Giulia Ballardini, Jan Ulrich Bartels, Katherine J. Kuchenbecker, Michael J. Black
ICCV2
2024 Emotional Speech-Driven 3D Body Animation via Disentangled Latent Diffusion
abstract
Existing methods for synthesizing 3D human gestures from speech have shown promising results, but they do not explicitly model the impact of emotions on the generated gestures. Instead, these methods directly output animations from speech without control over the expressed emotion. To address this limitation, we present AMUSE, an emotional speech-driven body animation model based on latent diffusion. Our observation is that content (i.e., gestures related to speech rhythm and word utterances), emotion, and personal style are separable. To account for this, AMUSE maps the driving audio to three disentangled latent vectors: one for content, one for emotion, and one for personal style. A latent diffusion model, trained to generate gesture motion sequences, is then conditioned on these latent vectors. Once trained, AMUSE synthesizes 3D human gestures directly from speech with control over the expressed emotions and style by combining the content from the driving speech with the emotion and style of another speech sequence. Randomly sampling the noise of the diffusion model further generates variations of the gesture with the same emotional expressivity. Qualitative, quantitative, and perceptual evaluations demonstrate that AMUSE outputs realistic gesture sequences. Compared to the state of the art, the generated gestures are better synchronized with the speech content, and better represent the emotion expressed by the input speech. Our code is available at amuse.is.tue.mpg.de.
Kiran Chhatre, Radek Danecek, Nikos Athanasiou, Giorgio Becherini, Christopher Peters 0001, Michael J. Black, Timo Bolkart
CVPR3
2024 WANDR: Intention-guided Human Motion Generation
abstract
Synthesizing natural human motions that enable a 3D human avatar to walk and reach for arbitrary goals in 3D space remains an unsolved problem with many applications. Existing methods (data-driven or using reinforcement learning) are limited in terms of generalization and motion naturalness. A primary obstacle is the scarcity of training data that combines locomotion with goal reaching. To ad-dress this, we introduce WANDR, a data-driven model that takes an avatar's initial pose and a goal's 3D position and generates natural human motions that place the end effec-tor (wrist) on the goal location. To solve this, we intro-duce novel intention features that drive rich goal-oriented movement. Intention guides the agent to the goal, and in-teractively adapts the generation to novel situations without needing to define sub-goals or the entire motion path. Cru-cially, intention allows training on datasets that have goal-oriented motions as well as those that do not. WANDR is a conditional Variational Auto-Encoder (c- VAE), which we train using the AMASS and CIRCLE datasets. We evaluate our method extensively and demonstrate its ability to gener-ate natural and long-term motions that reach 3D goals and generalize to unseen goal locations. Our models and code are available for research purposes at wandr.is.tue.mpg.de.
Markos Diomataris, Nikos Athanasiou, Omid Taheri, Xi Wang 0021, Otmar Hilliges, Michael J. Black
CVPR2
2024 MotionFix: Text-Driven 3D Human Motion Editing
Nikos Athanasiou, Alpár Cseke, Markos Diomataris, Michael J. Black, Gül Varol
SIGGRAPH Asia1
2023 SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation
abstract
Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example ‘waving hand’ while ‘walking’ at the same time. We refer to generating such simultaneous movements as performing spatial compositions. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("Simultaneous actioN Compositions for 3D human motions"). In our experiments, we find that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at sinc.is.tue.mpg.de.
Nikos Athanasiou, Mathis Petrovich, Michael J. Black, Gül Varol
ICCV1
2022 TEACH: Temporal Action Composition for 3D Humans
abstract
Given a series of natural language descriptions, our task is to generate 3D human motions that correspond semantically to the text, and follow the temporal order of the instructions. In particular, our goal is to enable the synthesis of a series of actions, which we refer to as temporal action composition. The current state of the art in text-conditioned motion synthesis only takes a single action or a single sentence as input. This is partially due to lack of suitable training data containing action sequences, but also due to the computational complexity of their non-autoregressive model formulation, which does not scale well to long sequences. In this work, we address both issues. First, we exploit the recent BABEL motion-text collection, which has a wide range of labeled actions, many of which occur in a sequence with transitions between them. Next, we design a Transformer-based approach that operates non-autoregressively within an action, but autoregressively within the sequence of actions. This hierarchical formulation proves effective in our experiments when compared with multiple baselines. Our approach, called TEACH for “TEmporal Action Compositions for Human motions ”, produces realistic human motions for a wide variety of actions and temporal compositions from language descriptions. To encourage work on this new task, we make our code available for research purposes at teach.is.tue.mpg.de.
