EDBT 2026 Demo / reviewers in the wild / expert
Lea Müller
dblp:228/9240
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10ranked-venue papers
4as first author
10since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 9 · 3 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 9 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Reconstructing People, Places, and CamerasabstractWe present "Humans and Structure from Motion" (HSfM), a method for jointly reconstructing multiple human meshes, scene point clouds, and camera parameters in a metric world coordinate system from a sparse set of uncalibrated multi-view images featuring people. Our approach combines data-driven scene reconstruction with the traditional Structure-From-Motion (SfM) framework to achieve more accurate scene reconstruction and camera estimation while simultaneously recovering human meshes. In con trast to existing scene reconstruction and SfM methods that lack metric scale information, our method estimates approximate metric scale by leveraging the human statistical model. Furthermore, our method reconstructs multiple human meshes within the same world coordinate system with the scene point cloud, effectively capturing spatial relationships among individuals and their positions in the environment. We initialize the reconstruction of humans, scenes, and cameras using robust foundational models and jointly optimize these elements. This joint optimization synergistically improves the accuracy of each component. We compare our method with existing methods on two challenging benchmarks, EgoHumans and EgoExo4D, demonstrating significant improvements in human localization accuracy within the world coordinate frame (reducing error from 3.59m to 1.04m in EgoHumans and from 3.01m to 0.50m in EgoExo4D). Notably, our results show that incorporating human data into the SfM pipeline improves camera pose estimation (e.g., increasing RRA@15 by 20.3% on EgoHumans). Additionally, qualitative results show that our approach improves scene reconstruction quality. Our code is available at muelea.github.io/hsfm. Lea Müller, Hongsuk Choi, Anthony Zhang, Brent Yi, Jitendra Malik, Angjoo Kanazawa |
CVPR | 1 |
| 2025 | Pose Priors from Language ModelsabstractLanguage is often used to describe physical interaction, yet most 3D human pose estimation methods overlook this rich source of information. We bridge this gap by leveraging large multimodal models (LMMs) as priors for reconstructing contact poses, offering a scalable alternative to traditional methods that rely on human annotations or motion capture data. Our approach extracts contact-relevant descriptors from an LMM and translates them into tractable losses to constrain 3D human pose optimization. Despite its simplicity, our method produces compelling reconstructions for both two-person interactions and self-contact scenarios, accurately capturing the semantics of physical and social interactions. Our results demonstrate that LMMs can serve as powerful tools for contact prediction and pose estimation, offering an alternative to costly manual human annotations or motion capture data. Our code is publicly available at https://prosepose.github.io. Sanjay Subramanian, Evonne Ng, Lea Müller, Daniel Klein 0001, Shiry Ginosar, Trevor Darrell |
CVPR | 3 |
| 2025 | Estimating Body and Hand Motion in an Ego-sensed WorldabstractWe present EgoAllo, a system for human motion estimation from a head-mounted device. Using only egocentric SLAM poses and images, EgoAllo guides sampling from a conditional diffusion model to estimate 3D body pose, height, and hand parameters that capture a device wearer's actions in the allocentric coordinate frame of the scene. To achieve this, our key insight is in representation: we propose spatial and temporal invariance criteria for improving model performance, from which we derive a head motion conditioning parameterization that improves estimation by up to 18%. We also show how the bodies estimated by our system can improve hand estimation: the resulting kinematic and temporal constraints can reduce world-frame errors in single-frame estimates by 40%. Brent Yi, Vickie Ye, Maya Zheng, Lea Müller, Georgios Pavlakos, Yi Ma 0001, Jitendra Malik, Angjoo Kanazawa |
CVPR | 5 |
