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Jiayi Wang 0001

dblp:28/4853-1 · DBLP profile ↗
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7ranked-venue papers
2as first author
3since 2021 · last 2024
0000-0001-9102-411XORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
3D vision · 76% Face, body and person analysis · 24%
Computer graphics and multimedia
3 papers
Geometric modeling and processing · 53% Computer animation and physical simulation · 36% Image and video processing · 11%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
neural radiance field
0.712023
LiveHand: Real-time and Photorealistic Neural Hand Rendering · ICCV 2023
Computer vision › 3D vision
neural rendering
0.712023
LiveHand: Real-time and Photorealistic Neural Hand Rendering · ICCV 2023
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.512021
EventHands: Real-Time Neural 3D Hand Pose Estimation from an Event Stream · ICCV 2021
Geometric modeling and processing › 3d reconstruction › 3d human reconstruction
3d hand reconstruction
0.412020
HTML: A Parametric Hand Texture Model for 3D Hand Reconstruction and Personalization · ECCV (11) 2020
Computer animation and physical simulation
motion capture
0.412020
RGB2Hands: real-time tracking of 3D hand interactions from monocular RGB video · ACM Trans. Graph. 2020
Computer vision › 3D vision › depth estimation › multi-task depth estimation
depth and pose estimation
0.112021
EventHands: Real-Time Neural 3D Hand Pose Estimation from an Event Stream · ICCV 2021
Computer vision › 3D vision › pose estimation › 3d hand pose estimation
monocular hand pose estimation
0.112021
EventHands: Real-Time Neural 3D Hand Pose Estimation from an Event Stream · ICCV 2021
Image and video processing › texture analysis
texture modeling
0.112020
HTML: A Parametric Hand Texture Model for 3D Hand Reconstruction and Personalization · ECCV (11) 2020