Nikos Athanasiou, Mathis Petrovich, Michael J. Black, Gül Varol
3DV1
2021 BABEL: Bodies, Action and Behavior With English Labels
abstract
Understanding the semantics of human movement – the what, how and why of the movement – is an important problem that requires datasets of human actions with semantic labels. Existing datasets take one of two approaches. Large-scale video datasets contain many action labels but do not contain ground-truth 3D human motion. Alternatively, motion-capture (mocap) datasets have precise body motions but are limited to a small number of actions. To address this, we present BABEL, a large dataset with language labels describing the actions being performed in mocap sequences. BABEL consists of language labels for over 43 hours of mocap sequences from AMASS, containing over 250 unique actions. Each action label in BABEL is precisely aligned with the duration of the corresponding action in the mocap sequence. BABELalso allows overlap of multiple actions, that may each span different durations. This results in a total of over 66000 action segments. The dense annotations can be leveraged for tasks like action recognition, temporal localization, motion synthesis, etc. To demonstrate the value of BABEL as a benchmark, we evaluate the performance of models on 3D action recognition. We demonstrate that BABEL poses interesting learning challenges that are applicable to real-world scenarios, and can serve as a useful benchmark for progress in 3D action recognition. The dataset, baseline methods, and evaluation code are available and supported for academic research purposes at https://babel.is.tue.mpg.de/.
Abhinanda R. Punnakkal, Arjun Chandrasekaran, Nikos Athanasiou, Maria Alejandra Quiros-Ramirez, Michael J. Black
CVPR3
2021 Learning to Regress Bodies from Images using Differentiable Semantic Rendering
abstract
Learning to regress 3D human body shape and pose (e.g. SMPL parameters) from monocular images typically exploits losses on 2D keypoints, silhouettes, and/or part-segmentation when 3D training data is not available. Such losses, however, are limited because 2D keypoints do not supervise body shape and segmentations of people in clothing do not match projected minimally-clothed SMPL shapes. To exploit richer image information about clothed people, we introduce higher-level semantic information about clothing to penalize clothed and non-clothed regions of the human body differently. To do so, we train a body regressor using a novel "Differentiable Semantic Rendering (DSR)" loss. For Minimally-Clothed (MC) regions, we define the DSR-MC loss, which encourages a tight match between a rendered SMPL body and the minimally-clothed regions of the image. For clothed regions, we define the DSR-C loss to encourage the rendered SMPL body to be inside the clothing mask. To ensure end-to-end differentiable training, we learn a semantic clothing prior for SMPL vertices from thousands of clothed human scans. We perform extensive qualitative and quantitative experiments to evaluate the role of clothing semantics on the accuracy of 3D human pose and shape estimation. We outperform all previous state-of-the-art methods on 3DPW and Human3.6M and obtain on par results on MPI-INF-3DHP. Code and trained models are available for research at https://dsr.is.tue.mpg.de/.
Saikumar Dwivedi, Nikos Athanasiou, Muhammed Kocabas, Michael J. Black
ICCV2
2020 VIBE: Video Inference for Human Body Pose and Shape Estimation
abstract
Human motion is fundamental to understanding behavior. Despite progress on single-image 3D pose and shape estimation, existing video-based state-of-the-art methods fail to produce accurate and natural motion sequences due to a lack of ground-truth 3D motion data for training. To address this problem, we propose "Video Inference for Body Pose and Shape Estimation'' (VIBE), which makes use of an existing large-scale motion capture dataset (AMASS) together with unpaired, in-the-wild, 2D keypoint annotations. Our key novelty is an adversarial learning framework that leverages AMASS to discriminate between real human motions and those produced by our temporal pose and shape regression networks. We define a novel temporal network architecture with a self-attention mechanism and show that adversarial training, at the sequence level, produces kinematically plausible motion sequences without in-the-wild ground-truth 3D labels. We perform extensive experimentation to analyze the importance of motion and demonstrate the effectiveness of VIBE on challenging 3D pose estimation datasets, achieving state-of-the-art performance. Code and pretrained models are available at https://github.com/mkocabas/VIBE
Muhammed Kocabas, Nikos Athanasiou, Michael J. Black
CVPR2
2018 Neural Activation Semantic Models: Computational lexical semantic models of localized neural activations
abstract
Neural activation models have been proposed in the literature that use a set of example words for which fMRI measurements are available in order to find a mapping between word semantics and localized neural activations. Successful mappings let us expand to the full lexicon of concrete nouns using the assumption that similarity of meaning implies similar neural activation patterns. In this paper, we propose a computational model that estimates semantic similarity in the neural activation space and investigates the relative performance of this model for various natural language processing tasks. Despite the simplicity of the proposed model and the very small number of example words used to bootstrap it, the neural activation semantic model performs surprisingly well compared to state-of-the-art word embeddings. Specifically, the neural activation semantic model performs better than the state-of-the-art for the task of semantic similarity estimation between very similar or very dissimilar words, while performing well on other tasks such as entailment and word categorization. These are strong indications that neural activation semantic models can not only shed some light into human cognition but also contribute to computation models for certain tasks.
Nikos Athanasiou, Elias Iosif, Alexandros Potamianos
COLING1