| 2025 | VolumetricSMPL: A Neural Volumetric Body Model for Efficient Interactions, Contacts, and CollisionsabstractParametric human body models play a crucial role in computer graphics and vision, enabling applications ranging from human motion analysis to understanding human-environment interactions. Traditionally, these models use surface meshes, which pose challenges in efficiently handling interactions with other geometric entities, such as objects and scenes, typically represented as meshes or point clouds. To address this limitation, recent research has explored volumetric neural implicit body models. However, existing works are either insufficiently robust for complex human articulations or impose high computational and memory costs, limiting their widespread use. To this end, we introduce VolumetricSMPL, a neural volumetric body model that leverages Neural Blend Weights (NBW) to generate compact, yet efficient MLP decoders. Unlike prior approaches that rely on large MLPs, NBW dynamically blends a small set of learned weight matrices using predicted shape- and pose-dependent coefficients, significantly improving computational efficiency while preserving expressiveness. VolumetricSMPL outperforms prior volumetric occupancy model COAP with 10x faster inference, 6x lower GPU memory usage, enhanced accuracy, and a Signed Distance Function (SDF) for efficient and differentiable contact modeling. We demonstrate VolumetricSMPL's strengths across four challenging tasks: (1) reconstructing human-object interactions from in-the-wild images, (2) recovering human meshes in 3D scenes from egocentric views, (3) scene-constrained motion synthesis, and (4) resolving self-intersections. Our results highlight its broad applicability and significant performance and efficiency gains. Marko Mihajlovic, Gen Li 0010, Kaifeng Zhao 0004, Lea Müller, Siyu Tang 0001 |
ICCV | 5 |
| 2025 | Navigating role identity tensions - IT project managers' identity work in agile information systems developmentabstractWhile the management of traditional, plan-based information systems development (ISD) projects lies with the information technology project manager (ITPM), this role is challenged in agile ISD team settings, characterised by self-managed and autonomous teams. Driven by the potential for individual, project, and organisational benefits through a deeper comprehension of these challenges, our study draws upon role identity theories to uncover identity tensions that this role creates and ways in which ITPMs engage in identity work to resolve these tensions. We conducted an in-depth, qualitative study involving interviews with ITPMs operating within agile ISD teams embedded in traditionally-managed organisations. A central contribution of our paper lies in the development of a theoretical model that unpacks how ITPMs navigate identity work tensions by engaging in specific identity work activities. By revealing the interplay between ITPMs’ role identity tensions, identity work activities, and contextual factors, our study moves beyond purely descriptive accounts and offers a nuanced understanding of the emotional and behavioural dimensions of ITPMs in their liminal position. Additionally, our work underscores the pivotal role of ITPMs as boundary spanners, bridging the gap between traditional and agile governance structures to drive digital transformation. For practitioners, we provide agile ISD team design recommendations. Lea Müller, Gregor Albrecht, Jonas Toutaoui, Alexander Benlian, W. Alec Cram |
Eur. J. Inf. Syst. | 1 |
| 2024 | Generative Proxemics: A Prior for 3D Social Interaction from ImagesabstractSocial interaction is a fundamental aspect of human behavior and communication. The way individuals position themselves in relation to others, also known as proxemics, conveys social cues and affects the dynamics of social interaction. Reconstructing such interaction from images presents challenges because of mutual occlusion and the limited availability of large training datasets. To address this, we present a novel approach that learns a prior over the 3D proxemics two people in close social interaction and demonstrate its use for single-view 3D reconstruction. We start by creating 3D training data of interacting people using image datasets with contact annotations. We then model the proxemics using a novel denoising diffusion model called BUDDI that learns the joint distribution over the poses of two people in close social interaction. Sampling from our generative proxemics model produces realistic 3D human interactions, which we validate through a perceptual study. We use BUDDI in reconstructing two people in close proximity from an image without any contact annotation via an optimization approach that uses the diffusion model as a prior. Our approach recovers accurate 3D social interactions from noisy initial estimates, outperforming state-of-the-art methods. Our code, data, and model are available at: muelea. github.io/buddi. Lea Müller, Vickie Ye, Georgios Pavlakos, Michael J. Black, Angjoo Kanazawa |
CVPR | 1 |
