Andre Rochow

dblp:277/6073 · DBLP profile ↗
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5ranked-venue papers
3as first author
5since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 4 · 3 first-author · 4 since 2021Systems, architecture and hardware · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2024 FSRT: Facial Scene Representation Transformer for Face Reenactment from Factorized Appearance, Head-Pose, and Facial Expression Features
abstract
The task of face reenactment is to transfer the head motion and facial expressions from a driving video to the appearance of a source image, which may be of a different person (cross-reenactment). Most existing methods are CNN-based and estimate optical flow from the source image to the current driving frame, which is then inpainted and refined to produce the output animation. We propose a transformer-based encoder for computing a set-latent representation of the source image(s). We then predict the output color of a query pixel using a transformer-based decoder, which is conditioned with keypoints and a facial expression vector extracted from the driving frame. Latent representations of the source person are learned in a self-supervised manner that factorize their appearance, head pose, and facial expressions. Thus, they are perfectly suited for cross-reenactment. In contrast to most related work, our method naturally extends to multiple source images and can thus adapt to person-specific facial dynamics. We also propose data augmentation and regularization schemes that are necessary to prevent overfitting and support generalizability of the learned representations. We evaluated our approach in a randomized user study. The results indicate superior performance compared to the state-of-the-art in terms of motion transfer quality and temporal consistency.11Code & Video: https://andrerochow.github.io/fsrt
Andre Rochow, Max Schwarz, Sven Behnke
CVPR1
2023 Attention-Based VR Facial Animation with Visual Mouth Camera Guidance for Immersive Telepresence Avatars
abstract
Facial animation in virtual reality environments is essential for applications that necessitate clear visibility of the user's face and the ability to convey emotional signals. In our scenario, we animate the face of an operator who controls a robotic Avatar system. The use of facial animation is particularly valuable when the perception of interacting with a specific individual, rather than just a robot, is intended. Purely keypoint-driven animation approaches struggle with the complexity of facial movements. We present a hybrid method that uses both keypoints and direct visual guidance from a mouth camera. Our method generalizes to unseen operators and requires only a quick enrolment step with capture of two short videos. Multiple source images are selected with the intention to cover different facial expressions. Given a mouth camera frame from the HMD, we dynamically construct the target keypoints and apply an attention mechanism to determine the importance of each source image. To resolve keypoint ambiguities and animate a broader range of mouth expressions, we propose to inject visual mouth camera information into the latent space. We enable training on large-scale speaking head datasets by simulating the mouth camera input with its perspective differences and facial deformations. Our method outperforms a baseline in quality, capability, and temporal consistency. In addition, we highlight how the facial animation contributed to our victory at the ANA Avatar XPRIZE Finals.
Andre Rochow, Max Schwarz, Sven Behnke
IROS1
2023 Audio-Based Roughness Sensing and Tactile Feedback for Haptic Perception in Telepresence
abstract
Haptic perception is highly important for immersive teleoperation of robots, especially for accomplishing manipulation tasks. We propose a low-cost haptic sensing and rendering system, which is capable of detecting and displaying surface roughness. As the robot fingertip moves across a surface of interest, two microphones capture sound coupled directly through the fingertip and through the air, respectively. A learning-based detector system analyzes the data in real time and gives roughness estimates with both high temporal resolution and low latency. Finally, an audio-based vibrational actuator displays the result to the human operator. We demonstrate the effectiveness of our system through lab experiments and our winning entry in the ANA Avatar XPRIZE competition finals, where briefly trained judges solved a roughness-based selection task even without additional vision feedback. We publish our dataset used for training and evaluation together with our trained models to enable reproducibility of results.
Bastian Pätzold, Andre Rochow, Michael Schreiber, Raphael Memmesheimer, Christian Lenz, Max Schwarz, Sven Behnke
SMC2
2022 VR Facial Animation for Immersive Telepresence Avatars
abstract
VR Facial Animation is necessary in applications requiring clear view of the face, even though a VR headset is worn. In our case, we aim to animate the face of an operator who is controlling our robotic avatar system. We propose a real-time capable pipeline with very fast adaptation for specific operators. In a quick enrollment step, we capture a sequence of source images from the operator without the VR headset which contain all the important operator-specific appearance information. During inference, we then use the operator keypoint information extracted from a mouth camera and two eye cameras to estimate the target expression and head pose, to which we map the appearance of a source still image. In order to enhance the mouth expression accuracy, we dynamically select an auxiliary expression frame from the captured sequence. This selection is done by learning to transform the current mouth keypoints into the source camera space, where the alignment can be determined accurately. We, furthermore, demonstrate an eye tracking pipeline that can be trained in less than a minute, a time efficient way to train the whole pipeline given a dataset that includes only complete faces, show exemplary results generated by our method, and discuss performance at the ANA Avatar XPRIZE semifinals.
Andre Rochow, Max Schwarz, Michael Schreiber, Sven Behnke
IROS1
2021 NimbRo Avatar: Interactive Immersive Telepresence with Force-Feedback Telemanipulation
abstract
Robotic avatars promise immersive teleoperation with human-like manipulation and communication capabilities. We present such an avatar system, based on the key components of immersive 3D visualization and transparent force-feedback telemanipulation. Our avatar robot features an anthropomorphic bimanual arm configuration with dexterous hands. The remote human operator drives the arms and fingers through an exoskeleton-based operator station, which provides force feedback both at the wrist and for each finger. The robot torso is mounted on a holonomic base, providing locomotion capability in typical indoor scenarios, controlled using a 3D rudder device. Finally, the robot features a 6D movable head with stereo cameras, which stream images to a VR HMD worn by the operator. Movement latency is hidden using spherical rendering. The head also carries a telepresence screen displaying a synthesized image of the operator with facial animation, which enables direct interaction with remote persons. We evaluate our system successfully both in a user study with untrained operators as well as a longer and more complex integrated mission. We discuss lessons learned from the trials and possible improvements.
Max Schwarz, Christian Lenz, Andre Rochow, Michael Schreiber, Sven Behnke
IROS3