Vasileios Choutas

dblp:230/1246 · DBLP profile ↗
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14ranked-venue papers
4as first author
10since 2021 · last 2025
0009-0004-4375-3368ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 13 · 4 first-author · 9 since 2021Artificial intelligence and machine learning · 10 · 4 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Driving and Sleep Deprivation: Comparing Interventions Using a Driving Simulator with EEG Analysis
abstract
This preliminary study investigates the effects of sleep deprivation on driving performance and evaluates three gamified or stimulating interventions: airflow, music, and caffeine. Two participants completed simulator-based driving tasks in rested and sleep-deprived states. Performance was assessed via lane deviation (SDLP), and EEG data were analyzed. Sleep deprivation increased SDLP and low-frequency EEG activity, indicating reduced alertness. Caffeine showed the strongest restorative effect. Despite the small sample, results suggest EEG is useful for detecting fatigue, and gamified stimuli may support alertness during drowsy driving.
Niki Eleni Ntagka, Emmanouil D. Oikonomou, Konstantinos Sakkas, Vasileios Choutas, Vasileios Aspiotis, Nikolaos Giannakeas, Alexandros T. Tzallas, Andreas Miltiadous
CBMS4
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
CVPR4
2024 HMP: Hand Motion Priors for Pose and Shape Estimation from Video
abstract
Understanding how humans interact with the world necessitates accurate 3D hand pose estimation, a task complicated by the hand’s high degree of articulation, frequent occlusions, self-occlusions, and rapid motions. While most existing methods rely on single-image inputs, videos have useful cues to address aforementioned issues. However, existing video-based 3D hand datasets are insufficient for training feedforward models to generalize to in-the-wild scenarios. On the other hand, we have access to large human motion capture datasets which also include hand motions, e.g. AMASS. Therefore, we develop a generative motion prior specific for hands, trained on the AMASS dataset which features diverse and high-quality hand motions. This motion prior is then employed for video-based 3D hand motion estimation following a latent optimization approach. Our integration of a robust motion prior significantly enhances performance, especially in occluded scenarios. It produces stable, temporally consistent results that surpass conventional single-frame methods. We demonstrate our method’s efficacy via qualitative and quantitative evaluations on the HO3D and DexYCB datasets, with special emphasis on an occlusion-focused subset of HO3D. Code is available at https://hmp.is.tue.mpg.de
Enes Duran, Muhammed Kocabas, Vasileios Choutas, Zicong Fan, Michael J. Black
WACV3
2024 Learning to Stabilize Faces
abstract
Abstract Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need tostabilizethem to remove unwanted head movement. Stabilization is important for tasks like game development or movie making which require facial expressions to be cleanly separated from rigid head motion. Since manual stabilization is labor‐intensive, there have been attempts to automate it. However, previous methods remain impractical: they either still require some manual input, produce imprecise alignments, rely on dubious heuristics and slow optimization, or assume a temporally ordered input. Instead, we present a new learning‐based approach that is simple and fully automatic. We treat stabilization as a regression problem: given two face meshes, our network directly predicts the rigid transform between them that brings their skulls into alignment. We generate synthetic training data using a 3D Morphable Model (3DMM), exploiting the fact that 3DMM parameters separate skull motion from facial skin motion. Through extensive experiments we show that our approach outperforms the state‐of‐the‐art both quantitatively and qualitatively on the tasks of stabilizing discrete sets of facial expressions as well as dynamic facial performances. Furthermore, we provide an ablation study detailing the design choices and best practices to help others adopt our approach for their own uses.
Jan Bednarík, Erroll Wood, Vasileios Choutas, Timo Bolkart, Daoye Wang, Chenglei Wu, Thabo Beeler
Comput. Graph. Forum3
2023 Reconstructing Signing Avatars from Video Using Linguistic Priors
abstract
Sign language (SL) is the primary method of communication for the 70 million Deaf people around the world. Video dictionaries of isolated signs are a core SL learning tool. Replacing these with 3D avatars can aid learning and enable AR/VR applications, improving access to technology and online media. However, little work has attempted to estimate expressive 3D avatars from SL video; occlusion, noise, and motion blur make this task difficult. We address this by introducing novel linguistic priors that are universally applicable to SL and provide constraints on 3D hand pose that help resolve ambiguities within isolated signs. Our method, SGNify, captures fine-grained hand pose, facial expression, and body movement fully automatically from in-the-wild monocular SL videos. We evaluate SGNify quantitatively by using a commercial motion-capture system to compute 3D avatars synchronized with monocular video. SGNify outperforms state-of-the-art 3D body-pose-and shape-estimation methods on SL videos. A perceptual study shows that SGNify's 3D reconstructions are significantly more comprehensible and natural than those of previous methods and are on par with the source videos. Code and data are available at sgnify.is.tue.mpg.de.