Methods — techniques the papers use, named apart from their topics

super-resolution · 1.3perceptual loss · 1.3neural implicit representation · 1.3synthetic event stream simulation · 0.5neural network regression · 0.5event stream representation · 0.5parametric hand texture model · 0.4multitask CNN · 0.4generative model fitting · 0.4
YearPublicationVenuePosition
2024 3D Pose Estimation of Two Interacting Hands from a Monocular Event Camera
abstract
3D hand tracking from a monocular video is a very challenging problem due to hand interactions, occlusions, left-right hand ambiguity, and fast motion. Most existing methods rely on RGB inputs, which have severe limitations under low-light conditions and suffer from motion blur. In contrast, event cameras capture local brightness changes instead of full image frames and do not suffer from the described effects. Unfortunately, existing image-based techniques cannot be directly applied to events due to significant differences in the data modalities. In response to these challenges, this paper introduces the first framework for 3D tracking of two fast-moving and interacting hands from a single monocular event camera. Our approach tackles the left-right hand ambiguity with a novel semi-supervised feature-wise attention mechanism and integrates an intersection loss to fix hand collisions. To facilitate advances in this research domain, we release a new synthetic large-scale dataset of two interacting hands, Ev2Hands-S, and a new real benchmark with real event streams and ground-truth 3D annotations, Ev2Hands-R. Our approach outperforms existing methods in terms of the 3D reconstruction accuracy and generalises to real data under severe light conditions1.1https://4dqv.mpi-inf.mpg.de/Ev2Hands/
Christen Millerdurai, Diogo C. Luvizon, Viktor Rudnev, André Jonas, Jiayi Wang 0001, Christian Theobalt, Vladislav Golyanik
3DV5
2023 LiveHand: Real-time and Photorealistic Neural Hand Rendering
abstract
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing photo-realistic appearance. Moreover, for applications in extended reality and gaming, real-time rendering is critical. We present the first neural-implicit approach to photo-realistically render hands in real-time. This is a challenging problem as hands are textured and undergo strong articulations with pose-dependent effects. However, we show that this aim is achievable through our carefully designed method. This includes training on a low-resolution rendering of a neural radiance field, together with a 3D-consistent super-resolution module and mesh-guided sampling and space canonicalization. We demonstrate a novel application of perceptual loss on the image space, which is critical for learning details accurately. We also show a live demo where we photo-realistically render the human hand in real-time for the first time, while also modeling pose-and view-dependent appearance effects. We ablate all our design choices and show that they optimize for rendering speed and quality. Video results and our code can be accessed from https://vcai.mpi-inf.mpg.de/projects/LiveHand/
Akshay Mundra, Mallikarjun B. R. 0001, Jiayi Wang 0001, Marc Habermann, Christian Theobalt, Mohamed A. Elgharib
ICCV3
2021 EventHands: Real-Time Neural 3D Hand Pose Estimation from an Event Stream
abstract
3D hand pose estimation from monocular videos is a long-standing and challenging problem, which is now seeing a strong upturn. In this work, we address it for the first time using a single event camera, i.e., an asynchronous vision sensor reacting on brightness changes. Our EventHands approach has characteristics previously not demonstrated with a single RGB or depth camera such as high temporal resolution at low data throughputs and real-time performance at 1000 Hz. Due to the different data modality of event cameras compared to classical cameras, existing methods cannot be directly applied to and re-trained for event streams. We thus design a new neural approach which accepts a new event stream representation suitable for learning, which is trained on newly-generated synthetic event streams and can generalise to real data. Experiments show that EventHands outperforms recent monocular methods using a colour (or depth) camera in terms of accuracy and its ability to capture hand motions of unprecedented speed. Our method, the event stream simulator and the dataset are publicly available (see https://4dqv.mpi-inf.mpg.de/EventHands/).
Viktor Rudnev, Vladislav Golyanik, Jiayi Wang 0001, Hans-Peter Seidel, Franziska Mueller 0001, Mohamed A. Elgharib, Christian Theobalt
ICCV3
2020 HTML: A Parametric Hand Texture Model for 3D Hand Reconstruction and Personalization
Neng Qian, Jiayi Wang 0001, Franziska Mueller 0001, Florian Bernard 0001, Vladislav Golyanik, Christian Theobalt
ECCV (11)2
2020 Generative Model-Based Loss to the Rescue: A Method to Overcome Annotation Errors for Depth-Based Hand Pose Estimation
abstract
We propose to use a model-based generative loss for training hand pose estimators on depth images based on a volumetric hand model. This additional loss allows training of a hand pose estimator that accurately infers the entire set of 21 hand keypoints while only using supervision for 6 easy-to-annotate keypoints (fingertips and wrist). We show that our partially-supervised method achieves results that are comparable to those of fully-supervised methods which enforce articulation consistency. Moreover, for the first time we demonstrate that such an approach can be used to train on datasets that have erroneous annotations, i.e. “ground truth” with notable measurement errors, while obtaining predictions that explain the depth images better than the given “ground truth.”
Jiayi Wang 0001, Franziska Mueller 0001, Florian Bernard 0001, Christian Theobalt
FG1
2020 RGB2Hands: real-time tracking of 3D hand interactions from monocular RGB video
abstract
Tracking and reconstructing the 3D pose and geometry of two hands in interaction is a challenging problem that has a high relevance for several human-computer interaction applications, including AR/VR, robotics, or sign language recognition. Existing works are either limited to simpler tracking settings ( e.g. , considering only a single hand or two spatially separated hands), or rely on less ubiquitous sensors, such as depth cameras. In contrast, in this work we present the first real-time method for motion capture of skeletal pose and 3D surface geometry of hands from a single RGB camera that explicitly considers close interactions. In order to address the inherent depth ambiguities in RGB data, we propose a novel multi-task CNN that regresses multiple complementary pieces of information, including segmentation, dense matchings to a 3D hand model, and 2D keypoint positions, together with newly proposed intra-hand relative depth and inter-hand distance maps. These predictions are subsequently used in a generative model fitting framework in order to estimate pose and shape parameters of a 3D hand model for both hands. We experimentally verify the individual components of our RGB two-hand tracking and 3D reconstruction pipeline through an extensive ablation study. Moreover, we demonstrate that our approach offers previously unseen two-hand tracking performance from RGB, and quantitatively and qualitatively outperforms existing RGB-based methods that were not explicitly designed for two-hand interactions. Moreover, our method even performs on-par with depth-based real-time methods.
Jiayi Wang 0001, Franziska Mueller 0001, Florian Bernard 0001, Suzanne Sorli, Oleksandr Sotnychenko, Neng Qian, Miguel A. Otaduy, Dan Casas, Christian Theobalt
ACM Trans. Graph.1
2019 Convex Optimisation for Inverse Kinematics
abstract
We consider the problem of inverse kinematics (IK), where one wants to find the parameters of a given kinematic skeleton that best explain a set of observed 3D joint locations. The kinematic skeleton has a tree structure, where each node is a joint that has an associated geometric transformation that is propagated to all its child nodes. The IK problem has various applications in vision and graphics, for example for tracking or reconstructing articulated objects, such as human hands or bodies. Most commonly, the IK problem is tackled using local optimisation methods. A major downside of these approaches is that, due to the non-convex nature of the problem, such methods are prone to converge to unwanted local optima and therefore require a good initialisation. In this paper we propose a convex optimisation approach for the IK problem based on semidefinite programming, which admits a polynomial-time algorithm that globally solves (a relaxation of) the IK problem. Experimentally, we demonstrate that the proposed method significantly outperforms local optimisation methods using different real-world skeletons.
Tarun Yenamandra, Florian Bernard 0001, Jiayi Wang 0001, Franziska Mueller 0001, Christian Theobalt
3DV3