| 2023 | 3D Human Pose Estimation via Intuitive PhysicsabstractEstimating 3D humans from images often produces implausible bodies that lean, float, or penetrate the floor. Such methods ignore the fact that bodies are typically supported by the scene. A physics engine can be used to enforce physical plausibility, but these are not differentiable, rely on unrealistic proxy bodies, and are difficult to integrate into existing optimization and learning frameworks. In contrast, we exploit novel intuitive-physics (IP) terms that can be inferred from a 3D SMPL body interacting with the scene. Inspired by biomechanics, we infer the pressure heatmap on the body, the Center of Pressure (CoP) from the heatmap, and the SMPL body's Center of Mass (CoM). With these, we develop IPMAN, to estimate a 3D body from a color image in a “stable” configuration by encouraging plausible floor contact and overlapping CoP and CoM. Our IP terms are intuitive, easy to implement, fast to compute, differentiable, and can be integrated into existing optimization and regression methods. We evaluate IPMAN on standard datasets and MoYo, a new dataset with synchronized multi-view images, ground-truth 3D bodies with complex poses, body-floor contact, CoM and pressure. IPMAN produces more plausible results than the state of the art, improving accuracy for static poses, while not hurting dynamic ones. Code and data are available for research at https://ipman.is.tue.mpg.de. Shashank Tripathi, Lea Müller, Chun-Hao P. Huang, Omid Taheri, Michael J. Black, Dimitrios Tzionas |
CVPR | 2 |
| 2022 | Accurate 3D Body Shape Regression using Metric and Semantic AttributesabstractWhile methods that regress 3D human meshes from images have progressed rapidly, the estimated body shapes often do not capture the true human shape. This is problematic since, for many applications, accurate body shape is as important as pose. The key reason that body shape accuracy lags pose accuracy is the lack of data. While humans can label 2D joints, and these constrain 3D pose, it is not so easy to “label” 3D body shape. Since paired data with images and 3D body shape are rare, we exploit two sources of information: (1) we collect internet images of diverse “fashion” models together with a small set of anthropometric measurements; (2) we collect linguistic shape attributes for a wide range of 3D body meshes and the model images. Taken together, these datasets provide sufficient constraints to infer dense 3D shape. We exploit the anthropometric measurements and linguistic shape attributes in several novel ways to train a neural network, called SHAPY, that regresses 3D human pose and shape from an RGB image. We evaluate SHAPY on public benchmarks, but note that they either lack significant body shape variation, ground-truth shape, or clothing variation. Thus, we collect a new dataset for evaluating 3D human shape estimation, called HBW, containing photos of “Human Bodies in the Wild” for which we have ground-truth 3D body scans. On this new benchmark, SHAPY significantly outperforms state-of-the-art methods on the task of 3D body shape estimation. This is the first demonstration that 3D body shape regression from images can be trained from easy-to-obtain anthropometric measurements and linguistic shape attributes. Our model and data are available at: shapy.is.tue.mpg.de Vasileios Choutas, Lea Müller, Chun-Hao P. Huang, Siyu Tang 0001, Dimitrios Tzionas, Michael J. Black |
CVPR | 2 |
| 2021 | On Self-Contact and Human Pose
Lea Müller, Ahmed A. A. Osman, Siyu Tang 0001, Chun-Hao P. Huang, Michael J. Black |
CVPR | 1 |
| 2021 | SPEC: Seeing People in the Wild with an Estimated CameraabstractDue to the lack of camera parameter information for in-the-wild images, existing 3D human pose and shape (HPS) estimation methods make several simplifying assumptions: weak-perspective projection, large constant focal length, and zero camera rotation. These assumptions often do not hold and we show, quantitatively and qualitatively, that they cause errors in the reconstructed 3D shape and pose. To address this, we introduce SPEC, the first in-the-wild 3D HPS method that estimates the perspective camera from a single image and employs this to reconstruct 3D human bodies more accurately. First, we train a neural network to estimate the field of view, camera pitch, and roll given an input image. We employ novel losses that improve the calibration accuracy over previous work. We then train a novel network that concatenates the camera calibration to the image features and uses these together to regress 3D body shape and pose. SPEC is more accurate than the prior art on the standard benchmark (3DPW) as well as two new datasets with more challenging camera views and varying focal lengths. Specifically, we create a new photorealistic synthetic dataset (SPEC-SYN) with ground truth 3D bodies and a novel in-the-wild dataset (SPEC-MTP) with calibration and high-quality reference bodies. Code and datasets are available for research purposes at https://spec.is.tue.mpg.de/. Muhammed Kocabas, Chun-Hao P. Huang, Joachim Tesch, Lea Müller, Otmar Hilliges, Michael J. Black |
ICCV | 4 |