Maria-Paola Forte, Peter Kulits, Chun-Hao Huang, Vasileios Choutas, Dimitrios Tzionas, Katherine J. Kuchenbecker, Michael J. Black
CVPR4
2023 Spatio-Temporal Action Detection Under Large Motion
abstract
Current methods for spatio-temporal action tube detection often extend a bounding box proposal at a given key-frame into a 3D temporal cuboid and pool features from nearby frames. However, such pooling fails to accumulate meaningful spatio-temporal features if the position or shape of the actor shows large 2D motion and variability through the frames, due to large camera motion, large actor shape deformation, fast actor action and so on. In this work, we aim to study the performance of cuboid-aware feature aggregation in action detection under large action. Further, we propose to enhance actor feature representation under large motion by tracking actors and performing temporal feature aggregation along the respective tracks. We define the actor motion with intersection-over-union (IoU) between the boxes of action tubes/tracks at various fixed time scales. The action having a large motion would result in lower IoU over time, and slower actions would maintain higher IoU. We find that track-aware feature aggregation consistently achieves a large improvement in action detection performance, especially for actions under large motion compared to cuboid-aware baseline. As a result, we also report state-of-the-art on the large-scale MultiSports dataset.
Gurkirt Singh, Vasileios Choutas, Suman Saha 0001, Fisher Yu 0001, Luc Van Gool
WACV2
2022 Accurate 3D Body Shape Regression using Metric and Semantic Attributes
abstract
While 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
CVPR1
2022 GOAL: Generating 4D Whole-Body Motion for Hand-Object Grasping
abstract
Generating digital humans that move realistically has many applications and is widely studied, but existing meth-odsfocus on the major limbs of the body, ignoring the hands and head. Hands have been separately studied, but the fo-cus has been on generating realistic static grasps of objects. To synthesize virtual characters that interact with the world, we need to generate full-body motions and realistic hand grasps simultaneously. Both sub-problems are challenging on their own and, together, the state space of poses is sig-nificantly larger, the scales of hand and body motions dif-fer, and the whole-body posture and the hand grasp must agree, satisfy physical constraints, and be plausible. Additionally, the head is involved because the avatar must look at the object to interact with it. For the first time, we ad-dress the problem of generating full-body, hand and head motions of an avatar grasping an unknown object. As in-put, our method, called GOAL, takes a 3D object, its pose, and a starting 3D body pose and shape. GOAL outputs a sequence of whole-body poses using two novel networks. First, GNet generates a goal whole-body grasp with a re-alistic body, head, arm, and hand pose, as well as hand-object contact. Second, MNet generates the motion be-tween the starting and goal pose. This is challenging, as it requires the avatar to walk towards the object with foot-ground contact, orient the head towards it, reach out, and grasp it with a realistic hand pose and hand-object con-tact. To achieve this the networks exploit a representation that combines SMPL-X body parameters and 3D vertex off-sets. We train and evaluate GOAL, both qualitatively and quantitatively, on the GRAB dataset. Results show that GOAL generalizes well to unseen objects, outperforming baselines. A perceptual study shows that GOAL's gener-ated motions approach the realism of GRAB's ground truth. GOAL takes a step towards generating realistic full-body object grasping motion. Our models and code are available at https://goal.is.tue.mpg.de.
Omid Taheri, Vasileios Choutas, Michael J. Black, Dimitrios Tzionas
CVPR2
2022 Learning to Fit Morphable Models
Vasileios Choutas, Federica Bogo, Jingjing Shen, Julien P. C. Valentin
ECCV (6)1
2021 Collaborative Regression of Expressive Bodies using Moderation
abstract
Recovering expressive humans from images is essential for understanding human behavior. Methods that estimate 3D bodies, faces, or hands have progressed significantly, yet separately. Face methods recover accurate 3D shape and geometric details, but need a tight crop and struggle with extreme views and low resolution. Whole-body methods are robust to a wide range of poses and resolutions, but provide only a rough 3D face shape without details like wrinkles. To get the best of both worlds, we introduce PIXIE, which produces animatable, whole-body 3D avatars with realistic facial detail, from a single image. For this, PIXIE uses two key observations. First, existing work combines independent estimates from body, face, and hand experts, by trusting them equally. PIXIE introduces a novel moderator that merges the features of the experts, weighted by their confidence. All part experts can contribute to the whole, using SMPL-X’s shared shape space across all body parts. Second, human shape is highly correlated with gender, but existing work ignores this. We label training images as male, female, or non-binary, and train PIXIE to infer “gendered” 3D body shapes with a novel shape loss. In addition to 3D body pose and shape parameters, PIXIE estimates expression, illumination, albedo and 3D facial surface displacements. Quantitative and qualitative evaluation shows that PIXIE estimates more accurate whole-shape and detailed face shape than the state of the art. Models and code are available at pixie.is.tue.mpg.de.
Yao Feng 0001, Vasileios Choutas, Timo Bolkart, Dimitrios Tzionas, Michael J. Black
3DV2
2020 Monocular Expressive Body Regression Through Body-Driven Attention
Vasileios Choutas, Georgios Pavlakos, Timo Bolkart, Dimitrios Tzionas, Michael J. Black
ECCV (10)1
2019 Expressive Body Capture: 3D Hands, Face, and Body From a Single Image
abstract
To facilitate the analysis of human actions, interactions and emotions, we compute a 3D model of human body pose, hand pose, and facial expression from a single monocular image. To achieve this, we use thousands of 3D scans to train a new, unified, 3D model of the human body, SMPL-X, that extends SMPL with fully articulated hands and an expressive face. Learning to regress the parameters of SMPL-X directly from images is challenging without paired images and 3D ground truth. Consequently, we follow the approach of SMPLify, which estimates 2D features and then optimizes model parameters to fit the features. We improve on SMPLify in several significant ways: (1) we detect 2D features corresponding to the face, hands, and feet and fit the full SMPL-X model to these; (2) we train a new neural network pose prior using a large MoCap dataset; (3) we define a new interpenetration penalty that is both fast and accurate; (4) we automatically detect gender and the appropriate body models (male, female, or neutral); (5) our PyTorch implementation achieves a speedup of more than 8x over Chumpy. We use the new method, SMPLify-X, to fit SMPL-X to both controlled images and images in the wild. We evaluate 3D accuracy on a new curated dataset comprising 100 images with pseudo ground-truth. This is a step towards automatic expressive human capture from monocular RGB data. The models, code, and data are available for research purposes at https://smpl-x.is.tue.mpg.de.
Georgios Pavlakos, Vasileios Choutas, Nima Ghorbani, Timo Bolkart, Ahmed A. A. Osman, Dimitrios Tzionas, Michael J. Black
CVPR2
2019 Resolving 3D Human Pose Ambiguities With 3D Scene Constraints
abstract
To understand and analyze human behavior, we need to capture humans moving in, and interacting with, the world. Most existing methods perform 3D human pose estimation without explicitly considering the scene. We observe however that the world constrains the body and vice-versa. To motivate this, we show that current 3D human pose estimation methods produce results that are not consistent with the 3D scene. Our key contribution is to exploit static 3D scene structure to better estimate human pose from monocular images. The method enforces Proximal Relationships with Object eXclusion and is called PROX. To test this, we collect a new dataset composed of 12 different 3D scenes and RGB sequences of 20 subjects moving in and interacting with the scenes. We represent human pose using the 3D human body model SMPL-X and extend SMPLify-X to estimate body pose using scene constraints. We make use of the 3D scene information by formulating two main constraints. The inter-penetration constraint penalizes intersection between the body model and the surrounding 3D scene. The contact constraint encourages specific parts of the body to be in contact with scene surfaces if they are close enough in distance and orientation. For quantitative evaluation we capture a separate dataset with 180 RGB frames in which the ground-truth body pose is estimated using a motion capture system. We show quantitatively that introducing scene constraints significantly reduces 3D joint error and vertex error. Our code and data are available for research at https://prox.is.tue.mpg.de.
Mohamed Hassan 0003, Vasileios Choutas, Dimitrios Tzionas, Michael J. Black
ICCV2
2018 PoTion: Pose MoTion Representation for Action Recognition
abstract
Most state-of-the-art methods for action recognition rely on a two-stream architecture that processes appearance and motion independently. In this paper, we claim that considering them jointly offers rich information for action recognition. We introduce a novel representation that gracefully encodes the movement of some semantic keypoints. We use the human joints as these keypoints and term our Pose moTion representation PoTion. Specifically, we first run a state-of-the-art human pose estimator [4] and extract heatmaps for the human joints in each frame. We obtain our PoTion representation by temporally aggregating these probability maps. This is achieved by 'colorizing' each of them depending on the relative time of the frames in the video clip and summing them. This fixed-size representation for an entire video clip is suitable to classify actions using a shallow convolutional neural network. Our experimental evaluation shows that PoTion outperforms other state-of-the-art pose representations [6, 48]. Furthermore, it is complementary to standard appearance and motion streams. When combining PoTion with the recent two-stream I3D approach [5], we obtain state-of-the-art performance on the JHMDB, HMDB and UCF101 datasets.
Vasileios Choutas, Philippe Weinzaepfel, Jérôme Revaud, Cordelia Schmid
CVPR1